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Table of Contents
Preface Equipment Player Options
Starting Equipment
License Races
Armor
Angara
Introduction Custom Armor
Asari
Weapons
Rules Mods
Batarian
Drell
Player's Manual - Intro Medi-gel
Elcor
About the Player's Manual Thermal Clips
Geth
Introduction Grenades & Mines
Hanar
A Universe to Explore Heavy Weapon Charges
Human
Using these Rules Omni-gel
Krogan
How to Play Tools & Kits
Prothean
Missions Omni-tool Programs
Quarian
Step-By-Step Characters Finances Salarian
Overview Wealth Turian
1. Choose a Race Selling Items Volus
2. Choose a Class Discounts Vorcha
3. Determine Ability Scores Lifestyle Expenses
Classes
4. Describe Your Character Cost of things
Adept
4.a Appearance
Vehicles Engineer
4.b Alignment
Concept In ltrator
4.c Background
Transports vs Starships Sentinel
4.d Personality
Basic Information Soldier
4.e Languages
Systems Vanguard
5. Choose Equipment
Crew
Coming Together Backgrounds
Starship Combat
Beyond 1st Level Travel Feats
Overview Variant Rules
Multiclassing Creating New Vehicles
Equipment
Inspiration Weapons
Combat
Variant: Paragon & Renegade Assault Ri e
The Order of Combat
Heavy Pistol
Using Ability Scores Movement & Position
Melee
Overview Actions in Combat
Shotgun
Ability Scores and Modi ers Making an Attack
SMG
Advantage and Disadvantage Cover
Sniper Ri e
Pro ciency Bonus Damage and Healing
Heavy Weapon
Ability Checks Shields
Mods
Strength
Spellcasting
Dexterity Armor
What is a Spell?
Constitution Sets
What is a Spell?
Intelligence Mods
Spell Level
Wisdom
Learning Spells Grenades & Mines
Charisma
Spell Slots
Saving Throws Omni-tool Programs
Casting a Spell
Missions Primers and Detonators Tools & Kits
Overview
Monsters Spells
Time
Overview
Movement Bestiary
Monster Types
The Environment
Getting Monsters Vehicles
Social Interaction
Resting Appendix
Between Missions Conditions
Skills
Alternate Sentinel
Creating Armor
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System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Mass Effect 5e Homebrew. Copyright 2018, Mass Effect 5e; Author Luke Aeschleman, based on original material by Wizards of the Coast, Inc. and Electronic Arts Inc. and BioWare.
Player's Manual - Intro
About the Player's Manual new
Mass Effect 5e is a homebrew for Dungeons and Dragons 5th edition which allows you to play a tabletop roleplaying game with D&D 5th edition rules but set in the Mass Effect
Universe. If you have played 5th edition, many of the rules and rule syntax will feel familiar to you. For your convenience, completely new rules will be tagged with a new badge.
This indicates an entirely new rule or mechanic .Changes to rules will be tagged with a change badge. This indicates a rule change, augmentation, or extension.
For entirely new players (i.e., players who have not played 5th edition), you will nd the entirety of 5th edition's System Reference Document (SRD) included in this homebrew. The
purpose of including the SRD it to make it easier for new and veteran players to reference the rules of 5th edition when using this homebrew.
Since D&D 5th edition is primarily focused on a fantasy setting, the components of the SRD have been "reskinned." Where, the SRD may reference and Orc, Kingdom, or galley, this
version will reference a Drell, Planet, or starship. However, you can also read through the o cial SRD.
Introduction
The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery and Mass Effect 5e takes that storytelling to the stars. Both shares elements with
childhood games of make-believe. Like those games, D&D is driven by imagination. It’s about picturing the alien landscape beneath the two-sunned sky and imagining how an N7
soldier might react to the challenges that scene presents.
In Mass Effect 5e, the Dungeon Master is called the Galaxy Master (tm tm tm)
Galaxy Master (GM): You arrived on Asteroid 2179 JK178 on a UT-47 Kodiak. Approaching the station’s hangar, a missile lock alarm sounds in the cockpit. Your pilot, Harcourt
Finn, immediately took evasive action and put down on the opposite side of the asteroid. Scans indicate the automated defensive system should extend around the entire
asteroid but appears to be dormant on the side opposite the station entrance. Having no other options, you double-checked the pressure seals on your armor and set out on foot
across the asteroid’s surface. After a quick 3 kilometer jaunt, you arrive at the edge of the asteroid. Looking down, you can see the hangar doors sealed tight. You’ll have to nd
another way in …
Amanda (playing Melphine): I want to scan the area for movement or any immediate threats.
Amie (playing Telos): The drop to the hanger door looks pretty far? I want to test how much gravity the asteroid has. Do I think we can easily drop down to it without injuring
ourselves or ying off into space?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the operatives’ action. Players roll dice to resolve whether their attacks
hit or miss or whether their operatives can scale a cliff, roll away from the strike of a biotic blase, or pull off some other dangerous task. Anything is possible, but the dice make some
outcomes more probable than others.
Galaxy Master (GM): OK, one at a time. Amanda, you’re looking for threats?
Amanda: Yeah. Is there any movement in the area?
GM: Make a Wisdom check.
Amanda: Does my Perception skill apply?
GM: Of course!
Amanda (rolling a d20): Rats. Eight.
GM: No movement that you can see. And Amie, Telos is assessing the drop to the hanger bay?
In the Mass Effect 5e game, each player creates an operative (also called a character) and teams up with other operatives (played by friends). Working together, the group might
explore a derelict starship, the slums of an inhabited asteroid, the glorious streets of an advanced civilization, an ancient temple deep in a jungle, or the steppes of a mining colony.
The operatives can solve puzzles, talk with other characters, battle alien monsters, and discover advanced technologies and relics from a past age.
One player, however, takes on the role of the Galaxy Master (GM), the game’s lead storyteller and referee. The GM creates missions for the characters, who navigate its hazards and
decide which paths to explore. The GM might describe the entrance to Osiris Station, and the players decide what they want their operatives to do. Will they jump down to the hanger
bay? Propel themselves with jetpacks? Or use a biotic's powers to increase their mass, "a xing" themselves to the surface of the asteroid? Then the GM determines the results of the
operatives’ actions and narrates what they experience. Because the GM can improvise to react to anything the players attempt, D&D (and Mass Effect 5e) is in nitely exible, and each
mission can be exciting and unexpected.
The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their
campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The operatives grow in might as the campaign continues.
Each monster defeated, each mission completed, and each gadget recovered not only adds to the continuing story but also earns the operatives new capabilities. This increase in
power is re ected by an operative’s level.
There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. Together, the GM and the players create an exciting story of
bold operatives who confront deadly perils. Sometimes an operative might come to a grisly end, torn apart by ferocious rachni or done in by a nefarious Cerberus assassin. Even so,
the other operatives can search for breaking-edge medical experiments to revive (or clone!) their fallen comrade, or the player might choose to create a new character to carry on. The
group might fail to complete a mission successfully, but if everyone had a good time and created a memorable story, they all win.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 2
Mass Effect spans two galaxies: the Milky Way and Andromeda. Both have biotics, advanced tech, brave soldiers and fantastic missions. But the galaxies are vastly different. The
Milky Way has been settled by sentient beings for millennia and most of its clusters, star systems, and planets have been charted and explored. It also is home to a variety of sentient
alien species all with their own culture, planets, and colonies, making up a vast galactic community. If you aren't familiar with the rst Mass Effect 3 video games, you can read about
major events and lore at the Mass Effect Wiki. Speci cally, the timeline can get you quickly up to speed to the events of the galaxy.
The Andromeda Galaxy has a very different feeling. An ancient civilization of "Remnant" seem to exist on every planet, connected by seemingly supernatural threads. Only two known
sentient races existed in the Galaxy before the arrival of the Milky Way races. Now the galaxy and its inhabitants are threatened by a widespread energy phenomenon called, The
Scourge. The Milky Way races arrived on Arks and are working to settle habitable planets around the galaxy and start a new life. If you'd like to read more about the events of Mass
Effect: Andromeda, the wiki has plenty of information.
Both galaxies share the same characteristics that are nascent to Mass Effect, i.e. biotics, tech, and space travel, but each galaxy offers its own zeitgeist and challenges. The Milky
Way is mostly explored and contains extensive urban environments. You could easily set an entire campaign on a single planet and, depending on when you set your campaign on the
timeline, you might also deal with the impending invasion of the Reapers. In contrast, Andromeda is themed for exploration, survival, and being a pioneer. An operatives' primary goal
is that of setting up a thriving civilization in the new galaxy and uncovering its mysterious past. In short, the Milky Way is an urban setting and Andromeda is rural.
Your GM might set the campaign on one of these galaxies or on a single planet that he or she created. Because there is so much diversity among the galaxies in Mass Effect and so
much unwritten lore, you should check with your GM about any house rules that will affect your play of the game. Ultimately, the Galaxy Master is the authority on the campaign and
its setting, even if the setting is a published world.
It is unlikely that your GM will have the campaign span between the two galaxies. The passengers of Andromeda's arks spent 600 years in cryo-sleep. But you could
certainly spend part of your campaign in the Milky Way and take a 600-year nap!
This manual uses the Dungeons & Dragons 5th Edition Basic Rules as its core rule set. If you have never played D&D 5e, we recommend that you familiarize yourself with the basic
rules rst. Most of those rules are replicated and referenced in the rules section of this Player's Manual.
Not repeated here are basic rules for Dungeon (Galaxy) Masters which have additional rules on running successful campaigns.
Equipment, which includes brand-new rules for armor, weapons, and mods
Combat, which includes information on kinetic barriers (shields)
Vehicles, which contains a "bolt-on" set of rules for traveling through the galaxy
The Characters dropdown contains the list of options you have when creating your characters which has brand new:
Races
Classes
Backgrounds
The Equipment section has links to all of the equipment lists, weapons, mods, armor, and other unique items.
Spells & Powers contains the list of all the new Spells in this homebrew.
The Appendix has information on the new and removed Skills and Conditions.
GM Tools contains a number of interesting tools to assist Galaxy Masters in running the game.
VARIANT 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 avor 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.
How to Play
The play of the Dungeons & Dragons game (and by extension, Mass Effect 5e) unfolds according to this basic pattern.
Sometimes, resolving a task is easy. If an operative wants to walk across a room and open a door, the GM might just say that the door opens and describe what lies beyond. But the
door might be locked, the oor might hide a tripwire, or some other circumstance might make it challenging for an operative to complete a task. In those cases, the GM decides what
happens, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the operatives’ actions.
Describing the results often leads to another decision point, which brings the ow of the game right back to step 1.
This pattern holds whether the operatives are cautiously exploring a derelict ship, talking to a devious politician, or locked in a re ght against a squad of Batarian extremists. In
certain situations, particularly combat, the action is more structured and the players (and GM) do take turns choosing and resolving actions. But most of the time, play is uid and
exible, adapting to the circumstances of the mission.
Often the action of a mission takes place in the imagination of the players and GM, relying on the GM’s verbal descriptions to set the scene. Some GMs like to use music, art, or
recorded sound effects to help set the mood, and many players and GMs alike adopt different voices for the various operatives, aliens, and other characters they play in the game.
Sometimes, a GM might lay out a map and use tokens or miniature gures to represent each creature involved in a scene to help the players keep track of where everyone is.
Game Dice
The game uses polyhedral dice with different numbers of sides. You can nd dice like these in game stores and in many bookstores.
In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that
many games use).
Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before
you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in
tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modi ers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add
them together, and add 5 to the total.
The same d notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any
die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.)
The D20
Does an operative’s Scimitar shotgun blast hurt a Reaper Brute or just bounce off its iron-hard skin? Will the asari believe an outrageous bluff? Can a character swim across a raging
river? Can a character avoid the blast of a fragmentation grenade, or does he or she take full damage from the explosion? In cases where the outcome of an action is uncertain, the
game relies on rolls of a 20-sided die, a d20, to determine success or failure.
Every character and monster in the game has capabilities de ned by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they
typically range from 3 to 18 for most operatives. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modi ers derived from them, are the
basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.
The target number for an ability check or a saving throw is called a Di culty Class (DC). The target number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasks in D&D play. Using Ability Scores provides more detailed rules for using the d20 in the game.
More detailed rules for advantage and disadvantage are presented in the Using Ability Scores section.
Exceptions to the rules are often minor. For instance, many operatives don’t have pro ciency with shotguns, but every soldier does because of a class trait. That trait creates a minor
exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an operative can’t normally y, but some spells and armor mods make that possible.
Biotics and tech account for most of the major exceptions to the rules.
Round Down
There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or
greater.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 3-4
Missions
The game consists of a group of characters embarking on a mission that the Galaxy Master presents to them. Each character brings particular capabilities to the mission in the form
of ability scores and skills, class features, racial traits, equipment, and gadgets. Every character is different, with various strengths and weaknesses, so the best party of operatives is
one in which the characters complement each other and cover the weaknesses of their companions. The operatives must cooperate to successfully complete the mission.
The mission is the heart of the game, a story with a beginning, a middle, and an end. a mission features a fantastic setting, whether it’s the ruins of an ancient civilization, an asteroid,
a stretch of wilderness, or a bustling city. It features a rich cast of characters: the operatives created and played by the other players at the table, as well as nonplayer characters
(NPCs). Those characters might be patrons, allies, enemies, hirelings, or just background extras in a mission. Often, one of the NPCs is a villain whose agenda drives much of a
mission’s action.
Over the course of their missions, the characters are confronted by a variety of creatures, objects, and situations that they must deal with in some way. Sometimes the operatives and
other creatures do their best to kill or capture each other in combat. At other times, the operatives talk to another creature (or even an AI) with a goal in mind. And often, the operatives
spend time trying to solve a puzzle, bypass an obstacle, nd something hidden, or unravel the current situation. Meanwhile, the operatives explore the galaxy, making decisions about
which way to travel and what they’ll try to do next.
missions vary in length and complexity. A short mission might present only a few challenges, and it might take no more than a single game session to complete. A long mission can
involve hundreds of combats, interactions, and other challenges, and take dozens of sessions to play through, stretching over weeks or months of real time. Usually, the end of a
mission is marked by the operatives heading back to some form of 'home base' to rest and enjoy the spoils of their labors.
But that’s not the end of the story. You can think of a mission as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series—a string of
missions joined together, with a consistent group of operatives following the narrative from start to nish.
Social interaction features the operatives talking to someone (or something) else. It might mean demanding that a captured soldier reveal the passcode to the enemies stronghold,
getting information from a rescued prisoner, pleading for mercy from a krogan chieftain, or persuading a talkative unshackled AI to unlock a navigation route to a distant planet.
The rules in Using Ability Scores and Missions support exploration and social interaction.
Combat, the focus of the Combat section, involves characters and other creatures shooting weapons, casting biotics and tech, maneuvering for position, and so on—all in an effort to
defeat their opponents, whether that means killing every enemy, taking captives, or forcing a rout. Combat is the most structured element of a game session, with creatures taking
turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s still plenty of opportunity for operatives to attempt wacky stunts like sur ng one
a drone, to examine the environment (perhaps by pushing a very large red button), and to interact with other creatures, including allies, enemies, and neutral parties.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 4-5
Step-By-Step Characters
Overview
Your rst step in playing an operative in the game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your
imagination. You choose a race (such as human or asari) and a class (such as sentinel or vanguard). You also invent the personality, appearance, and backstory of your character.
Once completed, your character serves as your representative in the game, your avatar in the universe.
Before you dive into step 1 below, think about the kind of operative you want to play. You might be a courageous soldier, a skulking in ltrator, a fervent sentinel, or a amboyant adept.
Or you might be more interested in an unconventional character, such as a brawny engineer who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar.
Once you have a character in mind, follow these steps in order, making decisions that re ect the character you want. The conception of your character might evolve with each choice
you make. What’s important is that you come to the table with a character you’re excited to play.
Throughout this section, the term character sheet means whatever you use to track your character, whether it’s a formal character sheet, some form of digital record, or a piece of
notebook paper.
BUILDING KALEEM
Each step of character creation includes an example of that step, with a player named Sam building her salarian character, Kaleem.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 6
Every character belongs to a race, one of the many intelligent humanoid species in the Mass Effect Universe. The most common player character races are asari, humans, krogan,
salarians, and turians. Some races also have subraces, such as pure-blood asari or tank-bred krogan. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
character’s race grants particular racial traits, such as special senses, pro ciency with certain weapons or tools, pro ciency in one or more skills, or the ability to use minor spells.
These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of batarians make them exceptional soldiers, and asari tend to be
powerful adepts. Sometimes playing against type can be fun, too. salarian soldiers and krogan engineers, for example, can be unusual but memorable characters.
Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.
Record the traits granted by your race on your character sheet. Be sure to note your base speed and size as well.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 6
2. Choose a Class
Every operative is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ
when exploring a planet, ghting alien monsters, or engaging in a tense negotiation. The character classes are described in the Classes section.
Your character receives a number of bene ts from your choice of class. Many of these bene ts are class features — capabilities (including spellcasting) that set your character apart
from members of other classes. You also gain a number of pro ciencies: armor, weapons, skills, saving throws, and sometimes tools. Your pro ciencies de ne many of the things
your character can do particularly well, from using certain weapons to telling a convincing lie.
On your character sheet, record all the features that your class gives you at 1st level
Level
Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world,
although he or she might have been a soldier or a space pirate and done dangerous things before.
Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing ME5e campaign, your GM might
decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing missions.
Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also, record your experience
points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “Beyond 1st Level” later in this
section).
At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class
description. (You also add your Constitution modi er, which you’ll determine in step 3.) This is also your hit point maximum.
Record your character’s hit points on your character sheet. Also, record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit
Dice to regain hit points (see Resting in the Missions section).
Your pro ciency bonus can’t be added to a single die roll or other number more than once. Occasionally, your pro ciency bonus might be modi ed (doubled or halved, for example)
before you apply it. If a circumstance suggests that your pro ciency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless
add it only once, multiply it only once, and halve it only once.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 6-7
Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score,
which is a number you record on your character sheet.
The six abilities and their use in the game are described in the Using Ability Scores section. The Ability Score Summary provides a quick reference for what qualities are measured by
each ability, what races increases which abilities, and what classes consider each ability particularly important.
Wisdom Charisma
Measures Measures
Awareness, intuition, insight, biotic capabilities Con dence, eloquence, leadership
Important For Important For
adept, vanguard, sentinel asari, performers, politicians
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this ve more times, so
that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Afterward, make any changes to your ability scores as a result of your race choice.
After assigning your ability scores, determine your ability modi ers using the Ability Scores and Modi ers table. To determine an ability modi er without consulting the table, subtract
10 from the ability score and then divide the result by 2 (round down). Write the modi er next to each of your scores.
kind, so she puts decent scores in Strength and Constitution. After applying her racial bene ts (increasing Kaleems’s Intelligence by 2 and her Dexterity by 1), Kaleem’s
ability scores and modi ers look like this: Strength 12 (+1), Dexterity 15 (+2), Constitution 13 (+1), Intelligence 17 (+3), Wisdom 10 (0), Charisma 8 (-1).
Sam lls in Kaleem’s nal hit points: 8 + her Constitution modi er of +1, for a total of 9 hit points.
You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this
method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.
This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly
equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 7-8
Once you know the basic game aspects of your character, it’s time to esh him or her out as a person. Your character’s name, physical description, and personality might be the rst
things that the other players at the table learn about you. It’s worth thinking about how these characteristics re ect the character you have in mind. Or you can randomize you
characters height and weight.
Calculating Random Weight: Base Weight + (Height Modi er Roll x Weight Modi er Roll)
Metric
Race Base Height (cm) Height Modi er Base Weight (kg) Weight Modi er
Human 142 5d10 50 (1d4 / 2)
Angaran 168 5d6 66 (1d4 / 2)
Asari 137 5d10 48 (1d4 / 2)
Batarian 157 5d10 52 (1d4 / 2)
Drell 140 5d10 41 (1d4 / 4)
Elcor 208 5d8 907 (1d20 / 2)
Geth 196 113 0 kg
Hanar (Height) 147 5d12 - -
Hanar (Length) 122 5d6 34 (1d6 / 2)
Krogan 206 5d4 150 (1d20 / 2)
Prothean 147 5d10 52 (1d4 / 2)
Quarian 142 5d10 50 (1d4 / 2)
Salarian 178 5d8 32 (1d4 / 2)
Turian 185 5d4 52 (1d10 / 2)
Unshackled AI 142 5d10 102 (1d8 / 2)
Volus 86 5d6 27 0.5
Vorcha 145 5d10 51 (1d4 / 2)
Imperial
Race Base Height Height Modi er Base Weight Weight Modi er
Human 4'8" 2d10 110 lb 2d4
Angaran 5'6" 2d6 145 lb 2d4
Asari 4'6" 2d10 105 lb 2d4
Batarian 5'2" 2d10 115 lb 2d4
Drell 4'7" 2d10 90 lb 1d4
Race Base Height Height Modi er Base Weight Weight Modi er
Elcor 6'10" 2d8 2,000 lb 2d20
Geth 6'5" 0 250 lb 0 lb
Hanar (Height) 4'10" 2d12 - -
Hanar (Length) 4'0" 2d6 75 lb 1d6
Krogan 6'9" 2d4 330 lb 2d20
Prothean 4'10" 2d10 115 lb 2d4
Quarian 4'8" 2d10 110 lb 2d4
Salarian 5'10" 2d8 70 lb 2d4
Turian 6'1" 2d4 115 lb 2d10
Unshackled AI 4'8" 2d10 224 lb 2d8
Volus 2'10" 2d6 60 lb 1
Vorcha 4'9" 2d10 112 lb 2d4
For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.
A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick- ngered.
A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.
A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or
oblivious.
A character with high Charisma exudes con dence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive,
inarticulate, or timid.
Sam lets her ability scores in uence the type of character Kaleem is: her high Intelligence suggests a rapid, focused mind, higher Strength and Constitution suggest a
healthy, athletic body, and her low Charisma suggests stand-o sh or awkward social decorum.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 8-9
4.a Appearance
Name
Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list.
Sex
You can play a male or female character without gaining any special bene ts or hindrances. Think about how your character does or does not conform to the broader culture’s
expectations of sex, gender, and sexual behavior.
You don’t need to be con ned to binary notions of sex and gender. For example, asari only have a single "gender", which is generally seen by other races as female (they also utilize
female pronouns). But an asari considers herself as androgynous or hermaphroditic. You could also play a male character who presents himself as a female, a woman who feels
trapped in a male body, or a tough looking female krogan who hates being mistaken for a male. Likewise, your character’s sexual orientation is for you to decide.
Other Characteristics
You choose your character’s age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable
physical characteristic, such as a scar, a limp, or a tattoo.
Sam lls in some of Kaleem’s basic details: her name, her sex (female), her height and weight, and the fact that she is missing a cranial ridge (making her unattractive
being by salarian standards).
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 8-9, 33
4.b Alignment
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identi es morality
(good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments de ne the possible combinations.
These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary signi cantly from that typical behavior, and few
people are perfectly and consistently faithful to the precepts of their alignment.
Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Asari justicars, quarians, and some turians are lawful good.
Neutral good (NG) beings do the best they can to help others according to their needs. Many salarians and most protheans are neutral good.
Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Some angara, asari, and a number of humans are chaotic good.
Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Some geth, volus, and most drell are lawful neutral.
Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Volus, some batarians, and many humans
are neutral.
Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Maiden asari, some vorcha, and humans are chaotic neutral.
Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Most Krogan, volus, and batarians are lawful evil.
Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Heretic geth, Reapers, and vorcha are neutral evil.
Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Some Krogan, batarians, and some Vorcha are chaotic evil.
Sam picks a lawful alignment for Kaleem, as she buys into the tradition of the Blue Suns and respects their codes. Kaleem's lack of empathy makes her neutral in her
disposition for moral codes.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 8-9, 33-34
4.c Background
Every story has a beginning. Your character’s background reveals where you came from, how you became an operative, and your place in the galaxy. Your soldier might have been a
mercenary or a former Specter. Your adept could have been a government experiment or a celebrated artisan. Your in ltrator might be a political assassin or gathered intel for the
Shadow Broker.
Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did
you stop doing whatever your background describes and start adventuring? Where did you get the credits to purchase your starting gear, or, if you come from a wealthy background,
why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
A background also gives your character a background feature (a general bene t) and pro ciency in two skills, and it might also give you additional pro ciency with certain kinds of
tools. Record this information, along with the personality information you develop, on your character sheet.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 8-9, 36
4.d Personality
Fleshing out your character’s personality — the array of traits, mannerisms, habits, beliefs, and aws that give a person a unique identity — will help you bring him or her to life as you
play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and aws. Beyond those categories, think about your character’s favorite words
or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine.
Each background presented later in this section includes suggested characteristics that you can use to spark your imagination. You’re not bound to those options, but they’re a good
starting point.
Personality Traits
Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell
you something interesting and fun about your character. They should be self-descriptions that are speci c about what makes your character stand out. “I’m smart” is not a good trait,
because it describes a lot of characters. “I’ve read every book in on the Exonet” tells you something speci c about your character’s interests and disposition.
Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self-attitude or mannerisms,
or the in uence of his or her ability scores.
A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and de ne one trait related to each. Either one could be positive or negative:
you might work hard to overcome a low score, for example, or be cocky about your high score.
Ideals
Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you
do. Ideals encompass everything from your life goals to your core belief system.
Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacri ces? What drives you to act and guides your
goals and ambitions? What is the single most important thing you strive for?
You can choose any ideals you like, but your character’s alignment is a good place to start de ning them. Each background includes six suggested ideals. Five of them are linked to
aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives.
Bonds
Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might
inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and
goals.
Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession?
Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of
your missions.
Flaws
Finally, choose a aw for your character. Your character’s aw represents some vice, compulsion, fear, or weakness — in particular, anything that someone else could exploit to bring
you to ruin or cause you to act against your best interests. More signi cant than negative personality traits, a aw might answer any of these questions: What enrages you? What’s the
one person, concept, or event that you are terri ed of? What are your vices?
Languages are not a part of Mass Effect 5e. Our interpretation is that there is enough technology to translate languages on the y, making it seem that everyone is speaking the same
common tongue. Even new discovered races can have their languages mapped into a universal translator in a number of hours utilizing underlying linguistic morphisms and lexical
cues fed into a supercomputer. However, how you and your GM choose to handle ancient or alien languages is up to your party. Your asari archaeologist might be an expert in ancient
alien glyphs or you might lay a Krogan who is known for reciting poetry in an old dialect. This type of avor is encouraged, but this system does not codify any speci c languages.
Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
such items are detailed in the Equipment section.
Starting Credits change Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of credits to
spend based on your race (not your class as in D&D 5th). The range of average starting credits is roughly equivalent across races, but the variability changes based on race. Long-lived
races (asari and krogan) have lower variability, whereas short-lived races (salarians and vorcha) have a high variability.
Your Strength score limits the amount of gear you can carry and armor you can wear. Try not to purchase equipment with a total weight exceeding your Strength score times 2. Using
Ability Scores has more information on carrying capacity.
Armor Class
Your Armor Class (AC) represents how well your character avoids being wounded in combat. Things that contribute to your AC include the armor you wear and your Dexterity modi er.
Not all characters wear armor, however.
Without armor, your character’s AC equals 10 + his or her Dexterity modi er. If your character wears armor, calculate your AC using the rules in the Armor section. Record your AC on
your character sheet.
Your character needs to be pro cient with armor to wear and use it effectively, and your armor pro ciencies are determined by your class. There are drawbacks to wearing armor if you
lack the required pro ciency, as explained in the Equipment section.
Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to
use.
Weapons
For each weapon your character wields, calculate the modi er you use when you attack with the weapon and the damage you deal when you hit.
When you make an attack with a weapon, you roll a d20 and add your pro ciency bonus (but only if you are pro cient with the weapon) and the appropriate ability modi er.
For attacks with melee weapons, use your Strength modi er for attack and damage rolls. A weapon that has the nesse property, such as a monomolecular blade, can use your
Dexterity modi er instead.
For attacks with ranged weapons, use your Dexterity modi er for attack and damage rolls. A weapon that has the recoil property, such as the M-300 Claymore, can use your Strength
modi er instead.
Kaleem uses her Dexterity modi er for her attacks and damage. Her attack bonus is her Dexterity modi er (+2) plus her pro ciency bonus (+2), for a total of +2. The M-8
Avenger deals 1d8 piercing damage, and Kaleem adds her Dexterity modi er to the damage when she hits, for a total of 1d8 + 2 piercing damage. When using the Omni-
torch, a melee weapon, Kaleem uses her Strength modi er (+1) but she does not add her pro ciency bonus because she is not pro cient with melee weapons. The
weapon deals 1d6 + 1 re damage when it hits.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 9
Coming Together
Most characters don’t work alone. Each character plays a role within a party, a group of operatives working together for a common purpose. Teamwork and cooperation greatly
improve your party’s chances to survive the many perils in the galaxy. Talk to your fellow players and your GM to decide whether your characters know one another, how they met, and
what sorts of assignments the group might undertake.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 9
Beyond 1st Level
Overview
As your character goes on missions and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a speci ed experience point
total advances in capability. This advancement is called gaining a level.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modi er to the roll, and add the total to your hit point maximum. Alternatively, you can
use the xed value shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modi er increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level soldier has a Constitution score
of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modi er from +3 to +4. His hit point maximum then increases by 8
(1 additional hit point for each level).
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 56
Multiclassing change
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be re ected in one of the
standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are
added together to determine your character level. For example, if you have three levels in engineer and two in sentinel, you're a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at
the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacri ce some focus in exchange
for versatility.
Prerequisites
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 in ltrator 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 re ected by higher-than-average ability scores.
Experience Points
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are
an engineer 6/adept 1, you must gain enough XP to reach 8th level before you can take your second level as an adept or your seventh level as an engineer.
Pro ciencies
When you gain your rst level in a class other than your initial class, you gain only some of new class's starting pro ciencies, as shown in the Multiclassing Pro ciencies table.
Class Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're
multiclassing: Barrier, Extra Attack, and Spellcasting.
Barrier new
Your barrier capacity depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. 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 Multiclassing Barrier table.
Multiclassing 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
Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as
the soldier's version of Extra Attack does).
Spellcasting change
Spells known and prepared: You determine what spells you know and can prepare for each class individually as if you were a single-classed member of that class. If you are an adept
4/engineer 3, for example, you know six 1st-level adept spells and ve adept cantrips based on your levels in the adept class. As a 3rd-level engineer, you can prepare 3 engineer
spells. If your Intelligence is 16, you can prepare six engineer spells.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.
You can only use spell slots to cast biotic spells and you can only use tech points to cast tech spells. The exception is Sentinels that can use their spell slots to cast biotic or tech
spells.
Biotic Spell Slots: 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 Multiclassing Biotics table.
Tech Points & Tech Point Limit You determine your tech points and tech point limit by adding together all your levels in the engineer class and half your levels (rounded down) in the
in ltrator class. Use this total to determine your tech points and memory by consulting the Multiclassing Tech table.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 56-58
Inspiration
Inspiration is a rule the galaxy master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and aw.
Gaining Inspiration
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a aw or
bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.
You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use.
Using Inspiration
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character
does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 59-60
With the Variant: Paragon & Renegade (P/R) rule, players accrue points in either Paragon or Renegade which can add bonuses to skill checks.
Earning Points
The primary way to each Paragon or Renegade points is by taking actions or role-playing that personality. This mechanic works similarly rewarding Inspiration (described above), but
the reward can be 1-5 points based on the impact of the choice and whether the choice aligns with Paragon or Renegade. GMs can also reward points to the entire party based on a
decision they make while playing the game. Did the party destroy the potentially life-threatening biological weapon (Renegade) or send it to authorities for research in vaccinations
(Paragon).
Point maximum
You can gain points in Paragon and Renegade, but your total combined points can never be more than 100. 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.
Using 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.
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 vs Renegade
What constitutes Paragon and what constitutes Renegade is a bit fuzzy. Paragon is neither Lawful nor Good, just as Renegade is neither Evil nor Chaotic. However, both traits tend to
fall closer to those respective spectra.
Try to think of Paragon and Renegade avors of a character's or party's choices. Paragon choices are open-ended, allowing for future possibilities, utilitarian (bene ts the most
people), logical, and rely on the pen over the sword. Renegade choices are decisive and nal, emotional, gain immediate results, and often use a show of force.
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: Stabilize an enemy because they might provide information
Vehicle Handling: Lead your chasers right to the authorities
Renegade examples
Athletics: Hold fast a door so the threat burns inside
Deception: Convince the bounty hunters their target ed into that cave (which happens to be booby-trapped)
Electronics: Broadcast the controversial research to the galaxy, let the politicians and scientists gure it out
Intimidation: Threaten someone with pain
Vehicle Handling: Lead your chasers right into a reinforced-steel wall
Using Ability Scores
Overview
Six abilities provide a quick description of every creature's physical and mental characteristics:
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 76
Each of a creature's abilities has a score, a number that de nes the magnitude of that ability. An ability score is not just a measure of innate capabilities but also encompasses a
creature's training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but operatives and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually
reaches. operatives can have scores as high as 20, and monsters can have scores as high as 30.
Each ability also has a modi er, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modi ers table notes the ability
modi ers for the range of possible ability scores, from 1 to 30.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 76
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20
when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and
a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant
advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances
impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game, such as the volus' Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one.
For example, if a volus has advantage or disadvantage on an ability check and rolls a 1 and a 13, the volus could use the Lucky trait to reroll the 1.
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that
circumstances in uence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 76-77
Characters have a pro ciency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks,
saving throws, and attack rolls.
Your pro ciency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your pro ciency bonus to a Wisdom
saving throw, you nevertheless add the bonus only once when you make the save.
Occasionally, your pro ciency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the in ltrator’s Expertise feature doubles the
pro ciency bonus for certain ability checks. If a circumstance suggests that your pro ciency bonus applies more than once to the same roll, you still add it only once and multiply or
divide it only once.
By the same token, if a feature or effect allows you to multiply your pro ciency bonus when making an ability check that wouldn’t normally bene t from your pro ciency bonus, you
still don’t add the bonus to the check. For that check, your pro ciency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack pro ciency in the
History skill, you gain no bene t from a feature that lets you double your pro ciency bonus when you make Intelligence (History) checks.
In general, you don’t multiply your pro ciency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 77
An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster
attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the di culty of the task, represented by a Di culty Class. The more di cult a task,
the higher its DC. The Typical Di culty Classes table shows the most common DCs.
To make an ability check, roll a d20 and add the relevant ability modi er. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or
exceeds the DC, the ability check is a success - the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress
toward the objective or makes progress combined with a setback determined by the GM.
Contests
Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such
as attempting to snatch up a grenade that has fallen on the oor.
This situation also applies when one of them is trying to prevent the other one from accomplishing a goal - for example, when a brute tries to force open a door that an operative is
holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they
compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one
from succeeding.
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to
snatch a grenade the oor, neither character grabs it. In a contest between a monster trying to open a door and an operative trying to keep the door closed, a tie means that the door
remains shut.
Skills change
Mass Effect 5e is a sci- setting, thus some of the fantasy skills (like religion and arcana) have been replaced with new skills.
Removed Skills: Animal Handling, Arcana, Nature, Religion
New Skills: Electronics, Engineering, Science, Vehicle Handling
Each ability covers a broad range of capabilities, including skills that a character or a monster can be pro cient in. A skill represents a speci c aspect of an ability score, and an
individual's pro ciency in a skill demonstrates a focus on that aspect. A character's starting skill pro ciencies are determined at character creation, and a monster's skill pro ciencies
appear in the monster's stat block.
For example, a Dexterity check might re ect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has pro ciency in the Stealth skill is particularly good at Dexterity checks related to
sneaking and hiding.
The skills related to each ability score are shown in the following list. No skills are related to Constitution. See an ability's description in the Appendix: Skills for examples of how to
use a skill associated with an ability.
Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand
Stealth
Vehicle Handling
Intelligence
Electronics
Engineering
History
Investigation
Science
Wisdom
Insight
Medicine
Perception
Survival
Charisma
Deception
Intimidation
Performance
Persuasion
Sometimes, the GM might ask for an ability check using a speci c skill - for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if pro ciency in a
particular skill applies to a check. In either case, pro ciency in a skill means an individual can add his or her pro ciency bonus to ability checks that involve that skill. Without
pro ciency in the skill, the individual makes a normal ability check.
For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is pro cient in Athletics, the character's
pro ciency bonus is added to the Strength check. If the character lacks that pro ciency, he or she just makes a Strength check.
Passive Checks
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
laser tripwires over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a
hidden sniper.
If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.
For example, if a 1st-level character has a Wisdom of 15 and pro ciency in Perception, he or she has a passive Wisdom (Perception) score of 14. The rules on hiding in the Dexterity
section below rely on passive checks, as do the exploration rules.
Working together
Sometimes two or more characters team up to attempt a task. The character who's leading the effort - or the one with the highest ability modi er - can make an ability check with
advantage, re ecting the help provided by the other characters. In combat, this requires the Help action.
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to hack a security system requires pro ciency with hacking tools, so a
character who lacks that pro ciency can't help another character in that task.
Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as reloading a thermal clip, are no easier with help.
Group Checks
When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a
particular task help cover those who aren't.
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.
Otherwise, the group fails. Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when operatives are
navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment.
If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 77-79
Strength change
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Strength Checks
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill
re ects aptitude in certain kinds of Strength checks.
Athletics . Your Strength (Athletics) check covers di cult situations you encounter while climbing, Jumping, or swimming.
Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:
Force open a stuck, locked, or barred door
Break free of bonds
Push through a tunnel that is too small
Hang on to a hover car while being dragged behind it
Tip over a dormant mech
Restraining an elcor
Dexterity change
Dexterity Checks
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, Stealth and Vehicle Handling
skills re ect aptitude in certain kinds of Dexterity checks.
Acrobatics . Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a
tightrope, or stay upright on a rocking spaceship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls,
somersaults, and ips.
Sleight of Hand . Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a
Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip
something out of another person's pocket.
Stealth . Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone
without being seen or heard.
Vehicle Handling new . If you're driving a vehicle you're familiar with, the GM might ask you to make a Dexterity (Vehicle) check to make a di cult maneuver or avoid heavy
weapon re, crash land, or weave between tra c. However, if you are unfamiliar with a vehicle, the GM would require a Wisdom (Vehicle Handling) check to see if you can pilot the
vehicle at all.
Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:
Disable a tripwire mine
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object
Armor Class
Depending on the armor you wear, you might add some or all of your Dexterity modi er to your Armor Class.
Initiative
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.
Hiding
The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total
is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or bumping into a crate. An invisible creature
can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances,
the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
Passive Perception. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your
Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modi er, as well as any other bonuses or penalties. If the
creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a pro ciency bonus of +2) has a Wisdom of 15 (a +2 modi er) and pro ciency
in Perception, he or she has a passive Wisdom (Perception) of 14.
What Can You See? One of the main factors in determining whether you can nd a hidden creature or object is how well you can see in an area, which might be lightly or heavily
obscured.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 80-81
Constitution
Constitution Checks
Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a speci c effort
on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.
The GM might call for a Constitution check when you try to accomplish tasks like the following:
Hit Points
Your Constitution modi er contributes to your hit points. Typically, you add your Constitution modi er to each Hit Die you roll for your hit points.
If your Constitution modi er changes, your hit point maximum changes as well, as though you had the new modi er from 1st level. For example, if you raise your Constitution score
when you reach 4th level and your Constitution modi er increases from +1 to +2, you adjust your hit point maximum as though the modi er had always been +2. So you add 3 hit
points for your rst three levels, and then roll your hit points for 4th level using your new modi er. Or if you're 7th level and some effect lowers your Constitution score so as to reduce
your Constitution modi er by 1, your hit point maximum is reduced by 7.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 81
Intelligence change
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Intelligence Checks
An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Electronics, Engineering, History, Investigation, and Science
skills re ect aptitude in certain kinds of Intelligence checks.
Electronics new . Your Intelligence (Electronics) check covers attempts to hack or interface with computer systems, such as when you're trying to open locked doors and
containers, turn off cameras, override controls, etc.
Engineering new . Your Intelligence (Engineering) check covers your knowledge of machines and mechanical devices. It most cases it determines your ability to repair
devices. But you might also use it to spot weaknesses in mechanical defense systems, spot potential vehicle failures before they happen, or nd expensive parts in space
salvage.
History . Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient or alien races and their cultures or customs, past
disputes, recent wars, and lost civilizations.
Investigation . When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a
hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through
ancient scrolls in Search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Science new . Your Intelligence (Science) check measures your ability to make useful connections and correlations based on the wealth of knowledge that can be found on
the exonet. In a sense, it measures your 'scienti c mindset'. A GM might ask for a check when encountering unknown ora or fauna, assessing the geology of an alien world, or
analyzing natural or unnatural phenomena.
Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:
Estimate the value of a piece of tech
Create a false ID badge
Forge an electronic document
Recall lore about an ancient civilization
Win a game of skill
Spellcasting Ability
Engineers, in ltrators, and sentinels use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 81-82
Wisdom
Wisdom re ects how attuned you are to the world around you and represents perceptiveness and intuition.
Wisdom Checks
A Wisdom check might re ect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Insight,
Medicine, Perception, and Survival skills re ect aptitude in certain kinds of Wisdom checks.
Insight . Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move.
Doing so involves gleaning clues from body Language, Speech habits, and changes in mannerisms.
Medicine . A Wisdom (Medicine) check lets you try to stabilize a dying companion, diagnose an illness, or understand the biology of an organism.
Perception . Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and
the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear Monsters moving stealthily in
the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or
candlelight under a closed secret door.
Survival . The GM might ask you to make a Wisdom (Survival) check to survive in uncivilized alien words, especially harsh environments like tundra, deserts, or jungles. The check
might help you navigate a blizzard, nd food in a wasteland, or avoid getting eaten by a Thresher Maw.
Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:
Get a gut feeling about what course of action to follow
Discern whether a seemingly life-like android is organic or synthetic
Spellcasting Ability
Adepts, vanguards, and sentinels use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 82
Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as con dence and eloquence, and it can represent a charming or commanding personality.
Wisdom Checks
A Charisma check might arise when you try to in uence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social
situation. The Deception, Intimidation, Performance, and Persuasion skills re ect aptitude in certain kinds of Charisma checks.
Deception . Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass
everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling,
pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation . When you attempt to in uence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation)
check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a
sneering vizier to reconsider a decision.
Performance . Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion . When you attempt to in uence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check.
Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include
convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following:
Find the best person to talk to for news, rumors, and gossip
Blend into a crowd to get a sense of key topics of conversation
Spellcasting Ability
Asari and some other subraces use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 82-83
Saving Throws
A saving throw - also called a save - represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are
forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modi er. For example, you use your Dexterity modi er for a Dexterity saving throw.
A saving throw can be modi ed by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Each class gives pro ciency in at least two saving throws. The engineer, for example, is pro cient in Intelligence saves. As with skill pro ciencies, pro ciency in a saving throw lets a
character add his or her pro ciency bonus to saving throws made using a particular ability score. Some monsters have saving throw pro ciencies as well.
The Di culty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting
ability and pro ciency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm,
from an effect.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 83
Missions
Overview
This section covers the basics of the operative's live, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this section, along
with a discussion of the activities your character might pursue between missions.
Whether operatives are exploring an ancient alien ruin or the busy streets of the Citadel, the game follows a natural rhythm, as outlined in the introduction:
Typically, the GM uses a map as an outline of the mission, tracking the characters’ progress as they explore docking bays or jungle planets. The GM’s notes, including a key to the map,
describe what the operatives nd as they enter each new area. Sometimes, the passage of time and the operatives’ actions determine what happens, so the GM might use a timeline
or a owchart to track their progress instead of a map.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 63
Time
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context
of the situation at hand. In a space station environment, the operatives' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another
minute to check for traps on the door at the end of the hall, and a good ten minutes to search the room beyond for anything interesting or valuable.
In a city or wilderness, a scale of hours is often more appropriate. Operatives eager to reach the lonely base camp at the foot of a mountain hurry across those 30 kilometers in just
under four hours' time (or less if they're using a vehicle).
For long journeys, a scale of days works best. Making mass relay jumps from Sol to the outer skirts of the Terminus Systems, the operatives spend four uneventful days before a
batarian ambush interrupts their journey.
In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 84
Movement change
Spacewalking along the surface of an asteroid, sneaking down a space station corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in fantasy
gaming adventures.
The GM can summarize the operatives' movement without calculating exact distances or travel times: "You travel through the dusty desert of Turchanka and nd a small outpost late
in the evening of the third day." Even in a space station, particularly a large station or an asteroid colony, the GM can summarize movement between encounters: "After subduing the
guards at the entrance to the underground research facility, you consult your omni-tool, which leads you through miles of echoing corridors to a large arena with caged varren."
Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time
depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Speed change
Every character and monster has a speed, which is the distance in meters that the character or monster can walk in 1 round. This number assumes short bursts of energetic
movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.
5ft = 2m
On a playmat: 2m = 1 square
Travel Pace
While traveling, a group of operatives can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and
whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.
Forced March
The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving
throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.
Characters in transports choose a pace as normal. The range statistic on transports indicates how far the transport can travel in a 24 hour period for a normal pace. If you're moving
at a fast pace, you can double the range and half it for a slow pace. Transports do not suffer exhaustion as a living mount would, but characters still need to pilot the vehicle. In
general, characters can only pilot vehicle for 16 hours at a time before needing to rest.
More details about traveling in transports and starships are provided in the vehicles section.
You move at half speed in di cult terrain - moving 1 meter in di cult terrain costs 2 meters of speed - so you can cover only half the normal distance in a minute, an hour, or a day.
Jumping change
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of meters up to your Strength score divided by three (rounded up) if you move at least 4 meters on foot immediately
before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each meter you clear on the jump costs a meter of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics)
check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in di cult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of meters equal to 1 + your Strength modi er divided by three (rounded up) if you move at least 4m on foot
immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each meter you clear on the jump costs a meter of movement. In
some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.
If you're in a low gravity environment, your long and high jump distances are doubled. Jump distances are halved in higher gravity.
When in a 0g environment, your speed becomes 0, unless you have a means of propelling yourself. Additional rules, such as disadvantage on Dexterity saving throws or melee attacks,
are decided by the GM based on the context of your environment.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 84-85
Going on missions can involve delving into places that are dark, dangerous, and full of environmental hazards. The rules in this section cover some of the most important ways in
which adventurers interact with the environment in such places.
Falling
A fall from a great height is a common hazard, especially since many urban environments reach the skies. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 4
meters (~10 ft) it fell, to a maximum of 20d6. The creature lands prone unless it avoids taking damage from the fall.
Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modi er (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modi er (minimum of 1 round). At the start of its next turn, it drops to 0
hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
Space new
The vacuum of space will kill any organic (and most synthorganic creatures) in a matter of minutes unless that creature has some speci c resilience to surviving in a vacuum. A
creature in the vacuum of space without an appropriate environmental suit will remain conscious for a number of rounds equal to 1 + its Constitution modi er (minimum 1). After that
time passes, the creature immediate becomes incapacitated and it can survive in space a number of minutes equal to 1 + its Constitution modi er (minimum 1) after which it dies.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception)
checks that rely on sight.
A heavily obscured area - such as darkness, opaque fog, or dense foliage - blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see
something in that area.
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do ashlights, res, and other sources of illumination within a speci c radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a ashlight, and surrounding
darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon (or moons) might bathe the surface of a planet in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night, within the con nes of a derelict starship, or a subterranean ruin.
Blindsight
A creature with blindsight can perceive its surroundings without relying on sight, within a speci c radius. Creatures without eyes, such as thresher maws, and creatures with
echolocation or heightened senses, such as bats and yaghs, have this sense.
Darkvision
Some creatures have darkvision and some gear can provide darkvision. Within a speci ed range, a creature with darkvision can see in darkness as if the darkness were dim light, so
areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
Truesight change
A creature with truesight can, out to a speci c range, see in normal darkness, see invisible creatures and objects that are hidden by technological means (such as tactical cloak).
Food
A character needs about 500 grams (~ 1lb) of food per day and can make food last longer by subsisting on half rations. Eating 250 grams of food in a day counts as half a day without
food.
A character can go without food for a number of days equal to 3 + his or her Constitution modi er (minimum 1). At the end of each day beyond that limit, a character automatically
suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
Water
A character needs 2 liters (~ 1/2 gallon) of water per day, or 4 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15
Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of
the day.
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
For example, a character might decide to interact with a terminal, which might, in turn, open a door, raise an alarm, or give the character access to a map of the building. If the terminal
is protected via security, though, a character might need to hack it. In such a situation, the GM might call for an Intelligence (Electronics) check to see whether the character can
bypass the security. The GM sets the DC for any such check based on the di culty of the task.
Characters can also damage objects with their weapons, biotics, and tech. Objects are immune to poison and psychic damage, but otherwise, they can be affected by physical attacks
much as creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's
hard to cut a cable with a hammer, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object
drops to 0 hit points, it breaks.
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 86-87
Social Interaction
Exploring planets, overcoming obstacles, and surviving death squads are key parts of Mass Effect missions. No less important, though, are the social interactions that operatives have
with other inhabitants of the galaxy.
Interaction takes on many forms. You might need to convince an unscrupulous spy to confess to some malfeasance, or you might try to atter a shop owner so they will give you a
discount. The GM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer
character (NPC).
In general terms, an NPC’s attitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your
way. It’s easier to get what you want from a friendly NPC, of course.
Social interactions have two primary aspects: roleplaying and ability checks.
Roleplaying
Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.
Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality in uence how interactions
resolve.
There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever
mix of the two works best for you.
When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This
approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.
Results of Roleplaying
The GM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn turian refuses to let anyone
badger her. A vain asari laps up attery.
When interacting with an NPC, pay close attention to the GM’s portrayal of the NPC’s mood, dialogue, and personality. You might be able to determine an NPC’s personality traits,
ideals, aws, and bonds, then play on them to in uence the NPC’s attitude.
Interactions in Mass Effect 5e are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies
and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a politician’s allies, your efforts to convince or deceive will
fall short.
Ability Checks
In addition to roleplaying, ability checks are key in determining the outcome of an interaction.
Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your GM can call for a Charisma check at any point
during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your GM’s discretion.
Pay attention to your skill pro ciencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses
and skills. If the group needs to trick a security guard into letting them into a classi ed area, the in ltrator who is pro cient in Deception is the best bet to lead the discussion. When
negotiating for a hostage’s release, the sentinel with Persuasion should do most of the talking.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 66-67
Resting
Heroic though they might be, operatives can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest - time to sleep and eat, tend their
wounds, clean their weapons, practice biotic spells, and con gure omni-tools.
Operatives can take short rests in the midst of mission day and a long rest to end the day.
Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent
in this way, the player rolls the die and adds the character's Constitution modi er to it. The character regains hit points equal to the total. The player can decide to spend an additional
Hit Die after each roll. A character regains some spent Hit Dice upon nishing a long rest, as explained below.
Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more
than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, ghting, casting biotics, or similar activity - the characters must begin the rest again
to gain any bene t from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them
(minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon nishing a long rest.
A character can't bene t from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its bene ts.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 87
Between Missions
Between trips to remote planets and battles against reaper forces, operatives need time to rest, recuperate, and prepare for their next mission. Many operatives also use this time to
perform other tasks, such as crafting or modding arms and armor, performing research, or spending their hard-earned credits.
In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new mission, the GM might simply declare that a certain amount of
time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as
events beyond your perception stay in motion.
Lifestyle Expenses
Between missions, you choose a particular quality of life and pay the cost of maintaining that lifestyle.
Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an
aristocratic lifestyle, it might be easier for you to in uence the o cials of the city than if you live in poverty.
Lifestyle Expenses
Lifestyle Credits/Day
Wretched -
Squalid 25 credits
Poor 75 credits
Modest 150 credits
Comfortable 250 credits
Wealthy 500 credits
Aristocratic 1,000 credits minimum
Downtime Activities
Between missions, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a
certain number of days to complete before you gain any bene t, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to
be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with
your GM.
Crafting
You can craft weapons, mods, armor, other equipment and works of art. You must be pro cient with tools related to the object you are trying to create (typically artisan's tools). You
might also need access to special materials or locations necessary to create it. For example, someone pro cient with armorsmith's tools needs a source of power and intense heat in
order to craft armor or install mods.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 500 credits, and you must expend raw materials or omni-gel
worth half the total market value. If something you want to craft has a market value greater than 500 credits, you make progress every day in 500-credit increments until you reach the
market value of the item. For example, Blood Dragon Armor (market value 101,300 credits) takes 203 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have pro ciency with the requisite tools and are working together in
the same place. Each character contributes 1000 credits worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool pro ciency
and the proper facilities can craft the Blood Dragon Armor in 68 days, at a total cost of 50,650 credits.
While crafting, you can maintain a modest lifestyle without having to pay 150 credits per day, or a comfortable lifestyle at half the normal cost.
