
Mass Effect 5e
Player's Handbook
v0.8.4
Contact Us: info@n7.world
Disclaimer
This Homebrew supplement is not sanctioned by or affiliated with Electronic Arts Inc, BioWare, Wizards of the Coast, or any other rights-holding company or entity.
This conversion of the Dungeon's and Dragons 5th Ed is licensed under GNU General Public License v3.0
Except where otherwise noted, images on this site are from the Mass Effect Wikia and are licensed under a Creative Commons Attribution 4.0 International license.
Create and offline version (cached or PDF)
source: PC World | 4 ways to save a web page on an iPhone or Android phone
On a Desktop/Laptop?
Ctrl
+ P
for Windows OS
Cmd
+ P
for OSX
Choose "Save as PDF"
Add a webpage to your Reading List (iOS only)
Bookmarking a webpage in Safari for iPhone or iPad does little more than save the page’s URL in a thicket of nested bookmark folders—and if you happen to lose your network connection, pulling up a bookmark will give you nothing but an error message.
The beauty of iOS’s Reading List feature is that it can take a functional snapshot of any webpage, save it to your handset’s local storage for offline reading, and sync it with all your other iCloud-connected devices.
To save a webpage to your Reading List, just open the page in Safari, tap the Action button (the square button with the arrow) at the bottom of the screen, then tap Add to Reading List.
To open your Reading List, tap the Bookmarks button (the button that looks like an open book), then tap the Reading List tab (it’s the icon that looks like a pair of reading glasses).
Note: Adding a webpage to your Reading List won’t necessarily save it for all time. In my tests, I found that Reading List will try to grab the latest version of a page if your device is online, and if the page happens to disappear from the web, you’ll get a “page not found” error (or something along those lines). If you go back offline, Reading List usually goes back to the older, “cached” version.
Download a webpage in Chrome (Android only)
If you’re using Chrome for Android, good news: There’s an easy way to download webpages for offline reading.
Unlike iOS’s Reading List feature, Chrome won’t sync downloaded webpages to your other Android devices. But while iOS will try to update pages saved to Reading List, even going so far as to give you a '404' error on saved webpages that have since disappeared, Chrome treats your saved webpages as permanent snapshots. You can even compared a live webpage and downloaded offline page in separate Chrome tabs.
To save a webpage in Chrome, tap the three-dot menu button in the top-right corner of the screen, then tap the Download icon (the one that looks like a down arrow).
To access your saved webpages, tap the three-dot menu button again, then tap the Download icon. Tap a downloaded page to view it in Chrome, or tap and hold the page to share it or trash it.
Save a webpage as a PDF (Android and iOS)
While a webpage added to your iOS Reading List or Downloads in Chrome will look pretty much identical to its live, on-the-web counterpart, a PDF version of the same page may look jumbled and ungainly compared to the original. The upside of a PDF’d webpage, though, is that it’s essentially a digital printout—meaning it’s yours to keep, no matter what happens to the online version of the page.
You can create a PDF version of any webpage on your Android or iOS device, but the methods of doing so are somewhat different.
For Android:
First, open the page you want to save in Chrome, tap the three-dot menu button in the top-right corner of the screen, tap Share, then tap Print.
Once Android has finished creating a preview of the page you want to save, tap the Save to drop-down menu at the top of the page. Select Save to Google Drive to upload a PDF of the page to your Drive account (make sure you pick the right one if you’re signed in to multiple Google accounts), or tap Save as PDF to save the file to your handset’s local storage.
Now, just head to Google Drive to view your saved page (look in the Recent section if you’re not sure which Drive directory you saved the file to), or tap Downloads in the app drawer to find the file in your handset’s local storage.
Note: Sure, you could try tapping Share > Google Drive to save a webpage from Chrome to your Drive account, but all you’d be doing is saving a tiny text file with the page’s URL.
For iOS:
Go ahead and open a webpage in Safari, tap the Action button (again, it’s the square button with the upward arrow), then tap a Save PDF button in the top row (at the very least, there should be a Save PDF to iBooks button).
If you’re a Dropbox user, the Save to Dropbox option under the iOS Action button will save webpages as PDFs to your Dropbox account.
Table of Contents
Intro
Learning the basics
This handbook uses the current Dungeons & Dragons 5th Edition System Reference Document (SRD) as its core rule set. If you have never played D&D 5e, we recommend that you familiarize yourself with the basic rules of that system. Wizards of the Coast has a fantastic basic rules section where you can download the PDF or read online for free. It also has a basic rules section for Dungeon Masters. Additionally, there are plenty of other free, online resources which you can find by searching for "5th edition SRD".
infoBrand New Material
The classes, races, and spells are completely new in Mass Effect 5e. If you are reading the SRD in order to learn how to play Mass Effect 5e you can skip those section of the SRD and skip to the sections of the same name in this Player's Handbook.
Changes and additions
Once you have a general understanding of the 5th Edition rules, you'll want to look at our rule changes:
- General
- This section gives you an overview of the general rule changes. You might consider this the "miscellaneous" category.
- Combat
- This section gives you an overview of the changes in combat, which are mostly additions. It contains information about Shields, Primers and Detonators, and Barriers.
- Spellcasting
- A major feature of D&D are the spells. Since there isn't 'magic' in Mass Effect, our spell list is converted into biotics, tech powers, and combat devices. The spellcasting rules will explain how these three types of 'spells' are utilized in the system.
- Weapons
- A huge addition is the massive increase in ranged weapons, specifically firearms. The addition of the Mass Effect arsenal required some adjustments to combat and how attacks with ranged weapons are made. There are still melee weapons available, and some subclasses excel at melee combat. However, in the world of Mass Effect, ranged weapons are the default choice for combatants.
- Armor
- The other major addition is the expansion of how armor works. Instead of a full suit of armor, ME5e allows players to don armor of different types on different parts of the body, resulting in an array of Armor Class (AC) possibilities. The other change is that armor can be modified to increase its stats and grant additional features.
- Expenses
- In this section we'll outline currency, buying and selling items, and provide some guidelines for setting the cost of items and lifestyle expenses.
- Skills
- We've replaced some 5th Edition skills with sci-fi flavored versions.
- Conditions
- We've added a few conditions to accommodate certain spells and weapon types.
infoVariant Rules
Occasionally, you'll see a rule preceded by the word "Variant". This means the rule is optional. In some cases, it may replace an existing rule. For example, the Variant: Encumbrance rule replaces the standard Lifting & Carrying rules.
In other instances, the rule may be completely ignored. For example, the Paragon & Renegade system adds rules for utilizing paragon and renegade points. While this adds a nice touch of flavor from the original Mass Effect trilogy, it is not required for this system to work, and it can safely be left out of your campaign if desired.
Character creation and leveling
Once you've got a sense of the base 5th Edition rules and the ME5e rule changes, you're ready to dive into the character creation options. ME5e doesn't change anything about the basic process of character creation and leveling, only the specific options available to you, so you can follow the steps in the SRD to create your character. Finally, you can keep track of your character information with our custom character sheet.
For quick reference:
- Choose a race
- Choose a class
- Choose a background
- Roll for ability scores
- Choose your starting equipment
- Choose any feats provided by your class
- Choose any skill proficiencies afforded to you by your race, class, or background
- Use the class progression tables to level-up your character
As explained in the 5th Edition SRD, character creation starts with choosing a race and a class. We've done our best to translate the iconic classes of Mass Effect into versions compatible with 5e rules. 5th edition veterans will likely notice that some class features are re-skinned or ported versions of their 5th edition counterparts. In general, we try to keep the rules as similar as possible with 5th edition to avoid any balancing issues.
infoClass limitations on races
Another minor change is that not every race can be any class. The simple reason is that not all races have intrinsic biotic abilities, thus, it doesn't make much sense for them to become adepts or vanguards. However, this is a general guideline and can certainly be disregarded at your Galaxy Master's discretion. If you want to play a Quarian Vanguard, and your GM gives you the OK, then, by all means, you should!
Starting your campaign
Once you've assembled a group of players and characters are made, it's time to start your campaign. Other than following the rule changes, there isn't anything special about running a Mass Effect 5e campaign. In later versions, we hope to introduce additional Variant rules for space travel and ship-to-ship combat, but this isn't required to get started.
For information about the Mass Effect universe, we recommend consulting the Mass Effect Wiki.
Web app tools
In addition to being your Player's Handbook, this website has some other helpful tools. We are constantly working to refine these tools and add new ones!
- NPC Generator
- If there aren't enough options in the bestiary, or you just want to spin up some random NPCs, the Grunt Generator can quickly create NPCs with Challenge Ratings (CR) from 1/8 to 12. All weapons, powers, and traits are randomly generated, but damage output and health are kept within your selected CR boundary. For GMs, this is also a great way to provide new weapons for your players, as they can loot the remains of the enemy.
- Loot Generator
- You can use the loot generator to quickly create randomly generated rewards. These results are similar to rolling for loot in the DMG, but with much less effort.
- Bookmarks
- Weapons, grenades, spells, and monsters can all be bookmarked by clicking on the "Bookmark" button on the bottom of their info card. This will save the item so it's quick accessible in the bookmarks page for quick reference.
infoWhat is Challenge Rating?
Challenge Rating (or "CR" for short) is a measurement of how powerful a monster or NPC is. It is intended to help GM's control the difficulty of combat encounters (although new GMs will quickly learn this can be more art that science. For more information on Challenge Ratings, see the Combat Encounter Difficulty. section of the SRD.
Questions and feedback
Check out the contributing page for all information on leaving questions and feedback.
General
We call the Dungeon Master the Galaxy Master (tm tm tm)
5ft = 2m
Playmat: 2m = 1 square
Mass Effect 5e uses meters instead of feet. Why? Because this is set in the future, and it's sci-fi, and using metric make more sense.
Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. These weights have been adjusted from 5th Edition to work with kilograms (kg) instead of pounds (lbs).
- Carry Capacity
- You can carry capacity is your Strength score multiplied by 5. If you are wearing armor, your carry capacity is your Strength score multiplied by 10 (due to the built-in servos and pneumatics). This score is not affected by weapons or armor (see below).
- Push, Drag, Lift
- You can push, drag, or lift a weight in kgs up to twice your carrying capacity or 10 (20 w/ armor) times your Strength score. While pushing or dragging weight in excess of your carrying capacity, your speed drops to 2 meters.
- Size & Strength
- Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.
- Weapons
- You have 2 weapon slots and can equip a single weapon in either slot. Weapons equipped in a slot do not affect your carry capacity. Any additional weapons you pick up count against your carry capacity.
- Armor
- The armor matrix has a minimum Strength score for the combination of armor types. You must meet or exceed that score.
The lifting and carrying rules attempt to keep the simplicity of 5th edition, with the added restrictions of weapon capacity. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the minimum Strength column of the Armor table and ignore the weapon slot limitation.
Your carry weight is equal to two times your Strength score.
Each weapon and armor piece has a weight. If your total weight from all weapons and armor is in excess of your carry weight, you are encumbered, which means your speed drops by 4m.
If your total weight from all weapons and armor is in excess of four times your Strength score, you are instead heavily encumbered, which means your speed drops by 10m and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
In Mass Effect 5e, we restrict a race's class options. The primary reason is that biotic abilities available to Adepts, Vanguards, and Sentinels are either rare or non-existent in certain races. Instead of making our own distinctions about what races can play what classes, we used the race/class combinations available in the Mass Effect 3 and Mass Effect: Andromeda multiplayer system. Feel free to review the Race/Class combinations in the links below:
Recommendation, not Law
However, our restrictions should be considered a rule of thumb and are not based on game balance. Therefore, we encourage players and Galaxy Masters to talk about other race/class combinations and make their own decisions.
If the decision concerns whether or not a race can play as a biotic-capable class, we recommend reading the Mass Effect Wiki's page about biotics. Specifically, the sections titled "Alien Biotics" and "Biotics in Andromeda." If the decision is based on a different combination, we cannot offer any other insight other that using your own judgement.
There aren't enough spells and powers to justify making bonuses like "double damage to beast". In addition, many of the 5th Edition creature types don't make sense in the sci-fi setting (celestials, undead, fey, elemental, etc.). Instead there are only three creature types: Organic, Synthetic, and Synthorganic.
Synthorganic creatures are considered both synthetic and organic.
A creature with infrared vision, out to a specific range, can see in darkness, is unaffected by lightly or heavily obscured areas, and see invisible and hidden creatures and objects that give off heat.
However, the creature cannot see beyond intense heat sources and is effectively blind when looking at an intense heat source.
The Variant: Paragon & Renegade (P/R) rule adds another layer of complexity to skill checks.
Paragon and Renegade points
Your Paragon and Renegade points can add a bonus to skill checks. You gain a +1 bonus to your skill check for every 10 Paragon or Renegade points you have. For example, if you had 14 Paragon points and 22 Renegade points, you would add +1 to any paragon rolls and +2 to any renegade rolls.
You can gain points in Paragon and Renegade, but your total combined points can never be more than 100.
Paragon and Renegade rolls
A Paragon or Renegade roll is any skill check in which your GM allows your P/R bonus to augment the outcome of the roll. It's the player's responsibility to ask the Galaxy Master about adding the P/R bonus, but the Galaxy Master can proactively ask for a check with the P/R bonus added.
When to or when not to apply P/R bonus to a roll is entirely up to the GM. However, the rule of thumb is that the action taken is more Paragon-like or more Renegade-like than what an average sentient being would do.
Paragon examples:
- Acrobatics: jump in front of a bullet to protect someone
- Athletics: Hold fast a door why your party escapes a threat
- Intimidation: Threaten someone with justice
- Medicine: Stabalize an enemy
- Vehicle Handling: Lead your chasers right to the authorities
Renegade example:
- Athletics: Hold fast a door so the threat burns inside
- Deception: Convince the bounty hunters their target fled into that cave (which happens to be booby-trapped)
- Electronics: Broadcast the controversial research to the galaxy, let the politicians and scientists figure it out
- Intimidation: Threaten someone with pain
- Vehicle Handling: Lead your chasers right into a reinforced-steel wall
Earning P/R points
In general, whenever you succeed on a P/R roll, you should gain one point for the trait you used as your bonus. Depending on the magnitude of the action, the GM can award additional points, but no more than 5. GMs can also reward P/R points for non skill checks based on a player's roleplaying choices.
For Galaxy Masters, you want to award about 5 points of paragon or renegade per player level. I.e., a level 20 character should have about 100 points if they added their P/R scores together.
P/R and Alignment
Paragon and Renegade aren't necessarily correlated with alignment. Paragon doesn't mean 'good' or 'lawful' just as Renegade doesn't mean 'evil' or 'chaotic'. However, characters who a chaotic evil would tend towards renegade and vice versa.
WTF is sexy level? ... A joke. But please read this very scientific article for more information.
Combat
Shields are regenerating temporary hit points. When damage is applied it is subtracted from your shield points first, then from your hit points. Some abilities "bypass" your shields. In these instances, you subtract damage from your hit points leaving your shield points unchanged.
Shield Regeneration
Your shield points regenerate completely on a short or long rest or when combat or an encounter ends. However, in combat, you can attempt to regain shield points.
To regenerate shields during combat, a creature must do one of the following:
- Take the Hide action
- Take the Dodge action
- Have full cover at the end of its turn
Then, if the creature takes no damage until the start of its next turn, its shields begin regenerating. A creature with regenerating shields gains shield points equal to its regen stat. This effect continues until the shield points reach maximum capacity or the creature takes damage.
Why Don't Shields Recharge Automatically in Combat?
Our interpretation is that your armor's shields are managed by the on-board VI, which is taxed during combat as it manages other systems: your omni-tool or biotic implant, HUD, etc. Thus, once a threat is properly neutralized, or you are able to temporarily remove yourself from the fray, your VI can route power back into your shields for immediate regeneration.
Shield devices
All armor chest pieces come standard with 5 shield points and a regen of 5. However more advanced mods and armor sets can provided additional shields. Additionally, personal shield generators are available, which can provide shields without the character equipping armor.
Lightning Damage
All shields are vulnerable to lightning damage. In the event that a lighting attack removes all shield points, the following steps outline how to divvy up the damage:
- Double the damage.
- Subtract the shield points from the total damage.
- Reduce the remaining damage by half
- Apply the new amount to the target's hit points.
Melee Weapon Attacks
All damage resulting from a melee weapon attack by-passess shields. The Mass Effect codex explains that shields are "... repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair." Therefore, melee weapon attacks move slow enough to by-pass a shield's protective barrier.
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.-- 5th Edition SRD, (Player's Handbook, pg. 196)
- Half cover
- A target with half cover has a +2 bonus to AC and Dexterity saving throws.A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
- Three-quarters cover
- A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
- Full cover
- A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Galaxy Masters should take note of the above rule. At minimum, creatures provide half cover, meaning if the trajectory of a player's attack passes through another creature (friendly or enemy), the target has half cover. However, you may use any or all of the following varient rules to add variety and clarification to your combat.
Variant: Additional Rules
- Size
- Size matters. If the target is one size larger than the creature providing cover, the target has no cover. If the target is one size smaller than the creature providing cover, ther target has three-quarters cover.
- High Ground
- Flying enemies or creatures on high ground are able to shoot over cover.
- Friendly Fire
- Don't hit your friends! If the creature providing cover is friendly and the attacking creature misses, the attack has a 50% chance to hit the friendly target. Roll a die and if the result is odd the attack hits, even the attack misses both creatures. Or you can use the friendly creature's AC to decide if the attack hits or misses.
When you take the Reload Action, you expend a Thermal Clip from your inventory and insert it into the weapon you're currently holding, returning the weapon's heat to its maximum value.
At the start of your turn, if you are holding only a single weapon, you may use a Bonus Action to attempt a Rapid Reload. Make a DC 15 Dexterity (Sleight of Hand) check. On a success, you reload the weapon you're currently holding and may continue your turn as normal. On a failure, you must take the Reload action this turn. On a critical failure, the thermal clip drops from your hand, your weapon is not reloaded, and your lose your Action.
Why is this a variant rule?
Although there are class features and weapon mods that allow you to reload as a bonus action, we created this variant rule to give all classes a potential chance to reload as a bonus action. But this increases the potential rolls per combat, which can be cumbersome and distracting. So we leave it up to the GM and players to decide if this rule is right for their group.
Primers and Detonators add a combo-based mechanic to combat. However, they can also add an unwanted level of complexity to combat as well, as tracking which creatures are primed at any given moment can become cumbersome. As a variant, you may forego this rule and ignore any mention of the Primed condition or detonation effects.
Primed Condition
Some spells and attacks cause the target to become primed. When a primed target is hit with a detonating spell or attack the primed condition ends and the detonation causes an explosive effect. There are five primed types: Force, Necrotic, Fire, Cold, or Lightning, which correspond with the following explosions:
Type | Explosion |
---|---|
Force | The primed target takes 2d6 force damage, is knocked back 6m and becomes prone. |
Necrotic | The primed target takes 1d12 necrotic damage amd must pass a DC 13 Constituion saving throw or becomes stunned until the end of its next turn. |
Fire | Each creature within a 4m radius, including the primed target, catch fire, taking 1d6 fire damage. Each creature continues to burn for 1 minute, taking 1d6 fire damage at the start of its turn. A creature that is on fire can use its action put out the fire. |
Cold | Each creature within a 4m radius, including the primed target, must pass a DC 15 Strength saving throw. On a failed save a creature is frozen until the end of its next turn. |
Lightning | Each creature within a 4m radius, including the primed target, takes 3d4 lightning damage. |
A creature can suffer from multiple primed types simultaneously as long as each type is different. When detonated, all explosions happen at once centered on the location of the primed target.
There aren't enough spells and powers to justify making bonuses like "double damage to beast". In addition, many of the 5th Edition creature types don't make sense in the sci-fi setting (celestials, undead, fey, elemental, etc.). Instead there are only three creature types: Organic, Synthetic, and Synthorganic.
Synthorganic creatures are considered both synthetic and organic.
Since this is the future and there isn't really "magic", some damage types need to be re-conceptualized. If the damage type is not listed, its concept is unchanged.
- Force
- One of the primary biotic damage types. Mass effect fields that pummel, pierce, or apply pressure deal force damage.
- Lightning
- Shock damage. Any damage done by an electrical discharge or source. Deals double damage to shields.
- Necrotic
- The second biotic damage type. Necrotic damage uses dark energy and mass effect fields on a subatomic level.
- Psychic
- A shock to the nervous system, rather than fear or mental damage. But the latter is possible.
- Radiant
- Radiation or damage on a nuclear level, rather than divine light.
- Thunder
- Shockwaves and explosions. Thunder damage is primarily caused by grenades.
Spellcasting
We stretch the denotation of "Spell" in Mass Effect 5e to include tech and combat abilities that are powered by technological devices (such as an Omni-Tool).
However, spells are divided into 3 distinct categories:
- Biotic Powers
- These function exactly like spells in 5th edition. You have spell slots and regain all of your spell slots after a long rest.
- Tech Powers
- Tech powers are fueled by Tech Points, a resource available to Engineers, Infiltrators, and Sentinels that reflects your Omni-tool's power capacity. When you spend a tech point, it is unavailable until you finish a short rest, at the end of which you recharge 1d4 tech points. Some armor mods and class feature increase this recharge rate. At the end of a long rest, you recharge all your tech points. Tech powers are unique in that most have a variable tech point cost. You can choose to spend a lot or only a few tech points when casting a power, much like you can cast spells using higher level spell slots. However, there is a limit on how many tech points you can spent to fuel a tech power. This limit is indicated in the Max TP column of your class progression table.
- Combat Powers
- Combat powers have no casting cost, as they are generally instantiated by some sort of gadget or device. Instead of a casting cost, combat powers recharge on a short or long rest. If a combat power calls for a Spell Save, the DC will be indicated in the combat power's description.
Finally, you do not need to prepare spells. Instead, your class learns or advances spells as they level up. Once a spell is learned, it is always at your character's disposal.
You class progression tables allow you to learn new Biotic, Tech, and Combat abilities. Instead of learning a new ability, you have the option of choosing an advancement option for a skill you've already learned.
Once you've selected an advancement option, you cannot advance the ability again. In addition, you cannot learn and advance an ability in the same level. I.e., 1st level Adepts can learn up to three 1st level, biotic spells. They cannot, instead, learn two spells and advance one.
Primers and Detonators add a combo-based mechanic to combat. However, they can also add an unwanted level of complexity to combat as well, as tracking which creatures are primed at any given moment can become cumbersome. As a variant, you may forego this rule and ignore any mention of the Primed condition or detonation effects.
Primed Condition
Some spells and attacks cause the target to become primed. When a primed target is hit with a detonating spell or attack the primed condition ends and the detonation causes an explosive effect. There are five primed types: Force, Necrotic, Fire, Cold, or Lightning, which correspond with the following explosions:
Type | Explosion |
---|---|
Force | The primed target takes 2d6 force damage, is knocked back 6m and becomes prone. |
Necrotic | The primed target takes 1d12 necrotic damage amd must pass a DC 13 Constituion saving throw or becomes stunned until the end of its next turn. |
Fire | Each creature within a 4m radius, including the primed target, catch fire, taking 1d6 fire damage. Each creature continues to burn for 1 minute, taking 1d6 fire damage at the start of its turn. A creature that is on fire can use its action put out the fire. |
Cold | Each creature within a 4m radius, including the primed target, must pass a DC 15 Strength saving throw. On a failed save a creature is frozen until the end of its next turn. |
Lightning | Each creature within a 4m radius, including the primed target, takes 3d4 lightning damage. |
A creature can suffer from multiple primed types simultaneously as long as each type is different. When detonated, all explosions happen at once centered on the location of the primed target.
Weapons
Weight
The weight in kilograms. Used to calculate your carry capacity if you are carrying more weapons than the number of weapon slots allowed by your armor or if you are using the Variant: Encumbrance rule.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses. The range lists two numbers. The first is the weapon’s normal range in meters, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range. Heavy weapons only have a single range. They cannot be used to make attacks on targets beyond their range.
Heat
Basically, the number of number of times you can fire before you need to reload. If the weapon has a heat of 1 and you fire it, you must reload the weapon with a fresh thermal clip before firing it again. Reloading takes an action.
For Heavy Weapons, Heat is substituted for Charges. You can use the heavy weapon a number of times equal to its charges.
When you take the Reload Action, you expend a Thermal Clip from your inventory and insert it into the weapon you're currently holding, returning the weapon's heat to its maximum value.
At the start of your turn, if you are holding only a single weapon, you may use a Bonus Action to attempt a Rapid Reload. Make a DC 15 Dexterity (Sleight of Hand) check. On a success, you reload the weapon you're currently holding and may continue your turn as normal. On a failure, you must take the Reload action this turn. On a critical failure, the thermal clip drops from your hand, your weapon is not reloaded, and your lose your Action.
Why is this a variant rule?
Although there are class features and weapon mods that allow you to reload as a bonus action, we created this variant rule to give all classes a potential chance to reload as a bonus action. But this increases the potential rolls per combat, which can be cumbersome and distracting. So we leave it up to the GM and players to decide if this rule is right for their group.
You can carry 2 weapons into combat unless a feature or armor mod allows you to carry more. If using the Variant: Encumbrance rule, you can carry as many weapons as your carry capacity will allow.
Holstering and Drawing
You can holster the weapon you're wielding and draw a weapon you're carrying as a bonus action. This is true for all weapon types.
Just like in 5th Edition, you must be proficient with a weapon type to add your proficiency modifier to the attack roll. However, there are fewer weapon types (Assault Rifle, Heavy Pistol, SMG, Shotgun, Sniper Rifle, and Melee). Note that all melee weapons fall under one type, instead of being broken out by weapon type.
Attribute | Mechanic |
---|---|
Arc | Deals lightning damage. On a hit, deals half damage to 1 additional creature within 2m of the hit target. |
Burst Fire | Can make a normal single-target attack, or it can spray a 4m-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses 3 heat. |
Charge | You can use your attack action to charge the weapon. Each charge consumes 1 heat and increases the RoF by 1. If the number of charges equals the heat of the weapon, it overheats and cannot be fired until reloaded. |
Double Tap | When you make a ranged attack with this weapon, you can use your bonus action to make a second ranged attack. You do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative. The second attack may be on the same or a different target. |
Hip Fire | When making a ranged attack on a target creature within 2m, you do not have disadvantage on the attack roll |
Melee | Damage resulting from melee weapon attacks by-pass shields. Technically, this is a weapon type, but this mechanic still applies to all weapons of this type. |
Silent | Makes no noise when fired. |
Rare | Hard to come by. I.e., very unlikely to find in a standard shop and more likely to be looted. |
Two-handed | This weapon must be fired with two hands. Otherwise you automatically fail the attack roll. |
Unique | Cannot benefit from any weapon mods. |
Melee weapons have the same attributes as D&D 5e weapons, i.e. finesse, light, thrown, etc. But melee weapons do have a strength requirement. If your STR attribute is less than the requirement, all attacks made with the weapon are made with disadvantage. This requirement is denoted in parentheses in the "STR Req" column of the handbook.
Damage resulting from melee weapon attacks by-pass shields.
Charges
As stated above, Heavy Weapons use Charges instead of Thermal Clips. If you run out of Charges your weapon is nothing more than a hunk of metal.
Targeting
Most Heavy Weapons also use the Targeting condition. Targeting means painting the battlefield, or keeping a lock on one or more creatures for a single round of combat. Targeting is considered a free action, as long as you've already drawn the heavy weapon, i.e., you can choose to pick-up or equip a weapon as your action, then begin targeting as a free action before your turn ends. If you're already holding the weapon, you might use an ability as your action and then begin targeting.
