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Kris Leask (Order #39280737)

CREDITS FORWARD
Lead Designer: Justin Handlin
Producer: Alicia Handlin Greetings and well met, deviant!
Editor: Daniel Xavier Ever since we were kids, we always loved
Art Director: Justin Handlin pretending to be our favorite superhero. It
Layout Design: Justin Handlin allowed us an escape from the mundane. It
Cover Illustrator: Erkan Onur granted us a sense of freedom that would go on
Cartography: Ross McConnell, Polinka Dot to drive our imaginations for years. From tying a
Interior Illustrators: Dean Spencer, John F. Ridley, stock art, towel around our necks and leaping off the
Jacob E. Blackmon
couch, pretending we could fly, to climbing a
Writers: Justin Handlin, Richard Handran, Elliana Eitniear
tree, pretending we could crawl up it like a
Special Thanks: To all our Patreon supporters! You helped
make this project possible. Alan Gunhouse, Aleks from spider, each of these little moments in our lives
Obsidian Portal and Cory Carter. Thanks to everyone who were blissful and full of optimism.
backed us on Kickstarter, we may not have funded but Now, as adults, we have harnessed that
your support is what encouraged us to continue pushing imagination and taken it to a new level with
to get bring this project to life. wonderful story building opportunities in the
Playtesters: Elliana Eitniear, Justin Handlin, Ian Wood, form of RPGs. The 5th Edition of the world’s
Matthew Waldo greatest roleplaying game has experienced a
shift in the world. More and more people are
playing games and telling stories with friends
thanks to the streamlined nature of 5e, so it was
only a matter of time before someone like us
would step into bringing our childhood heroes to
life at our tables.
Capes & Crooks is a powerful tool for
recreating our favorite heroes from comics, TV
shows, and movies we grew up with. We altered
the 5e ruleset in a way that better fit the
superhero genre that doesn’t require the players
to learn a new RPG but, instead, goes a bit
further by allowing them greater customization
than the official ruleset allows for. We believe
this is Capes & Crooks’ greatest strength.
With thousands, maybe even millions, of
ON THE COVER possible combinations, what hero will you make?
Will you dawn the mask of your favorite hero, or
Our cover art was designed and illustrated by comic book
will you take a step forward and introduce the
artist Erkan Onur. Erkan is a graphic designer from Turkey .
world to a unique and interesting hero? The
© Crit Academy Studios choice is yours. Build stories that you and your
Crit Academy, Cobalt City, Terra, Capes & Crooks, and their friends will remember for years to come. Never
associated logos are trademarks of Crit Academy Studios forget: the goal is to have fun. I know we
Product Identity: The following items are hereby identified as certainly had a blast playtesting and writing this
Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks,
one.
registered trademarks, proper names (characters, place names, Thank you for your support of Capes & Crooks!
new deities, etc.), dialogue, plots, story elements, locations, -Justin Handlin, Project Lead
characters, artwork, graphics, maps, sidebars, and trade dress.
(Elements that have previously been designated as Open Game
Content are not included in this declaration.)

Open Game Content: The Open content in this book includes the
rules for origins, class/role options, powers, enhancements, magic
& other items, monsters, conditions, and gear. No other portion of
this work may be reproduced in any form without permission.

Kris Leask (Order #39280737)