Practicing a Profession
You can work between missions, allowing you to maintain a modest lifestyle without having to pay 150 credits per day. This bene t lasts as long you continue to practice your
profession. If you are a member of an organization that can provide gainful employment you earn enough to support a comfortable lifestyle instead.
If you have pro ciency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
Recuperating
You can use downtime between missions to recover from a debilitating injury, disease, or poison.
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
End one effect on you that prevents you from regaining hit points.
For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
Researching
The time between missions is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over
the exonet, buying drinks for the locals to pry rumors and gossip from their lips, or paying for information from certain factions like the Shadow Broker Network.
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to nd it, and whether there are any restrictions on
your research (such as needing to seek out a speci c individual, le, or location). The GM might also require you to make one or more ability checks, such as an Intelligence
(Investigation) check to nd clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid, or an Intelligence (Electronics) check to hack
into a database. Once those conditions are met, you learn the information if it is available.
For each day of research, you must spend 100 credits to cover your expenses. This cost is in addition to your normal lifestyle expenses.
Training
You can spend time between missions training with a set of tools. Your GM might allow additional training options.
First, you must nd an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
The training lasts for 250 days and costs 100 credits per day. After you spend the requisite amount of time and money, you gain pro ciency with the new tool.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 88-89
Equipment
Starting Equipment
When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of credits based on your race
and spend them on items from the lists in this section. See the Choose Equipment section of Step-by-step Characters for more information on using racial starting credits.
You decide how your character came by this starting equipment. It might have been an inheritance or goods that the character purchased during his or her upbringing. You might have
been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from
generation to generation until your character nally took up the mantle and followed in an ancestor’s adventurous footsteps.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 43
Armor change
To survive in the galaxy, your character needs to wear armor. Not only does armor abate damage from extremely powerful, futuristic weapons but armor also supplies shield points,
also called shields (outlined below). Luckily, almost all garments in the mass effect world provide some form of protection. Diaphanous night-gowns can even provide a modicum of
protection. Thus, in Mass Effect 5e, almost all operatives are wearing armor and are afforded shield points, unless the player or GM explicitly states your character is not wearing
armor.
Armor Pro ciency. Just like 5th edition, anyone can put on armor. However, only those pro cient in the armor type know how to wear it effectively. Your class gives you pro ciency
with certain types of armor (light, medium, or heavy). If you are wearing 2 or more pieces of armor that you lack pro ciency 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 pro ciency with, you cannot cast spells.
Armor Class (AC). Armor protects its wearer from attacks. The armor you wear determines your base Armor Class.
Shield Points. new All armor chest pieces provide some amount of shield points. See the Shields of the combat section for more information.
Your base AC is 10 and each piece of armor provides an AC bonus depending on its type and placement as listed in the Armor / AC table. Additionally, there are bonuses and
limitations for the combination of armor types you are wearing, explained in the Armor Bonuses and Limitations table.
Heavier Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor Bonuses and Limitations table shows “Str 12” or “Str 16” in the
Strength column for an armor type, the armor reduces the wearer’s speed by 4m unless the wearer has a Strength score equal to or higher than the listed score.
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 +0 +1 +2
Legs +0 +1 +2
Head Unless otherwise listed, headware provides no bonus
Body Armor is considered three pieces (arms, chest, and legs)
Variant: Encumbrance
If you are using the Variant: Encumbrance rules, use the Armor Piece Weights table to determine the total weight of the armor you're wearing.
Armor sets have an armor type (light, medium, or heavy) which you use for calculating your character's AC.
Body Armor is a special type of armor piece that consists of 3 pieces of armor: Chest, Arms, and Legs. Body armor is completely integrated (all or none), therefore, you cannot swap
out pieces from other sets. I.e., if you're wearing the Duelist body armor, you cannot replace the legs from it with the Lockdown Greaves. This rule is, of course, exible, as GMs might
allow this type of tinkering in exchange for time, credits, and/or skill checks.
Set Bonuses are additional bene ts you receive from wearing multiple pieces from the same set, signifying the armors component pieces working together for a uni ed integration.
Armor with the same base name is part of a set, e.g. Colossus [item].
You only receive the bene t once per set and the bene t is end immediately if you fall below the threshold. For example, a set provides +1 AC for wearing 2 of 4 pieces and +1 AC for
wearing 4 of 4 pieces. If you are wearing the head and chest pieces, you gain +1 AC (in addition to any bene ts provided from the set pieces you are wearing). Note: You do not gain
+1 AC for the head and +1 AC for the chest. As soon as you remove either the head piece or the chest piece, you loose the +1 AC.
Don. This is the time it takes to put on armor. You bene t from the armor's AC only if you take the full time to don the suit of armor.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
For characters that want to create unique armor pieces, they can craft or purchase upgradable armor pieces. To craft armor pieces, your character needs to be pro cient with
Armorsmith's or Tailor's tools. Then they must spend the necessary amount of time and omni-gel as listed in the Customizable Armor Costs table. Note: it takes much less time and
resources to craft these basic armor pieces than it does to craft armor sets due to the simplicity of the armor your character is creating.
Characters may instead purchase customizable armor for the cost listed in the Customizable Armor Costs table.
Once you have crafted or purchased your armor piece, it is time to add bene ts to the armor using armor mods. Each piece of customizable armor has a set number of mod slots and
you can add additional slots (up to the maximum) for more time and omni-gel (if crafting) or credits (if purchasing). You must select a mod with a matching armor piece, i.e. chest,
head, legs, or arms.
ARMOR MODS
Imogen wants to create a fancy chest piece for her character Tiiva. She wants to add another mod slot for a maximum of 3 armor mods. Tiiva spends 4 long rests (8
hours in each rest) and 20 omni-gel to create a medium piece of chest armor. Alternatively, she could have spent 30,000 credits to purchase the armor piece. Next
Imogen spends 30,000 credits on the ablative coating mod. She also looted an asymmetric defense layer mod from a previous mission. She spends 2 more long rests
applying those mods, giving her chest armor resistance to piercing damage and +2 AC. She leaves her third slot empty for the time being, hoping to loot another mod
and t it in later.
Weapons change
Your class grants pro ciency in certain weapons, re ecting both the class's focus and the tools you are most likely to use. Whether you favor an assault ri e or a sword, your weapon
and your ability to wield it effectively can mean the difference between life and death while on a mission.
The Weapons List shows the available weapons, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classi ed as
either melee or ranged. A melee weapon is used to attack a target within 2 meters of you, whereas a ranged weapon is used to attack a target at a distance.
Assault Ri es. The most common weapons of the military. These are generally medium-range weapons that deal average damage with a high heat capacity.
Heavy Pistols. The most common gun type in the Mass Effect universe. Simple but effective.
Sub-machine Guns (SMGs). Single-handed, rapid re weapons that have a short range.
Shotguns. Close-range, high-damage blasts.
Sniper Ri es. Precision instruments meant for long range or stealthy combat.
Melee. Used in close-quarters combat. Damage resulting from melee weapon attacks by-pass shields.
Heavy Weapons. Specialty weapons that deal massive amounts of damage. Heavy Weapons do not have a pro ciency requirement.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons List.
Weapon Properties
Property Mechanic
Deals lightning damage. On a hit, deals half of the damage dealt to 1 additional creature within 2m of the hit target. If there is more than one creature within
Arc
2m of the initial target, choose the second target randomly.
Burst 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
Fire Dexterity saving throw or take the weapon's normal damage. This action uses 3 heat.
Double 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 modi er to
Tap the damage of the bonus attack, unless that modi er is negative. The second attack may be on the same or a different target.
When making an attack with a nesse weapon, you use your choice of your Strength or Dexterity modi er for the attack and damage rolls. You must use the
Finesse
same modi er for both rolls.
The number of times a weapon can be red before it must be reloaded. If the weapon has a heat of 1 and you re it, you must reload the weapon with a
Heat
fresh thermal clip before ring it again. Reloading takes an action.
Requires a minimum Strength score of 15. Creatures with a Strength score lower than 15 have disadvantage on attack rolls with heavy weapons as its size
Heavy
and bulk is to cumbersome to use effectively.
Hip Fire When making a ranged attack on a target creature within 2m, you do not have disadvantage on the attack roll.
Light A light weapon is small and easy to handle, making it ideal for use when ghting with two weapons.
Melee Damage resulting from melee weapon attacks by-pass shields.
A weapon that can be used to make a ranged attack has a range in parentheses. The range lists two numbers. The rst is the weapon's normal range in
Range 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.
Reach This weapon adds 2 meters to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
A weapon with the Recoil property generates a lot of kickback when red. You use your choice of your Strength or Dexterity modi er for the attack and
Recoil
damage rolls. You must use the same modi er for both rolls.
Silent Makes no noise when used to make an attack roll.
A weapon with the special property has unusual rules governing its use explained in the weapon notes. Additionally, special weapons cannot be improved by
Special
weapon mods.
Two-
This weapon requires two hands when you attack with it. Takes up 2 weapon slots.
handed
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modi er
Thrown
for that attack roll and damage roll that you would use for a melee attack with the weapon.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two
Versatile
hands to make a melee attack.
Weight The weight in kilograms. Primarily used for the Variant: Encumbrance rule.
Improvised Weapons
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as
broken glass, a table leg, a frying pan, a crowbar, or the arm of a geth.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club (melee weapon). At the GM's option, a character
pro cient with a weapon can use a similar object as if it were that weapon and use his or her pro ciency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee
attack or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 6 meters and a long range of
18 meters. Light improvised thrown weapons have ranges of 10m and 30m, and heavy improvised ranged weapons have ranges of 4m and 12m.
Targeting
Most Heavy Weapons also use the Targeting condition. Targeting means painting the battle eld 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.
You can holster one weapon you're wielding or draw one weapon you're carrying as a free action. This is true for all weapon types. However, to holster one weapon then draw a second
weapon would require an action. But the GM might allow a Sleight of Hand check to see if you can holster and draw at the cost of your bonus action.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 64-68
Mods new
Armor and Weapon mods allow you to upgrade your equipment, providing powerful bonuses. Weapon and armor mods have their own costs. Operatives who are pro cient with
Tinker's tools can craft mods but most can be purchased from your local equipment shop. Once you've acquired your mod, you can install it yourself (if you're pro cient with
Armorsmith's, Tailor's, or Weaponsmith's tools) or you can have an equipment shop install it for you.
Removing Mods
In general, mods cannot be removed. Those pro cient with Armorsmith's, Tailor's, or Weaponsmith's tools may attempt to salvage mods ad the risk of destroying the weapon or armor
and all other installed mods. Equipment shops around the galaxy typically won't offer this service for fear of a lawsuit.
Weapon Mods
Each 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. Additionally, some mods are limited by weapon type. For example, the Stunner mod is only available for
placement on Heavy Pistols and SMGs. You cannot add weapon mods to special or melee weapons.
Armor Mods
Installing armor mods requires you to craft or purchase a piece of customizable armor. See the Creating Armor section above. Each piece of customizable armor has a set number of
mod slots. You must select a mod with a matching armor piece, i.e. chest, head, legs, or arms.
Medi-gel (medical gel) is an all-purpose medicinal salve combining an anaesthetic and clotting agent used by paramedics, EMTs, and military personnel, produced by the Sirta
Foundation. It heals various wounds and ailments, instantly sealing injuries against infection and allowing for rapid healing by having the gel grip tight to esh until subjected to a
frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases.
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 as listed in the Medi-gel Types table.
Armor Capacity: 4
All armor comes standard with a capacity for 4 medi-gel. Some armor and mods allow you to increase this amount.
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
It was discovered that, in an age of kinetic barriers, most re ghts 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 rst 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 ring. Luckily, thermal clips litter modern battle elds and can be obtained
from fallen enemies or found around the environment.
Armor Capacity: 10
All armor comes standard with 10 thermal clip slots. Some armor and mods allow you to increase this amount.
Note: Because thermal clips are so easily attainable, GMs might nd it more manageable to simply not keep track of thermal clips and assume players will always have a steady
supply available to them.
Grenades and mines provide various types of explosive mechanics to use in the heat of combat.
Armor Capacity: 2
All armor comes standard with 2 grenade slots. Some armor and mods allow you to increase this amount.
Higher Marks
Grenades and Mines can range in power from Mark I to Mark X. Each grenade description describes the effect of higher marks. It is recommended that each higher mark costs at
least 1.5 times more credits than the previous mark:
I: 500
II: 750
III: 1,250
IV: 1,800
V: 2,500
VI: 3,800
VII: 5,700
VIII: 8,500
IX: 13,000
X: 20,000
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 where you found it.
Omni-gel new
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
based on the item that was dismantled.
Omni-gel Yield
Equipment Yield
Armor & Weapon Mods, Tools & Kits 1
Heavy Pistols, SMGs, and Head, Leg, and Arm armor 3
Assault Ri es, Shotguns, Sniper Ri es, and Chest Armor 6
Heavy Weapon 10
Omni-gel is composed of common, reusable industrial plastics, ceramics, and light alloys kept in a semi-molten state. It is designed for use with omni-tools to do electronics and
decryption work, make general repairs, and even craft new upgrades. Each "charge" of omni-gel is stored in a canister and is worth 1,000 credits.
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or hack a security system. Your race, class, background, or feats give
you pro ciency with certain tools. Pro ciency with a tool allows you to add your pro ciency bonus to any ability check you make using that tool. Tool use is not tied to a single ability
since pro ciency with a tool represents broader knowledge of its use.
Thus, to make tool pro ciencies more attractive, Xanathar's Guide to Everything added bene ts to combining tools with skills. The rst is that combining a tool with a skill gives the
player advantage when making the skill check. The second bene t is that tools provide additional non-combat features.
Advantage or Added Bene t. When the character combines their tool pro ciency with a skill, they gain additional insight which means the operative either gains advantage on the skill
check or the can gain an added bene t, decided by the GM.
For example, a character that is pro cient with Hacking Tools gains advantage when combining their tool pro ciency with an Intelligence (Investigation) check when utilizing
networked systems (like the exonet) or they might gain an added bene t, such as nding some additional information or key codes.
Unique Skill. Operatives pro cient in a tool have a unique activity they can perform during a sort or long rest. For example, a character pro cient with Armorsmith's Workbench can
craft armor or attempt to remove mods.
Sample Activities. Each tool also has sample activity DCs. These are examples and not an exhaustive list. GMs can adjust DCs or create new activities as they see t. These activities
require a skill check, but the skill used it up to the GM. For example, an operative pro cient with hacking tools can disable a security system. This would likely require an Intelligence
(Electronics) check, but if the security system required splicing wires, it might require a Dexterity (Sleight of Hand) check instead.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 70
Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. The fabrication module can rapidly assemble small three-
dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for eld repairs and modi cations to most standard items, as well as the reuse
of salvaged equipment.
Most omni-tools come with a standard set of functionality, including scanning, remote interfacing, and some fabricator designs. However, there exist in the galaxy a number of
advanced omni-tool programs that are not available for the general population's consumption. These programs tend to be of military design, experimental hacks or deprecated
programs that have been scrubbed from the exonet.
Installation
Some omni-tool programs require an operative to integrate the module into the tool's microframe before the bene ts can be used. This process is called Installation, and certain
programs have a prerequisite for it.
Installation requires an operative to spend a short rest focused on only installing and debugging the program. If the short rest is interrupted, the installation attempt fails. Otherwise, at
the end of the short rest, the operative gains the bene ts of the program.
A program can be installed to only one omni-tool at a time. Almost all programs come with a powerful DRM and security system that prevents the program being installed on multiple
omni-tools or replicated. Interestingly, before the humans were granted an embassy on the Citadel in 2165, the concept of digital rights management was foreign to the other races of
the galaxy. But since 2165, omni-tool programs have been locked down. Attempting to hack the DRM generally has a terrible result.
An omni-tool can only have three programs activated at once. Any attempt to install to a fourth program fails; the operative must rst uninstall the program from their tool (this also
takes a short rest). Once uninstalled, the program can be traded and installed on a separated tool. Additionally, omni-tools can't have more than one copy of a program installed.
Single-Use Programs
Manufacturers and militaries quickly realized it was much easier, cheaper, faster, and (usually) safer to send bits of data rather than physical products, and let fabricators generate the
devices on site using generic materials, like omni-gel. After the advent of omni-tools, a number of industries used this method to ship their products. However, to avoid unauthorized
replication, the programs would scrub themselves once the job was complete.
Omni-tool programs that don't require installation are single-use and cost a number of omni-gel to create the nal product. Once used, the program is completely wiped. As with
installed programs, attempts to recreate these pieces of code can be costly, even deadly.
Unstable Programs
Unstable Programs are entirely experimental, therefore the number of times you can run the program varies widely. In some cases, unstable programs are single-use programs that
are hacked for multiple uses. A GM can create an Unstable Program from a Single-Use program by assigning a die roll (d4, d6, etc) to the number of times the program can be used.
OMNI-TOOL PROGRAMS
Finances
Wealth change
Wealth appears in many forms in a Mass Effect 5e galaxy. Credits, precious metals, trade goods, art objects, animals, and property can re ect your character’s nancial well-being.
Members of the lower classes trade in goods, bartering for what they need and paying taxes in all aspects of life.
Members of the upper-class trade either in legal rights, such as the rights to a mining facility, an asteroid point, or land on an eezo rich planet or in equipment and tech, measuring
tech by pro tability rather than the credits. Only shopkeepers, operatives, and those offering professional services for hire commonly deal in credits.
Currency change
Credits are the only type of currency in Mass Effect. The guideline conversion rate from D&D 5th Edition to Mass Effect 5e is:
1 gp ~= 100 credits
.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 43
Selling Items
Opportunities abound to nd tech, gadgets, equipment, weapons, armor, and more throughout the galaxy. Normally, you can sell your bounty when you return to a civilized planet or
spaceport, provided that you can nd buyers, entrepreneurs, and fencers interested in your loot.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 62
Discounts new
Longtime 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 modi er to Intimidation checks or Paragon modi er for
Persuasion checks. The result of this check adds a modi er to the nal d100 roll (see next step).
Finally, the GM or player rolls a d100 adding the modi er from the previous step. Consult the following table for the resolution.
1d100 Result
<= 10 The shopkeeper is furious that you would attempt to cheat them out of their wares. They will not do business with you 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 one-item discount of 50% off, and a lifetime discount of 20% off.
Lifestyle Expenses
Lifestyle expenses provide you with a simple way to account for the cost of living in the galaxy. 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 mission next calls.
At the start of each week or month (your choice), choose a lifestyle from the Lifestyle 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.
Lifestyle Expenses
Lifestyle Credits/Day
Lifestyle Credits/Day
Wretched -
Squalid 25 credits
Poor 75 credits
Modest 150 credits
Comfortable 250 credits
Wealthy 500 credits
Aristocratic 1,000 credits minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into transit tunnels, huddling in alleyways, and relying on the good
graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your
armor, weapons, and gear, which represent a fortune by their standards. You are beneath the notice of most people.
Squalid. You live in the slums, a condemned building, a repurposed shipping container, or a roach-infested boarding house in the worst part of town. You have shelter from the
elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few
legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a
su cient, though probably unpleasant, experience. Your accommodations might be a room in a rundown apartment, the basement dwelling of a business, or the bunker of a faction.
You bene t from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, thieves, mercenaries,
and other disreputable types.
Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of the city, renting a room in a crowded apartment.
You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, service workers.
Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a nice apartment in a middle-class
neighborhood or in a small townhouse. You associate with shopkeepers, skilled tradespeople, and military o cers.
Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a
lifestyle comparable to that of a highly successful small business owner, a politician, or a doctor. You have respectable lodgings, usually a spacious home in a good part of town or a
comfortable suite at the top level of an apartment building. You likely have a small staff of workers to maintain your home or run day to day errands.
Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a mansion in the
nicest part of town or a luxurious suite. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have workers attending to your every need. You receive
invitations to the social gatherings of the rich and powerful and spend evenings in the company of politicians, community leaders, and other elite persons. You must also contend with
the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.
Self Su ciency
The expenses and lifestyles described here assume that you are spending your time between adventures on an advanced planet in a city or town, availing yourself of whatever
services you can afford - paying for food and lodging, paying skilled workers to mend your armor or service your weapons, and so on. Some characters, though, might prefer to spend
their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out
the equivalent of a poor lifestyle. Pro ciency in Survival the skill lets you live at the equivalent of a comfortable lifestyle.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 72-73
The following tables 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
Item Credits
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
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 72-73
Vehicles
Concept
Unlike in traditional 5e fantasy settings, in the Mass Effect universe, players and GMs can expect to be both frequently and actively involved in the operation of modes of
transportation beyond animal mounts, wagons, and sailing ships. This module is intended to be a “bolt-on” set of rules to use in ME5e campaigns where signi cant playtime is
dedicated to the use of vehicles, both for travel and combat. If your campaign only uses vehicles as a narrative bridge or as “set dressing” you do not need to include these rules in
your game.
Transports vs Starships
All vehicles are broadly categorized as either a transport or a starship. A transport can be any of a wide range of vehicles from a single-person ATV or motorbike to an armored
personnel carrier to a small shuttle or orbital star- ghter. Starship refers to (typically larger) vessels designed to travel in deep space between planets. A general rule-of-thumb is that
if a vehicle can travel from one world to another, either by means of an FTL drive or a mass effect relay, it is a Starship. Otherwise, it’s probably a transport.
A notable exception is the UT-47 Kodiak drop shuttle featured through the Mass Effect series. This vehicle, and others like it, can be considered both a “transport” and a
“starship”, depending on the context.
Basic Information
Armor Class
AC for vehicles works exactly the same as in the basic 5e rules.
Shield Points
Shields for vehicles and starships work generally the same as in the main ME5e rules, with a notable exception: Vehicle shields can only be regenerated in combat when players
attempt the Restore action (explained later in this section).
Speed
For vehicles, speed is relative to other vehicles and is represented as a static number not as meters. For the purposes of combat, it represents the number of playmat spaces the
vehicle can move on its turn when moving at a normal pace.
Range
Range represents how far the vehicle can travel in one 24 period. For starships, range is used in conjunction with the Galaxy Map. Each line indicates the travel time between star
systems, which you subtract from the starships range. Travel to planets within a star systems costs 1 range. You can read more about range for starships in the Traveling the Galaxy
section
Minimum Crew
The number of crew required for the vehicle to operate. In some cases, at the GM’s discretion, it may be possible to operate a vehicle with less than the minimum required number of
crew. Rolls made to operate vehicles in these conditions will most likely be made at disadvantage, again at the GM’s discretion.
Crew Capacity
The total number of sentient organisms that a ship can accommodate. This is a combination of active crew and any passengers. In some cases, this number can be expanded by
using cargo capacity, below.
Cargo Capacity
How much “stuff” a vehicle can hold. This is measured in Megagrams (also known as a “tonne” or “metric ton”).
This will be rounded to the nearest 0.5 mg (500 kg). When calculating cargo capacity, we suggest using this as a guideline to estimate cargo capacity rather than getting bogged down
in speci c calculations. For points of reference, a small hatchback car weighs just over 1 Mg while the largest tanker ships in the world have a capacity of over 200,000 Mg.
Systems
Systems refer to a number of semi-independent functions that make-up the overall operation of a vehicle. These are things like navigation, communications, weapons array, etc. These
are used to simulate the cooperative effort involved in operating larger, complex vessels, and player characters will often be called upon to make skill-based rolls to operate these
individual systems. Generally speaking, small vehicles, especially those with only a single crew member, will not have designated systems.
Weapons
Weapons, in many cases, will refer to a speci c system or systems on a vehicle. Vehicle-mounted weapons will typically have a multiplier after their damage roll to represent how
powerful they are. For example, a cruiser’s mass accelerator cannon has a damage roll of 2d6[x100] and an M35 Mako’s coaxial machine-gun has a damage roll of 2d6[x10]. In these
situations, you roll and add damage dice and any bonuses as usual. After you have determined your result, multiply the total by the amount indicated. In our example, if both weapons
roll a 7 for their damage, the cruiser deals 700 damage and the Mako deals 70.
Size
Most transports use the standard size categories: Small, Medium, Large, Huge, or Gargantuan. However, starships can become truly colossal and have 4 additional categories.
Frigates are light transport vehicles, usually used for exploration, transportation of small squads, privately funded excursions, or stealth transport. The Normandy is an example of a
frigate. Frigates can land on planets and typically host a crew of 5-20.
Cruisers are middleweight ships that can either transport large amounts of supplies from place to place or focus on repower. Military cruisers tend to be the front-line of the battle
and have powerful weapons, shields, and armor. Cruisers typically have crews of 20 - 100 and are able to land on planets.
Carriers, also called freighters, are large ships meant to carry transports (star ghters and dropships). Carriers are primarily military in nature though some venture capitalists have
used carriers for mining operations and colonizing efforts. Carriers are typically weak in combat, being slow and lacking much repower or shielding. Instead, carriers utilize their
transports for offense and defense. Carriers are built in space and are too large to land on planets (purposefully). Instead, most carriers use drop ships for planetary exploration.
Carriers can support crews in the hundreds.
Dreadnoughts are the largest class of ship, generally a kilometer or more long with incredible repower that’s harnessed in the main cannon which is able to decimate entire cities,
squads of enemy ghters, and other dreadnoughts. Dreadnoughts are meant for extended life in space, usually hosting a crew in the thousands and a self-sustaining ecosystem of
shops, leisure activities, police force, politics, etc. Think of dreadnaughts as a small town oating through space. The arks of Andromeda were dreadnoughts as are the Liveships that
the quarian race inhabits. The ships are so costly to make that the total number of dreadnoughts in the Milky Way is less than 200 with most races having only one or none. It’s
impossible to land Dreadnoughts on planets safely.
Cost
The costs listed for vehicles represent their market value. Some vehicles, instead, are military meaning the vehicles cannot be purchased on the open market. Instead, characters will
need inside connects, the black market, or luck to acquire these vehicles.
CR
Transports have a CR between 0 and 30, which is based on its hp, ac, and damage. Starships have a + symbol after their CR, which indicates that this CR is a relative representation
based on other starships. It is unlikely that operatives will destroy a starship with traditional weapons. Instead, they'll likely have to use other vehicles. For example, a starship with a
CR of 12+ has the same XP reward as a level CR creature when the operatives destroy it using other vehicles. If operatives did manage to destroy the vehicle using traditional means,
we recommend providing XP equal to the standard amount multiplied by 10. For example, a cr 12 creature provides 8,400 XP. If players destroyed this with traditional means, the GM
can reward 84,000 XP.
Systems
Systems are the semi-independent functions that make-up the overall operation of the vehicle. But systems also refer or a "place" within the vehicle where crucial operations must be
performed. For example, to pilot the vehicle, you typically have to be at the helm, and to re the weapons, you have to be at the terminal that controls the cannons or targeting system.
In some cases, a vehicle might have a combined system, e.g. Helm/Navigation/SSC. When two or more systems are combined, operatives can access their functions from a single (or
sometimes multiple) locations.
Helm
The helm is the pilot seat. Players at the helm are able to take the Maneuver action, which can temporarily increase the AC of their starship or vehicle, representing the pilot’s ability to
evade oncoming attacks.
Navigation
A starships navigation system is necessary to plot jumps between Mass Effect Relays. More about using your ships navigation can be found in the Travelling the Galaxy section
below.
Weapons
Players must be at the weapons system to take the Attack action in combat. Weapon damage for vehicles has a x10 modi er. Starships have a x100 modi er.
Drive
The drive and engineering deck are the heart of the ship. Damage to a ship’s drive can render it immobile and shut down other vital systems. Players at the Engineering system can
attempt the Restore action in combat.
Some systems provide a list of Downtime Activities, meaning players can participate in one of the Downtime Activity listed while on board the ship during a long rest. The Downtime
Training has a list of tool and/or weapon pro ciencies that can be learned from participating in the Downtime Activity: Training.
Adding a new system or installing an upgrade takes 8 hours of uninterrupted work. You can either pay a skilled hireling for a days work or you can make the upgrades yourself.
Ship Upgrades
Name System Cost Prerequisite Effect
Advanced
Mineral SSC 150,000 - +5 to Intelligence (Investigation) checks when scanning a celestial body for minerals
Scanner
Advanced Ship
SSC 50,000 - +1 bonus to Scan rolls
Scanner I
Advanced Ship Advanced Ship
SSC 50,000 +2 bonus to Scan rolls
Scanner II Scanner I
Advanced Ship Advanced Ship
SSC 50,000 +3 bonus to Scan rolls
Scanner III Scanner II
Advanced Ship Advanced Ship
SSC 50,000 +4 bonus to Scan rolls
Scanner IV Scanner III
Advanced Ship Advanced Ship
SSC 50,000 +5 bonus to Scan rolls
Scanner V Scanner IV
Advanced
Targeting Weapons 50,000 - +1 bonus to weapon attack rolls
System I
Advanced Advanced
Targeting Weapons 75,000 Targeting System +2 bonus to weapon attack rolls
System II I
Advanced Advanced
Targeting Weapons 100,000 Targeting System +3 bonus to weapon attack rolls
System III II
Advanced Advanced
Targeting Weapons 125,000 Targeting System +4 bonus to weapon attack rolls
System IV III
Advanced Advanced
Targeting Weapons 150,000 Targeting System +5 bonus to weapon attack rolls
System V IV
Acts as a Weapon and Armor workbench for the purposes of installing equipment mods
Armory Special 350,000 - (weapons and armor). Downtime Activity - Crafting, Training (armorsmith’s workbench, tailor’s
tools, tinker’s tools, weaponsmith’s workbench)
Auxillary
Drive 500,000 - +1 range and +1 bonus to Restore rolls
Power Cells I
Name System Cost Prerequisite Effect
Auxillary Auxillary Power
Drive 500,000 +2 range and +2 bonus to Restore rolls
Power Cells II Cells I
Auxillary Auxillary Power
Drive 500,000 +3 range and +3 bonus to Restore rolls
Power Cells III Cells II
Auxillary Auxillary Power
Drive 500,000 +4 range and +4 bonus to Restore rolls
Power Cells IV Cells III
Auxillary Auxillary Power
Drive 500,000 +5 range and +5 bonus to Restore rolls
Power Cells V Cells IV
When you succeed on a Hard Maneuver, characters on board your ship have advantage on their
Crash Couches Special 125,000 -
Constitution saving throw.
Advantage on Investigation and History checks made while onboard. Downtime Activity -
Exonet Array Special 150,000 -
Practice a Profession, Research, Training (hacking tools)
Starts as a level 1 NPC with a pro ciency bonus of +2. When you take the Defer action in
Experimental starship combat, add the AI's pro ciency bonus to the roll. After a starship encounter, divvy up
- 1,000,000 -
AI experience among all players and the AI. The AI's level and pro ceincy bonus increases at the
same rate of a player character.
Extended Fuel
Special 150,000 - Your fuel capacity is equal to your ship's range multiplied by 6.
Cells
Once per round, the GARDIAN system targets up to 4 transports within range (~ 1km), dealing
GARDIAN - 3,000,000 - 250 (1d4[x100]) radiant damage to each target. This can also be used as a reaction to a torpedo
or missile attack, immediately nullifying the attack.
GEB Mobius
EWS 75,000 - +1 to Harden and Sabotage rolls.
Algorithm
Heavy Ship
- 300,000 - +1 AC
Armor I
Heavy Ship Heavy Ship Armor
- 350,000 +2 AC
Armor II I
Heavy Ship Heavy Ship Armor
- 425,000 +3 AC
Armor III II
Heavy Ship Heavy Ship Armor
- 525,000 +4 AC
Armor IV III
Heavy Ship Heavy Ship Armor
- 650,000 +5 AC
Armor V IV
Luxury When you roll a d6 to determine how many crew become disgruntled, subtract 1 from the roll.
Special 50,000 -
Kitchen. Downtime Activity - Training (brewer’s supplies, chemist’s supplies, cook’s utensils)
When onboard the ship, players that expend a hit die on a short rest gain the maximum possible
Medbay Special 300,000 -
hit points. Downtime Activity - Practice a Profession, Training (medical kit)
Multi-
directional Helm 200,000 - +1 Speed and +1 bonus to Maneuver and Hard Maneuver Rolls
Thrusters I
Multi-
Multi-directional
directional Helm 40,000 +2 Speed and +2 bonus to Maneuver and Hard Maneuver Rolls
Thrusters I
Thrusters II
Multi-
Multi-directional
directional Helm 80,000 +3 Speed and +3 bonus to Maneuver and Hard Maneuver Rolls
Thrusters II
Thrusters III
Multi-
Multi-directional
directional Helm 120,000 +4 Speed and +4 bonus to Maneuver and Hard Maneuver Rolls
Thrusters III
Thrusters IV
Multi-
Multi-directional
directional Helm 200,000 +5 Speed and +5 bonus to Maneuver and Hard Maneuver Rolls
Thrusters IV
Thrusters V
Multicore
- 175,000 - +50 shields for each Milticore Shielding installed. Maximum 10.
Shielding
Quantum
GEB Mobius For each Quantum Computing Processor installed, gain an additional +1 to Harden and
Computing EWS 300,000
Algorithm Sabotage rolls. You can have up to 4 QCPs installed
Processor
When you roll a d6 to determine how many crew become disgruntled, subtract 2 from the roll.
Rec Room Special 100,000 -
Downtime Activity - Training (disguise kit, gaming set, musical instrument, painter’s supplies)
Thanix Cannon - 2,000,000 - Recharge (4-6). 2600 (4d12[x100]) lightning damage
VR Training Special 30,000 - Downtime Activity - Training (any starship system, vehicles)
Weapon Range Special 75,000 - Downtime Activity - Training in additional weapon pro ciencies
Maintaining Systems
Every system requires maintenance, and vehicle systems are no different. For larger vehicles, like starships, your maintenance is generally performed by your crew. Every system
requires at least 16 hours of maintenance per month. Maintenance can be performed by a skilled hireling for 3000 credits over 2 long rests, or over time by a dedicated crew member
(as discussed below).
Replacing systems
If a system breaks and must be replaced, you lose any upgrades to that system and must purchase a new one for 300,000 credits.
All starships require some amount of crew to remain functional and the more systems your ship has the more crew it will need. The minimum crew attribute of your ship indicates the
number of people you need to operate and maintain the ship. Every minimum crew member is linked to at least 1 starship system.
Roleplaying Crew
You can treat crew as NPCs or as an abstract number. Though we highly suggest the former. Crew do not require a stat block; a name, description, and alignment are generally
enough.
Operatives as Crew
Characters may instead choose to take the role of a crew member and perform the duties that a hired NPC would do. However, to do this requires the character to spend their free
time performing the duties that the crew member would have done. The character must also be pro cient in the system they want to maintain. Special systems (like the rec room or
med-bay) do not require a pro ciency and combined systems only require to be pro cient in one of the systems that are combined.
An operative that chooses to take on the role of a crew member must spend at least 1 long rest per month maintaining the system.
Paying Crew
Your crew expects to live a modest lifestyle. The owner(s) of the ship must pay each crew member 150 credits per day. At the end of each month, multiply your required crew by 150
and again by 30. If you cannot pay the total amount, you either pay none of it (at which point all members crew become disgruntled) or you pay all of it and roll a d6. The result is the
number of crew that become disgruntled.
Failure to spend a long rest at port can potentially cause your crew to become disgruntled. Every time you skip a day at port, roll a d6. The result is the number of crew that become
disgruntled.
Disgruntled Crew
Disgruntled crew cause problems. They get in ghts, slack off, leave for better jobs, and may even mutiny! When you start a long rest on board your ship, if you have at least 1
disgruntled crew member, roll a d20, add the number of disgruntled crew on board to the roll. Then consult the Disgruntled Crew table.
Disgruntled Crew
d20 + number of disgruntled crew Result
1-5 Nothing happens.
6-8 A ght breaks out between two crew members. Another member of your crew becomes disgruntled.
9 - 11 One of your disgruntled crew quits the next time you’re at port.
12 - 13 A crew member starts an private email chain that infuriates the other crew. Two additional crew become disgruntled.
14 - 15 All of your disgruntled crew quit the next time you’re at port.
A crew member forgets to service their system. You must pay 3,000 credits before you can use it again. (If this is the Drive, you
16 - 17
ship cannot move between systems)
A crew member sabotages their system. You must pay 20,000 credits before you can use it again. (If this is the Drive, you ship
18 - 19
cannot move between systems)
20 + The crew mutinies. They all become hostile and attack your party.
Fire the disgruntled crew member. You will need to nd a replacement for that crew member's system. At the GM's discretion, this may also cause more crew to become
disgruntled.
Throw the crew member out an airlock. You will need to nd a replacement for that crew member's system. In addition, roll a d6. The result is the number of additional crew that
become disgruntled due to your actions. Note: advisable when a majority of the crew is disgruntled. Best practices suggest throwing the entire crew out the airlock in these
situations and hiring entirely new at a port.
Provide bonus pay equal to one week's salary (1,050 credits)
Provide an extended stay at a port (2 long rests worth)
If your group has created NPCs for each of your crew, the GM might add new ways for the crew to become disgruntled. If you ignore a distress signal, a good crew member might
become disgruntled. Of if you hand over a large cache to the authorities, a chaotic or evil crew member might become disgruntled. Additionally, the GM can adjudicate other creative
ways to make disgruntled crew contented again. Some may like music, some games and your characters can roleplay situations that result in a pleased crew member.
Starship Combat
Vehicle combat works similarly to standard creature combat. Each player rolls initiative as normal. Each enemy vehicle also rolls initiative, with any NPCs on board those vehicles
acting on the vehicles initiative count. Vehicles do not add any bonus to their initiative rolls. You may use the vehicles’ speed to break ties between vehicle rolls.
The primary difference in starship combat is that operatives on board a starship have an additional list of actions they can make on their turn. Most actions require the player to be
stationed at the necessary system. When an encounter begins, operatives may choose to “Report to battle stations” and place themselves at a speci c system.
Starship Actions
Attack - Weapon System
Make a ranged attack roll. Do not add your pro ciency bonus unless you are pro cient with Starship Systems (Weapons).
Maneuver - Helm
Make a DC 15 Dexterity (Vehicle Handling) check. On a success, your ship’s AC increases by an amount equal to half its speed score until the start of your next turn.
Repair - Anywhere
Make a DC 15 Intelligence (Engineering) check. On a success, you patch some damage done to your ship, restoring 50 hit points.
Advanced Repair - Anywhere
Make a DC 20 Intelligence (Engineering) check. On a success, you manage to repair major damage, restoring 150 hit points.
Restore - Drive
Make a DC 15 Intelligence (Engineering) check. On a success, you’re able to reroute power to your shields, restoring 100 shield points.
Harden - EWS
Make a DC 10 Intelligence (Electronics) check. On a success, you harden the security of your EWS until the start of your next turn. While hardened, any attempt to sabotage your ship
will have disadvantage.
Sabotage - EWS
Choose a target from the table below and make an Intelligence (Electronics) check. The DC of this check and its effect on a success is determined by the chosen target. You must
choose your target before making your Intelligence check.
Target DC Effect
SSC 10 Target cannot take the Scan action until the start of your next turn.
Helm 12 Target has disadvantage on Maneuver and Hard Maneuver checks until the start of your next turn.
Weapons 20 Target has disadvantage on Attack and Targeted attack rolls until the start of your next turn.
Scan - SSC
Make a DC 15 Intelligence (Investigation) check as your peruse the logs of incoming ship data. On a success, you may ask one question about a target ship. The GM must answer this
question honestly.
Flee - Navigation
Make a DC 14 Intelligence (Science) check to plot a course away from battle. On a success, you may enter FTL and ee the battle. Combat immediately ends and you move to a
system within your ship’s range.
Move - Anywhere
Use your Action to move to a different Starship System.
Help - Anywhere
Use your Action to Help a friendly creature use a Starship System. You must be located at the same system as the creature. The creature gains advantage the next time it takes an
action with the starship system.
Defer to VI - Anywhere
Use your Action to defer to the ship’s onboard VI. You may have it take any of the Starship System actions. When you do so, roll a d20 to make the check or attack. You cannot add any
modi ers or bonuses to the roll.
Travel
For example, Earth is a planet in the Sol System, which is the only system in the Local Cluster. Tuchanka (the homeworld of the Krogan) is part of the Aralakh System, which is one of
3 systems in the Krogan DMZ cluster.
Note on names: You may wonder why the names aren’t more “alien”. Our best guess is that the names are either part of a human-centered database (in which names were provided to
the entries by humans), or that the names have been translated into similar human-cultured counterparts. For example, the Athena Nebula is home of the Asari, a race of androgynous
beings that associate themselves to a female gender. Thus the nebula’s name (in Asari) might be a cultural gure, turn-of-phase, or mystical entity that is best represented as Athena
in human culture.
Space Transports
There four types of transports in the game: land, water, air, and space. To leave a planet or move between planets in a system requires a space transport. For simplicity's sake, travel
within a system (from any celestial body to another) takes less than 24 hours. Using the Sol system as an example, a party could leave Earth and arrive at Io, Europa, Pluto, or Sol’s
Mass Relay within 24 hours. The GM can adjust this time as they see t. A rickety ship might move more slowly and require many stops at moons and planets along the way. A very
fast ship might make the journey from Earth to Pluto within a few hours.
Leaving a planet
The time it takes to leave a planet varies widely based on how regulated space tra c is on that planet. On urban worlds like Thessia or the Citadel, it can take as long as 2-4 hours to
orbit and dock. On uninhabited worlds, your ship can land and leave as quickly as the pilot is capable. This can take as little as a few minutes. Finding a safe place to land might take a
little longer.
Starships
To travel from system to system, or cluster to cluster, your party will need to use a starship. Every starship has a range attribute which represents the number of system and cluster
jumps it can make in a 24 hour period. Traveling between systems in a cluster or jumping from one cluster to another takes 1 range.
Traveling between systems is the same as traveling between planets. You can move to any other system within a cluster and it costs 1 range. A starship with 3 range that starts on
Tuchanka can leave the planet an arrive in Nith (another system in the Krogan DMZ cluster) within 24 hours. The same starship (with a range of 3) could also leave Turchanka, y to
the Nith system, then to the Dranek system (also in the Krogan DMZ cluster), and back to the Aralakh system within a 24 hour period. If the ship was making stops on planets in each
system, it would likely take longer as the ship enters and leaves orbit.
Traveling between clusters requires a Mass Relay. Mass Relays are mass transit devices scattered throughout the Milky Way, forming an enormous network that allows interstellar
travel. There is only one Mass Relay per cluster, located in a single system which is marked with a * on the map. To travel from cluster to cluster, you must rst travel to the system
that contains the mass effect relay. Then you can jump to another cluster.
Mass Relays are connected as a network, but travel between relays might require additional jumps. I.e., unlike travel between planets and systems, you can only move between
clusters following the lines on the map.
EXAMPLE TRAVEL
The party has been searching for a Prothean device in the Carbonaceous Asteroid (Phoenix system, Argos Rho cluster). To collect their reward, they must return the
device to a fence on the Citadel.
In this example, the party has requisitioned a starship with a range of 2. It takes 1 range to move from the Phoenix system to the Hydra system which contains the Mass
Relay for the Argos Rho cluster. Then it requires 2 Mass Relay jumps (Argos Rho > Horse Head Nebula > Serpent Nebula), arriving in the Widow system where the Citadel
is located. For our group, this would take as little as 24 but no more than 48 hours to complete the journey.
Variant Rules
Variant: Navigation
As a GM, you can choose whether or not exploration & navigation are an essential component. If not, you can assume that every ship has a full list of star maps and travel from cluster
to cluster and system to system is as easy as punching in coordinates.
However, if you'd like to provide more of a challenge, you can have your players use the Navigation starship system to navigate the galaxy. With this rule, have your players make an
Intelligence (Science) check before any planned travel, representing the plotting of a course. The DC of this roll is either 12 (for known locations) or 18 (for unknown). On a success,
the characters arrive at the location as normal, but it takes twice as much time and fuel on a failure. You can also impose other consequences such as pirates, disgruntled crew, or
ship damage.
Whether or not the characters know of a location is dependent on Star Maps. You may choose to break up star maps by Sectors (the large groupings of clusters) or by clusters.
On a success, you can spend a long rest mining the area. Roll a die based on how rich the planet is, and gain that many units of the element.
Elements
Mining Results
Scarce d4
Poor d6
Moderate d8
Abundant d10
Rich d12
Variant: Fuel
Fuel in Mass Effect 5e is an abstract concept. Most ships can mine and create fuel using on-board fabricators as it travels the Galaxy. Fuel is represented by the range of the ship
(how far it can travel in 24 hours). If you would like to keep track of fuel, the GM can use the following Variant: Fuel rules.
Your "tank" capacity is equal to your ship's range multiplied by 3. Each time you expend 1 range, you also expend 1 charge from your tank. You can either spend a long rest on an
asteroid or planet mining fuel or you can refuel at a spaceport. To mine fuel use the Variant: Mining rules above. On a success, roll a d8 and regain that many charges.
Alternatively, you can pay to refuel at a spaceport. The average rate is 1,000 credits per charge in your tank, but this might increase or decrease based on the port.
VEHICLE LIST
The Vehicle List above provides a short list of vehicle examples for you to use in your campaign. However, it is encouraged that you and/or your GM create vehicles of their own to use
in your campaign. Use the following guidelines when creating your vehicle.
Create a concept
First, you'll want to create a concept for your vehicle. What is its main purpose (defense, offense, transport, smuggling, etc)? What race(s) are associated with the vehicle? Is it unique
or mass produced? What does it look like? What size is it?
If you're looking for inspiration, check out Euderion's vehicle creations on DeviantArt.
Name
Next, you'll need a good name for your vehicle. Mass produced vehicles typically have some sort of manufacturing number combined with a codename or nickname. If your vehicle is
a unique creation, it might have a symbolic name.
Vehicle Type
The vehicle type should be either transport or starship. If you've selected transport, designate which transport type it is: land, sea, air, or space. Some transports can have multiple
types.
Size
If you're creating a transport, choose the size from standard sizes: Medium, Large, Huge, Gargantuan. For starships, choose one of Frigate, Cruiser, Carrier, or Dreadnought.
Speed
A vehicles speed is somewhat abstract. Mechanically, it represents the number of playmat spaces it can move in one turn. This assumes the vehicle is moving an average pace and
slow enough to turn and maneuver. Speed should range from 1 to 15.
Range
For transports, range is the number of kilometers the vehicle can travel within 24 hours. This calculation should also take its battery or fuel capacity into account.
For starships, the range is calculated as ftlu (faster than light units). Essentially how many Mass Effect Relay jumps or system to system travel it can complete in 24 hours.
Cargo
How many tonnes can the ship carry? Try thinking about how many mid-size cars can t into the vehicle or the vehicle tow, this is its Cargo capacity.
Cost
What is the market rate of the vehicle? It might be that the vehicle is military and not sold on the open market.
AC
How durable is your vehicle's armor? Or how di cult is it to hit? ACs for vehicles generally range from 10 - 25.
HP & SP
Use the following table to nd the average hull points and shield points. You should adjust the average based on the concept of your vehicle. Was it made for defense? Add more HP.
Does it has a state-of-the-art drive, add more SP.
Type HP SP
Transport 150 50
Systems
Next, you'll want to decide how many systems your vehicle has. You can either make combined systems (for smaller vehicles) or have individual systems (for large starships). A
system might be so advanced that it requires multiple crew member to maintain.
Crew
Minimum
To nd the minimum crew, add the number of crew needed for each of the systems.
Maximum
The maximum crew is generally based on the size of the vehicle
Medium 1
Large 2-3
Hugh 6-8
Gargantuan 10-20
Type Max Crew
Frigate 20-30
Cruiser 30-100
Carrier 100-1000
Dreadnought 1000+
Weapons
Decide what weapons are equipped on the vehicle. For transports, damage rolls are multiplied by 10 and by 100 for starships. It's also ok for the vehicle to have no weapons.
CR
To calculate the CR, you'll need access to the Monster Statistics by Challenge Rating table in the Dungeon Master's Guide, pg. 274.
Offensive CR
First, nd the offensive CR by calculating the average of all the damaging attacks. If this is a starship, additionally divide the average by 10. Then nd the CR associated with that
damage on the Monster Stats table.
Defensive CR
Next, nd the defensive CR by adding the hull point and shield points together. If this is a starship, additionally, divide the sum by 10. Then nd the CR associated with that hit point
value on the Monster Stats table. If the AC is greater than the AC on the Monster Stats table, increase the defensive CR by 1 for every 2 points above the target AC.
Final CR
The nal CR is the average of the offensive and defensive CR, rounded up. If this is for a starship, notate a + symbol beside the CR.
Transport example:
AC: 20
HP: 250
SP: 0
Attacks: 35 & 55
Offensive CR = (35 + 55) / 2 = 45, corresponds with a CR of 7
Defensive CR = 250 + 0 = 250, corresponds with a CR of 12. However, the target AC for CR 12 is only 17. So the nal Defensive CR becomes 13 (+1 because the AC is 20).
Final CR = (13 + 7) / 2 = 10
Starship example:
AC: 25
HP: 2500
SP: 600
Attack: 1100 & 900
Offensive CR = ((1100 + 900) / 2) / 10 = 100, corresponds with a CR of 16
Defensive CR = (2500 + 600) / 10 = 310, corresponds with a CR of 16. However, the target AC for CR 16 is only 18. So the nal Defensive CR becomes 19 (+3 because the AC is 25).
Additional Details
Finally, write a short description about your vehicle and notate if it has any special abilities, additional systems, or available system slots.
A typical combat encounter is a clash between two sides, a urry of bullets, energy weapons, ducking behind cover, slinging biotic and tech spells. The game organizes the chaos of
combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is
determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the ght continues to the next round if neither side has defeated
the other.
Surprise
A team of operatives sneaks up on a patrolling cerberus squad, springing from behind cargo crates to attack them. A varren slinks in the shadows, unnoticed by the operatives until
the varren attacks one of them. In these situations, one side of the battle gains surprise over the other.
The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of
anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the
encounter.
If you're surprised, you can't move or take an action on your rst turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the
other members aren't.
Initiative
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes
one roll for an entire group of identical creatures, so each member of the group acts at the same time.
The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act
during each round. The initiative order remains the same from round to round.
If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is
between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going rst.
Your Turn
On your turn, you can move a distance up to your speed and take one action. You decide whether to move rst or take your action rst. Your speed - sometimes called your walking
speed - is noted on your character sheet.
The most common actions you can take are described in the "Actions in Combat" section below. Many class features and other abilities provide additional options for your action.
The "Movement and Position" section gives the rules for your move.
You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in
"Actions in Combat."
Bonus Actions
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows an in ltrator to
take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise
don't have a bonus action to take.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
You choose when to take a bonus action during your turn, unless the bonus action's timing is speci ed, and anything that deprives you of your ability to take actions also prevents you
from taking a bonus action.
You can communicate however you are able, through brief utterances and gestures, as you take your turn.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride
toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some items and other special objects always require an action to use, as stated in their descriptions.
The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably
expect you to use an action to open a stuck door or turn a push a large crate into a covering position.
Reactions
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your
turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.
When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the
reaction.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 90-91
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However
you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
For example, if you have a speed of 10 and a ying speed of 20 because you're wearing a jetpack, you could y 10 meters, then walk 4 meters, and then leap into the air to y 6 meters
more.
Di cult Terrain
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases - the setting of a typical ght contains di cult
terrain.
Every meter of movement in di cult terrain costs 1 extra meter. This rule is true even if multiple things in a space count as di cult terrain.
Low furniture, crates, trash cans, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of di cult terrain. The space of another creature, whether hostile or not, also
counts as di cult terrain.
Being Prone
Combatants often nd themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop
prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 10 meters, you
must spend 5 meters of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.
To move while prone, you must crawl. Every foot of movement while crawling costs 1 extra meter. Crawling 1 meter in di cult terrain, therefore, costs 3 meters of movement.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later.
Flying Movement
Flying creatures enjoy many bene ts of mobility, but they must also deal with the danger of falling. If a ying creature is knocked prone, has its speed reduced to 0, or is otherwise
deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by biotics, such as by the y spell.
Creature Size
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the
same size categories.
Size Category
Size Space
Tiny 1m by 1m
Small 2m by 2m
Medium 2m by 2m
Large 4m by 4m
Huge 8m by 8m
Gargantuan 10m by 10m
Space
A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 2 meters wide, for example, but
it does control a space that wide. If a Medium asari stands in a 2‐meter-wide doorway, other creatures can't get through unless the asari lets them.
A creature's space also re ects the area it needs to ght effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming
Medium combatants, eight creatures can t in a 2-meter radius around another one.
Because larger creatures take up more space, fewer of them can surround a creature. If ve Large creatures crowd around a Medium or smaller one, there's little room for anyone else.
In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 91-92
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success
or failure.
Attack
The most common action to take in combat is the Attack action, whether you are swinging a sword, ring a gun, or brawling with your sts.
With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the soldier, allow you to make more than one attack with this action.