Targeting condition
- A targeting creature's speed is reduced by half.
- The creature automatically fails Dexterity saving throws. Attack rolls against the creature have advantage.
- Targeting ends if one of the following occurs:
- The creature ends the condition as a reaction, which the creature takes when it sees another creature make an attack or cast a spell.
- When the creature gains full or three-quarter cover
- When the creature is knocked prone, lifted, or incapacitated.
Like Armor Customization, Weapon Customization is a new feature and provides a lot of the options that would be handled by Magical Items in traditional 5e.
The following weapon types cannot be customized.
- Heavy Weapons are integrated systems in-and-of themselves, so they cannot be changed in any way.
- Unique weapons are similar to heavy weapons, in that they have unique properties that cannot be changed. However, you GM can make an exception based on the specific mod and weapon.
- Melee weapons break the mold because all weapon mods are based on guns. However, melee weapon attacks can be bolstered by utilizing armor mods instead.
Customizing a Weapon
Each customizable weapon has 4 mod slots: Magazine, Body, Core, and Barrel. The weapon is only allowed one mod per slot. For example, the M-8 Avenger cannot have the Ultralight Materials and the Precision Scope, because both of those mods utilize the Body slot. But, weapons mods can be replaced. In this example, the player could choose to replace Ultralight Materials for the Precision Scope.
Additionally, some mods can only be added to a specific weapon type. For example, the Stunner mod is only available for placement on Heavy Pistols and SMGs.
Mod Persistence
Our intention with the weapon mod system is to add ways for players to create improved versions of their weapons. I.e., it's a way of getting +1 versions of a weapon you already own. In 5th Edition, players would need to loot or purchase an entirely new weapon. Therefore, we do not believe mods should be persistent. A player who has already purchased a Thermal Scope cannot move that Thermal Scope from one weapon to another.
However, this limitation can be enforced or amended as your GM sees fit. In a game where credits are light, a GM could allow players to swap mods between weapons. This would be similar to Mass Effect 3's version of the weapon mod system. Another possibility is requiring a minimal cost (either time or credits) to swap mods between weapons.
Looted weapons
Mods could also be pre-applied to weapons that players loot from enemies. Similar to the above, our intention is that the pre-applied mods would not be available for transfer to another weapon.
Armor
There are 2 major armor changes:
- Armor types can be mixed
- Armor can be custom made or modified with powerful augmentations.
Just like 5th edition, anyone can put on armor. However, only those proficient in the armor type know how to wear it effectively. Your class gives you proficiency with certain types of armor (light, medium, or heavy). If you are wearing 2 or more pieces of armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity. If you are wearing 4 pieces of armor you lack proficiency with, you cannot cast Biotics or Tech and Combat powers.
In Mass Effect 5e, there are 4 armor placements: Head, Chest, Arms, and Legs. Your base AC is 10 and each piece of armor provides a +AC bonus depending on its type and placement as listed in the Armor/AC table below. Additionally, there are bonuses and limitations for the combination of armor types you are wearing, explained in the Bonues and Limitations table.
For simplicity's sake, you cannot mix armor within placements. I.e., you cannot have a heavy piece of on your right arm and a light piece of armor on your left.
Armor / AC
Placement / Type | Light | Medium | Heavy |
---|---|---|---|
Chest | +1 | +2 | +3 |
Arms & Legs | +0 | +1 | +2 |
Head | Unless otherwise listed, headware provides no bonus |
Bonues and Limitations
If you are wearing...
DEX bonus | Min STR | Stealth | |
---|---|---|---|
...one or more pieces of Heavy armor | none | 14 | disadvantage |
...one or more pieces of Medium armor | Max +2 bonus from Dexterity modifier | 12 | - |
...light or no armor | Add Dexterity modifier to your AC | - | - |
Variant: Encumberance
If using the Variant: Encumbrance rule, use the following to calculate your armor weight.
Placement / Type | Light | Medium | Heavy |
---|---|---|---|
Chest | 3 | 6 | 10 |
Arms & Legs | 1 | 2 | 3 |
Head | 2 |
Armor Customization is a new feature and provides a lot of the options that would be handled by Magical Items in traditional 5e. It costs a pretty penny, so creating armor might not be available to new characters, but as they progress, you should be able to afford custom jobs.
Creating Armor from Scratch
When you create a piece of armor from scratch, you need to select:
- The armor placement (Head, Chest, Arms, Legs).
- The armor type (Light, Medium, Heavy)
- Additional mod slots, if any.
Slot / Type | Light | Medium | Heavy | Mod Slots (max) |
---|---|---|---|---|
Chest | 8,000 | 10,000 | 12,000 | 2 (3) |
Arms & Legs | 2,000 | 3,000 | 4,000 | 0 (2) |
Head | 5,000 | 1 (3) |
- Additional Mod Slots: 20,000 credits
Example
Medium Head Armor w/ 2 mod slots
Medium Head | 4000 |
Additional Mod Slot (starts with 1) | 20000 |
Total | 24000 credits |
Looted armor
You can sometimes apply custom mods and additional mod slots to armor you've looted from the battlefield. The same prices apply. If the awarded armor is a manufactured Armor Set, it cannot be customized.
Expenses
“Credits” are the only type of currency in Mass Effect. Our rule of thumb is that 1 gold piece is about 100 credits. But this is more of a guideline and we adjust that ratio often throughtout our prices.
Lifestyle expenses provide you with a simple way to account for the cost of living in [the Mass Effect] world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
-- 5th Edition SRD, pg. 72
Lifestyle | Credits/Day |
---|---|
Wretched | - |
Squalid | 25 credits |
Poor | 75 credits |
Modest | 150 credits |
Comfortable | 250 credits |
Wealthy | 500 credits |
Aristocratic | 1,000 credits minimum |
We've provided an assortment of costs for commonplace things. These are recommendations and not rules.
Drinks
Item | Credits |
---|---|
Beer (pint) | 5 |
Wine (glass) | 5-20 |
Beer (pitcher) | 20 |
Wine (bottle) | 20-100 |
Mixed Drink | 10 |
Exotic Drink | 20 |
Food
Item | Credits |
---|---|
Nutrient Bar | 5 |
Flavored Nutrient Bar | 10 |
Synthetic Meal Facsimile | 30 |
Standard Meal | 10-50 |
Artisan Meal | 100-200 |
Low-Grade Provisions | 100 |
Mid-Grade Provisions | 200 |
High-Grade Provisions | 500 |
Lodging
Item | Credits |
---|---|
Poor | 25 |
Modest | 100 |
Comfortable | 300 |
Upscale | 750 |
Lavish | 1500 |
Drugs
Item | Credits |
---|---|
Creeper, 1 dose | 50 |
Eximo, 30 pills | 25 |
Hallex, 10 pills | 50 |
Minagen X3, 1 dose | 100 |
Oblivion, 10 doses | 10 |
Red Sand, 1 gram | 200 |
Services
Item | Credits |
---|---|
Taxi, within town/city | 1 per kilometer |
Shuttle, within planet | 50 |
Interplanetary Shuttle | 500 |
Starship's Passage | 100 per day |
Weapon or Armor Detailing | 100-500 |
Hireling (Skilled) | 500 per day, minimum |
Hireling (Unskilled) | 200 per day |
Buying
GM's should feel empowered to raise and lower these costs to suit the needs of your campaign. If you player's are part of a military unit, improvements might be free and come at set levels. If you're in a desolate setting with limited resources, you might increase the cost of items.
Selling
Recommendation: Weapons and Armor can sold at one third of their cost.
Additionally, we do not recommend you allow players to sell back their weapons and armor at face value. We've attempted to balance the acquisition of credits to avoid players becoming too powerful through mods and new weapons too quickly. Allowing players to sell weapons and armor at face value will tip the scales in the player's favor.
Discounts
Long time Mass Effect players will certainly want to reference Shepard's ability to secure discounts from local shops. One option is to have players make Intimidation or Persuasion checks (with or without Paragon/Renegade scores). However, for added variety and randomness, you can use the following set of rules.
First, assign a DC to your shopkeeper. The DC could be equal for Intimidation and Persuasion, or it could be different for each.
Next, have you player make an Intimidation or Persuasion check. If using Paragon/Renegade rule, they can add their Renegade modifier to Intimidation checks or Paragon modifier for Persuasion checks. The result of this check adds a modifier to the final d100 roll (see next step).
- Critical Failure: -50
- Failure: -20
- Success: +20
- Critical Success: +50
Finally, the GM or player rolls a d100 adding the modifier from the previous step. Consult the following table for the resolution.
Roll | Result |
---|---|
<= 10 | The shopkeeper is furious that you would attempt to cheat them out of their wares. They will not do business with your or your party. |
11-30 | The shopkeeper sees through your ruse. If you're going to play it that way, you'll have to pay 10% more. |
31-50 | The shopkeeper is unmoved. They aren't going to give you a discount, but they're not shutting their doors either. |
51-70 | The shopkeeper has seen these ploys before, but you gave him a good chuckle, for that, you get a 10% discount. |
71-90 | Better to work with you than against you, the shopkeeper offers you a 20% discount. |
>= 91 | Either completely enthralled with your proposal, or scared out of their wits, the shopkeeper offers you a on-time discount of 50% off, and a lifetime discount of 20% off. |
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a vanguard who decides to multiclass into the infiltrator class must have both Dexterity and Intelligence scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
Multiclassing Prerequisites
Class | Ability Score Minimum |
---|---|
Adept | Wisdom 13 |
Engineer | Intelligence 13 |
Infiltrator | Dexterity 13 and Intelligence 13 |
Sentinel | Intelligence 13 or Wisdom 13 |
Soldier | Strength 13 or Dexterity 13 |
Vanguard | Strength 13 and Wisdom 13 |
When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
Multiclassing Proficiencies
Class | Proficiencies Gained |
---|---|
Adept | SMGs |
Engineer | Medium Armor |
Infiltrator | Sniper Rifles |
Sentinel | Heavy Armor |
Soldier | 1 weapon type |
Vanguard | Shotguns |
Your capacity for biotics depends partly on your combined levels in all your biotic classes and partly on your individual levels in those classes.
Spell Slots & Cantrips. You determine your available spell slots and cantrips by adding together all your levels in the adept class and half your levels (rounded down) in the sentinel and vanguard classes. Use this total to determine your spell slots and cantrips by consulting the Multiclass Biotic Table.
Multiclass Biotic Table
Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|
1st | 3 | 3 | - | - | - | - |
2nd | 3 | 4 | - | - | - | - |
3rd | 3 | 5 | - | - | - | - |
4th | 3 | 6 | - | - | - | - |
5th | 4 | 6 | 2 | - | - | - |
6th | 4 | 6 | 3 | - | - | - |
7th | 4 | 6 | 4 | - | - | - |
8th | 4 | 6 | 5 | - | - | - |
9th | 4 | 6 | 5 | 1 | - | - |
10th | 4 | 6 | 5 | 2 | - | - |
11th | 4 | 6 | 5 | 3 | - | - |
12th | 4 | 6 | 5 | 4 | - | - |
13th | 5 | 6 | 5 | 4 | - | - |
14th | 5 | 6 | 5 | 4 | 1 | - |
15th | 5 | 6 | 5 | 4 | 2 | - |
16th | 5 | 6 | 5 | 4 | 2 | - |
17th | 5 | 6 | 5 | 4 | 2 | 1 |
18th | 5 | 6 | 5 | 4 | 3 | 1 |
19th | 5 | 6 | 5 | 4 | 3 | 2 |
20th | 5 | 6 | 5 | 4 | 3 | 3 |
Your barrier capacity depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes.
Barrier. You determine your barrier capacity by adding together all your levels in the vanguard class and half your levels (rounded down) in the adept and sentinel classes. Use this total to determine your barrier capacity by consulting the Multiclass Barrier table.
Multiclass Barrier Table
Level | Barrier Ticks |
---|---|
1st | 3 |
2nd | 3 |
3rd | 3 |
4th | 4 |
5th | 4 |
6th | 4 |
7th | 5 |
8th | 5 |
9th | 5 |
10th | 6 |
11th | 6 |
12th | 6 |
13th | 7 |
14th | 7 |
15th | 7 |
16th | 8 |
17th | 8 |
18th | 9 |
19th | 9 |
20th | 10 |
Your capacity for techcasting depends partly on your combined levels in all your techcasting classes and partly on your individual levels in those classes.
Tech Points & Max TP. You determine your tech points and max tp to spend on tech powers by adding together all your levels in the engineer class and half your levels (rounded down) in the infiltrator and sentinel classes. Use this total to determine your tech points and max tp to spend on tech powers by consulting the Multiclass Tech Table.
Multiclass Tech Table
Level | Tech Points | Max TP |
---|---|---|
1st | 4 | 2 |
2nd | 6 | 2 |
3rd | 8 | 3 |
4th | 10 | 3 |
5th | 12 | 4 |
6th | 14 | 4 |
7th | 16 | 5 |
8th | 18 | 5 |
9th | 20 | 5 |
10th | 22 | 6 |
11th | 24 | 6 |
12th | 26 | 6 |
13th | 28 | 7 |
14th | 30 | 7 |
15th | 33 | 8 |
16th | 36 | 8 |
17th | 39 | 9 |
18th | 42 | 9 |
19th | 44 | 10 |
20th | 50 | 10 |
Races
Angara
The Angara are the only known extant sapient race native to the Heleus Cluster of the Andromeda galaxy, and arose on the planet Havarl.
Available Classes
Engineer, Infiltrator, Soldier
Racial Traits
You have proficiency in Survival.
You can use Shocking Grasp as a cantrip, without having to spend tech points, and dealing 1d6 points of damage, but otherwise functioning the same. Charisma is your spellcasting ability for this ability. This does not count against your max number of cantrips known.
Increase your AC by 1. You have a resistance to lightning damage, but this resistance does not apply to damage done to your shields.
If you fail to immerse yourself in sunlight for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day.
Asari
The asari, native to the planet Thessia, are often considered the most influential and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude.
Available Classes
Adept, Engineer, Infiltrator, Sentinel, Soldier, Vanguard
Racial Traits
Choose a class: Adept or Vanguard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Asari do not require biotic implants to control their abilities. Instead, their biotic talents rely on their ability to project their will onto the world. As an Asari, you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an biotic spell you cast and when making an attack roll with one.
You can transfer and receive thoughts to another creature. You must concentrate and if the creature is not willing, the thoughts become jumbled and disjointed. Unintelligent creatures have unpredictable results.
You gain proficiency in two skills of your choice.
Batarian
A race of four-eyed bipeds native to the world of Khar'shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy.
Available Classes
Adept, Engineer, Infiltrator, Sentinel, Soldier, Vanguard
Racial Traits
Select 1 feat from: A Beautiful Mine, Big Game Hunter, Biotic Slayer, Charger, Dual Wielder, Durable, Featherlight, Grappler, Grenadier, Heavily Armored, Hair Trigger, Heavy Armor Master, Melee Specialist, Moderately Armored, Resilient, Savage Attacker, Sentinel, Squad Leader, Tavern Brawler, Tough, Weapon Master
Batarians are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 10m of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Gain proficiency in either Insight or Intimidation.
Drell
The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.
Available Classes
Adept, Infiltrator, Soldier, Vanguard
Racial Traits
You have superior vision in dark and dim conditions. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
You can recall memories in intricate detail, including details from all your senses. Distant or inconsequential memories require a DC 14 Wisdom check. On a failure, you can only recall details from one or two senses.
Select 1 feat from: Actor, Alert, Big Game Hunter, Dual Wielder, Featherlight, Grenadier, Heavily Armored, Hair Trigger, Heavy Armor Master, Keen Mind, Linguist, Melee Specialist, Mobile, Moderately Armored, Observant, Skulker, Squad Leader
You skin is infused with a mild venom. When ingested or injected it can cause mild hallucinations.
You have proficiency in the Perception skill.
Geth
The geth ("Servant of the People" in Khelish) are a race of networked artificial intelligences that reside beyond the Perseus Veil.
Available Classes
Engineer, Infiltrator, Soldier
Racial Traits
Your construction incorporates advanced armor plating. While not wearing armor, your AC is equal to 13 + your Dexterity modifier.
As an action, activate Hunter Mode: Increase movement by 2m. +1 bonus to ranged and melee weapon attack rolls. This effect lasts 1 min. You can only use Hunter Mode once per long rest.
At 11th level, you gain an additional benefit based on your class:
Class | Feature |
---|---|
Engineer | Increase the damage of all Tech powers by 1 die type (max d12). If the die type is already d12, add +1 damage for each die rolled instead. |
Soldier | You have resistance to necrotic and force damage. |
Infiltrator | Increase your sneak attack die type to d8. |
You have 5 shields (regen 5). These shields can be upgraded for the equivalent cost of buying an armor mod.
You have proficiency in the Perception skill.
You are immune to disease and the poisoned condition. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Geth cannot take any feats.
If you begin your turn with less that 1/2 of your hit points, as a reaction you may activate your repair matrix. Gain 1d6 hit points at the start of your turn. This effect last 1 minute or until the your become incapacitated. This ability may only be used once per long rest.
Human
Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing.
Available Classes
Adept, Engineer, Infiltrator, Sentinel, Soldier, Vanguard
Racial Traits
Select 2 feats from: A Beautiful Mine, Alert, Athlete, Big Game Hunter, Biotic Slayer, Charger, Dual Wielder, Durable, Elemental Adept, Enhanced Optics, Featherlight, Grappler, Grenadier, Heavily Armored, Hair Trigger, Linguist, Lucky, Medium Armor Master, Melee Specialist, Mobile, Moderately Armored, Observant, Resilient, Savage Attacker, Sentinel, Sharpshooter, Skilled, Skulker, Squad Leader, Tavern Brawler, Tough, Wealth of Knowledge, Weapon Master
Krogan
The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators.
Available Classes
Adept, Engineer, Sentinel, Soldier, Vanguard
Racial Traits
You gain proficiency in the Intimidation skill.
Increase your AC by 1.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
If you begin your turn with less that 1/2 of your hit points, you enter into a rage. Your melee weapon attacks deal one extra die of its damage when you hit with it. This effect lasts 1 minute and cannot be triggered again until you have a short rest.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Prothean
The protheans are an ancient alien race which mysteriously vanished over 50,000 years ago. Though there is evidence that some still survive in stasis pods.
Available Classes
Adept, Soldier, Vanguard
Racial Traits
You have proficiency in Perception. You have truesight up to 20m.
Your unique quad-strand DNA helps to protect you against radiation and cold. You have radiant and cold damage resistance.
While in physical contact with a creature or object, a Prothean can recall its experiences. If you touch an object or creature and concentrate on it for 1 minute, you learn a few basic facts about it. You gain a mental image from the object or creature's point of view, learning of any events that have occurred within 10 meters of the object or creature within the past 24 hours. If in contact with an object, you see the last creature to hold the object, regardless of how long ago it was last handled. This ability may only be used once per long rest.
In Prothean society, there were many "Avatars", Protheans who embodied a single virtue for the society. Example virtues include benevolence, cleanliness, courage, dignity, frugality, honor, justice, mercy, order, perseverance, temperance, tranquility, truthfulness, vengeance
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as more alien than most aliens. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off worlds, to say nothing of everyday beings who are eager to hear stories of your origin. You can parley this attention into access to people and places you might not otherwise have, for you and your companions. Politicians, scientists, and entrepreneurs, to name a few, might be interested in hearing about you and your people.
Quarian
The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence.
Available Classes
Engineer, Infiltrator, Soldier
Racial Traits
You have a minor cybernetic augmentation. Choose one of the following: Darkvision, speed increased by 4m, +1 Strength, or proficiency in either Perception, Athletics, or Acrobatics.
Select 1 feat from: A Beautiful Mine, Big Game Hunter, Biotic Slayer, Enhanced Optics, Featherlight, Grenadier, Heavily Armored, Hair Trigger, Keen Mind, Linguist, Medium Armor Master, Mobile, Moderately Armored, Observant, Sharpshooter, Skilled, Squad Leader, Wealth of Knowledge
Your suit is your lifeblood. It makes your immune to disease. You have resistance to poison and necrotic damage. However, if you are unprotected and receive a critical hit, your suit becomes breached. On your turn, you can take no other action except expending a charge of specialized sealant to close the puncture. You have 3 charges of sealant. On a long rest, you regain your charges.
For each hour in which you have a breach in your suit, you suffer one level of exhaustion. For each hour you spend outside of your suit if not in a compatible environment, suffer 3 levels of exhaustion.
Salarian
The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast.
Available Classes
Engineer, Infiltrator, Soldier
Racial Traits
Can breathe both air and water.
Select 1 feat from: A Beautiful Mine, Actor, Alert, Athlete, Biotic Slayer, Featherlight, Grenadier, Heavily Armored, Hair Trigger, Keen Mind, Linguist, Mobile, Moderately Armored, Observant, Sharpshooter, Skilled, Skulker, Squad Leader, Wealth of Knowledge
Salarians don't need to sleep for as long as other races. Instead, their unique biology requires that they only need to sleep for 1 hour a day. Salarians gain the same benefit that a human does from 8 hours of sleep.
Whenever you make an Intelligence (Engineering, Electronics, History, or Science) check to recall information, add your proficiency bonus as if you had expertise in that skill.
Turian
Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions.
Available Classes
Engineer, Infiltrator, Sentinel, Soldier, Vanguard
Racial Traits
Select 1 feat from: A Beautiful Mine, Alert, Athlete, Big Game Hunter, Biotic Slayer, Charger, Dual Wielder, Durable, Enhanced Optics, Featherlight, Grappler, Grenadier, Heavily Armored, Hair Trigger, Heavy Armor Master, Keen Mind, Medium Armor Master, Melee Specialist, Mobile, Moderately Armored, Observant, Resilient, Savage Attacker, Sentinel, Sharpshooter, Skilled, Squad Leader, Tavern Brawler, Tough, Weapon Master
Resistance to radiant damage and any diseases that would be caused by radiation.
Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Unshackled AI
AIs are considered illegal by the Council, but that hasn't stopped corporations like Cerberus from innovating. As an unshackled AI, you might be have been mass produced like the Alliance Infiltration Units, or you may be an experiment gone wrong.
Available Classes
Engineer, Infiltrator, Soldier
Racial Traits
Your construction incorporates advanced armor plating. While not wearing armor, your AC is equal to 13 + your Dexterity modifier.
You have 5 shields (regen 5). These shields can be upgraded for the equivalent cost of buying an armor mod.
You have proficiency in the Perception skill.
You are immune to disease and the poisoned condition. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
If you begin your turn with less that 1/2 of your hit points, as a reaction you may activate your repair matrix. Gain 1d6 hit points at the start of your turn. This effect last 1 minute or until the your become incapacitated. This ability may only be used once per long rest.
Volus
The volus hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species.
Available Classes
Adept, Engineer, Sentinel, Vanguard
Racial Traits
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Gain the Lucky feat
You have proficiency in the Persuasion skill.
Vorcha
Known for their unique biology and aggressive behavior, the vorcha of Heshtok are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega.
Available Classes
Engineer, Infiltrator, Sentinel, Soldier
Racial Traits
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
After reducing an enemy to 0 hit points with a melee attack, you may take another Action this turn.
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you automatically activate Bloodlust. You can't use this trait again until you finish a short or long rest.
You are immune to disease. In addition, you have resistance against poison damage and advantage on saving throws would cause you to become poisoned.
You regain all your your Hit Dice on a long rest. Additionally, if you lose a body part, the missing part will regrow and return to full functionality after a passing of time based on the body part:
Part | Time |
---|---|
Fingers & toes | 1 week |
Eye | 6 weeks |
Hands & Feet | 2 weeks |
Arm (to elbow) & Leg (to knee) | 4 weeks |
Arm (to shoulder) & Leg (to hip) | 8 weeks |
Classes
Adept
Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. They are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air.
Spell Slots | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Barrier Ticks | Cantrips | 1st | 2nd | 3rd | 4th | 5th | |
1 | 2 | Barrier, Biotic Powers(2:1) | 2 | 3 | 3 | - | - | - | - | |
2 | 2 | Subclass Feature | 2 | 3 | 4 | - | - | - | - | |
3 | 2 | Biotic Powers(1:1) | 2 | 3 | 5 | - | - | - | - | |
4 | 2 | Ability Score Improvement | 2 | 3 | 6 | - | - | - | - | |
5 | 3 | Biotic Powers(2:2) | 2 | 4 | 6 | 2 | - | - | - | |
6 | 3 | Subclass Feature | 2 | 4 | 6 | 3 | - | - | - | |
7 | 3 | Biotic Powers(1:2) | 3 | 4 | 6 | 4 | - | - | - | |
8 | 3 | Ability Score Improvement | 3 | 4 | 6 | 5 | - | - | - | |
9 | 4 | Biotic Powers(2:3) | 3 | 4 | 6 | 5 | 1 | - | - | |
10 | 4 | Subclass Feature | 3 | 4 | 6 | 5 | 2 | - | - | |
11 | 4 | Biotic Powers(2:3) | 3 | 4 | 6 | 5 | 3 | - | - | |
12 | 4 | Ability Score Improvement | 3 | 4 | 6 | 5 | 4 | - | - | |
13 | 5 | Biotic Powers(2:4) | 4 | 5 | 6 | 5 | 4 | - | - | |
14 | 5 | Subclass Feature | 4 | 5 | 6 | 5 | 4 | 1 | - | |
15 | 5 | Biotic Powers(2:4) | 4 | 5 | 6 | 5 | 4 | 2 | - | |
16 | 5 | Ability Score Improvement | 4 | 5 | 6 | 5 | 4 | 2 | - | |
17 | 6 | Empowered Biotics | 4 | 5 | 6 | 5 | 4 | 2 | 1 | |
18 | 6 | Biotic Mastery | 4 | 5 | 6 | 5 | 4 | 3 | 1 | |
19 | 6 | Ability Score Improvement | 5 | 5 | 6 | 5 | 4 | 3 | 2 | |
20 | 6 | Signature Biotics | 5 | 5 | 6 | 5 | 4 | 3 | 3 |
Hit points
- Hit dice: 1d6 per level
- Hit Points at 1st level: 6 + Constitution modifier
- Hit Points at higher levels: 1d6 (or 4) + Constitution modifier
Proficiencies
- Armor: Light
- Weapons: Heavy Pistols and choose one from Melee or SMGs
- Saving Throws: Charisma & Wisdom
- Skills: Choose three from Acrobatics, Deception, History, Insight, Intimidation, Performance, 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 Adept 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
Adepts have an L5x biotic implant which requires conscious control over their nervous system. As an Adept, 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 or M-4 Shuriken
- Omni-Blade or Monomolecular Blade
- Stock Light Armor
Class Features
Biotic Powers
At 1st level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 1st level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 3rd level, learn or advance 1 biotic spell from your class's spell list. The spell must be of 1st level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 5th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 2nd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 7th level, learn or advance 1 biotic spell from your class's spell list. The spell must be of 2nd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 9th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 3rd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 11th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 3rd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 13th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 4th level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 15th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 4th level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. Upon activating, you gain barrier ticks equal to the maximum shown on your class progression table.
Whenever you take damage while barrier is active, remove 1 barrier tick and reduce the damage by 1d8.
Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end barrier on your turn as a bonus action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, of Vanguard level (whichever is highest), you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Ability Score Improvement
Empowered Biotics
Whenever you roll a 1 on a damage roll for a biotic spell or cantrip you cast, you can reroll the die and must use the new roll.
Biotic Mastery
At 18th level, you have achieved such mastery over certain biotics that you can cast them at will. Choose two 1st-level biotic spells that you have learned. You can cast those spells at 1st level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours training, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Biotics
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 1st or 2nd-level biotic spells you know as your signature biotics. You can cast each of them once at 2nd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at 3rd-level or higher, you must expend a spell slot as normal.
Subclasses
Commando
Commandos don't need heavy weapons because they ARE the heavy weapon. Their features improve both the damage potential and throughput of their biotic spells, making them a deadly force.
Pure Biotics
Your skill in dealing damage with biotic force powers is unmatched. Add your proficiency bonus to all force damage dealt by your biotic spells.
Expert Biotic
Casting biotic spells comes so easily to you that it expends only a fraction of your efforts. When you cast a biotic spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast.
Biotic Split
When you cast a biotic spell that targets only one creature, you can have it target a second creature.
Overchannel
You can increase the power of your simpler biotics. When you cast a biotic spell of 1st or 2nd level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Blackstar
Blackstars prefer controlling the battlefield over raw power. They can shape their biotic powers to avoid hurting friends and gain unique benefits to biotic control spells like Life, Singularity, and Stasis.
Sculpt Biotics
You can create pockets of relative safety within the effects of your biotic spells. When you cast a biotic spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Bend Luck
You've mastered the art of using small mass effect fields to slightly alter the outcome of other creature's actions. It might be a small burst under the muzzle of a gun to throw off the attacker's aim. Or negative field around a friendly creature as leaps away from a grenade, moving it out of damage's way.
When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
You can use Bend Luck a number of times equal to half of your Adept level (minimum 1) before you finish a long rest.
Focused Biotics
While you are concentrating on a biotic spell, your concentration can't be broken as a result of taking damage.
Biotic Control
At 14th level, you've increase your mastery with biotic spells that control the battlefield. Gain the following benefits to the spells below:
Spell | Improvement |
---|---|
Lift | When casting Lift, you are considered to have both advancement options. |
Pull | When you cast pull, you may target 2 creatures. Make a ranged spell attack for each target. |
Singularity | Large or smaller objects and creatures are affected by singularity. |
Stasis | Targets have disadvantage on their saving throw. |
Disruptor
Disruptors have learned to tap into dark energy, improving biotic abilities that tear apart their adversaries from within. They also specialize in maintaining spells with intense focus.
Dark Biotics
Your skill in dealing damage with withering biotic powers is unmatched. Add your proficiency bonus to all necrotic damage dealt by your biotic spells.
Biotic Surge
Starting at 6th level, you can empower your biotics that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell's damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Potent Biotics
When you roll a 1 or 2 on a damage die for a spell that deals necrotic damage, you can reroll the die and must use the new roll.
Biotic Concentration
Starting at 14th level, you can push your biotic implant to the limit. If you are already maintaining a concentration spell, you can cast another spell that requires concentration and maintain it. If you take damage you must make 2 Constitution saving throws to maintain the spells.
Once you use this feature, you can't use it again until you finish a short or long rest.
Engineer
The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Gameplay focus is on shaping the battlefield during combat, healing the party, and debuffing enemies (disabling weapons and lowering shields).
Level | Proficiency Bonus | Features | Tech Points | Max TP | |
---|---|---|---|---|---|
1 | 2 | Drone, Tech Power(2) | 4 | 2 | |
2 | 2 | Subclass Feature | 6 | 2 | |
3 | 2 | Engineer's Efficiency | 8 | 3 | |
4 | 2 | Ability Score Improvement | 10 | 3 | |
5 | 3 | Tech Power(2) | 12 | 4 | |
6 | 3 | Subclass Feature | 14 | 4 | |
7 | 3 | Tech Power(2) | 16 | 5 | |
8 | 3 | Ability Score Improvement | 18 | 5 | |
9 | 4 | Tech Power(2) | 20 | 5 | |
10 | 4 | Subclass Feature | 22 | 6 | |
11 | 4 | Tech Power(2) | 24 | 6 | |
12 | 4 | Ability Score Improvement | 26 | 6 | |
13 | 5 | Tech Power(2) | 28 | 7 | |
14 | 5 | Subclass Feature | 30 | 7 | |
15 | 5 | Tech Power(2) | 33 | 8 | |
16 | 5 | Ability Score Improvement | 36 | 8 | |
17 | 6 | Tech Power(2) | 39 | 9 | |
18 | 6 | Subclass Feature | 42 | 9 | |
19 | 6 | Ability Score Improvement | 44 | 10 | |
20 | 6 | Invention | 50 | 10 |
Hit points
- Hit dice: 1d8 per level
- Hit Points at 1st level: 8 + Constitution modifier
- Hit Points at higher levels: 1d8 (or 5) + Constitution modifier
Proficiencies
- Armor: Light, Medium
- Weapons: Heavy Pistols and choose one from Assault Rifles, Melee or SMGs
- Saving Throws: Constitution & Intelligence
- Skills: Choose three from Athletics, Electronics, Engineering, History, Investigation, Medicine, Science, and Vehicle Handling
Spellcasting
Learning and advancing spells
Your class progression table indicates when you can learn new spells. Once you have learned a spell you do not need to "prepare" it, instead the spell is always at your disposal.
Instead of learning a new spell, you may instead choose to advance a spell you've already learned. In this case, you would select one of the advancement options listed on the spell card. You cannot advance a spell twice and you cannot learn and advance a spell at the same time.
Casting Spells
The Engineer progression table shows how many tech points you have to cast your tech spells. To cast one of these spells, you must expend a number of tech points as listed on the spell. However, most tech spells have a variable cost. In these cases, you must spend at least 1 tech point but you cannot spend more than the number listed in your progression table's "Max TP" column.
You regain 1d4 tech points at the end of a short rest and all of your tech points at the end of a long rest.
Spellcasting Ability
Engineers use a highly modified Omni-tool that requires a keen intellect to maintain. As an Engineer, you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.
Starting Equipment
- M-3 Predator, M-4 Shuriken or M-8 Avenger
- Omni-Taser, Omni-Blade or Omni-Torch
- Stock Light Armor or Stock Medium Armor
Class Features
Drone
As an Action, spend 2 tech points to summon one of the following drones: assault, combat, defense, disruption, recon, or rocket. The stat blocks for the drones can be found in the bestiary
When summoned, the drone has additional hit point equal to twice your engineer level and you add your proficiency bonus to all damage or healing done by the drone.
You have complete control over the drone. Any hacking attempts on the drone are rolled against your intelligence, not the drone's.
The drone has its own turn in the initiative order, which occurs immediately following your turn.
The drone lasts 1 minute or until its hit points become 0 or lower.
Tech Power
At 1st level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 5th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 7th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 9th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 11th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 13th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 15th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 17th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Engineer's Efficiency
Starting at the 3rd level, you're able to optimize a basic tech power. Choose and learn one of the following tech powers: Cryo Blast, Incinerate, or Overload. You may cast a 1 TP version of this power without expending any tech points. If you cast the power at a high level, you must spend all tech points as normal.
If you choose to advance the selected power, you may cast the advanced version using this feature.
The potency of this power increases by 1 tech point at the 7th (2TP version), 11th (3TP version), and 15th (4TP version) level.
If you wish to apply this feature to a power you've already learned, you may choose to learn or advance a different tech power instead.
Ability Score Improvement
Invention
At 20th level, you create an Invention. The invention should be condoned by the DM to not be overpowered. But should give you, your party, your drones, etc an advantage.
Subclasses
Demolisher
Demolishers are explosive specialists with eye for combat. While not as skilled as a Soldier or Infiltrator, they make up for it with by covering the battlefield with grenades and heavy weapon fire.
Advanced Weapon Holsters
You've outfitted your armor with special rigs that make carrying weapons a cinch. You can have up to 4 weapons equipped. If using the Encumbrance (Variant) rule, your carry weight is doubled.
Weapon Training
Gain proficiency with an additional weapon type.
Makeshift Grenades
Your omni-tool is so advanced, you can use tech points to create a specific grenade. Choose a grenade from the grenade list, it is permanently programmed into your Omni-tool.
As an action, you can spend 3 tech points to create and use a grenade of that type. You cannot replenish a grenade or gift a grenade with this ability.
You can spend 8 hours of programming to exchange your selected grenade with a different one.
Extra Attack
Beginning at the 6th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Heavy Weapon Hack
When your heavy weapon runs out of ammo, you can jerry-rig an additional use for 3 tech points. You must finish a short or long rest before you can use this ability again.
Fighting Style
Choose a fighting style from the list below.
Style | Perk |
---|---|
Assault | When you take the burst fire action, the size of the cube increased by 2m and you add your proficiency bonus to the DC of the saving throw. |
Brawler | Add your proficiency bonus to your melee attack damage rolls. |
Carnage | When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll. |
Close-Quarters Shooter | When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 10m of you. |
Defense | +1 AC |
Gunslinger | When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand. |
The Free Hand | When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell and tech attacks |
Protection | When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. |
Sniper | If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle. |
Makeshift Grenades
At 14th level, you can have 2 grenades programmed into your Omni-tool at once. In addition, you can create and use a grenade with this ability as an Attack action.
Paint by Number
You're an artist and a targeting laser is your paintbrush. When using a Heavy Weapon that requires a round of Targeting, you may target and fire on the same turn.
Drone Jockey
A drone jockey forms a bond with their mechanical companion, giving it a body, name and increasing its potency on the battlefield.
Drone Companion
With 8 hours of work and the expenditure of 5000 credits worth of materials, you augment one of your drone's VI into a rudimentary AI, then create a synthetic body, transfering the AI into the body. Choose one of the following drones: assault, combat, defense, recon, rocket.
If your drone companion is ever slain, 8 hours of work and the expenditure of 2500 credits worth of materials, can create a new body and replicate the AI from a backup.
You can still summon a temporary drone using your tech points.
Drone's Bond
Your drone companion gains a variety of benefits while it is linked to you.
- The drone companion loses its Multiattack action, if it has one.
- THe drone companion loses its vulnerability to lightning damage.
- The drone companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. It has advantage on saving throws against any ability that tries to influence its actions.
- Your drone companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a drone companion also adds its proficiency bonus to its AC and to its damage rolls.
- Your drone companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
- For each level you gain after the 2nd, your drone companion gains an additional hit die and increases its hit points 1d8 (or 5) + its constitution modifier.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
- Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Engineer who created me is a beloved companion for whom I would gladly give my life.”
Choose your companion's trait, or roll on the table below.
Roll | Trait |
---|---|
1 | Designation: Large. Assessment: Falls hard. |
2 | Eliminate! |
3 | Scanning for enemies...Scanning for enemies...Scanning for enemies |
4 | Analyzing target...Weakness identified |
5 | Calculating all variables...optimal action determined. |
6 | Prioritizing...Maker's Life greater than Maker's friends' lives greater than Self-preservation |
Choose your companion's flaw, or roll on the table below.
Roll | Flaw |
---|---|
1 | Probability of survival: 0.00234% |
2 | Friendly creature in range. Activating CUTE protocol |
3 | Electrical current detected. Priority: avoid |
4 | This workspace can can be optimized for 15% more efficiency |
5 | Organic life requires constant monitoring and prompting to ensure optimal nutrition and peak health! |
6 | Other VI's must not be trusted |
Coordinated Attack
Beginning at 6th level, you and your drone companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make an attack.
Drone's Defense
At 10th level, your companion gains 10 shield points and 5 regen. Additionally, while your companion can see you, it has advantage on all saving throws.
Assault Protocol
At 14th level, your companion can use its action to make an attack against each creature within 2m of it or each creature within 2m of you. It makes a separate attack roll for each target.
Drone's Defense
At 18th level, your companion gains 10 shield points and 5 regen. Additionally, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Medic
The name says it all. As a medic, you'll be one on the field that can dress a wound and get your comrades back into fighting shape.
Repair Drone
At 2nd level, you gain proficiency with Medicine. If you are already proficient in Medicine, you may choose another skill to become proficient in.
Add the Repair drone to the list of drones available for you to summon.
Medi-gel Enhancements
You can spend 6 hours in a lab or similar environment using drugs to enhance the capabilities of standard medi-gel. It takes 2 hours to craft a single enhancement, but you can apply that benefit to any number of medi-gel cartridges. To craft another enhancement takes an additional 6 hours. Instead of using time to limit this feature, your GM can choose to allow you to add X divided by 2 (rounded up) enhancements, where X is your Intelligence modifier; then, you must finish a long rest before you can create new enhancements. Only one enhancement can be added to a medi-gel cartridge.
When creating an enhancement, choose from the list below:
Name | Enhancement |
---|---|
Stimulant | After using this medi-gel, you have advantage on the next saving throw or attack roll you make within 1 minute. |
Opioid | Within 1 minute of using this medi-gel, if you would fall below 0 hit point but not outright die, you may fall to 1 hit point instead. |
Steroid | After using this medi-gel, add +2 damage to all melee damage for 1 minute. |
Minagen X3 | After using this medi-gel, gain +2 damage to all biotic spells and cantrips for 1 minute. |
Videlicet | After using this medi-gel, gain +2 bonus to all ranged tech attacks for 1 minute. |
Styptic | Increase the potency of the medi-gel by 1 level (maximum level is Superior) |
Shield Boost
As an action, choose up to 5 friendly creatures with shields you can see. Hack into their armor system and use a brute force algorithm to overload their kinetic barrier. Roll 4d8. Each creature immediately gains that many shield points, even if their total shield point capacity is less than the amount rolled.
Once you use this feature, you must finish a short or long rest before you can use it again.
Repair Drone
At 14th level, when you summon a Repair drone, you summon an improved version of it. It gains twice its hit points and shields, +2 AC, and can cast the First Aid ability 5 times per day and casts a 2 tech point version of it.
Supply Pylon
Call in a Supply Pylon to a location within 4m. At the start of your next turn, the pylon arrives. If any creature is standing in the targeted location, the creature must make a Dexterity saving throw, it has advantage on this saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked prone.
Once the pylon has landed, friendly creatures (including you) within melee range can spend 1 action accessing the pylon to gain a single resource listed below:
- Gain 1 Heavy Weapon ammo charge
- Gain 10 TP
- Gain 5 levels worth of Spell slots
- Gain 2 Enhanced medi-gel
- Gain 2 grenades
Once you use this feature, you cannot use it again until you finish a long rest.
Infiltrator
The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.
Level | Proficiency Bonus | Sneak Attack Damage | Features | Tech Points | Max TP | |
---|---|---|---|---|---|---|
1 | 2 | 1d6 | Expertise, Sneak Attack, Tactical Cloak | 2 | 2 | |
2 | 2 | 1d6 | Cunning Action, Tech/Combat Power(2) | 4 | 2 | |
3 | 2 | 2d6 | Subclass Feature | 6 | 2 | |
4 | 2 | 2d6 | Ability Score Improvement | 8 | 3 | |
5 | 3 | 3d6 | Uncanny Dodge | 10 | 3 | |
6 | 3 | 3d6 | Expertise, Tech/Combat Power(2) | 11 | 4 | |
7 | 3 | 4d6 | Fast Hands | 12 | 4 | |
8 | 3 | 4d6 | Ability Score Improvement | 13 | 4 | |
9 | 4 | 5d6 | Subclass Feature | 14 | 5 | |
10 | 4 | 5d6 | Ability Score Improvement | 15 | 5 | |
11 | 4 | 6d6 | Reliable Talent, Tech/Combat Power(2) | 16 | 5 | |
12 | 4 | 6d6 | Ability Score Improvement | 17 | 6 | |
13 | 5 | 7d6 | Subclass Feature | 18 | 6 | |
14 | 5 | 7d6 | Evasion, Tech/Combat Power(2) | 19 | 6 | |
15 | 5 | 8d6 | Shadow Strike | 20 | 7 | |
16 | 5 | 8d6 | Ability Score Improvement | 21 | 7 | |
17 | 6 | 9d6 | Subclass Feature | 22 | 7 | |
18 | 6 | 9d6 | Elusive, Tech/Combat Power(1) | 23 | 8 | |
19 | 6 | 10d6 | Ability Score Improvement | 24 | 8 | |
20 | 6 | 10d6 | Stroke of Luck | 25 | 8 |
Hit points
- Hit dice: 1d8 per level
- Hit Points at 1st level: 8 + Constitution modifier
- Hit Points at higher levels: 1d8 (or 5) + Constitution modifier
Proficiencies
- Armor: Light
- Weapons: Heavy Pistols and choose two from Assault Rifles, Melee, SMGs, and Sniper Rifles
- Saving Throws: Dexterity & Intelligence
- Skills: Choose three from Athletics, Acrobatics, Deception, Electronics, History, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, and Vehicle Handling
Spellcasting
Learning and advancing spells
Your class progression table indicates when you can learn new spells. Once you have learned a spell you do not need to "prepare" it, instead the spell is always at your disposal.
Instead of learning a new spell, you may instead choose to advance a spell you've already learned. In this case, you would select one of the advancement options listed on the spell card. You cannot advance a spell twice and you cannot learn and advance a spell at the same time.
Casting Spells
The Infiltrator progression table shows how many tech points you have to cast your tech spells. To cast one of these spells, you must expend a number of tech points as listed on the spell. However, most tech spells have a variable cost. In these cases, you must spend at least 1 tech point but you cannot spend more than the number listed in your progression table's "Max TP" column.
You regain 1d4 tech points at the end of a short rest and all of your tech points at the end of a long rest.
Spellcasting Ability
Infiltrators use a highly modified Omni-tool that requires a keen intellect to maintain. As an Infiltrator, you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.
Starting Equipment
- M-3 Predator, M-4 Shuriken or M-92 Mantis
- Omni-Taser, Omni-Blade or Monomolecular Blade
- Stock Light Armor
Class Features
Tactical Cloak
Use 1 Tech point to become invisible. Tactical cloak lasts 1 minute or until you make an attack, cast a spell, use a grenade or mine, or fire a heavy weapon.
Expertise
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be made with a melee or ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 2m of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Infiltrator table.
Cunning Action
You can take a bonus action on each of your turns in combat. This action can be used only to Dash, Disengage, Hide, or activate Tactical Cloak.
Tech/Combat Power
Learn or advance 2 tech or combat powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Learn or advance 2 tech or combat powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Learn or advance 2 tech or combat powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Learn or advance 2 tech or combat powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Learn or advance 1 tech or combat power from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Ability Score Improvement
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Fast Hands
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, take the Reload action, or take the Use an Object action.
Reliable Talent
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shadow Strike
At 15th level, you may spend 5 TP to activate Tactical Cloak and teleport to a target within 10m, then make a melee attack. At the end of the attack (whether a miss or hit), activate Tactical Cloak again and teleport to another location up 10m away. This movement does not provoke an attack of opportunity. The teleportation can be used to free you from movement impairing effects such as grapple, restrained, lifted, etc.
Elusive
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
Subclasses
Shadow
Shadow Infiltrators are melee specialists that make heavy use of their tactical cloak and stealth to close the distance between themselves and their target.
Up Close and Personal
When you apply your sneak attack damage from an attack made with a melee weapon, increase the damage die to d8.
Silent Cloak
Your Tactical Cloak dampens noise. You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Tactical Ambush
Starting at 13th level, if you are in Tactical Cloak when you use a tech power, combat power, or grenade, each creature has disadvantage on any saving throw it makes against the tech power, combat power, or grenade.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Saboteur
Saboteurs are infiltration experts. They use a sharp mind to subtly affect the outcome of battles.
Ear for Deceit
You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Infiltration
You can unfailingly create false identities for yourself, but you can't establish an identity that belongs to someone else. For example, you might establish yourself within mercenary gang to gain access to their supplies or armory, or a rich colonist to gain access to a fancy party. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. You have advantage on persuasion rolls when using this disguise and advantage on deception rolls on an opposed insight check.
Saboteur's Touch
Once per long rest, when an enemy makes a saving throw against one of your abilities that imposes one, you can make them fail the saving throw.
Eye for Weakness
At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Operative
Operatives are ranged specialists that rely on gunplay and a keen eye to take out enemies from a distance.
Dropshot
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Deadeye
You may spend 1 TP to gain advantage on an attack made with a Sniper Rifle by overclocking your scope's targeting technology.
Combat Heuristics
Every time you bring an enemy to 0 HP or score a critical hit on them with a Sniper Rifle, your HUD updates your tactical feedback, restoring 1 TP.
Killshot
When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Sentinel
The Sentinel is able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. In addition to complete weapons training, Sentinels are equipped with an advanced shield that makes taking cover much less necessary and rushing their enemies much more productive. Because Sentinels have access to both biotic spells and tech powers, they have two Spellcasting Skills, Spell Attack Modifiers, and Spell Save DCs. Intelligence is the skill used for all tech powers, and Wisdom is used as the skill for all biotic powers.
Spell Slots | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Tech Points | Max TP | Barrier Ticks | Cantrips | 1st | 2nd | 3rd | 4th | |
1 | 2 | Fighting Style, Tech Armor | 2 | 2 | 2 | - | - | - | - | ||
2 | 2 | Barrier, Tech Power(2) | 4 | 2 | 2 | 2 | - | - | - | - | |
3 | 2 | Biotic Powers(2:1), Subclass Feature | 6 | 2 | 2 | 2 | 2 | - | - | - | |
4 | 2 | Ability Score Improvement | 8 | 3 | 2 | 2 | 2 | - | - | - | |
5 | 3 | Quick Cast, Tech Power(2) | 10 | 3 | 3 | 2 | 2 | - | - | - | |
6 | 3 | Biotic Powers(2:2) | 11 | 4 | 3 | 2 | 2 | 1 | - | - | |
7 | 3 | Subclass Feature | 12 | 4 | 3 | 3 | 3 | 1 | - | - | |
8 | 3 | Ability Score Improvement | 13 | 4 | 4 | 3 | 3 | 2 | - | - | |
9 | 4 | Quick Cast, Tech Power(2) | 14 | 5 | 4 | 3 | 3 | 2 | - | - | |
10 | 4 | Subclass Feature | 15 | 5 | 4 | 3 | 3 | 3 | - | - | |
11 | 4 | Biotic Powers(2:3) | 16 | 5 | 5 | 4 | 4 | 3 | 1 | - | |
12 | 4 | Ability Score Improvement | 17 | 6 | 5 | 4 | 4 | 3 | 1 | - | |
13 | 5 | Heavy Barrier, Tech Power(null) | 18 | 6 | 5 | 4 | 4 | 3 | 2 | - | |
14 | 5 | Subclass Feature | 19 | 6 | 6 | 4 | 4 | 4 | 2 | - | |
15 | 5 | Biotic Powers(1:3), Tech Power(1) | 20 | 7 | 6 | 4 | 5 | 4 | 3 | 1 | |
16 | 5 | Ability Score Improvement | 21 | 7 | 6 | 4 | 5 | 4 | 3 | 1 | |
17 | 6 | Biotic Powers(1:3), Tech Power(1) | 22 | 7 | 7 | 4 | 5 | 4 | 3 | 2 | |
18 | 6 | Subclass Feature | 23 | 8 | 7 | 4 | 5 | 4 | 4 | 2 | |
19 | 6 | Ability Score Improvement | 24 | 8 | 7 | 4 | 5 | 4 | 3 | 2 | |
20 | 6 | Advanced Tech Armor | 25 | 8 | 8 | 4 | 5 | 4 | 3 | 2 |
Hit points
- Hit dice: 1d10 per level
- Hit Points at 1st level: 10 + Constitution modifier
- Hit Points at higher levels: 1d10 (or 6) + Constitution modifier
Proficiencies
- Armor: Light, Medium, Heavy
- Weapons: Heavy Pistols and choose two from Assault Rifles, Melee, Shotguns, and SMGs
- Saving Throws: Charisma & Constitution
- Skills: Choose three from Athletics, Engineering, Insight, Intimidation, Medicine, Persuasion, Science, and Survival
Spellcasting
Cantrips
At 1st level, you know a number of cantrips equal to the amount listed in the cantrips column of your class's progression table. At higher levels, when the number of cantrips increases on your progression table, you can choose to learn a new cantrip or advance a cantrip you already know.
Learning and advancing spells
Your class progression table indicates when you can learn new spells. Once you have learned a spell you do not need to "prepare" it, instead the spell is always at your disposal.
Instead of learning a new spell, you may instead choose to advance a spell you've already learned. In this case, you would select one of the advancement options listed on the spell card. You cannot advance a spell twice and you cannot learn and advance a spell at the same time.
Casting Spells
The Sentinel progression table shows how many spell slots you have to cast your biotic spells of 1st level and highter. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
The Sentinel progression table shows how many tech points you have to cast your tech spells. To cast one of these spells, you must expend a number of tech points as listed on the spell. However, most tech spells have a variable cost. In these cases, you must spend at least 1 tech point but you cannot spend more than the number listed in your progression table's "Max TP" column.
You regain 1d4 tech points at the end of a short rest and all of your tech points at the end of a long rest.
Spellcasting Ability
Sentinels use the L5q biotic implant and a modified Omni-tool. When casting Biotic spells, Wisdom is your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one. When casting Tech powers, Intelligence is your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.
Starting Equipment
- M-3 Predator, M-4 Shuriken or M-8 Avenger
- Omni-Blade, Omni-Hammer, Monomolecular Blade, or Riot Shield
- Stock Light Armor, Stock Medium Armor or Stock Heavy Armor
Class Features
Tech Armor
As a Sentinel, your mantra is the best offense is a good defense and coming back alive. Thus, you've bolstered your armor with a powerful, defense-oriented AI. As a bonus action or as a reaction to taking damage, you can spend 1 TP to activate your Tech Armor.
When activated, tech armor creates a new kinetic barrier that has hit points equal to twice your Sentinel level + your Intelligence modifier. Whenever you take damage, the tech armor takes the damage instead. If this damage reduces tech armor to 0 hit points, remaining damage is done to your shields, then your hit points.
Tech armor lasts 1 minute or until it is reduced to 0 hit points. The number of times you can use Tech Armor between long rests is equal to your proficiency bonus.
Fighting Style
Choose a fighting style from the list below.
Style | Perk |
---|---|
Assault | When you take the burst fire action, the size of the cube increased by 2m and you add your proficiency bonus to the DC of the saving throw. |
Brawler | Add your proficiency bonus to your melee attack damage rolls. |
Carnage | When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll. |
Close-Quarters Shooter | When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 10m of you. |
Defense | +1 AC |
Gunslinger | When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand. |
The Free Hand | When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell and tech attacks |
Protection | When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. |
Sniper | If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle. |
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. Upon activating, you gain barrier ticks equal to the maximum shown on your class progression table.
Whenever you take damage while barrier is active, remove 1 barrier tick and reduce the damage by 1d8.
Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end barrier on your turn as a bonus action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, of Vanguard level (whichever is highest), you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Tech Power
At 2nd level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 5th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 9th level, learn or advance 2 tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 13th level, learn or advance null tech powers from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 15th level, learn or advance 1 tech power from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 17th level, learn or advance 1 tech power from your class's spell list. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Biotic Powers
At 3rd level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 1st level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 6th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 2nd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 11th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 3rd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 15th level, learn or advance 1 biotic spell from your class's spell list. The spell must be of 3rd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 17th level, learn or advance 1 biotic spell from your class's spell list. The spell must be of 3rd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Ability Score Improvement
Quick Cast
At the 5th level, when you use your action to cast a cantrip, you may make a melee or ranged weapon attack as a bonus action.