Cast a Spell
Spellcasters such as engineers and adepts have access to biotics or tech powers and can use them to great effect in combat. Each spell has a casting time, which speci es whether
the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1
action, so a spellcaster often uses his or her action in combat to cast such a spell.
Dash
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modi ers. With a speed of 10 meters, for example,
you can move up to 20 meters on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 10 meters is reduced to 6 meters, for instance, you can move up to
12 meters this turn if you dash.
Disengage change
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. In Mass Effect 5e, the Disengage action can also kick off your shield
regeneration, detailed later.
Dodge change
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker,
and you make Dexterity saving throws with advantage. You lose this bene t if you are incapacitated or if your speed drops to 0.
Help
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to
perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 2 meters of you. You feint, distract the target, or in some other way team up to make your ally's attack more
effective. If your ally attacks the target before your next turn, the rst attack roll is made with advantage.
Hide change
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding.
If you succeed, you gain certain bene ts, as described in the "Unseen Attackers and Targets" section later.
Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your
reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed
in response to it. Examples include "If the Blue Suns grunt steps on the conveyor belt, I'll push the button that starts it," and "If the rachni steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger nishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1
action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on
the singularity spell and ready lance, your singularity spell end, and if you take damage before you release lance with your reaction, your concentration might be broken.
Reload new
All guns have a heat property which indicates the number of times it can be red before the thermal clip must be exchanged. 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.
Why is this a variant rule? Although there are class features and weapon mods that allow you to reload as a bonus action, this variant rule gives all classes a potential chance to
reload as a bonus action. In turn, this increases the number of potential rolls per combat, which can be cumbersome and distracting. It's up to the GM and players to decide if this rule
is right for their group.
Search
When you take the Search action, you devote your attention to nding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check
or an Intelligence (Investigation) check.
Use an Object
You normally interact with an object while doing something else, such as when you draw your weapon as part of an attack. When an object requires your action for its use (such as
throwing a grenade), you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 91-92
Making an Attack
Whether you're striking with a melee weapon, ring a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.
2. Determine modi ers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities,
and other effects can apply penalties or bonuses to your attack roll.
3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in
addition to or instead of damage.
If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
Attack Rolls
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modi ers. If the total of the roll plus
modi ers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.
_Ability Modi er. The ability modi er used for a melee weapon attack is Strength, and the ability modi er used for a ranged weapon attack is Dexterity. Weapons that have the nesse,
thrown, or recoil property break this rule. Some spells also require an attack roll. The ability modi er used for a spell attack depends on the spellcasting ability of the spellcaster.
Pro ciency Bonus. You add your pro ciency bonus to your attack roll when you attack using a weapon with which you have pro ciency, as well as when you attack with a spell.
Rolling 1 or 20
Sometimes lady luck blesses or curses a combatant, causing the novice to hit and the veteran to miss.
If the d20 roll for an attack is a 20, the attack hits regardless of any modi ers or the target's AC. This is called a critical hit, which is explained later in this chapter.
If the d20 roll for an attack is a 1, the attack misses regardless of any modi ers or the target's AC.
When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can
hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's
location correctly.
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden - -both unseen and unheard - when you make an attack, you give away your location
when the attack hits or misses.
Ranged Attacks
When you make a ranged attack, you re a gun or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making
a ranged attack.
Range
You can make ranged attacks only against targets within a speci ed range.
If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.
Some ranged attacks, such as those made with a gun, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has
disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.
Melee Attacks
Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an
omni-tool. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.
Most creatures have a 2-meter reach and can thus attack targets within 2 meters of them when making a melee attack. Certain creatures (typically those larger than Medium) have
melee attacks with a greater reach than 2 meters, as noted in their descriptions.
Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a
hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modi er. You are pro cient with your unarmed strikes.
Opportunity Attacks
In a ght, everyone is constantly watching for a chance to strike an enemy who is eeing or passing by. Such a strike is called an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee
attack against the provoking creature. The attack occurs right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when someone or something moves you without using
your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if an adept lifts you off the ground with Pull.
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that
you're holding in the other hand. You don't add your ability modi er to the damage of the bonus attack, unless that modi er is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Contests in Combat
Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an
action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.
Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack
action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple
check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you
succeed, you subject the target to the grappled. The condition speci es the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength
(Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than
you.
Shoving a Creature
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the
Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the
target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 2 meters away
from you.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 94-96
Cover change
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more di cult to harm. A target can bene t 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.
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 doorway, a large crate, or a thick tree trunk.
Total 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.
High Ground
Flying enemies or creatures on high ground are able to shoot over cover depending on the type of cover provided
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.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 96
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed bullet, or a blast of ame from an incinerate
spell all have the potential to damage, or even kill, the hardiest of creatures.
Hit Points
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more di cult to kill. Those with fewer hit points are
more fragile.
A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes
damage or receives healing.
Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit
points.
Shield Points. Creatures wearing armor also bene t from shield points described below.
Damage Rolls
Each weapon, spell, and harmful monster ability speci es the damage it deals. You roll the damage die or dice, add any modi ers, and apply the damage to your target. Weapons,
special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
When attacking with a weapon, you add your ability modi er - the same modi er used for the attack roll - to the damage. A spell tells you which dice to roll for damage and whether to
add any modi ers.
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when an adept casts vortex or an engineer casts
amethrower, the spell's damage is rolled once for all creatures caught in the blast.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any
relevant modi ers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a monomolecular blade, roll 2d10 for the damage, rather than 1d10, and then add your relevant ability modi er. If the attack involves other
damage dice, such as from the in ltrator's Sneak Attack feature, you roll those dice twice as well.
The damage types follow, with examples to help a GM assign a damage type to a new effect.
Damage Types
Acid
The corrosive spray of a chemical and the dissolving enzymes secreted by thresher maw spit deal damage.
Bludgeoning
Blunt force attacks - hammers, falling, constriction, and the like - deal bludgeoning damage.
Cold
The painful chill from a cryo beam breath deal cold damage.
Fire
Many tech spells use plasma and ames to deal re damage
Force
One of the primary biotic damage types. Mass effect elds 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 elds on a subatomic level.
Piercing
Puncturing and impaling attacks, including bullets and monsters' bites, deal piercing damage.
Poison
Venomous stings, poisoned blades, and the toxic gas deal poison damage.
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.
Slashing
Swords, axes, and monsters' claws deal slashing damage.
Thunder
Shockwaves and explosions. Thunder damage is primarily caused by grenades.
If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is
doubled against it.
Resistance and then vulnerability are applied after all other modi ers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25
bludgeoning damage. The creature is also within a tech aura that reduces all damage by 5. The 25 damage is rst reduced by 5 and then halved, so the creature takes 10 damage.
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to force damage as well as
resistance to biotic damage, the damage of a biotic force damage is reduced by half against the creature, not reduced by three-quarters.
Healing
Unless it results in death, damage isn't permanent. Even death is reversible through experimental cloning. Rest can restore a creature's hit points, and medical methods such as a
medi-gel or rst aid spell can remove damage in an instant.
When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points
regained in excess of this number are lost. For example, an engineer grants a sentinel 8 hit points of healing. If the sentinel has 14 current hit points and has a hit point maximum of
20, the sentinel regains 6 hit points from the engineer, not 8.
Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point
maximum.
For example, a solider with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains.
Because the remaining damage equals her hit point maximum, the soldier dies.
Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third
failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any
hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead.
If the damage equals or exceeds your hit point maximum, you suffer instant death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.
You can use your action to administer rst aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death
saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.
When you have temporary hit points and take damage, the temporary hit points are lost rst, and any leftover damage carries over to your normal hit points. For example, if you have 5
temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary
hit points.
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have
or to gain the new ones. For example, if a drug grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but
only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you nish a long rest.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 96-98
Shields new
Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains
the same. Kinetic barriers are repulsive mass effect elds projected from tiny emitters. These shields safely de ect 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. The shielding afforded by kinetic barriers does not protect against
extremes of temperature, toxins, or radiation.
Shield Points
Shield points are a special type of regenerating hit points that protect your from fast-moving projectiles and provide advantage in certain situations against some tech and biotic
powers.
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 provide additional shields. Additionally, personal
shield generators are available which can provide shields without the operative equipping armor.
Damage
If you have at least 1 shield point when you take damage, the is applied it is subtracted from your shield points rst, then from your hit points. Some abilities "bypass" your shield
points. In these instances, you subtract damage from your hit points leaving your shield points unchanged.
Melee Weapons
All damage resulting from a melee weapon attacks bypass shield points.
Shield Regeneration
Your armor's shield points are managed by the onboard 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.
Out of combat
Your shield points regenerate completely on a short or long rest or when combat has ended for at least 1 minute.
In combat
To attempt to regenerate your shields during combat, you must attempt to remove yourself from the chaos, meeting one of the following conditions on your turn:
Todd is playing human vanguard name Todd who has invested heavily in his armor's shields, giving him 20 shield points with a regen of 10. Todd rushes into a Reaper
hoard of marauders who unleash a volley of bullets at him, bringing his shields to 4. On his turn, Todd thinks better of his actions and decides to take the Dodge action,
ducking behind a crate.
Some marauders lose sight of Todd, others attempt to hit him again, but are unsuccessful. At the start of Todd's turn, he has taken no damage since the end of his last
turn and his shields begin to regenerate, immediately gaining 10 shield points. Todd now has 14 shield points total. Todd takes his turn as he normally would.
An adept spots Todd and hits him with a Warp spell. This bypasses Todd's shields and deals 13 necrotic damage. But it does not end his shield regeneration. If this
damage had been from an Assault Ri e or an Incinerate spell, Todd's shield regeneration would have ended.
On Todd's next turn, he gains another 10 shield points, putting him back to his maximum capacity of 20 and the regeneration ends.
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:
There isn't any traditional fantasy "magic" in Mass Effect 5e but there are super-powered abilities, advanced technology, and fantastic items. Mass Effect 5e retains the word "spell" as
a catch-all to describe special powers that are available to the game's classes.
Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore health to the injured.
Spell Types
Mass Effect divided spells into 3 distinct categories:
Biotics
Biotics is the ability of some lifeforms to create mass effect elds using element zero nodules embedded in body tissues. These powers are accessed and augmented by using bio-
amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers.
Biotic spells are available for Adepts, Sentinels, and Vanguards.
Tech
Tech spells rely on the character's omni-tool: a multipurpose diagnostic and manufacturing tool as well as a computer used for a variety of civilian and battle eld tasks, such as
hacking, decryption, or repair. Higher-end omni-tools are equipped by Engineers, Sentinels, and In ltrators to make use of their tech talents and powers. When activated, an omni-tool
can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram.
Combat Powers
Combat spells rely on gadgets, physical devices, special equipment or even overriding safety protocols on armor or weapons. 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.
Spell Level
Every spell has a level from 0 to 5. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) lance at 1st level and the earth-shaking Storm at 4th.
Cantrips - simple but powerful spells that characters can cast almost by rote - are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell. All combat
powers are considered cantrips.
Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 5th level, to cast a 5th-level spell.
Many Combat spells have an action cost of Attack. This means you must use the Attack combat action to cast the spell. If a spell or effect prevents you from taking the Attack action,
you cannot cast the spell.
Known Spells
Biotics rely on physical mnemonics and a biotic implant to harness the power of mass effect elds. Learning the mnemonics takes years of practice. Once mastered, biotic users can
learn new varieties of controlling the elds. As biotic characters progress in levels, they learn knew varieties of biotic spells or can augment the power or utility of an existing one. In
any case, once a biotic user learns a spell, it is always at their disposal.
Prepared Spells
Tech powers utilize technological assistance and micro-fabricators that are built into the operative's omni-tool. Unlike biotic users, tech users can program new spells and powers into
their omni-tool like loading software onto a computer. However, the mental load required to access these powers in the heat of combat takes a superior intellect. More programs
cause more confusion, and without the mental training and years of practice, tech users are limited in the number of spells they can bring into combat. This limit increases as tech
users level, detailed in the class's description.
Regardless of how many biotic spells knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the gravitational forces into even a simple
spell is physically and mentally taxing, and higher-level spells are even more so. Thus, each biotic class's description includes a table showing how many spell slots of each spell level
a character can use at each character level.
When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively " lling" a slot with the spell. You can think of a spell slot as a groove of a certain size -
small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell ts into a slot of any size, but a 4th-level spell ts only in a 4th-level slot. So when an adept casts lance, a 1st-
level spell, he or she spends one 1st-level slot.
Some spells, such as lance and rst ait, have more powerful effects when cast at a higher level, as detailed in a spell's description.
When a character casts a spell with tech points, he or she expends, at minimum, one tech point per spell's level: 1 tech point for 1st-level, 2 tech points for 2nd level, etc. You can think
of a tech point as a 1st-level spell slot that can be added to other tech points to create a spell slot of a higher level. The number of tech points you can spend on a spell is limited by
your class's level, indicated in the class's progression table.
When a character casts any spell, the same basic rules are followed, regardless of the character's class, the type of spell, or the spell's effects.
Each spell description begins with a block of information, including the spell's name, casting time, range, and duration. Level and load are provided for biotic and tech spells,
respectively.
Casting Time
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or even longer to cast. Combat spells can require an Attack action to cast.
Bonus Action
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn.
Reactions
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell
description tells you exactly when you can do so.
Attack action
Many Combat spells have an action cost of Attack. This means you must use the Attack combat action to cast the spell. If a spell or effect prevents you from taking the Attack action,
you cannot cast the spell.
Range
The target of a spell must be within the spell's range. For a spell like lance, the target is a creature. For a spell like havoc strike, the target is the point in space where your character
lands emitting a violent shockwave.
Most spells have ranges expressed in meters. Some spells can target only a creature (including you) that you touch. Other spells, such as the forti cation spell, affect only you. These
spells have a range of self.
Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you.
Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
Components change
In Mass Effect 5e, all spells are Somatic, meaning they require some amount of gesturing. To cast any of the spell types a caster must have free use of at least one hand to perform
these gestures.
Duration
A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the
spells are dispelled or destroyed.
Instantaneous
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its effect exists only for an instant.
Concentration
Some spells require you to maintain concentration in order to keep the effect going. This is the case with many biotics. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell speci es how long you can concentrate on it. You can end concentration at any
time (no action required).
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at
once.
Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10
or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as a bullet and an engineer's salvo, you make a separate saving throw
for each source of damage.
Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.
The GM might also decide that certain environmental phenomena, such as getting sucked out of an airlock, require you to succeed on a DC 10 Constitution saving throw to
maintain concentration on a spell.
Targets
A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin
for an area of effect (described below).
Targeting Yourself
If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or speci cally a creature other than you. If you are in the area of effect of a
spell you cast, you can target yourself. Areas of Effect Spells such as singularity and snap freeze cover an area, allowing them to affect multiple creatures at once.
Areas of Effect
Spells such as singularity and snap freeze cover an area, allowing them to affect multiple creatures at once. A spell's description speci es its area of effect, which typically has one of
ve different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify
how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.
A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't
included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.
Cone
A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area
of effect speci es its maximum length.
A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.
Cube
You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.
A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.
Cylinder
A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The
energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or
down from the top, to a distance equal to the height of the cylinder.
Line
A line extends from its point of origin in a straight path up to its length and covers an area de ned by its width.
A line's point of origin is not included in the line's area of effect, unless you decide otherwise.
Sphere
You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.
Saving Throws
Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell speci es the ability that the target uses for the save and what happens on
a success or failure.
The DC to resist one of your spells equals 8 + your spellcasting ability modi er + your pro ciency bonus + any special modi ers.
Attack Rolls
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting
ability modi er + your pro ciency bonus.
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 2 meters of a hostile creature that can see
you and that isn't incapacitated.
Casting in Armor
Because of the mental focus and precise gestures required for spellcasting, you must be pro cient with the armor you are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 101-104
Primers and Detonators add a combo-based mechanic to combat. However, they can also add an unwanted level of complexity as tracking which creatures are primed at any given
moment can become cumbersome. Therefore you may forego this rule and ignore any mention of the Primed condition or detonation effects.
Some spells and attacks cause the target to become primed as indicated in its spell text. Some spells can detonate primed targets. These spells are marked so on their spell cards.
When a primed target is hit with a detonating spell or attack the primed condition ends and the detonation causes an explosive effect outlined in the Primed Condition below.
There are ve primed types: Force, Necrotic, Fire, Cold, or Lightning each with its own unique detonating effect.
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. The GM decides which effects happen in which order.
Primed Condition
When a primed creature is hit with a spell or ability that detonates, the primed condition explodes, resulting in one of the following effect. After resolving the effect, the primed
condition ends.
Force The primed target takes 2d6 force damage, is knocked back 6m and becomes prone.
The primed target takes 1d12 necrotic damage and must succeed on a DC 13 Constitution saving throw or becomes stunned until the end
Necrotic
of its next turn.
Each creature within a 4m radius, including the primed target, catch re, taking 1d6 re damage. Each creature continues to burn for 1
Fire
minute, taking 1d6 re damage at the start of its turn. A creature that is on re can use its action put out the re.
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
Cold
frozen until the end of its next turn.
Lightning Each creature within a 4m radius, including the primed target, takes 3d4 lightning damage.
Monsters
Overview
A monster's statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. The majority of this section is unchanged from the
rules in 5th Edition. You can read the o cial rules about monsters in a number of places:
There aren't enough spells and powers to justify making bonuses like "double damage to beast". In addition, many of the 5th Edition monster types don't make sense in the sci-
setting (celestials, undead, fey, elemental, etc.). Instead, there are only three monster types: Organic, Synthetic, and Synthorganic.
Getting Monsters
Angara Traits
Ability Score Increase
+2 Charisma, +1 Constitution
Age
Angara have a standard lifespan of about 150 years, although some have been known to live past 200.
Alignment
Angara are emotional creatures and strongly community oriented. Their emotion-driven tendencies make them often chaotic neutral
or chaotic good.
Size
Angara are slightly taller, on average, than humans, ranging from 174cm (5'8") to 204cm (6'8"). Your size is Medium.
Speed
Your base walking speed is 10m.
Survivalist
Angara have a knack for living in harsh environments. You have pro ciency in Survival.
Bio-Electric Focus
You can cast a 1st-level version of shocking grasp without expending a spell slot or tech point. Charisma is your spellcasting
modi er for this ability. This does not count against your max number of cantrips known or spells prepared.
If you wish to cast an advanced version of shocking grasp or cast it at a higher level, you must prepare it and/or expend spell
slots/tech points as normal.
Bio-electric Ward
Increase your AC by 1. You have a resistance to lightning damage, but this resistance does not apply to damage done to your
shields.
Solar Dependency
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 Traits
Ability Score Increase
+2 Charisma, +1 Wisdom
Age
Asari are very long-lived and can reach ages of over 1000 years.
Alignment
Asari are biased towards goodness, but exhibit a range of alignments not dissimilar to humans. Most Maiden stage asari are
chaotic, Matrons level out to neutral, Matriarchs are heavily lawful.
Size
Asari have builds incredibly similar to female humans. Your size is Medium.
Speed
Your base walking speed is 10m.
Innate Biotics
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
modi er when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one.
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 nish a long rest
before you can cast it again.
Neither of the cantrips nor the spell can be an advanced version. But you can learn or prepare an advanced version of the spell as
your class permits.
Mind Meld
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.
Natural Diplomat
You have pro ciency in the Persuasion skill.
Ardat-Yakshi
A rare genetic condition in asari that affects about 1% of the population and is more common in "purebloods" (2 asari parents). The
condition is impossible to identify until the asari reaches maturity, by which time it is too late to correct. When diagnosed, the ardat-
yakshi is given a choice to live in isolation or to be executed. This is because ardat-yakshi develop an addiction to the power and feel
intense compulsion to meld. The addition only grows stronger with each meld, and so a life of monastic celibacy allows asari to leave
in peace with a controllable desire. Those who are able to avoid isolation and execution, however, quickly become psychopathic in their
intense lust for the destructive melding.
Variant Traits
If you would like to play an ardat-yakshi, you can choose to replace the Alignment and Mind Meld traits with the following. Additionally,
you gain the Dominate trait at 10th level.
Alignment. Ardat-yakshi often develop psychopathy. Ardat-yakshi are normally evil, but can also be neutral.
Mind Break. You can touch a willing creature and initiate a mind meld. If the target is unwilling, the meld does not continue. The
creature must make a Charisma saving throw (DC 8 + your pro ciency bonus + your Charisma modi er) or be rendered unconscious for
1d4 hours as your nervous system overwhelms theirs. Once you use this trait, you can't use it again until you nish a long rest.
Dominate. At 10th level, you learn the Dominate spell. Charisma is your spellcasting modi er for this spell and it does not count against
your max number spells known or prepared. You can cast a 3rd-level version of this spell once per long rest.
Batarian Traits
Ability Score Increase
+2 Constitution, +1 Charisma
Age
Batarians age at about the same rate as humans, though many do not live past 100 due to their caustic and dangerous lifestyles.
Alignment
Because of the tenets of Hegemony, batarians tend to be lawful evil, although there are outliers on the moral spectrum.
Size
Batarian bodies are similar to humans, with the exception of a large forehead to accommodate their additional four eyes, making
them about 15cm (6") taller. Your size is Medium.
Speed
Your base walking speed is 10m.
Four Eyes
You have pro ciency in the Perception skill and you can take the Search action as a bonus action on each of your turns.
Saving Face
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 (maximum bonus of +5).
Once you use this trait, you can't use it again until you nish a short or long rest.
Shrewd Negotiator
Gain pro ciency in either Insight or Intimidation.
Drell Traits
Ability Score Increase
+2 Dexterity, +1 Wisdom
Age
Drell have slightly shorter lifespans of 85 years, on average. However, Kepral's Syndrome - a unique, incurable disease caused by
long-term exposure to humid climates - is the leading cause of death.
Alignment
Their religious in uences set the Drell rmly in a trend towards lawful neutral, but this is often dependent on their station in life and
career.
Size
Drell range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Their light frames and wiry strength make drell slightly faster than other races. Your base walking speed is 12m.
Eidetic Memory
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.
Natural Hunters
You gain pro ciency with two of the following skills of your choice: Athletics, Perception, Stealth, and Survival.
Raw Agility
Your re exes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your
speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Elcor Traits
Ability Score Increase
+2 Strength, +1 Wisdom
Age
The average elcor lives to be around 300 years old. 100-year-old elcor are considered young.
Alignment
Elcor are methodical, deliberate creatures that never act on irrational decisions. The typical Elcor is often neutral or lawful.
Size
Elcor stand between 2 and 2.5 meters tall (7-8 feet) at the shoulder. Your size is Medium.
Speed
Elcor are relatively slow compared to other races. Your base walking speed is 6m.
Careful
You have pro ciency in Insight and Perception. But your careful nature makes you slow to act, giving you disadvantage on Initiative
rolls.
Quadrupedal
You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially di cult for you because of your hooves. When you make such a
climb, each foot of movement costs you 4 extra meters, instead of the normal 2 extra meters.
Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act
independently, not as a controlled mount.
Shoulder Mounts
Your ranged weapons are shoulder mounted to your armor or in holsters and use a VI to aim and re. When you make a ranged
weapon attack, use your Intelligence modi er instead of your Dexterity modi er.
You can have one ranged weapon mounted on each shoulder. Mounting a ranged weapon requires you to be pro cient with the
weapon type and takes at least 10 minutes of work during a short or long rest.
Thick Hide
Your base AC is 12 and you determine your AC using your Constitution modi er instead of your Dexterity modi er.
Geth Traits
Ability Score Increase
+2 Intelligence, +1 Strength
Age
Geth do not age, as they are constructs, and live as long as their bodies are not destroyed.
Alignment
Your standard Geth platform is neutral good, wanting to prosper and communicate with others, defending themselves only if
threatened. Heretics are lawful evil, serving the Reapers and slavishly accomplishing their will.
Size
Standard geth are around 2 meters tall (6'5"). Your size is Medium.
Speed
Your base walking speed is 10m.
Living Construct
You are immune to psychic and poison damage, the poisoned condition, and disease. You do not need to eat, drink, or breathe.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you
appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection
Your body has built-in defensive layers, which determine your armor class. You gain no bene t from wearing armor, but if you are
using a shield, you apply its bonus as normal.
You can alter your armor type for 2 omni-gel each time you nish a long rest. Choose one mode to adopt from the Integrated
Protection table, provided you meet the mode’s prerequisite.
Mode Prerequisite AC
Innate Shielding
You have 5 shields (regen 5). You can upgrade these by using armor mods.
Armor Mods
You can augment your armor by integrating armor mods into your system. You can spend 8 hours removing, adding, or replacing a
mod. When you remove or replace a mod in this way, the replaced or removed mod is lost. The mod cannot be salvaged, not even
with the assistance of Armorsmith's or Tailor's tools.
You have 2 chest mod slots, 1 mod slot in your arms, legs, and head each. You cannot add new slots in any way.
Hunter Mode
Geth were designed as lethal weapons and can activate subroutines to enhance their lethality.
As an action, you can activate Hunter Mode, gaining the following bene ts:
This effect lasts 1 min. You can only use Hunter Mode once per long rest.
Class Bene t
When you cast a spell, the die type of that spell increases by 1 die type (max d12). If the die type
Engineer
is already d12, add +1 for each die rolled instead.
Your extra attack features grants you 1 additional attack the rst time you take the Attack action
Soldier
on your turn.
Increase your sneak attack die type to d8 (if you are a Shadow In ltrator, your sneak attack for
In ltrator
melee weapons attacks is a d10).
Repair Matrix
As a construct, you cannot be healed by medi-gel or spells that heal organic creatures (such as the rst aid spell).
Instead, you can use your Action to expend a Hit Die. Roll the die and add your Constitution modi er to it. You regain hit points equal
to the total. You also regain all spent hit dice at the end of a long rest, instead of the usual amount.
If you drop to 0 hit points, you must be stabilized with an Intelligence (Engineering) or Intelligence (Electronics) check, instead of a
Wisdom (Medicine) check.
At the 4th level, you gain an additional number of hit dice equal to your character level divided by 4 (minimum 1). These bonus hit
dice are d8s, regardless of your class.
No Feats
Geth cannot take any feats.
Unshackled AI
An Arti cial Intelligence (AI) is a self-aware computing system capable of learning and
independent decision making. Creation of a conscious AI requires adaptive code, a slow,
expensive education, and a specialized quantum computer called a "blue box". While most AI
are "shackled" to the con nes of networked computer tra c and lack a body, occasionally, an
AI is placed into a synthetic form, unshackling it.
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
In ltration Units, or you may be an experiment gone wrong.
Playing an Unshackled AI
Unshackled AIs are entirely unique. Since you are synthetic, you gain some of the synthetic
traits as listed in the Geth description. However, your mind, purpose, history, alignment, height,
weight, and personality are entirely your own. Technically, you can take any form you wish
(work with your GM to decide if this new form gains any additional traits). However, because AI
are illegal, most unshackled AI would have a humanoid form, allowing them to blend into
society.
Variant Traits
If you would like to play an Unshackled AI, you can choose to replace the Ability Score
Increase, Alignment, Hunter Mode, and No Feats traits with the following.
Ability Score Increase. +1 Intelligence and +1 ability that is not Intelligence.
Alignment. If you are still following your programming you would be lawful with morality based
on your purpose. If you have a glitch in your programming you might be chaotic.
Hanar Traits
Ability Score Increase
+2 Wisdom, +1 Charisma
Age
Hanar usually reach maturity around 40 years and typically live to be 180 years old.
Alignment
Most hanar are lawful due to the religious in uence on their society.
Size
Due to their long tentacles, hanar "stand" about as tall as humans. Their bodies are around 1.5 meters long (4-5'). Your size is
Medium.
Speed
Hanar are a water-based lifeform and have a swim speed of 10m. They rely on contra-gravitic levitation packs when not in water
environments.
Amphibious
Can breathe both air and water.
Contra-gravitic Levitation
When not in water, you use a contra-gravitic levitation pack to move. It provides a walking speed of 10m, though you actually hover
between 1 and 2 meters from the ground. You are immune to becoming prone and you ignore any penalties caused by di cult
terrain.
However, when you suffer a critical hit, you must roll a d20. On a 1 or a 2, the device malfunctions and you fall to the ground. Your
walking speed becomes 0 and you are considered prone. You or another creature can use an Action to repair the pack with a
successful DC 15 Intelligence (Engineering) check.
Bioluminescence
You can shed dim light in a 10m radius.
Fragile
Your hit point maximum is decreased by 1. Every time you gain a level you gain 1 less hit point.
Tentacles
You have six tentacles instead of arms that can grip tightly but can't lift anything heavier than a few kilograms, meaning you can only
wield weapons with the light property.
As an action, you can use one of your tentacles to try to grapple a creature. Each one is also a natural weapon, which you can use to
make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modi er, instead of the
bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action.
As an action, you can secrete a natural toxin from one of your tentacles. If a creature is grappled by the tentacle, it must succeed a
DC 11 Constitution saving throw of becomes poisoned for 1 hour. The DC of this saving throw increases with your level: DC 13 at the
5th level, DC 15 at the 11th level, and DC 17 at the 17th level.
Human Traits
Ability Score Increase
+1 to all of your ability scores
Age
Humans reach adulthood in their late teens and live between 125 and 150 years.
Alignment
Humans tend toward no particular alignment. The best and the worst are found among them.
Size
Humans vary widely in height and build, from barely 1.5 meters to well over 2 meters tall. Regardless of your position in that range,
your size is Medium.
Speed
Your base walking speed is 10m.
Variant Human
If your campaign uses the optional feat rules, your Galaxy Master might allow these variant traits, all of which replace the human’s
Ability Score Increase trait.
Ability Score Increase: Two different ability scores of your choice increase by 1.
Krogan Traits
Ability Score Increase
+2 Constitution, +1 Strength
Age
Krogan can live well over a thousand years due to their natural hardiness.
Alignment
Krogan are highly predisposed towards chaos, as their culture is violent, sel sh, and brutal. While evil is more common among
krogan, those of good and neutral alignments do exist among them. Good krogan especially nd it di cult to thrive in Tuchanka and
krogan society.
Size
Krogan stand at over 2 meters tall (~7') and weigh close to 400 pounds. Your size is Medium.
Speed
You have a base walking speed of 10 meters. Your speed is not slowed by heavy armor.
Blood Rage
When you kill an enemy, you can use a bonus action to enter a mindless blood rage. Blood rage lasts for 1 minute or until you end it
as a bonus action. For the duration, you must move towards and attack an enemy on your turn and you cannot concentrate on
spells. While in blood rage, are immune to being charmed or frightened and you gain temporary hit points equal to your Constitution
modi er at the start of each of your turns. When blood rage ends, you lose any remaining temporary hit points from blood rage.
You must nish a long rest before you can enter blood rage again.
Extremophile
Your body is naturally acclimated to live in the harshest environments. You have advantage on Constitution saving throws to resist
exhaustion due to environmental hazards such as extreme heat or cold. Additionally, you can go twice as long without food or water
before you suffer exhaustion.
Menacing
You gain pro ciency in the Intimidation skill.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Prothean Traits
Ability Score Increase
+2 Wisdom, +1 Dexterity
Age
Protheans live between 300 and 400 years, reaching adulthood in their early teens.
Alignment
Protheans come from a society that was heavily regulated and favored the strong. They are generally lawful neutral.
Size
Protheans are slightly taller than humans but generally never taller than 2 meters (6'5"). Your size is Medium.
Speed
Your base walking speed is 10m.
All-seeing Eyes
Your four eyes can look in multiple directions and have a nascent ability to see cloaked objects. You have truesight up to 10m and
pro ciency in Perception.
Quad-Strand DNA
Your unique quad-strand DNA helps to protect you against radiation and cold. You have radiant and cold damage resistance.
Psychometry
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.
Awakened Collector
image courtesy of JTickner
The Collectors are an enigmatic race that live beyond the Omega 4 Relay, a mass relay within
the same system as Omega, in the Terminus Systems. They are rarely seen in the Terminus
itself, let alone Citadel space, and are generally regarded as a myth by Citadel citizens. De nite
sightings of Collectors have been made on Omega every few centuries.
Collectors are former Protheans that have been completely subjugated by their Reaper
masters. Their DNA shows signs of "extensive genetic rewrite" including three fewer
chromosomes, reduced heterochromatin structure, and the elimination of super uous "junk"
sequences.
When the Reaper-killer known as Leviathan fought the Collectors, it severed their connection to
Harbinger with a thrall device. Most Collector forces died as a result, but a few survived. Now,
these rare individuals ght for the memory of their people, a proud race broken by the Reapers.
Variant Traits
If you would like to play an awakened collector, you can choose to replace the All-Seeing Eyes,
and Psychometry traits with the following.
Seeker Swarm. As an action, you call 1d4 seeker swarms to a space you can see within 10m.
The swarms remain for 1 hour or until you dismiss them as a bonus action. The swarms are
friendly to you and your companions for the duration. The swarms have their own turn in the
initiative order, which occurs immediately following your turn.
Once you use this feature, you must take a long rest before using it again.
Quarian
The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence.
Quarian Traits
Ability Score Increase
+1 Intelligence, +1 Dexterity
Age
Quarians have lifespans similar to humans.
Alignment
The proximity and longstanding traditions of the Migrant Fleet make Quarians very lawful as a race, occasionally drifting toward
neutral. Morality can vary but tends towards neutral or good, as evil quarians are typically exiled from the Flotilla.
Size
Quarians have builds similar to humans. Your size is Medium.
Speed
Your base walking speed is 10m.
Hermetic Suit
Your suit is your lifeblood and consists of a reinforced, skin-tight body suit and a helmet. It makes your immune to disease and
provides resistance to poison and necrotic damage.
However, you are always at risk. If you are the victim of a critical hit that deals puncture or slashing damage, your suit becomes
breached. As an action, you may spend 1 omni-gel to seal your suit. You have 3 omni-gel as part of their starting equipment.
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.
Cybernetic Augmentation
You have a cybernetic augmentation. Choose one of the following:
Cerebral
Cerebral implants are embedded in the brains of quarian to enhance mental prowess and to protect against mind-altering effects.
Mind Shielding Unit. You have advantage on saving throws against mind-altering effects such as being charmed, confused,
compelled, frightened, or put to sleep by spells. In addition, your mind cannot be read by an Asari's mind meld.
Scienti c Aptitude. You gain pro ciency with one of the following skills of your choice: Electronics, Engineering, Investigation, or
Science.
Muscular
Muscular augments are implants placed strategically at the shoulders and hips to direct pulses of adrenaline through muscle bers,
allowing for bursts of speed, strength, and exibility.
Overclock Unit. You can activate your muscular augments for a burst of speed. When you move on your turn in combat, you can
double your speed until the end of the tum. Once you use this trait, you can't use it again until you recharge the unit by moving 0
meters on one of your turns.
Peak Fitness. You have pro ciency in either the Acrobatics or Athletics skill.
Ocular
Quarians with ocular augments replace their eyes with enhanced optics that allow their sight to persist even in the most unfavorable
conditions.
Darkvision. You can see in dim light within 20 meters 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.
Clarity Unit. You have advantage on saving throws against being blinded.
Keen Eyesight. You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can see in an area within 10
meters of you that is lightly obscured as if it were unobscured and can see in an area within 6 meters of you that is heavily obscured
as if it were only lightly obscured.
Visceral
Quarians with visceral augments have implants inserted within the organs to enhance the body's natural healing ability, protecting
the body from toxins and injury.
Revival Unit. 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 nish a long rest.
Salarian Traits
Ability Score Increase
+2 Intelligence, +1 Dexterity
Age
Salarians have an extremely high metabolism that causes a short life span. Salarians rarely reach ages over 40 years of age.
Alignment
Salarians can have dubious morals, especially when it comes to experiments and advancing technology. Neutrality is a common
alignment for salarians.
Size
Salarians are tall with elongated bodies, with a height between 6 and 7 feet yet a weight below 100 lbs. Your size is Medium.
Speed
Your base walking speed is 10 meters.
Amphibious
Can breathe both air and water.
High-Speed Metabolism
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 to gain the same bene t that a human does from 8 hours of sleep. Because of this, Salarains only need 4 hours for a long rest.
Photographic Memory
Whenever you make an Intelligence (Engineering, Electronics, History, or Science) check to recall information, add twice your
pro ciency bonus even if you are not pro cient in that skill.
Twice as Bright
You gain pro ciency in two skills of your choice and two tools or kits of your choice.
Turian Traits
Ability Score Increase
+1 Constitution, +1 Dexterity, +1 Strength
Age
Turians have natural lifespans comparable to humans.
Alignment
Turians are a highly militaristic and disciplined race. Turians are born and raised in strict law and order and as a result are inclined
towards lawful alignments, but it is not uncommon for neutral or chaotic turians to leave Palaven in search of freedom from
command.
Size
Turians are taller than humans, standing over 2 meters tall (6'5"). Your size is Medium.
Speed
You have a base walking speed of 10 meters.
Brothers-in-Arms
Your military training has taught you to work seamlessly as part of a team. You have advantage on an attack roll against a creature
if at least one of your allies is within 2 meters of the creature and the ally isn’t incapacitated.
Martial Training
You are pro cient in the Athletics skill and one additional weapon type (Assault Ri e, Heavy Pistol, Melee, Shotgun, SMG, or Sniper
Ri e). The additional weapon type pro ciency is not limited by your selected class.
Thulium Skin
Resistance to radiant damage and immunity to diseases caused by radiation.
Volus Traits
Ability Score Increase
+2 Wisdom, +1 Intelligence
Age
Most volus reach adulthood around their 50th year and live to be around 200 years-old.
Alignment
Volus society tends towards lawful as a whole, with clans ghting over economic resources and aggressive negotiating, even if they
are individually chaotic individuals. They tend towards neutral morality.
Size
Volus are between 1 and 1.5 metes (3-4'). Your size is Small.
Speed
Your base walking speed is 8m.
Hermetic Suit
Your suit is your lifeblood and consists of a reinforced, pressurized body suit and helmet. It makes your immune to disease and
provides resistance to poison and necrotic damage.
However, you are always at risk. If you are the victim of a critical hit that deals puncture or slashing damage, your suit becomes
breached. As an action, you may spend 1 omni-gel to seal your suit. You have 3 omni-gel as part of their starting equipment.
If you are not in an environment made for volus, for each minute in which you have a breach in your suit, you suffer 2d6 poison and
1d6 slashing damage. If you do not repair your suit or get to a volus-appropriate environment within 10 minutes, you die.
Lucky
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an
additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You
choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the
attacker's roll or yours. If more than one creature spends a luck point to in uence the outcome of a roll, the points cancel each other
out; no additional dice are rolled.
You regain your expended luck points when you nish a long rest.
Savvy Dealings
You have pro ciency in the Persuasion skill.
Vorcha Traits
Ability Score Increase
+2 Dexterity, +1 Constitution
Age
Vorcha have extremely short lifespans and only live for 20 years. They reach adulthood shortly after their rst year.
Alignment
Most vorcha are chaotic evil or almost always chaotic even if their morality is strengthened.
Size
Vorcha are taller on average than humans (though they naturally slouch) and relatively slender. Your size is Medium.
Speed
Your base walking speed is 14m.
Adaptation
Growing up in a harsh environment, your body evolved so you could survive. Choose one of the following environments:
Bite
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 modi er, instead of the bludgeoning damage normal for an unarmed strike.
Non-Differentiated Cells
You are immune to disease. In addition, you have advantage on saving throws against poison, and you have resistance against
poison damage
Limited Regeneration
You regain all 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:
Spell Slots
Level Pro ciency Bonus Features Barrier Uses Barrier Ticks Cantrips Spells Known 1st 2nd 3rd 4th 5th
1 2 Barrier, Biotic Recovery 2 2 4 3 2 - - - -
2 2 Subclass Feature 2 2 4 4 4 - - - -
3 2 3 2 5 5 6 - - - -
4 2 Ability Score Improvement 3 2 5 6 7 - - - -
5 3 3 2 5 7 7 2 - - -
6 3 Subclass Feature 4 2 5 8 7 3 - - -
7 3 4 3 6 9 7 4 - - -
8 3 Ability Score Improvement 4 3 6 10 7 5 - - -
9 4 4 3 6 11 7 6 1 - -
10 4 Subclass Feature 4 3 6 12 7 6 2 - -
11 4 4 3 7 13 7 6 3 - -
12 4 Ability Score Improvement 5 3 7 14 7 6 3 - -
13 5 5 4 7 15 7 6 3 1 -
14 5 Subclass Feature 5 4 7 16 7 6 3 1 -
15 5 5 4 8 17 7 6 3 2 -
16 5 Ability Score Improvement 5 4 8 18 7 6 3 2 -
17 6 Empowered Biotics 6 4 8 19 7 6 3 2 1
18 6 Biotic Mastery 6 4 8 20 7 6 4 2 1
19 6 Ability Score Improvement 6 5 8 21 7 6 5 2 1
20 6 Signature Biotics 6 5 8 22 7 6 5 3 1
Hit points
Hit dice: 1d6 per level
Hit Points at 1st level: 6 + Constitution modi er
Hit Points at higher levels: 1d6 (or 4) + Constitution modi er
Pro ciencies
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
Starting Equipment
M-3 Predator or M-4 Shuriken
Omni-Blade or Monomolecular Blade
Stock Light Armor
Features
Spellcasting
Cantrips
At 1st level, you know four cantrips of your choice from the adept spell list. You learn additional adept cantrips of your choice at higher levels, as shown in the Cantrips column of
the Adept table.
Instead of learning a new cantrip, you may instead learn the advanced version of a cantrip you already know.
Spell Slots
The Adept table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these adept spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you nish a long rest.
For example, if you know the 1st-level spell lance and have a 1st-level and a 2nd-level spell slot available, you can cast lance using either slot.
The Spells Known column of the Adept table shows when you learn more adept spells of your choice. Each of these spells must be of a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the adept spells you know and learn an advanced version of it. You select one of the advancement options
listed in the spell description. Whenever you cast the spell, you cast the advanced version of it. You can only learn one advancement for each spell.
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 modi er when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one.
Spell attack modi er = your pro ciency bonus + your Wisdom modi er
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks
column shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, so when any
barrier ticks gained in excess of this number are lost.
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 at any time as a free action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must nish 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.
Biotic Recovery
You have learned to regain some of your biotic energy by meditating and calming your mind. Once per day when you nish a short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level that is equal to or less than half your adept level (rounded up), and none of the slots can be 3rd level or higher.
For example, if you’re a 4th-level adept, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Subclass Feature
At 2nd level, gain the features for your selected subclass.
Subclass Feature
At 6th level, gain the features for your selected subclass.
Subclass Feature
At 10th level, gain the features for your selected subclass.
Subclass Feature
At 14th level, gain the features for your selected subclass.
Empowered Biotics
At 17th level, 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 nish 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.
Class Features
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks column
shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, so when any barrier ticks gained
in excess of this number are lost.
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 at any time as a free action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must nish 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.
Biotic Recovery
You have learned to regain some of your biotic energy by meditating and calming your mind. Once per day when you nish a short rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or less than half your adept level (rounded up), and none of the slots can be 3rd level or higher.
For example, if you’re a 4th-level adept, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Empowered Biotics
At 17th level, 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 nish 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
At 2nd level, your skill in dealing damage with biotic force powers becomes unmatched. Add your pro ciency bonus to all force damage dealt by your biotic spells.
Expert Biotic
By 6th level, 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
At 10th level, when you cast a biotic spell that targets only one creature, you can have it target a second creature.
Overchannel
Beginning at 14th level, 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 rst time you do so, you suffer no adverse effect. If you use this feature again before you nish 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 nishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
BLACKSTAR
Blackstars prefer controlling the battle eld over raw power. They can shape their biotic powers to avoid hurting friends and gain unique bene ts to biotic control spells like Life, Singularity,
and Stasis.
Sculpt Biotics
Starting at 2nd level, 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 elds 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 eld around a friendly creature as leaps away from a grenade, moving it out of damage's way.
At 6th level, 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 nish a long rest.
Focused Biotics
Beginning at 10th level, 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 increased your mastery with biotic spells that control the battle eld. Gain the following bene ts 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.
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
At 2nd level, your skill in dealing damage with withering biotic powers is unmatched. Add your pro ciency 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 nish a short or long rest.
Potent Biotics
At 10th level, 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 a separate Constitution saving throw to maintain each spell.
Once you use this feature, you can't use it again until you nish a short or long rest.
Engineer
The Engineer is a tech specialist, able to quickly and easily manipulate the environment with speci c talents, and repair or modify technical equipment. Gameplay focus is on shaping the
battle eld during combat, healing the party, and debu ng enemies (disabling weapons and lowering shields).
Level Pro ciency Bonus Features Tech Points Tech Point Limit
1 2 Drone 2 1
2 2 Subclass Feature 4 1
3 2 Engineer's E ciency 5 1
4 2 Ability Score Improvement 7 1
5 3 11 2
6 3 Subclass Feature 13 2
7 3 Recharge (1d4) 15 2
8 3 Ability Score Improvement 17 2
9 4 20 3
10 4 Subclass Feature 23 3
11 4 Recharge (1d6) 26 3
12 4 Ability Score Improvement 26 3
13 5 30 4
14 5 Subclass Feature 30 4
15 5 Recharge (1d8) 34 4
16 5 Ability Score Improvement 34 4
17 6 39 5
18 6 Subclass Feature 42 5
19 6 Ability Score Improvement 45 6
20 6 Invention 50 6
Hit points
Hit dice: 1d8 per level
Hit Points at 1st level: 8 + Constitution modi er
Hit Points at higher levels: 1d8 (or 5) + Constitution modi er
Pro ciencies
Armor: Light, Medium
Weapons: Heavy Pistols and choose one from Assault Ri es, Melee, or SMGs
Saving Throws: Constitution & Intelligence
Skills: Choose three from Athletics, Electronics, Engineering, History, Investigation, Medicine, Science, and Vehicle Handling
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
Features
Spellcasting
Preparing and casting spells
The Engineer table shows how many tech points you have to cast your spells of 1st level and higher. To cast one of these engineer spells, you must expend a number of tech points
equal to the spell’s level or higher. You regain all expended tech points when you nish a long rest.
You are limited in the number of tech points you can spend to power a spell as indicated in the Tech Point Limit column of the Engineer table.
For example, a 9th-level engineer can cast spells for 1, 2, or 3 tech points.
You prepare the list of engineer spells that are available for you to cast, choosing from the engineer spell list. When you do so, choose a number of engineer spells equal to your
Intelligence modi er + your engineer level (minimum of one spell).
You may prepare the advanced version of a spell for the cost of 2 regular versions. You may only prepare one advanced version for each spell.
For example, if you are a 4th-level engineer with an Intelligence of 16, your list of prepared spells can be one of the following:
You can also change your list of prepared spells when you nish a long rest. Preparing a new list of engineer spells requires time spent to program them into your omni-tool: at
least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Engineers use a highly modi ed 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 modi er when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.
Spell attack modi er = your pro ciency bonus + your Intelligence modi er
Drone
As an Action, spend 1 tech point 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 points equal to twice your engineer level and you add your pro ciency bonus to all skill checks, saving throws, attack rolls, and
damage and healing rolls 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.
Subclass Feature
At 2nd level, gain the features for your selected subclass.
Engineer's Efficiency
Starting at 3rd level, you're able to optimize a basic tech spell. Choose one of the following tech powers: Cryo Blast, Incinerate, or Overload. You always have this spell prepared.
You may cast a 1 tech point version of this spell without expending any tech points. If you cast the power at a high level, you must spend all tech points as normal.
You can prepare the advanced version of the selected spell at the cost of 1 prepared spell.
You can cast a more potent version of this spell at higher levels. A 2 tech point version at 7th, 3 tech point version at 11th, and 4 tech point version at 15th.
If you wish to apply this feature to a spell you've already learned, you may choose to learn or advance a different tech power instead.
Subclass Feature
At 6th level, gain the features for your selected subclass.
Recharge (1d4)
Beginning at 7th level, you've created a small reserve battery for your omni-tool, allowing you to regain some spent tech points. Once per long rest, you can spend 1 minute cycling
the power of your omni-tool gaining tech points equal to 1d4 + your intelligence modi er. Your total tech points cannot exceed the tech points column for your engineer level (as
indicated on the engineer progression table).
Subclass Feature
At 10th level, gain the features for your selected subclass.
Recharge (1d6)
At 11th level, when you use your recharge feature, you gain tech points equal to 1d6 + your Intelligence modi er.
Subclass Feature
At 14th level, gain the features for your selected subclass.
Recharge (1d8)
At 15th level, when you use your recharge feature, you gain tech points equal to 1d8 + your Intelligence modi er.
Subclass Feature
At 18th level, gain the features for your selected subclass.
Ability Score Improvement
At 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using
this feature.
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.
Class Features
Drone
As an Action, spend 1 tech point 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 points equal to twice your engineer level and you add your pro ciency bonus to all skill checks, saving throws, attack rolls, and damage and
healing rolls 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.
Engineer's Efficiency
Starting at 3rd level, you're able to optimize a basic tech spell. Choose one of the following tech powers: Cryo Blast, Incinerate, or Overload. You always have this spell prepared. You may
cast a 1 tech point version of this spell without expending any tech points. If you cast the power at a high level, you must spend all tech points as normal.
You can prepare the advanced version of the selected spell at the cost of 1 prepared spell.
You can cast a more potent version of this spell at higher levels. A 2 tech point version at 7th, 3 tech point version at 11th, and 4 tech point version at 15th.
If you wish to apply this feature to a spell you've already learned, you may choose to learn or advance a different tech power instead.
Recharge (1d4)
Beginning at 7th level, you've created a small reserve battery for your omni-tool, allowing you to regain some spent tech points. Once per long rest, you can spend 1 minute cycling the power
of your omni-tool gaining tech points equal to 1d4 + your intelligence modi er. Your total tech points cannot exceed the tech points column for your engineer level (as indicated on the
engineer progression table).
Recharge (1d6)
At 11th level, when you use your recharge feature, you gain tech points equal to 1d6 + your Intelligence modi er.
Recharge (1d8)
At 15th level, when you use your recharge feature, you gain tech points equal to 1d8 + your Intelligence modi er.
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
MASTERMIND
Masterminds are highly-intellectual and skilled individuals, using strategy and perfectly timed attacks to win in battle.
Enfilade
Starting at 2nd level, if an ally uses a power that primes an enemy within 10m, you may use your reaction to detonate the primed enemy with a quick tech burst that cannot miss.
You can use this feature a number of times equal to your Intelligence modi er (a minimum of once). You regain any expended uses when you nish a long rest.
Extra Attack
Beginning at 6th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Disrupting Attack
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your tech spells. When you hit a creature with a weapon attack, that creature has disadvantage
on the next saving throw it makes against a spell you cast before the end of your next turn.
Tactical Advantage
Starting at 14th level, when you prepare an advanced version of a spell you prepare both advancements. When you cast an advanced spell you can choose to cast either advancement
option.
Spell Steal
At 18th level, you gain the ability to clone spell effects onto your omni-tool.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting
ability modi er. The DC equals your spell save DC. On a failed save, you negate the spell's effect on you and you copy a temporary version of the spell onto your omni-tool if it is at least 1st
level and of a level you can cast (it does not have to be a tech spell). For the next 8 hours, you know the spell and can cast it using your tech points. The creature can't cast that spell until
the 8 hours have passed.
Once you use this feature, you can't use it again until you nish a long rest.
DRONE JOCKEY
A drone jockey forms a bond with their mechanical companion, giving it a body, name and increasing its potency on the battle eld.
Drone Companion
At 2nd level, you've learned to construct a 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, transferring 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 bene ts 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 in uence its actions.
Your drone companion has abilities and game statistics determined in part by your level. Your companion uses your pro ciency bonus rather than its own. In addition to the areas
where it normally uses its pro ciency bonus, a drone companion also adds its pro ciency bonus to its AC and to its damage rolls.
Your drone companion gains pro ciency in two skills of your choice. It also becomes pro cient 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 modi er.
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 speci es otherwise.
Your companion shares your alignment and has a personality trait and a aw 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
2 Eliminate!
6 Prioritizing...Maker's Life greater than Maker's friends' lives greater than Self-preservation
Roll Flaw
5 Organic life requires constant monitoring and prompting to ensure optimal nutrition and peak health!
Coordinated Attack
Beginning at 6th level, you and your drone companion form a more potent ghting 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 eld that can dress a wound and get your comrades back into ghting shape.
Repair Drone
At 2nd level, you gain pro ciency in Medicine. If you are already pro cient in Medicine, you may choose another skill to become pro cient in.
Add the Repair drone to the list of drones available for you to summon.
Medi-gel Enhancements
At 6th level, 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 bene t 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 modi er; then, you must nish 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
At 10th level, you can use your action to restore some of your party's shields. 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 nish 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
By 18th level, you can call in a 2m tall by 1m wide 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 with advantage. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone.
The pylon contains 5 resources from the following list, which you choose when you call the pylon:
1 heavy weapon ammo charges
10 thermal clips
A battery capable to quickly recharging your Omni-tool, recovering 5 tech points
A stim pack capable of staving off biotic fatigue, recovering 5 levels worth of spell slots
4 enhanced medi-gel
2 Mk II Frag grenades
2 Mk II Lift Grenades
2 Mk IV Flashbang
2 Mk IV Smoke grenades
Once the pylon has landed, friendly creatures (including you) within melee range of the pylon can use their action to collect one of the resources you chose.
Once you use this feature, you cannot use it again until you nish a long rest and restock the pylon with 5 omni-gel.
DEMOLISHER (v0.8.4)
Demolishers are explosive specialists with an eye for combat. While not as skilled as a Soldier or In ltrator, they make up for it with by covering the battle eld with grenades and heavy
weapon re.
Weapon Training
At 2nd level, gain pro ciency with an additional weapon type.
Makeshift Grenades
When you reach 6th level, you can program your omni-tool to transform omni-gel into grenades. Choose two grenades from the grenade list. As an action, you can spend 1 omni-gel to
create and use a grenade of that type. The Mark of the grenade you create is equal to your soldier level divided by 3 (rounded down).
You can spend 8 hours of programming to exchange a selected grenade with a different one.
Extra Attack
Beginning at 6th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Heavy Weapon Hack
Starting at 10th level, when your heavy weapon runs out of ammo, you can jerry-rig an additional charge for 2 omni-gel.
Fighting Style
At 10th level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency 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-
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
Quarters
ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
a different light ranged weapon that you’re holding in the other hand.
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Makeshift Grenades
At 14th level, you can have 4 grenades programmed into your Omni-tool at once.
In addition, you can create a grenade with this ability as a bonus action and you can use a grenade as an attack action.
Paint by Number
At 18th level, you become a heavy weapon artist and a targeting laser is your paintbrush. When using a Heavy Weapon that requires a round of targeting, you may target and re on the
same turn.
In ltrator
The In ltrator 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 Pro ciency Bonus Sneak Attack Damage Features Tactical Cloak Uses Combat Powers Tech Points Tech Point Limit
1 2 1d6 Expertise, Sneak Attack, Tactical Cloak 2 - 2 1
2 2 1d6 Combat Power, Cunning Action 2 1 2 1
3 2 2d6 Subclass Feature 2 1 3 1
4 2 2d6 Ability Score Improvement 2 1 4 1
5 3 3d6 Uncanny Dodge 2 1 6 1
6 3 3d6 Expertise 3 2 6 1
7 3 4d6 Evasion 3 2 7 1
8 3 4d6 Ability Score Improvement 3 2 7 1
9 4 5d6 Subclass Feature 3 2 11 2
10 4 5d6 Ability Score Improvement 3 2 11 2
11 4 6d6 Reliable Talent 4 3 13 2
12 4 6d6 Ability Score Improvement 4 3 13 2
13 5 7d6 Subclass Feature 4 3 15 2
14 5 7d6 Blindsense 4 3 15 2
15 5 8d6 Slippery Mind 4 3 17 2
16 5 8d6 Ability Score Improvement 4 4 17 2
17 6 9d6 Subclass Feature 4 4 20 3
18 6 9d6 Elusive 5 4 20 3
19 6 10d6 Ability Score Improvement 5 4 23 3
20 6 10d6 Stroke of Luck 5 4 25 3
Hit points
Hit dice: 1d8 per level
Hit Points at 1st level: 8 + Constitution modi er
Hit Points at higher levels: 1d8 (or 5) + Constitution modi er
Pro ciencies
Armor: Light
Weapons: Heavy Pistols and choose two from Assault Ri es, Melee, SMGs, and Sniper Ri es
Saving Throws: Dexterity & Intelligence
Skills: Choose three from Athletics, Acrobatics, Deception, Electronics, History, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, and Vehicle Handling
Starting Equipment
M-3 Predator, M-4 Shuriken, or M-92 Mantis
Omni-Taser, Omni-Blade, or Monomolecular Blade
Stock Light Armor
Features
Spellcasting
Preparing and casting spells
The In ltrator table shows how many tech points you have to cast your spells of 1st level and higher. To cast one of these in ltrator spells, you must expend a number of tech
points equal to the spell’s level or higher. You regain all expended tech points when you nish a long rest.
You are limited in the number of tech points you can spend to power a spell as indicated in the Tech Point Limit column of the In ltrator table.
For example, a 9th-level in ltrator can cast spells for 1 or 2 tech points.
You prepare the list of in ltrator spells that are available for you to cast, choosing from the in ltrator spell list. When you do so, choose a number of in ltrator spells equal to your
Intelligence modi er + half your in ltrator level (minimum of one spell).
You may prepare the advanced version of a spell for the cost of 2 regular versions. You may only prepare one advanced version for each spell.
For example, if you are a 9th-level in ltrator with an Intelligence of 16, your list of prepared spells can be one of the following:
You can also change your list of prepared spells when you nish a long rest. Preparing a new list of in ltrator spells requires time spent to program them into your omni-tool: at
least 1 minute per spell level for each spell on your list.
Spellcasting Ability
In ltrators use a highly modi ed Omni-tool that requires a keen intellect to maintain. As an In ltrator, you use your Intelligence whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modi er when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.
Spell attack modi er = your pro ciency bonus + your Intelligence modi er
Tactical Cloak
As an action, you activate your tactical cloak, becoming invisible. Tactical cloak lasts 1 minute or until you make an attack, cast a spell, use a grenade or mine, or re a heavy
weapon.
Once you have used tactical cloak the maximum number of times for your In ltrator level, you must nish a short rest before you can use it again. You may use tactical 2 times at
1st level, 3 at 6th, 4 at 11th, and 5 at 18th.
Expertise
At 1st level, choose two of your skill pro ciencies. Your pro ciency bonus is doubled for any ability check you make that uses either of the chosen pro ciencies.
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 In ltrator table.
Cunning Action
At 2nd level, 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.
Combat Power
At 2nd level, you know one combat power of your choice from the in ltrator spell list. You learn additional combat powers of your choice at higher levels, as shown in the Combat
Powers column of the In ltrator table.
Instead of learning a new combat power, you may instead learn the advanced version of a combat power you already know.
Subclass Feature
At 3rd level, gain the features for your selected subclass.
Uncanny Dodge
At 5th level, 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.
Expertise
At 6th level, choose two of your skill pro ciencies. Your pro ciency bonus is doubled for any ability check you make that uses either of the chosen pro ciencies.
Evasion
At 7th level, 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.
Subclass Feature
At 9th level, gain the features for your selected subclass.
Reliable Talent
At 11th level, you have re ned your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your pro ciency bonus, you can treat a d20
roll of 9 or lower as a 10.
Subclass Feature
At 13th level, gain the features for your selected subclass.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain pro ciency in Wisdom saving throws.
Subclass Feature
At 17th level, gain the features for your selected subclass.
Elusive
At 18th level, 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 nish a short or long rest.
Class Features
Tactical Cloak
As an action, you activate your tactical cloak, becoming invisible. Tactical cloak lasts 1 minute or until you make an attack, cast a spell, use a grenade or mine, or re a heavy weapon.
Once you have used tactical cloak the maximum number of times for your In ltrator level, you must nish a short rest before you can use it again. You may use tactical 2 times at 1st level, 3
at 6th, 4 at 11th, and 5 at 18th.
Expertise
At 1st level, choose two of your skill pro ciencies. Your pro ciency bonus is doubled for any ability check you make that uses either of the chosen pro ciencies.
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 In ltrator table.
Cunning Action
At 2nd level, 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.
Combat Power
At 2nd level, you know one combat power of your choice from the in ltrator spell list. You learn additional combat powers of your choice at higher levels, as shown in the Combat Powers
column of the In ltrator table.
Instead of learning a new combat power, you may instead learn the advanced version of a combat power you already know.
Uncanny Dodge
At 5th level, 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.
Evasion
At 7th level, 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.
Reliable Talent
At 11th level, you have re ned your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your pro ciency bonus, you can treat a d20 roll of 9 or
lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain pro ciency in Wisdom saving throws.
Elusive
At 18th level, 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 nish a short or long rest.
Subclasses
SHADOW
Shadow In ltrators are melee specialists that make heavy use of their tactical cloak and stealth to close the distance between themselves and their target.
Silent Cloak
At 9th level, 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.
Melee Prowess
Starting at 9th level, your skill with melee weapons becomes unmatched. You have +1 to melee weapon attack and damage rolls.
Shadow Strike
At 13th level, whenever you activate Tactical Cloak you may teleport to a target location within 10m. You must be able to see the location and it cannot be occupied by a creature or object.
This movement does not provoke an attack of opportunity.
When you arrive at the target location, you may use your reaction to make one melee attack on a creature or object within range. This attack can bene t 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.
The teleportation can be used to free you from movement impairing effects such as grapple, restrained, lifted, etc.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modi er +
your pro ciency bonus). On a failed save, double the damage of your attack against the creature.
SNIPER
Snipers are ranged specialists that have an a nity for sniper ri es.
Steady Aim
At the 3rd level, your aim with a sniper ri e becomes deadly. As a bonus action on your turn, you can overclock your targeting system to take careful aim at a creature you can see that is
within range of a sniper ri e you're wielding. Your ranged attacks with the sniper ri e gain two bene ts against the target:
The attacks ignore half and three-quarters cover.
On a hit, the weapon deals additional damage to the target equal to 2 + half your in ltrator level.
This effect lasts 1 minute or until you use Steady Aim on a different target.
You can use this feature three times. You regain all expended uses of it when you nish a short or long rest.
Careful Eyes
Starting at 9th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
You also gain pro ciency in the Perception, Investigation, or Survival skill (choose one).
Overwatch
At 13th level, you've become attuned to monitoring the movements of the battle eld, taking advantage of when enemies break cover.
At the end of each of your turns, you may ready the following action. Choose up to 5 creatures you can see that are behind half or three-quarter cover. Until the start of your next turn, if any
of those creatures move into an area providing no cover, you may use your reaction to make a ranged weapon attack targeting that creature. This attack can bene t 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.
Killshot
At 17th level, your pro ciency with sniper ri es is beyond measure allowing you to target the weakest points of your enemy. When you apply your sneak attack damage to an attack made
with a sniper ri e, add 3d6 to the damage roll.
SABOTEUR
Saboteurs are tech savvy in ltrators that use cloak and dagger tactics to control the outcome of battles.
Saboteur's Touch
At 3rd level, you always have the sabotage spell prepared (it does not count against your list of prepared spells). Preparing the advanced version of the spell counts as one spell, not two.
You can cast sabotage as a bonus action or as a reaction to a ranged weapon attack you can see.
Combat Heuristics
Starting at 3rd level, every time you bring an enemy to 0 hit points or score a critical hit, your HUD updates your tactical feedback, restoring 1 tech point.
Tactical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage of any saving throw against the spell this turn.
Misdirection
Starting at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 2m of you is granting you
cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Saboteur's Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the rst round of any combat. You take your rst turn at
your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
SABOTEUR (v0.8.4)
Saboteurs are in ltration experts. They use a sharp mind to subtly affect the outcome of battles.
Insightful Fighting
Ear for Deceit
At 3rd level, 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 bene t lasts for 1 minute or until you successfully use this feature against a different target.
Infiltration
At 9th level, 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 a
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
At 13th level, when an enemy makes a saving throw against one of your abilities that imposes one, you can make them fail the saving throw.
You can use this feature once per long rest.
OPERATIVE (v0.8.4)
Operatives are ranged specialists that rely on gunplay and a keen eye to take out enemies from a distance.
Dropshot
At 3rd level, 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
At 9th level, you may spend a bonus action to gain advantage on an attack made with a Sniper Ri e by overclocking your scope's targeting technology.
You may use this feature 3 times per long rest.
Combat Heuristics
At 13th level, every time you bring an enemy to 0 HP or score a critical hit on them with a Sniper Ri e, your HUD updates your tactical feedback, restoring 1 TP.
Killshot
At 17th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modi er + your pro ciency 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 and use Charisma as their spellcasting modi er.
Level Pro ciency Bonus Features Barrier Uses Barrier Ticks Cantrips Spells Known Spell Slots Spell Level
1 2 Barrier, Tech Armor 2 3 2 2 1 1
2 2 Fighting Style 2 3 2 3 2 1
3 2 Subclass Feature 3 3 2 4 2 1
4 2 Ability Score Improvement 3 3 3 5 2 1
5 3 3 4 3 6 2 2
6 3 Quick Cast 4 4 3 7 2 2
7 3 Subclass Feature 4 4 3 8 2 2
8 3 Ability Score Improvement 4 4 3 9 2 2
9 4 4 5 3 10 2 3
10 4 Subclass Feature 4 5 4 10 2 3
11 4 L5t Implant (3rd-level) 4 5 4 11 3 3
12 4 Ability Score Improvement 5 5 4 11 3 3
13 5 L5t Implant (4th-level) 5 6 4 12 3 3
14 5 Subclass Feature 5 6 4 12 3 3
15 5 L5t Implant (4th-level) 5 6 4 13 3 3
16 5 Ability Score Improvement 5 6 4 13 3 3
17 6 L5t Implant (5th-level) 6 7 4 14 4 3
18 6 Subclass Feature 6 7 4 14 4 3
19 6 Ability Score Improvement 6 8 4 15 4 3
20 6 Reset 6 8 4 15 4 3
Hit points
Hit dice: 1d10 per level
Hit Points at 1st level: 10 + Constitution modi er
Hit Points at higher levels: 1d10 (or 6) + Constitution modi er
Pro ciencies
Armor: Light, Medium, Heavy
Weapons: Heavy Pistols and choose two from Assault Ri es, Melee, Shotguns, and SMGs
Saving Throws: Charisma & Constitution
Skills: Choose three from Athletics, Engineering, Insight, Intimidation, Medicine, Persuasion, Science, and Survival
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
Features
Spellcasting
Cantrips
You know two cantrips of your choice from the sentinel spell list. You learn additional sentinel cantrips of your choice at higher levels, as shown in the Cantrips column of the
Sentinel table.
Spell Slots
The Sentinel table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sentinel
spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you nish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell lance, you must spend one of those slots, and you cast it as a 2nd-level spell.
Additionally, when you gain a level in this class, you can choose one of the sentinel spells you know and learn an advanced version of it. You select one of the advancement options
listed in the spell description. Whenever you cast the spell, you cast the advanced version of it. You can only learn one advancement for each spell.
Spellcasting Ability
Sentinels use a unique L5t biotic implant that integrates with the operative's omni-tool maximizes their innate talents. As a sentinel you choose your spellcasting modi er from
Charisma, Intelligence, or Wisdom.
Choosing Charisma means that your operative has immense willpower and uses it to overcome the mental strain of casting biotic spells and interfacing with their omni-tool.
They use their innate talent to maximize the potency of their spells.
Choosing Intelligence means that your operative takes advantage of their omni-tool, using it to assist in the casting of biotic spells. Their keen intellect helps them choose
strategic targets to maximize the potency of their spells.
Choosing Wisdom means that your operative has unmatched concentration and can use the physical mnemonics of their biotic implant to cast tech spells with their omni-tool.
Their patience and insight maximizes the potency of their spells.
You use your selected ability whenever a spell refers to your spellcasting ability. In addition, you use your selected ability's modi er when setting the saving throw DC for a spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your pro ciency bonus + your selected ability modi er
Spell attack modi er = your pro ciency bonus + your selected ability modi er
Tech Armor
You've bolstered your armor with a powerful, defense-oriented AI. As a bonus action or as a reaction to taking damage, activate your Tech Armor.
When activated, tech armor creates a new kinetic barrier with additional hit points equal to the sum of your sentinel level and spellcasting modi er, multiplied by 2. When you have
tech armor hit points and take damage, the tech armor hit points are lost rst, and any leftover damage carries over to your shields and/or normal hit points. Tech armor lasts 1
minute or until it has 0 hit points remaining.
While tech armor is active, you can use your action to overload it. 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.
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks
column shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, so when any
barrier ticks gained in excess of this number are lost.
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 at any time as a free action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must nish 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
At 2nd level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency 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-
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
Quarters
attacks ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
attack with a different light ranged weapon that you’re holding in the other hand.
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
tick to impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Subclass Feature
At 3rd level, gain the features for your selected subclass.
Quick Cast
At 6th level, when you use your action to cast a spell, you may make a weapon attack as a bonus action.
Subclass Feature
At 7th level, gain the features for your selected subclass.
Subclass Feature
At 14th level, gain the features for your selected subclass.
Subclass Feature
At 18th level, gain the features for your selected subclass.
Reset
At 20th level, you can draw power from the depths of exhaustion. If you spend one minute calming your mind or recalibrating your armor you can regain all of your expended spell
slots or all spent uses of your tech armor. Once you use this feature, you must nish a long rest before you can do so again.
Class Features
Tech Armor
You've bolstered your armor with a powerful, defense-oriented AI. As a bonus action or as a reaction to taking damage, activate your Tech Armor.
When activated, tech armor creates a new kinetic barrier with additional hit points equal to the sum of your sentinel level and spellcasting modi er, multiplied by 2. When you have tech
armor hit points and take damage, the tech armor hit points are lost rst, and any leftover damage carries over to your shields and/or normal hit points. Tech armor lasts 1 minute or until it
has 0 hit points remaining.
While tech armor is active, you can use your action to overload it. 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.
You can use Tech Armor twice between long rests.
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks column
shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, so when any barrier ticks gained
in excess of this number are lost.
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 at any time as a free action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must nish 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
At 2nd level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency 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-
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
Quarters
ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
a different light ranged weapon that you’re holding in the other hand.
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Quick Cast
At 6th level, when you use your action to cast a spell, you may make a weapon attack as a bonus action.
Reset
At 20th level, you can draw power from the depths of exhaustion. If you spend one minute calming your mind or recalibrating your armor you can regain all of your expended spell slots or all
spent uses of your tech armor. Once you use this feature, you must nish a long rest before you can do so again.
Subclasses
BASTION
Bastion sentinels are battle eld leaders. They can easily turn the tides by calling out orders, inspiring troops, and synchronizing troop movements.
Tactical Focus
At 3rd level, your tactical acumen and predictive VI algorithms allow you to provide direction to your allies that can tilt a battle in your favor.
As a bonus action, you can select an area within 30m on the ground that measures 6m on each side. This area is your tactical focus. It remains your tactical focus until you use this ability
again or you become incapacitated.
When you select an area as your tactical focus, you choose one of your tactics to apply to that area. You gain three tactics at 3rd level. You gain an additional tactic at 7th and 14th level.
Each time you complete a long rest, you can swap one of your tactics for a different one.
Tactics
Advance. Update your allies' HUDs and outline optimal routes to your tactical focus. If an ally spends all of its movement moving towards your tactical focus, it doubles its movement,
ignores di cult terrain, and does not provoke attacks of opportunity.
Analysis. Focus all of your attention on the movements and capabilities of a single enemy. When you choose this tactic, you additionally choose a single hostile creature within your tactical
focus. Beginning when you set your tactical focus and at the beginning of each of your subsequent turns, the DM tells you if the creature is your equal, superior, or inferior in regard to one of
the following characteristics of your choice: One ability score (Strength, Dexterity, Constitution, Intelligence, Charisma, or Wisdom), Armor Class, or Current hit points
Clear the area. Pick out weak spots on your targets that force them out of your tactical focus. If an ally hit s a creature in your tactical focus with a weapon attack, the ally can move that
creature 2m.
Heads up. If an allied creature in your tactical focus must make a Dexterity saving throw it has advantage on that saving throw.
Pin down. When a hostile creature attempts to move out of your tactical focus, two target creatures of your choice can use a reaction to make an attack of opportunity on the target. If both
attacks are successful, the creature's movement becomes 0, it falls prone and remains in your tactical focus.
Recon. Your VI focuses on the movement of dust and augments sound from your area of focus, reconstructing a perfect image on your and your allies' HUD. Any creature within your
tactical focus loses any bene ts from being invisible, lightly obscured, or heavily obscured.
Master Tactician
At 3rd level, 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.
Ever Ready
By 7th level, you've learned to never let your guard down. You have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your rst turn, but only if you activate your tactical focus, selecting an area that
encompasses your location, before doing anything else on that turn.
Additional Tactic
At 7th level, you learn an additional tactic of your choice.
You can use this feature a number of times equal to your Charisma modi er (a minimum of once). You regain any expended uses when you nish a long rest.
Tactical Maneuvers
At 14th level, you can provide leadership that allows your allies to move in perfect harmony.
In place of moving, you can instead allow up to three allies within 30m move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner.
Additional Tactic
At 14th level, you learn an additional tactic of your choice.
Synchronized Assault
Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities. As a bonus action, select up to ve allies within 60m. They can use their reactions to
immediately take actions.
Once you use this ability, you cannot use it again until you complete a long rest.
JUGGERNAUT
Juggernauts are living tanks and nearly impossible to take down. 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 hostile
creature within 20m that can see you must make a Wisdom saving throw (DC = 8 + pro ciency bonus + spellcasting modi er). 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 a source other than you, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the
creature is no longer compelled to attack you and is immune to Assault Armor for the next 24 hours.
Synthetic creatures have advantage on the Wisdom saving throw.
Unyielding Assault
Starting at 14th level, you have advantage on saving throws to avoid becoming paralyzed, stunned, or frozen. While tech armor is active, you are immune to becoming paralyzed, stunned, or
frozen.
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.
Expertise
At 3rd level, choose two of your skill pro ciencies. Your pro ciency bonus is doubled for any ability check you make that uses either of the chosen pro ciencies.
Omni-Shield
Starting at 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 end Omni-shield at any point as a
free action.
While Omni-Shield is deployed you cannot use another omni-* melee weapon. Instead, gain the following:
+1 AC.
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. On a hit, deal 1d12 bludgeoning damage. You may shove a hit creature backward 2m.
Once you use this feature, you must nish a short or long rest before you can use it again.
Tech Aura
In addition to the standard defensive VI, you've augmented your Tech Armor to run different VI packages. At 7th level, when you activate tech armor, you can choose to run a different VI
package instead. When you activate an alternate package, you do not gain hit points, instead, you and any friendly creature within 10m of you gain the effect of the package for 1 hour. You
may only have one tech armor active at once.
Package Effect
Defensive This is the standard Tech Armor package. It does not affect allies.
Speed Increase speed by 6m. Can take the Disengage action as a bonus action.
Regen Regenerate shield points equal to your spellcasting modi er on the start of each of your turns.
Brute force Creatures within your aura deal an additional 1d8 bludgeoning damage with melee attacks.
Expertise
At 10th level, choose two of your skill pro ciencies. Your pro ciency bonus is doubled for any ability check you make that uses either of the chosen pro ciencies.
Sculpt Spells
Starting at 10th, you can create pockets of relative safety within the effects of your spells. When you cast a 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.
Tech Aura
At 14th level, if you have no remaining uses of Tech Armor, you can expend a spell slot to activate it.
Omni-Shield
Starting at 14th level, you can transform your omni-shield into a re shield or cryo shield.
Fire Shield. Gain all the bene ts of Omni-Shield. In addition, a target hit by a Fire Shield attack takes 3d10 re damage. This damage detonates primed targets, but you are immune to any
detonating effects.
Cryo Shield. Gain all the bene ts of Omni-Shield. In addition, a target hit by a Cryo Shield attack takes 1d8 cold damage and must succeed on a DC 13 Strength saving throw or become
frozen until the end its next turn.
Tech Aura
At 18th level, increase the distance of your Tech Aura packages to 20m.
MASTERMIND (v0.8.4)
Masterminds are the top strategists and battle eld experts. They can easily turn the tides by calling out orders or synchronizing troop movements.
Master Tactician
At 3rd level, 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
At 7th level, 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 nish 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
At 14th level, 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 nish a short or long rest.
Synchronized Assault
At 18th level, 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 nish a long rest before you can use it again.
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 gun re.
Hit points
Hit dice: 1d10 per level
Hit Points at 1st level: 10 + Constitution modi er
Hit Points at higher levels: 1d10 (or 6) + Constitution modi er
Pro ciencies
Armor: Light, Medium, Heavy
Weapons: Assault Ri es, Heavy Pistols, Melee, Shotguns, SMGs, Sniper Ri es
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
Features
Combat Powers
At 1st level, you know one combat power of your choice from the soldier spell list. You learn additional combat powers of your choice at higher levels, as shown in the Combat
Powers column of the Soldier table.
Instead of learning a new combat power, you may instead learn the advanced version of a combat power you already know.
Fighting Style
At 1st level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency 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-
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
Quarters
attacks ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
attack with a different light ranged weapon that you’re holding in the other hand.
Style Perk
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
tick to impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Adrenaline Rush
You can inject yourself with a shot of adrenaline, pushing yourself beyond your normal limits for a moment. At 2nd level, you can take one additional action this turn on top of your
regular action and a possible bonus action.
Once you use this feature, you must nish a short or long rest before you can use it again.
Subclass Feature
At 3rd level, gain the features for your selected subclass.
Extra Attack
Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Subclass Feature
At 7th level, gain the features for your selected subclass.
Tactical Reload
By 7th level, 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.
Indomitable
At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you nish a Long Rest.
Subclass Feature
At 10th level, gain the features for your selected subclass.
Extra Attack
Beginning at 11th level, you can attack three times instead of once whenever you take the Attack action on your turn.
Indomitable
At 13th level, you can use Indomitable three times between long rests.
Ability Score Improvement
At 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using
this feature.
Subclass Feature
At 15th level, gain the features for your selected subclass.
Adrenaline Rush
Starting at 17th level, you can use Adrenaline Rush twice per short rest but not more than once in a single turn.
Subclass Feature
At 18th level, gain the features for your selected subclass.
Extra Attack
Beginning at 20th level, you can attack four times instead of once whenever you take the Attack action on your turn.
Class Features
Fighting Style
At 1st level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency 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-
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
Quarters
ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
a different light ranged weapon that you’re holding in the other hand.
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Adrenaline Rush
You can inject yourself with a shot of adrenaline, pushing yourself beyond your normal limits for a moment. At 2nd level, you can take one additional action this turn on top of your regular
action and a possible bonus action.
Once you use this feature, you must nish a short or long rest before you can use it again.
Tactical Reload
By 7th level, 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.
Indomitable
At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you nish a Long Rest.
You can use this feature twice between long rests.
Extra Attack
Beginning at 11th level, you can attack three times instead of once whenever you take the Attack action on your turn.
Indomitable
At 13th level, you can use Indomitable three times between long rests.
Adrenaline Rush
Starting at 17th level, you can use Adrenaline Rush twice per short rest but not more than once in a single turn.
Extra Attack
Beginning at 20th level, you can attack four times instead of once whenever you take the Attack action on your turn.
Subclasses
HAVOC
GUNS!!! GRENADES!!! EXPLOSIONS!!!
Makeshift Grenades
When you reach 3rd level, you can program your omni-tool to transform omni-gel into grenades. Choose two grenades from the grenade list. As an action, you can spend 1 omni-gel to
create and use a grenade of that type. The Mark of the grenade you create is equal to your soldier level divided by 3 (rounded down).
You can spend 8 hours of programming to exchange a selected grenade with a different one.
Makeshift Grenades
At 15th level, you can have 4 grenades programmed into your Omni-tool at once.
In addition, you can create a grenade with this ability as a bonus action and you can use a grenade as an attack action.
Paint by Number
At 18th level, you become a heavy weapon artist and a targeting laser is your paintbrush. When using a Heavy Weapon that requires a round of targeting, you may target and re on the
same turn.
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
By 3rd level, 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 nish a short or long
rest.
You can expend superiority dice to gain a number of different bene ts:
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
At 7th level, 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 and the die type becomes a d10.
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 soldier level.
Weapon of Choice
You gain another superiority die (6 total) at 18th level and the die type becomes a d12.
GLADIATOR
Gladiators are pure-combatants, focused on winning at all costs and being nearly impossible to take down.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of
the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th
level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you nish a long rest.
Vengeance
Starting at 7th level, you can overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of adrenaline. You immediately
stand up (if you so choose), and you regain hit points equal to half your hit point maximum. Then, you may draw any weapon you are carrying, choose a target a creature within that
weapon's normal range, and make 2 attacks with the weapon.
If the target creature is the same one that reduced you to 0 or fewer hit points, you have advantage on both attack rolls.
Once you use this feature, you can't use it again until you nish a long rest.
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
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.
SHARPSHOOTER (v0.8.4)
Sharpshooters use pinpoint accuracy and target weak points on their opponents, resulting in massive amounts of bonus damage.
Steady Aim
At 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 bene ts 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 nish a short or long rest.
Careful Eyes
Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
You also gain pro ciency 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 rst 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 out tted with
L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force while closing distance.
Spell Slots
Level Pro ciency Bonus Features Barrier Uses Barrier Ticks Cantrips Spells Known 1st 2nd 3rd
1 2 Barrier, Fighting Style 2 3 4 - - - -
2 2 Danger Sense, Zero-Sum 2 3 4 2 2 - -
3 2 Subclass Feature 3 3 4 3 3 - -
4 2 Ability Score Improvement 3 4 5 3 4 - -
5 3 Extra Attack 3 4 5 4 6 - -
6 3 Subclass Feature 4 4 5 4 6 - -
7 3 Tactical Barrier 4 5 5 5 7 - -
8 3 Ability Score Improvement 4 5 5 5 7 - -
9 4 Brutal Critical 4 5 5 6 7 2 -
10 4 Subclass Feature 4 6 6 6 7 2 -
11 4 Heavy Barrier 4 6 6 6 7 3 -
12 4 Ability Score Improvement 5 6 6 7 7 3 -
13 5 Brutal Critical(2) 5 7 6 8 7 4 -
14 5 Subclass Feature 5 7 6 8 7 4 -
15 5 Retaliation 5 7 6 9 7 5 -
16 5 Ability Score Improvement 5 8 6 9 7 5 -
17 6 Brutal Critical(3) 6 8 6 10 7 6 1
18 6 Subclass Feature 6 9 6 10 7 6 1
19 6 Ability Score Improvement 6 9 6 11 7 6 2
20 6 Primal Biotics 6 10 6 11 7 6 2
Hit points
Hit dice: 1d12 per level
Hit Points at 1st level: 12 + Constitution modi er
Hit Points at higher levels: 1d12 (or 7) + Constitution modi er
Pro ciencies
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
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
Features
Spellcasting
Cantrips
At 1st level, you know four cantrips of your choice from the vanguard spell list. You learn additional vanguard cantrips of your choice at higher levels, as shown in the Cantrips
column of the Vanguard table.
Instead of learning a new cantrip, you may instead learn the advanced version of a cantrip you already know.
Spell Slots
The Vanguard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these vanguard spells, you must expend a slot of the spell’s
level or higher. You regain all expended spell slots when you nish a long rest.
For example, if you know the 1st-level spell lance and have a 1st-level and a 2nd-level spell slot available, you can cast lance using either slot.
The Spells Known column of the Vanguard table shows when you learn more vanguard spells of your choice. Each of these spells must be of a level for which you have spell slots.
For instance, when you reach 9th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you learn a new spell, you may instead choose one of the vanguard spells you know and learn an advanced version of it. You select one of the advancement
options listed in the spell description. Whenever you cast the spell, you cast the advanced version of it. You can only learn one advancement for each spell.
Spellcasting Ability
Vanguards are out tted 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 modi er when setting the saving throw DC for a biotic spell you cast and when making an
attack roll with one.
Spell attack modi er = your pro ciency bonus + your Wisdom modi er
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks
column shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, so when any
barrier ticks gained in excess of this number are lost.
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 at any time as a free action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must nish 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
At 1st level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency 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-
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
Quarters
attacks ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
attack with a different light ranged weapon that you’re holding in the other hand.
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
tick to impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Danger Sense
Starting at 2nd, 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 bene t, you can't be blinded, deafened, or incapacitated.
Zero-Sum
At 2nd level, when you make a melee attack, instead of rolling a dice, you can ip 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.
Subclass Feature
At 3rd level, gain the features for your selected subclass.
Extra Attack
Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Subclass Feature
At 6th level, gain the features for your selected subclass.
Tactical Barrier
At 7th level, whenever you take damage while barrier is active, you choose how many barrier ticks to spend. You may choose to spend 0 barrier ticks.
Brutal Critical
Beginning at 9th, you can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.
Subclass Feature
At 10th level, gain the features for your selected subclass.
Heavy Barrier
At 11th level, when you expend a barrier tick to reduce damage, each barrier tick reduces the damage by 3d8.
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.
Subclass Feature
At 14th level, gain the features for your selected subclass.
Retaliation
At 15th level, 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.
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.
Subclass Feature
At 18th level, gain the features for your selected subclass.
Primal Biotics
At 20th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Class Features
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks column
shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, so when any barrier ticks gained
in excess of this number are lost.
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 at any time as a free action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must nish 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
At 1st level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency bonus to your melee attack damage rolls.
Style Perk
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-
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
Quarters
ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
a different light ranged weapon that you’re holding in the other hand.
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Danger Sense
Starting at 2nd, 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 bene t, you can't be blinded, deafened, or incapacitated.
Zero-Sum
At 2nd level, when you make a melee attack, instead of rolling a dice, you can ip 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.
Extra Attack
Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Barrier
At 7th level, whenever you take damage while barrier is active, you choose how many barrier ticks to spend. You may choose to spend 0 barrier ticks.
Brutal Critical
Beginning at 9th, you can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.
Heavy Barrier
At 11th level, when you expend a barrier tick to reduce damage, each barrier tick reduces the damage by 3d8.
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
At 15th level, 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.
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
At 20th level, 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 battle eld, controlling and harrying enemy forces.
Biotic Maneuvers
At 3rd level, you learn three 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 pro ciency bonus + your spellcasting ability modi er.
Name Maneuver
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
Disarming
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
Attack
object you choose. The object lands at its feet.
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
Distracting
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
Attack
before the start of your next turn.
Name Maneuver
Feinting 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
Attack advantage on your next melee attack roll against that creature. If that attack hits, add the barrier tick to the attack’s damage roll.
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
Goading
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
Attack
against targets other than you until the end of your next turn.
When you hit a creature with a melee attack, you can expend one barrier tick to attempt to lift a Medium or smaller size creature or object. You add
Lift Attack
the barrier tick to the attack’s damage roll, the target must make a Dexterity saving throw. On a failed save, the target is lifted.
Menacing 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 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.
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
Pushing
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
Attack
away from you.
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
Riposte
creature. If you hit, you add the barrier tick to the attack's damage roll.
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
Sweeping
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
Attack
damage equal to the number you roll on your barrier tick.
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
Trip Attack
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.
Biotic Focus
At 6th level, you can use a bonus action to focus your biotic energies into your muscles granting additional speed and strength. You gain the following bene ts 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 nish a long rest.
Improved Barrier
At the 10th level, increase the die type of your barrier ticks to d10.
Biotic Maneuvers
At 10th level, learn 2 additional biotic maneuvers.
Biotic Maneuvers
At 14th level, learn 2 additional biotic maneuvers.
Extra Attack
Beginning at 14th level, you can attack three times instead of once whenever you take the Attack action on your turn.
Improved Barrier
At the 18th level, increase the die type of your barrier ticks to d12.
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.
SHOCK TROOPER
Shock troopers like to ght up close and personal, using charge to dash around the battle eld and ripping enemies apart with shotgun blasts.
Stunning Strike
Starting at 6th level, you can focus your barrier into the impact of your charge spell. When you hit a creature with your charge cantrip, you can spend 1 barrier tick to attempt a stunning
strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Shotgun Savvy
At 10th level, Brutal critical and Zero-sum can be applied to shotgun weapon attacks.
Onslaught
At 10th level, you've mastered your charge spell, maximizing its damage. The damage of charge becomes d10 + your spellcasting modi er.
A Touch of Force
At 14th level, you gain the ability to augment your weapons with your barrier. As a bonus action, you can expend up to 3 barrier ticks to grant one weapon you're carrying a bonus to damage
rolls equal to the number of barrier ticks spent. The additional damage is force damage and can detonate primed targets. This effect lasts 1 minute.
Once you use this feature, you can't use it again until you nish a short or long rest.
Blitz
Starting at 18th level, whenever a creature within 20m that you can see makes a weapon attack or casts a spell, you can use your reaction to cast charge, targeting that creature. Resolve
any effects caused by charge before the creature takes its action. The creature may choose to make a different action this turn.
NEMESIS
Nemesis vanguards prefer distance and using biotic powers. While they lack the raw power of an adept, they're more crafty and harder to take down.
Biotic Recovery
At 3rd level, you have learned to regain some of your biotic energy by meditating and calming your mind. Once per day when you nish a short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level that is equal to or less than a third of your vanguard level (minimum 1), and none of the slots can be 3rd level or higher.
For example, if you’re a 10th-level vanguard, you can recover up to 4 levels worth of spell slots. You can recover either two 2nd-level spell slots, one 2nd-level and two 1st-level spell slots, or
four rst-level spell slots.
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.
Metabiotics can only be applied to spells of 1st level or higher.
Name Enhancement
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
Careful
do so, you spend 1 barrier tick and choose a number of those creatures up to your spellcasting ability modi er (minimum of one creature). A
Spell
chosen creature automatically succeeds on its saving throw against the spell.
Distant 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
Spell has a range of touch, you can spend 1 barrier tick to make the range of the spell 10m.
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 modi er
Empowered
(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
Spell
the casting of the spell.
Heightened 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 spell disadvantage on its rst saving throw made against the spell.
Quickened 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
Spell casting.
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
Twinned
spend a number of barrier ticks equal to the spell's level to target a second creature in range with the same spell (1 barrier tick if the spell is a
Spell
cantrip).
Biotic Attacks
At 6th level, you choose one biotic cantrip you know and one biotic spell of 1st level you know. You may cast either spell as an attack.
By spending 8 hours training, you can exchange one or both of the spells you chose for different spells of the same levels.
Metabiotics
At 10th level, learn an additional metabiotic option.
Biotic Fury
Starting at 10th level, the effects of brutal critical and zero-sum can be applied to your biotic spells that require a spell attack roll.
Teleporting Dodge
At 14th level, as a reaction to an effect that causes you to make a Dexterity saving throw, you can use 2 Barrier ticks to automatically pass the saving throw.
Metabiotics
At 14th level, learn an additional metabiotic option.
Bombardment
Beginning at 18th level, the harmful energy of your biotics intensi es. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll
it again and add that roll to the damage. You can use the feature only once per turn.
Backgrounds
Artisan
Skill Pro ciencies. Insight, Persuasion
Tool Pro ciencies. 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 bene ts. 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 nd and are welcome in trade shows and can usually nd 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 nd 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.
Suggested Characteristics
Use the Guild Artisan / Guild Merchant background's suggested characteristics in the D&D Player's Handbook, pg. 132-133
Bureaucrat
text based on homebrew background by fromshus
Skill Pro ciencies. History, and one of either Deception, Investigation, Insight, Perception or Persuasion.
Equipment. A collection of ne out ts for professional and formal settings and 5,000 credits
Alternate Feature: Detail Oriented. You are precise, e cient 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 elds. Choose the eld 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
6 Military Administration/Logistics
Suggested Characteristics
Bureaucrats are practical, sometimes to a fault, and are often viewed as boring and o cious. They are generally intelligent and tend toward order and lawfulness, though there are always
exceptions.
d8 Personality Trait
1 Hygiene is more important than most people realize. I hate getting dirty and don't like dirty people.
2 I hoard information and have more books, journal subscriptions and star maps than is strictly necessary.
5 I can speak at length on certain topics and jump at any chance to do so.
6 It takes a lot of mental energy to be as organized as I am and I resent those who don't appreciate that.
7 I am always eager to solve a puzzle and get bored if I'm not challenged intellectually.
8 I keep a journal in which, among other things, I record slights against me and my negative thoughts about others.
d6 Ideal
1 Order: The world is in harmony when things are put to their proper use and in their proper place. (Lawful)
2 Knowledge: Reliable information and education are the keys to prosperity. (Good)
3 Remembrance: The future is uncertain, but by keeping records of history we can avoid the mistakes of the past. (Neutral)
4 Opportunism: There are always loopholes in any system, no matter how complex, and the challenge is to nd them. (Chaotic)
5 Oppression: Laws are a tool and they must be ruthlessly enforced to keep the herd in check. (Evil)
6 Connections: Being connected is the best way to get ahead in life. (Any)
d6 Bond
2 I am in possession of a potentially damning secret regarding the illegal activities of a powerful person.
3 I care more about nding the truth above all other things. Transparency is my highest priority.
4 The law does not necessarily mean justice. I oppose those who use the law to extract anything but justice.
5 I seek to help those in need by teaching law, literacy, and good management.
6 I may not be from a well-known lineage of my race, but with my knowledge of governance, I can become a powerful leader.
d6 Flaw
2 I am more disorganized than I like to admit and often lose track of my things.
4 I tend to overthink everything and make situations more complex than they need to be.
5 I dislike ambiguity and have trouble making decisions if there are no clear rules to guide me.
Colonist
Skill Pro ciencies. Survival, plus your choice of one from among Medicine, Science, and Vehicle Handling.
Tool Pro ciencies. 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 nd 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.
Suggested Characteristics
A colonist is generally not far traveled and has lived most their life on a single planet. However, colonies can vary in size, governmental structure, and socioeconomic status. Colonists see
their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.
d8 Personality Trait
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to nd the most equitable solution to arguments.
5 I’m con dent in my own abilities and do what I can to instill con dence in others.
d6 Ideal
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
4 Might. If I become strong, I can take what I want — what I deserve. (Evil)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6 Bond
1 I have a family, but I have no idea where they are. They left me on a colony and I don't know why. One day, I hope to nd out.
2 I worked the land, I love the land, and I will protect the land from abuse.
d6 Bond
3 A o cial once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
d6 Flaw
1 There is a dictator who rules my colony and will stop at nothing to see me killed.
2 I’m convinced of the signi cance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 39
Crewman
Skill Pro ciencies. Electronics and Engineering
Equipment. A pressurized space suit, a set of common clothes, a gaming set, and 1000 credits.
Feature: Transport'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.
Suggested Characteristics
Use the Sailor background's suggested characteristics in the D&D Player's Handbook, pg. 139.
Criminal
Skill Pro ciencies. See Specialty below.
Equipment. Thieves' tools, a gaming set, a set of common clothes, and 1,500 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.
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be
honor among thieves, but criminals rarely show any respect for law or authority.
d8 Personality Trait
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The rst thing I do in a new place is note the locations of everything valuable - or where such things could be hidden.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation. Never tell me the odds.
d6 Ideal
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the galactic core for all I care. (Neutral)
d6 Bond
3 Something important was taken from me, and I aim to steal it back.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of I mistake I made. That will never happen again.
d6 Flaw
1 When I see something valuable, I can’t think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
6 An innocent person is in prison for a crime that I committed. I’m okay with that.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 38
Doctor
text based on homebrew background by MFjones
Skill Pro ciencies. Medicine, Science
Equipment. A medical kit, a set of scrubs that are resistant to bodily uids, 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.
Suggested Characteristics
Doctors are de ned by their ability to give medical treatment to the pained and wounded. All doctors are united by their desire to " x what is broken", although some view this ability as a
means to an end instead of a gift in and of itself.
d8 Personality Trait
5 I am skeptical of homeopathic methods and religion, and instead, I trust in the sciences.
6 When someone is injured, I will drop all other responsibilities to tend to them.
7 I am constantly taking note of potential signs and symptoms in the people I meet.
d6 Ideal
1 Empathy. All I care about is the bene ts my skills bring to others. (Good)
2 Change. Those who seek to cure must be as adaptable as those who seek to harm. (Chaotic)
3 Respect. The sick and dying deserve to be treated with dignity. (Good)
4 Greed. Those in need of my services will pay through the nose to get them. (Evil)
d6 Bond
4 Someone I loved died of a genetic illness. I spend my life studying the prevention of genetic defects.
5 I am compiling my medical discoveries in a series of private articles, which I won't release until my death.
d6 Flaw
Entertainer
Skill Pro ciencies. Acrobatics, Performance
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 nd 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 gure. When
strangers recognize you in a city district or colony 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 de ne your expertise as
an entertainer.
1d8 Routines
1 Comedian
2 Dancer
3 Mentalist
4 Musician
5 Poet
6 Pyrotechnics
1d8 Routines
7 Singer
8 Storyteller
Suggested Characteristics
Use the Entertainer background's suggested characteristics in the D&D Player's Handbook, pg. 130-131
Escort
text based on homebrew background by Nostalgichipster
Skill Pro ciencies. Insight, Performance
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 ful ll your request to the best of their abilities, even to the point of sacri cing their life for you.
Suggested Characteristics
When creating an Escort, think about how they feel about their situation. Do they enjoy their work? Do they hate it? Is there a reason they're doing it? This can be useful in deciding how your
Courtesan will act.
d8 Personality Trait
2 My speech is like a switch; I speak either very warmly or very coldly to anyone.
3 I am unafraid to get up-close and "personal" with most people or in most situations.
4 I keep silent about any shortcomings I may be experiencing. I can't stand being pitied.
7 I love being the center of attention and dislike those who take that from me.
d6 Ideal
1 Survival. Everyone uses everyone else to get what they want, why should I act any different? (Evil.)
3 Lust. I love the work I do, despite what any naysayers may call me. (Any.)
4 Reciprocity. I only care about the compensation for my services rendered. (Neutral.)
5 Etiquette. I know how to act in high society and never step out of line (Lawful.)
6 Pride. My body and soul are my own, I decide what I do with it, no one else. (Chaotic.)
d6 Bond
d6 Bond
4 I know a secret about one of my clients that could cost me my life if revealed.
5 A client beat me severely leaving a horrible scar. I am biding my time, waiting to exact my revenge.
d6 Flaw
1 I am highly skeptical when someone offers me something without asking for anything in return.
2 Despite my own ability to read people, I myself am very easily read by others.
5 I am unreasonably attracted to a race that is not my own and nd myself ustered when around beings of that race.
6 I love presents or gifts, and cannot refuse one, even if I know doing so is a bad idea.
Experiment
Skill Pro ciencies. Science and Survival.
Tool Pro ciencies. Tinker's Tools and your choice of Medical Kit, Disguise Kit, or Chemist's Supplies.
Equipment. A set of common clothes, a trinket from your program of origin, Tinker's Tools, and 300 credits.
Regardless of the program's nature or success, you survived your di cult trials and came out tougher for it. You've been pushed to the edge of death before, so it doesn't scare you. Once
per long rest, you can choose to make a death saving throw with advantage due to your strong drive to survive.
Suggested Characteristics
Experiments are all maladjusted to society, but not all experiments are unable to adapt. Most experiments prefer to be loners and come off as aloof or emotionless. Over time, with a close-
knit group, some experiments tend to open up and show a softer side.
d8 Personality Trait
1 I only have one friend I care about, the one who talks to me in my head.
d6 Ideal
2 Kindness: The Golden Rule is the only way to prevent more horrors like my past. (Good)
4 Neutrality: I have no predispositions or mental stereotypes. Everyone is equal in my eyes until proven otherwise. (Neutral)
5 Order: My past was caused by those who bent the rules in their favor. I will never ght the law. (Lawful)
d6 Bond
1 I have a friend who did not escape the experimental program. I need to nd out what happened to them.
2 One of the scientists in my program gave me a toy that I never go anywhere without.
3 I will destroy every person who had any involvement with my program.
4 After I escaped my program, someone adopted me and showed me how to survive in the world. I would lay down my life for them.
5 I barely remember my time as an experiment. I'm desperately trying to nd more information about it.
6 I secretly believe that I was a success and want to recreate the program that created me.
d6 Flaw
Faction Agent
Skill Pro ciencies. Choose two among Deception, Investigation, Persuasion, or Stealth.
Tool Pro ciencies. 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 faction agent, you have access to a secret network of supporters and other agents who can provide assistance. You know a set of secret signs, encrypted
communication channels, and passwords you can use to identify such agents, who can provide you with access to a hidden safe house, free room and board, or assistance in nding
information. These agents never risk their lives for you or risk revealing their true identities.
Faction. As a faction agent, 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. Agents are more than
hired mercenaries and are supportive of their faction's efforts.
Suggested Characteristics
Faction Agents are shaped by their experience in the line of duty. The beliefs, laws, and practices of their faction can affect their mannerisms and ideals. Their aws might be some hidden
hypocrisy that counteracts the tenets of their faction. For example, a Shadow Broker Agent that secretly wants transparency of information. Or they might have an ideal or bond that is taken
to an extreme, such as a Cerberus agent that hates all non-human races and kills them whenever possible.
d8 Personality Trait
1 I idolize a particular leader of my faction and constantly refer to that person’s deeds and example.
2 I can nd common ground between the ercest enemies, empathizing with them and always working toward peace.
3 I see opportunities in every social interaction. People are puppets and I am the puppeteer.
7 I’ve enjoyed ne food, drink, and high society among my factions’ elite. Rough living grates on me.
8 When I enter a room, I immediately begin looking for the biggest threat.
d6 Ideal
1 Tradition. The laws and ideals of my faction must be upheld at all costs. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about change in the galaxy through subversion and closed-door politics. (Chaotic)
4 Aspiration. I hope to one day rise to the top of my faction's hierarchy. (Any)
5 Power. My faction is a means to gain as much power as possible. I will it to get what I want. (Evil)
d6 Bond
2 I will someday get revenge on the corrupt faction leader that exiled me.
5 I discovered a fatal aw or secret about my faction and they are trying to silence me.
d6 Flaw
2 I put too much trust in those who wield power within my faction.
d6 Flaw
4 I am in exible in my thinking.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 37
Pilot
Skill Pro ciencies. Perception, Vehicle Handling
Tool Pro ciencies. Choose two from among starship systems (helm), starship systems (navigation), vehicles (air), vehicles (land), vehicles (space), or vehicles (water)
Feature: Ace. You're an artist in the pilot seat, giving you the following bene ts based on your selected pro ciencies:
Starship systems (helm) You're far traveled an have insight into customs and dangers of all planets connected to a major trade route.
Vehicles (air) You have advantage when making checks to y through stormy weather
Vehicles (land) You have advantage when making checks to drive over di cult terrain
vehicles (space) You have advantage when making checks and saving throws to avoid enemy re
Vehicles (water) The time it takes to get from one location to another is reduced by 20%
Suggested Characteristics
The scale of a pilot's travels could be limited to a single planet, system, or across the entire galaxy. But all pilots are most comfortable on the move and never stay in one place very long,
always seeking a new adventure or experience.
d6 Personality Trait
1 In my experience, its best do something rst and ask for forgiveness later.
2 When it comes to my preferred vehicle, there is no one better than myself and piloting it.
3 Actions speak louder than words. I don't waste my time in boasting or insulting others.
4 I will always give my opinion, even if others don't ask for it.
7 Though I'm a great pilot, I still get extremely nervous when I'm piloting vehicles.
d6 Ideal
1 Change. People come and go, life goes on. Better to enjoy the ride than try to stop it. (Chaotic)
d6 Ideal
2 Greater Good. I have the ability to improve the lives of those around me by transporting them to better places or bringing them necessities. (Good)
3 Community. You meet a lot of interesting people when you travel, best to keep those connections. Never know when you'll need a favor. (Any)
4 Honesty. The best way to survive is to be open, honest, and abide by the rule of wherever you end up for the night. (Lawful)
5 Greed. I'll get you where you want to go, but it's going to cost you... (Evil)
6 Renown. When I die I want children to think of me as the greatest pilot alive. (Neutral)
d6 Bond
2 I used to own a transport of ship that someone stole (or I lost due to debt). I will do anything to get it back.
3 My life goal is to visit every planet in the galaxy and write a book about my travels.
4 I'm wanted for a crime (that I did or didn't commit). I have to keep on the move to avoid being prosecuted.
5 My freedom is my most precious possession. I would give up my life before being shackled.
d6 Flaw
2 I try to talk my way out of every situation, even when talking might make things worse.
Scholar
Skill Pro ciencies. 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.
Additionally, you have 2,000 credits.
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 pro ciency based on your choice.
Suggested Characteristics
Scholars are de ned by their extensive studies, and their characteristics re ect this life of study. A scholar values knowledge highly — sometimes in its own right, sometimes as a means
toward other ideals.
d8 Personality Trait
2 I’ve read every book about every scienti c study — or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
5 I’m willing to listen to every side of an argument before I make my own judgment.
6 I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.
d6 Ideal
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
4 No Limits. Nothing should fetter the in nite possibility inherent in all existence. (Chaotic)
d6 Bond
2 I have an ancient text or artifact that holds terrible secrets about the galaxy and must not fall into the wrong hands.
5 I’ve been searching my whole life for the answer to a certain question.
6 I owe a powerful person a great debt for a piece of knowledge they provided.
d6 Flaw
2 Most people scream and run when they see a thresher maw. I stop and take notes on its anatomy.
text adapted from Dungeons & Dragons: Player's Basic Rules Version 0.3, p. 41
Scrapper
Skill Pro ciencies. Engineering, Survival
Tool Pro ciencies. 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 pro t. You have exonet connections and knowledge of what collectors want what objects. You also have encyclopedic knowledge about what gear, weapons, and devices
contain valuable or rare materials and you know how to salvage those materials from the containing items.