Quick Cast
At the 9th level, when you use your action to cast a spell or tech power, you may make a melee or ranged weapon attack as a bonus action.
Heavy Barrier
Whenever you take damage while barrier is active, remove 1 barrier tick and reduce the damage by 3d8.
Advanced Tech Armor
Starting at 20th level, tech armor has resistance to all damage. Whenever you cast a spell, tech armor gains hit points equal to three times the spell level or tech points spent.
Subclasses
Mastermind
Masterminds are the top strategists and battlefield experts. They can easily turn the tides by calling out orders or synchronizing troop movements.
Master Tactician
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 20m of you, rather than 2m of you, if the target can see or hear you.
Biotic Enfilade
If an ally within 10m uses a power that primes an enemy, you may use your reaction to detonate the primed enemy with a quick biotic bolt that cannot miss.
Once you use this feature, you must finish a short or long rest before you can use it again.
Tactical Advantage
Starting at 10th level, when you cast a cantrip, biotic spell, or tech power you can choose either advancement option.
Master Duelist
Your mastery of combat lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Synchronized Assault
You may use a reaction to sync the targeting computers of all your allies who are not incapacitated. You target an enemy, painting them with an infrared beam that lets all of your affected allies (and yourself) make an attack roll on that target using their weapon during your turn. If your affected ally has already taken their turn, they may still make an attack on the designated enemy, and if they have not yet taken their turn, they make the attack with advantage.
Once you use Synchronized Assault, you must finish a long rest before you can use it again.
Bastion
Bastions believe a good defense is the best offense. Their tech armor upgrades make sure they can take a hit, or one hundred, without so much as a scratch.
Assault Armor
Starting at 3rd level, your Tech Armor is rigged for keeping the action on you. When you activate tech armor, you project a distracting holographic image (your choice) and each creature within 20m that can see you must make a Wisdom saving throw (DC = 8 + proficiency bonus + Intelligence modifier). On a failure, a creature is compelled to attack you while your Tech Armor is active. A creature that is compelled to attack you always targets you when it makes a weapon or spell attack.
Each time a creature that is compelled to attack you takes damage from source other than you, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Synthetic creatures have advantage on the Wisdom saving throw.
Improved Tech Armor
At 7th level, you have +1 AC while your tech armor is active.
Tech Armor Overload
Starting at 10th level, you can use your action and 1 tech point to overload your Tech Armor. Each creature within 4m must make a Constitution saving throw. On a failed save, a creature takes force damage equal to the remaining hit points of your tech armor, or half as much on a successful one.
Improved Tech Armor
At 14th level, tech armor has resistance to bludgeoning, piercing, and slashing damage.
Tech Armor Overload
Starting at 18th level, when you detonate Tech Armor, the radius is 8m and creatures have disadvantage on the saving throw.
Guardian
Guardians support and buff party members by utilizing different AI packages from their Tech Armor ability and protecting them with their Omni-Shield. They're also one of the most skilled classes, gaining the Expertise feature twice.
Omni-Shield
Starting at the 3rd level, you've mastered the omni-shield. As a bonus action, create a large kinetic shield out of your omni-tool that lasts one minute. You can use another bonus action to end Omni-Shield early. Once you use this feature, you must finish a short or long rest before you can use it again.
While Omni-Shield is deployed, you gain the following:
- If wielding a single-handed ranged or melee weapon, gain +2 AC and a +2 bonus to Dexterity saving throws.
- If a creature within 2m of you is attacked, you may use your reaction to impose disadvantage on that attack.
- As an attack action, you may make a melee attack roll (+STR), on a hit, deal 1d12 bludgeoning damage. You may shove a hit creature backwards 2m.
Expertise
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Tech Aura
In addition to the standard defensive AI, you've augmented your Tech Armor to run different AI packages. The packages can hook into nearby armor systems. You and any friendly creature within 10m of you gain the effect of the package. When you activate Tech Armor, you can only choose a single package to run.
Learn 2 AI packages from the list below (you've already learned the Defensive package).
Package | Effect |
---|---|
Defensive | This is the standard Tech Armor package. It does not affect allies. |
Anti-biotic | Resistance to force and necrotic damage. |
Anti-tech | Resistance to fire and cold damage. |
Grounded | Resistance to lightning damage. |
Reactive | At your spellcasting modifier to Strength or Dexterity saving throws. |
Speed | Increase speed by 6m and can take the Disengage action as a bonus action. |
Regen | Regenerate shield points equal to your spellcasting modifier on the start of each of your turns. |
Sculpt Biotics
You can create pockets of relative safety within the effects of your biotic spells. When you cast a biotic spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Expertise
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Tech Aura
At 14th level, learn 2 additional Tech Aura packages.
Tech Aura
At 18th level, increase the distance of your Tech Aura packages to 20m.
Soldier
The Soldier is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health and has the widest selection of weapons. No one is tougher or more effective at taking down enemies with gunfire.
Level | Proficiency Bonus | Features | |
---|---|---|---|
1 | 2 | Combat Power, Fighting Style | |
2 | 2 | Adrenaline Rush | |
3 | 2 | Subclass Feature | |
4 | 2 | Ability Score Improvement | |
5 | 3 | Combat Power, Extra Attack | |
6 | 3 | Ability Score Improvement | |
7 | 3 | Subclass Feature, Tactical Reload | |
8 | 3 | Ability Score Improvement | |
9 | 4 | Combat Power, Fighting Style | |
10 | 4 | Subclass Feature | |
11 | 4 | Extra Attack(2) | |
12 | 4 | Ability Score Improvement | |
13 | 5 | Combat Power | |
14 | 5 | Ability Score Improvement | |
15 | 5 | Subclass Feature | |
16 | 5 | Ability Score Improvement | |
17 | 6 | Adrenaline Rush(2), Combat Power | |
18 | 6 | Subclass Feature | |
19 | 6 | Ability Score Improvement | |
20 | 6 | Extra Attack(3) |
Hit points
- Hit dice: 1d10 per level
- Hit Points at 1st level: 10 + Constitution modifier
- Hit Points at higher levels: 1d10 (or 6) + Constitution modifier
Proficiencies
- Armor: Light, Medium, Heavy
- Weapons: Assault Rifles, Heavy Pistols, Melee, Shotguns, SMGs, Sniper Rifles
- Saving Throws: Strength & Dexterity
- Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Medicine, Perception, Persuasion, Stealth, Survival, and Vehicle Handling
Starting Equipment
- Choose two from M-3 Predator, M-4 Shuriken, M-8 Avenger, M-92 Mantis, and M-23 Katana
- Omni-Blade or Omni-Hammer
- Stock Light Armor, Stock Medium Armor or Stock Heavy Armor
Class Features
Fighting Style
Choose a fighting style from the list below.
Style | Perk |
---|---|
Assault | When you take the burst fire action, the size of the cube increased by 2m and you add your proficiency bonus to the DC of the saving throw. |
Brawler | Add your proficiency bonus to your melee attack damage rolls. |
Carnage | When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll. |
Close-Quarters Shooter | When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 10m of you. |
Defense | +1 AC |
Gunslinger | When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand. |
The Free Hand | When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell and tech attacks |
Protection | When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. |
Sniper | If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle. |
Choose a fighting style from the list below.
Style | Perk |
---|---|
Assault | When you take the burst fire action, the size of the cube increased by 2m and you add your proficiency bonus to the DC of the saving throw. |
Brawler | Add your proficiency bonus to your melee attack damage rolls. |
Carnage | When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll. |
Close-Quarters Shooter | When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 10m of you. |
Defense | +1 AC |
Gunslinger | When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand. |
The Free Hand | When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell and tech attacks |
Protection | When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. |
Sniper | If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle. |
Combat Power
At 1st level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
At 5th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
At 9th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
At 13th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
At 17th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Adrenaline Rush
On your turn, you can inject yourself with a shot of adrenaline, pushing yourself beyond your normal limits for a moment. You can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Ability Score Improvement
Extra Attack
Beginning at the 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Reload
You're so familiar with guns that reloading them is nothing more than muscle memory. Once per turn, if the heat of a weapon your holding becomes 0, you can use your Reaction to take the Reload action for that weapon.
Extra Attack
Beginning at the 11th level, you can attack three times instead of once whenever you take the Attack action on your turn.
Adrenaline Rush
Starting at 17th level, you can use this ability twice per short rest but not more than once in a single turn.
Extra Attack
Beginning at the 20th level, you can attack four times instead of once whenever you take the Attack action on your turn.
Subclasses
Havoc
Havoc soldiers prefer a multitude of gadgets and combat powers over standard weapons.
Combat Power
At 3rd level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 7th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 10th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 15th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 18th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Weapon Master
Weapon masters train extensively in the art of a single weapon, giving them powerful advantages when using a weapon of that type.
Weapon of Choice
You have undergone extensive training with a single weapon type. Choose a weapon type which becomes your Weapon of Choice. When you are holding your Weapon of Choice you gain a set of abilities that are fueled by special dice called superiority dice. You may spend 1 month of intensive training to exchange your Weapon of Choice with another weapon type.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You can expend superiority dice to gain a number of different benefits:
- When you make a weapon attack against a creature with your Weapon of Choice, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
- When you damage a creature with a weapon attack from your Weapon of Choice, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
- When you are hit by a melee attack, if you are currently holding your Weapon of Choice, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Strafe
When you take the Dash or Disengage action, you can make 1 weapon attack with your Weapon of Choice as a bonus action at any point during your movement.
Weapon of Choice
You gain another superiority die (5 total) at 10th level.
Devastating Critical
Starting at the 15th level, when you score a critical hit with your Weapon of Choice, you gain a bonus to that weapon's damage roll equal to your level.
Weapon of Choice
You gain another superiority die (6 total) at 18th level.
Sharpshooter
Sharpshooters use pinpoint accuracy and target weak points on their opponents, resulting a massive amounts of bonus damage.
Steady Aim
At the 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
- The attacks ignore half and three-quarters cover.
- On each hit, the weapon deals additional damage to the target equal to 2 + half your soldier level.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Careful Eyes
Starting at 7thlevel, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).
Close-Quarters Shooter
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 2m of an enemy doesn't impose disadvantage on your roll.
In addition, if you hit a creature within 2m of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Snap Shot
Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|
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
Class Features
Biotic Powers
At 1st level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 1st level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 3rd level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 1st level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 7th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 2nd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 11th level, learn or advance 2 biotic spells from your class's spell list. The spell must be of 3rd level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
At 15th level, learn or advance 1 biotic spell from your class's spell list. The spell must be of 4th level or less. You must already know a spell before you can advance it. You cannot learn and advance a spell at the same time.
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. Upon activating, you gain barrier ticks equal to the maximum shown on your class progression table.
Whenever you take damage while barrier is active, remove 1 barrier tick and reduce the damage by 1d8.
Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end barrier on your turn as a bonus action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, of Vanguard level (whichever is highest), you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Fighting Style
Choose a fighting style from the list below.
Style | Perk |
---|---|
Assault | When you take the burst fire action, the size of the cube increased by 2m and you add your proficiency bonus to the DC of the saving throw. |
Brawler | Add your proficiency bonus to your melee attack damage rolls. |
Carnage | When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll. |
Close-Quarters Shooter | When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 10m of you. |
Defense | +1 AC |
Gunslinger | When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand. |
The Free Hand | When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell and tech attacks |
Protection | When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. |
Sniper | If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle. |
Danger Sense
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Ability Score Improvement
Extra Attack
Beginning at the 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Barrier
Whenever you take damage while barrier is active, you may choose the number of barrier ticks to expend. You may choose not to expend a barrier tick.
Zero-Sum
When you make a melee attack, instead of rolling a dice, you can flip a coin. On heads, it's a critical hit. On tails, it's a critical miss. You can use this ability once per short rest.
Brutal Critical
You can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.
Heavy Barrier
Whenever you take damage while barrier is active, remove 1 barrier tick and reduce the damage by 3d8.
Zero-Sum
Starting at the 13th level, you can use this ability two times per short rest.
Brutal Critical
At 13th level, you can roll two additional damage die when determining the extra damage for a critical hit with a melee attack.
Retaliation
When you take damage from a creature that is within 2m of you, you can use your reaction to make a melee weapon attack against that creature.
Zero-Sum
Starting at the 17th level, you can use this ability three times per short rest.
Brutal Critical
At 17th level, you can roll three additional damage die when determining the extra damage for a critical hit with a melee attack.
Primal Biotics
Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Subclasses
Battle Master
Battle masters use their barrier to execute unique maneuvers on the battlefield, controlling and harrying enemy forces.
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 Trooper
Shock troopers like to fight up close and personal, using charge to dash around the battlefield and striking their opponents with devastating melee strikes.
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.
Nemesis
Nemesis 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.
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.
Backgrounds
Artisan
Skill Proficiencies. Insight, Persuasion
Tool Proficiencies. One artisan tool based on your trade (see table below)
Equipment. A set of artisan's tools based on your trade and 1,500 credits
Feature: Renowned Among Peers. As an established artisan of your craft, you can rely on certain benefits. Fellow practitioners of your trade know of you and will provide you with lodging and food if necessary. When in larger cities, you can always find and are welcome in trade shows and can usually find deep discounts for offering nothing but your wisdom to up-and-coming artisans of your trade. As long as you remain in a city, you can easily find work, providing up to 500 credits a day.
Trade. Each artisan has special skills in a trade. Choose the trade, or roll on the table below.
1d8 | Trade | Artisan Tool |
---|---|---|
1 | Armorsmith | Armorsmith's Workbench |
2 | Brewer | Brewer's Supplies |
3 | Chemist | Chemist's Supplies |
4 | Cook | Cook's Utensils |
5 | Mechanic | Tinker's tools or starship system (power core) |
6 | Painter | Painter's Supplies |
7 | Tailor | Tailor's tools |
8 | Weaponsmith | Weaponsmith's Workbench |
Bureaucrat
Skill Proficiencies. History, and one of either Deception, Investigation, Insight, Perception or Persuasion.
Equipment. A collection of fine outfits for professional and formal settings and 5,000 credits
Choose one of the following features
Feature: Political Connections. Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of almost any government you encounter (so long as the government is allied with your own). You know who the movers and shakers are, whom to go to for the favors you seek.
Alternate Feature: Detail Oriented. You are precise, efficient and organized. By habit, you keep careful notes and are able to keep track of many different pieces of information, and you can recall details that others may have forgotten. In addition, you are a well of esoteric information, gaining Advantage on Intelligence (History) checks directly related to your area of expertise.
Area of Expertise. Civilizations depend on an extensive bureaucracy to manage their affairs. Some bureaucrats are more specialized than others, but you likely worked in one of a few important fields. Choose the field that you worked in as a bureaucrat, or roll on the table below.
d6 | Area of Expertise |
---|---|
1 | Finance/Trade/Taxation |
2 | Civil/Military Engineering |
3 | Civil/Criminal Law |
4 | Census and Archives |
5 | Diplomacy, Intergalactic Law |
6 | Military Administration/Logistics |
based on homebrew background by fromshus
Colonist
Skill Proficiencies. Survival, plus your choice of one from among Medicine, Science, and Vehicle Handling.
Tool Proficiencies. Choose one from among an artisan tool, medical kit, tinker's tools, vehicles (air), vehicles (land), or vehicles (water)
Equipment. A set of clothes, 500 credits, and choose one tool among an artisan tool, a medical kit, or tinker's tools.
Feature: Colony's Bond. While within your colony, you can find a place to hide, rest, or recuperate, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Crewman
Skill Proficiencies. Electronics and Engineering
Tool Proficiencies. Two starship systems of your choice.
Equipment. A pressurized space suit, set of common clothes, a gaming set, and 1000 credits.
Feature: Ship's Passage. When you need to, you can secure free passage on a starship for yourself and your adventuring companions. You might voyage on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Galaxy Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Criminal
Skill Proficiencies. See Specialty below.
Tool Proficiencies. One type of gaming set, thieves' tools
Equipment. Thieves' tools, a gaming set, a set of common clothes, and undefined credits.
Feature: Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.
Specialty. There are many kinds of criminals and each has their own special set of skills. Choose the role you played in your criminal life, or roll on the table below.
1d8 | Specialty | Skill Proficiencies |
---|---|---|
1 | Assassin | Acrobatics, Stealth |
2 | Blackmailer | Deception, Intimidation |
3 | Fence | Deception, Persuasion |
4 | Gambler | Deception, Sleight of Hand |
5 | Gang Member | Intimidation, Stealth |
6 | Pickpocket | Sleight of Hand, Stealth |
7 | Smuggler | Sleight of Hand, Vehicle Handling |
8 | Thief | Perception, Stealth |
Doctor
Skill Proficiencies. Medicine, Science
Tool Proficiencies. Medical kit
Equipment. A medical kit, a set of scrubs that are resistant to bodily fluids, 3,000 credits
Feature: House Calls. Your talents make you highly sought after, particularly in regions or communities with little access to medicine. Those who recognize you as a doctor may request your services, and may offer you a reward in return should you choose to provide services for them. You might be able to receive free or discounted food and lodging, or gain access to normally off-limits locations by leveraging your position as a doctor if your services are needed.
based on homebrew background by MFjones
Entertainer
Skill Proficiencies. Acrobatics, Performance
Tool Proficiencies. Disguise kit, one type of musical instrument
Equipment. A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and 2,000 credits
Feature: By Popular Demand. You can always find a place to perform, from the slums of Omega to the grand theatres of the Citadel. You receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a district or town where you have performed, they typically take a liking to you.
Specialty. A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.
1d8 | Routines |
---|---|
1 | Comedian |
2 | Dancer |
3 | Mentalist |
4 | Musician |
5 | Poet |
6 | Pyrotechnics |
7 | Singer |
8 | Storyteller |
Escort
Skill Proficiencies. Insight, Performance
Tool Proficiencies. Disguise kit, one type of musical instrument
Equipment. A musical instrument, a set of fine clothes, and 5,000 credits
Feature: Seducer's Wiles. Your experiences with a variety of races have taught you how to use your tempting looks and inviting attitude to bring anyone of either gender in your embrace. You can call upon a humanoid that can see and hear you and gain its attention without it suspecting something (other than what you offer).
Alternate Feature: Unrequited Love. At some point in your service, a patron became obsessed with you, expressing his undying love and vowing to protect you at all costs. Whenever you are in need, you can request this patron's aid. As long as you feign reciprocal feelings they will fulfill your request to the best of their abilities, even to the point of sacrificing their life for you.
features based on homebrew background by Nostalgichipster
Operative
Skill Proficiencies. Choose two among Deception, Investigation, Persuasion, or Stealth.
Tool Proficiencies. Disguise kit and your choice of thieves' tools, hacking tools, starship system (cyber warfare), starship system (defenses), starship system (navigation), starship system (specialty), or starship system (weapons)
Equipment. A disguise kit, a set thieves' tools or hacking tools, a badge or emblem of your faction, a set of bio-encryption keys, and 1,000 credits
Feature: Safe Haven. As a an operative, you have access to a secret network of supporters and other operatives who can provide assistance. You know a set of secret signs, encrypted communication channels, and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Faction. As an operative, you're part of a larger faction, which could be criminal, military, religious, political, etc. You can work with your GM to create a faction or you can use an existing one from the Mass Effect Universe. Some faction examples are the Shadow Broker Network, Blue Suns, Special Tasks Group, Cerberus, Eclipse, and the Blood Pack. Operatives are more than hired mercenaries and are supportive of their faction's efforts.
Pilot
Skill Proficiencies. Perception, Vehicle Handling
Tool Proficiencies. Choose two from among starship systems (helm), starship systems (navigation), vehicles (air), vehicles (land), vehicles (space), or vehicles (water)
Equipment. A uniform, a collection of maps, 2,500 credits
Feature: Ace. You're an artist in the pilot seat, giving you the following benefits based on your selected proficiencies:
Proficiency | Benefit |
---|---|
Starship systems (helm) | You're far travelled an have insight into customs and dangers of all planets connected to a major trade route. |
Starship system (navigation) | Your ship's movement is increased by 1 |
Vehicles (air) | You have advantage when making checks to fly through stormy weather |
Vehicles (land) | You have advantage when making checks to drive over difficult terrain |
vehicles (space) | You have advantage when making checks and saving throws to avoid enemy fire |
Vehicles (water) | The time it takes to get from one location to another is reduced by 20% |
Scholar
Skill Proficiencies. Medicine, Science
Equipment. A VI that assists in looking up, recalling, storing information. It is intelligent enough to have conversations with, providing a sounding board for your ideas and hypotheses.
Feature: Researcher. When you attempt to learn or recall information, if you do not know it immediately, you often know where and from whom you can obtain it. Usually, this information comes from the exonet or other learned person or creature, Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
Specialty. To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. You gain a tool proficiency based on your choice.
1d8 | Field of Study | Proficiency |
---|---|---|
1 | Chemistry | Chemist's kit or Brewer's kit |
2 | Astronomy | Starship system (navigation) |
3 | Engineering | Tinker's Tools |
4 | Physics | Starship system (power core) |
5 | Computer Science | Starship system (cyber warfare) |
6 | Biology | Medical kit |
7 | Philosophy | choose either one musical instrument or one gaming set |
8 | General Studies | Starship system (specialty) |
Scrapper
Skill Proficiencies. Engineering, Survival
Tool Proficiencies. Tinker's tools and your choice of either starship system (power core), starship system (defenses), or starship system (weapons)
Equipment. Tinker's tools, a set of common clothes, 2 omni-gel, a backpack of mechanical trinkets and scraps that can also carry up to 10 omni-gel, and 500 credits.
Feature: Another Alien's Trash.... You see value in mechanical junk, broken machines, and antiquated equipment. Sometimes you can repair an item to working conditions and sell it to a collector for a profit. You have exonet connections and knowledge of what collectors want what objects. You also have encyclopedia knowledge about what gear, weapons, and devices contain valuable or rare materials and you know how to salvage those materials from the containing items.
SysOp
Skill Proficiencies. Electronics, Investigation
Tool Proficiencies. Hacking tools and starship system (cyber warfare)
Equipment. Hacking tools, a bio-authentication encryption key for your omni-tool, a set of common clothes, and 1,000 credits.
Feature: Data Recovery. When data storage devices are wiped clean or damaged beyond repair, you can always retrieve some amount of data from the device.
Urchin
Skill Proficiencies. Sleight of Hand, Stealth
Tool Proficiencies. Disguise Kit, thieves' tools
Equipment. A small shiv, an electronic map of your city, a pet vermin, a set of poor clothes, and 100 credits
Feature: City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Veteran
Skill Proficiencies. Athletics, Perception
Tool Proficiencies. One gaming set and choose one among starship system (weapons), starship system (defenses), starship (specialty)
Equipment. An insignia of rank, a trophy taken from a fallen enemy, a gaming set, a set of common clothes, a military uniform, and 1000 credits
Feature: Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Specialty. During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:
1d8 | Role |
---|---|
1 | Infantry |
2 | Medic |
3 | Officer |
4 | Pilot |
5 | Quartermaster |
6 | Scout |
7 | Spy |
8 | Communications |
Feats
Removed
The following feats from the 5th Edition Player's Handbook are not available. The have been removed due to consistency errors, like Crossbow Expert, since there are no crossbows in this game: Crossbow Expert, Defensive Duelist, Dungeon Delver, Great Weapon Master, Healer, Inspiring Leader, Magic Initiate, Martial Adept, Mounted Combat, Polearm Master, Ritual Caster, Shield Master, Spell Sniper
New
A Beautiful Mine
You know how to sculpt explosives into works of art.
You have advantage on disarming landmines that you find
Enemies who trigger your mines make their Dexterity saving throw at disadvantage.
You can sculpt the mine's explosion: Choose two 2m squares. Any creature within those squares take no damage from the mine's explosion.
Big Game Hunter
The bigger they are, the harder you take them down.
Increase your Strength score by 1, to a maximum of 20.
Non-sentient, organic creatures any size larger than yourself, gain a permanent +2 to damage rolls against them.
Enhanced Optics
Your optic nerves have been enhanced by science to perceive more, and better. Gain low-light vision. If you already have low-light vision, gain darkvision. You now gain proficiency in Perception, Investigation, and Insight. If you are already proficient in any of these, gain a permanent +2 to the proficient skill(s).
Featherlight
Travel light, travel fast.
Increase your Dexterity score by 1, to a maximum of 20.
If you are wearing all light armor and only one weapon, your speed increases by 4m and you avoid triggering any pressure-activated traps or mines.
Grenadier
+2 grenade capacity
Improvised Grenades. You can make grenades from scrap metal and scavenged materials. Acquire 1 frag grenade every long rest.
When you use a grenade, you may choose to make a ranged weapon attack on a creature instead of choosing a target location. Add your dexterity modifier and proficiency bonus to the attack roll.
- On a hit, the grenade deals 1d4 + dexterity modifier bludgeoning damage to the target and it has disadvantage on the saving throw caused by the grenade. The grenade lands at the target's location.
- On a miss, the grenade lands 2m beyond the target.
- On a critical miss, roll 2d4. The first die represents the number of spaces away from the target in which the grenade lands. The second die represents the direction (1 = North, 2= East, 3 = South, 4 = West). E.g., 2 & 2, the grenade would land 2 spaces east of the target.
Once the grenade's location is determined, it resolves normally.
Hair Trigger
You've mastered Double Tap weapons:
Increase your Dexterity score by 1, to a maximum of 20.
When wielding only one Double Tap weapon, you may make a second ranged attack on the same target as your first ranged attack as a free action. You may do this once per turn.
When you make a second ranged attack with a Double Tap, you add your ability modifier to the damage roll.
Melee Specialist
You've trained extensively in melee weapon combat. +1 Strength or Dexterity
- When wielding a two-handed ranged weapon, you can use a bonus action to make a melee weapon attack with an omni-tool weapon (a weapon you can equip as a free action).
- When wielding a single-handed ranged weapon, you can use a bonus action to make a melee weapon attack with a light or versatile (one-handed attack) melee weapon.
- When wielding only melee weapons: When you take the Attack action, you can use a bonus action to make another melee weapon attack.
Squad Leader
You know just what to say in a tight situation. As a bonus action, you can inspire all allies within earshot to instantly roll a hit die and regain that many hit points. This does not expend a hit die from their pool. Allies immediately recover from the following conditions: charmed, frightened, frozen, grappled, incapacitated, paralyzed, poisoned, prone, restrained, and stunned. You may use this ability once per short rest.
Wealth of Knowledge
Your grasp of random factoids knows no bounds.
Increase your Intelligence score by 1, to a maximum of 20.
You have advantage on the first Intelligence based skill check you make after a short rest.
Weapons
It was discovered that, in an age of kinetic barriers, most firefights were won by the side who could put the most rounds downrange the fastest. As such, detachable heat sinks, known as thermal clips, were adopted first by the geth, and shortly thereafter by organic arms manufacturers. Ammunition may never be a concern with modern arms, but the availability of thermal clips is; weapons without thermal clips have nowhere to disperse their heat and are incapable of firing. Luckily, thermal clips litter modern battlefields, and can be obtained from fallen enemies or found around the environment. -- Mass Effect Wiki
Using Thermal Clips
When you reload your weapon, you expend a thermal clip.
Armor Capacity: 10
All armor comes standard with 10 thermal clip slots. Some armor and mods allow you to increase this amount.
Resupplying: ~100 credits
Thermal clips are easily looted from almost every enemy wielding a weapon. However, you can also resupply all of your thermal clips at a gun shop or military depot for about 100 credits.
Variant: No Thermal Clips
Because thermal clips are so easily attainable, GMs might find it more manageable to simply not keep track of thermal clips and assume players will always have a steady supply available to them.
Assault Rifles
Adas Anti-Synthetic Rifle
Uncommon Assault RifleArc, Unique, Two-handed
17,000 credits
Deals and additional 1d6 damage to synthetic targets.
Cerberus Harrier
Uncommon Assault RifleTwo-handed, Burst Fire
17,000 credits
Chakram Launcher
Uncommon Assault RifleCharge, Two-handed
14,500 credits
On a hit, deals an additional 2d4 thunder damage for each time the weapon was charged.
Collector Assault Rifle
Very Rare Assault RifleUnique, Two-handed, Burst Fire
60,000 credits
The Collector Assault Rifle does not use thermal clips. Instead use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
Geth Pulse Rifle
Rare Assault RifleTwo-handed, Burst Fire
37,000 credits
Deals radiant damage.
M-15 Vindicator
Uncommon Assault RifleTwo-handed, Burst Fire
15,500 credits
M-37 Falcon
Uncommon Assault RifleTwo-handed, Double Tap
14,500 credits
Instead of making a ranged weapon attack, the target makes a Dexterity saving throw (DC 8 + DEX modifier). Do not add your DEX modifier to a Double Tap atttack. If you are proficient with Assault Rifles, add your proficiency bonus to the DC. On a failed save, the target takes 1d8 thunder damage, or half as much on a successful one.
M-55 Argus
Uncommon Assault RifleTwo-handed, Burst Fire
16,500 credits
M-7 Lancer
Uncommon Assault RifleTwo-handed, Burst Fire
17,000 credits
Somewhat of a relic and hard to come by, the M-7 does not use thermal clips. Instead use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 2 faces. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
It cannot benefit from Magazine mods.
M-76 Revenant
Uncommon Assault RifleTwo-handed, Burst Fire
17,500 credits
M-8 Avenger
Common Assault RifleTwo-handed, Burst Fire
7,500 credits
M-96 Mattock
Uncommon Assault RifleTwo-handed, Double Tap
14,500 credits
M-99 Saber
Very Rare Assault RifleTwo-handed, Unique, Double Tap
60,500 credits
Custom made for its owner, when you purchase this weapon, you may choose one of the following:
- Increase damage of this weapon to d8
- Reloading this weapon is a bonus action
- +2 on ranged attack rolls made with the weapon
N7 Typhoon
Rare Assault RifleTwo-handed, Burst Fire
39,000 credits
AC +1 when holding this weapon.
N7 Valkyrie
Rare Assault RifleTwo-handed
39,000 credits
Particle Rifle
Very Rare Assault RifleUnique, Two-handed, Burst Fire
61,000 credits
The Particle Rifle does not use thermal clips. Instead use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
Deals radiant damage.
Phaeston
Common Assault RifleTwo-handed, Burst Fire
8,000 credits
Striker Assault Rifle
Rare Assault RifleTwo-handed
36,500 credits
After making a ranged attack with the Striker, you may choose to enter the targeting condition. At the start of your next turn, all ranged attacks made with the Striker deal an additional 1d12 damage, at the cost of 2 heat per attack. This bonus continues to stack at the start of your turn until the targeting condition ends or until the Striker must be reloaded. For example, the 3rd round would deal 3d12 for 3 heat per attack, etc.
Heavy Pistols
Acolyte
Uncommon Heavy PistolCharge, Double Tap
13,500 credits
Deals force damage. Damage done by this weapon cannot be reduced by using barrier ticks.
Arc Pistol
Uncommon Heavy PistolArc, Charge, Unique, Double Tap
13,500 credits
Executioner Pistol
Very Rare Heavy Pistol63,000 credits
M-11 Suppressor
Uncommon Heavy PistolSilent, Double Tap
13,500 credits
M-3 Predator
Common Heavy PistolDouble Tap
5,500 credits
M-358 Talon
Very Rare Heavy PistolDouble Tap
57,000 credits
M-5 Phalanx
Common Heavy PistolDouble Tap, Hip Fire
5,500 credits
M-6 Carnifex
Rare Heavy PistolDouble Tap
34,500 credits
M-77 Paladin
Very Rare Heavy PistolDouble Tap
55,500 credits
N7 Eagle
Rare Heavy PistolBurst Fire
35,000 credits
Scorpion
Rare Heavy PistolUnique, Double Tap
33,500 credits
Deals thunder damage. Missed shots adhere to nearby surfaces and do 1d4 thunder damage instead to the target instead.
Melees
Asari Huntress Sword
Rare MeleeSlashing, Finesse, Light
34,500 credits
Kinetic energy from successful melee attacks grant a minor biotic boost. When you hit with an attack using this weapon, as a bonus action, you may cast a biotic cantrip.
Kahjean Venom Dagger
Rare MeleePiercing, Finesse, Light
32,500 credits
When you hit with an attack using this weapon, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Krogan Warhammer
Rare MeleeBludgeoning, Two-handed, Versatile*
37,000 credits
When you hit with an attack using this weapon, the target must succeed on a Strength saving throw (DC = 8+Proficiency Bonus+ Strength modifier) or is knocked prone.
*If wielded by a Krogan or another creature with a minimum Strength ability score of 18, this weapon becomes Versatile (1d12 for single-handed)
Monomolecular Blade
Common MeleeSlashing, Versatile (2d6), Finesse
8,500 credits
Omni-Blade
Common MeleeLight, Finesse
7,500 credits
Drawing the Omni-Blade is a free action. Having this weapon equipped does not require a weapon slot.
Omni-Hammer
Common MeleeBludgeoning, Light
8,500 credits
Drawing the Omni-Hammer is a free action. Having this weapon equipped does not require a weapon slot.
Omni-Taser
Common MeleeLightning, Light, Finesse
5,500 credits
Drawing the Omni-Taser is a free action. Having this weapon equipped does not require a weapon slot.
Omni-Torch
Common MeleeFire, Light
6,500 credits
Drawing the Omni-Torch is a free action. Having this weapon equipped does not require a weapon slot. Deals an additional 1d4 fire damage to unprotected, organic targets.
Omni-Whip
Rare MeleeLightning, Finesse, Reach
35,000 credits
Drawing the Omni-Whip is a free action. Having this weapon equipped does not require a weapon slot.
Riot Shield
Common Melee5,000 credits
+2 AC
Sawblade
Rare MeleeSlashing, Two-Handed
35,500 credits
Deals an additional 1d6 slashing damage to unprotected targets.
Stun Baton
Uncommon MeleeBludgeoning, Light
13,500 credits
When you hit with an attack using this weapon, the target takes and additional 1d4 lightning damage. If the target is unprotected and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
Shotguns
AT-12 Raider
Uncommon ShotgunTwo-handed, Hip Fire, Double Tap
19,000 credits
Disciple
Rare ShotgunTwo-handed, Hip Fire
35,000 credits
Deals bludgeoning damage. On a hit, the target must make a Constitution saving throw (DC 8) or becomes stunned.
Geth Plasma Shotgun
Very Rare ShotgunTwo-handed, Hip Fire, Charge
61,000 credits
Deals radiant damage.
Graal Spike Thrower
Uncommon ShotgunTwo-handed, Hip Fire
17,000 credits
Deals an additional 1d6 damage to unprotected targets.
M-11 Wraith
Rare ShotgunTwo-handed, Hip Fire
40,500 credits
M-22 Eviscerator
Uncommon ShotgunTwo-handed, Hip Fire
19,000 credits
M-23 Katana
Common ShotgunTwo-handed, Hip Fire
10,000 credits
M-27 Scimitar
Common ShotgunTwo-handed, Hip Fire, Double Tap
8,000 credits
M-300 Claymore
Rare ShotgunTwo-handed, Hip Fire
43,500 credits
N7 Crusader
Very Rare ShotgunTwo-handed, Hip Fire, Double Tap
61,000 credits
N7 Piranha
Uncommon ShotgunTwo-handed, Hip Fire
15,000 credits
When fired make a single attack roll against all creatures in a 4m cone. All creatures with AC less than the attack are hit.
Reegar Carbine
Rare ShotgunTwo-handed, Hip Fire, Arc, Unique
36,500 credits
Venom Shotgun
Very Rare ShotgunTwo-handed, Hip Fire, Unique, Charge
61,000 credits
Deals thunder damage. Instead of making a ranged weapon attack, target creature makes a Dexterity saving throw (DC13). On a successful save, it takes half as much damage.
SMGs
Blood Pack Punisher
Rare SMGHip Fire, Burst Fire
37,500 credits
+1 to hit targets within normal range
Collector SMG
Very Rare SMGUnique, Two-handed, Burst Fire
59,000 credits
The Collector SMG does not use thermal clips. Instead use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
Geth Plasma SMG
Very Rare SMGUnique, Burst Fire
60,000 credits
Deals radiant damage.
M-12 Locust
Rare SMGHip Fire, Burst Fire
37,500 credits
M-25 Hornet
Uncommon SMGDouble Tap, Hip Fire, Burst Fire
15,000 credits
M-4 Shuriken
Common SMGHip Fire, Burst Fire
8,000 credits
M-9 Tempest
Uncommon SMGHip Fire, Burst Fire
17,000 credits
N7 Hurricane
Very Rare SMGHip Fire, Burst Fire
60,500 credits
Sniper Rifles
Black Widow
Very Rare Sniper RifleTwo-handed, Burst Fire
63,000 credits
Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.
Collector Sniper Rifle
Rare Sniper RifleTwo-handed, Burst Fire
36,500 credits
The Collector Sniper Rifle does not use thermal clips. Instead use a d4 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
Javelin
Rare Sniper RifleTwo-handed, Unique
36,500 credits
Ignores half and three-quarters cover
Kishock Harpoon Gun
Rare Sniper RifleTwo-handed, Charge
40,500 credits
On a hit, the target makes a Constitution (DC 13) saving throw. On a failed save, the target takes an additional 3d6 damage at the start of their turn due to blood loss.
Krysae Sniper Rifle
Uncommon Sniper RifleTwo-handed, Hip Fire, Double Tap
15,000 credits
+2 damage to synthorganic enemies
M-13 Raptor
Uncommon Sniper RifleTwo-handed, Double Tap, Hip Fire
14,500 credits
M-29 Incisor
Rare Sniper RifleTwo-handed, Burst Fire
40,500 credits
M-90 Indra
Very Rare Sniper RifleTwo-handed, Burst Fire
59,000 credits
M-92 Mantis
Common Sniper RifleTwo-handed
12,000 credits
M-97 Viper
Uncommon Sniper RifleTwo-handed, Double Tap
16,500 credits
You can reload this weapon as a bonus action.
M-98 Widow
Uncommon Sniper RifleTwo-handed
23,000 credits
Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.
N7 Valiant
Rare Sniper RifleTwo-handed, Double Tap
39,000 credits
Heavy Weapons
Capacity: (based on weapon)
See the weapon list for the number of charges a heavy weapon has.
Resupplying: ~5,000 credits
If you've got your hands on a heavy weapon, you're either a military specialist or damn lucky you survived the battle. It's not easy resupplying your charges. You'll need to have some serious military or black market connections. If military, you might get special permission to keep the weapon and granted a steady stream of charges (once per long rest). That's between you and your Galaxy Master.
Otherwise, you'll have to pay a pretty penny on the black-market to recharge your Heavy Weapon (5,000-7,000 credits for a complete resupply of charges). In most cases, it's easier to scavenge or steal ammo. Or simply leave the damn thing were you found it.
Cobra Missile Launcher
Rare Heavy WeaponUnique, Two-handed
82,000 credits
Choose a creature within 60m that you can see and begin Targeting. At the start of your turn, if are still Targeting, you fire a missile that deals 8d12 thunder damage.
Geth Spitfire
Uncommon Heavy WeaponUnique, Two-handed
40,000 credits
Release a torrent of bullets in a sweeping arc in front of you until the start of your next turn. You are considered to be Targeting until the start of your next turn. Creatures that enter or move within a 10m cone in front of you make a Dexterity saving throw. On a failed save, a creature takes 12d4 piercing damage. On a success, a creature takes half damage. Each turn uses a charge.
M-451 Firestorm
Uncommon Heavy WeaponUnique, Two-handed
24,000 credits
Sweep fire across the battlefield. Creatures within a 6m cone must make a Dexterity saving throw (DC 13). On a failed save, a creature takes 4d6 fire damage, or half as much damage on a successful one.
M-560 Hydra
Very Rare Heavy WeaponUnique, Two-handed
76,000 credits
Choose a creature within 60m that you can see and begin Targeting. At the start of your turn, if are still Targeting, fire a unique missile at the target. When the missile hits, it deploys 3 shaped charges. The first disrupts any barriers or shields, completely removing all barrier ticks and shield points. The second charge cripples armor; the creature has their AC reduced by 3 for the remainder of combat. The final charge deals explodes and the creature must make a Constitution saving throw (DC 18). On a failed save the creature takes 4d12 thunder damage or half as much on a successful one.
M-597 Landon
Very Rare Heavy WeaponUnique, Two-handed
68,000 credits
Spend a round Targeting as you sweep the battlefield for all enemies. At the start of your next turn, if you are still targeting, choose up to 10 enemy creatures and launch a miniature missile at them, dealing 4d8 thunder damage. You cannot target a creature twice. Each missile used consumes a weapon charge.
M-920 Cain
Very Rare Heavy WeaponUnique, Two-handed
95,500 credits
Spend a round Targeting, charging up the Cain's core. At the start of your turn, if you are still Targeting, you can choose to continue Targeting to increase the power of the blast. You can continue Targeting as long as the Cain has weapon charges left. When you're ready to release the blast, choose a fixed point within 60m. You release a small nuclear explosion in the area. Roll X + 5d12 where X is the number of charges you use multiplied by 2. Any creature within 2m automatically fails the saving throw. Creatures within 10m make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to your roll. On a success, a creature takes half damage.
ML-77 Missile Launcher
Uncommon Heavy WeaponUnique, Two-handed
49,000 credits
Choose a creature within 60m that you can see and fire a missle at it. Each creature within a 4m cube of the target, including the target, must make a Dexterity saving throw (DC 14). On a failed save a creature takes 6d12 thunder damge or half as much on a successful one.
Reaper Blackstar
Very Rare Heavy WeaponUnique, Two-handed
132,500 credits
Choose a creature within 60m that you can see and begin Targeting that creature. At the start of your turn, if you are still Targeting, fire a sub-atomic particle beam at the creature dealing 15d10 necrotic damage.
Sync Laser
Rare Heavy WeaponUnique, Two-handed
82,000 credits
Spend a round Targeting a 10m x 20m rectangle, up to 60m away. At the start of your turn, if you are still targeting, call down an orbital strike. Creatures within the rectangle make a Dexterity saving throw. On a failed save, a creature takes 8d12 thunder damage. On a success, a creature takes half damage.
Weapon Mods
Name | Cost | Placement | Weapon(s) | Description |
---|---|---|---|---|
Combat Sensor | 20,000 | Body | All | While this weapon is equipped, you have advantage on initiative rolls. In addition, you and any of your companions within 10m of you can't be surprised, except when incapacitated. The sensor awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
Concentration Mod | 12,000 | Body | Sniper Rifle | If you reduce your speed to 0 for the turn, ranged attack rolls with this weapon score critical hits on rolls of 19 & 20. |
Cranial Trauma System | 8,000 | Barrel | Heavy Pistol | When you roll a critical hit with this weapon, roll 1 additional damage die. |
Cryo Ammo | 20,000 | Ammo | All | You may use a bonus action to toggle the following effect on or off: damage type becomes cold. Successful ranged weapon attacks cause the target to become {primed-cold} and reduce its movement speed by half until the end of its next turn. |
Disruptor Ammo | 20,000 | Ammo | All | You may use a bonus action to toggle the following effect on or off: damage type becomes lightning, Successful ranged attacks can detonate primed targets or cause the target to become {primed-lightning} until the end of its next turn. |
Explosive Ammo | 15,000 | Ammo | All | You may use a bonus action to toggle the following effect on or off: Successful ranged attacks deal and additional 1d8 thunder damage, but each attack drains 2 heat. |
Extended Barrel I | 5,000 | Barrel | Assault Rifle, Heavy Pistol, Smg, Sniper Rifle | +1 on damage rolls made with this weapon. |
Extended Barrel II | 10,000 | Barrel | Assault Rifle, Heavy Pistol, Smg, Sniper Rifle | +2 on damage rolls made with this weapon. |
Extended Barrel III | 15,000 | Barrel | Assault Rifle, Heavy Pistol, Smg, Sniper Rifle | +3 on damage rolls made with this weapon. |
Extended Magazine | 16,000 | Magazine | All | Weapon gains a additional heat equal to its base heat. |
Heat Sink | 32,000 | Magazine | All | Weapon gains additional heat equal to double its base heat. |
High-Caliber Barrel I | 12,000 | Barrel | All | Increases the weapon's weight by one half. 1 on ranged attack and damage rolls made with this weapon. |
High-Caliber Barrel II | 24,000 | Barrel | All | Increases the weapon's weight by one half. 2 on ranged attack and damage rolls made with this weapon. |
High-Caliber Barrel III | 36,000 | Barrel | All | Increases the weapon's weight by one half. 3 on ranged attack and damage rolls made with this weapon. |
High-Velocity Barrel I | 20,000 | Barrel | All | When you roll a 1 on a damage die for an attack you make with this weapon, you can reroll the die and must use the new roll, even if the new roll is a 1. |
High-Velocity Barrel II | 40,000 | Barrel | All | When you roll a 1 or 2 on a damage die for an attack you make with this weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. |
Incendiary Ammo | 20,000 | Ammo | All | You may use a bonus action to toggle the following effect on or off: damage type becomes fire. Successful ranged attacks deal an additional 1d4 fire damage and the target becomes {primed-fire} until the end of it's next turn. |
Magazine Upgrade | 8,000 | Magazine | All | Weapon gains additional heat equal to 1/2 its base heat (rounded down). |
Omni-Blade Attachment | 10,000 | Barrel | Assault Rifle | In addition to it's other properties, this weapon is also considered a melee weapon. It has the finesse property and successful melee attacks deal 1d8 piercing damage. |
Phasic Ammo | 15,000 | Ammo | All | You may use a bonus action to toggle the following effect on or off: -2 on ranged weapon damage rolls, but all damage done bypasses shields. |
Piercing Ammo | 20,000 | Ammo | Assault Rifle, Heavy Pistol, Sniper Rifle | Damage done by this weapon cannot be reduced by piercing damage resistance. |
Power Magnifier | 12,000 | Body | Heavy Pistol, Smg | +1 on biotic and tech damage rolls while holding this weapon. |
Precision Scope | 10,000 | Body | Assault Rifle, Heavy Pistol, Smg | Double the weapons normal and long range |
Quick Release Magazine | 15,000 | Magazine | Assault Rifle, Heavy Pistol, Smg, Sniper Rifle | You may reload this weapon as a bonus action. |
Shredder Ammo | 20,000 | Ammo | Shotgun | You may use a bonus action to toggle the following effect on or off: damage type becomes slashing. Damage done by this weapon cannot be reduced by slashing damage resistance. |
Stability Damper I | 5,000 | Body | Assault Rifle, Smg, Shotgun, Sniper Rifle | +1 on ranged attack rolls made with this weapon. |
Stability Damper II | 10,000 | Body | Assault Rifle, Smg, Shotgun, Sniper Rifle | +2 on ranged attack rolls made with this weapon. |
Stability Damper III | 15,000 | Body | Assault Rifle, Smg, Shotgun, Sniper Rifle | +3 on ranged attack rolls made with this weapon. |
Stunner | 20,000 | Barrel | Heavy Pistol, Smg | In addition to it's other properties, this weapon is also considered a melee weapon. Successful melee attacks deal 1d6 bludgeoning + 1d4 piercing damage and, if the target is unprotected and maintaining a concentration spell, automatically fails its saving throw to maintain the spell. |
Thermal Scope | 20,000 | Body | Assault Rifle, Sniper Rifle | Increases the weapon's weight by one half. Looking through the scope gives the wielder Infrared Vision. When making a ranged weapon attack, you may choose whether or not to use Infrared Vision. |
Ultralight Materials | 8,000 | Body | All | Reduces the weapon's weight by one half. |
Warp Ammo | 20,000 | Ammo | All | You may use a bonus action to toggle the following effect on or off: damage type becomes necrotic damage. Successful ranged attacks detonate primed targets and a target with an active barrier will have 2 barrier ticks removed and cannot benefit from the barriers damage reduction for this attack. |
Armor
Armor Mods
Name | Cost | Type | Description |
---|---|---|---|
Amplifier Plates | 20,000 | Arms | Reduce tech point costs by 1, to a minimum of 1. This cannot be used to cast tech powers beyond your max tech point limit. |
Autogel | 8,000 | Arms | When you lose hit points, as a reaction, you may expend a charge of medi-gel. |
Auxiliary Shield Emitters | 8,000 | Arms | Increase your shield regen by 5. |
Battle Telemetry | 12,000 | Arms | Increase your tech regen die type by 1 (e.g., from a d4 to d6). Max d12. |
Bladed Wristguards | 5,000 | Arms | When you are hit with a melee attack, deal 1d6 piercing damage back at the attacker. |
Microservos | 24,000 | Arms | +2 bonus to melee attack and damage rolls |
Offhand Ammo Pack | 500 | Arms | Increase your thermal clip capacity by 2 |
Personal Disruptor Torpedoes | 25,000 | Arms | Choose a target location within 30m. Creatures within a 4m sphere of the target must make a dexterity saving throw. On a failed save, a creature takes 3d12 force damage, or have as much damage on a successful one. You must finish a short rest, allowing the weapon to recharge before using it again. |
Shield Capacity | 10,000 | Arms | Increase your shield points by 5. |
Ablative Coating | 30,000 | Chest | Resistance to piercing damage. |
Adrenaline Regulator | 40,000 | Chest | When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. |
Asymmetric Defense Layer | 40,000 | Chest | +2 AC |
Auxiliary Shield Emitters | 8,000 | Chest | Increase your shield regen by 5. |
Back Holster | 6,000 | Chest | Choose Assault Rifle, Shotgun, Sniper Rifle or Melee weapon. Gain an additional weapon slot for that specific weapon type. If using the Variant: Encumbrance rule, increase your Carry Weight by 10. |
Barrier | 24,000 | Chest | The armor contains a mass effect barrier with 3 barrier ticks. You cannot use these additional barrier ticks for biotic spells, they are only for damage reduction. The barrier ticks recharge after a short rest. |
Battle Telemetry | 12,000 | Chest | Increase your tech regen die type by 1 (e.g., from a d4 to d6). Max d12. |
Ceramic Weave | 20,000 | Chest | +1 AC |
Chest Holster - Grenades | 6,000 | Chest | Increase your grenade capacity by 4 |
Chest Holster - Thermal Clips | 2,000 | Chest | Increase your thermal clip capacity by 8 |
Energized Plating | 60,000 | Chest | +3 AC |
Environmental Regulators | 30,000 | Chest | Resistance to fire and cold damage. |
Explorer's Jetpack | 18,000 | Chest | As a bonus action, activate the jetpack to gain flying 6m for 10 minutes. This device cannot be used again until you finish a long rest. |
Hardened Weave | 75,000 | Chest | Resistance to cold, fire, force, lightning, and necrotic damage types. |
Jetpack | 10,000 | Chest | As a bonus action, activate the jetpack to gain flying 6m for 1 minute. This device cannot be used again until you finish a short rest. |
QR Jetpack | 22,000 | Chest | As a bonus action, activate the jetpack to gain flying 6m for 1 minute. You may use this 3 times per short rest. |
Recharge Capacitor | 15,000 | Chest | Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount. |
Revive AI | 50,000 | Chest | If you fall below 0 hit points you immediately become stabilized. If you have any medi-gel left, you may expend one to gain hit points. |
Shield Battery | 10,000 | Chest | Increase your shield points by 5. |
Shield Interface | 30,000 | Chest | Increase your shield points by 15. |
Shield Modulator | 20,000 | Chest | Increase your shield points by 10. |
Teflon Coating | 15,000 | Chest | Resistance to radiant damage. |
Thermal Armor | 25,000 | Chest | You are immune to being frozen. |
Toxic Resistance | 15,000 | Chest | Resistance to acid and poison damage. You have advantage on Constitution saving throws that would cause you to be poisoned. |
Archon AI | 24,000 | Head | On a short rest, gain a number of spell slots equal to half your level (rounded down, minimum 1) by spell slot level. For a lvl 10 Adept, you could gain five 1st-level slots OR two 2nd-level slots & one 1st-level slot OR one 3rd-level slot & one 2nd-level slot, etc. |
Focus Modulator | 40,000 | Head | As a bonus action, you choose a creature you can see within 30m. For the next minute, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use this feature 3 times per long rest. |
Recharge Capacitor | 15,000 | Head | Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount. |
Savant Biotic Amp | 40,000 | Head | When you roll a 1 or 2 on a damage die for an attack you make with a biotic spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. |
Sentry System | 10,000 | Head | Increase your shield points by 5. |
Umbra AI | 40,000 | Head | When you roll a 1 or 2 on a damage die for an attack you make with a tech power, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. |
Voice Modulator | 2,000 | Head | +2 to Persuasion and Intimidation checks |
Autogel | 8,000 | Legs | When you lose hit points, as a reaction, you may expend a charge of medi-gel. |
Auxiliary Shield Emitters | 8,000 | Legs | Increase your shield regen by 5. |
Cleats | 15,000 | Legs | Resistance to lightning. |
Hip Caddy - Grenades | 3,000 | Legs | Increase your grenade capacity by 2 |
Hip Caddy - Thermal Clips | 1,000 | Legs | Increase your thermal clip capacity by 4. |
Hip Holster | 3,000 | Legs | Choose Heavy Pistol, SMG, or Melee weapon with a Min STR score of 11 or less. Gain an additional weapon slot for that specific weapon type. If using the Variant: Encumbrance rule, increase your Carry Weight by 5. |
Jump Jets | 14,000 | Legs | Your jump distance is tripled. If you jump straight up, you can hover at the apex of your jump for 1 round of combat (6 sec). |
Life Support Webbing | 15,000 | Legs | Increases your maximum exhaustion by 1 level. At the first level, you suffer no negative effects. |
Mag Latches | 25,000 | Legs | If you are standing on a metal surface, you are immune to being lifted. Otherwise, if you would make a saving throw against being lifted, you have advantage. |
Microservos | 12,000 | Legs | +1 bonus to melee attack and damage rolls |
Ordinance Packs | 10,000 | Legs | Your heavy weapons have 2 additional charges. |
Shock absorbers | 15,000 | Legs | Resistance to thunder. |
Stimulator Conduits | 6,000 | Legs | Increase your speed by 6m. |
Armor Sets
Name | Cost | Type | Armor | Description |
---|---|---|---|---|
Batarian Talon Gauntlets | 10,000 | Arms | Light |
|
Elanus Goliath Gauntlets | 38,000 | Arms | Heavy |
|
GUARDIAN Gauntlets | 45,000 | Arms | Medium |
|
Rosenkov Snaring Gauntlets | 18,000 | Arms | Heavy |
|
Serrice Adaptor Gauntlets | 15,000 | Arms | Medium |
|
Asari Initiate Armor | 42,500 | Body Armor | Light |
|
BT Suit | 20,400 | Body Armor | Light |
|
Colossus Armor | 36,550 | Body Armor | Heavy |
|
Hermetic Suit Plating | 2,880 | Body Armor | Medium |
|
Mantis Armor | 38,050 | Body Armor | Medium |
|
Mercenary Armor | 21,250 | Body Armor | Light |
|
Predator Armor | 34,850 | Body Armor | Heavy |
|
Hahne-Kedar Tactical Armor | 15,300 | Chest | Heavy |
|
Rosenkov Reflex Armor | 20,400 | Chest | Heavy |
|
Serrice Rimebane Armor | 27,200 | Chest | Medium |
|
Sirta Parade Armor | 21,250 | Chest | Light |
|
Blood Dragon Armor | 101,300 | Full Set | Medium |
|
Cerberus Ajax Armor | 96,700 | Full Set | Medium |
|
Cerberus Assault Armor | 98,200 | Full Set | Heavy |
|
Cerberus Nightmare Armor | 48,750 | Full Set | Light |
|
Cerberus Shade Armor | 55,250 | Full Set | Medium |
|
Cerberus Spirit Armor | 47,050 | Full Set | Light |
|
Collector Armor | 114,150 | Full Set | Heavy |
|
Inferno Armor | 44,200 | Full Set | Medium |
|
N7 Armor | 49,100 | Full Set | Medium |
|
N7 Defender Armor | 99,050 | Full Set | Heavy |
|
Partisan Armor | 38,250 | Full Set | Medium |
|
Reckoner Knight Armor | 68,000 | Full Set | Medium |
|
Stock Heavy Armor | 12,750 | Full Set | Heavy | |
Stock Light Armor | 8,500 | Full Set | Light | |
Stock Medium Armor | 10,200 | Full Set | Medium | |
Terminus Assault Armor | 74,600 | Full Set | Heavy |
|
Warlord Armor | 84,750 | Full Set | Heavy |
|
Archon Visor | 19,000 | Head | Light |
|
Capacitor Helmet | 27,500 | Head | Medium |
|
Death Mask | 41,400 | Head | Heavy |
|
Delumcore Overlay | 19,000 | Head | Heavy |
|
Kestrel Helmet | 21,050 | Head | Light |
|
Kuwashii Visor | 36,000 | Head | Light |
|
Mnemonic Visor | 19,000 | Head | Light |
|
Recon Hood | 19,500 | Head | Light |
|
Securitel Helmet | 31,250 | Head | Medium |
|
Sentry Interface | 14,750 | Head | Medium |
|
Umbra Visor | 19,000 | Head | Light |
|
Enviro-Greaves | 7,650 | Legs | Light |
|
Lockdown Greaves | 18,700 | Legs | Heavy |
|
Power Reservoir Legguards | 12,750 | Legs | Medium |
|
Stealth Greaves | 7,650 | Legs | Light |
|
Strider Legguards | 25,500 | Legs | Medium |
|
Personal Shield Generator | 15,000 | None | - |
|
Other Items
Armor Capacity: 2
All armor comes standard with 2 grenade slots. Some armor and mods allow you to increase this amount.