Suggested Characteristics
Scrappers are hoarders, inventors, crafters, and tinkerers. To them, everything has value and can be reused or repurposed.
d6 Personality Trait
2 I can't pass up the chance to root through someone's trash and look for "valuables".
5 I'm fairly naive about subjects other than electronics and engineering.
7 Organic beings are nothing more than more complex machines. I am constantly observing them.
8 Nothing is ever good enough. I can always give that gadget a bit more power.
d6 Ideal
1 Invention. I create for the sake of creation, not for money or fame. (Any)
2 Greed. You can break something that works perfectly and get paid to x it. (Evil)
d6 Ideal
5 Protection. I must do everything possible to save perfectly good things from being discarded. (Good)
6 Indifferent. Everything breaks and everyone dies. There isn't much point in trying to save things. (Chaotic)
d6 Bond
1 My mentor left me a le with concepts, ideas, and techniques. Losing it would devastate me.
4 I want to learn more about a particular type of technology that fascinates me.
5 Someone stole and pro ted from my invention. I want to see them brought to justice.
d6 Flaw
1 I constantly chide people for throwing things away and describe the numerous ways they could have reused the item.
2 I like to dismantle and reconstruct things that are in perfect working order (sometimes they break...)
SysOp
Skill Pro ciencies. Electronics, Investigation
Tool Pro ciencies. 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.
Suggested Characteristics
A system operator (Sysop) is a catch-all term for people who monitor, maintain, and upgrade the plethora of vital systems that support civilized life. From entertainment to tra c to waste
management, sysops either Virtual Intelligence software (VIs) or manually maintain code. Long hours of staring at code and constant need to keep systems up-to-date, running, and
protected from security breaches typically make paranoid or uneasy individuals who romanticize seemingly mundane events, tasks, and social situations.
d8 Personality Trait
1 I'm always fantasizing about someone that I feel I have no chance with.
4 I am always reminding people that our systems are one computer worm away from bringing down the entire galactic civilization.
5 I am always over-exaggerating.
8 Before I meet someone for the rst time, I spend countless hours nding our everything I can about them on the Exonet.
d6 Ideal
4 Friendship. Money and possessions aren't as important and someone who has your back. (Good)
5 Logic. Emotions are imperfect, every problem can be solved by using math and logic. (Neutral)
d6 Bond
4 I stole secrets from a local government or organization. They're coming after me.
5 My laziness caused the death of innocent people. I will never make that mistake again.
d6 Flaw
2 I’m always trying to hack into secure systems, which often lands me in jail.
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 ow to cities and can nd 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.
Suggested Characteristics
Use the Urchin background's suggested characteristics in the D&D Player's Handbook, pg. 141
Veteran
Skill Pro ciencies. Athletics, Perception
Tool Pro ciencies. One gaming set and one starship system
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 in uence, and they defer to
you if they are of a lower rank. You can invoke your rank to exert in uence 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 speci c 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 O cer
4 Pilot
5 Quartermaster
6 Scout
7 Spy
8 Communications
Suggested Characteristics
The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and
vulnerable to fear, shame, and hatred.
d8 Personality Trait
2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battle eld. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
3 I made a terrible mistake in battle that cost many lives — and I would do anything to keep that mistake secret.
text adapted from Dungeons & Dragons System Reference Document 5.1, p. 42
Feats
Removed
The following feats from the 5th Edition Player's Manual 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, Linguist, Magic Initiate, Martial Adept, Polearm Master, Spell Sniper.
Feat Changes
Mage Slayer name changed to Biotic Slayer.
Elemental Adept. Your options for damage types are: Fire, Cold, Lightning, Force, and Necrotic
Weapon Master. You gain pro ciency with 2 weapon types instead of 4.
New
A Beautiful Mine
You know how to sculpt explosives into works of art.
Additional Augment
Choose an augment as listed in the Cybernetic Augmentation trait. You gain all features of that augment, in addition to your current one.
Card Shark
You've sunk considerable time into playing cards for credits in seedy dives and upscale casinos alike, and, through countless wins and losses, you've honed your gamesmanship into a thing
of beauty. You gain the following bene ts and features:
Come Get Me
Conventional wisdom in combat is to avoid being targeted. You prefer an alternate school of thought, keeping enemies focused on you and off of your less stalwart allies.
As an action, you can make a feint to draw enemy attention. This feint may be a war cry, a loud insult, or a different distraction. All enemies within 16 meters must make a Wisdom saving
throw (DC 8 + your pro ciency bonus + your Charisma modi er). On a successful saving throw, a target is unaffected and is immune to this effect for the next 24 hours. On a failed saving
throw, an enemy has disadvantage on attacking any creature except you for the next minute, or until they make an attack against you. You may use this ability once per short or long rest.
Cranial Bruiser
Krogan are notorious for using any weapon within reach - even the armored plates that cover their foreheads. You gain the following bene ts:
You can attack with a headbutt, which is a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modi er bludgeoning damage.
When you use the Dash action during your turn, you can make a melee attack with your headbutt as a bonus action.
Enhanced Optics
Your optic nerves have been enhanced by science to perceive more.
Gain darkvision.
You now gain pro ciency in Perception, Investigation, and Insight. If you are already pro cient in any of these, gain expertise instead.
Featherlight
Travel light, travel fast.
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 or strength modi er (your choice) and
pro ciency bonus to the attack roll. On a hit, the grenade deals bludgeoning damage equal to 1d4 + dexterity or strength modi er (same as used to make the ranged attack). The target also
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
rst 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.
You have advantage on all saving throws made to resist becoming charmed, frightened, and stunned.
While charmed, frightened, or stunned, you can use a bonus action on your turn to repeat the saving throw to end the effect. This saving throw is not made with advantage.
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}, {incapacitated}, {paralyzed}, {poisoned}, {prone}, {restrained}, and {stunned}. You may use this ability once per long rest.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
When you score a critical hit with a melee weapon attack, you can roll one additional damage dice and add it to the extra damage of the critical hit.
Wealth of Knowledge
Your grasp of random factoids knows no bounds.
N7 Valkyrie P.A.W.
RARE ASSAULT RIFLE SPECTRE ASSAULT RIFLE ANDROMEDA
39,000 credits 59,000 credits
Damage Range Heat Weight
2d8 force (20/60m) 6 5
Two-handed | Special
The P.A.W. does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you
Damage Range Heat Weight make a ranged attack with the weapon, spin down the die 1 face. Every round that you
2d8 piercing (30/90m) 4 5 don't re the weapon, spin the die up 1 face. If you ever spin down the die to 0, the
weapon jams and cannot be red again this combat. After successfully hitting a target
with a ranged attack with this weapon, you may use your bonus action to begin targeting.
Until the targeting condition ends, you deal weapon damage to the target at each of the
following combat phases: the end of your turn, the beginning of the target's turn, the end
Two-handed
of the target's turn, and the beginning of your turn. Each time you deal damage, spin down
your heat dice. In addition to standard targeting rules, this targeting condition can end
when this weapon's heat becomes 0, when the targeted creature gains three-quarter or
full cover, the target uses an action and succeeds on an opposed Dexterity check (you
may add your pro ciency bonus if you are pro cient with this weapon type), or you use a
bonus action on your turn to end the condition.
Phaeston Sandstorm
COMMON ASSAULT RIFLE RARE ASSAULT RIFLE ANDROMEDA
8,000 credits 37,500 credits
Soned Sovoa
SPECTRE ASSAULT RIFLE ANDROMEDA SPECTRE ASSAULT RIFLE ANDROMEDA
60,000 credits 59,000 credits
Striker Assault
Ri e Sweeper
RARE ASSAULT RIFLE RARE ASSAULT RIFLE ANDROMEDA
36,500 credits 39,000 credits
Recoil | Two-handed
Two-handed | Heavy | Special | Burst Fire
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 The Sweeper does not use thermal clips. Instead, use a d6 to track the "heat". Whenever
additional 1d12 damage, at the cost of 2 heat per attack. This bonus continues to stack at you make a ranged attack with the weapon, spin down the die 1 face. Every round that you
the start of your turn until the targeting condition ends or until the Striker must be don't re the weapon, spin the die up 1 face. This represents the weapon internally cooling
reloaded. For example, the 3rd round would deal 3d12 for 3 heat per attack, etc. off. If you ever spin down the die to 0, the weapon jams and cannot be red again this
combat. If you make a Burst Fire attack, spin down the die by 2.
Thokin X5 Ghost
RARE ASSAULT RIFLE ANDROMEDA UNCOMMON ASSAULT RIFLE
37,500 credits 15,000 credits
Zalkin
UNCOMMON ASSAULT RIFLE ANDROMEDA
15,000 credits
Heavy Pistols
Acolyte Arc Pistol
UNCOMMON HEAVY PISTOL UNCOMMON HEAVY PISTOL
13,500 credits 13,500 credits
Equalizer Executioner
RARE HEAVY PISTOL
34,500 credits
ANDROMEDA
Pistol
SPECTRE HEAVY PISTOL
3 000 di
63,000 credits
N7 Eagle Scorpion
RARE HEAVY PISTOL RARE HEAVY PISTOL
35,000 credits 33,500 credits
Ushior
SPECTRE HEAVY PISTOL ANDROMEDA
61,000 credits
Melees
Asari Huntress Sword Electric Firaan
RARE MELEE RARE MELEE ANDROMEDA
34,500 credits 32,500 credits
Omni-Hammer Omni-Taser
COMMON MELEE COMMON MELEE
8,500 credits 5,500 credits
Omni-Torch Omni-Whip
COMMON MELEE RARE MELEE
6,500 credits 35,000 credits
When you hit a target with this weapon it becomes primed (cold) until the end of your next +2 AC
turn and must succeed on a DC 10 Strength saving throw or become frozen until the end
of your next turn. If you critically hit with this weapon, the target automatically fails its
saving throw.
Sawblade
RARE MELEE
35,500 credits Stun Baton
UNCOMMON MELEE
Damage Range Heat Weight 13,500 credits
1d10 slashing 2m 2
Damage Range Heat Weight
1d6 bludgeoning 2m 1
Slashing | Two-Handed
When you hit an organic target with an attack, it takes an additional 2d6 damage at the
start of its turn due to blood loss (this damage bypasses shields). Light
When you hit with an attack using this weapon, the target takes an additional 1d4
lightning damage. If the target maintaining a concentration spell, it automatically fails its
saving throw to maintain that spell.
Shotguns
AT-12 Raider Dhan
UNCOMMON SHOTGUN SPECTRE SHOTGUN ANDROMEDA
19,000 credits 63,500 credits
UNCOMMON SHOTGUN
17,000 credits
Damage Range Heat Weight
Damage Range Heat Weight 3d4 re (4/8m) 3 7
2d6 piercing (8/16m) 3 8
Two-handed | Hip Fire | Recoil Two-handed | Hip Fire | Double Tap | Recoil
M-300 N7 Crusader
Claymore SPECTRE SHOTGUN
61,000 credits
RARE SHOTGUN
43,500 credits
Two-handed | Hip Fire | Heavy | Recoil Two-handed | Hip Fire | Double Tap | Heavy | Recoil
Two-handed | Heavy
Two-handed | Hip Fire | Arc | Special In addition to its other properties, this weapon is also considered a melee weapon. It has
the Versatile property. Successful melee attacks deal 1d10 (2d6) slashing damage.
Scattershot Shorty
RARE SHOTGUN ANDROMEDA
RARE SHOTGUN ANDROMEDA
SPECTRE SHOTGUN ANDROMEDA
39,000 credits
61,000 credits
Venom
Shotgun
SPECTRE SHOTGUN
61,000 credits
SMGs
Blood Pack Charger
Punisher COMMON SMG
8,000 credits
RARE SMG
37,500 credits
Damage Range Heat Weight
2d4 piercing (6/18m) 4 2
Damage Range Heat Weight
3d4 piercing (6/18m) 6 2
Burst Fire
Hip Fire | Burst Fire | Recoil
+1 to hit targets within normal range
Hip Fire | Burst Fire | Light Double Tap | Hip Fire | Burst Fire | Light
Hip Fire | Burst Fire | Light Hip Fire | Burst Fire | Light
Rozerad
SPECTRE SMG ANDROMEDA
57,500 credits
Sniper Ri es
Black Widow Collector Sniper Ri e
SPECTRE SNIPER RIFLE RARE SNIPER RIFLE
63,000 credits 36,500 credits
Inferno Isharay
SPECTRE SNIPER RIFLE ANDROMEDA RARE SNIPER RIFLE ANDROMEDA
57,000 credits 43,500 credits
Javelin Kishock
RARE SNIPER RIFLE
36,500 credits Harpoon Gun
RARE SNIPER RIFLE
40,500 credits
N7 Valiant Naladen
RARE SNIPER RIFLE SPECTRE SNIPER RIFLE ANDROMEDA
39,000 credits 59,000 credits
Two-handed | Special
Two-handed | Double Tap Hit or miss, each creature within a 4m radius of the target takes 1d4 re damage.
Vanquisher
UNCOMMON SNIPER RIFLE ANDROMEDA
17,000 credits
Two-handed
Heavy Weapons
Cobra Missile Geth Spit re
Launcher UNCOMMON HEAVY WEAPON
40,000 credits
RARE HEAVY WEAPON
82,000 credits
Weapon Mods
Name Cost Placement Weapon(s) Description
+2 on ranged attack rolls made with this weapon. It loses the Burst Fire and Double Tap properties and its damage type
becomes radiant. After successfully hitting a target with a ranged attack with this weapon, you may use your bonus action to
begin targeting. Until the targeting condition ends, you deal weapon damage to the target at each of the following combat
phases: the end of your turn, the beginning of the target's turn, the end of the target's turn, and the beginning of your turn.
Beam Emitter 52,000 Ammo All
Each time you deal damage, remove 1 heat. In addition to standard targeting rules, this targeting condition can end when this
weapon's heat becomes 0, when the targeted creature gains three-quarter or full cover, the target uses an action and
succeeds on an opposed Dexterity check (you may add your pro ciency bonus if you are pro cient with this weapon type), or
you use a bonus action on your turn to end the condition.
When this weapon's heat becomes 0, it immediately gains X heat and you take Xd4 re damage where X is the maximum
Bio-Converter 33,000 Magazine All
heat of the weapon. This damage bypasses shields and barriers and cannot be reduced in any way.
Burst Fire The weapon gains 6 heat and the Burst Fire attribute, but you have a -2 penalty with attack rolls and you reduce any damage
13,000 Ammo All
System done by 1 die type (d4s become a d2).
While this weapon is equipped, you have advantage on initiative rolls. In addition, you and any of your companions within
Combat
20,000 Body All 10m of you can't be surprised, except when incapacitated. The sensor awakens you and your companions within range if any
Sensor
of you are sleeping naturally when combat begins.
Concentration Sniper
12,000 Body If you reduce your speed to 0 for the turn, ranged attack rolls with this weapon score critical hits on rolls of 19 & 20.
Mod Ri e
Cranial
Heavy Roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack made with
Trauma 8,000 Barrel
Pistol this weapon.
System
You may use a bonus action to toggle the following effect on or off: damage type becomes cold. Successful ranged weapon
Cryo Ammo 20,000 Ammo All
attacks cause the target to become primed (cold) and reduce its movement speed by half until the end of its next turn.
Disruptor You may use a bonus action to toggle the following effect on or off: damage type becomes lightning, Successful ranged
20,000 Ammo All
Ammo attacks can detonate primed targets or cause the target to become primed (lightning) until the end of its next turn.
Electrical The weapon loses the Burst Fire and Double Tap properties and gains the Arc property. If its range is farther than 10m/20m,
15,000 Ammo All
Conduits its range becomes 10m/20m.
Explosive You may use a bonus action to toggle the following effect on or off: Successful ranged attacks deal an additional 1d8
15,000 Ammo All
Ammo thunder damage, but each attack drains 2 heat.
Assault
Ri e,
Heavy
Extended
5,000 Barrel Pistol, +1 on damage rolls made with this weapon.
Barrel I
Smg,
Sniper
Ri e
Assault
Ri e,
Heavy
Extended
12,500 Barrel Pistol, +2 on damage rolls made with this weapon.
Barrel II
Smg,
Sniper
Ri e
Name Cost Placement Weapon(s) Description
Assault
Ri e,
Heavy
Extended
25,000 Barrel Pistol, +3 on damage rolls made with this weapon.
Barrel III
Smg,
Sniper
Ri e
Extended
20,000 Magazine All The weapon gains additional heat equal to its base heat.
Magazine
The weapon loses the Burst Fire and Double Tap property. Its damage type becomes thunder. When you attack with this
Grenade weapon choose a target location within the weapon's normal range. Each creature within 4m of the target must make a DC
48,000 Ammo All
Launcher 13 Dexterity saving throw. On a failed save, a target takes thunder damage equal to twice the weapon's damage, or half as
much on a successful one. Each attack costs 2 heat.
Heat Sink 40,000 Magazine All The weapon gains additional heat equal to double its base heat.
High-Caliber
12,000 Barrel All +1 on damage rolls made with this weapon. Ignores half cover.
Barrel I
High-Caliber
19,500 Barrel All +2 on damage rolls made with this weapon. Ignores half cover.
Barrel II
High-Caliber
32,000 Barrel All +3 on damage rolls made with this weapon. Ignores half cover.
Barrel III
High-Velocity 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,
20,000 Barrel All
Barrel I even if the new roll is a 1.
High-Velocity 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
50,000 Barrel All
Barrel II roll, even if the new roll is a 1 or a 2.
Incendiary You may use a bonus action to toggle the following effect on or off: damage type becomes re. Successful ranged attacks
20,000 Ammo All
Ammo deal an additional 1d4 re damage and the target becomes primed ( re) until the end of its next turn.
Magazine
8,000 Magazine All The weapon gains additional heat equal to half its base heat (rounded down).
Upgrade
Omni-Blade Assault In addition to its other properties, this weapon is also considered a melee weapon. It has the nesse property and successfu
10,000 Barrel
Attachment Ri e melee attacks deal 1d8 piercing damage.
You may use a bonus action to toggle the following effect on or off: -2 on ranged weapon damage rolls, but all damage done
Phasic Ammo 15,000 Ammo All
bypasses shields.
Assault
Ri e,
Piercing Heavy
20,000 Ammo Damage done by this weapon cannot be reduced by piercing damage resistance.
Ammo Pistol,
Sniper
Ri e
Plasma The weapon loses the Burst Fire and Double Tap property. Its damage type becomes re. Hit or miss, each creature within
Charge 69,000 Ammo All 2m or the target takes 2d10 radiant damage. Use a bonus action to charge the weapon before ring, consuming 2 heat. If
System charged, increase the hit or miss radiant damage to 4d10.
Heavy
Power
12,000 Body Pistol, +1 on spell damage rolls while holding this weapon.
Magni er
Smg
Assault
Ri e,
Precision
10,000 Body Heavy Double the weapons normal and long range. +1 on ranged attack rolls made with this weapon.
Scope
Pistol,
Smg
Assault
Ri e,
Heavy
Quick Release
15,000 Magazine Pistol, You may reload this weapon as a bonus action.
Magazine
Smg,
Sniper
Ri e
Rebalanced
18,000 Magazine All +1 on damage rolls made with this weapon if its current heat is less than half its maximum heat
Field Coils
Seeking The weapon loses the Burst Fire property. Its damage type becomes re. Reduce any damage done by 1 die type (d4s
Plasma 75,000 Ammo All become a d2). Each attack costs 2 heat. Weapon attacks made with this weapon cannot miss as long as you can see the
System target.
Shredder You may use a bonus action to toggle the following effect on or off: damage type becomes slashing. Damage done by this
20,000 Ammo Shotgun
Ammo weapon cannot be reduced by slashing damage resistance.
Single Fire The weapon loses the Burst Fire and Double Tap properties. +2 bonus to weapon attack rolls. Increase any damage done by
15,000 Ammo All
System 1 die type, d12s become a +2 bonus to damage.
Assault
Ri e,
Stability Smg,
5,000 Body +1 on ranged attack rolls made with this weapon.
Damper I Shotgun,
Sniper
Ri e
Assault
Ri e,
Stability Smg,
12,500 Body +2 on ranged attack rolls made with this weapon.
Damper II Shotgun,
Sniper
Ri e
Assault
Ri e,
Stability Smg,
25,000 Body +3 on ranged attack rolls made with this weapon.
Damper III Shotgun,
Sniper
Ri e
Sticky The weapon loses the Burst Fire. Its damage type becomes thunder. On a hit, the target takes an additional 3d6 thunder
Grenade 65,000 Ammo All damage and becomes prone. On a miss, the grenade lands 4m beyond the target. At the end of your turn, each creature
Launcher within 2m of the grenade must succeed on a DC 10 Dexterity saving throw or take 3d6 thunder damage.
Name Cost Placement Weapon(s) Description
Heavy In addition to its other properties, this weapon is also considered a melee weapon. Successful melee attacks deal 1d6
Stunner 25,000 Barrel Pistol, bludgeoning + 1d4 piercing damage and if the target is maintaining a concentration spell it automatically fails its saving
Smg throw to maintain the spell.
Assault
Thermal Ri e, Looking through the scope gives the wielder Infrared Vision. When making a ranged weapon attack, you may choose whethe
20,000 Body
Scope Sniper or not to use Infrared Vision.
Ri e
Ultralight Reduces the weapon's weight by one half. If the weapon has the Heavy property, remove it. If the weapon does not have the
8,000 Body All
Materials heavy property it gains the Light property.
Ultralight Reduces the weapon's weight by one half. If the weapon has the Heavy property, remove it. If the weapon does not have the
20,000 Body All
Materials II heavy property it gains the Light property. If the weapon has the two-handed property, remove it.
This weapons heat becomes a die, based on its current heat. 1-4: d4, 5-6: d6, 7-8: d8, 9-10: d10, 11+: d12. Whenever you
Vintage Heat make a ranged attack with the weapon, spin down the die 1 face. If you make a Burst Fire attack, spin down the die 2 faces
13,000 Magazine All
Sink instead. Every round that you don't re 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 red again this combat.
You may use a bonus action to toggle the following effect on or off: damage type becomes necrotic damage. Successful
Warp Ammo 20,000 Ammo All ranged attacks detonate primed targets and a target with an active barrier will have 2 barrier ticks removed and cannot
bene t from the barriers damage reduction for this attack.
Armor
Armor Sets
Name Cost Type Armor Description
Angaran Arms 17,300 Arms Medium +5 shields
Batarian Talon
21,100 Arms Light Add 1 point of Slashing damage to all melee damage rolls. Advantage on Intimidation skill checks.
Gauntlets
Blood Dragon
32,050 Arms Medium +1 bonus to spell attack rolls and spell saving throw DCs.
Vambraces
Cerberus Ajax
12,175 Arms Medium Increase thermal clip capacity by 8.
Gauntlets
Cerberus
Nightmare 43,200 Arms Light Equipped weapons have increased heat equal to twice the weapon's base heat.
Gloves
Cerberus
Shade 20,250 Arms Medium +1 bonus to melee weapon attack and damage rolls
Armguards
Elanus Goliath
45,900 Arms Heavy Advantage on Strength checks and saving throws.
Gauntlets
GUARDIAN When you are forced to make a saving throw from a heavy weapon attack that required targeting, you may use your reaction to reduce
40,800 Arms Medium
Gauntlets the damage done to you to 0. You may use this feature once per long rest.
HyperGuardian
54,400 Arms Heavy You are considered pro cient with this armor even if you lack pro ciency with heavy armor.
Gauntlets
Initiative
11,750 Arms Medium Increase medi-gel capacity by 2.
Gauntlets
Kett
34,225 Arms Heavy +1 bonus to melee weapon attack and damage rolls.
Vambraces
Maverick
5,050 Arms Light Increase thermal clip capacity by 4.
Wraps
N7 Gauntlets 25,800 Arms Medium You are considered pro cient with this armor even if you lack pro ciency with medium armor.
Path nder When you roll a 1 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
24,550 Arms Medium
Gauntlets if the new roll is a 1.
Remnant
16,450 Arms Medium Shield regen +5.
Vambraces
Rosenkov
Snaring 18,000 Arms Heavy You are immune to dropping your weapon if hit by any effect that would otherwise disarm you.
Gauntlets
Serrice
Every long rest, you can designate a type of damage except bludgeoning, piercing, or slashing. You gain resistance to it until you take
Adaptor 45,050 Arms Medium
another long rest.
Gauntlets
Terminus
Assault 21,975 Arms Heavy +1 bonus to melee attack and damage rolls
Gauntlets
Asari Initiate Body While wearing this armor, your cantrips are considered to be 1 step higher in their progression. For example, a 1st level player casts a
42,500 Light
Armor Armor cantrip as if they were at the 5th level. 5th -> 11th. 11th -> 17th. There is no additional effect at the 17th level.
Assassin Body As an action, you can activate a tactical cloak, becoming invisible. The cloak lasts 1 minute or until you make an attack, cast a spell,
52,700 Light
Armor Armor use a grenade or mine, or re a heavy weapon. You may use this feature once per short rest.
Body
BT Suit 73,950 Light You can regain 2d4 tech points every short rest.
Armor
30 Shields.
Cerberus Body
127,375 Heavy +1 AC.
Assault Armor Armor
Increase thermal clip capacity by 8.
Cerberus Spirit Body
28,050 Light 15 shields (regen 5).
Armor Armor
Collector Body +1 AC.
44,750 Heavy
Carapace Armor Increase walking speed by 4m.
Body
Crisis Armor 183,600 Heavy Required STR is 14 instead of 16. You are considered pro cient with this armor even if you lack pro ciency with heavy armor.
Armor
Deep Space Body
56,100 Medium Resistance to cold and re damage.
Explorer Armor Armor
Body
Duelist Armor 39,950 Light Once per long rest, if you fall below 0 hit points you immediately become stabilized.
Armor
Freedom Body
27,200 Light +1 AC
Armor Armor
Gladiator Body
42,500 Heavy 10 shields (regen 5). +1 AC
Armor Armor
Body
Heleus Armor 99,200 Light +2 to all damage rolls
Armor
Body 20 shields (regen 10).
Hoplite Armor 80,750 Light
Armor +2 AC.
Body
Inferno Armor 31,600 Medium +1 bonus to spell attack rolls and spell saving throw DCs.
Armor
Liberator Body 10 shields (regen 5).
37,500 Light
Armor Armor +1 AC
Whenever you hit a target with a melee weapon attack, you may use your reaction to activate your armor's switchblades, dealing an
Body
Mantis Armor 27,200 Light additional 1d6 slashing damage to the target. If you use your reaction this way, you may then use your bonus action to attempt to
Armor
grapple the target. You have advantage on the Strength (Athletics) check.
Mercenary Body
18,700 Light 10 shields (regen 5)
Armor Armor
20 shields (regen 10).
N7 Defender Body +1 AC.
90,875 Heavy
Armorsuit Armor Increase thermal clip capacity by 8.
Increase medi-gel capacity by 2.
Body
Onyx Armor 39,100 Medium 10 shields (regen 5). +1 AC
Armor
Name Cost Type Armor Description
Partisan Body
36,000 Medium 15 shields (regen 5).
Armor Armor
Predator Body Increase thermal clip capacity by 4.
31,450 Medium
Armor Armor Any critical hit against you becomes a normal hit
Reckoner- 30 shields (regen 5).
Body
Knight 144,500 Heavy 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,
Armor
Armorsuit even if the new roll is a 1 or a 2.
+6 grenade capacity.
Scavenger Body +8 Thermal clip capacity.
50,000 Light
Armor Armor +4 medi-gel capacity.
You have 2 additional weapon slots (or increase your carry capacity by 20kg).
Sirta Parade Body
38,675 Light Advantage on Persuasion and Performance checks.
Armor Armor
+1 AC.
Skirmish Body
39,950 Medium Increase your speed by 4m.
Armor Armor
Increase your grenade capacity by 4.
Stock Heavy Body
21,250 Heavy
Armor Armor
Stock Light Body
14,450 Light
Armor Armor
Stock Medium Body
17,850 Medium
Armor Armor
Body
Survivor Armor 30,600 Medium +1 AC
Armor
Body 20 shields (regen 5).
Titan Armor 87,550 Heavy
Armor +2 AC
Body 20 shields (regen 10).
Ursa Armor 84,150 Medium
Armor +2 AC
Body Resistance to slashing and bludgeoning damage.
Warlord Armor 116,875 Heavy
Armor +2 AC.
Angaran
53,000 Chest Medium 15 shields (regen 15)
Chestpiece
Blood Dragon
70,300 Chest Medium 20 shields (regen 10).
Curiass
Cerberus Ajax
58,500 Chest Medium 20 shields.
Vest
Cerberus
10 shields (regen 10).
Nightmare 64,875 Chest Light
Increase your thermal clip capacity by 4.
Chestpiece
Cerberus
Shade 31,300 Chest Medium 10 shields (regen 10).
Chestpiece
Colossus Requires STR 18.
54,450 Chest Heavy
Chestplate 10 shields (regen 5).
Hahne-Kedar When wearing this armor, treat your Strength ability score as if it were 19 for the purposes of carrying equipment (unless your score is
15,300 Chest Heavy
Tactical Armor higher, then no effect occurs).
HyperGuardian 10 shields (regen 5).
69,700 Chest Heavy
Chestplate You are considered pro cient with this armor even if you lack pro ciency with heavy armor.
Initiative
41,500 Chest Medium 10 Shields (regen 5). +1 AC.
Chestpiece
Kett
47,825 Chest Heavy Any critical hit against you becomes a normal hit.
Chestplate
Maverick Vest 11,850 Chest Light Increase grenade capacity by 2.
10 shields (regen 5).
N7 Chestplate 40,250 Chest Medium
You are considered pro cient with this armor even if you lack pro ciency with medium armor.
Path nder
56,000 Chest Medium +2 AC
Chestpiece
Remnant
106,550 Chest Medium 30 shields (regen 10)
Battery
Rosenkov
20,400 Chest Heavy Once per short rest, you may take 2 reactions within a single turn.
Re ex Armor
Serrice
Resistance to cold damage.
Rimebane 55,250 Chest Medium
Immunity from the frozen condition.
Armor
Terminus
Assault 27,075 Chest Heavy 10 shields (regen 5).
Chestpiece
Colossus Requires STR 18.
54,450 Hands Heavy
Gauntlets +1 AC.
Andromeda +2 AC.
62,050 Head Light
Elite Helmet +5 Shields and +5 Shield Regen
Angaran
19,000 Head Medium +5 shields
Helmet
Archon Visor 29,750 Head Light As an action, gain 1d4 worth of spell slots or tech points. You can’t use this property again until you nish a long rest.
Blood Dragon
42,250 Head Medium You regain 1d4 worth of spell slots or tech points when you take a short rest.
Armet
Capacitor +1 AC. Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points
34,000 Head Medium
Helmet equal to your regen amount.
Cerberus Ajax
28,750 Head Medium +1 AC
Helmet
Cerberus
Shield Regen 15.
Assault 48,750 Head Heavy
+1 AC.
Helmet
Cerberus
Nightmare 21,950 Head Light +1 bonus to melee weapon attack and damage rolls.
Helmet
Name Cost Type Armor Description
Cerberus
21,950 Head Medium +1 bonus to spell attack and damage rolls
Shade Helmet
Cerberus Spirit When you roll a 1 or a 2 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new
38,250 Head Light
Helmet roll, even if the new roll is a 1.
Collector +1 AC.
27,325 Head Heavy
Headpiece Darkvision: 20m
Colossus Requires STR 18.
55,300 Head Heavy
Helmet +1 AC.
+1 AC.
Death Mask 31,450 Head Heavy
+1 on melee attack and damage rolls
Deep Space
Explorer 9,350 Head Medium Darkvision 10m. Infrared Vision 10m. You can toggle between the 2 vision types as a free action.
Helmet
Delumcore
14,450 Head Heavy You roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged weapon attack.
Overlay
Heleus Helmet 67,750 Head Light +1 to all damage rolls
HyperGuardian
12,750 Head Heavy You are considered pro cient with this armor even if you lack pro ciency with heavy armor.
Helmet
Inferno Helmet 22,250 Head Medium +1 bonus to spell attack rolls and spell saving throw DCs.
Initiative Infrared Vision 20m. Darkvision 20m. You can toggle between the 2 vision types as a free action.
16,850 Head Medium
Helmet Noxious air becomes breathable.
Kestrel Helmet 46,750 Head Light +2 AC
Kett Helmet 50,375 Head Heavy +1 bonus to melee weapon attack and damage rolls.
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
Kuwashii Visor 36,000 Head Light whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make
to nd it. You can use this feature 3 times per long rest.
Maverick Visor 11,000 Head Light Darkvision 40m.
Mnemonic When you roll a 1 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
21,250 Head Light
Visor new roll is a 1.
N7 Defender
25,000 Head Heavy +1 AC.
Helmet
N7 Helmet 23,250 Head Medium You have advantage on initiative rolls. You are considered pro cient with this armor even if you lack pro ciency with medium armor.
Partisan
12,200 Head Medium Darkvision 20m.
Helmet
Path nder
34,750 Head Medium +1 bonus to weapon attack rolls
Helmet
Reckoner-
29,750 Head Heavy Whenever you lose hit points, you may use your reaction to expend one medi-gel (provided you have any medi-gel remaining).
Knight Armet
+1 AC.
Recon Hood 46,750 Head Light
Infrared Vision 60m. Darkvision 60m. You can toggle between vision types as a free action.
Remnant
15,600 Head Medium Darkvision 20m. Infrared Vision 20m. You may toggle between vision types as a free action.
Helmet
Scavenger
48,625 Head Light You have advantage on Intelligence (Investigation) and Intelligence (Science) rolls when analyzing objects.
Helmet
Securitel +1 AC.
38,250 Head Medium
Helmet Any critical hit against you becomes a normal hit
Sentry Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to
17,000 Head Medium
Interface your regen amount.
Terminus
Assault 29,625 Head Heavy +1 AC
Helmet
Umbra Visor 46,750 Head Light You gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.
Angaran Legs 17,300 Legs Medium +5 shields
Blood Dragon
32,050 Legs Medium +1 bonus to spell attack rolls and spell saving throw DCs.
Greaves
Cerberus Ajax
16,425 Legs Medium Increase your grenade capacity by 4.
Greaves
Cerberus
Nightmare 21,950 Legs Light Walking speed increased by 6m.
Boots
Cerberus
Increase thermal clip capacity by 4.
Shade 13,450 Legs Medium
Increase grenade capacity by 2
Legguards
Colossus Requires STR 18.
61,250 Legs Heavy
Greaves +1 AC.
Enviro-Greaves 11,900 Legs Light Advantage on Athletics checks made to swim or climb.
HyperGuardian
54,400 Legs Heavy You are considered pro cient with this armor even if you lack pro ciency with heavy armor.
Greaves
Initiative Your jump distance is tripled. If you jump straight up, you can hover at the apex of your jump until the start of your next turn, at which
29,175 Legs Medium
Greaves point, you fall slowly back to the ground, taking half of your movement speed for this turn.
Kett Greaves 30,400 Legs Heavy Increase walking speed by 4m.
As a bonus action, the wearer can activate the effect of the greaves to stick to the surface they are walking on, provided it's made of
Lockdown
18,700 Legs Heavy metal. This can aid them in walking up walls, upside down, etc. If the surface is metal, the user is immune to being lifted, otherwise,
Greaves
they have advantage on saving throws against being lifted. The effect lasts for 1 minute and can only be used once per short rest.
Maverick
5,050 Legs Light Increase thermal clip capacity by 4.
Boots
5 Shields.
N7 Greaves 34,300 Legs Medium
You are considered pro cient with this armor even if you lack pro ciency with medium armor.
Path nder Your jump distance is tripled. If you jump straight up, you can hover at the apex of your jump until the start of your next turn, at which
34,175 Legs Medium
Greaves point, you fall slowly back to the ground, taking half of your movement speed for this turn.
Power
Reservoir 12,750 Legs Medium As a reaction to having 0 barrier ticks, restore all of your barrier ticks. You may use this ability once per long rest.
Legguards
Remnant Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to
22,400 Legs Medium
Tasset your regen amount.
Stealth While you wear these greaves, your steps make no sound, regardless of the surface you are moving across. You also have advantage
14,450 Legs Light
Greaves on Stealth checks that rely on moving silently.
Name Cost Type Armor Description
Strider Advantage on Acrobatics checks.
28,050 Legs Medium
Legguards Speed +6m.
Terminus
Assault 14,325 Legs Heavy Speed +4m
Greaves
Personal 10 shields (regen 5).
Shield 15,000 None - Improved models can be purchased. 10,000 for each 5 shield points, and 8,000 for 5 additional regen. Max is 30 shield points and 15
Generator regen. These additional shields do not stack with your armor's shields.
Armor Mods
Name Cost Type Description
Ablative
50,000 Chest Resistance to piercing damage.
Coating
Adrenaline 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
40,000 Chest
Regulator if the new roll is a 1 or a 2.
Aerial
Requires a Jump Jet or Jetpack mod also be installed. When you are hovering (via Jump Jets) or ying (via Jetpack), you have a +2 bonus
Performance 40,000 Chest
to all attack and damage rolls.
Optimizer
Ampli er
12,000 Arms +1 bonus to spell damage rolls
Plates
Archon AI 30,000 Head You regain 1d4 worth of spell slots or tech points when you take a short rest.
Asymmetric
50,000 Chest +2 AC
Defense Layer
Autogel 8,000 Arms When you lose hit points, as a reaction, you may expend a charge of medi-gel.
Autogel 8,000 Legs When you lose hit points, as a reaction, you may expend a charge of medi-gel.
Auxiliary
Shield 8,000 Arms Increase your shield regen by 5.
Emitters
Auxiliary
Shield 8,000 Chest Increase your shield regen by 5.
Emitters
Auxiliary
Shield 8,000 Legs Increase your shield regen by 5.
Emitters
Back Holster 6,000 Chest Gain 2 additional weapon slots. If using the Variant: Encumbrance rule, increase your Carry Weight by 10.
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
Barrier 24,000 Chest
damage reduction. The barrier ticks recharge after a short rest.
Battle
30,000 Arms You regain 1d4 worth of spell slots or tech points when you take a short rest.
Telemetry
Battle
30,000 Chest You regain 1d4 worth of spell slots or tech points when you take a short rest.
Telemetry
Battle eld At the start of your turn, if you have less than one-quarter of your hit points remaining, you can use a bonus action to cast Defense Matrix
38,000 Chest
Assist Module (Custom Current). It lasts 1 minute and does not require concentration. You may use this feature once per long rest.
Bladed
5,000 Arms When you are hit with a melee attack, deal 1d6 piercing damage back at the attacker.
Wristguards
Ceramic
20,000 Chest +1 AC
Weave
Chest Holster
6,000 Chest Increase your grenade capacity by 4
- Grenades
Chest Holster
- Thermal 2,000 Chest Increase your thermal clip capacity by 8
Clips
Cleats 15,000 Legs Resistance to lightning.
Whenever you are hit with a melee attack, the attacking creature takes 2d4 lightning damage and must succeed on a DC 10 Constitution
EC Counter 22,000 Arms
saving throw or becomes stunned until the start of your next turn. This effect can only happen once per round (every 6 seconds).
ER Jetpack 150,000 Chest As a bonus action, activate the jetpack to gain ying 6m for 10 minutes. This device cannot be used again until you nish a long rest.
Echo Cancel 4,000 Legs Your footsteps make no noise and you have advantage on Dexterity (Stealth) checks that rely on remaining silent.
Energized
90,000 Chest +3 AC
Plating
Enviro- As a free action, you gain Water Breathing and the ability to breathe inde nitely in zero-oxygen environments for the next 24 hours. If you
6,000 Chest
Systems are not wearing a helmet, the suit creates a hard light helmet that equalizes pressure around your head.
Environmental
62,500 Chest Resistance to re and cold damage.
Regulators
Equilibrium
30,000 Head When you take the Dash action on your turn, you can use a bonus action to make one weapon attack.
Regulator
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
Focus
40,000 Head whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to
Modulator
nd it. You can use this feature 3 times per long rest.
Hardened
250,000 Chest Resistance to cold, re, force, lightning, and necrotic damage types.
Weave
Hip Caddy -
3,000 Legs Increase your grenade capacity by 2
Grenades
Hip Caddy -
1,000 Legs Increase your thermal clip capacity by 4.
Thermal Clips
Hip Holster 3,000 Legs Gain 1 additional weapon slot. If using the Variant: Encumbrance rule, increase your Carry Weight by 5.
Jetpack 60,000 Chest As a bonus action, activate the jetpack to gain ying 6m for 1 minute. This device cannot be used again until you nish a short rest.
Your jump distance is tripled. If you jump straight up, you can hover at the apex of your jump until the start of your next turn, at which point,
Jump Jets 22,500 Legs
you fall slowly back to the ground, taking half of your movement speed for this turn.
Life Support
15,000 Legs Increases your maximum exhaustion by 1 level. At the rst level, you suffer no negative effects.
Webbing
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
Mag Latches 50,000 Legs
have advantage.
Medi-gel
60,000 Chest Gain 1 additional hit point for each level you have gained.
Regulator
Microservos 12,000 Legs +1 bonus to melee attack and damage rolls
Name Cost Type Description
Microservos 30,000 Arms +2 bonus to melee attack and damage rolls
Night Sight 10,000 Head You gain darkvision 30m.
Offhand
500 Arms Increase your thermal clip capacity by 2
Ammo Pack
Ordinance
10,000 Legs Your heavy weapons have 2 additional charges.
Packs
Personal 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
Disruptor 25,000 Arms creature takes 3d12 force damage, or have as much damage on a successful one. You must nish a short rest, allowing the weapon to
Torpedoes recharge before using it again.
QR Jetpack 120,000 Chest As a bonus action, activate the jetpack to gain ying 6m for 1 minute. You may use this 3 times per short rest.
Reactive
Kinetic 20,000 Chest Any critical hit against you becomes a normal hit.
Compensator
Recharge Once per short rest, as a reaction to taking damage, you may jump-start your shield regen and immediately gain shield points equal to your
15,000 Chest
Capacitor regen amount.
Recharge Once per short rest, as a reaction to taking damage, you may jump-start your shield regen and immediately gain shield points equal to your
15,000 Head
Capacitor regen amount.
Revive AI 35,000 Chest Once per long rest, if you fall below 0 hit points you immediately become stabilized.
Savant Biotic 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
40,000 Head
Amp the new roll is a 1 or a 2.
Sentry System 10,000 Head Increase your shield points by 5.
Shield Battery 10,000 Chest Increase your shield points by 5.
Shield
10,000 Arms Increase your shield points by 5.
Capacity
Shield
50,000 Chest Increase your shield points by 15.
Interface
Shield
25,000 Chest Increase your shield points by 10.
Modulator
Shock
15,000 Legs Resistance to thunder.
absorbers
Stimulator
6,000 Legs Increase your speed by 6m.
Conduits
Te on
15,000 Chest Resistance to radiant damage.
Coating
Thermal
35,000 Chest You are immune to being frozen.
Armor
Toxic
37,500 Chest Resistance to acid and poison damage. You have advantage on Constitution saving throws that would cause you to be poisoned.
Resistance
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
Umbra AI 40,000 Head
the new roll is a 1 or a 2.
Voice
12,000 Head +2 to Persuasion and Intimidation checks
Modulator
Zoom You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within a range of
15,000 Head
Enhance 2m.
Grenades
Arc Grenade Cain Trip Mine
Target an area within 10m. Each creature within 4m of the target must make a DC 13 Launch a Cain Trip Mine to a point you can see within 20m. The mine a xes to a solid
Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half surface and projects a beam 6m tripwire. When a creature or object passes through
as much damage on a successful one. 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
At higher marks: When you use this grenade at Mark II or higher, the damage
as much damage on a successful one.
increases by 1d6 for each mark above the rst.
Creatures need to pass a DC 10 Wisdom (Perception) check to notice the mine.
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.
At higher marks: When you use this mine at Mark II or higher, the damage increases by
1d12 for each mark above the rst.
Target an area within 10m. Each creature within 6m of the target must make a DC 16 Target an area within 10m. Each creature within 4m of the target must make a DC 13
Dexterity saving throw. A creature takes 2d6 thunder damage on a failed save, or half Constitution saving throw. On a failed save, a creature is blinded until the end of your
as much damage on a successful one. next turn.
At higher marks: When you use this grenade at Mark II or higher, the damage At higher marks: When you use this grenade at Mark II or higher, the DC of the
increases by 1d6 for each mark above the rst. Constitution saving throw increases by 1 for each mark above the rst.
Target an area within 10m. Each creature within 4m of the target must make a DC 13 Target a creature you can see within 10m. The target creature takes 1d6 thunder
Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half damage. Each other creature within 2m of the target must make a DC 10 Dexterity
as much damage on a successful one. saving throw. On a failed save, a creature takes 1d6 thunder damage or half as much
on a successful one.
At higher marks: When you use this grenade at Mark II or higher, the damage
increases by 1d12 for each mark above the rst. At higher marks: When you use this grenade at Mark II or higher, the damage
increases by 1d6 for each mark above the rst.
Target an area within 10m. Each creature within 4m of the target must make a DC 13 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 re or half as much on a Strength saving throw. On a failed save, a creature is lifted until the end of your next
successful one. The 4m area continues to burn for 1 minute. A creature must also turn.
make the saving throw when it enters the burning space for the rst time on a turn or
At higher marks: When you use this grenade at Mark II or higher, the DC of the
ends its turn there.
Strength saving throw increases by 1 for each mark above the rst.
At higher marks: When you use this grenade at Mark II or higher, the damage
increases by 1d4 for each mark above the rst.
Target 3 areas within 10m. Each creature within 4m of each target must make a DC 13 Place a proximity mine within 2m. The rst creature, besides yourself, that comes
Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage or half within 2m of the mine takes 1d8 thunder damage.
as much on a successful one.
Creatures need to pass a DC 10 Wisdom (Perception) check to notice the mine.
At higher marks: When you use this grenade at Mark II or higher, you may target one
To disarm the mine, a creature must pass a DC 13 Intelligence (Electronics) check.
additional area for each mark above the rst.
Failing the 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.
At higher marks: When you use this mine at Mark II or higher, the damage increases by
1d8 for each mark above the rst.
Recon Mine Smoke Grenade
Launch a recon mine to a location of your choice within 10m. It rst sticks to the Target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the
target location then scans enemies within a 10m cone, relaying tactical weak points target location. The cloud's area is heavily obscured. The cloud persists for 30
about the enemy's armor and location. After your turn ends, any hostile that walks seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1
through the scanning cone loses 1 AC. Each creature can only be affected by this round, and a strong wind (21 or more miles per hour) can do so immediately.
debuff once.
At higher marks: When you use this grenade at Mark II or higher, the radius increases
You may spend another action to detonate the mine. Each creature within 2m must by 2m for each mark above the rst.
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.
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.
At higher marks: When you use this mine at Mark II or higher, the range increases by
2m for each mark above the rst
Sticky Grenade
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 your Dexterity modi er to the attack. Do not add your pro ciency 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.
At higher marks: When you use this grenade at Mark II or higher, the damage
increases by 1d6 for each mark above the rst.
Omni-tool Programs
Active_Camo.exe All_Terrain.exe
requires installation requires installation
The user's omni-tool diverts energy to coat their armor in color-adaptive hard light, You can spend a free action to ash forge hard light enhancements for your armor,
using data obtained from the suit's micro-sensors. While not making the wearer truly such as climbing spikes on your boots and gloves, and exible ns on your boots.
invisible, this adaptive camou age helps the user blend into any environment. Wisdom While running this program, climbing and swimming don't cost you extra movement,
(Perception) checks made to see you have disadvantage and you have advantage on and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Dexterity (Stealth) checks made to hide. You can use an action toggle this effect off or
on as a free action.
Cardio_Muscular_Optimizer.exe Cognition_Booster.exe
requires installation requires installation
A program that syncs up with the user's VI to run a full-body performance optimizer. This program diverts positive energy from your omni-tool to the nerve clusters in your
Your Constitution score is 19 while you are running this program. It has no effect if brain, accelerating your thought processes and critical thinking. Your Intelligence
your Constitution score is already 19 or higher. score becomes 19 while this program is active. If your Intelligence is equal to or higher
than 19, this program has no effect.
Deflector_Array.exe Distortion_Veil.exe
requires installation requires installation
Developed by technicians who wanted more protection while maintaining light armor, While this program is active, highly-synced, micro-holo projectors blur the user's visual
while this program is Active your omni-tool generates a form- tting nano-cloud of hard image and electromagnetic presence on non-IFF'd sensors. This causes attack rolls
light atoms around you, invisible to the naked eye. This increases the chances that an against the user to have disadvantage. If the user takes damage, this property ceases
incoming bullet or attack will be turned aside by the nano-cloud, acting as an extra to function until the start of their next turn (due to the projectors re-routing power and
layer of protection. re-compensating). This property is suppressed while the user is incapacitated,
restrained, or otherwise unable to move.
The user gains +2 to AC while not wearing Medium or Heavy Armor, or using a Riot
Shield. (Anything bulkier than Light Armor throws off the cloud's bio-tracking, and
renders it ineffective.)
Double_Time.exe EM_Trail_Scrambler.exe
requires installation requires installation
While this program is Active, you can use a bonus action to re-route a third of your As an action, activate an ionized laser that targets the environment behind you. This
omni-tool's processing power to your armor's mobility servos, dramatically increasing makes attempts to track the user via traditional or electromagnetic signal tracing
your speed. You double your walking speed, and any attack of opportunity made harder, and Survival/Science checks made to do so are made at disadvantage. One
against you is made at disadvantage. This effect lasts 10 minutes, and can only be installation of this program lasts for 1 hour.
activated once per long rest.
(this re-route wasn't intended by any armor manufacturer, the recovery time allows the
omni-tool to scan and repair the abuse electronics within the armor.)
Experimental_Barrier_Generator.exe Expert_Hand.exe
requires installation
Convert 10 omni-gel into 1d4+4 black beads that measure 2 centimeters in diameter
but weigh nothing. These beads are held in place on the user's wrist by the omni-tool's Your omni-tool optimizes your gauntlets' mobility and sensitivity. Many operators and
hard light eld. in ltrators prefer this program, as it makes their jobs much easier. While Active, you
gain a +5 bonus to Dexterity (Sleight of Hand) checks and Intelligence (Electronics)
As an action, you can launch a bead at a target location within 30m. The bead
checks made to bypass locks.
explodes on impact and is destroyed. Each creature within a 6m radius of where the
bead landed must make a Dexterity saving throw or take 5d4 Force damage. A sphere
of transparent biotic energy then encloses that area for 1 minute. Any creature that
fails its save and is completely within the area is trapped inside this sphere. Creatures
that succeeded their saves or are partially within the area are pushed away from the
center of the sphere until they are no longer inside it.
Only breathable air can pass through the sphere's wall. No attack or other effect
penetrate it.
An enclosed creature can use its action to push against the sphere's wall, moving the
sphere up to half the creature's walking speed.
The sphere can be picked up, and its altered mass causes it to weigh only half a
kilogram (~ 1lb). regardless of the weight of creatures inside.
Single-use: Once you use this program, it deletes itself from your omni-tool.
Flash_Hypno.exe Primal_Tap.exe
requires installation requires installation
This program activates strobes in the user's visor/eyewear with 3 powerful charges. While this program is active, your omni-tool perfectly balances your adrenal, muscular,
You can expend 1 charge as an action to cast the 'Charm Person' spell (save DC 13) on skeletal and cardio systems to optimize physical power. Depending on what Mark
an organic creature within 10m of you, provided that you and the target can see each program you have active, your Strength score increases to a certain amount. This has
other. Your omni-tool regains all expended charges after a long rest, provided that the no effect if your Strength score is already equal to or higher than that value. Many
program is Active. military groups equip their combat-ready infantry with a version or Mark I or II, but
more up-to-date versions of the program are incredibly rare to nd, the bleeding edge
of military technology that only the best can afford.
Mark I 19 Uncommon
Mark II 21 Rare
Mark IV 26 Spectre
Mark V 29 Spectre
Quantum_Displacer.exe Show_Stopper.exe
requires installation
This suite of programs contains a subset of holographic displays. A full suite has 20
Your omni-tool is equipped with a highly experimental quantum device. You can spend displays. A used program is usually missing 1d20 − 1 displays.
a bonus action and 3 omni-gel to designate an open space within 60m, and instantly
The creator of this program, a human hacker, known as Gahri Gi'gax, wrote a
teleport there.
randomization algorithm into its use. You can use an action to activate a display at
You project one invisibly small molecule into that space, which is quantum entangled random from the program, spawning a holographic image within 12m of you.
with a molecule in your armor. Sending an energy current through the device will re-
The image of one or more creatures forms over the targeted area and remains until
unite the molecules instantly, effectively teleporting you to your designated location.
dispelled. The holographic creature appears real, of the appropriate size, and behaves
The device is then o ine until the end of your next long rest.
as if it were a real creature except that it can do no harm. While you are within 50m of
the hologram and can see it, you can use an action to move it anywhere within 12m of
the initial location. Any physical interaction with the hologram reveals it to be an
illusion because objects pass through it. Someone who uses an action to visually
inspect the creature identi es it as a hologram with a successful DC 15 Intelligence
(Investigation) check. The creature then appears translucent.