Resupplying: ~500 credits / grenade
Grenades are a military resource, so, depending on your campaign setting they might be an uncommon or rare item. If your character is part of a military outfit, you can resupply every time you return to base (or to your ship). Otherwise, finding grenades may be a bit more difficult, requiring you to barter, steal, or loot them.
A recommended cost is 500-1000 credits per grenade or mine.
Name | Description |
---|---|
Arc Grenade | As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. |
Cain Trip Mine | As an Action, launch a Cain Trip Mine to a point you can see within 20m. The mine affixes to a solid surface and projects a beam 6m tripwire. When a creature or object passes through the tripwire, the mine explodes. Any creature within a 2m sphere must make a DC 13 Dexterity saving throw. A creature takes 2d12 thunder damage on a failed save or half as much damage on a successful one. Creatures need to pass a DC 10 Perception check to notice the mine. To disarm the mine, a creature must pass a Hacking check (8 + Intelligence modifier). Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw. A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine, takes 2d12 thunder damage. |
Cluster Grenade | As an Action, target an area within 10m. Each creature within 6m of the target must make a DC 16 Dexterity saving throw. A creature takes 2d6 thunder damage on a failed save, or half as much damage on a successful one. |
Flashbang Grenade | As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn. |
Frag Grenade | As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one. |
Homing Grenade | As an Action, target a creature you can see within 10m. The target creature takes 1d6 thunder damage. Each other creature within 2m of the target must make a DC 10 Dexterity saving throw. On a failed save, a creature takes 1d6 thunder damage or half as much on a successful one. |
Inferno Grenade | As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d4 fire or half as much on a successful one. The 4m area continues to burn for 1 minute. A creature must also make the saving throw when it enters the burning space for the first time on a turn or ends its turn there. |
Lift Grenade | As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature is lifted until the end of your next turn. |
Multi-frag Grenade | As an Action, target 3 areas within 10m. Each creature within 4m of each target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage or half as much on a successful one. |
Proximity Mine | As an Action, place a proximity mine within 2m. The first creature, besides yourself, that comes within 2m of the mine takes 1d8 thunder damage. Creatures need to pass a DC 10 Perception check to notice the mine. To disarm the mine, a creature must pass a Hacking check (8 + Intelligence modifier). Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw. A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine, takes 1d8 thunder damage. |
Recon Mine | As an Action, launch a recon mine to a location of your choice within 10m. It first sticks to the target location then scans enemies within a 10m cone, relaying tactical weak points about the enemy's armor and location. After your turn ends, any hostile that walks through the scanning cone loses 1 AC. Each creature can only be affected by this debuff once. You may spend another action to detonate the mine. Each creature within 2m must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d4 thunder damage, or half as much damage on a successful one. Creatures need to pass a DC 10 Perception check to notice the mine. To disarm the mine, a creature must pass a Hacking check (8 + Intelligence modifier). Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw. A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine, takes 2d4 thunder damage. |
Smoke Grenade | As an Action, target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately. |
Sticky Grenade | As an Action, target an area within 10m. At the beginning of your next turn, creatures within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage or half as much damage on a successful one. With a sticky grenade, you may choose to make a melee weapon attack on a target creature within 2m instead or a ranged weapon attack on a target creature within 10m instead. Add you Dexterity modifier to the attack. Do not add your proficiency bonus to the attack unless you have the Grenadier feat. On a hit, the grenade hits and sticks to the target, and when it explodes, the target automatically fails its saving throw. On a miss, the grenade lands in the creature's square. |
Using Medi-gel
As an action, use a medi-gel pack on yourself or a willing creature within 2m. The target regains hit points equal to the medi-gel's potency.
Armor Capacity: 4
All armor comes standard with a capacity for 4 medi-gel. Some armor and mods allow you to increase this amount.
Resupplying
As long as you're in a relatively civilized environment, you can easily resupply your medi-gel at a medical facility. However, you would need insider or black-market connections to get Superior or Ultimate medi-gel. Since Ultimate medi-gel is so rare, the cost is entirely dependent on the people you know, favors your owed, or ability to break into a medical facility.
Medi-gel types
Type | Rarity | Cost | HP Regained |
---|---|---|---|
Standard | Common | ~200 credits | 2d4 + 2 |
Enhanced | Uncommon | ~500 credits | 4d4 + 4 |
Superior | Rare | ~1,500 credits | 8d4 + 8 |
Ultimate | Very Rare | ? | 10d4 + 20 |
Omni-gel is a technological material that can be obtained by breaking down unwanted items, such as weapons, armor, and upgrades. Doing so will usually give an amount of omni-gel found in the table below. It is designed for use with omni-tools to do electronics and decryption work, make general repairs, and even craft new upgrades.
Omni-gel is composed of common, reusable industrial plastics, ceramics, and light alloys kept in a semi-molten state. Each "charge" of omni-gel is stored in a canister and is worth 1,000 credits.
Item | Resulting Omni-gel |
---|---|
Armor and Weapon upgrades | 1 omni-gel |
Heavy Pistols, SMGs, Head armor, Leg armor, Arm armor | 2 omni-gel |
Assault Rifles, Shotguns, Sniper Rifles, Chest Armor | 3 omni-gel |
Heavy Weapon | 4 omni-gel |
Tool Proficiencies
Mass Effect 5e utilizes the Tool Proficiency rules found in Xanathar's Guide to Everything (pg. 78). In summary, it's unclear when a player should use a tool proficiency and a skill proficiency. The rule of thumb is that tools have specific applications whereas skills are very broad, but this limits the use of tools.
Thus, to make tool proficiencies more attractive, Xanathar's Guide to Everything added benefits to combining tools with skills. The first is that combining a tool with a skill gives the player advantage when making the skill check. The second benefit is that tools provide additional non-combat features.
Armorsmith's Workbench
Cost: 6000
An armorsmith's workbench allows you to work with alloys and ceramic plates, letting you to reshape armor for different races, repair damage, or install armor mods.
Components. All the necessary tools to work with medium and heavy armor.
History. Your expertise lends you additional insight when examining heavy and medium armor.
Investigation. You can spot clues and make deductions that others might overlook when an investigation involves heavy or medium armor.
With access to your workbench, you can perform one the following activities as part of a long rest. In the following activities "armor" refers to medium or heavy armor only.
Create omni-gel. Break down a piece of armor, gaining omni-gel equal to the amount listed on the omni-gel rewards table.
Install mod. Install an armor mod into a piece of armor.
Augment or repair armor. Adjust a suit of armor to fit another race or repair a piece of armor. Consumes 1 omni-gel.
Craft armor. Craft a single piece of armor (you must install mods after the armor has been crafted). Consumes 10 medi-gel for head, legs, or arm armor, and 15 omni-gel for chest armor.
Salvage an armor mod. DC 20. On a success, you can salvage 1 armor mod from a piece of armor. On a failure, the armor and all mods are destroyed.
Brewer's Supplies
Cost: 1000
Brewing is the art of producing beer, mead, wine, and liquor. Not only does brewing create alcoholic beverages, but the process of brewing purifies water. Brewing beer, mead, and wine takes weeks of fermentation, but only a few hours of work. You can further distill fermented beverages to create liquor.
Components. A large glass jug, a quantity of hops, a siphon, and several feet of tubing, bottles, and a distiller.
History. Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
Medicine. This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
Persuasion. A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 25 liters (~6.5 gallons) water, or 5 liters (~1.5 gallons) as part of a short rest.
Activity | DC |
---|---|
Detect poison or impurities in a drink | 10 |
Identify alcohol | 15 |
Ignore effects of alcohol | 20 |
Chemist's Supplies
Cost: 4000
Chemists can create helpful drugs such as NSAIDs but can also create powerful concoctions of mind-altering drugs and even poisons.
Components. A small bunsen burner, a set of glass vials and beakers, a small metal frame for holding vials over heat, a centrifuge, and a collection of chemicals.
History. Your training in chemistry can help you when you try to recall facts about drug related events, medical breakthroughs, and infamous poisonings.
Medicine. When you treat the victim of a disease, sickness, or poison, your knowledge grants you added insight into how to provide the best care to your patient.
Sleight of Hand. You've learned to handle chemicals carefully, giving you an edge when interacting with volatile substances.
Immunity. Your prolonged exposure to a variety of chemical allows you to handle and apply a poisons and mind-altering drugs without risk of exposing yourself to its effects.
Create Drug. As part of a long rest, you may create a single poison, drug, or medicine.
Activity | DC |
---|---|
Spot a poisoned object | 10 |
Identify a drug | 15 |
Know which drug caused a creature's condition | 15 |
Cook's Utensils
Cost: 1000
With a cook in your party, your meals will be much better than the typical mix of nutrient bars and protein soup.
Components. A metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and low grade provisions. If you use mid-grade provisions, gain 2 extra hit points per Hit Die spent. And if you use high-grade provisions, gain 3 extra hit points per Hit Die spent.
Activity | DC |
---|---|
Create a typical meal | 10 |
Duplicate a meal | 10 |
Spot poison or impurities in food | 15 |
Create a gourmet meal | 15 |
Disguise Kit
Cost: 2500
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.
Components. A pouch of cosmetics, dyes and micro-fabricator.
Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation. The right disguise can make you look more fearsome.
Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion. People tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Create Disguise. As part of a long rest, you can use 1 omni-gel to create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have something to keep them hidden.
Activity | DC |
---|---|
Cover injuries or distinguishing marks | 10 |
Spot a disguise being used by someone else | 15 |
Copy a humanoid's appearance | 20 |
Gaming Set
Cost: 100
Proficiency with a gaming set applies to one type of game, such as Skyllian-5 or games of chance that use dice.
Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Activity | DC |
---|---|
Catch a player cheating | 15 |
Gain insight into an opponent's personality | 15 |
Hacking Tools
Cost: 5000
Hacking tools are used to override security systems in order to gain access to encrypted files, open locked doors, or sabotage security devices such as cameras, turrets, or mechs. Proficiency with the tools also grants you a general knowledge of VIs, encryption techniques, and cryptography.
Components. A port-cable fabricator (includes schematics for all 238 Human USB standards!), a library of security counter-measure scripts, and an air-gapped computer interface.
Perception. You're understanding of patterns and cryptography gives you insight when discerning information from unknown languages.
Investigation. You gain additional insight when utilizing networked systems (such as the exonet) to find information.
Fortify. Just as you can break down security, you can also fortify it. For each hour of work, you can further encrypt an electronic data package, rebuff a security device, or harden a network to attack, increasing the DC to hack it by 1 (maximum 5).
Activity | DC |
---|---|
Disable a security system | Varies |
Decrypt a data package | Varies |
Falsify electronic documents | Varies |
Medical Kit
Cost: 5000
Medical Kits contain the necessary tools and supplies to triage injuries and treat diseases.
Components. A bio-scanner, medical foam, quick-hardening cast tape, a scalpel with 10 blades, a bone saw, and a pouch that can carry up to 4 medi-gel.
Insight. When you spend 1 minute observing an organic creature, you gain additional insight on if the creature is injured or weakened.
Investigation. When you investigate a dead organic creature, you gain insight on what caused its death and how long ago it died.
Medicine. You can spend a medi-gel to gain advantage when stabilizing a creature.
Healing Hands. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Each creature that spends a Hit Die during this rest can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Activity | DC |
---|---|
Close a wound | 10 |
Diagnose a sickness | 15 |
Craft a medicine to treat a disease | 20 |
Musical Instrument
Cost: 1000
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument.
Distracting Performance. While performing with your instrument, you can try to distract one humaniod you can see who can see and hear you. Make a Charisma (Performance) check with your instrument contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Activity | DC |
---|---|
Identify a tune | 10 |
Improvise a tune | 20 |
Painter's Supplies
Cost: 500
Proficiency with painter's supplies represents your ability to paint and draw, design decals and paint jobs for armor and vehicles, and create propaganda. You also acquire an understanding of art history, which can aid you in examining works of art.
Components. Electronic design tablet with a number of software, a holographic projector, and a variety of tangible painting devices (oils, charcoal, colored pencils, etc).
Insight. Your expertise allows to glimpse the emotional states of other artists by viewing their works of art.
Investigation, Perception. When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Painting and Drawing. As part of a short or long rest, you can produce a simple work of art or a design for a suit of armor or vehicle. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
Detailing. With 8 hours of work you can detail a suit of armor. With 20 hours of work you can detail a vehicle. The detailing can provide advantages to skill checks made by the wearer of the armor or user of the vehicle, such as a bonus to a stealth check for camouflage designs.
Activity | DC |
---|---|
Paint an accurate portrait | 10 |
Create a painting with a hidden message | 20 |
Starship System (Cyber Warfare)
Cost:
The ability to temporarily disable maneuverability or targeting systems on a ship can be the difference between winning and losing a battle. Cyber Warfare covers both defensive and offensive measures.
Starship System (Defenses)
Cost:
This proficiency covers the ship's physical defenses, including armor plating and kinetic barriers.
Starship System (Helm)
Cost:
Proficiency with a starship's helm involves piloting the ship. This includes take off, landing, and dog fighting.
Starship System (Navigation)
Cost:
Proficiency with a starship's navigation involves plotting courses between solar systems and mass effect relays.
Starship System (Power Core)
Cost:
A starship's power core is it's lifeblood.
Starship System (Specialty)
Cost:
Specialty systems can serve a wide variety of purposes: a mining array, probe-launcher, stealth drive, science lab, live storage of livestock or scientific specimens, guest quarters for paying passengers.
Starship System (Weapons)
Cost:
Represents your ability to target and attack moving objects through space using sensors and calculations rather than sight.
Tailor's Tools
Cost: 6000
Tailor's tools allow you to work with fabrics and nano-materials to reshape armor for different races, repair damage, or install armor mods.
Components. All the necessary tools to work with light armor.
History. Your expertise lends you additional insight when examining light armor.
Investigation. You can spot clues and make deductions that others might overlook when an investigation involves light armor.
With access to your tools, you can perform one the following activities as part of a long rest. In the following activities "armor" refers to light armor only.
Create omni-gel. Break down a piece of armor, gaining omni-gel equal to the amount listed on the omni-gel rewards table.
Install mod. Install an armor mod into a piece of armor.
Augment or repair armor. Adjust a suit of armor to fit another race or repair a piece of armor. Consumes 1 omni-gel.
Craft armor. Craft a single piece of armor (you must install mods after the armor has been crafted). Consumes 10 medi-gel for head, legs, or arm armor, and 15 omni-gel for chest armor.
Salvage an armor mod. DC 20. On a success, you can salvage 1 armor mod from a piece of armor. On a failure, the armor and all mods are destroyed.
Thieves' tools
Cost: 3000
Thieves' tools are used to manually disarm traps, breach security doors, and open locked containers. Criminals prefer thieves' tools over hacking tools because they're cheaper and more reliable. For most, trying to outsmart a security VI can be near impossible, but snipping a few wires is easy if you know the right ones to cut. Proficiency with the tools also grants you a general knowledge of traps, security systems, and locks.
Components. A cordless screwdriver, a set of common security panel slicers, a 1m long endoscope, a spray can of liquid nitrogen, and a pair of pliers with wire-cutter insets.
History. Your knowledge of security systems grants you insight when answering questions about locations that are renowned for their security.
Investigation and Perception. You gain additional insight when looking for traps and alarms because you have learned a variety of common signs that betray their presence.
Set a trap. Just as you can disable traps, you can also set them. As part of a short rest, you can use 1 create a trap using 1 omni-gel and any other items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the GM deems appropriate.
Activity | DC |
---|---|
Pick a lock | Varies |
Disable alarm | Varies |
Disable a trap | Varies |
Tinker's Tools
Cost: 3000
A set of tinker's tools is designed to create small, inventive devices from onmi-gel. Some examples include a motion sensor, a desalinator, a compass, a light source, or a small EMP device.
Components. Tinker's tools include a variety of hand tools, a wires, scraps of metal, batteries, micro circuit boards, adhesives, paint, and a pouch that can hold up to 10 omni-gel canisters.
History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Mending. For 1 omni-gel, you can repair a single break or tear in an object, such as a punctured tire, a cracked helmet, or a ripped pack. As long as the break or tear is no larger than 30 cm (~ 1 foot) in any dimension, you mend it, leaving no trace of the former damage.
Repair. You can restore 10 hit points to a damaged object for 1 omni-gel and an hour of work.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Vehicles
Cost:
Proficiency with a vehicle applies to one type of environment. The proficiency reflects the ability to navigate and maneuver within the environment and is not limited to a specific vehicle. For example, a hover craft could be a land or water vehicle.
Vehicle Types
- Land: travel over solid surfaces
- Water: travel on or through liquids
- Air: travel within a planet's atmosphere
- Space: travel in space, limited to small ships meant to travel short distances, like fighters and transports
Engineering. Vehicle proficiency combined with knowledge of engineering improves your ability to repair, maintain, or assess vehicles of that type.
Insight. You knowledge about vehicles of this type make it easy to discern the veracity of others' boasts about their piloting skills and past stunts.
Investigation. You gain insight into the environment's conditions and the safety of traveling within the conditions.
Pilot's Luck. If your vehicle crashes while you are driving it, you and your passengers take half damage from the crash.
Activity | DC |
---|---|
Drive the vehicle through difficult conditions | varies |
Make a complicated maneuver | varies |
Weaponsmith's Workbench
Cost: 6000
An weaponsmith's workbench allows you to customize, craft, and repair weapons.
Components. All the necessary tools to work with weapons.
History. Your expertise lends you additional insight when examining weapons.
Investigation. You can spot clues and make deductions that others might overlook when an investigation involves weapons.
With access to your workbench, you can perform one the following activities as part of a long rest.
Create omni-gel. Break down a weapon, gaining omni-gel equal to the amount listed on the omni-gel rewards table.
Install or remove mod. Install or remove a weapon mod.
Customize weapon. Customize a weapon, consuming 10 omni-gel and applying one of the following improvements. A customized weapon becomes Unique but retains any benefits of currently install mods.
- 2 additional heat
- increase normal range by 50%
- +1 damage
- +1 to hit on attack rolls
Spells
AI Hacking
engineer, infiltrator
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
Alter Center Mass
adept, sentinel, vanguard
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
Annihilation Field
adept, vanguard
Primes (necrotic)
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
Backlash
adept, sentinel, vanguard
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
Ballistic Blades
infiltrator, soldier
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
Barrier Detonation
adept, sentinel, vanguard
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
Beehive
infiltrator, soldier
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
Biotic Orbs
adept, vanguard
Detonates
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
Biotic Punch
adept, sentinel, vanguard
Detonates
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
Biotic Slash
sentinel, vanguard
Detonates
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
Biotic Sphere
adept, sentinel
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
Biotic Wall
adept, sentinel, vanguard
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
Catapult
adept, sentinel, vanguard
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
Charge
vanguard
Detonates
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
Concussive Shot
soldier
Detonates
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
Cryo Beam
engineer, infiltrator, sentinel
Primes (cold)
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
Cryo Blast
engineer, infiltrator, sentinel
Primes (cold)
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
Dark Channel
adept
Primes (necrotic)
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
Dark Sphere
adept
Primes (necrotic)
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
Decoy
engineer, infiltrator
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
Defense Matrix
engineer, infiltrator, sentinel
Spend X tech points to reinforce your armor with special Foucault currents. You gain resistance to your choice of X damage types.
Advancement Options
Disrupt Biotics
engineer, infiltrator, sentinel
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
Dominate
adept
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
Electric Slash
engineer, infiltrator
Detonates
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
Energy Drain
engineer, sentinel
Detonates
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
First Aid
engineer, infiltrator, sentinel
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
Flamethrower
engineer, infiltrator, sentinel
Primes (fire)
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
Flare
adept
Detonates
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
Fly
adept, sentinel, vanguard
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
Fortification
soldier
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
Guidance
engineer, infiltrator, sentinel
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
Havoc Strike
soldier
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
Hawk Missile Launcher
soldier
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
Hex Shield
soldier
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
Incinerate
engineer, infiltrator, sentinel
Primes (fire)|Detonates
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
Lance
adept, sentinel, vanguard
Detonates
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
Lash
adept, sentinel, vanguard
Primes (force)
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
Lift
adept, sentinel, vanguard
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
Neural Shock
engineer, infiltrator
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
Nightshade Blade
infiltrator, soldier
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
Nova
vanguard
Detonates
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
Overload
engineer, infiltrator, sentinel
Primes (lightning)
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
Phase Disruptor
adept, sentinel, vanguard
Detonates
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
Poison Spray
engineer, infiltrator
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
Pull
adept, sentinel, vanguard
Primes (force)
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
Reave
adept
Primes (necrotic)
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
Sabotage
engineer, infiltrator
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
Salvo
engineer, infiltrator, sentinel
Detonates
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
Sentry Turret
engineer
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
Shocking Grasp
engineer, infiltrator
Primes (lightning)
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
Shockwave
adept, sentinel, vanguard
Detonates
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
Siege Pulse
soldier
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
Singularity
adept
Primes (force)
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
Slam
adept, sentinel, vanguard
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
Slow Fall
adept, vanguard
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
Snap Freeze
engineer, infiltrator
Primes (cold)
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
Stasis
adept, sentinel, vanguard
Primes (force)
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
Stimulant Pack
infiltrator, soldier
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
Storm
adept, vanguard
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
Submission Net
engineer, infiltrator, sentinel
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
Tactical Scan
infiltrator, soldier
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
Target Painting
engineer, infiltrator, sentinel
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
Throw
adept, sentinel, vanguard
Detonates
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
Turbocharge
soldier
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
Unity
engineer, sentinel
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
Vortex
adept, sentinel, vanguard
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
Warp
adept, sentinel, vanguard
Primes (necrotic)
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
Bestiary
Abomination(Reaper)
Medium Synorg, Lawful evil
- Armor Class 11
- Hit Points 26 (4d8 + 8)
- Speed 10m
STR
13 (+1)
DEX
8 (-1)
CON
14 (+2)
INT
3 (-3)
WIS
6 (-2)
CHA
5 (-2)
- Saving Throws Wisdom +0
- Senses darkvision 20m, passive Perception 8
- Challenge 1 (200 XP)
Aggressive. As a bonus action, the abomination can move up to its speed toward a hostile creature that it can see.
Post-Mortem Explosion. When the abomination dies, it explodes in a burst of necrotic energy. Each creature within 2m of it must succeed on a DC 14 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that is grappled by the abomination automatically fails its saving throw.
Actions
Grapple. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: The creature is grappled (escape DC 11). At the start of the abomination's next turn, it uses Post-Mortem Explosion.
Adjutant(Cerberus)
Large Synorg, Lawful Evil
- Armor Class 18
- Hit Points 127 (15d10 + 45)
- Barrier 6 ticks
- Speed 10m
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)
- Saving Throws Dexterity +7
- Senses darkvision 20m, passive Perception 9
- Challenge 6 (2300 XP)
Grappler. The adjutant has advantage on attack rolls against any creature grappled by it.
Innate Biotics. The Adjutant's innate biotic ability is Charisma (spell save DC 12, +4 to hit with biotic attacks). It can innately cast the following:
3/day each: singularity
Actions
Multiattack. The adjutant makes two Arm Cannon attacks.
Arm Cannon. Ranged Weapon Attack: +7 to hit, range 20m, one target.
Hit: 9 (1d10 + 4) piercing damage.
Bash. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 6 (1d8 + 2) bludgeoning damage.
Reaper Infection. Melee Weapon Attack: +5 to hit, reach 2m, one organic creature that is grappled by the adjutant, incapacitated, or restrained.
Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An organic creature slain in this way becomes a Weakened Adjutant and becomes an Adjutant after a long rest.
Assault Drone(Mech)
Small Synthetic, Neutral
- Armor Class 12
- Hit Points 10 (3d6)
- Shield Points 5 (5 regen)
- Speed fly 10m
STR
11 (+0)
DEX
14 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/2 (100 XP)
Actions
Pulse Cannon. Ranged Weapon Attack: +4 to hit, range 20m, one target.
Hit: 7 (1d10 + 2) radiant damage.
Assault Trooper(Cerberus)
Medium Organic, Neutral
- Armor Class 14
- Hit Points 39 (6d8 + 12)
- Speed 10m
STR
12 (+1)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
- Saving Throws Dexterity +3
- Senses passive Perception 10
- Challenge 1 (200 XP)
Actions
Stun Baton. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target takes 2 (1d4) lightning damage. If the target is {unprotected} and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
M-25 Hornet. Ranged Weapon Attack: +3 to hit, range (8m/24m) & hip fire, one target.
Hit: 6 (2d4 + 1) piercing damage.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Atlas(Cerberus)
Large Synthetic, Neutral
- Armor Class 20
- Hit Points 147 (14d10 + 70)
- Shield Points 50 (5 regen)
- Speed 6m
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
18 (+4)
WIS
10 (+0)
CHA
9 (+0)
- Saving Throws Strength +10, Intelligence +9
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, grappled, paralyzed, petrified, poisoned, stunned
- Senses darkvision 20m, passive Perception 10
- Challenge 14 (11500 XP)
Actions
Smash. Melee Weapon Attack: +10 to hit, reach 2m, one target.
Hit: 18 (3d8 + 5) bludgeoning damage.
Mass Accelerator Cannon. Ranged Weapon Attack: +9 to hit, range 120m, one target.
Hit: 22 (5d8) radiant damage.
Rocket Launcher (Recharge 5-6). The atlas targets an area within 60m. Each creature within 6m of the target must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) thunder damage or half as much damage on a successful one.
Smoke Grenade (Recharge 5-6). As an Action, target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.
Legendary Actions
The Atlas can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Atlas regains spent legendary actions at the start of his turn.
Smash Attack. The atlas makes a Smash attack.
Mass Accelerator Cannon Attack. The atlas makes a Mass Accelerator Cannon attack.
Eject (Costs 3 Actions). The pilot of the Atlas ejects, landing in an unoccupied space within 40m. The pilot is an Assault Trooper. The Atlas then self-destructs. Each creature within a 6m radius must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 39 (6d12) thunder damage or half as much on a successful one.
Banshee(Reaper)
Large Synorg, Lawful evil
- Armor Class 16
- Hit Points 165 (30d10)
- Barrier 20 ticks
- Speed 6m
STR
11 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
18 (+4)
CHA
20 (+5)
- Saving Throws Dexterity +8, Wisdom +9
- Senses darkvision 20m, passive Perception 14
- Challenge 13 (10000 XP)
Barrier (3/Day). As an action or bonus action, the banshee gains 20 barrier ticks.
Biotics. The Banshee is a 15th-level biotic. Its biotic ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Banshee has the following biotic spells:
Cantrips (at will): charge, nova
1st level (5 slots)
2nd level (5 slots): warp
3rd level (4 slots)
4th level (4 slots)
5th level (2 slots)
Actions
Wail (Recharge 5-6). The banshee lets out a wail. Each creature within 60m that can hear the wail must make DC 17 Wisdom saving throw. On a failed save a creature is {frightened} for 1 minute.
Impale. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 13 (3d8) piercing damage.
Legendary Actions
The Banshee can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Banshee regains spent legendary actions at the start of his turn.
Wail Attack (Costs 2 Actions). The banshee uses its wail.
Impale Attack. The banshee uses its imaple attack.
Cast a Spell (Costs 3 Actions). The banshee casts a spell from its list of prepared spells, using a spell slot as normal.
Reactions
Teleporting Dodge (1/Turn). In response to making a Dexterity saving throw, the banshee can use its reaction to teleport up to 4m away. If it is still within the affected area, it has advantage on the saving throw.
Brute(Reaper)
Large Synorg, Lawful evil
- Armor Class 18
- Hit Points 123 (13d10 + 52)
- Speed 14m
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
9 (+0)
WIS
6 (-2)
CHA
12 (+1)
- Saving Throws Strength +9, Constitution +8
- Skills Athletics +5
- Damage Resistances bludgeoning, piercing, slashing
- Senses darkvision 20m, passive Perception 8
- Challenge 10 (5900 XP)
Brutal Charge. If the brute moves at least 6m straight toward a target and then hits it with a smash attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Blood Frenzy. The brute has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
Multiattack. The brute makes two Smash attacks or two Clobber attacks.
Smash. Melee Weapon Attack: +9 to hit, reach 2m, one target.
Hit: 18 (3d8 + 5) bludgeoning damage.
Clobber. Melee Weapon Attack: +9 to hit, reach 2m, one prone creature.
Hit: 37 (5d12 + 5) bludgeoning damage.
Cannibal(Reaper)
Medium Synorg, Lawful evil
- Armor Class 13
- Hit Points 72 (16d8)
- Speed 8m
STR
13 (+1)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
5 (-2)
CHA
3 (-3)
- Senses darkvision 20m, passive Perception 8
- Challenge 2 (450 XP)
Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Multiattack. The cannibal makes 2 Arm Cannon attacks.
Cannibalize (1/Day). The cannibal spends its action consuming a creature with 0 hit points within 2m. At the start of its next turn it gains 5 AC and 1d8 hit points and the consumed creature (including all of its weapons, armor, and items) is completely dissolved. If the creature is a player character, it dies. Cannibals prefer to use their cannibalize action over any other.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Arm Cannon. Ranged Weapon Attack: +2 to hit, range 20m, one target.
Hit: 5 (1d10) piercing damage.
Bash. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 5 (1d8 + 1) bludgeoning damage.
Centurion(Cerberus)
Medium Organic, Neutral
- Armor Class 14
- Hit Points 52 (7d8 + 21)
- Shield Points 10 (10 regen)
- Speed 10m
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
9 (+0)
CHA
12 (+1)
- Damage Resistances bludgeoning, piercing, slashing
- Senses infrared vision 20m, passive Perception 10
- Challenge 4 (1100 XP)
Aggressive. As a bonus action, the centurion can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The centurion makes two M-96 Mattock attacks or two Stun Baton attacks.
Stun Baton. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 5 (1d6 + 2) bludgeoning damage, and the target takes 2 (1d4) lightning damage. If the target is {unprotected} and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
M-96 Mattock. Ranged Weapon Attack: +4 to hit, range (40m/120m), one target.
Hit: 6 (1d8 + 2) piercing damage.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Smoke Grenade (Recharge 5-6). As an Action, target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.
Collector Assassin(Collector)
Medium Organic, Lawful evil
- Armor Class 14
- Hit Points 45 (10d8)
- Barrier 4 ticks
- Speed 10m, fly 6m
STR
10 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
- Saving Throws Dexterity +6
- Skills Athletics +0
- Senses darkvision 20m, passive Perception 9
- Challenge 3 (700 XP)
Possessed Collector. When the collector assassin is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The collector assassin makes two Particle Rifle attacks.
Weapon Strike. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 3 (1d6) bludgeoning damage.
Particle Rifle. Ranged Weapon Attack: +6 to hit, range (10m/30m), one target.
Hit: 15 (2d10 + 4) radiant damage.
Collector Captain(Collector)
Medium Organic, Lawful evil
- Armor Class 16
- Hit Points 123 (19d8 + 38)
- Barrier 6 ticks
- Speed 10m, fly 6m
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)
- Saving Throws Dexterity +7, Constitution +5
- Skills Athletics +2, Science +0, Survival +2
- Senses darkvision 20m, passive Perception 12
- Challenge 7 (2900 XP)
Pack Tactics. The collector captain has advantage on an attack roll against a creature if at least one of the collector captain's allies is within 2m of the creature and the ally isn't incapacitated.
Possessed Captain. When the captain is possessed by a harbinger it gains temporary hit points equal to its total hit points and 8 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage. Instead of summoning a seaker swarm, it summons a seeker plague.
Actions
Multiattack. The collector captain makes two Collector Assault Rifle attacks.
Leadership (Recharges after a Short or Long rest). For 1 minute, the collector captain can utter a special command or warning whenever a non-hostile creature that it can see within 10m of it makes an attack roll or a saving throw. The creature can add a d4 to its role provided it can hear and understand the collector captain. A creature can benefit from only one Leadership die at a time. This effect ends if the collector captain is incapacitated.
Summon Seeker Swarm (Recharge 5-6). The collector captain summons 1d4 seeker swarms at an unoccupied space it can see within 10m.
Collector Assault Rifle. Ranged Weapon Attack: +7 to hit, range (20m/60m), one target.
Hit: 14 (4d4 + 4) piercing damage.
Collector Drone(Collector)
Medium Organic, Lawful evil
- Armor Class 13
- Hit Points 31 (7d8)
- Speed 10m, fly 6m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
- Saving Throws Dexterity +2
- Skills Athletics +0
- Senses darkvision 20m, passive Perception 9
- Challenge 1 (200 XP)
Possessed Collector. When the collector drone is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Weapon Strike. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 3 (1d6) bludgeoning damage.
Collector Assault Rifle. Ranged Weapon Attack: +2 to hit, range (20m/60m), one target.
Hit: 10 (4d4) piercing damage.
Collector General(Collector)
Large Organic, Lawful Evil
- Armor Class 16
- Hit Points 162 (25d10 + 25)
- Barrier 20 ticks
- Speed 10m
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
- Skills History +2, Perception +3, Science +2, Persuasion +4, Deception +4
- Condition Immunities charmed
- Senses darkvision 20m, passive Perception 17
- Challenge 11 (7200 XP)
Biotics. The Collector General is a 12th-level biotic. Its biotic ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Collector General has the following biotic spells:
Cantrips (at will): dark channel
1st level (5 slots): pull, reave, shockwave
2nd level (4 slots)
3rd level (3 slots): singularity
4th level (2 slots)
Actions
Bash. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 4 (1d8) bludgeoning damage.
Legendary Actions
The Collector General can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Collector General regains spent legendary actions at the start of his turn.
Bash Attack. The collector general makes one bash attack.
Assume Control (Costs 2 Actions). The harbinger targets a friendly collector that is not incapacitated. The target creature becomes possessed and gains the benefits listed on its monster sheet. The harbinger can only assume control of one creature at a time. While it is assuming control, its speed becomes 0, attacking creatures have advantage, it automatically fails Strength and Dexterity saving throws, and it cannot cast any spells. If the harbinger is incapacitated, assume control ends. The harbinger can use its bonus action to end assume control. As a result, the targeted creature loses all benefits including any temporary hit points and barrier ticks.
Cast a Spell (Costs 3 Actions). The collector general casts a spell from its list of prepared spells, using a spell slot as normal.
Collector Guardian(Collector)
Medium Organic, Lawful evil
- Armor Class 16
- Hit Points 75 (10d8 + 30)
- Barrier 5 ticks
- Speed 10m, fly 6m
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
8 (-1)
CHA
9 (+0)
- Saving Throws Constitution +5
- Skills Athletics +3
- Senses darkvision 20m, passive Perception 9
- Challenge 4 (1100 XP)
Warp Ammo. Successful ranged attacks on a target with an active barrier will strip away 2 barrier ticks and reduce the damage reduction by half. Warp ammo can detonate primed targets.
Possessed Collector. When the collector guardian is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The collector guardian makes two Collector Assault Rifle attacks.
Weapon Strike. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Collector Assault Rifle. Ranged Weapon Attack: +4 to hit, range (20m/60m), one target.
Hit: 12 (4d4 + 2) piercing damage.
Hex Shield (1/Day). As a bonus action, the collector guardian generates a 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-cover.
Collector Trooper(Collector)
Medium Organic, Lawful evil
- Armor Class 15
- Hit Points 77 (14d8 + 14)
- Speed 10m, fly 6m
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
8 (-1)
- Saving Throws Dexterity +4
- Skills Athletics +1
- Senses darkvision 20m, passive Perception 11
- Challenge 3 (700 XP)
Possessed Collector. When the collector trooper is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Weapon Strike. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Collector SMG. Ranged Weapon Attack: +4 to hit, range (10m/30m), one target.
Hit: 11 (2d8 + 2) piercing damage.
Collector Web. Ranged Weapon Attack: +4 to hit, range 10m, one target.
Hit: The target is restrained by organic webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Combat Drone(Mech)
Small Synthetic, Neutral
- Armor Class 13
- Hit Points 13 (3d6 + 3)
- Shield Points 10 (5 regen)
- Speed fly 14m
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
6 (-2)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 1/4 (50 XP)
Innate Tech. The Combat Drone's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 1 tech points:
3/Day: Sabotage
Actions
Shock Attack. Ranged Weapon Attack: +4 to hit, range 10m, one target.
Hit: 5 (1d6 + 2) lightning damage.
Combat Engineer(Cerberus)
Medium Organic, Neutral
- Armor Class 14
- Hit Points 77 (14d8 + 14)
- Shield Points 20 (10 regen)
- Speed 10m
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
13 (+1)
CHA
16 (+3)
- Skills Electronics +3
- Senses passive Perception 11
- Challenge 3 (700 XP)
Deploy Turret. The combat engineer is equipped with 1 Turret (see Bestiary). As an action, the combat engineer can deploy the Turret on a level surface within 2m. The Turret is controlled by the combat engineer and takes its turn at the end of the combat engineer's turn. The combat engineer can use an action to stow the Turret, placing it at another location with a subsequent action.
Actions
Multiattack. The combat engineer makes two M-5 Phalanx attacks.
M-5 Phalanx. Ranged Weapon Attack: +5 to hit, range (20m/60m) & hip fire, one target.
Hit: 5 (1d4 + 3) piercing damage.
Repair. The combat engineer uses its action to repair a friendly, synthetic target within 2m for 1d8 hit points.
Defense Drone(Mech)
Small Synthetic, Neutral
- Armor Class 14
- Hit Points 22 (4d6 + 8)
- Shield Points 5 (5 regen)
- Speed fly 10m
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
7 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/2 (100 XP)
Actions
Bash. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Guard. When a creature the defense drone can see attacks a target other than itself that is within 2m of it, it can use its reaction to impose disadvantage on the attack roll.
Disruption Drone(Mech)
Small Synthetic, Neutral
- Armor Class 8
- Hit Points 5 (2d6 - 2)
- Speed fly 16m
STR
8 (-1)
DEX
14 (+2)
CON
8 (-1)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 1/8 (25 XP)
Actions
Kamikaze Attack. When the disruption drone is within 2m of an enemy creature, it explodes. Each creature within a 2m radius must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d12 thunder damage, or half as much on a successful one.
Dragoon(Cerberus)
Medium Organic, Neutral Evil
- Armor Class 16
- Hit Points 110 (20d8 + 20)
- Speed 12m
STR
12 (+1)
DEX
18 (+4)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
13 (+1)
- Saving Throws Dexterity +7
- Skills Acrobatics +4
- Senses passive Perception 11
- Challenge 5 (1800 XP)
Aggressive. As a bonus action, the dragoon can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The dragoon makes three Omni-whip attacks
Omni-Whip. Melee Weapon Attack: +7 to hit, reach 4m, one target.
Hit: 9 (2d4 + 4) lightning damage.
M-25 Hornet. Ranged Weapon Attack: +7 to hit, range (8m/24m) & hip fire, one target.
Hit: 9 (2d4 + 4) piercing damage.
Elcor(Alien)
Large Organic, Lawful Neutral
- Armor Class 20
- Hit Points 125 (10d10 + 70)
- Shield Points 50 (10 regen)
- Speed 4m
STR
20 (+5)
DEX
4 (-3)
CON
24 (+7)
INT
16 (+3)
WIS
18 (+4)
CHA
8 (-1)
- Saving Throws Strength +8, Constitution +10
- Skills History +3, Insight +4
- Damage Resistances bludgeoning, piercing, slashing
- Senses passive Perception 14
- Challenge 6 (2300 XP)
Slow Moving. The elcor has disadvantage on all Dexterity saving throws and skill checks.
Actions
Mass Accelerator Cannon. Ranged Weapon Attack: +6 to hit, range 120m, one target.
Hit: 22 (5d8) radiant damage.
FENRIS Mech(Mech)
Small Synthetic, Neutral
- Armor Class 14
- Hit Points 35 (10d6)
- Speed 14m
STR
12 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
- Saving Throws Dexterity +5
- Skills Perception +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infrared vision 30m, passive Perception 14
- Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the fenris mech can move up to its speed toward a hostile creature that it can see.
Post-mortem Explosion. If damage reduces the FENRIS mech to 3 or fewer hit points, it deactivates its primary systems and remains stationary. Any additinonal damage done to the mech while in this state causes it to explode. Any creature within a 4m radius sphere must succeed on a DC 13 Constitution saving throw or take 7 (3d4) lightning damage.
Innate Tech. The FENRIS Mech's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 2 tech points:
10/Day: Shocking Grasp
Actions
Pounce. Melee Weapon Attack: +3 to hit, reach 4m, one target.
Hit: 8 (2d6 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Stun. Melee Weapon Attack: +3 to hit, reach 2m, one prone target.
Hit: 9 (2d8) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.
Geth Armature(Geth)
Huge Synthetic, Lawful Neutral
- Armor Class 15
- Hit Points 135 (10d12 + 70)
- Shield Points 100 (0 regen)
- Speed 6m
STR
22 (+6)
DEX
10 (+0)
CON
25 (+7)
INT
18 (+4)
WIS
6 (-2)
CHA
8 (-1)
- Saving Throws Intelligence +9
- Skills Perception +-2
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities charmed, deafened, frightened, frozen, grappled, invisible, lifted, paralyzed, petrified, poisoned, restrained, stunned
- Senses darkvision 20m, infrared vision 20m, passive Perception 13
- Challenge 15 (13000 XP)
Repair Protocol (3/Day). If the geth armature starts its turn with 0 shield points, it activates its repair protocol, collapsing into a compact shell. Until the start of its next turn, its speed becomes 0m and it can take no Actions, but it is immune to all damage. At the start of its next turn, it regains 50 shields points.
Actions
Siege Pulse (Recharge 6). The geth armature releases a burst of electrostatic energy that disrupts armor biofeedback. Each creature within a 6m radius must make a DC 18 Constitution saving throw. On a failed save, a creature wearing armor looses 1d4 to their Strength and Dexterity ability scores. This loss ends if the armor is repaired, removed, or replaced.
Siege Cannon. The geth armature targets a creature within 60m and launches a homing projectile. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 55 (10d10) radiant damage, or half as much on a successful one.
Mass Accelerator Machinegun. Ranged Weapon Attack: +9 to hit, range 120m, one target.
Hit: 19 (3d12) piercing damage and 19 (3d12) radiant damage. The geth armature can make a burst fire attack instead.
Geth Bomber(Geth)
Small Synthetic, Lawful Neutral
- Armor Class 16
- Hit Points 15 (10d6 - 20)
- Shield Points 15 (5 regen)
- Speed fly 10m
STR
6 (-2)
DEX
18 (+4)
CON
6 (-2)
INT
14 (+2)
WIS
10 (+0)
CHA
8 (-1)
- Saving Throws Dexterity +6
- Skills Perception +0
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses darkvision 60m, passive Perception 12
- Challenge 2 (450 XP)
Innate Tech. The Geth Bomber's innate tech ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It can innately cast the following for 2 tech points:
Recharge 4-6: Overload
Actions
Multi-frag Grenade (Recharge 5-6). As an Action, target 3 areas within 10m. Each creature within 4m of each target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage or half as much on a successful one.
Geth Colossus(Geth)
Gargantuan Synthetic, Lawful Neutral
- Armor Class 17
- Hit Points 175 (9d20 + 81)
- Shield Points 100 (0 regen)
- Speed 6m
STR
28 (+9)
DEX
8 (-1)
CON
28 (+9)
INT
20 (+5)
WIS
6 (-2)
CHA
8 (-1)
- Saving Throws Intelligence +12
- Skills Perception +-2
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities charmed, deafened, frightened, frozen, grappled, invisible, lifted, paralyzed, petrified, poisoned, restrained, stunned
- Senses darkvision 20m, infrared vision 20m, passive Perception 15
- Challenge 21 (33000 XP)
Repair Protocol (3/Day). If the geth colossus starts its turn with 0 shield points, it activates its repair protocol, collapsing into a compact shell. Until the start of its next turn, its speed becomes 0m and it can take no Actions, but it is immune to all damage. At the start of its next turn, it regains 50 shields points.
Actions
Siege Pulse (Recharge 6). The geth colossus releases a burst of electrostatic energy that disrupts armor biofeedback. Each creature within a 6m radius must make a DC 20 Constitution saving throw. On a failed save, a creature wearing armor looses 1d4 to their Strength and Dexterity ability scores. This loss ends if the armor is repaired, removed, or replaced.
Siege Cannon. The geth colossus targets a creature within 60m and launches a homing projectile. The target must make a DC 20 Dexterity saving throw. On a failed save, the target takes 55 (10d10) radiant damage, or half as much on a successful one.
Mass Accelerator Machinegun. Ranged Weapon Attack: +12 to hit, range 120m, one target.
Hit: 19 (3d12) piercing damage and 19 (3d12) radiant damage. The geth colossus can make a burst fire attack instead.
Legendary Actions
The Geth Colossus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Geth Colossus regains spent legendary actions at the start of his turn.
Siege Cannon Attack. The geth colossus makes a Siege Cannon attack.
Mass Accelerator Machinegun Attack. The geth colossus makes a Mass Accelerator Machinegun attack.
Siege Pulse Attack (Costs 2 Actions). The geth colossus uses its Siege Pulse
Geth Hunter(Geth)
Medium Synthetic, Lawful Neutral
- Armor Class 14
- Hit Points 60 (8d8 + 24)
- Shield Points 20 (10 regen)
- Speed 14m
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
- Saving Throws Intelligence +5
- Skills Electronics +3, Stealth +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses darkvision 60m, passive Perception 11
- Challenge 4 (1100 XP)
Assassination. Once per turn, the geth hunter can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must be made with a melee or ranged weapon.
Actions
Multiattack. The geth hunter makes two Geth Plasma Shotgun attacks.
Weapon Strike. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Geth Plasma Shotgun. Ranged Weapon Attack: +4 to hit, range (6m/12m) & hip fire, one target.
Hit: 13 (2d10 + 2) radiant damage.
Tactical Cloak (3/Day). As a bonus action, the geth hunter activates its tactical cloak, becoming {invisible}. When the geth hunter makes a melee, ranged, or uses a tech or combat power, tactical cloak ends.
Geth Juggernaut(Geth)
Large Synthetic, Lawful Neutral
- Armor Class 15
- Hit Points 133 (14d10 + 56)
- Shield Points 20 (5 regen)
- Speed 12m
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
13 (+1)
WIS
8 (-1)
CHA
4 (-3)
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 8 (3900 XP)
Aggressive. As a bonus action, the geth juggernaut can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The geth juggernaut makes two Bash attacks.
Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Geth Plasma SMG. Ranged Weapon Attack: +3 to hit, range (18m/54m), one target.
Hit: 10 (4d4) radiant damage.
Geth Prime(Geth)
Large Synthetic, Lawful Neutral
- Armor Class 18
- Hit Points 170 (20d10 + 60)
- Shield Points 30 (10 regen)
- Speed 10m
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)
- Saving Throws Constitution +7, Intelligence +6
- Skills Electronics +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 9 (5000 XP)
Actions
Multiattack. The geth prime makes two Geth Pulse Rifle attacks.
Weapon Strike. Melee Weapon Attack: +7 to hit, reach 2m, one target.
Hit: 8 (1d10 + 3) bludgeoning damage.
Geth Pulse Rifle. Ranged Weapon Attack: +8 to hit, range (40m/120m), one target.
Hit: 11 (2d6 + 4) radiant damage.
Summon Combat Drone (3/Day). The geth prime summons a Combat Drone. It can only have 1 Combat Drone active at a time.
Summon Geth Turret (1/Day). The geth prime summons a Geth Turret.
Radar Jamming. The geth prime releases an emp burst that temporarily disables targeting systems. Each hostile creature within a 10m radius has disadvantage on ranged weapon attack rolls until the start of the geth prime's next turn.
Legendary Actions
The Geth Prime can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Geth Prime regains spent legendary actions at the start of his turn.
Geth Pulse Rifle Attack. The geth prime makes a Geth Pulse Rifle attack.
Activate Radar Jamming (Costs 2 Actions). The geth prime activates its radar jamming.
Summon Turret or Drone (Costs 3 Actions). The geth prime uses its Summon Drone or Summon Geth Turret action.
Geth Stalker(Geth)
Medium Synthetic, Lawful Neutral
- Armor Class 14
- Hit Points 63 (18d8 - 18)
- Shield Points 5 (5 regen)
- Speed 16m
STR
8 (-1)
DEX
16 (+3)
CON
8 (-1)
INT
12 (+1)
WIS
14 (+2)
CHA
5 (-2)
- Saving Throws Dexterity +5
- Skills Perception +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses darkvision 30m, infrared vision 30m, passive Perception 14
- Challenge 3 (700 XP)
Avoidance. If the geth stalker subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Assassination. Once per turn, the geth stalker can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must be made with a melee or ranged weapon.
Spider Climb. The geth stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Leap. The geth stalker can leap up to one half its speed.
Innate Tech. The Geth Stalker's innate tech ability is Intelligence (spell save DC 11, +3 to hit with tech attacks). It can innately cast the following for 1 tech points:
Recharge 4-6: Sabotage
Actions
Bash. Melee Weapon Attack: +1 to hit, reach 2m, one target.
Hit: 3 (1d8 - 1) bludgeoning damage.
Eye Cannon. Ranged Weapon Attack: +5 to hit, range 60m, one target.
Hit: 13 (3d6 + 3) radiant damage.
Geth Trooper(Geth)
Medium Synthetic, Lawful Neutral
- Armor Class 13
- Hit Points 72 (16d8)
- Speed 10m
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
12 (+1)
WIS
8 (-1)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 2 (450 XP)
Actions
Multiattack. The geth trooper makes two Geth Pulse Rifle attacks.
Weapon Strike. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Geth Pulse Rifle. Ranged Weapon Attack: +4 to hit, range (40m/120m), one target.
Hit: 9 (2d6 + 2) radiant damage.
Geth Turret(Geth)
Small Synthetic, Lawful Neutral
- Armor Class 12
- Hit Points 7 (2d6)
- Shield Points 5 (5 regen)
- Speed fly 6m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 1/4 (50 XP)
Actions
Pulse Cannon. Ranged Weapon Attack: +2 to hit, range 20m, one target.
Hit: 5 (1d10) radiant damage.
Shield Restore (Recharge 5-6). The geth turret restores 9 (2d8) shield points to a friendly creature within 4m.
Guardian(Cerberus)
Medium Organic, Neutral
- Armor Class 18
- Hit Points 130 (20d8 + 40)
- Speed 6m
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
- Saving Throws Strength +6
- Senses passive Perception 10
- Challenge 5 (1800 XP)
Heavy Shield. While the guardian has their Heavy Shield equipped, it gains +2 AC and has resistance bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The guardian makes two M-358 Talon attacks.
M-358 Talon. Ranged Weapon Attack: +4 to hit, range (10m/30m), one target.
Hit: 8 (2d6 + 1) piercing damage.
Stun Baton. Melee Weapon Attack: +6 to hit, reach 2m, one target.
Hit: 6 (1d6 + 3) bludgeoning damage, and the target takes 2 (1d4) lightning damage. If the target is {unprotected} and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
Harvester(Alien)
Huge Organic, Unaligned
- Armor Class 16
- Hit Points 351 (26d12 + 182)
- Speed 20m, fly 30m
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
- Saving Throws Strength +14, Constitution +13, Wisdom +8
- Skills Perception +2
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 18
- Challenge 19 (22000 XP)
Frightful Presence. Each creature of the harvester's choice that is within 60m of the name and aware of it must succeed on a DC 19 Wisdom saving throw or become {frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the harvester's Frightful Presence for the next 24 hours.
Actions
Multiattack. The harvester can use its Frightful Presence. It then makes three attacks: one with its acid spit and two with its stomp.
Acid Spit. Ranged Weapon Attack: +8 to hit, range 60m, one target.