The hologram lasts 1 hour or until you cancel the display. At which point, the display
removes itself from the suite. Once you have used all of the displays, the program
deletes itself from your omni-tool.
1d20 Illusion
1 An asari dancer
2 2 hanar
3 3 belligerent Krogan
5 A pod crab
6 6 zombies
7 7 dwarves
11 A swarm of beetles
12 A wizard
13 An elcor
14 A yahg
15 3 gas bags
16 A white tiger
17 A unicorn
18 An armored knight
19 Tyrannosaurus Rex
20 Gahri Gi'gax
Spotter_Support_System.exe Terra_Angelis.exe
requires installation requires installation
While this program is Active, your omni-tool links up to your armor's gauntlets, Can only be used by humans
scanners, and weapon systems. Roughly a third of its processing power is diverted
This is an experimental, Cerberus-funded VI was created in the pursuit of a perfect AI
into calculating micro-corrections when you re at a target, generating minuscule
that will put the protection of humanity rst and foremost. While it never achieved true
magnetic elds to align your aim more correctly. You are considered pro cient with
AI status, this VI is highly advanced and single-mindedly devoted to protecting &
Sniper Ri es while this program is Active, and gain a +2 to damage rolls with such
enabling humanity.
weapons.
When you activate this program, designate one ranged weapon to install Terra Angelis
onto. This weapon now has +3 to attack and damage rolls. The rst time you attack
with this weapon on each of your turns, you can choose to transfer some or all of the
weapon's bonus to your AC, instead of using the bonus on any of your attacks for that
turn (i.e., add +2 to AC and +1 to attack/damage rolls). The adjusted bonuses remain
until the start of your next turn, although you must be wielding the weapon to gain the
bene ts.
Thermic_Overvent.exe Threat_Assessment.exe
requires installation
You can use an action to spend 1 omni-gel and overheat every heat-generating
element within your omni-tool, overriding safety protocols and using the omni-gel as Your omni-tool powers a specialized VI whose purpose is to detect incoming threats
propellant. You create three re rays from your outstretched hand, each with a range of and identify them for the user. This data appears as audio and visual warnings on the
240m. You can hurl them at one target or several. Make a ranged spell attack for each user's HUD and gives the user +1 to their AC and all Saving Throws.
ray. On a hit, the target takes 2d6 re damage. When you make the attacks, make them
with a modi er of +5 to the attack roll. The omni-tool then needs time to compensate
and repair itself, rendering this program inoperative until the end of a long rest.
Unstable: When you acquire this program, it can be used 1d6 times before the code
becomes too unstable to use.
Trace_Signal_Jammer.exe
requires installation
While this program is Activated, the user is hidden from long-range sensors. You
cannot be targeted by any tracking device that functions by receiving a tracking
device's signal, and targeting lasers cannot pinpoint your precise location, giving you
advantage on any saving throws against Heavy Weapons that require Targeting to re.
Tools & Kits
Armorsmith's Workbench Brewer's Supplies
Cost: 6000 Cost: 1000
An armorsmith's workbench allows you to work with alloys and ceramic plates, letting Brewing is the art of producing beer, mead, wine, and liquor. Not only does brewing
you reshape armor for different races, repair damage, or install armor mods. create alcoholic beverages, but the process of brewing puri es water. Brewing beer,
mead, or wine takes weeks of fermentation, but only a few hours of work. You can
Components. All the necessary tools to work with medium and heavy armor.
further distill fermented beverages to create liquor.
History. Your expertise lends you additional insight when examining heavy and
Components. A large glass jug, a quantity of hops, a siphon, and several feet of tubing,
medium armor.
bottles, and a distiller.
Investigation. You can spot clues and make deductions that others might overlook
History. Pro ciency with brewer's supplies gives you additional insight on Intelligence
when an investigation involves heavy or medium armor.
(History) checks concerning events that involve alcohol as a signi cant element.
Activities
Medicine. This tool pro ciency grants additional insight when you treat anyone
With access to your workbench, you can perform one of the following activities as part
suffering from alcohol poisoning or when you can use alcohol to dull pain.
of a long rest.
Persuasion. A stiff drink can help soften the hardest heart. Your pro ciency with
Install mod. Install an armor mod into a piece of heavy or medium armor.
brewer's supplies can help you ply someone with drink, giving them just enough
Augment or repair armor. Adjust a suit of heavy or medium armor to t another
alcohol to mellow their mood.
race or repair a piece of used heavy or medium armor. Repaired armor can be sold
for one half its market value. Consumes 2 omni-gel. Potable Water. Your knowledge of brewing enables you to purify water that would
Craft armor. otherwise be undrinkable. As part of a long rest, you can purify up to 25 liters (~6.5
Craft a medium or heavy armor set. See the crafting section of downtime gallons) water, or 5 liters (~1.5 gallons) as part of a short rest.
activities for more information.
Craft a customizable piece of heavy or medium armor. See the creating
armor section of armor for more information. Activity DC
Salvage an armor mod. DC 20. On a success, you can salvage 1 armor mod from
a piece of heavy or medium armor. On a failure, the armor and all mods are
destroyed. Detect poison or impurities in a drink 10
Create omni-gel. Break down a piece of heavy or medium armor, gaining omni-gel
equal to the amount listed on the omni-gel yield table.
Omni-gel Yield Identify alcohol 15
Equipment Yield
Ignore effects of alcohol 20
Armor & Weapon Mods, Tools & Kits 1
Heavy Pistols, SMGs, and Head, Leg, and Arm armor 3
Assault Ri es, Shotguns, Sniper Ri es, and Chest Armor 6
Heavy Weapon 10
Chemists can create helpful drugs such as NSAIDs but can also create powerful With a cook in your party, your meals will be much better than the typical mix of
concoctions of mind-altering drugs and even poisons. nutrient bars and protein soup.
Components. A small bunsen burner, a set of glass vials and beakers, a small metal Components. A metal pot, knives, forks, a stirring spoon, and a ladle.
frame for holding vials over heat, a centrifuge, and a collection of chemicals.
History. Your knowledge of cooking techniques allows you to assess the social
History. Your training in chemistry can help you when you try to recall facts about drug patterns involved in a culture's eating habits.
-elated events, medical breakthroughs, and infamous poisonings.
Medicine. When administering treatment, you can transform medicine that is bitter or
Medicine. When you treat the victim of a disease, sickness, or poison, your knowledge sour into a pleasing concoction.
grants you added insight into how to provide the best care to your patient.
Survival. When foraging for food, you can make do with ingredients you scavenge that
Sleight of Hand. You've learned to handle chemicals carefully, giving you an edge others would be unable to transform into nourishing meals.
when interacting with volatile substances.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your
Immunity. Your prolonged exposure to a variety of chemical allows you to handle and companions regain their strength. You and up to ve creatures of your choice regain 1
apply poisons and mind-altering drugs without risk of exposing yourself to its effects. 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
Create Drug. As part of a long rest, you may create a single poison, drug, or medicine.
hit points per Hit Die spent. And if you use high-grade provisions, gain 3 extra hit
points per Hit Die spent.
Activity DC
Activity DC
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its Pro ciency with a gaming set applies to one type of game, such as Skyllian-5 or
owner to adopt a false identity. games of chance that use dice.
Components. A pouch of cosmetics, dyes, and a micro-fabricator. Components. A gaming set has all the pieces needed to play a speci c game or type
of game, such as a complete deck of cards or a board and tokens.
Deception. In certain cases, a disguise can improve your ability to weave convincing
lies. History. Your mastery of a game includes knowledge of its history, as well as of
important events it was connected to or prominent historical gures involved with it.
Intimidation. The right disguise can make you look more fearsome.
Insight. Playing games with someone is a good way to gain an understanding of their
Performance. A cunning disguise can enhance an audience's enjoyment of a
personality, granting you a better ability to discern their lies from their truths and read
performance, provided the disguise is properly designed to evoke the desired reaction.
their mood.
Persuasion. People tend to trust a person in uniform. If you disguise yourself as an
Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows
authority gure, your efforts to persuade others are often more effective.
you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a
Create Disguise. As part of a long rest, you can use 1 omni-gel to create a disguise. It game by manipulating the components with dexterous movements is a great
takes you 1 minute to don such a disguise once you have created it. You can carry only distraction for a pickpocketing attempt.
one such disguise on you at a time without drawing undue attention, unless you have
something to keep them hidden.
Activity DC
Activity DC
Catch a player cheating 15
Hacking tools are used to override security systems in order to gain access to Medical Kits contain the necessary tools and supplies to triage injuries and treat
encrypted les, open locked doors, or sabotage security devices such as cameras, diseases.
turrets, or mechs. Pro ciency with the tools also grants you a general knowledge of
Components. A bio-scanner, medical foam, quick-hardening cast tape, a scalpel with
VIs, encryption techniques, and cryptography.
10 blades, a bone saw, and a pouch that can carry up to 4 medi-gel.
Components. A port-cable fabricator (includes schematics for all 238 Human USB
Insight. When you spend 1 minute observing an organic creature, you gain additional
standards!), a library of security counter-measure scripts, and an air-gapped computer
insight on if the creature is injured or weakened.
interface.
Investigation. When you investigate a dead organic creature, you gain insight into what
Perception. You're understanding of patterns and cryptography gives you insight when
caused its death and how long ago it died.
discerning information from unknown languages.
Medicine. You can spend a medi-gel to gain advantage when stabilizing a creature.
Investigation. You gain additional insight when utilizing networked systems (such as
the exonet) to nd information. 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
Fortify. Just as you can break down security, you can also fortify it. For each hour of
forgo the roll and instead regain the maximum number of hit points the die can
work, you can further encrypt an electronic data package, rebuff a security device, or
restore. A creature can do so only once per rest, regardless of how many Hit Dice it
harden a network to attack, increasing the DC to hack it by 1 (maximum 5).
spends.
Activity DC
Activity DC
Pro ciency with a musical instrument indicates you are familiar with the techniques Pro ciency with painter's supplies represents your ability to paint and draw, design
used to play it. You also have knowledge of some songs commonly performed with decals and paint jobs for armor and vehicles, and create propaganda. You also acquire
that instrument. an understanding of art history, which can aid you in examining works of art.
Identify a tune 10
Activity DC
Improvise a tune 20
Paint an accurate portrait 10
Pro ciency with a starships drive core represents your ability to maintain, repair, and The ability to temporarily disable maneuverability or targeting systems on a ship can
improve the drive of a starship. be the difference between winning and losing a battle.
Engineering. Gain additional insight when taking the Repair, Advanced Repair, System Electronics. Gain additional insight when taking the Sabotage or Harden checks during
Repair, or Restore actions during starship combat. starship combat.
Investigation. Gain additional insight when investigating power sources and engines, Investigation. Gain additional insight when recognizing or discovering malicious code
even if the source is alien. within your starship system's network.
History. Gain additional insight when recalling information about ancient or History. You know a variety of techniques used in cyber warfare. Gain additional
groundbreaking starship drives. insight when recalling information about cybersecurity and the outcomes of hacking
starship systems.
Repair Engine. With 8 hours of work and the necessary materials, you can patch a
vehicle engine. The patched engine can power the vehicle for 2 days worth of range. Countermeasures. With 8 hours of work, you can write custom algorithms that harden
With 20 hours of work and the necessary materials, you can completely repair a your starship against sabotage attacks. Increase the DC of the next Sabotage action
vehicle engine to a working state. against your starship by 5.
Activity DC Activity DC
Boost starship speed by 1 for 24 hours 10 Hack another ship's logs varies
Boost starship shields by 50 for 24 hours 20 Boost VI, add 1 to all Defer rolls 20
A Starship's helm is the pilot seat. While most ships can be piloted by VI, the pilot Pro ciency with a starship's navigation involves plotting courses between clusters and
monitors an array of sensors and subroutines to optimize the ship's ight, make solar systems.
smooth landings, and avoid enemy re. Pilots can also override subsystems and take
Investigation. You gain additional insight when reviewing ight patterns and ship's
full control of the craft.
logs.
Vehicle Handling. Your ability in the pilot seat gives you additional insight when taking
Survival. When your ship is on its last leg, you have a better chance of guiding it to
the Maneuver or Hard Maneuver action during starship combat.
safety. Gain additional insight when you try to nd safe harbor or safe planets to land.
Insight. Gain additional insight when assessing the tales of others' piloting feats.
Science. Your experience navigating the galaxy gives you additional insight when
Performance. Gain additional insight when using Air or Space transports or Starships taking the Flee action during starship combat.
to make fantastic maneuvers or awe-inspiring piloting feats.
Sleight of Hand, Acrobatics. Navigation requires an intimate knowledge of gravity,
Practiced Maneuver. Once per long rest, you can execute a practiced maneuver. Gain mass effect elds, trajectories, relativistic movements. You gain additional insight
the bene ts of a Hard Maneuver. Creatures on board your ship automatically succeed when throwing objects or moving through zero-g environments.
their Constitution saving throws.
Uncharted Course. With 8 hours of work, you can plot an uncharted course through
the galaxy. You can increase your range for the next 24 hours by 2.
Activity DC
Activity DC
Activity DC
Read an ancient star map
Activity
10
DC
Falsify manifest 15
Hastily leave orbit under duress 15
Pro ciency with a ships SSC equipment represents your ability to quickly analyze Represents your ability to target and attack moving objects through space using
scanning logs and make long distance telemetry communications. sensors and calculations rather than sight or dexterity.
Investigation. You can parse additional details when scanning other ships. You gain Investigation. Gain additional insight when investigating damage done by starship
additional insight when taking the Scan action during starship combat. weapons.
Deception, Persuasion. You have an expansive knowledge of the etiquette required to Deception, Insight. You know how to bluff and when others are blu ng about the
communicate with other starships. Gain additional insight when trying to persuade or capabilities of their ship's weaponry.
deceive other starships or space stations through comms.
Calibrate. With 8 hours of work, you can calibrate the targeting systems of your
Science. Gain additional insight when scanning unknown celestial objects for threats starship's weapons. You gain a +2 bonus to hit with Attack and Targeted Attack
or valuable materials. actions for the next 24 hours.
Weapon Attack. Add your pro ciency bonus to attack rolls made when taking the
Activity DC Attack and Targeted Attack actions during starship combat.
Scramble a signal 20
Tailor's tools allow you to work with fabrics and nano-materials to reshape armor for
different races, repair damage, or install armor mods. 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
Components. All the necessary tools to work with light armor. cheaper and more reliable. For most, trying to outsmart a security VI can be near
History. Your expertise lends you additional insight when examining light armor. impossible, but snipping a few wires is easy if you know the right ones to cut.
Pro ciency with the tools also grants you a general knowledge of traps, security
Investigation. You can spot clues and make deductions that others might overlook systems, and locks.
when an investigation involves light armor.
Components. A cordless screwdriver, a set of common security panel slicers, a 1m
Activities long endoscope, a spray can of liquid nitrogen, and a pair of pliers with wire-cutter
With access to your tools, you can perform one of the following activities as part of a insets.
long rest.
History. Your knowledge of security systems grants you insight when answering
Install mod. Install an armor mod into a piece of light armor. questions about locations that are renowned for their security.
Augment or repair armor. Adjust a suit of light armor to t another race or repair a
piece of light armor. Repaired armor can be sold for one half its market value. Investigation and Perception. You gain additional insight when looking for traps and
Consumes 2 omni-gel. alarms because you have learned a variety of common signs that betray their
Craft armor. presence.
Craft a light armor set. See the crafting section of downtime activities for Set a trap. Just as you can disable traps, you can also set them. As part of a short
more information. rest, you can use 1 create a trap using 1 omni-gel and any other items you have on
Craft a customizable piece of light armor. See the creating armor section of
hand. The total of your check becomes the DC for someone else's attempt to discover
armor for more information. or disable the trap. The trap deals damage appropriate to the materials used in
Salvage an armor mod. DC 20. On a success, you can salvage 1 armor mod from crafting it (such as poison or a weapon) or damage equal to half the total of your
a piece of light armor. On a failure, the armor and all mods are destroyed.
check, whichever the GM deems appropriate.
Create omni-gel. Break down a piece of light armor, gaining omni-gel equal to the
amount listed on the omni-gel yield table.
Omni-gel Yield Activity DC
Equipment Yield
Armor & Weapon Mods, Tools & Kits 1 Pick a lock Varies
Heavy Pistols, SMGs, and Head, Leg, and Arm armor 3
Assault Ri es, Shotguns, Sniper Ri es, and Chest Armor 6
Disable alarm Varies
Heavy Weapon 10
A set of tinker's tools is designed to create small, inventive devices from omni-gel. Pro ciency with a vehicle applies to one type of environment. The pro ciency re ects
Some examples include a motion sensor, a desalinator, a compass, a light source, or a the ability to navigate and maneuver within the environment and is not limited to a
small EMP device. speci c vehicle. For example, a hovercraft could be a land or water vehicle.
Components. Tinker's tools include a variety of hand tools, wires, scraps of metal, Vehicle Types
batteries, microcircuit boards, adhesives, paint, and a pouch that can hold up to 10 Land: travel over solid surfaces
omni-gel canisters. Water: travel on or through liquids
Air: travel within a planet's atmosphere
History. You can determine the age and origin of objects, even if you have only a few
Space: travel in space, limited to small ships meant to travel short distances, like
pieces remaining from the original.
ghters and transports
Investigation. When you inspect a damaged object, you gain knowledge of how it was Engineering. Vehicle pro ciency combined with knowledge of engineering improves
damaged and how long ago. your ability to repair, maintain, or assess vehicles of that type.
Mending. For 1 omni-gel, you can repair a single break or tear in an object, such as a Insight. Your knowledge about vehicles of this type makes it easy to discern the
punctured tire, a cracked helmet, or a ripped pack. As long as the break or tear is no veracity of others' boasts about their piloting skills and past stunts.
larger than 30 cm (~ 1 foot) in any dimension, you mend it, leaving no trace of the
Investigation. You gain insight into the environment's conditions and the safety of
former damage.
traveling within the conditions.
Repair. You can restore 10 hit points to a damaged object for 1 omni-gel and an hour
Pilot's Luck. If your vehicle crashes while you are driving it, you and your passengers
of work.
take half damage from the crash.
Craft Armor or Weapon Mod. See the crafting section of downtime activities for more
information.
Activity DC
Activity DC
Drive the vehicle through di cult conditions varies
Weaponsmith's Workbench
Cost: 6000
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.
Activities
With access to your workbench, you can perform one of the following activities as part
of a long rest.
Casting Time
Action Casting Time
Action
Duration
Concentration, up to 1 minute Duration
Concentration, up to 1 minute
Range/Area
30m Range/Area
30m
Attack Type
INT Save Attack Type
CON Save
Damage Type
Damage Type
Effect
control Effect
debuff
Each time the hacked creature takes damage, it makes a new Intelligence saving Advancement Options
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 Disorient Debilitate
concentration, up to 10 minutes. When you use a 5th-level spell slot, the duration is
concentration, up to 1 hour.
Advancement Options Creatures that fail the saving throw Creatures that fail the saving throw
become disoriented. Until the end can barely move. Until the end of
of your next turn, attacks made your next turn, the creature's speed
Total Control Power Down against the creature has becomes 0 and it automatically
advantage and the creature can't fails Dexterity saving throws.
take reactions.
You take the hacked synthetic's When you have a creature hacked,
action. You may use its spells and you may use your action to
abilities. attempt to shut it down. To do so,
make an Intelligence check
contested by the hacked creature's
Intelligence check. If you win the
contest, the creature becomes
incapacitated for 1 hour and the
spell ends.
Annihilation Backlash
Field
Primes (necrotic) Type
2nd-level
Type
4th-level Casting Time
Reaction, which you take when you are hit by an attack
Casting Time
Duration
Action Concentration, up to 1 minute
Duration Range/Area
Concentration, up to 1 minute Self
Damage Type
necrotic
Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits
Effect you with an attack while the aegis is active, including the triggering attack, split the
damage
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.
Spin a eld of dark energy originating from you in a 4m radius sphere. The eld If the damage is an odd number, you may choose where the extra 1 damage is dealt.
moves with you and reduces your walking speed by half.
If damage that would be dealt to the aegis is greater than its remaining hit points,
Each creature within the sphere must make a Constitution saving throw. A creature deal any remaining damage to yourself.
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 eld's When the aegis drops to 0 hit points the spell ends.
space for the rst time on a turn or ends its turn there. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the
Any creature within the sphere is primed (necrotic). This condition ends immediately aegis's hit points increase by 10 for each slot level above the 2nd.
if the creature leaves the sphere.
Advancement Options
At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the
radius by 4m.
Durable Counterstrike
Advancement Options
Disorient Phasic Increase the aegis's hit points to If you cast Backlash as a reaction
30. against a melee attack, gain an
attack of opportunity against the
attacking creature.
Creatures that fail the Constitution Annihilation Field's damage
saving throw have disadvantage bypasses shields.
on their next attack roll.
Casting Time
Attack Casting Time
Bonus Action
Duration
Instant Duration
Instant
Range/Area
10m Range/Area
Self (2m )
Attack Type
Ranged Attack
Attack Type
Damage Type
piercing
Damage Type
Effect
Effect control
damage
Expend all of your remaining barrier ticks to create a negative mass effect eld in a
Fire a salvo of blades at a target creature or object you can see within range. Make a
2m sphere originating from you. Each Medium or smaller creature or object within
ranged weapon attack, you add your pro ciency bonus to this roll. On a hit, the target
the sphere must succeed on Strength saving throw or becomes lifted until the end of
takes 2d12 piercing damage.
your next turn. If you expend at least 4 barrier ticks, Large targets must make the
You must spend a short or long rest reloading the armguard before you can this saving throw. Creatures with at least 1 shield point have advantage on this saving
ability again. throw.
This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level Increase the range of the sphere by 2m at 5th level (4m), 11th level (6m), and 17th
(6d12), 17th level (8d12) level (8m).
On a hit, the target takes an On a hit, the target takes an You may choose the shape of the Large creatures are affected. If you
additional 3d12 damage at the additional 1d12 thunder damage detonation into a cone, cube, or spend at least 4 barrier ticks, Huge
start of its turn due to blood loss. and must pass a Constitution cylinder. You may also shape it into creatures must make the saving
This damage bypasses shields. saving throw (DC 8 + pro ciency a line, if you do, the line is twice as throw.
bonus) or becomes stunned until long as the sphere's radius and 2m
the end of your next turn. wide.
Beehive Biotic
Jump created by: Ben
Type
cantrip
McPherson
Draw and re 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. The DC of this saving throw is 8 + your Your Spellcasting Ability determines how far you can jump.
pro ciency bonus + your Dexterity modi er. On a failed save, a creature takes 3d6 Long Jump. When you make a long jump, you cover a number of meters up to your
piercing damage or half as much damage on a successful one. Spellcasting Ability score. If jumping over an obstacle, subtract 1 meter of distance
per 2 meters of the obstacle's height.
You must spend a short or long rest recon guring the cannon to use it again.
This feature's damage increases by 2d6 when you reach 5th level (5d6), 11th level High Jump. When you make a high jump, you leap into the air a number of meters
(7d6), 17th level (9d6) equal to 2 + your Spellcasting Modi er.
Deals twice as much damage to As an action, you can set up your At any point during your jump, you When landing in Di cult Terrain,
organic creatures with no shield Beehive in a separate location. can end your movement and hover you automatically succeed on your
points. Once it is deployed you can use an in place. At the start of your next Dexterity (Acrobatics) check to
Attack action to re it. You can turn, you oat to the ground, taking remain standing. Additionally, if
also re it as a reaction whenever half your movement for that turn. you would land within an area that
a creature enters its 6m cone. causes a Dexterity saving throw,
you have advantage on the save.
Type
cantrip
Type
Casting Time
2nd-level Action
Duration Range/Area
Concentration, up to 1 minute Touch
Damage Type
Attack Type bludgeoning
Ranged Attack
Effect
Damage Type damage
force buff
Effect
damage
buff
Increase the mass of your st 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
Summon 3 biotic orbs that oat around you, fueling your biotic energies. As an have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1
action, you may expend an orb and make a ranged spell attack on a creature within minute.
40m. On a hit, deal force damage equal to 2d10 + your spellcasting ability modi er.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
As an action, you may expend 3 orbs to cast a spell using your highest available spell (3d8), 17th level (4d8).
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
Advancement Options
number of orbs increases by 2 for each slot level above the 2nd.
E cient Punch Siphoning Strike
Advancement Options
Improved Orbs Retribution On a hit, gain 3 barrier ticks. On a hit, instead of gaining barrier
ticks, gain 10 shield points.
Type Type
1st-level 4th-level
Duration Duration
Concentration, up to 1 minute Concentration, up to 1 minute
Range/Area Range/Area
Self Self (6m )
Attack Type
Attack Type
Damage Type
force Damage Type
Effect Effect
damage warding
buff
The next time you hit a creature with a melee weapon attack during the spell's
A shimmering barrier with 100 hit points extends out from you in a 6m sphere and
duration, increase the density of the weapon dealing an extra 2d8 force damage to
moves with you, remaining centered on you and hedging out hostile creatures. If a
the target. This damage detonates primed targets.
hostile creature is within the sphere when you cast this spell, it is pushed outside of
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the the sphere's radius.
extra damage dealt by the attack increases by 2d8 for each slot above the 1st.
Any attack against a creature or targeted at a location within the sphere
Advancement Options 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
Improved Damage Destined Hit
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
Increase the damage die to 2d12 Gain a +5 bonus to your next
health increases by 50 hit points.
melee weapon attack roll
Advancement Options
Type Type
3rd-level cantrip
Duration Duration
Concentration, up to 10 minutes 1 minute
Range/Area Range/Area
20m self
With an immense positive charge, create an invisible mass effect eld that acts as 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 oating or As a bonus action or as a reaction to taking damage, you reinforce your armor with
resting on a solid surface. You can form it into a hemispherical dome or a sphere razor-sharp blades that damage nearby enemies. Until the spell ends, you AC
with a radius of up to 4m, or you can shape a at surface made up of ten 2m by 2m increases by 2 but you are unable to take the Dodge and you have disadvantage on
panels. Each panel must be contiguous with another panel. In any form, the wall is 1 Dexterity saving throws. You can use a bonus action to deactivate blade armor.
cm thick. It lasts for the duration. If the wall cuts through a creature's space when it
While blade armor is active, it is considered a melee weapon that deals 1d6 piercing
appears, the creature is pushed to one side of the wall (your choice which side).
damage. If a creature is grappled by you, you have advantage on attack rolls made
Nothing can physically pass through the wall. It is immune to all damage. with blade armor against the grappled creature.
Advancement Options When you use the Attack action to grapple a creature, you have advantage on your
Strength (Athletics) check and the target takes 1d6 piercing damage if your grapple
check succeeds. A creature that is grappled by you while blade armor is active take
Lifting Wall Shifting Wall 1d6 piercing damage each time it attempts to escape from the grapple.
You must nish a long rest before you can use this ability again.
Blade armor's damage increases by 1d6 when you reach 5th level (2d6), 11th level
If a creature comes within 2m of As a bonus action, you can either
(3d6), 17th level (4d6).
the wall, you can use your reaction move the wall up to 6m in any
to make a pocket of negatively direction, rotate the wall up to 180 Advancement Options
charged space near the creature's degrees, or reshape the wall within
location. It must pass a Strength the parameters listed above.
saving throw or become lifted until Poisoned Armor Retribution
the end of your next turn.
Catapult Charge
Detonates
Type Type
1st-level cantrip
Duration Duration
Instant
Range/Area
20m (30m ) Range/Area
14m
Choose one object weighing 1 to 10 kilos (about 2 to 20 lbs.) within range that isn't
being worn or carried. The object ies in a straight line up to 30m in a direction you
Choose a creature or object within range and use the target's mass to pull yourself to
choose before falling to the ground, stopping early if it impacts against a solid
its location with incredible force (this movement does not provoke opportunity
surface. If the object would strike a creature, that creature must make a Dexterity
attacks). The target must make a Dexterity saving throw. On a failed save the target
saving throw. On a failed save, the object strikes the creature and stops moving.
takes 1d10 force damage and becomes prone
When the object strikes something, the object and what it strikes each take 3d10
bludgeoning damage. The damage increases by 1d10 when you reach the 5th level (2d10), 11th level (3d10)
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the and 17th level (4d10).
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
Advancement Options Barrier Regen Area Charge
Salvo Counterstrike
After you cast Charge, if you have Each creature within 4m of the
an active barrier, regain 2 barrier target must make the Dexterity
ticks and reset the duration of your saving throw.
When you cast Salvo, you may You may cast catapult as a
target a number of objects equal to reaction when you see a creature barrier to 1 minute.
or less than your spellcasting within 30m of you casting a spell
modi er. The combined weight of or making a weapon attack. If the
the objects cannot exceed the object would strike a creature
maximum weight limit of the spell casting a spell, the creature
(10 kilos at 1st level, 12 kilos at automatically fails its Dexterity
2nd level, etc). saving throw and must succeed on
a Constitution saving throw or the
spell fails and has no effect (DC 10
or half the damage done by
catapult, whichever is higher). If an
object would strike a creature
making a weapon attack, you
impose disadvantage on the attack
roll whether or not the creature
fails its Dexterity saving throw.
Detonates Type
2nd-level
Type
cantrip Casting Time
Action
Casting Time
Bonus Action Duration
instant
Duration
Instant Range/Area
Self (8m )
Range/Area
Self Attack Type
STR save
Attack Type
Ranged Attack Damage Type
cold
Damage Type
bludgeoning Effect
damage
Effect
damage
buff
Blast a continuous stream of liquid hydrogen from your omni-tool in an 8m long by
2m wide line. Each creature in the beam must make a Strength saving throw. On a
failed save, a creature takes 5d8 cold damage and then becomes frozen until the
Load a specialized thermal clip into the weapon you are currently holding. Until you start of your next turn. On a successful save, a creature takes half as much damage
reload, any successful ranged attacks deal an additional 1d8 bludgeoning damage and isn't frozen by this spell. Creatures with at least 1 shield point have advantage on
and medium-sized or smaller creatures must pass a Strength saving throw (DC 8 + this saving throw.
pro ciency bonus + DEX modi er) or are knocked prone.
A creature must also make the saving throw when it enters the beam's space for the
The damage increases by 1d8 when you reach the 5th level (2d8), 11th level (3d8) rst time on a turn or ends its turn there.
and 17th level (4d8).
At the start of your turn, you may spend your action and 1 additional tech point to
You have 3 charges of Concussive Shot. You regain all of your charges when you continue casting the beam. Your movement speed is 2m while casting it in this
nish a long rest. manner. The spell ends if you become incapacitated.
Advancement Options At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 2d8 and the length of the beam increases by 2m for each slot
level above 3rd.
Stunning Shot Improved shot
Advancement Options
A creature hit by concussive shot Increase the bonus damage of Brittle Freeze Frozen Ground
must make a Constitution saving concussive shot to d12.
throw instead of a Strength saving
throw. On a failed save, the
Shields no longer provide Cryo beam leaves a patch of ice on
creature is stunned until the end of
its next turn. advantage on the saving throw. On the ground that lasts for 1 min.
a successful save, a creature is The ground is considered di cult
primed cold until the end of your terrain.
next turn.
Target a create you can see within range and cause interference with their biotic
Fire a mass of supercooled, subatomic particles. The particles explode in a 2m- implant and omni-tool, reducing their ability to use them effectively. The creature
radius sphere centered on a point within range. Each creature within the sphere has must make a saving throw using its spellcasting ability or it suffers a penalty to its
its movement reduced by 4m until the start of your next turn and must make a next biotic or tech spell. If the next spell it casts requires an attack roll, it has
Strength saving throw. On a failed saved, a creature becomes frozen until the start of disadvantage on the attack. If the next spell forces one or more creatures to make a
your next turn. A target with at least 1 shield point has advantage on this saving saving throw, those creatures have advantage on the saving throw.
throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
If the blast strikes a body of water or a liquid that is principally water (not including you can affect one additional creature for each slot level above 1st.
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 Advancement Options
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. Cooldown Power Damping
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
radius of the blast increases by 2m for each slot level above 1st.
Transform the attack into a deadly The blast creates a pocket of frigid
lance. Make a ranged spell attack air that lasts until the end of your
on a target within range. On a hit, next turn. Each creature that enters
the target takes 1d8 cold and 2d4 the frozen space for the rst time
piercing damage for a 1st-level on a turn or ends its turn there
version and an additional 1d8 and becomes primed cold until the end
2d4 for each slot level above the of its next turn and must succeed
1st. a Constitution saving throw or take
2d6 cold damage.
Type Type
3dl l
3rd-level
cantrip
Casting Time
Casting Time Action
Action
Duration
Duration Concentration, up to 1 minute
Concentration, up to 1 minute
Range/Area
Range/Area
Self (4m )
40m
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 eld. The creature is primed Launch a slow-moving, 4m wide sphere of dark energy in a straight line in front of
(necrotic) and takes 1d6 necrotic damage and 1d6 necrotic damage at the start of you. It moves 4m this turn and at the end of each of your subsequent turns. Each
your turn while you maintain the spell. If the creature dies, dark channel transfers to creature caught in the sphere's path becomes primed (necrotic) until the end of its
the nearest hostile creature within 10m of the target. next turn and must make a Constitution saving throw. On a failed save, a creature
takes necrotic damage equal to 6d8 + your spellcasting ability modi er, or half as
The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6)
much on a successful one.
and 17th level (4d6).
At the start of your turn, if the sphere has traveled at least 20m, it detonates and the
Advancement Options 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 modi er or half as much damage on a successful one. This damage detonates
Cripple Improved Damage
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.
If the affected creature would Increase the damage die type to
make a saving throw or attack roll, d10 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the
as a reaction you may increase the damage increases by 2d8 for each slot level above 3rd.
severity of Dark Channel. The
affected creature must roll a d4 Advancement Options
and subtract the number rolled
from the attack roll or saving
Control Amplify
throw.
Before the sphere moves, you may Add 1d8 to the detonation damage
change its direction and speed. Its for each 4m the sphere travels.
speed becomes 4m, 6m, or 8m.
Type Type
1st-level 1st-level
Duration Duration
1 minute Concentration, up to 10 minutes
Range/Area Range/Area
10m Self
Summon a holographic copy of yourself at a location within range. Until the spell Reinforce your armor with special Foucault currents. You gain +2 to your AC while
ends, the decoy moves with you and mimics your actions. You can use your action to defense matrix is active.
dismiss the decoy. Each time a creature targets you with an attack during the spell's
duration, it must rst make a Wisdom (Perception) check. On a failure, a creature Advancement Options
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.
Shield Custom Current
Advancement Options
Explosive Improved Decoy
Deploy the matrix as a stationary When you cast defense matrix,
shield. Up to 2 creatures of choose one damage type. You
medium size can stand behind the have resistance to that type while
As an action, you can detonate Your decoy becomes so life-like shield, gaining half-cover. It lasts 1 defense matrix is active.
your Decoy. Each creature within that creatures have disadvantage minute and no longer requires
4m of the decoy must make a on the Wisdom (Perception) check. concentration.
Dexterity saving throw. On a failed
save, a creature takes 3d6 thunder
damage or half as much on a
successful one.
Type Type
2nd-level 3rd-level
Duration Duration
Concentration, up to 1 minute
Range/Area
30m Range/Area
30m
Attack Type
Attack Type
Damage Type WIS Save
Effect
control
Damage Type
Effect
control
Attempt to interrupt a creature in the process of casting a biotic spell. If the creature
is casting a spell of 2nd level or lower, its spell fails and has no effect. If it is casting a
spell of 3rd level or higher, make an ability check using your spellcasting ability. The Target an organic creature within 30m. It must succeed on a Wisdom saving throw or
DC equals 10 + twice spell's level. On a success, the creature's spell fails and has no it becomes Dominated (it is considered charmed and can't use spells or abilities). If
effect. you or creatures that are friendly to you are ghting it, it has advantage on the saving
throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the
interrupted spell has no effect if its level is less than or equal to the level of the spell On its turn, the dominated creature attacks the closest creature hostile to the spell
slot you used. 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
Advancement Options dash towards the closest hostile creature.
Each time the dominated creature takes damage, it makes a new Wisdom saving
Lockdown Psychic Strain 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
If you successfully disrupt the If successfully disrupt the spell, concentration, up to 1 hour.
spell, you overload the target's the target takes Xd10 psychic
biotic implant and it cannot cast damage, where X is the level of the Advancement Options
biotic spells until the end of your spell. Targets take 1d6 psychic
next turn. damage for disrupted cantrips.
Total Control Damage
Type Type
2nd-level 1st-level
Range/Area
Self (8m ) Range/Area
50m
Fabricate an electri ed whip that lashes out in front of you in an 8m cone. Each Cycle your omni-tool, sapping electromagnetic energy from a creature you can see
creature must make a Constitution saving throw. On a failed save, a creature takes within range. Make a ranged spell attack against the target. On a hit, the target takes
6d6 lightning damage or half as much damage on a successful one. 3d6 lightning damage, and you regain shield points equal to half the amount of
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the lightning damage dealt.
damage increases by 2d6 for each spell slot above the 2nd. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level above 1st.
Advancement Options
Advancement Options
Shield Restore Paralyze
Linked Current Improved Regen
If you are wearing armor, gain Creatures that fail the saving throw
shield points equal to half of your are paralyzed until the end of their On a successful hit, you can On a successful hit, you regain
damage roll. next turn. designate yourself or an ally within shield points equal to the amount
range of the ability to direct a of lightning damage dealt.
positive current. Instead of gaining
shield points, this current doubles
a creature's waking speed for 1d4
rounds. Using this advanced tech
skill more than once does not
stack the speed boost.
Inject a friendly, organic creature with nanobots that reduce pain and heal internal Damage Type
piercing
injuries. The creature gains hit points equal to 1d8 + your spellcasting ability modi er.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Effect
healing increases by 2d8 for each slot level above 1st. damage
Advancement Options
As an Attack action, you load and re krogan-designed shells that burst into shrapnel
Adaptive Improved Healing upon impact. Choose a target location within range. Each creature in a 4m-radius
sphere centered on the point of impact of the shell must make a Dexterity saving
throw (DC 8 + pro ciency bonus + DEX modi er). A target takes 2d6 piercing damage
on a failed save, or half as much damage on a successful one.
The healed creature gains Increase the healing die type to
resistance to the last damage type d12 You have 3 charges of Flak Cannon. You regain all of your charges on a long rest.
it suffered. This effect lasts for 1 This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level
minute. (6d6), 17th level (8d6)
Advancement Options
Shredder Stunner
If a creature with 0 shield points When you attack with Flak Cannon,
takes damage from Flak Cannon, it you can choose to re concussive
becomes wounded. A wounded blasts dealing no damage.
creature takes 1d4 damage from Creatures within the sphere must
blood loss at the start of each of instead make a Constitution
its turns. A wounded creature can saving throw. On a failed save, a
make a DC 15 Constitution saving creature becomes stunned until
throw, ending the effect on a the start of your next turn.
success. Alternatively, any creature
(including the wounded creature),
can make a DC 15 Wisdom
(Medicine) check or use a charge
of Medi-gel, ending the effect on a
success.
Flamethrower Flare
Primes ( re) Detonates
Type Type
3rd-level 4th-level
Duration Duration
Instant Instant
Range/Area Range/Area
Self (8m ) 50m
Attack Type
Attack Type DEX Save
DEX Save
Damage Type
Damage Type radiant
re
Effect
Effect damage
damage
Rapidly altering the mass of air particles creates radioactive projectiles that seek out
Overload your omni-tool's acetylene torch, spewing ames in front of you. Each the targets and explode. Choose up to 4 creatures that you can see within range.
creature within an 8m cone is primed ( re) until the start of your next turn and must
Each creature must make a Constitution saving throw. On a failed save, a creature is
make a Dexterity saving throw. A creature takes 6d10 re damage on a failed save or blinded until the end of your next turn and takes radiant damage equal to 6d12. On a
half as much damage on a successful one. successful save, a creature takes half damage but suffers no other negative effect.
At the start of your turn, you may spend your action and 1 additional tech point to At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the
continue casting this power. Your movement speed is 2m while casting it in this damage by 2d12.
manner. The spell ends if you become incapacitated.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Advancement Options
damage increases by 2d10 for each slot level above 3rd.
Concentrated Burn Exhaust Each creature is blinded no matter Instead of choosing 4 targets, you
the result of its saving throw. may instead choose 1. If you do
so, the target has disadvantage on
Increase the damage to d12 and The ames create a thick smoke in the saving throw. Increase the
the distance to 12m, but the area- an 8m cube that must encompass damage by 4d12.
of-effect is now a line instead of a the cone. The area is considered
cone. heavily obscured until the end of
your next turn.
Type Type
2nd-level cantrip
Casting Time Casting Time
Action Reaction, which you take when you are targeted by an attack you can see
Duration Duration
Concentration, up to 10 minutes Instant
Range/Area Range/Area
Self Self
Create a negative mass effect eld around yourself allowing you to move freely Reinforce your armor using protective Foucault currents. Gain +5 AC until the start of
through the air. During the duration of this spell, you gain a ying speed of 20m. When your next turn, including against the triggering attack.
the spell ends if you are still aloft, you fall to the ground.
You must nish a short or long rest before you can use this ability again.
Advancement Options Advancement Options
Speed Extended Cast
Lasting Forti cation Venting Forti cation
Gravity Guidance
Field created by: Chris Alley
Primes (force) Type
1st-level
Type
1st-level Casting Time
Bonus Action
Duration Range/Area
Concentration, up to 1 minute 30m
Damage Type
Effect Tap into the VI of a willing creature. Once within the next 10 minutes, the target can
control 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.
Casting Time
Attack Casting Time
Bonus Action
Duration
Instant Duration
Instant
Range/Area
8m (2m ) Range/Area
60m
Use a propulsion jet built into your leg armor to spring to a location within 8m and Activate your personal shoulder cannon: The Hawk Missile Launcher. This attack
strike the ground with violent force. Each creature within a 2m radius of where you automatically hits a target within range dealing 3d6 thunder damage.
land must make a Dexterity saving throw (DC 8 + pro ciency bonus + STR modi er).
On a failed save, a creature takes 2d8 thunder damage or half as much on a You can use the Hawk Missile Launcher once per short rest.
successful one. This feature's damage increases by 3d6 when you reach 5th level (6d6), 11th level
You can use this feature twice between short or long rests. (9d6), 17th level (12d6).
This feature's damage increases by 2d8 when you reach 5th level (4d8), 11th level Advancement Options
(6d8), 17th level (8d8).
Detonates
Casting Time
Bonus Action
Type
2nd-level Duration
Instant
Duration
Instant Attack Type
Damage Type
Range/Area
30m (4m ) Effect
warding
Attack Type
DEX Save
Damage Type
y
force Toss a portable shield generator onto the ground in front of you. It generates 2m tall
and wide, hexagon-shaped shield with 5 AC and 50 shield points.
Effect
damage As long as the Hex Shield has shield points, it provides full cover to creatures behind
movement it.
Hex shield regains all shield points when you nish a long rest.
Choose a creature or object within range and use the target's mass to pull yourself to
Advancement Options
its location (this movement does not provoke opportunity attacks). Each creature
within 4m of the target must make Dexterity saving throw, taking 4d10 force damage Hearty Shield Large Shield
on a failed save, or half as much on a successful one.
Additionally, you may transport any number of creatures or objects with you to the
target location. To do so, each creature or object must be within 2m of you when you Increase the shield's hit points to The Shield covers a 4m wide area.
cast this spell and the total weight of all creatures and objects cannot exceed twice 100.
your carrying capacity. A creature transported this way must be willing and of your
size or smaller and the target location must have an unoccupied space for the
creature to be transported to. A creature or object brought with you automatically
passes the Dexterity saving throw and takes no damage.
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 2nd.
Advancement Options
Ben McPherson
Type
1st-level
Type
Casting Time 1st-level
Acton
Casting Time
Duration Action
Instant
Duration
Range/Area Concentration, up to 1 minute
40m
Range/Area
Attack Type 20m
Ranged Attack
Effect
damage
Hurl a high-explosive, plasma round at a creature or object within range. Make a debuff
ranged spell attack against the target. On a hit, the target is primed ( re) until the end
of your next turn and takes 2d10 re damage. A ammable object hit by this spell
ignites if it isn't being worn or carried.
Unleash a VI-controlled machine swarm at a creature or object within range. Two
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the swarms then spread from that target to as many as two other targets, each of which
damage increases by 2d10 for each slot level above 1st. must be within 6m of the rst target. A target can be a creature or an object and can
be targeted by only one of the swarms.
Advancement Options
A target must make a Constitution saving throw. On a failed save, the target takes
1d8 psychic and has disadvantage on attack rolls until the spell ends. A creature
Frozen Combo Radial Blast affected by the swarm can use its action to make a Constitution check against your
spell save DC. On a success, it breaks free of the swarm.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
When you hit a creature or object On a miss, the target makes a damage increases by 1d8 and the range the swarms can spread increases by 2m for
with incinerate, if the target is Dexterity saving throw. On a failed each slot level above 1st.
primed cold, you deal a critical hit. save, the target takes half damage.
Advancement Options
Lance Lash
Detonates Primes (force)
Type Type
1st-level 2nd-level
Duration Duration
Instant Concentration, up to 1 minute
Range/Area Range/Area
50m 20m
Effect Effect
damage damage
control
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 Make a ranged spell attack on a target you can see within range. On a hit, the target
modi er. takes 4d8 force damage and becomes grappled. While grappled the creature is
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the primed (force). To escape the grapple, the creature must succeed on a contested
damage increases by 2d8 for each slot level above the 1st. 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
Advancement Options target.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the
Anti-shield Improved Damage damage increases by 2d8 for each slot level above the 2nd.
Advancement Options
Lance deals an additional 2d4 Increase the damage die type to
lightning damage. This damage d12. Improved Grapple Improved Damage
increases by 2d4 for each spell
slot level above the rst.
The grappled creature has Increase the damage die type to
disadvantage when trying to d12.
escape.
Lift Nanite
Cloud created by: Chris
Type
cantrip
Alley
You can manipulate light objects with a series of mass effect elds. When you cast Effect
this cantrip, you can try to move an object that weighs up to 10 kgs (~20 pounds). If ward
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 Deploy a cloud of fabricated nanites from your omni-tool that swarm and capture
your spellcasting ability contested by that creature's Strength check. If you succeed, incoming energy from an attack, lessening its effect on you and storing it for your
you pull the object away from that creature and can move it up to 10 meters in any next attack. Until the end of your next turn, you gain resistance to the triggering
direction but not beyond the range of this spell. damage type, including against the triggering attack.
Advancement Options The next time you hit with a melee attack or single-target, tech spell, the target takes
an extra 4d6 damage of the triggering damage type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
Magician Improved Lift
damage increases by 2d6 for each spell slot about the 1st.
Advancement Options
You can exert ne motor control You can manipulate an object that
over the object, such as weighs up to 25 kgs (~55 pounds). Nanite Grenade Aegis
manipulating a simple tool or
removing an object from a
container.
If this spell is active, you can use a You may cast this spell as a
bonus action to compress the reaction when a creature within 2m
nanites into a grenade. The of you takes acid, cold, re,
grenade remains stable for 1 hour lightning, or thunder damage.
before becoming inert. To use the When you cast this spell, you may
grenade, target an area within choose up to 3 creatures including
10m. Each creature within 4m of yourself within 2m of you to gain
the target must make a DC 14 resistance to the chosen damage
Dexterity saving throw. A creature type until the start of your next
takes 4d6 damage of the triggering turn, including against the
damage type on a failed save, or triggering attack.
Casting Time
Action Casting Time
Attack
Duration
Instant Duration
Instant
Range/Area
50m Range/Area
10m
Attack Type
CHA Save Attack Type
Ranged Attack
Damage Type CON Save
Effect Damage Type
debuff poison
Effect
damage
Flash an ion laser at an organic creature within range. The creature makes a
Charisma saving throw. On a failed save, the creature has disadvantage on melee and
ranged attack rolls and can't take reactions until the end of its next turn.
Your omni-tool is equipped with three microscopic, poison-tipped blades that are able
Advancement Options to pierce through shields and armor. Make a ranged weapon attack on a creature you
can see within range, expending one blade. You add your pro ciency bonus to this
roll. On a hit, the target takes 1d12 poison damage and must succeed on a
Damage Paralyze Constitution saving throw (DC 8 + pro ciency bonus) or becomes poisoned until it
nishes a short rest. All damage caused by nightshade blades bypasses shields.
You must be within melee range and use an action to recover a blade, at which point
The target takes 2d6 psychic If a creature fails the saving throw,
you can reapply your poison and reload it into your omni-tool during a short rest. If
damage when hit by the ion laser. it is paralyzed until the end of its
you fail to recover your blades, you can create 3 new ones for 1 hour of work during a
This damage increases by 2d6 for next turn.
long rest.
each slot level above the 1st.
This feature's damage increases by 1d12 when you reach 5th level (2d12), 11th level
(3d12), 17th level (4d12).
Advancement Options
Nova Overload
Detonates Primes (lightning)
Type Type
cantrip 1st-level
Duration Duration
Instant Instant
Range/Area Range/Area
40m
Self (2m )
Attack Type
Attack Type DEX Save
DEX Save
Damage Type
Damage Type lightning
force
Effect
Effect damage
damage
Advancement Options
Improved Damage Half blast
Increase the damage die to d12. When you cast nova, it consumes
half of your remaining barrier ticks
(rounded up) but deals damage as Overload can leap to as many as Increase the damage die type to
if you had used all of your ve other targets within 10m. d8.
remaining barrier ticks.
Phase Pheromone
Disruptor Spray created by: Chris
Detonates
Alley
Type
cantrip
Type
1st-level
Casting Time
Action
Casting Time
Duration Action
Instant
Duration
24 hours
Range/Area
40m Range/Area
10m
Attack Type
Ranged Attack Attack Type
WIS save
Damage Type
force Damage Type
Effect Effect
damage control
You focus the energy of your barrier into a high-powered beam at a target creature or A spray of chemical pheromones lets you convince a beast that you mean it no harm.
object within range. Remove 1 barrier tick and make a ranged spell attack on that Choose an organic creature that you can see within range. It must see you and be
target. On a hit, the creature takes 3d4 force damage. capable of smelling. If the creature's Intelligence is 4 or higher, the spell fails.
Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you
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 for the ability's duration. If you or one of your companions harms the creature, the
effect ends.
can direct the beams at the same target or at different ones. Make a separate attack
roll for each beam.
Advancement Options At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
you can affect one additional creature for each slot level above 1st.
Loyalty Aggression
Increase the damage die type to A creature hit by Phase Disruptor
d6. has disadvantage on its next
attack roll.
If you successfully use this ability You are able to modify the
on a creature for 30 days in a row, pheromone cocktail to send
the creature develops a erce, creatures into a frenzy. When you
chemically-induced sense of use this ability, you may choose to
loyalty to you and remains frenzy creatures instead of
charmed by you inde nitely. charming them. A creature that
becomes frenzied must use its
movement to move towards the
nearest creature and attack them if
able. A frenzied creature may
repeat its save at the end of each
of its turns.
Type Type
1st-level 1st-level
Duration Duration
Instant Concentration, up to 10 minutes
Range/Area Range/Area
2m 30m
Make a ranged spell attack on a Medium or smaller creature or object within range.
Shoot an aerosol spray of noxious chemicals from your omni-tool at a creature within On a success, you create a mass effect eld around the target and it becomes lifted
melee range. The creature must succeed on a Constitution saving throw or take 2d12 2m in the air. While you maintain this spell, as a bonus action, you can move the
poison damage and becomes poisoned until the end of your next turn. 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 2d12 for each slot level above 1st. Advancement Options
Advancement Options
Heavy Pull Grip
You may target a Large or smaller While maintaining this spell, you
creature or object. may use your bonus action to
Creatures that fail the Constitution Create a 2m-radius cloud of poison
increase pressure around the
saving throw are also blinded for 1 that persists for 1 minute. Each
minute. creature that enters the sphere for target, dealing 2d6 bludgeoning
the rst time on a turn or ends its damage.
turn there must make the
Constitution saving throw.
Reave Sabotage
Primes (necrotic)
Type Type
1st-level 1st-level
Duration Duration
Instant In nite
Range/Area Range/Area
50m 30m
Target a ranged weapon you can see within range and sabotage its internal systems.
The next attack made with the target weapon has disadvantage.