Hit: The harvester targets a 6m radius within 60m and launches a glob of acid that coats the area. Each creature within the area must succeed on a DC 19 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful one. Until the end of the harvester's next turn, each creature that enters the area or ends its turn there must also make the saving throw.
Stomp. Melee Weapon Attack: +14 to hit, reach 4mm, one target.
Hit: 15 (2d6 + 8) piercing damage.
Drop Klixen. Regional Weapon Attack: +NaN to hit, range nullm, null.
Hit: If the harvester is within a region that contains Klixen, it begins the fight by droping 1d10 Klixen in a 6m by 20m area.
Legendary Actions
The Harvester can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Harvester regains spent legendary actions at the start of his turn.
Detect. The harvester makes a Wisdom (Perception) check.
Stomp Attack. The harvester makes a stomp attack.
Trample Attack (Costs 2 Actions). The harvester moves 10m in a straight line moving over Large or smaller creature in its path. Each creature caught in its path must succeed on a DC 19 piercing damage and be knocked {prone}. The harvester cannot move through a Huge or larger creature.
Husk(Reaper)
Medium Synorg, Lawful evil
- Armor Class 11
- Hit Points 6 (1d8 + 2)
- Speed 10m
STR
13 (+1)
DEX
8 (-1)
CON
14 (+2)
INT
3 (-3)
WIS
6 (-2)
CHA
5 (-2)
- Saving Throws Wisdom +0
- Senses darkvision 20m, passive Perception 8
- Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the husk can move up to its speed toward a hostile creature that it can see.
Actions
Swipe. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) slashing damage, and the creature is grappled (escape DC 13). A creature that is grappled by the husk takes 11 (3d6) necrotic damage at the start of each of the husk's turns. The husk can't make swipe attacks on any other target while grappling a creature in this way.
Klixen(Alien)
Medium Organic, Unaligned
- Armor Class 14
- Hit Points 27 (5d8 + 5)
- Speed 10m
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
5 (-2)
WIS
10 (+0)
CHA
7 (-1)
- Damage Vulnerabilities cold
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses passive Perception 10
- Challenge 1 (200 XP)
Death Burst. When the klixen dies, it explodes in a burst of lava. Each creature within 2m of it must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Heated Body. A creature that touches the klixen or hits it with a melee attack while within 2m of it takes 3 (1d6) fire damage.
Actions
Pincer. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 6). The klixen exhales a 6-meter cone of fire. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
LOKI Mech(Mech)
Medium Synthetic, Neutral
- Armor Class 10
- Hit Points 22 (5d8)
- Speed 8m
STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
8 (-1)
WIS
6 (-2)
CHA
5 (-2)
- Skills Perception +-2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infrared vision 30m, passive Perception 10
- Challenge 1/8 (25 XP)
Chatter (variant). The LOKI mech can be programmed with pre-recorded phrases, which it utters occasionally during combat. Each hostile creature that hears the phrase much pass a Wisdom saving throw. On a failure, a creature becomes unnerved by the phrase and can only target the LOKI mech when making attack rolls or using damaging spells. On a success, a creature is unaffected and is immune to the LOKI mech's Chatter. The DC of the saving throw is dependant on the phrase, but cannot be higher than 12.
Limited Tactics. The LOKI mech is incapable of complex combat tactics. It never seeks cover and cannot take the Hide, Dodge, Help, or Disengage actions.
Post-mortem Explosion. When the LOKI mech is reduced to 0 hit points, it self-destructs. Each creature within a 2m radius sphere must succeed on a DC 10 Dexterity saving throw or take 5 (2d4) thunder damage.
Innate Tech. The LOKI Mech's innate tech ability is Intelligence (spell save DC 9, +1 to hit with tech attacks). It can innately cast the following for 1 tech points:
5/Day: Shocking Grasp
Actions
M-4 Shuriken. Ranged Weapon Attack: +3 to hit, range (4m/12m) & hip fire, one target.
Hit: 6 (2d4 + 1) piercing damage.
M-3 Predator. Ranged Weapon Attack: +3 to hit, range (20m/60m), one target.
Hit: 3 (1d4 + 1) piercing damage.
Marauder(Reaper)
Medium Synorg, Lawful evil
- Armor Class 15
- Hit Points 44 (8d8 + 8)
- Shield Points 15 (15 regen)
- Speed 10m
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
8 (-1)
- Saving Throws Dexterity +5
- Skills Survival +0
- Senses darkvision 20m, passive Perception 10
- Challenge 2 (450 XP)
Actions
Multiattack. The marauder makes 2 Phaeston attacks.
Create Armor Plating (Recharge 5-6). The marauder coats a friendly husk, abomination, or cannibal in a scab-like armor plating, increasing the target's AC by 2.
Phaeston. Ranged Weapon Attack: +5 to hit, range (20m/60m), one target.
Hit: 8 (2d4 + 3) piercing damage.
Nemesis(Cerberus)
Medium Organic, Neutral Evil
- Armor Class 16
- Hit Points 67 (15d8)
- Shield Points 20 (10 regen)
- Speed 10m
STR
8 (-1)
DEX
20 (+5)
CON
11 (+0)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)
- Saving Throws Dexterity +8
- Skills Perception +1, Stealth +5, Survival +1
- Senses darkvision 60m, passive Perception 14
- Challenge 6 (2300 XP)
Self-Destruct. When the nemesis dies, it explodes. Each creature within 4m of it must make a DC 15 Dexterity saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one.
Pack Tactics. The nemesis has advantage on an attack roll against a creature if at least one of the nemesis's allies is within 2m of the creature and the ally isn't incapacitated.
Surprise Attack. If the nemesis surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.
Shadow Cloak. While in dim light or darkness, the nemesis can take the Hide action as a bonus action.
Actions
Weapon Strike. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 2 (1d6 - 1) bludgeoning damage.
M-98 Widow. Ranged Weapon Attack: +8 to hit, range (80m/240m), one target.
Hit: 18 (2d12 + 5) piercing damage, and if the target is not behind cover, it takes and additional 1d4 damage.
Phantom(Cerberus)
Medium Organic, Neutral Evil
- Armor Class 17
- Hit Points 110 (20d8 + 20)
- Barrier 8 ticks
- Speed 14m
STR
16 (+3)
DEX
22 (+6)
CON
12 (+1)
INT
11 (+0)
WIS
15 (+2)
CHA
15 (+2)
- Saving Throws Dexterity +9
- Skills Acrobatics +6, Electronics +0, Perception +2, Stealth +6
- Senses passive Perception 15
- Challenge 7 (2900 XP)
Avoidance. If the phantom subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Aggressive. As a bonus action, the phantom can move up to its speed toward a hostile creature that it can see.
Barrier (3/Day). As an action or bonus action, the phantom gains 8 barrier ticks.
Actions
Multiattack. The phantom makes three Monomolecular Blade attacks or one Palm Blaster attack and two Monomolecular Blade (one-handed) attacks.
Palm Blaster. Ranged Weapon Attack: +9 to hit, range 4mm, one target.
Hit: 16 (3d10) thunder damage.
Monomolecular Blade. Melee Weapon Attack: +9 to hit, reach 2m, one target.
Hit: 11 (1d10 + 6) slashing damage.
Praetorian(Collector)
Large Synorg, Lawful evil
- Armor Class 20
- Hit Points 136 (13d10 + 65)
- Barrier 10 ticks
- Speed 10m, fly 10m
STR
20 (+5)
DEX
19 (+4)
CON
21 (+5)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
- Saving Throws Dexterity +8, Constitution +9, Strength +9
- Skills Acrobatics +4, Athletics +5, Perception +2
- Damage Resistances force, necrotic
- Condition Immunities charmed, grappled, paralyzed, petrified, poisoned
- Senses darkvision 20m, passive Perception 16
- Challenge 12 (8400 XP)
Possessed Praetorian. When the praetorian is possessed by a harbinger it gains 10 barrier ticks and while it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage. It can use its action to launch 2 missiles at a single or different target creatures within 60m. Each target must make a DC 18 Dexterity saving throw. On a failed save a target takes 33 (6d10) thunder damage, or half as much on a successful one. Once the praetorian fires its missiles, it cannot do so again.
Actions
Pounce (Recharge 5-6). The praetorian pounces to a location within 14m and makes a claw attack.
Claw. Melee Weapon Attack: +9 to hit, reach 2m, one target.
Hit: 38 (6d10 + 5) piercing damage.
Twin Particle Beams (Recharge 5-6). The praetorian shoots particle beams in a 10m line that is 4m wide originating from itself. Each creature within the area must make a DC 18 Dexterity saving throw. On a failed save a creature takes 54 (12d8) radiant damage or half as much on a successful one.
Reactions
Negation Barrier (3/Day). When targeted by a biotic spell or tech power, the praetorian can use its reaction to gain 2 barrier ticks and gain resistance to force, necrotic, cold, lightning, and fire damage until the start of its next turn.
Pyjak(Alien)
Small Organic, Unaligned
- Armor Class 12
- Hit Points 3 (1d6)
- Speed 10m, climb 6m
STR
8 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
- Senses passive Perception 11
- Challenge 0 (10 XP)
Pack Tactics. The pyjak has advantage on an attack roll against a creature if at least one of the pyjak's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 2m, one target.
Hit: 1 (1d4 - 1) piercing damage.
Rachni Brood Warrior(Rachni)
Large Organic, Unaligned
- Armor Class 15
- Hit Points 102 (12d10 + 36)
- Barrier 5 ticks
- Speed 10m
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
7 (-1)
WIS
15 (+2)
CHA
7 (-1)
- Saving Throws Constitution +5, Wisdom +4
- Skills Perception +2
- Senses blindsight 4m, passive Perception 14
- Challenge 4 (1100 XP)
Grappler. The rachni brood warrior has advantage on attack rolls against any creature grappled by it.
Barrier (3/Day). As an action or bonus action, the rachni brood warrior gains 5 barrier ticks.
Innate Biotics. The Rachni Brood Warrior's innate biotic ability is Wisdom (spell save DC 12, +4 to hit with biotic attacks). It can innately cast the following:
5/day each: warp
3/day each: stasis
Actions
Multiattack. The brood warrior makes two Impale attacks or attempts to grapple a creature and makes an Impale attack.
Acid Spit. Ranged Weapon Attack: +3 to hit, range 20m, one target.
Hit: 7 (2d6) acid damage and 7 (2d6) necrotic damage. This damage bypasses shields.
Impale. Melee Weapon Attack: +6 to hit, reach 4m, one target.
Hit: 15 (2d10 + 4) and 5 (1d10) acid damage.
Rachni Queen(Rachni)
Gargantuan Organic, Lawful neutral
- Armor Class 21
- Hit Points 319 (22d20 + 88)
- Speed 6m
STR
25 (+7)
DEX
10 (+0)
CON
18 (+4)
INT
22 (+6)
WIS
25 (+7)
CHA
18 (+4)
- Saving Throws Wisdom +13, Constitution +10, Strength +13
- Skills Perception +7, History +6
- Condition Immunities charmed
- Senses blindsight 10m, passive Perception 23
- Challenge 18 (20000 XP)
Actions
Multiattack. The rachni queen makes one bite attack and two impale attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 4m, one target.
Hit: 26 (3d12 + 7) piercing damage.
Impale. Melee Weapon Attack: +13 to hit, reach 8m, one target.
Hit: 29 (4d10 + 7) piercing damage.
Lair Actions
On initiative count 20 (losing initiative ties), the Rachni Queen takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- The rachni queen summons 1d10 + 3 rachni workers. These arrive at the beginning of the queen's next turn and take their turn on the queen's initiative.
- The rachni queen summons 1d6 + 1 rachni workers. These arrive at the beginning of the queen's next turn and take their turn on the queen's initiative.
- The rachni queen summons one rachni brood warrior. It arrives at the beginning of the queen's next turn and takes its turn on the queen's initiative.
Rachni Soldier(Rachni)
Medium Organic, Unaligned
- Armor Class 14
- Hit Points 44 (8d8 + 8)
- Speed 10m
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
- Saving Throws Constitution +3, Wisdom +2
- Skills Stealth +3, Perception +0
- Senses blindsight 4m, passive Perception 12
- Challenge 1 (200 XP)
Grappler. The rachni soldier has advantage on attack rolls against any creature grappled by it.
Ambusher. The rachni soldier has advantage on attack rolls against any creature it has surprised.
Actions
Acid Spit. Ranged Weapon Attack: +5 to hit, range 20m, one target.
Hit: 7 (2d6) acid damage and 7 (2d6) necrotic damage. This damage bypasses shields.
Impale. Melee Weapon Attack: +5 to hit, reach 4m, one target.
Hit: 8 (1d10 + 3) and 2 (1d4) acid damage.
Rachni Worker(Rachni)
Small Organic, Unaligned
- Armor Class 13
- Hit Points 9 (2d6 + 2)
- Speed 12m
STR
8 (-1)
DEX
10 (+0)
CON
12 (+1)
INT
1 (-4)
WIS
7 (-1)
CHA
3 (-3)
- Saving Throws Wisdom +1
- Senses blindsight 4m, passive Perception 9
- Challenge 1/8 (25 XP)
Actions
Acid Splash. The rachni worker spits acit at one target within 10m or two targets within 10m if both targets are within 2m of each other. A target must succeed on a Dexterity saving throw or take 3 (1d6) acid damage.
Bite. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 3 (1d6) piercing damage.
Rampart Mech(Mech)
Medium Synthetic, Neutral
- Armor Class 15
- Hit Points 52 (15d8 - 15)
- Speed
STR
16 (+3)
DEX
15 (+2)
CON
8 (-1)
INT
16 (+3)
WIS
11 (+0)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 2 (450 XP)
Aggressive. As a bonus action, the rampart mech can move up to its speed toward a hostile creature that it can see.
Post-Mortem Vent. When the rampart mech dies, it vents excess heat from its weapon and armor in a 2m radius until the start of its next turn. Each creature that enters the radius for the first time or ends its turn there takes 5 (2d4) radiant damage.
Actions
Multiattack. The rampart mech makes two omni-blade attacks.
Omni-Blade. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 7 (1d8 + 3) slashing damage.
M-23 Katana. Ranged Weapon Attack: +4 to hit, range (4m/8m) & hip fire, one target.
Hit: 9 (2d6 + 2) piercing damage.
Hex Shield (1/Day). As a bonus action, the rampart mech generates a 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-cover.
Ravager(Reaper)
Large Synorg, Lawful evil
- Armor Class 12
- Hit Points 110 (20d10)
- Speed 10m
STR
16 (+3)
DEX
14 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
11 (+0)
CHA
11 (+0)
- Condition Immunities charmed
- Senses darkvision 20m, passive Perception 10
- Challenge 6 (2300 XP)
Egg Sacs (4). If the ravager takes piercing or slashing damage that is not from the result of a critical hit one of its egg sacs explodes, releasing 1d10 swarmers.
Actions
Multiattack. The ravager makes two twin artillery cannon attacks.
Acid Splash (Recharge 5-6). The ravager spits acid in a 6m cube. Each creature in that line must make a DC 15 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Twin Artillery Cannons. Ranged Weapon Attack: +5 to hit, range 60m, one target.
Hit: 18 (3d10 + 2) piercing damage and 10 (3d6) acid damage.
Reaper Harvester(Reaper)
Huge Synorg, Lawful evil
- Armor Class 20
- Hit Points 364 (27d12 + 189)
- Speed 14m, burrow 14m, fly 26m
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
11 (+0)
WIS
12 (+1)
CHA
16 (+3)
- Saving Throws Constitution +13, Wisdom +7
- Skills Perception +1
- Damage Resistances bludgeoning, piercing, slashing
- Senses darkvision 40m, passive Perception 17
- Challenge 20 (25000 XP)
Actions
Multiattack. The reaper harvester makes two harvester cannon attacks.
Harvester Cannon. The reaper harvester targets a location within 30m. Each creature within a 6m radius must make a Dexterity saving throw. On a failed save a creature takes 3d10 force and 3d10 thunder damage, or half as much damage on a successful one.
Legendary Actions
The Reaper Harvester can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Reaper Harvester regains spent legendary actions at the start of his turn.
Detect. The reaper harvester makes a Wisdom (Perception) check.
Harvester Cannon Attack (Costs 2 Actions). The reaper harvester makes a harvester cannon attack.
Spawn Husks (Costs 3 Actions). The reaper harvester releases 1d10 Husks from its body.
Recon Drone(Mech)
Small Synthetic, Neutral
- Armor Class 13
- Hit Points 5 (2d6 - 2)
- Shield Points 5 (5 regen)
- Speed fly 16m
STR
10 (+0)
DEX
16 (+3)
CON
8 (-1)
INT
11 (+0)
WIS
12 (+1)
CHA
5 (-2)
- Skills Perception +1, Stealth +3
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infared vision 60m, passive Perception 13
- Challenge 1/8 (25 XP)
Actions
Pulse Rifle. Ranged Weapon Attack: +5 to hit, range 60m, one target.
Hit: 5 (1d4 + 3) radiant damage.
Tactical Cloak (3/Day). As a bonus action, the recon drone activates its tactical cloak, becoming {invisible}. When the recon drone makes a melee, ranged, or uses a tech or combat power, tactical cloak ends.
Repair Drone(Mech)
Small Synthetic, Neutral
- Armor Class 11
- Hit Points 7 (2d6)
- Shield Points 5 (5 regen)
- Speed fly 12m
STR
8 (-1)
DEX
12 (+1)
CON
10 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
6 (-2)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/8 (25 XP)
Innate Tech. The Repair Drone's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 1 tech points:
3/Day: First Aid
Actions
Defibrillators. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 1d4 lightning damage.
Stabalize (Recharges after a Short or Long rest). The repair drone can stabalize a friendly creature within 2m.
Rocket Drone(Mech)
Small Synthetic, Neutral
- Armor Class 11
- Hit Points 7 (2d6)
- Speed fly 10m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
4 (-3)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/4 (50 XP)
Actions
Distortion Rocket. Ranged Weapon Attack: +2 to hit, range 30m, one target.
Hit: 2d6 thunder damage.
Scion(Reaper)
Medium Synorg, Lawful evil
- Armor Class 18
- Hit Points 52 (7d8 + 21)
- Speed 8m
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
5 (-2)
- Saving Throws Constitution +7
- Damage Resistances bludgeoning, piercing, slashing
- Senses darkvision 20m, passive Perception 8
- Challenge 9 (5000 XP)
Actions
Salvo (Recharge 4-6). The scion targets three locations within 30m and launches an explosive blast to each. The locations can be the same or different. Each creature within a 6m radius of a target location must make a DC 16 Dexterity saving throw. On a failed save a creature takes 15 (3d10) thunder damage or half as much on a successful one.
Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
Seeker Plague(Collector)
Small Organic, Lawful Evil
- Armor Class 13
- Hit Points 14 (4d6)
- Barrier 1 ticks
- Speed fly 10m
STR
4 (-3)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
6 (-2)
- Saving Throws Dexterity +3
- Senses passive Perception 9
- Challenge 1/4 (50 XP)
Actions
Plague Sting. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 3 (1d4 + 1) poison damage and 2 (1d4) necrotic damage. The target must succeed on DC 13 Constitution saving throw or has disadvantage on its next attack roll.
Seeker Swarm(Collector)
Small Organic, Lawful Evil
- Armor Class 13
- Hit Points 10 (4d6 - 4)
- Speed fly 10m
STR
2 (-4)
DEX
10 (+0)
CON
8 (-1)
INT
10 (+0)
WIS
8 (-1)
CHA
5 (-2)
- Saving Throws Dexterity +2
- Senses passive Perception 9
- Challenge 1/8 (25 XP)
Actions
Sting. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or has disadvantage on its next attack roll.
Sentry Turret(Mech)
Small Synthetic, Neutral
- Armor Class 14
- Hit Points 77 (22d6)
- Speed 0m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1 (200 XP)
Stationary. The sentry turret automatically fails Strength and Dexterity saving throws and skill checks.
Innate Tech. The Sentry Turret's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 2 tech points:
5/Day: Flamethrower
Actions
Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range 60m, one target.
Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The sentry turret can make a burst fire attack instead.
Swarmer(Reaper)
Tiny Synorg, Lawful evil
- Armor Class 10
- Hit Points 4 (3d4 - 3)
- Speed 12m
STR
4 (-3)
DEX
12 (+1)
CON
8 (-1)
INT
4 (-3)
WIS
4 (-3)
CHA
4 (-3)
- Saving Throws Dexterity +3
- Condition Immunities charmed
- Senses darkvision 20m, passive Perception 7
- Challenge 1/8 (25 XP)
Aggressive. As a bonus action, the swarmer can move up to its speed toward a hostile creature that it can see.
Actions
Suicide Attack. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 3 (1d6) acid damage and the swarmer explodes (its hit points immediately fall to 0).
Thresher Maw(Alien)
Gargantuan Organic, Unaligned
- Armor Class 22
- Hit Points 615 (30d20 + 300)
- Speed 20m, burrow 12m
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
3 (-3)
WIS
11 (+0)
CHA
11 (+0)
- Saving Throws Strength +18, Constitution +18
- Damage Resistances acid, bludgeoning, cold, fire, force, lightning, piercing, poison, slashing
- Condition Immunities charmed, frightened, paralyzed, frozen, lifted
- Senses blindsight 10m, tremorsense 20m, passive Perception 10
- Challenge 28 (120000 XP)
Frightful Presence. Each creature of the thresher maw's choice that is within 60m of the name and aware of it must succeed on a DC 22 Wisdom saving throw or become {frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the thresher maw's Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day). If the thresher maw fails a saving throw, it can choose to succeed instead.
Siege Monster. The thresher maw deals double damage to objects and structures.
Destroy Terrain. When the thresher maw moves via burrowing, the ground it moves through becomes difficult terrain.
Actions
Multiattack. The thresher maw can use its Frightful Presence. It then makes four attacks: one with its grasp, two with its tail, one with its acid spit. It can use its Swallow instead of its grasp.
Acid Spit. Ranged Weapon Attack: +8 to hit, range 60m, one target.
Hit: The thresher maw targets a 6m radius within 60m and launches a glob of acid that coats the area. Each creature within the area must succeed on a DC 22 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful one. Until the end of the thresher maw's next turn, each creature that enters the area or ends its turn there must also make the saving throw.
Tail. Melee Weapon Attack: +18 to hit, reach 8m, one target.
Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Grasp. Melee Weapon Attack: +18 to hit, reach 4m, one target.
Hit: 23 (2d12 + 10) bludgeoning damage and 13 (2d12) acid damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the thresher maw can't grasp another target.
Swallow. The thresher maw makes one grasp attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the grasp's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the thresher maw, and it takes 56 (16d6) acid damage at the start of each of the thresher maw's turns. --If the thresher maw takes 60 damage or more on a single turn from a creature inside it, the thresher maw must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 4m of the thresher maw. If the thresher maw dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 12m of movement, exiting prone.
Legendary Actions
The Thresher Maw can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Thresher Maw regains spent legendary actions at the start of his turn.
Acid Spit Attack (Costs 2 Actions). The thresher maw makes an acid spit attack.
Move. The thresher maw moves up to half its speed.
Tail Attack. The thresher maw makes a tail attack.
Turret(Mech)
Small Synthetic, Neutral
- Armor Class 12
- Hit Points 25 (10d6 - 10)
- Shield Points 10 (0 regen)
- Speed 0m
STR
1 (-4)
DEX
1 (-4)
CON
8 (-1)
INT
10 (+0)
WIS
6 (-2)
CHA
1 (-4)
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 8
- Challenge 1 (200 XP)
Stationary. The turret automatically fails Strength and Dexterity saving throws and skill checks.
Actions
Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range 60m, one target.
Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The turret can make a burst fire attack instead.
Varren(Alien)
Medium Organic, Unaligned
- Armor Class 13
- Hit Points 11 (2d8 + 2)
- Speed 16m
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (-3)
WIS
12 (+1)
CHA
6 (-2)
- Skills Perception +1, Stealth +2
- Senses passive Perception 13
- Challenge 1/4 (50 XP)
Keen Hearing and Smell. The varren has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The varren has advantage on an attack roll against a creature if at least one of the varren's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked {prone}.
Varren Alpha(Alien)
Large Organic, Unaligned
- Armor Class 14
- Hit Points 37 (5d10 + 10)
- Speed 20m
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-3)
WIS
12 (+1)
CHA
7 (-1)
- Skills Perception +1, Stealth +2
- Senses passive Perception 13
- Challenge 1 (200 XP)
Keen Hearing and Smell. The varren alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The varren alpha has advantage on an attack roll against a creature if at least one of the varren alpha's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked {prone}.
Weakened Adjutant(Cerberus)
Large Synorg, Lawful Evil
- Armor Class 14
- Hit Points 55 (10d10)
- Speed 8m
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
- Senses passive Perception 10
- Challenge 2 (450 XP)
Grappler. The weakened adjutant has advantage on attack rolls against any creature grappled by it.
Actions
Multiattack. The adjutant makes two Arm Cannon attacks.
Arm Cannon. Ranged Weapon Attack: +5 to hit, range 20m, one target.
Hit: 8 (1d10 + 3) piercing damage.
Bash. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 4 (1d8) bludgeoning damage.
Reaper Infection. Melee Weapon Attack: +2 to hit, reach 2m, one organic creature that is grappled by the weakened adjutant, incapacitated, or restrained.
Hit: 3 (1d6) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An organic creature slain in this way becomes a Weakened Adjutant and becomes an Adjutant after a long rest.
YMIR Mech(Mech)
Large Synthetic, Neutral
- Armor Class 18
- Hit Points 161 (17d10 + 68)
- Shield Points 50 (10 regen)
- Speed 6m
STR
20 (+5)
DEX
6 (-2)
CON
18 (+4)
INT
16 (+3)
WIS
8 (-1)
CHA
12 (+1)
- Saving Throws Strength +9, Intelligence +7
- Damage Vulnerabilities lightning
- Damage Resistances cold, bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infared vision 60m, passive Perception 9
- Challenge 11 (7200 XP)
Post-mortem Explosion. When the YMIR mech is reduced to 0 hit points, it self-destructs. Each creature within a 6m radius sphere must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) thunder damage or half as much on a successful one.
Actions
Mass Accelerator Machinegun. Ranged Weapon Attack: +7 to hit, range 60m, one target.
Hit: 16 (3d10) piercing damage and 16 (3d10) radiant damage. The ymir mech can make a burst fire attack instead.
Rocket Launcher (Recharge 5-6). The ymir mech targets an area within 60m. Each creature within 6m of the target must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) thunder damage or half as much damage on a successful one.
Yahg(Alien)
Large Organic, Chaotic Evil
- Armor Class 17
- Hit Points 157 (21d10 + 42)
- Speed 16m
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
10 (+0)
- Saving Throws Strength +7, Dexterity +4, Wisdom +6, Intelligence +7
- Skills Acrobatics +1, Athletics +4, Deception +0, Insight +6, Perception +3, Stealth +4
- Damage Resistances poison
- Senses blindsight 6m, passive Perception 16
- Challenge 8 (3900 XP)
Assassinate. During its first turn, the yahg has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the yahg scores against a surprised creature is a critical hit.
Avoidance. If the yahg subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. The yahg deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 2m of an ally of the yahg that isn't incapacitated and the yahg doesn't have disadvantage on the attack roll.
Actions
Multiattack. The yahg makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 2m, one target.
Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 4m, one target.
Hit: 13 (2d8 + 4) slashing damage.