Hurl an orb of dark energy at one creature within range. Make a range spell attack
Casting sabotage does not break tactical cloak, and creatures are unaware of the
against the target. On a hit, you deal 2d10 necrotic damage and the target becomes
casting of this spell.
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 If the weapon is integrated into a synthetic creature, such as an atlas mech's mass
until the target becomes incapacitated. accelerator cannon or a drone's particle ri e, this spell has no effect unless the
creature fails an Intelligence saving throw. Whether or not the synthetic creature
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
succeeds on this saving throw, it becomes aware that it has been targeted by a spell.
increase the damage by 2d10 for each level above the 1st.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
Advancement Options you can target 2 additional weapons for each spell slot above the 1st.
Advancement Options
Area Reave Immediate Detonation
Primed Back re
The orb becomes unstable and When you hit a target with reave, it
explodes when it reaches the detonates the primed condition at
target. Hit or miss, the target and the end of your turn. After the weapon res, it vents its After the weapon res, it deals 2d6
each creature within 2m of it must heat and the attacking creature thunder damage to the attacking
succeed on a Constitution saving becomes primed ( re) until the creature.
throw or take 2d6 necrotic start of its next turn.
damage. This damage increases
by 2d6 for each spell slot level
above the rst.
Type Type
1st-level 3rd-level
Duration Duration
Instant 1 minute
Range/Area Range/Area
50m Touch
Effect Effect
summon
damage
Construct a sentry turret in an unoccupied space within 2m. You have complete
Create three glowing darts of plasma. Each dart hits a creature of your choice that
control over the turret. Any hacking attempts on the turret are rolled against your
you can see within range. A dart deals 1d4+1 radiant damage to its target. The darts
Intelligence, not the turret's.
all strike simultaneously and you can direct them to hit one creature or several.
The turret has its own turn in the initiative order, which occurs immediately following
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
your turn.
spell creates two more darts for each slot level above 1st.
The turret lasts until its hit points become 0 or lower or until you use a bonus action
Advancement Options to destroy it.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the
Exploding Salvo Blinding Salvo turret deals an additional 1d6 piercing and 1d6 radiant damage with its mass
accelerator machinegun and gains 10 additional hit points for each spell slot above
the 3rd.
Each dart deals an additional 1d4 When you cast salvo, you may Advancement Options
thunder damage. create phosphorous darts instead.
The darts no longer deal damage
and cannot detonate primed Cryo Turret Shields
targets. Instead, each dart
explodes in a bright ash of light.
Each creature hit by a dart must
The turret's mass accelerator The turret has 30 shield points
succeed on a Constitution saving
machinegun deals 7 (2d6) piercing (regen 0).
throw or becomes blinded until the
and 7 (2d6) cold damage. Instead
end of your next turn.
of amethrower, the turret can
innately cast cryo beam 5 times
per day.
Shocking Shockwave
Grasp 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,
Send an electric shock from your omni-tool to a creature you try to touch. Make a a creature takes 3d6 force damage and is knocked prone. On a successful save, a
melee spell attack against the target. You have advantage on the attack roll if the creature takes half as much damage.
target is wearing armor. On a hit, the target becomes primed (lightning) until the end
of your next turn and takes 1d6 lightning damage. Then the target must succeed on a At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
Constitution saving throw or become stunned until the end of your next turn. A target damage increases by 2d6 for each slot level above the 1st.
with at least 1 shield point has advantage on this saving throw.
Advancement Options
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 1st.
Controlled Shockwave Improved Damage
Advancement Options
Restoring Shock Improved Shock The shockwave travels 16m. You Increase damage die type to d10
may change the direction of the
line every 4m.
Gain shield points equal to half the Increase the range to 4m and
damage dealt. This cannot damage to d8.
increase your shield points beyond
their maximum capacity.
Siege Pulse Singularity
Primes (force)
Type Type
cantrip 3rd-level
Duration Duration
Instant Concentration, up to 1 minute
Range/Area Range/Area
Self (4m ) 30m (4m )
Create a negative mass effect eld 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
Spend 5 shield points as you overload your shield capacitors causing a loud, painfully throw or becomes lifted. Only Medium or smaller creature and objects are affected.
intense kinetic wave to erupt in a 4m-radius sphere centered on you. Each creature Any creature or object that enters the sphere for the rst time or ends its turn there
within the sphere becomes deafened and must make a Constitution saving throw (DC must succeed on a Strength (Athletics) check or they are drawn into the sphere and
8 + pro ciency bonus). On a failed save, a creature takes 2d8 psychic damage and is become lifted. Creatures with at least 1 shield point have advantage on the Strength
stunned until the end of your next turn. On a successful save, a creature takes half as saving throw or Strength (Athletics) check.
much psychic damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,
Synthetic creatures have advantage on this saving throw. increase the size of the sphere by 4m per spell slot above the 3rd.
The rst time you use siege pulse, your armor suffers no adverse effect. If you use Advancement Options
this feature again before you nish a short rest, your shields run the risk of
overloading. Roll a d20, immediately after you cast it. On a roll of 5 or lower, your
shields overload. You lose all shield points take 2d12 lightning damage. You cannot Heavy Singularity Damage
gain shield points unless you equip new armor or repair your armor. Each time you
use this feature again before nishing a short rest, the target DC increases by 5 (10
on the third cast, 15 on the fourth, etc).
Creatures have disadvantage when Any creature within singularity's
This feature's psychic damage increases by 1d8 when you reach 5th level (3d8), 11th making the Strength saving throw radius is primed (necrotic) and
level (4d8), 17th level (5d8). or Strength (Athletics) check. takes 1d8 necrotic damage at the
end of each of your turns.
Advancement Options
Duration Duration
Instant Concentration, up to 1 minute
Range/Area Range/Area
30m 10m
When you or a creature within 10m of you falls, choose up to ve falling creatures
Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning within range. Create a negative mass effect eld around each creature, slowing the
damage and knocking it prone. The target is no longer lifted. rate of descent to 20m per round. If the creature lands before the spell ends, it takes
The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and no Falling damage and can land on its feet, and the spell ends for that creature.
17th level (4).
Advancement Options
Advancement Options
Improved Duration Navigate
Stun Reaction
Increase the duration to 5 minutes As you fall, you can direct your fall
If the target is a creature, it must When a creature or object you can by 2m in any direction except up.
pass a Constitution saving throw see becomes lifted, you may cast You may do this once per round.
or becomes stunned until the end Slam on it as a reaction.
of your next turn.
Type Type
3rd-level 2nd-level
Duration Duration
Instant Concentration, up to 1 minute
Range/Area Range/Area
30m 30m
Lock a target in a high-gravity mass effect eld. Choose a creature you can see within
Launch a globe of supercooled helium at a target within range. When you cast snap range. The creature must make a Strength saving throw. On a failed save, the creature
freeze on a target, you call out the location on its body. The location can be body, is paralyzed, primed (force), and has resistance to all damage for the duration of the
legs, or head. 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.
Legs. +2 bonus to hit. On a hit, the target is frozen to the ground, becoming restrained
for the next minute. Any creature, including the affected creature, can use its action Advancement Options
to make a Strength check against your spell save DC to try and break the ice. On a
success, the affected creature is freed but suffers 6d4 bludgeoning damage.
Shatter Deep Stasis
Body. On a hit, the target takes 6d8 cold damage.
Head (available only on Large or smaller creatures). -5 penalty to hit. On a hit, the
creatures head becomes encased in ice and it becomes blinded and deafened for the
When stasis ends via a successful The creature has disadvantage on
saving throw or detonating attack, its saving throws to escape Stasis.
next minute. Any creature, including the affected creature, can use an action to make
the target takes 2d8 force damage
a Strength check against your spell save DC to try and break the ice. On a success,
for each round of combat it was in
the affected creature is freed but suffers 6d12 bludgeoning damage.
stasis.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 2d4 (for legs), 2d8 (for body), or 2d12 (for head) for each slot
level above 3rd.
Advancement Options
The ice solid like a rock. Creatures A critical success on the Strength
have disadvantage on their check completely shatters the
Strength checks to break it. affected creature's appendage. If
legs, it falls prone and loses half
its remaining hit points. If head, it
immediately dies.
Stimulant Pack Storm
Type Type
cantrip 4th-level
Duration Duration
1 minute Concentration, up to 1 minute
Range/Area Range/Area
Self 20m (8m )
Attack Type
Attack Type
Damage Type STR Save
Effect Damage Type
buff force
necrotic
Effect
Inject yourself with a stimulant pack. For the next minute, whenever you make an damage
attack roll or saving throw, you can roll a d4 and add the number rolled to the attack control
roll or saving throw.
You must nish a long rest before you can use this feature again.
An 8m-radius sphere of rapid shifting mass effect elds springs into existence
Advancement Options 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
Friendly High Tolerance 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 di cult terrain.
You can inject a willing creature You can use stimulant pack twice At Higher Levels: When you cast this spell using a spell slot of 5th level, the damage
within melee range with the long rest. increases for each of its effects by 2d10.
stimulant pack.
Advancement Options
Until the spell ends, you can use a While the spell is maintained, the
bonus action on each of your turns storm's radius grows by 2m at the
to cause a bolt of necrotic energy start of your turn.
to leap from the center of the
sphere toward one creature you
choose within 20m of the center.
Make a ranged spell attack. You
have advantage on the attack roll if
the target is in the sphere. On a hit,
the target takes 4d10 necrotic
damage. Necrotic bolts can
detonate primed targets.
Casting Time
Casting Time Action
Action
Duration
Duration 1 minute
1 minute
Range/Area
Range/Area 30m
30m (4m )
Attack Type
Attack Type Damage Type
STR Save
STR Save
DEX Save
Effect
debuff
Damage Type
lightning
Effect Spend your action scanning a creature you can see, studying its movement and
control revealing weaknesses. Make a Wisdom (Insight) check, contested by the target's
Charisma (Deception) check. On a success, you have advantage on attack rolls
against the target and you score a critical hit on a roll of 19 or 20.
Shoot a swarm of miniature pylons to a target location within 30m. Each creature This bene t lasts 1 minute or until you successfully use this feature against a
within a 4m cylinder of the target location must make a Dexterity saving throw. Any different target.
creature that fails the saving throw is trapped in an electri ed net, becoming
restrained and cannot cast tech spells. Advancement Options
Until the spell ends, the area is considered di cult terrain. A creature that enters the
cylinder for the rst time on its turn or ends its turn there must also make the Area Scan Telegraphed Attacks
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 Scan a 6m cube. Each creature Your HUD alerts you when the
creature takes 1d6 lightning damage as it struggles against the net. On a success, within the cube must make the creature is about to attack. It has
the creature is no longer restrained. Charisma (Deception) check disadvantage on ranged and melee
against your Wisdom (Insight). attacks and you have advantage
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,
This feature only affects a single on any saving throws caused by
increase the size of the net by 2m for each spell slot about the 2nd.
target, but you can choose one spells and abilities of the creature.
Advancement Options creature from the ones that failed
the contested check.
Type Type
1st-level 4th-level
Duration Duration
1 turn
Instant
Range/Area Range/Area
30m (8m ) 30m
Scan 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 A concentrated ray of warp energy erupts from your outstretched hand toward a
Dexterity saving throw. target that you can see within range. The target can be a creature, an object, or a
biotic creation, such as a biotic wall.
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 bene t from being invisible. A creature targeted by this spell must make a Dexterity saving throw. On a failed
save, the target takes 10d6 + 40 necrotic damage. If this damage leaves it with 0 hit
Advancement Options points, the target and everything it is wearing and carrying is ripped apart at the
atomic level, reducing it to a mist of radiated atoms.
Heavy Weapon Sync Lasting Scan This spell automatically disintegrates a Large or smaller unshielded object or a biotic
creation. If the target is a Huge or larger object or creation of force, this spell
disintegrates a 4m cube portion of it.
Information about the painted Becomes a concentration spell At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the
targets sync with heavy weapon with a duration of 1 minute. damage increases by 5d6 for each slot level above 4th.
systems. Any creature that would
make a saving throw to avoid Advancement Options
heavy weapon damage has
disadvantage on the saving throw. Anti-Biotics Anti-Synthetic
A creature with an active barrier Non-organic creatures or objects
that is hit by this spell must take an extra 40 force damage.
expend all remaining barrier ticks This spell disintegrates up to a 6m
to reduce the damage. The total cube of synthetic materials.
damage reduction from the
remaining barrier ticks is reduced
by half.
Throw Trophy
Detonates
System created by: Chris
Type
cantrip
Alley
The triggering range is increased You may use your trophy system
to 12 meters, and you may twice between long rests.
detonate the explosive at any point
along its trajectory.
Turbocharge Unity
Type Type
cantrip 2nd-level
Duration Duration
1 Turn Instant
Range/Area Range/Area
Self 30m
Activate a subroutine that temporarily vents weapon heat through your armor to Spawn a swarm of healing nanobots that heal allies. Up to six creatures of your
improve thermal clip e ciency and weapon damage. Until the end of your turn, the choice that you can see within range regain hit points equal to 1d6 + your
weapon you're currently holding gains Burst Fire, the heat cost for making a Burst Fire spellcasting ability modi er.
attack is reduced by 1 heat, and you may make a Burst Fire attack as an Attack
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the
action.
healing increases by 2d6 for each slot level above 2nd.
You must nish a short or long rest before using Turbocharge again.
Advancement Options
Advancement Options
Unrestricted (engineer only) Shield restore
Improved Damage Improved Accuracy
Engineers can spend any amount When you cast this at 1st level,
+2 damage with the turbocharged The DC of the Dexterity saving of tech points to cast this spell. creatures also gain 1d4 shield
weapon throw is increased to 18 They are not limited by their Tech points. This increases by 1d4 for
Point Limit column. each spell slot above the 2nd.
Vortex Warp
Primes (necrotic)
Type Type
3rd-level 2nd-level
Duration Duration
Instant Instant
Range/Area Range/Area
Self (10m ) 40m
Attack Type
Attack Type Ranged Attack
DEX Save
Damage Type
Damage Type necrotic
force
Effect
Effect damage
damage
Make a ranged spell attack on an organic creature you can see within range. On a hit,
You intertwine negative and positive mass effect elds to create a swirling vortex. you generate a rapidly shifting mass effect eld inside the target dealing necrotic
Creatures within a 10m cone must make a Strength saving throw. On a failed save a damage equal to 3d10 + your spellcasting ability modi er. In addition, the target is
creature takes 6d10 force damage, or half as much damage on a successful one. primed (necrotic) until the end of your next turn. This damage bypasses shields.
Creatures that fail the saving throw are thrown 1d6 + 2m away from you and become
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the
prone.
damage increases by 2d10 for each slot level above the 2nd.
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
Advancement Options Internal Bleeding Disorient
Radial Damage
The shifting causes internal A target hit by warp must pass a
bleeding. At the start of each of Constitution saving throw. On a
You may cast the vortex in a 6m Increase the damage to d12 your turns, the target suffers 1d6 failed save, the force of warp is so
radius sphere centered on you damage from blood loss, intense the target is stunned until
instead. bypassing its shields. This effect the end of its next turn.
ends if the creature uses medi-gel
or if it or another creature passes a
DC 10 Wisdom (Medicine) check
to stabilize the bleeding.
Warp
Cloud created by: Chris
Alley
Primes (necrotic)
Type
1st-level
Casting Time
Action
Duration
Concentration, up to 1 minute
Range/Area
20m (2m )
Attack Type
Damage Type
necrotic
Effect
damage
You ll the air with a highly concentrated warp eld 2 meters on each side at a point
within range. A creature takes 4d4 necrotic damage when it enters the spell area for
the rst time on a turn or starts its turn there. A creature within the cloud is primed
(necrotic).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 4d4 for each slot level above 1st.
Advancement Options
Burst Shift
As a bonus action, you can end As a bonus action, you can move
this spell and force each creature this cube of warp energy up to 4
within 2 meters of the cloud to meters in any direction you
make a Dexterity saving throw. A choose. It can pass through solid
creature takes 4d4 force damage objects, but you can only control
on a failed save or half as much on it's movement while you have line
a successful one. This damage of sight.
increases by 4d4 force damage
per spell level.
Bestiary
ABOMINATION (REAPER) ADJUTANT (CERBERUS)
Medium Synorg, Lawful evil Large Synorg, Lawful Evil
Armor Class 11 Armor Class 18
Hit Points 26 (4d8 + 8) Hit Points 127 (15d10 + 45)
Speed 10m Barrier 6 ticks
Speed 10m
Aggressive. As a bonus action, the abomination can move up to its speed toward a
hostile creature that it can see. Barrier. When the adjutant is dealt damage, if it has any barrier ticks remaining,
remove one barrier tick and reduce the damage by 1d8.
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 Grappler. The adjutant has advantage on attack rolls against any creature grappled
saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much by it.
damage on a successful one. A creature that is grappled by the abomination
Innate Spellcasting. The adjutant's innate spellcasting ability is Charisma (spell save
automatically fails its saving throw.
DC 12, +4 to hit with spell attacks). It can innately cast the following:
ACTIONS 3/day: singularity
Barrier. When the albino kath hound is dealt damage, if it has any barrier ticks ACTIONS
remaining, remove one barrier tick and reduce the damage by 1d8.
Pulse Cannon. Ranged Weapon Attack: +4 to hit, range 20/60m, one target.
Hit: 7 (1d10 + 2) radiant damage.
Keen Hearing and Smell. The kath hound has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
Pack Tactics. The kath hound has advantage on an attack roll against a creature if at
least one of the kath hound's allies is within 2m of the creature and the ally isn't
incapacitated.
Grappler. The kath hound has advantage on attack rolls against any creature
grappled by it.
Innate Spellcasting. The albino kath hound's innate spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). It can innately cast the following:
At will: throw
3/day: warp
ACTIONS
Gore. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 12 (3d4 + 5) piercing damage. If the target is a creature, it must succeed on a DC
14 Strength saving throw or be knocked prone.
Maul. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 11 (2d8 + 2) piercing damage.
Miss: Hit or miss, if the target is a creature, it must succeed on a DC 12 Dexterity
saving throw or be knocked prone and is grappled. A creature takes half damage on a
successful saving throw.
Armor Class 14 Armor Class 20
Hit Points 39 (6d8 + 12) Hit Points 147 (14d10 + 70)
Speed 10m Shield Points 50 (regen 5)
Speed 6m
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.
Mass Accelerator Cannon Attack. The atlas makes a Mass Accelerator Cannon
attack.
Smash Attack. The atlas makes a Smash 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.
Impale. Melee Weapon Attack: +5 to hit, reach 2m, one target. ML-77 Missile Launcher (3 charges). Choose a creature within 60m that you can see
Hit: 13 (3d8) piercing damage. and re a missile at it. Each creature within a 4m cube of the target, including the
target, must make a DC 14 Dexterity saving throw. On a failed save a creature takes
Wail (Recharge 5-6). The banshee lets out a wail. Each creature within 60m that can 39 (6d12) thunder damage or half as much on a successful one.
hear the wail must make DC 17 Wisdom saving throw. On a failed save a creature is
frightened for 1 minute.
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.
Impale Attack. The banshee uses its imaple attack.
Wail Attack (Costs 2 Actions). The banshee uses its wail.
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.
BLOOD PACK PYRO (BLOOD PACK) BLOOD PACK TROOPER (BLOOD PACK)
Armor Class 11 Armor Class 11
Hit Points 33 (6d8 + 6) Hit Points 36 (8d8)
Speed 12m Speed 14m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 13 (+1) 4 (-3) 4 (-3) 6 (-2) 11 (+0) 12 (+1) 11 (+0) 4 (-3) 4 (-3) 6 (-2)
Aggressive. As a bonus action, the pyro can move up to its speed toward a hostile Aggressive. As a bonus action, the trooper can move up to its speed toward a hostile
creature that it can see. creature that it can see.
Regeneration. The pyro regains 4 hit points at the start of its turn. If the pyro takes Regeneration. The trooper regains 4 hit points at the start of its turn. If the trooper
re damage, this trait doesn't function at the start of the pyro's next turn. The pyro takes re damage, this trait doesn't function at the start of the trooper's next turn. The
dies only if it starts its turn with 0 hit points and doesn't regenerate. trooper dies only if it starts its turn with 0 hit points and doesn't regenerate.
ACTIONS ACTIONS
Claws. Melee Weapon Attack: +1 to hit, reach 2m, one target. Claws. Melee Weapon Attack: +1 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) slashing damage. Hit: 4 (1d6 + 1) slashing damage.
M-3 Predator (double tap). Ranged Weapon Attack: +3 to hit, range (20/60m), one
target.
M-451 Firestorm (10 charges). Creatures within a 6m cone must make a DC 13 Hit: 3 (1d4 + 1) piercing damage
Dexterity saving throw. On a failed save, a creature takes 14 (4d6) re damage, or half M-8 Avenger (burst re, two-handed). Ranged Weapon Attack: +3 to hit, range
as much damage on a successful one. (20/60m), one target.
REACTIONS Hit: 5 (1d8 + 1) piercing damage
Forti cation (Recharges after a Short or Long Rest). As a reaction to being hit by an REACTIONS
attack the pyro can see, it gains a +5 bonus to its AC until the start of its next turn
Forti cation (Recharges after a Short or Long Rest). As a reaction to being hit by an
(including against the triggering attack). attack the trooper can see, it gains a +5 bonus to its AC until the start of its next turn
(including against the triggering attack).
BLOOD PACK WARLORD (BLOOD PACK) BLOOD PACK WARRIOR (BLOOD PACK)
Medium Organic, Chaotic evil
created by Dakota P.
Medium Organic, Chaotic evil
Armor Class 18
Hit Points 84 (8d8 + 48)
Speed 8m Armor Class 16
Hit Points 60 (8d8 + 24)
Speed 10m
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 22 (+6) 11 (+0) 14 (+2) 12 (+1)
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 7 (-2) 12 (+1) 10 (+0)
Aggressive. As a bonus action, the warlord can move up to its speed toward a hostile
creature that it can see. Aggressive. As a bonus action, the warrior can move up to its speed toward a hostile
creature that it can see.
Tech Armor (1/Day). As a bonus action, the warlord can activate its Tech Armor. It
immediately gains 30 temporary hit points. While the legate has at least 1 of these Shotgun Specialist. The warrior has advantage on shotgun weapon attacks against
temporary hit points remaining, it has +2 AC and resistance to bludgeoning, piercing, targets within the normal range of the shotgun.
and slashing damage.
Regeneration. The warrior regains 4 hit points at the start of its turn. If the warrior
Rage (Recharges after a Short or Long Rest). If the warlord begins its turn with less takes re damage, this trait doesn't function at the start of the warrior's next turn. The
than half of its hit points, it enters into a rage for 1 minute. While in a rage, all melee warrior dies only if it starts its turn with 0 hit points and doesn't regenerate.
weapon attacks deal 5 additional bludgeoning damage.
Incendiary Ammo. When the warrior hits with its M-27 Scimitar, the target takes an
Biotic Hammer (Recharge 5-6). Before making an attack with its Krogan additional 1d4 re damage and becomes primed: re until the end of the warrior's
Warhammer, the warlord can charge the weapon with biotic force. On a hit, the attack next turn.
deals an additional 9 (2d8) force damage and detonates the target if it was primed.
ACTIONS
Electrical Hammer (Recharge 5-6). Before making an attack with its Krogan
Warhammer, the warlord can charge the weapon with electricity. On a hit, the attack M-27 Scimitar (two-handed, hip re, double tap). Ranged Weapon Attack: +5 to
deals an additional 7 (2d6) lightning damage and the target must succeed on a DC 15 hit, range (4/8m), one target.
Constitution saving throw or become stunned until the end of its next turn. Hit: 8 (2d4 + 3) piercing damage
ACTIONS
Krogan Warhammer (two-handed). Melee Weapon Attack: +8 to hit, reach 2m, one
target.
Hit: 11 (2d6 + 4) bludgeoning damage and the target must succeed on a Strength
saving throw (DC 13) or is knocked {prone}.
M-300 Claymore (two-handed, hip re). Ranged Weapon Attack: +8 to hit, range
(4/8m), one target.
Hit: 17 (3d8 + 4) piercing damage
BLUE SUNS CENTURION (BLUE SUNS) BLUE SUNS HEAVY (BLUE SUNS)
Armor Class 14 Armor Class 13
Hit Points 55 (10d8 + 10) Hit Points 26 (4d8 + 8)
Shield Points 15 (regen 5) Shield Points 10 (regen 0)
Speed 10m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 11 (+0) 10 (+0) 10 (+0)
Tech Armor (1/Day). As a bonus action, the heavy can activate its Tech Armor. It
Tech Armor (1/Day). As a bonus action, the centurion can activate its Tech Armor. It
immediately gains 10 temporary hit points. While the heavy has at least 1 of these
immediately gains 20 temporary hit points. While the centurion has at least 1 of these
temporary hit points remaining, it has +2 AC.
temporary hit points remaining, it has +2 AC.
Disruptor Ammo. When the centurion hits with its M-27 Scimitar, if the target is ACTIONS
primed, the target detonates. Otherwise, the target becomes primed: lightning until ML-77 Missile Launcher (6 charges). Choose a creature within 60m that you can see
the end of the centurion's next turn. and re a missile at it. Each creature within a 4m cube of the target, including the
Shotgun Marksman. The centurion gains a +4 bonus to ranged weapon attacks with target, must make a DC 14 Dexterity saving throw. On a failed save a creature takes
shotguns if the target is within normal range. 39 (6d12) thunder damage or half as much on a successful one.
ACTIONS REACTIONS
M-27 Scimitar (two-handed, hip re, double tap). Ranged Weapon Attack: +4 to Tech Armor. As a reaction to taking damage, the heavy can activate its tech armor.
hit, range (4/8m), one target.
Hit: 7 (2d4 + 2) piercing damage
REACTIONS
Tech Armor. As a reaction to taking damage, the centurion can activate its tech
armor.
BLUE SUNS LEGATE (BLUE SUNS) BLUE SUNS LEGIONNAIRE (BLUE SUNS)
Armor Class 16 Armor Class 12
Hit Points 130 (20d8 + 40) Hit Points 16 (3d8 + 3)
Shield Points 20 (regen 10) Shield Points 5 (regen 5)
Speed 10m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 13 (+1) 9 (-1) 10 (+0) 10 (+0)
Tech Armor (1/Day). As a bonus action, the legionnaire can activate its Tech Armor.
Tech Armor (1/Day). As a bonus action, the legate can activate its Tech Armor. It It immediately gains 10 temporary hit points. While the legionnaire has at least 1 of
immediately gains 30 temporary hit points. While the legate has at least 1 of these these temporary hit points remaining, it has +2 AC.
temporary hit points remaining, it has +2 AC and resistance to bludgeoning, piercing,
Disruptor Ammo. When the legionnaire hits with its M-15 Vindicator, if the target is
and slashing damage.
primed, the target detonates. Otherwise, the target becomes primed: lightning until
Incendiary Ammo. When the centurion hits with its M-76 Revenant or M-300 the end of the legionnaire's next turn.
Claymore, the target takes an additional 1d4 re damage and becomes primed: re
until the end of the legate's next turn. ACTIONS
Leadership (Recharges after a Short or Long Rest). For 1 minute, the legate can M-15 Vindicator (burst re, two-handed). Ranged Weapon Attack: +4 to hit, range
utter a special command or warning whenever a non-hostile creature that it can see (50/150m), one target.
within 10m of it makes an attack roll or a saving throw. The creature can add a d4 to Hit: 7 (1d10 + 2) piercing damage
its roll provided it can hear and understand the legate. A creature can bene t from
Inferno Grenade (2/day). Target an area within 10m. Each creature within 4m of the
only one Leadership die at a time. This effect ends if the legate is incapacitated.
target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes
Innate Spellcasting. The blue suns legate's innate spellcasting ability is Intelligence 3d4 re or half as much on a successful one. The 4m area continues to burn for 1
(spell save DC 13, +5 to hit with spell attacks). It can innately cast the following: minute. A creature must also make the saving throw when it enters the burning space
3/day: target painting for the rst time on a turn or ends its turn there. At higher marks: When you use this
grenade at Mark II or higher, the damage increases by 1d4 for each mark above the
ACTIONS rst.
Multiattack. The legate makes 2 attacks with its M-76 Revenant or M-300 Claymore. REACTIONS
M-76 Revenant (burst re, two-handed). Ranged Weapon Attack: +6 to hit, range Tech Armor. As a reaction to taking damage, the legionnaire can activate its tech
(10/30m), one target. armor.
Hit: 10 (3d4 + 3) piercing damage
M-300 Claymore (two-handed, hip re). Ranged Weapon Attack: +6 to hit, range
(4/8m), one target.
Hit: 16 (3d8 + 3) piercing damage
REACTIONS
Tech Armor. As a reaction to taking damage, the legate can activate its tech armor.
BLUE SUNS PYRO (BLUE SUNS) BLUE SUNS TROOPER (BLUE SUNS)
created by Dakota P. created by Dakota P.
Medium Organic, Neutral Medium Organic, Neutral
Armor Class 13 Armor Class 11
Hit Points 60 (8d8 + 24) Hit Points 13 (3d8)
Shield Points 10 (regen 0) Shield Points 5 (regen 5)
Speed 10m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 12 (+1) 11 (+0) 8 (-1) 9 (-1) 8 (-1)
ACTIONS
Aggressive. As a bonus action, the pyro can move up to its speed toward a hostile
creature that it can see. M-8 Avenger (burst re, two-handed). Ranged Weapon Attack: +3 to hit, range
(20/60m), one target.
ACTIONS Hit: 5 (1d8 + 1) piercing damage
M-451 Firestorm (10 charges). Creatures within a 6m cone must make a DC 13 M-23 Katana (two-handed, hip re). Ranged Weapon Attack: +3 to hit, range
Dexterity saving throw. On a failed save, a creature takes 14 (4d6) re damage, or half (4/8m), one target.
as much damage on a successful one. Hit: 8 (2d6 + 1) piercing damage
Armor Class 18 Armor Class 13
Hit Points 123 (13d10 + 52) Hit Points 72 (16d8)
Speed 14m Speed 8m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 9 (-1) 6 (-2) 12 (+1) 13 (+1) 10 (+0) 10 (+0) 8 (-1) 5 (-3) 3 (-4)
Saving Throws Strength +9, Constitution +8 Senses darkvision 20m, Passive Perception 7
Skills Athletics +9 Challenge 2 (450 XP)
Damage Resistances bludgeoning, piercing, slashing
Senses darkvision 20m, Passive Perception 8
Challenge 10 (5900 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.
Blood Frenzy. The brute has advantage on melee attack rolls against any creature
that doesn't have all its hit points.
ACTIONS
Multiattack. The cannibal makes 2 Arm Cannon attacks.
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 Arm Cannon. Ranged Weapon Attack: +2 to hit, range 20/60m, one target.
the target is a creature, it must succeed on a DC 17 Strength saving throw or be Hit: 5 (1d10) piercing damage.
knocked prone.
Bash. Melee Weapon Attack: +3 to hit, reach 2m, one target.
ACTIONS Hit: 5 (1d8 + 1) bludgeoning damage.
Multiattack. The brute makes two Smash attacks or two Clobber attacks. Frag Grenade (2/day). 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
Clobber. Melee Weapon Attack: +9 to hit, reach 2m, one prone creature. 3d12 piercing damage or half as much damage on a successful one. At higher
Hit: 37 (5d12 + 5) bludgeoning damage. marks: When you use this grenade at Mark II or higher, the damage increases by
Smash. Melee Weapon Attack: +9 to hit, reach 2m, one target. 1d12 for each mark above the rst.
Hit: 17 (3d8 + 5) bludgeoning damage. 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.
Armor Class 14 Armor Class 14
Hit Points 52 (7d8 + 21) Hit Points 45 (10d8)
Shield Points 10 (regen 10) Barrier 4 ticks
Speed 10m
p
Speed 10m, y 6m
Multiattack. The centurion makes two M-96 Mattock attacks or two Stun Baton Possessed Collector. When the collector assassin is possessed by a harbinger it
attacks. 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.
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 ACTIONS
the target is maintaining a concentration spell, it automatically fails its saving throw
to maintain that spell. Multiattack. The collector assassin makes two Particle Ri e.
M-96 Mattock (double tap, two-handed). Ranged Weapon Attack: +4 to hit, range Claw. Melee Weapon Attack: +2 to hit, reach 2m, one target.
(40/120m), one target. Hit: 11 (2d6 + 4) slashing damage.
Hit: 6 (1d8 + 2) piercing damage Particle Ri e (burst re, two-handed). Ranged Weapon Attack: +6 to hit, range
Frag Grenade (2/day). Target an area within 10m. Each creature within 4m of the (10/30m), one target.
target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes Hit: 15 (2d10 + 4) radiant damage
3d12 piercing damage or half as much damage on a successful one. At higher
marks: When you use this grenade at Mark II or higher, the damage increases by
1d12 for each mark above the rst.
Smoke Grenade (2/day). 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. At higher marks: When you use this grenade at Mark II or higher,
the radius increases by 2m for each mark above the rst.
Armor Class 16 Armor Class 13
Hit Points 123 (19d8 + 38) Hit Points 31 (7d8)
Barrier 6 ticks Barrier 0 ticks
Speed 10m, y 6m Speed 10m, y 6m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
Barrier. When the collector captain is dealt damage, if it has any barrier ticks Barrier. When the collector drone is dealt damage, if it has any barrier ticks
remaining, remove one barrier tick and reduce the damage by 1d8. remaining, remove one barrier tick and reduce the damage by 1d8.
Pack Tactics. The collector captain has advantage on an attack roll against a Possessed Collector. When the collector drone is possessed by a harbinger it gains
creature if at least one of the collector captain's allies is within 2m of the creature temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier
and the ally isn't incapacitated. ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Armor Class 16 Armor Class 16
Hit Points 162 (25d10 + 25) Hit Points 75 (10d8 + 30)
Barrier 20 ticks Barrier 5 ticks
Speed 10m Speed 10m, y 6m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 18 (+4) 16 (+3) 15 (+2) 16 (+3) 8 (-1) 8 (-1) 9 (-1)
Skills History +6, Perception +7, Science +6, Persuasion +8, Deception +8 Saving Throws Constitution +5
Condition Immunities charmed Skills Athletics +5
Senses darkvision 20m, Passive Perception 13 Senses darkvision 20m, Passive Perception 9
Challenge 11 (7200 XP) Challenge 4 (1100 XP)
Spellcasting. The collector general is a 12th-level spellcaster. Its spellcasting ability Barrier. When the collector guardian is dealt damage, if it has any barrier ticks
is Charisma (spell save DC 16, +8 to hit with spell attacks). The collector general has remaining, remove one barrier tick and reduce the damage by 1d8.
the following biotic spells:
Possessed Collector. When the collector guardian is possessed by a harbinger it
Cantrips (at will): dark channel
gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has
1st level (7 slots): pull, reave, shockwave
barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
2nd level (6 slots)
3rd level (3 slots): singularity 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
ACTIONS detonate primed targets.
Bash. Melee Weapon Attack: +4 to hit, reach 2m, one target. ACTIONS
Hit: 13 (3d8) bludgeoning damage and the target must succeed on a DC 13
Multiattack. The collector guardian makes two Collector Assault Ri e attacks.
Constitution saving throw or become stunned until the end of its next turn.
Weapon Bash. Melee Weapon Attack: +5 to hit, reach 2m, one target.
LEGENDARY ACTIONS Hit: 12 (2d8 + 3) bludgeoning damage.
The collector general can take 3 legendary actions, choosing from the options below. Collector Assault Ri e (burst re, two-handed). Ranged Weapon Attack: +4 to
Only one legendary action can be used at a time and only at the end of another hit, range (20/60m), one target.
creature's turn. The Collector General regains spent legendary actions at the start of Hit: 12 (4d4 + 2) piercing damage
his turn.
Hex Shield (1/Day). As a bonus action, the collector guardian generates a 2m tall
Bash Attack. The collector general makes one bash attack. and wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-
Cast a Spell (Costs 3 Actions). The collector general casts a spell from its list of cover.
prepared spells, using a spell slot as normal.
Barrier. When the collector general is dealt damage, if it has any barrier ticks
remaining, remove one barrier tick and reduce the damage by 1d8.
Assume Control (Costs 2 Actions). The harbinger targets a friendly collector that is
not incapacitated. The target creature becomes possessed and gains the bene ts
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 bene ts including any temporary hit points and barrier ticks.
Armor Class 15 Armor Class 13
Hit Points 77 (14d8 + 14) Hit Points 13 (3d6 + 3)
Barrier 0 ticks Shield Points 10 (regen 5)
Speed 10m, y 6m Speed y 14m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 8 (-1) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 6 (-2)
Frag Grenade (2/day). 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. At higher
marks: When you use this grenade at Mark II or higher, the damage increases by
1d12 for each mark above the rst.
Armor Class 14 Armor Class 14
Hit Points 77 (14d8 + 14) Hit Points 22 (4d6 + 8)
Shield Points 20 (regen 10) Shield Points 5 (regen 5)
Speed 10m Speed y 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 7 (-2)
Armor Class 8 Armor Class 16
Hit Points 5 (2d6 - 2) Hit Points 110 (20d8 + 20)
Speed y 16m Speed 12m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 12 (+1) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 13 (+1)
Aggressive. As a bonus action, the dragoon can move up to its speed toward a
hostile creature that it can see.
ACTIONS
Kamikaze Attack. When the disruption drone is within 2m of an enemy creature, it ACTIONS
explodes. Each creature within a 2m radius must make a DC 13 Dexterity saving Multiattack. The dragoon makes three Omni-whip attacks
throw. On a failed save, a creature takes 1d12 thunder damage, or half as much on a
successful one. Omni-Whip. Melee Weapon Attack: +7 to hit, reach 4m, one target.
Hit: 9 (2d4 + 4) lightning damage
M-25 Hornet (double tap, hip re, burst re). Ranged Weapon Attack: +7 to
hit, range (8/24m), one target.
Hit: 9 (2d4 + 4) piercing damage
created by Dakota P.
created by Dakota P.
Medium Organic, Neutral
Medium Organic, Neutral
Armor Class 14
Armor Class 15 Hit Points 55 (10d8 + 10)
Hit Points 104 (16d8 + 32) Shield Points 10 (regen 5)
Barrier 10 ticks Speed 10m
Speed 10m
Skills Electronics +4
Saving Throws Wisdom +5, Charisma +6 Senses Passive Perception 11
Senses Passive Perception 12 Challenge 2 (450 XP)
Challenge 5 (1800 XP)
Tech Armor (1/Day). As a bonus action, the engineer can activate its Tech Armor. It
Aggressive. As a bonus action, the commando can move up to its speed toward a immediately gains 10 temporary hit points. While the engineer has at least 1 of these
hostile creature it can see. temporary hit points remaining, it has +2 AC.
Barrier (3/Day). As an action or bonus action, the commando gains 10 barrier ticks. Innate Spellcasting. The eclipse engineer's innate spellcasting ability is Intelligence
When the commando is dealt damage, if it has any barrier ticks remaining, remove (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following:
one barrier tick and reduce the damage by 1d8. 3: incinerate (as a 2nd-level spell)
Spellcasting. The eclipse commando is a 12th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The eclipse ACTIONS
commando has the following biotic spells:
Cantrips (at will): charge M-6 Carnifex (double tap). Ranged Weapon Attack: +3 to hit, range (30/90m), one
1st level (7 slots) target.
2nd level (6 slots): warp Hit: 5 (1d8 + 1) piercing damage
3rd level (3 slots) Repair. The engineer uses its action to repair a friendly, synthetic target within 2m for
1d8 hit points.
ACTIONS Summon Combat Drone (1/Day). The engineer summons a Combat Drone.
M-300 Claymore (two-handed, hip re). Ranged Weapon Attack: +5 to hit, range
(4/8m), one target. REACTIONS
Hit: 15 (3d8 + 2) piercing damage Tech Armor. As a reaction to taking damage, the engineer can activate its tech
Leadership (Recharges after a Short or Long Rest). For 1 minute, the commando armor.
can utter a special command or warning whenever a nonhostile creature that it can
see within 10 meters of it makes an attack roll or a saving throw. The creature can
add a d4 to its roll provided it can hear and understand the commando. A creature
can bene t from only one Leadership die at a time. This effect ends if the commando
is incapacitated.
Armor Class 13 Armor Class 15
Hit Points 76 (17d8) Hit Points 49 (9d8 + 9)
Shield Points 5 (regen 5) Shield Points 10 (regen 10)
Speed 10m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 12 (+1)
Skills Perception +3
Senses Passive Perception 11 Saving Throws Intelligence +5
Challenge 4 (1100 XP) Skills Electronics +5
Senses Passive Perception 12
Challenge 3 (700 XP)
ACTIONS
ML-77 Missile Launcher (5 charges). Choose a creature within 60m that you can see Tech Armor (1/Day). As a bonus action, the operative can activate its Tech Armor. It
and re a missile at it. Each creature within a 4m cube of the target, including the immediately gains 10 temporary hit points. While the operative has at least 1 of these
target, must make a DC 14 Dexterity saving throw. On a failed save a creature takes temporary hit points remaining, it has +2 AC.
39 (6d12) thunder damage or half as much on a successful one.
Innate Spellcasting. The eclipse operative's innate spellcasting ability is Intelligence
(spell save DC 13, +5 to hit with spell attacks). It can innately cast the following:
5: incinerate (as a 2nd-level spell)
ACTIONS
M-9 Tempest (hip re, burst re). Ranged Weapon Attack: +4 to hit, range
(10/30m), one target.
Hit: 9 (2d6 + 2) piercing damage
Repair. The operative uses its action to repair a friendly, synthetic target within 2m
for 1d8 hit points.
Summon Combat Drone (2/Day). The operative summons a Combat Drone.
REACTIONS
Tech Armor. As a reaction to taking damage, the operative can activate its tech
armor.
Armor Class 12 Armor Class 14
Hit Points 49 (14d8 - 14) Hit Points 58 (9d8 + 18)
Shield Points 5 (regen 5) Barrier 6 ticks
Speed 10m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 9 (-1) 12 (+1) 12 (+1) 10 (+0) 13 (+1) 13 (+1) 14 (+2) 14 (+2) 13 (+1) 15 (+2)
Pack Tactics. The creature has advantage on an attack roll against a creature if at Barrier (3/Day). As an action or bonus action, the vanguard gains 6 barrier ticks.
least one of the creature's allies is within 2m of the creature and the ally isn't When the vanguard is dealt damage, if it has any barrier ticks remaining, remove one
incapacitated. barrier tick and reduce the damage by 1d8.
ACTIONS Tech Armor (1/Day). As a bonus action, the vanguard can activate its Tech Armor. It
immediately gains 10 temporary hit points. While the vanguard has at least 1 of these
M-8 Avenger (burst re, two-handed). Ranged Weapon Attack: +3 to hit, range temporary hit points remaining, it has +2 AC.
(20/60m), one target.
Hit: 5 (1d8 + 1) piercing damage Spellcasting. The eclipse vanguard is a 6th-level spellcaster. Its spellcasting ability is
Charisma (spell save DC 12, +4 to hit with spell attacks). The eclipse vanguard has
Flashbang Grenade (2/day). Target an area within 10m. Each creature within 4m of the following biotic spells:
the target must make a DC 13 Constitution saving throw. On a failed save, a creature Cantrips (at will):
is blinded until the end of your next turn. At higher marks: When you use this grenade 1st level (7 slots): shockwave
at Mark II or higher, the DC of the Constitution saving throw increases by 1 for each 2nd level (3 slots): warp
mark above the rst.
ACTIONS
Multiattack. The vanguard makes 2 M-27 Scimitar attacks.
M-27 Scimitar (two-handed, hip re, double tap). Ranged Weapon Attack: +3 to
hit, range (4/8m), one target.
Hit: 6 (2d4 + 1) piercing damage
REACTIONS
Tech Armor. As a reaction to taking damage, the operative can activate its tech
armor.
Armor Class 20 Armor Class 14
Hit Points 125 (10d10 + 70) Hit Points 35 (10d6)
Shield Points 50 (regen 10) Speed 14m
Speed 4m
Slow Moving. The elcor has disadvantage on all Dexterity saving throws and skill
checks.
Aggressive. As a bonus action, the fenris mech can move up to its speed toward a
ACTIONS hostile creature that it can see.
Mass Accelerator Cannon. Ranged Weapon Attack: +6 to hit, range 120/360m, one Post-mortem Explosion. If damage reduces the FENRIS mech to 3 or fewer hit
target. points, it deactivates its primary systems and remains stationary. Any additinonal
Hit: 22 (5d8) radiant damage. 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 Spellcasting. The fenris mech's innate spellcasting ability is Intelligence (spell
save DC 10, +2 to hit with spell attacks). It can innately cast the following:
3/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.
Armor Class 15 Armor Class 16
Hit Points 135 (10d12 + 70) Hit Points 15 (10d6 - 20)
Shield Points 100 (regen 0) Shield Points 15 (regen 5)
Speed 6m Speed y 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 25 (+7) 18 (+4) 6 (-2) 8 (-1) 6 (-2) 18 (+4) 6 (-2) 14 (+2) 10 (+0) 8 (-1)
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.
Armor Class 17 Armor Class 14
Hit Points 175 (9d20 + 81) Hit Points 60 (8d8 + 24)
Shield Points 100 (regen 0) Shield Points 20 (regen 10)
Speed 6m Speed 14m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 8 (-1) 28 (+9) 20 (+5) 6 (-2) 8 (-1) 14 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (+0)
ACTIONS ACTIONS
Multiattack. The geth hunter makes two Geth Plasma Shotgun attacks.
Mass Accelerator Machinegun. Ranged Weapon Attack: +12 to hit, range
120/360m, one target. Geth Plasma Shotgun (two-handed, hip re). Ranged Weapon Attack: +4 to
Hit: 19 (3d12) piercing damage and 19 (3d12) radiant damage. The geth colossus hit, range (6/12m), one target.
can make a burst re attack instead. Hit: 13 (2d10 + 2) radiant damage
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.
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.
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.
Mass Accelerator Machinegun Attack. The geth colossus makes a Mass Accelerator
Machinegun attack.
Siege Cannon Attack. The geth colossus makes a Siege Cannon attack.
Siege Pulse Attack (Costs 2 Actions). The geth colossus uses its Siege Pulse
Armor Class 15 Armor Class 18
Hit Points 133 (14d10 + 56) Hit Points 170 (20d10 + 60)
Shield Points 20 (regen 5) Shield Points 30 (regen 10)
Speed 12m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 13 (+1) 8 (-1) 4 (-3) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 10 (+0) 10 (+0)
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 prime makes two Geth Pulse Ri e attacks.
ACTIONS Weapon Bash. Melee Weapon Attack: +7 to hit, reach 2m, one target.
Multiattack. The geth juggernaut makes two Bash attacks. Hit: 8 (1d10 + 3) bludgeoning damage.
Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target. Geth Pulse Ri e (burst re, two-handed). Ranged Weapon Attack: +8 to hit, range
Hit: 14 (2d8 + 5) bludgeoning damage. (40/120m), one target.
Geth Plasma SMG (burst re). Ranged Weapon Attack: +8 to hit, range Hit: 11 (2d6 + 4) radiant damage
(18/54m), one target. Radar Jamming. The geth prime releases an emp burst that temporarily disables
Hit: 15 (4d4 + 5) radiant damage 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.
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.
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 Ri e Attack. The geth prime makes a Geth Pulse Ri e 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.
Armor Class 14 Armor Class 13
Hit Points 63 (18d8 - 18) Hit Points 72 (16d8)
Shield Points 5 (regen 5) Speed 10m
Speed 16m
Leap. The geth stalker can leap up to one half its speed.
Spider Climb. The geth stalker can climb di cult surfaces, including upside down on
ceilings, without needing to make an ability check.
Innate Spellcasting. The geth stalker's innate spellcasting ability is Intelligence (spell
save DC 11, +3 to hit with spell attacks). It can innately cast the following:
At will: sabotage
ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 7 (1d8 + 3) slashing damage.
Eye Cannon. Ranged Weapon Attack: +5 to hit, range 60/180m, one target.
Hit: 13 (3d6 + 3) radiant damage.
GETH TURRET (GETH) GUARDIAN (CERBERUS)
Small Synthetic, Lawful Neutral Medium Organic, Neutral
Armor Class 12 Armor Class 18
Hit Points 7 (2d6) Hit Points 130 (20d8 + 40)
Shield Points 5 (regen 5) Speed 6m
Speed y 6m
ACTIONS ACTIONS
Multiattack. The guardian makes two M-358 Talon attacks.
Pulse Cannon. Ranged Weapon Attack: +2 to hit, range 20/60m, one target.
Hit: 5 (1d10) radiant 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
Shield Restore (Recharge 5-6). The geth turret restores 9 (2d8) shield points to a
the target is maintaining a concentration spell, it automatically fails its saving throw
friendly creature within 4m.
to maintain that spell.
M-358 Talon (double tap). Ranged Weapon Attack: +4 to hit, range (10/30m), one
target.
Hit: 8 (2d6 + 1) piercing damage
Keen Hearing and Smell. The kath hound has advantage on Wisdom (Perception)
Frightful Presence. Each creature of the harvester's choice that is within 60m of the checks that rely on hearing or smell.
name and aware of it must succeed on a DC 19 Wisdom saving throw or become
Pack Tactics. The kath hound has advantage on an attack roll against a creature if at
{frightened} for 1 minute. A creature can repeat the saving throw at the end of each
least one of the kath hound's allies is within 2m of the creature and the ally isn't
of its turns, ending the effect on itself on a success. If a creature's saving throw is
incapacitated.
successful or the effect ends for it, the creature is immune to the harvester's Frightful
Presence for the next 24 hours. Grappler. The kath hound has advantage on attack rolls against any creature
grappled by it.
ACTIONS
Multiattack. The harvester can use its Frightful Presence. It then makes three
ACTIONS
attacks: one with its acid spit and two with its stomp. Gore. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 12 (3d4 + 5) piercing damage. If the target is a creature, it must succeed on a DC
Stomp. Melee Weapon Attack: +14 to hit, reach 4m, one target. 14 Strength saving throw or be knocked prone.
Hit: 15 (2d6 + 8) piercing damage. Maul. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Acid Spit. Ranged Weapon Attack: +8 to hit, range 60/180m, one target. Hit: 11 (2d8 + 2) piercing damage.
Hit: The harvester targets a 6m radius within 60m and launches a glob of acid that Miss: Hit or miss, if the target is a creature, it must succeed on a DC 12 Dexterity
coats the area. Each creature within the area must succeed on a DC 19 Dexterity saving throw or be knocked prone and is grappled. A creature takes half damage on a
saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful saving throw.
successful one. Until the end of the harvester's next turn, each creature that enters Howl. Each other kath hound within 20m that is not incapacitated gains +2 Dexterity
the area or ends its turn there must also make the saving throw. and +1 Wisdom for 1 minute. Kath hounds can only bene t from one Howl at a time.
Drop Klixen. Regional Weapon Attack: + to hit, , .
Hit: If the harvester is within a region that contains Klixen, it begins the ght by
droping 1d10 Klixen in a 6m by 20m area.
LEGENDARY ACTIONS
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 Dexterity saving throw or take [dmg: 2d6 + 8] piercing
damage and be knocked {prone}. The harvester cannot move through a Huge or
larger creature.
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.
Death Burst. When the klixen dies, it explodes in a burst of lava. Each creature within
ACTIONS 2m of it must make a DC 14 Dexterity saving throw, taking 10 (3d6) re 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
Heated Body. A creature that touches the klixen or hits it with a melee attack while
Zalkin (two-handed, double tap). Ranged Weapon Attack: +3 to hit, range
within 2m of it takes 3 (1d6) re damage.
(20/60m), one target.
Hit: 6 (2d4 + 1) re damage ACTIONS
Frag Grenade (2/day). Target an area within 10m. Each creature within 4m of the Fire Breath (Recharge 6). The klixen exhales a 6-meter cone of re. Each creature in
target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) re damage on a
3d12 piercing damage or half as much damage on a successful one. At higher failed save, or half as much damage on a successful one.
marks: When you use this grenade at Mark II or higher, the damage increases by
1d12 for each mark above the rst. Pincer. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) re damage.
Armor Class 10 Armor Class 15
Hit Points 22 (5d8) Hit Points 44 (8d8 + 8)
Speed 8m Shield Points 15 (regen 15)
Speed 10m
Skills Perception +0
Damage Vulnerabilities lightning Saving Throws Dexterity +5
Damage Immunities poison, psychic Skills Survival +2
Condition Immunities petri ed, poisoned Senses darkvision 20m, Passive Perception 10
Senses infrared nullm, Passive Perception 8 Challenge 2 (450 XP)
Challenge 1/8 (25 XP)
ACTIONS
Chatter (variant). The LOKI mech can be programmed with pre-recorded phrases,
which it utters occasionally during combat. Each hostile creature that hears the Multiattack. The marauder makes 2 Phaeston attacks.
phrase much pass a Wisdom saving throw. On a failure, a creature becomes Phaeston (burst re, two-handed). Ranged Weapon Attack: +5 to hit, range
unnerved by the phrase and can only target the LOKI mech when making attack rolls (20/60m), one target.
or using damaging spells. On a success, a creature is unaffected and is immune to Hit: 8 (2d4 + 3) piercing damage
the LOKI mech's Chatter. The DC of the saving throw is dependant on the phrase, but
cannot be higher than 12. 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.
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 Spellcasting. The loki mech's innate spellcasting ability is Intelligence (spell
save DC 9, +1 to hit with spell attacks). It can innately cast the following:
5/day: shocking grasp
ACTIONS
M-4 Shuriken (hip re, burst re). Ranged Weapon Attack: +3 to hit, range
(4/12m), one target.
Hit: 6 (2d4 + 1) piercing damage
M-3 Predator (double tap). Ranged Weapon Attack: +3 to hit, range (20/60m), one
target.
Hit: 3 (1d4 + 1) piercing damage
Armor Class 15 Armor Class 16
Hit Points 97 (15d8 + 30) Hit Points 127 (17d8 + 51)
Shield Points 20 (regen 10) Shield Points 20 (regen 10)
Speed 10m Barrier 5 ticks
Speed 10m
N7 Training. The N7 demolisher has advantage on its rst attack roll each turn.
Barrier (1/Day). As a bonus action, the N7 Paladin gains 5 barrier ticks.
ACTIONS
N7 Training. The N7 Paladin has advantage on its rst attack roll each turn.
Multiattack. The N7 demolisher makes three weapon attacks or two weapon attacks
and uses one grenade. Omni-Shield (1/Day). As a bonus action, the N7 Paladin deploys its omni-shield,
lasting 1 minute. While the shield is deployed, the N7 Paladin gains +2 AC and can
N7 Eagle (burst re). Ranged Weapon Attack: +6 to hit, range (20/60m), one target. make a melee weapon attack with the shield: +5 to hit, 2m reach, 1d12 bludgeoning
Hit: 8 (2d4 + 3) piercing damage damage.
N7 Hurricane (hip re, burst re). Ranged Weapon Attack: +6 to hit, range Variant: Fire-Shield (1/Day). Gain all the bene ts of Omni-Shield. In addition, targets
(6/18m), one target. hit by the Fire-Shield take 3d10 re damage. This damage detonates primed targets,
Hit: 13 (3d6 + 3) piercing damage but the N7 Sentinel immune by any detonating effects.
Arc Grenade (3/day). Target an area within 10m. Each creature within 4m of the Variant: Cryo-Shield (1/Day). Gain all the bene ts of Omni-Shield. In addition, a
target must make a DC 13 Dexterity saving throw. A creature takes 3d6 lightning creature hit by the Cryo-Shield take 1d8 cold damage and must succeed on a DC 13
damage on a failed save, or half as much damage on a successful one. At higher Strength saving throw or become Frozen until the end its next turn.
marks: When you use this grenade at Mark II or higher, the damage increases by 1d6
for each mark above the rst. Innate Spellcasting. The n7 paladin's innate spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). It can innately cast the following:
Homing Grenade (3/day). Target a creature you can see within 10m. The target At will: incinerate
creature takes 1d6 thunder damage. Each other creature within 2m of the target must 3/Day: energy_drain, snap_freeze (as a 4th-level spell)
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. At higher marks: When you use this
grenade at Mark II or higher, the damage increases by 1d6 for each mark above the
ACTIONS
rst. Multiattack. The N7 Paladin makes two N7 Hurricane attacks.
Repair. The N7 demolisher uses its action to repair a friendly, synthetic target within N7 Hurricane (hip re, burst re). Ranged Weapon Attack: +4 to hit, range
2m for 2d8 hit points. (6/18m), one target.
Hit: 11 (3d6 + 1) piercing damage
Deploy Shield Pylon (1/Day). The N7 demolisher deploys a Shield Pylon to an
unoccupied space within 2m. The pylon has AC 10, 25 hit points and provides half
cover. At the end of the N7 demolisher's turn, any endly creature within 4m of the
pylon gains 2 shield points. Shield points gained this way cannot exceed the
creatures maximum shield points.
Armor Class 15 Armor Class 14
Hit Points 71 (11d8 + 22) Hit Points 77 (14d8 + 14)
Shield Points 20 (regen 10) Shield Points 15 (regen 5)
Speed 12m Barrier 5 ticks
Speed 14m
Assassinate. During its rst turn, the N7 Shadow has advantage on attack rolls
against any creature that hasn't taken a turn. Any hit the N7 Shadow scores against a Aggressive. As a bonus action, the N7 Slayer can move up to its speed toward a
surprised creature is a critical hit. hostile creature that it can see.
Evasion. If the N7 Shadow is subjected to an effect that allows it to make a Dexterity Avoidance. If the N7 Slayer is subjected to an effect that allows it to make a saving
saving throw to take only half damage, the N7 Shadow instead takes no damage if it throw to take only half damage, it instead takes no damage if it succeeds on the
succeeds on the saving throw, and only half damage if it fails. saving throw, and only half damage if it fails.
N7 Training. The N7 Slayer has advantage on its rst attack roll each turn. Barrier (2/Day). As an action or bonus action, the N7 Slayer gains 5 barrier ticks.
Sneak Attack. Once per turn, the N7 Shadow deals an extra 14 (4d6) damage when it N7 Training. The N7 Slayer has advantage on its rst attack roll each turn.
hits a target with a weapon attack and has advantage on the attack roll, or when the Spellcasting. The n7 slayer is a 9th-level spellcaster. Its spellcasting ability is
target is within 5 feet of an ally of the N7 Shadow that isn't incapacitated and the N7 Wisdom (spell save DC 13, +5 to hit with spell attacks). The n7 slayer has the
Shadow doesn't have disadvantage on the attack roll. following biotic spells:
Tactical Cloak (3/Day). As a bonus action, the N7 Shadow activates its tactical cloak, Cantrips (at will): charge, phase disruptor
becoming invisible for 1 minute. When the N7 Shadow makes a melee or ranged 1st level (7 slots): biotic slash
attack or uses a tech or combat power, tactical cloak ends. 2nd level (6 slots)
3rd level (1 slots)
Innate Spellcasting. The n7 shadow's innate spellcasting ability is Intelligence (spell
save DC 14, +6 to hit with spell attacks). It can innately cast the following:
4/Day: electric_slash (as a 3rd-level spell)
ACTIONS
Multiattack. The N7 Slayer makes three monomolecular blade attacks or two N7
ACTIONS Piranha attacks.
Multiattack. The N7 Slayer makes three monomolecular blade attacks. Monomolecular Blade. Melee Weapon Attack: +6 to hit, reach 2m, one target.
Hit: 8 (1d10 + 3) slashing damage
M-97 Viper (two-handed, double tap). Ranged Weapon Attack: +7 to hit, range
(100/300m), one target. N7 Piranha (two-handed, hip re). Ranged Weapon Attack: +6 to hit, range
(4/8m), one target.
( ), g
Hit: 10 (1d12 + 4) piercing damage Hit: 8 (2d4 + 3) piercing damage
REACTIONS
Parry and Counter. The N7 Slayer adds 3 to its AC against one melee that would hit
it. To do so, it must be able to see the target and be wielding a melee weapon. If the
attack misses, the N7 Slayer can make one melee attack against the attacker if it is
within its reach.
Armor Class 16 Armor Class 17
Hit Points 67 (15d8) Hit Points 165 (22d10 + 44)
Shield Points 20 (regen 10) Speed y 20m
Speed 10m
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 ACTIONS
incapacitated.
Particle Beam. The oculus res a persistent particle beam that is 20m long and 2m
Self-Destruct. When the nemesis dies, it explodes. Each creature within 4m of it wide that lasts until the start of the oculus's next turn. While ring the beam, the
must make a DC 15 Dexterity saving throw, taking 33 (6d10) thunder damage on a oculus's speed becomes 0. Each creature that is within the beam's path or that
failed save, or half as much damage on a successful one. moves into the beam's path for the rst time on its turn must make a DC 16
Shadow Cloak. While in dim light or darkness, the nemesis can take the Hide action Constitution saving throw. On a failed save, a creature takes 66 (12d10) radiant
as a bonus action. damage, or half as much on a successful save.
Surprise Attack. If the nemesis surprises a creature and hits it with an attack during Crush. Melee Weapon Attack: +3 to hit, reach 10m, one target.
the rst round of combat, the target takes an extra [dmg] damage from the attack. Hit: 17 (4d6 + 3) bludgeoning damage.
ACTIONS
M-98 Widow (two-handed). Ranged Weapon Attack: +8 to hit, range (80/240m), one
target.
Hit: 18 (2d12 + 5) piercing damage and if the target is not behind cover, it takes and
additional 1d4 damage.
Armor Class 17 Armor Class 20
Hit Points 110 (20d8 + 20) Hit Points 136 (13d10 + 65)
Barrier 8 ticks Barrier 10 ticks
Speed 14m Speed 10m, y 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 12 (+1) 11 (+0) 15 (+2) 15 (+2) 20 (+5) 19 (+4) 21 (+5) 11 (+0) 14 (+2) 10 (+0)
Saving Throws Dexterity +9 Saving Throws Dexterity +8, Constitution +9, Strength +9
Skills Acrobatics +9, Electronics +3, Perception +5, Stealth +9 Skills Acrobatics +8, Athletics +9, Perception +6
Senses Passive Perception 12 Damage Resistances force, necrotic
Challenge 7 (2900 XP) Condition Immunities charmed, grappled, paralyzed, petri ed, poisoned
Senses darkvision 20m, Passive Perception 12
Challenge 12 (8400 XP)
Aggressive. As a bonus action, the phantom can move up to its speed toward a
hostile creature that it can see.
Barrier. When the praetorian is dealt damage, if it has any barrier ticks remaining,
Avoidance. If the phantom subjected to an effect that allows it to make a saving
remove one barrier tick and reduce the damage by 1d8.
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. 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,
Barrier (3/Day). As an action or bonus action, the phantom gains 8 barrier ticks.
piercing, and slashing damage. It can use its action to launch 2 missiles at a single or
When the phantom is dealt damage, if it has any barrier ticks remaining, remove one
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
barrier tick and reduce the damage by 1d8. saving throw. On a failed save a target takes 33 (6d10) thunder damage, or half as
much on a successful one. Once the praetorian res its missiles, it cannot do so
ACTIONS again.
Multiattack. The phantom makes three Monomolecular Blade attacks or one Palm ACTIONS
Blaster attack and two Monomolecular Blade (one-handed) attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 2m, one target.
Monomolecular Blade. Melee Weapon Attack: +9 to hit, reach 2m, one target. Hit: 38 (6d10 + 5) piercing damage.
Hit: 11 (1d10 + 6) slashing damage
Pounce (Recharge 5-6). The praetorian pounces to a location within 14m and makes
Palm Blaster. Ranged Weapon Attack: +9 to hit, range 4/12m, one target. a claw attack.
Hit: 16 (3d10) thunder 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 re damage until the start of its next turn.
Armor Class 12 Armor Class 15
Hit Points 3 (1d6) Hit Points 102 (12d10 + 36)
Speed 10m, climb 6m Barrier 5 ticks
Speed 10m
ACTIONS
Barrier (3/Day). As an action or bonus action, the rachni brood warrior gains 5 barrier
Bite. Melee Weapon Attack: +1 to hit, reach 2m, one target. ticks. When the rachni brood warrior is dealt damage, if it has any barrier ticks
Hit: 1 (1d4 - 1) piercing damage. remaining, remove one barrier tick and reduce the damage by 1d8.
Grappler. The rachni brood warrior has advantage on attack rolls against any
creature grappled by it.
Innate Spellcasting. The rachni brood warrior's innate spellcasting ability is Wisdom
(spell save DC 12, +4 to hit with spell attacks). It can innately cast the following:
3/day: stasis
5/day: warp
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 20/60m, 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.
Armor Class 21 Armor Class 14
Hit Points 319 (22d20 + 88) Hit Points 44 (8d8 + 8)
Speed 6m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 18 (+4) 22 (+6) 25 (+7) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Saving Throws Wisdom +13, Constitution +10, Strength +13 Saving Throws Constitution +3, Wisdom +2
Skills Perception +13 History +12
Skills Perception +13, History +12
Skills Stealth +5, Perception +2
Condition Immunities charmed
Senses blindsight 4m, Passive Perception 10
Senses blindsight 10m, Passive Perception 17
Challenge 1 (200 XP)
Challenge 18 (20000 XP)
Ambusher. The rachni soldier has advantage on attack rolls against any creature it
ACTIONS has surprised.
Multiattack. The rachni queen makes one bite attack and two impale attacks. Grappler. The rachni soldier has advantage on attack rolls against any creature
Bite. Melee Weapon Attack: +13 to hit, reach 4m, one target. grappled by it.
Hit: 26 (3d12 + 7) piercing damage.
ACTIONS
Impale. Melee Weapon Attack: +13 to hit, reach 8m, one target.
Acid Spit. Ranged Weapon Attack: +5 to hit, range 20/60m, one target.
Hit: 29 (4d10 + 7) piercing damage.
Hit: 7 (2d6) acid damage and 7 (2d6) necrotic damage. This damage bypasses
LAIR ACTIONS shields.
On initiative count 20 (losing initiative ties), the rachni queen takes a lair action to Impale. Melee Weapon Attack: +5 to hit, reach 4m, one target.
cause one of the following effects; it can't use the same effect two rounds in a row: Hit: 8 (1d10 + 3) and 2 (1d4) acid damage.
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.
Armor Class 13 Armor Class 15
Hit Points 9 (2d6 + 2)
Speed 12m Hit Points 52 (15d8 - 15)
Speed 10m
Bite. Melee Weapon Attack: +2 to hit, reach 2m, one target. Hex Shield (1/Day). As a bonus action, the rampart mech generates a 2m tall and
Hit: 3 (1d6) piercing damage. wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-cover.
Tactical Cloak (1/Day). As a bonus action, the rampart mech activates its tactical
cloak, becoming invisible for 1 minute. When the rampart mech makes a melee or
ranged attack or uses a tech or combat power, tactical cloak ends.
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 rst time or ends its turn there takes 18 (4d8) 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 (two-handed, hip re). Ranged Weapon Attack: +5 to hit, range
(4/8m), one target.
Hit: 10 (2d6 + 3) piercing damage
Armor Class 12 Armor Class 20
Hit Points 110 (20d10) Hit Points 364 (27d12 + 189)
Speed 10m Speed 14m, burrow 14m, y 26m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 8 (-1) 11 (+0) 11 (+0) 27 (+8) 10 (+0) 25 (+7) 11 (+0) 12 (+1) 16 (+3)
ACTIONS ACTIONS
Multiattack. The reaper harvester makes two harvester cannon attacks.
Multiattack. The ravager makes two twin artillery cannon attacks.
Harvester Cannon. The reaper harvester targets a location within 30m. Each creature
Acid Splash (Recharge 5-6). The ravager spits acid in a 6m cube. Each creature in
within a 6m radius must make a Dexterity saving throw. On a failed save a creature
that line must make a DC 15 Dexterity saving throw, taking 27 (6d8) acid damage on
takes 3d10 force and 3d10 thunder damage, or half as much damage on a
a failed save, or half as much damage on a successful one.
successful one.
Twin Artillery Cannons. Ranged Weapon Attack: +5 to hit, range 60/180m, one
target. LEGENDARY ACTIONS
Hit: 18 (3d10 + 2) piercing damage and 10 (3d6) acid damage. 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.
Armor Class 13 Armor Class 11
Hit Points 5 (2d6 - 2) Hit Points 7 (2d6)
Shield Points 5 (regen 5) Shield Points 5 (regen 5)
Speed y 16m Speed y 12m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 8 (-1) 11 (+0) 12 (+1) 5 (-3) 8 (-1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 6 (-2)
Innate Spellcasting. The repair drone's innate spellcasting ability is Intelligence (spell
Tactical Cloak (3/Day). As a bonus action, the recon drone activates its tactical save DC 10, +2 to hit with spell attacks). It can innately cast the following:
cloak, becoming invisible for 1 minute. When the recon drome makes a melee or 3/day: rst aid
ranged attack or uses a tech or combat power, tactical cloak ends.
ACTIONS ACTIONS
De brillators. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Pulse Ri e. Ranged Weapon Attack: +5 to hit, range 60/180m, one target.
Hit: 2 (1d4) lightning damage.
Hit: 5 (1d4 + 3) radiant damage.
Stabalize (Recharges after a Short or Long rest). The repair drone can stabalize a
friendly creature within 2m.
ACTIONS
Multiattack. The agent makes 2 attacks with its Scorpion.
Scorpion (double tap). Ranged Weapon Attack: +5 to hit, range (20/60m), one
target.
Hit: 6 (1d6 + 3) thunder damage
Miss: 2 (1d4) thunder damage
Flashbang Grenade (2/day). 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. At higher marks: When you use this grenade
at Mark II or higher, the DC of the Constitution saving throw increases by 1 for each
mark above the rst.
Explosive Decoy. As an action, the agent detonates its active Decoy. Each creature
within 4m of the decoy must make a Dexterity saving throw. On a failed save, a
creature takes 3d6 thunder damage or half as much on a successful one.
ACTIONS ACTIONS
Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target. M-3 Predator (double tap). Ranged Weapon Attack: +1 to hit, range (20/60m), one
Hit: 8 (1d8 + 4) bludgeoning damage. target.
Hit: 1 (1d4) piercing damage
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.
Armor Class 13 Armor Class 13
Hit Points 14 (4d6) Hit Points 10 (4d6 - 4)
Barrier 1 ticks Speed y 10m
Speed y 10m
ACTIONS
Barrier. When the seaker plague is dealt damage, if it has any barrier ticks remaining,
remove one barrier tick and reduce the damage by 1d8. 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
ACTIONS saving throw or has disadvantage on its next attack roll.
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.
Stationary. The sentry turret automatically fails Strength and Dexterity saving throws
and skill checks. Surprise Attack. If the sniper surprises a creature and hits it with an attack during the
rst round of combat, the target takes an extra 10 (3d6) damage from the attack.
Innate Spellcasting. The sentry turret's innate spellcasting ability is Intelligence (spell
save DC 10, +2 to hit with spell attacks). It can innately cast the following: Innate Spellcasting. The sniper's innate spellcasting ability is Intelligence (spell save
3/day: amethrower DC 11, +3 to hit with spell attacks). It can innately cast the following:
5/day: concussive shot
ACTIONS
Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range
ACTIONS
60/180m, one target. M-92 Mantis (two-handed). Ranged Weapon Attack: +4 to hit, range (80/240m), one
Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The sentry turret can make target.
a burst re attack instead. Hit: 11 (2d8 + 2) piercing damage
M-4 Shuriken (hip re, burst re). Ranged Weapon Attack: +4 to hit, range
(4/12m), one target.
Hit: 7 (2d4 + 2) piercing damage
ACTIONS
Indoctrinate. The thorian targets one creature within 120 meters of it that it or one of
its controllers, thralls, or creepers can see. That creature must make a DC 17 Wisdom
saving throw or suffer a level of indoctrination.
Summon Thrall. The thorian summons a thrall to its aid. It arrives on initiative count
20 somewhere along the thorian's root structure.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the thorian takes a lair action to cause
one of the following effects; it can't use the same effect two rounds in a row:
The thorian sprouts 1d12 + 3 thorian spawn. These spawn can appear in an
unoccupied space within 2m of any part of the thorian's root structure. The
spawn take their turn at the end of the thorian's turn.
The thorian summons 1d8 + 4 thorian creepers. These creepers can appear in an
unoccupied space within 2m of any part of the thorian's root structure. The
creepers take their turn at the end of the thorian's turn.
The thorian summons 1d4 thorian controllers. These controllers can appear in
an unoccupied space within 2m of any part of the thorian's root structure. The
controllers take their turn at the end of the thorian's turn.
Armor Class 14 Armor Class 13
Hit Points 52 (8d8 + 16) Hit Points 26 (4d8 + 8)
Speed 10m Speed 10m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 14 (+2) 12 (+1) 2 (-4) 13 (+1) 11 (+0) 15 (+2) 2 (-4) 2 (-4) 2 (-4)
Creeper Resemblance. The controller resembles a Thorian creeper. A creature that Hive Mind. If the creeper is within 20 meters of a Thorian Controller, it gains +1 to
can see the controller can discern its true nature with a successful DC 15 Intelligence attack and damage rolls, ability checks, and saving throws.
(Science) or Intelligence (Investigation) check.
ACTIONS
Hive Mind Overseer. The controller gains a +1 bonus to its attack and damage rolls,
ability checks, and saving throws for each creature within 20 meters of it that has the Slash. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hive Mind feature. This bonus cannot exceed +5. Hit: 6 (2d4 + 1) slashing damage.
Indoctrination. Unless a thorian controller is incapacitated, it is a source of Acid Vomit (Recharge 4-6). The creeper regurgitates acid in a 4-meter cone. A
indoctrination to all creatures within 100m of it. See the indoctrination condition. creature within the code must succeed on a DC 15 Dexterity saving throw or take 7
(2d6) acid damage.
ACTIONS
Slash. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 7 (2d4 + 2) slashing damage.
Acid Vomit (Recharge 4-6). The creeper regurgitates acid in a 4-meter cone. A
creature within the code must succeed on a DC 15 Dexterity saving throw or take 14
(4d6) acid damage.
Armor Class 13 Armor Class 13
Hit Points 17 (5d6) Hit Points 7 (3d6 - 3)
Speed 10m Speed 0m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 13 (+1) 9 (-1) 11 (+0) 11 (+0) 2 (-4)
M-3 Predator (double tap). Ranged Weapon Attack: +3 to hit, range (20/60m), one Legendary Resistance (3/Day). If the thresher maw fails a saving throw, it can
target. choose to succeed instead.
Hit: 3 (1d4 + 1) piercing damage Siege Monster. The thresher maw deals double damage to objects and structures.
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: +7 to hit, range 60/180m, 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.
Grasp. Melee Weapon Attack: +17 to hit, reach 4m, one target.
Hit: 29 (3d12 + 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
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.
Tail. Melee Weapon Attack: +17 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.
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.
Armor Class 12 Armor Class 13
Hit Points 25 (10d6 - 10) Hit Points 11 (2d8 + 2)
Shield Points 10 (regen 0) Speed 16m
Speed 0m
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.
Stationary. The turret automatically fails Strength and Dexterity saving throws and
skill checks. ACTIONS
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
Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range
13 Strength saving throw or be knocked prone.
60/180m, one target.
Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The turret can make a
burst re attack instead.
Armor Class 14 Armor Class 14
Hit Points 37 (5d10 + 10) Hit Points 55 (10d10)
Speed 20m Speed 8m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) 10 (+0) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 8 (-1)
Grappler. The weakened adjutant has advantage on attack rolls against any creature
Keen Hearing and Smell. The varren alpha has advantage on Wisdom (Perception) grappled by it.
checks that rely on hearing or smell.
Pack Tactics. The varren alpha has advantage on an attack roll against a creature if ACTIONS
at least one of the varren alpha's allies is within 2m of the creature and the ally isn't Multiattack. The adjutant makes two Arm Cannon attacks.
incapacitated.
Arm Cannon. Ranged Weapon Attack: +5 to hit, range 20/60m, one target.
ACTIONS Hit: 8 (1d10 + 3) piercing damage.
Bash Melee Weapon Attack: +2 to hit reach 2m one target
Bash. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Bite. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 4 (1d8) bludgeoning damage.
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. Reaper Infection. Melee Weapon Attack: +2 to hit, reach 2m, one organic creature
that is grappled by the [name], 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 nishes 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.
Armor Class 18 Armor Class 17
Hit Points 161 (17d10 + 68) Hit Points 157 (21d10 + 42)
Shield Points 50 (regen 10) Speed 16m
Speed 6m
Hull Points Shield AC Speed Range Crew Hull Points Shield AC Speed Range Crew
350 Points 22 10 2000km min: 2 | max: 150 Points 16 4 500km min: 1 | max:
50 8 0 8
Systems Systems
Combined, Helm / Weapons: 1 crew Helm: 1 crew
Combined, SSC / EWS: 1 crew Cargo Capacity: 2 tonnes
Cargo Capacity: 4 tonnes
Description
Weapons The ET3 is a civilian vehicle. This six-wheeled transport has a cockpit for the driver on
M350 mass-accelerator autocannons. 70 (2d6[x10]) piercing damage the right front of the vehicle.
Inferno PKRs (16 charges). 160 (3d10[x10]) re damage to a 10m-radius sphere.
Half damage on a successful DC 18 Dexterity saving throw.
Description
The Gunship is driven by vectored-thrust engines. First rolled off the assembly lines in
2170, the Mantis remains in service in dozens of armies across the galaxy. Its
modular construction means that the versatile Mantis can be recon gured as a low-
altitude gunship, a ghter, a high-altitude bomber, or even a single-stage-to-orbit
spaceplane that can engage enemy craft around a planet or a space station. The only
role the Mantis cannot perform is that of a true deep-space ghter, as it has no FTL
drive.
This vehicle statblock represents the most basic model of the A-61. But it can carry a
number of weapons load-outs. When used in ground-attack roles it is most
commonly armed with two sets of two forward-facing missile bays over each wing,
normally armed with Inferno PKRs (Precision Kill Rockets), and a pair of belly-
mounted M350 mass-accelerator autocannons.
Hull Points Shield AC Speed Range Crew Hull Points Shield AC Speed Range Crew
250 Points 20 5 500km min: 2 | max: 180 Points 14 15 2500km min: 1 | max:
0 6 0 3
Systems Systems
Helm: 1 crew Combined, Helm / SSC / Weapons / EWS: 1 crew
Weapons: 1 crew Cargo Capacity: 1 tonne
Cargo Capacity: 2 tonnes
Weapons
Weapons Main Cannon. 45 (1d8[x10]) thunder damage.
Machine Gun. 35 (1d6[x10]) piercing damage.
Mass Accelerator Cannon. 55 (1d10[x10]) radiant damage. Description
The M-44 Hammerhead is an infantry ghting vehicle that hovers over the battle eld
Description at up to 120 kilometers an hour. It most likely follows a theme of naming armored
The M-080 is a large infantry ghting vehicle (IFV). This class of vehicle is equipped vehicles after sharks, just like the M35 Mako.
with a turret with two coaxial barrels: the machine gun and main cannon. Like the
M29 Grizzly and the M35 Mako, the M-080 is equipped with six wheels.
Systems
Systems
Combined, Helm / Drive / SSC: 1 crew
Weapons: 1 crew Combined, Helm / SSC / Weapons / EWS: 1 crew
Cargo Capacity: 3 tonnes Cargo Capacity: 1 tonne
Weapons Weapons
Main Cannon. 70 (2d6[x10]) thunder damage. Machine Gun. 35 (1d6[x10]) piercing damage.
Mass Accelerator Cannon. 55 (1d10[x10]) radiant damage.
Description
Description
The M29 "Grizzly" Infantry Fighting Vehicle (IFV) was the standard "battle taxi" of
Systems Alliance Marines for nearly thirty years. The M35 Mako infantry ghting vehicle was designed for the Systems Alliance's
frigates. It is designed to ful ll the role of rapid deployment that its predecessor, the
M29 Grizzly, fell short of accomplishing. Though the interior is cramped, an M35 is
small enough to be carried in the cargo bay and easily deployed on virtually any
world.
Hull Points Shield AC Speed Range Crew Hull Points Shield AC Speed Range Crew
200 Points 15 10 1200km (or min: 1 | max: 100 Points 12 4 1000km min: 1 | max:
200 1 ftlu) 14 0 4
Systems Systems
Combined, Helm / SSC / Drive / Navigation: 1 crew Helm: 1 crew
Cargo Capacity: 2 tonnes Cargo Capacity: 1 tonne
Description Description
The UT-47 Kodiak Drop Shuttle is a personnel carrier capable of planetary ight and is Referred to colloquially as a "shuttle", "skycar", or "aircar", the X3M is a contragravity
capable of limited FTL travel. The shuttle is used extensively by (but not limited to) speeder designed for transporting individuals in metropolises and space stations.
the Systems Alliance and Cerberus in 2186. The Kodiak and several variants have Shuttles are compartmentalized into a pilot/passenger compartment and a
also seen extensive use in the Andromeda Galaxy's Heleus Cluster by the Andromeda propulsive drive compartment. In the pilot/passenger compartment, there are four
Initiative nearly 600 years later. seats with one of them reserved for the pilot. From either the forward left or right
seat, a pilot controls the shuttle's movements through the use of a haptic adaptive
interface. The canopy of the shuttle is divided into two sections - a central section
which lifts up, and a clamshell door. The windows of the vehicle can be darkened for
the privacy of the passengers. Due to the limited storage space, passengers are
limited to what they can carry or store on their bodies. To the rear of this
compartment, there is the propulsive drive powered by a mass effect eld.
X3Ms come in a variety of models. Some are smaller with only 1 or 2 seats like the
Tess Auburn 2166 aircar. Models like the C-111 Skyline Shuttle are meant for public
transportation and can carry up to 10 passengers. Some models are meant for
driving enthusiasts with increased handling and acceleration, like the Mark II
Blackout or Esquiran Sporting Shuttle.
Starships
Asari Cruiser Athabasca-class Carrier
Cruiser Starship Carrier Starship
CR: 17+ Cost: military CR: 21+ Cost: 4,000,000
Hull Points Shield AC Speed Range Crew Hull Points Shield AC Speed Range Crew
2000 Points 18 3 8 ftlu min: 16 | 4200 Points 14 1 3 ftlu min: 8 | max:
1500 max: 70 500 100+
Systems Systems
Helm: 2 crew Helm: 2 crew
Navigation: 2 crew Navigation: 2 crew
SSC: 1 crew SSC: 2 crew
EWS: 2 crew EWS: 2 crew
Drive: 6 crew Drive: 2 crew
Weapons: 3 crew Cargo Capacity: 100+ tonnes
Cargo Capacity: 80 tonnes
Description
Weapons The Athabasca Class is a class of large freighter of human origin. Externally, this
Twin-Mass Accelerator Cannons. 900 (2d8[x100]) radiant damage. freighter class's con guration may be mistaken for the smaller Kowloon Class
freighters. However, the Athabasca Class freighter is a multi-level voluminous
Description starship. The Athabasca Class freighter is lightly armored and lacks armaments, and
A mix-up during the cruiser's design left it with an unusually large drive core and can be attacked and boarded very quickly. This freighter class is equipped with a self-
engineers redesigned the ship around the excessive power source. The asari cruiser's destruct device and a black box.
unusually robust engines provide enough energy to generate kinetic barriers normally Additional Systems: The Athabasca-class has 30 system slots. They vary widely and
reserved for dreadnoughts. can be customized to t the needs of most businesses.
Additional Systems: The asari cruiser has an Armory, GARDIAN system, Medbay, and Hanger: Athabasca-class carriers can be equipped with a hanger (taking up 10
Exonet. system slots). The hanger can hold up to 50 interceptors or ghters.
Systems Systems
Helm: 5 crew
Combined, Helm / Navigation / EWS / SSC / Weapons: 1 Collector General or 10
Navigation: 6 crew
non-Collector Generals (2 per system) crew
SSC: 10 crew
Cargo Capacity: 200 tonnes
EWS: 12 crew
Weapons Drive: 20 crew
Weapons: 15 crew
Main Cannon. 1000 (1d10+4 [x100]) radiant damage. Cargo Capacity: 100+ tonnes
Occular Cannons (x3). 300 (1d4 [x100]) radiant damage.
Weapons
Description
Main Cannon (Recharge 5-6). 2600 (4d12[x100]) radiant damage.
A strange hybrid of an organic hive and metal, a Collector Ship carries the enigmatic Anti-Fighter Turrets. 700 (2d6[x100]) radiant damage.
Collectors, a race of mysterious beings from beyond the Omega-4 Relay. Their Long Range Beam Cannon. 1100 (2d10[x100]) radiant damage.
technology is light years more advanced than anything in the known galaxy, and their
powerful ships are no exception. Description
Multi-Attack: A Collector Ship can make one Main Cannon attack or three Occular The Destiny Ascension is an asari dreadnought and agship of the Citadel Fleet.
Cannon attacks or per turn.
Additional Systems: The Destiny Ascension is a living city, supporting a number of
Special: A Collector Ship's scanner is so advanced that ships integrated with a stealth systems, including: Armory, GARDIAN, Medbay, Rec Room, Weapon Range, Exonet,
drive do not gain the bene ts of the system, and the collector ship maybe detect and Luxury Kitchen.
them without disadvantage.
Support Fighters: The Destiny Ascension has over 100 ghters and interceptors to
Additional Systems: The majority of the interior of these ships exist to store support it during combat.
collection pods. They can be large enough to t an entire planet's worth of pods.
Systems Systems
Helm: 1 crew
Helm: 3 crew
Combined, Navigation / SCC / EWS: 1 crew
Navigation: 2 crew
Weapons: 1 crew
SSC: 5 crew
Drive: 1 crew
EWS: 4 crew
Cargo Capacity: 8 tonnes
Drive: 6 crew
Weapons Weapons: 4 crew
Cargo Capacity: 100+ tonnes
Mass Accelerator Cannon. 350 (1d6[x100]) radiant damage.
Weapons
Description Main Cannon. 2200 (4d10[x100]) piercing damage.
The envoy-class frigate is a popular civilian frigate used by private companies to Description
transport high-ranking political o cials and corporate executives.
The Everest-class dreadnought is the Systems Alliance agship.
Additional Systems: The envoy-class frigate has a Luxury Kitchen, Rec Room,
Additional Systems: The Everest-class dreadnought has a number of additional
GARDIAN system, and 2 open additional system slots.
systems, including: Armory, GARDIAN, Medbay, Rec Room, Weapon Range, Exonet,
and Luxury Kitchen.
Hull Points Shield AC Speed Range Crew Hull Points Shield AC Speed Range Crew
3500 Points 13 1 2 ftlu min: 8 | max: 1500 Points 15 2 10 ftlu min: 4 | max:
700 100+ 500 10
Systems Systems
Helm: 2 crew Helm: 1 crew
Navigation: 2 crew Combined, Navigation / SCC: 1 crew
SSC: 2 crew Weapons: 1 crew
EWS: 2 crew Drive: 1 crew
Drive: 2 crew Cargo Capacity: 30 tonnes
Cargo Capacity: 100+ tonnes
Weapons
Description Anti-Fighter Machine Cannons. 250 (1d4[x100]) piercing damage.
Kowloon Class vessels are basic freighter starships originally designed (and mostly Disruptor Torpedoes (10 charges). 350 (1d6[x100]) thunder damage and 350
used) by humans. Each ship is built on a standard design, likely for easy mass (1d6[x100]) force damage. This damage bypasses shields.
production. They generally carry a large cargo bay with smaller compartments for
additional passenger haulage, but their design means these compartments can be Description
swapped or exchanged to customize the ship. The Lacus-class is a transport frigate with high cargo capacity and range. In recent
Kowloon-class ships are hardy but carry no armaments and only a standard engine years, savvy engineers have learned to install additional systems in its cargo space,
core. Unfortunately, this makes them easy prey for privateers or mercenary bands making it highly modi able.
looking for a quick score. Most are given the pre x 'MSV', for 'merchant space Additional Systems: The Lacus-class frigate has 10 open additional system slots.
vehicle'. When installing a slot, reduce the cargo capacity by 2.
Additional Systems: The Kowloon-class has 20 system slots. They vary widely and
can be customized to t the needs of most businesses.
Hanger: Kowloon-class carriers can be equipped with a hanger (taking up 5 system
slots). The hanger can hold up to 20 interceptors or ghters.
Hull Points Shield AC Speed Range Crew Hull Points Shield AC Speed Range Crew
10000 Points 30 4 2 ftlu min: 0 | max:
1700 Points 18 10 6 ftlu min: 6 | max: 5000 0
500 20
Systems
Systems Combined, Helm / Navigation / Weapons / Drive: 0 crew
Helm: 1 crew Cargo Capacity: 0 tonnes
Combined, Navigation / SCC: 1 crew
EWS: 1 crew Weapons
Weapons: 1 crew Magnetohydrodynamic Cannon (Recharge 6). 5500 (10d10[x100]) radiant
Drive: 2 crew damage.
Cargo Capacity: 10 tonnes Tendril Cannon. 1300 (3d8[x100]) radiant damage.
Weapons Description
Javelin Disruptor Torpedoes (20 charges). 350 (1d6[x100]) thunder and 250 Also known as Sovereign-class, the two-kilometer-long Capital Ships are the most
(1d4[x100]) force damage. This damage bypasses shields. well-known Reaper subtype. Their main weapon is a spinal mounted
Description "magnetohydrodynamic" cannon with a yield of 132 to 450 kilotons of TNT, which
dwarfs the main gun of an Everest-class Alliance dreadnought. No known ship, not
The SSV Normandy SR-1 (__S__ystems Alliance __S__pace __V__ehicle Normandy even a dreadnought, has been known to survive a hit from this weapon.
__S__tealth __R__econnaissance-1) was a Systems Alliance starship. She is a
prototype "deep scout" frigate, rst of the eponymous Normandy class, co-developed Occulus Drones (Recharge 6). The Reaper Capital Ship can summon 1d10 Occulus
by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. Drones.
She is optimized for solo reconnaissance missions deep within unstable regions,
using state of the art stealth technology powered by an experimental drive core
using state-of-the-art stealth technology powered by an experimental drive core.
Stealth Technology. The Normandy-class frigate has experimental stealth
technology. Any rolls made to scan the ship are made at disadvantage.
Additional Systems: The Normandy-class frigate has a Medbay, Rec Room, GARDIAN
system, and 4 open additional system slots.
Hull Points Shield AC Speed Range Crew Hull Points Shield AC Speed Range Crew
2900 Points 20 12 7 ftlu min: 0 | max: 2300 Points 22 2 5 ftlu min: 11 |
500 0 600 max: 50
Systems Systems
Combined, Helm / Navigation / Weapons / Drive: 0 crew Helm: 2 crew
Cargo Capacity: 0 tonnes Navigation: 1 crew
SSC: 2 crew
Weapons EWS: 1 crew
Main Cannon. 1100 (2d10[x100]) radiant damage. Drive: 3 crew
Weapons: 2 crew
Description Cargo Capacity: 45 tonnes
Destroyers are a type of Reaper that appear during their galaxy-wide invasion in 2186. Weapons
They are approximately 160 meters in height; smaller than a Reaper of Sovereign's
class, which measure over two kilometers in height. Destroyers make up the majority Main Cannon. 1100 (2d10[x100]) radiant damage.
of the Reaper eet and are believed to be created using harvested species that are
not used to build Reaper Capital Ships.
Description
The Destroy class is a standard Turian Hierarchy cruiser.
Additional Systems: The Verrikan-class frigate has an Armory, Weapons Range,
GARDIAN system, and 6 open additional system slots.
Systems
Combined, Helm / Navigation / SCC: 1 crew
Weapons: 1 crew
Drive: 1 crew
Cargo Capacity: 15 tonnes
Weapons
Forward Mass Accelerator Cannon. 350 (1d6[x100]) radiant damage.
Heavy Torpedoes (10 charges). 650 (1d12[x100]) thunder damage.
Description
Once the agship of the turian eet, the Verrikan-class frigate was built to withstand
and dish out heavy punishment on the battle eld.
Additional Systems: The Verrikan-class frigate has an Armory, Weapons Range,
GARDIAN system, and 2 open additional system slots.
Conditions
Blinded
A blinded creature can't see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Charmed
A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact socially with the creature.
Deafened
A deafened creature can't hear and automatically fails any ability check that requires hearing.
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion.
Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as speci ed in the effect's description.
Level Effect
2 Speed halved
5 Speed reduced to 0
6 Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount speci ed in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on
ability checks.
An effect that removes exhaustion reduces its level as speci ed in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a
long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
Frightened
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
The creature can't willingly move closer to the source of its fear.
Frozen
A frozen creature is incapacitated and can't move or speak.
The creature is primed (cold). Any detonating attack ends the lifted condition after resolving the detonation effect.
The creature automatically fails Dexterity saving throws. Attack rolls against the creature have advantage.
Grappled
A grappled creature's speed becomes 0, and it can't bene t from any bonus to its speed.
The condition ends if the grappler is incapacitated.
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the throw spell.
Incapacitated
An incapacitated creature can't take actions or reactions.
Indoctrinated
Inspired by Stephen W.
If your campaign is set during any part of the Reaper invasion, it's likely you'll need some indoctrination effects. While we encourage you to riff on these ideas or make up your own, here is a
baseline for using indoctrination in your campaign.
Spending time in the presence of a creature or object that can cause indoctrination (namely, Reaper technology) can lead to a special condition called indoctrination. Indoctrination is
measured in six levels. For each 24 hour period a creature spends within the presence of an indoctrinating source, the creature must make a DC 10 Wisdom saving throw. On a failed save,
the creature suffers one level of indoctrination. If an already indoctrinated creature spends another 24 hour period within the presence of Reaper technology, the DC of the saving throw
increases as described below.
You have di culty sleeping and constantly have dreams of inky black and oily shadows. To gain the bene ts of a long rest takes
1 12
an additional 4 hours.
You begin showings signs of paranoia, having feelings of being watched. You have disadvantage on all your Charisma-based
2 14
skill checks.
3 16 You have extreme paranoia. You have disadvantage on all of your Wisdom- and Intelligence-based skill checks.
Level Next Wisdom DC Effect
You begin to hear voices that issue simple commands. If you do not immediately follow the command, you take 11 (2d10)
4 18
psychic damage. This damage bypasses shields.
5 20 The voices in your head speak to you often and you begin to agree with what they're saying. You are considered charmed.
6 - You become a Reaper thrall and lose all control of your character (You are effectively dead).
Reaper Tech
Usually, indoctrination happens when another creature (such as a reaper, thorian, or leviathan) is actively trying to indoctrinate one or many creatures. An exception to this is Reaper
technology (i.e., reaper parts or devices salvaged from battle or space). Reaper technology can passively indoctrinate creatures that are merely in the technology's presence. Determining if
a creature is within the presence of a piece of Reaper technology is based on the technology's size. The larger the object, the farther the range.
Distance of Indoctrination
Tiny 10 meters
Small 25 meters
Invisible
An invisible creature is impossible to see without the aid of gadgets or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be
detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Lifted
A lifted creature is restrained.
The creature is primed (force). Any detonating attack ends the lifted condition after resolving the detonation effect.
Any lifted object has no mass and is dangled in the air by a temporary mass effect eld. Thus, a lifted creature can be pushed, pulled, or otherwise manipulated for varying results.
Paralyzed
A paralyzed creature is incapacitated and can't move or speak.
The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.
Primed
When a primed creature is hit with a spell or ability that detonates, the primed condition explodes, resulting in one of the following effect. After resolving the effect, the primed condition
ends.
Force The primed target takes 2d6 force damage, is knocked back 6m and becomes prone.
The primed target takes 1d12 necrotic damage and must succeed on a DC 13 Constitution saving throw or becomes stunned until the end of its
Necrotic
next turn.
Each creature within a 4m radius, including the primed target, catch re, taking 1d6 re damage. Each creature continues to burn for 1 minute,
Fire
taking 1d6 re damage at the start of its turn. A creature that is on re can use its action put out the re.
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
Cold
the end of its next turn.
Lightning Each creature within a 4m radius, including the primed target, takes 3d4 lightning damage.
Prone
A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained
A restrained creature's speed becomes 0, and it can't bene t from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
Stunned
A stunned creature is incapacitated, can't move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Targeting
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.
Unconscious
An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings
The creature drops whatever it's holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Skills
Acrobatics Dexterity
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright
on a rocking spaceship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and ips.
Athletics Strength
Your Strength (Athletics) check covers di cult situations you encounter while climbing, Jumping, or swimming.
Deception Charisma
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from
misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a
disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Electronics Intelligence
Your Intelligence (Electronics) check covers attempts to hack or interface with computer systems, such as when you're trying to open locked doors and containers, turn off cameras,
override controls, etc.
Engineering Intelligence
Your Intelligence (Engineering) check covers your knowledge of machines and mechanical devices. It most cases it determines your ability to repair devices. But you might also use it to
spot weaknesses in mechanical defense systems, spot potential vehicle failures before they happen, or nd expensive parts in space salvage.
History Intelligence
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient or alien races and their cultures or customs, past disputes, recent
wars, and lost civilizations.
Insight Wisdom
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves
gleaning clues from body Language, Speech habits, and changes in mannerisms.
Intimidation Charisma
When you attempt to in uence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include
trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a
decision.
Investigation Intelligence
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from
the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in Search of a hidden
fragment of knowledge might also call for an Intelligence (Investigation) check.
Medicine Wisdom
A Wisdom (Medicine) check lets you try to stabilize a dying companion, diagnose an illness, or understand the biology of an organism.
Perception Wisdom
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your
senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear Monsters moving stealthily in the forest. Or you might try to spot
things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Performance Charisma
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion Charisma
When you attempt to in uence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use
persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your
party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Science Intelligence
Your Intelligence (Science) check measures your ability to make useful connections and correlations based on the wealth of knowledge that can be found on the exonet. In a sense, it
measures your 'scienti c mindset'. A GM might ask for a check when encountering unknown ora or fauna, assessing the geology of an alien world, or analyzing natural or unnatural
phenomena.
Stealth Dexterity
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or
heard.
Survival Wisdom
The GM might ask you to make a Wisdom (Survival) check to survive in uncivilized alien words, especially harsh environments like tundra, deserts, or jungles. The check might help you
navigate a blizzard, nd food in a wasteland, or avoid getting eaten by a Thresher Maw.
Hit points
Hit dice: 1d10 per level
Hit Points at 1st level: 10 + Constitution modi er
Hit Points at higher levels: 1d10 (or 6) + Constitution modi er
Pro ciencies
Armor: Light, Medium, Heavy
Weapons: Heavy Pistols and choose two from Assault Ri es, Melee, Shotguns, and SMGs
Saving Throws: Charisma & Constitution
Skills: Choose three from Athletics, Engineering, Insight, Intimidation, Medicine, Persuasion, Science, and Survival
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
Features
Spellcasting
Cantrips
You know two cantrips of your choice from the sentinel spell list. You learn additional sentinel cantrips of your choice at higher levels, as shown in the Cantrips column of the
Sentinel table.
Spell Slots for Biotics
The Sentinel table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your biotic
sentinel spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you nish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell lance, you must spend one of those slots, and you cast it as a 2nd-level spell.
Preparing and casting spells
The Sentinel table shows how many tech points you have to cast your tech spells of 1st level and higher. To cast one of these spells, you must expend a number of tech points
equal to the spell’s level or higher. You regain all expended tech points when you nish a long rest.
Spells Known of 1st Level and Higher
At 1st level, you know three 1st-level spells of your choice from the sentinel spell list.
The Spells Known column of the Sentinel table shows when you learn more sentinel spells of your choice of 1st level and higher. A spell you choose must be of a level no higher
than what's shown in the table's Slot Level column for your level. When you reach 5th level, for example, you learn a new sentinel spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sentinel spells you know and learn an advanced version of it. You select one of the advancement options
listed in the spell description. Whenever you cast the spell, you cast the advanced version of it. You can only learn one advancement for each spell.
Spellcasting Ability
Sentinels use the L5q biotic implant and a modi ed Omni-tool. When casting Biotic spells, Wisdom is your spellcasting ability. In addition, you use your Wisdom modi er 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 modi er when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.
Spell save DC = 8 + your pro ciency bonus + your (Wisdom or Intelligence) modi er
Spell attack modi er = your pro ciency bonus + your (Wisdom or Intelligence) modi er
Tech Armor
You've bolstered your armor with a powerful, defense-oriented AI. As a bonus action or as a reaction to taking damage, activate your Tech Armor.
When activated, tech armor creates a new kinetic barrier with additional hit points equal to the sum of your sentinel level and spellcasting modi er, multiplied by 2. When you have
tech armor hit points and take damage, the tech armor hit points are lost rst, and any leftover damage carries over to your shields and/or normal hit points. Tech armor lasts 1
minute or until it has 0 hit points remaining.
While tech armor is active, you can use your action to overload it. 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.
You can use Tech Armor twice between long rests.
Barrier
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks
column shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, so when any
barrier ticks gained in excess of this number are lost.
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 at any time as a free action.
Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must nish 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
At 2nd level, choose a ghting style from the list below.
Style Perk
Assault When you make a Burst Fire attack, the DC of the saving throw is 17.
Brawler Add your pro ciency 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-
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
Quarters
attacks ignore half-cover against targets within 10m of you.
Shooter
Defense +1 AC
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
Gunslinger
attack with a different light ranged weapon that you’re holding in the other hand.
The Free
When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks
Hand
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
Protection
tick to impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.
Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper ri e.
Subclass Feature
At 3rd level, gain the features for your selected subclass.
Quick Cast
At 6th level, when you use your action to cast a spell, you may make a weapon attack as a bonus action.
Subclass Feature
At 7th level, gain the features for your selected subclass.
Subclass Feature
At 10th level, gain the features for your selected subclass.
Subclass Feature
At 14th level, gain the features for your selected subclass.
Subclass Feature
At 18th level, gain the features for your selected subclass.
Reset
At 20th level, you can draw power from the depths of exhaustion. If you spend one minute calming your mind or recalibrating your armor you can regain all of your expended spell
slots or all spent uses of your tech armor. Once you use this feature, you must nish a long rest before you can do so again.
Creating Armor
Though we provide a list of armor mods and sets, we encourage you to create your own!
Nomenclature
Mechanic
The aspect that affects the gameplay. A mod or armor set can have one or more mechanics.
Mod
An item, containing one or more mechanics, that can be installed when creating custom armor.
Set
One or more pieces of armor that must be worn together and provide mechanics when worn. Mechanics contained within sets are meant to be integrated, and not salvageable from
the armor. In addition, armor sets are not intended to be upgraded with other mods.
Creating a Mechanic
A 'mechanic' is a combination of a rule exception/addition, a potency, and a cost per potency level. Below you'll nd a list of mechanics used in this system.
Rule exception/addition
The rst step is deciding what you want your mechanic to do, e.g. add health, shields, or damage; provide advantage on saving throws, etc.
We strongly recommend that you do not make new mechanics that increase the combat effectiveness of ranged weapons. These mechanics should be reserved for
weapon mods.
Potency
Next, decide how the mechanic's potency will stack. For example, increased shield points have 5 points per potency. So, an Armor Mod with +10 shield points would have a potency of
2. Armor Mods should never have a potency higher than 3. Keep this in mind when guring out the lowest potency amount.
Cost
Figuring out the cost is mostly guesswork. Low-cost mechanics have minor combat applications, such as additional carrying capacity or minor speed boosts. These range from 1,000
to 5,000 credits. Mods that increase survivability (shields, AC, resistances) or damage should range between 5,000 and 20,000 credits
Creating a custom armor mod simply requires combining a slot (head, chest, arms, or legs), one or more mechanics, and a potency for each mechanic. Each potency is 2.5 times
more expensive than it's previous level. If you have a potency of 1, the nal cost equals the value in the Cost column. If you have a potency of 2, the nal cost equals the value in the
Cost column times 2.5. If you have a potency of 3, the nal cost equals the value in the Cost column times 5.
When creating new mods, be mindful that their bene ts can stack. You wouldn't want to create a +3 AC armor mod for the head, chest, arms, and legs — this would result
in a player being able to attain +12 AC.
An armor set can be one or many pieces of armor. Armor sets are cheaper than creating custom armor, even though they may be more powerful. The justi cation is that an armor set
is mass manufactured, so you get more bene ts at the expense of not being able to customize the armor with additional mods.
First, decide the type of armor (light, medium, or heavy) and which pieces it will contain. Then nd the base cost by using the costs de ned in the creating armor table. Next, decide
what mechanics (and their potency) you want to add to the armor. Calculate the total cost of all your mechanics, add it to the base cost of your armor piece.
Next, you can decide if there are bene ts for wearing multiple pieces of the armor. Bene ts can be mechanics (with a potency) or a unique mechanic. Calculate the total of the of all
set bonuses and distribute that total evenly across the armor pieces.
Finally, with all costs calculated, reduce the total amount of each armor piece by 15%.
Example:
1. Set Piece 1 = Medium Body Armor = 16,000 (Chest = 10,000, Arms = 3,000, Legs = 3,000)
2. Set Piece 1 Mechanics = AC +2 (as a mod, this costs 50,000)
3. Set Piece 1 Subtotal = 66,000
1. Set Piece 2 = Medium Head = 5,000
2. Set Piece 2 Mechanics = Darkvision, toggled as a free action (as a mod, 3,000, slight increase for free action)
3. Set Piece 2 Subtotal = 8,000
When creating armor sets, the cost is just a rule of thumb. If an armor set seems too expensive or cheap, raise or lower the cost to your needs.