Role Features .............................................................. 32

TABLE CONTENTS
Brute ............................................................................. 32
OF Brute Strength ...................................................... 32
Indomitable Defense ........................................... 33
Credits ........................................................................ 2
Unarmored Defense ............................................. 33
Forward ...................................................................... 2 Ultimate Defense .................................................. 33
Table of Contents ..................................................... 3 Deadly Debris ........................................................ 33
Unstoppable Juggernaut..................................... 33
Welcome to Cobalt City ........................................... 6
Indomitable ........................................................... 33
The Rise of Capes & Crooks ....................................... 6
Retaliation ............................................................. 33
The World of Superheroes......................................... 8
Crime Fighter ............................................................. 34
Factions of Cobalt City ............................................... 8
Role Features ......................................................... 34
How to Play ................................................................ 9 Expertise ................................................................ 34
Public Opinion .............................................................. 9 Fighting Style ........................................................ 35
How to Run the Game ............................................ 10 Remarkable Athlete ............................................. 35
Player Characters ................................................. 10 Superior Critical ...................................................36
The Overseer ............................................................... 10 Action Surge ..........................................................36
Psychological Warfare ........................................36
Creating your Deviant Hero ................................... 11
Survivor ..................................................................36
Alter Ego................................................................... 12 Swift Assault ..........................................................36
Average Joe .................................................................. 12 Element Controller ................................................... 37
Businessman ...............................................................13 Role Features ......................................................... 37
Criminal ....................................................................... 14 Elemental Origin .................................................. 38
Doctor ........................................................................... 14 Control Points ....................................................... 38
Doomsday Prepper .................................................... 15 Adaptable Power ................................................... 38
Lawyer .......................................................................... 15 Elemental Control ................................................ 38
Reporter ....................................................................... 16 elemental Affinity ................................................ 39
Mechanic ..................................................................... 17 Elemental Adept ................................................... 39
Scientist ....................................................................... 18 Elemental Mastery ............................................... 39
Spy ................................................................................. 18 Elemental Recuperation ..................................... 39
Origins ...................................................................... 19 Exosuit .........................................................................40
Android ........................................................................ 19 Role Features ........................................................ 40
Android Traits ...................................................... 20 Exosuit ................................................................... 40
Beastman .....................................................................20 Enhanced Strength .............................................. 41
Beastman Traits ................................................... 21 Ambro Med Shot ................................................... 41
Experiment ................................................................. 21 Overcharge ............................................................. 41
Experiments Traits ..............................................22 Equipment Augmentations ............................... 41
Freak Accident ............................................................ 22 Mental Disruption Inhibitor .............................. 41
Freak Accident Traits .......................................... 23 Automated Defenses ........................................... 41
Genius ..........................................................................24 Medical Probe........................................................42
Genius Traits ........................................................ 24 Armored Titan ......................................................42
Inherited ...................................................................... 25 Gadgeteer .................................................................... 43
Inherited Traits ....................................................25 Role Features ......................................................... 43
Inhuman ......................................................................26 Gadgeteer ............................................................... 43
Inhuman Traits .................................................... 26 Drone Systems ..................................................... 44
Mutant.......................................................................... 27 Ambro Surge ......................................................... 44
Mutant Traits ........................................................27 Target Assist ......................................................... 44
Training ....................................................................... 28 Integrated Anti-Gravity Boots ........................ 44
Training Traits ..................................................... 28 Automated Defenses .......................................... 44
Undead .........................................................................29 Battle Droid........................................................... 44
Undead Traits ....................................................... 29 Nanite Infusion .....................................................45
Drones .....................................................................45
Hero Advancement ................................................. 30
Jumper .........................................................................46
Roles ..........................................................................31

Kris Leask (Order #39280737)


Role Features ........................................................ 46 Using Ability Scores ................................................ 71
Jumper.................................................................... 47 Ability Scores ...............................................................71
Natural Jumper .................................................... 47 Advantage and Disadvantage ................................ 71
Surprise Teleport................................................. 47
Heroic Moment ...................................................... 72
Transposition ....................................................... 47
Using your Heroic Moment .................................... 72
Projectile Transferal ........................................... 47
Mass Teleportation ............................................. 48 Proficiency Bonus .................................................. 72
Void Slip ................................................................. 48 Ability Checks .......................................................... 73
Mystic .......................................................................... 49 Contests ....................................................................... 73
Role Features ........................................................ 49 Skills ............................................................................. 73
Arcane Studies ..................................................... 50 Skills with Different Abilities ............................ 74
Summoned Familiar ........................................... 50 Passive Checks ........................................................... 74
Potent At-Will Powers ....................................... 50 Working Together ..................................................... 74
Empowered Incantations .................................. 50 Group Checks ........................................................ 75
Overchannel ........................................................... 51
Using Each Ability .................................................. 75
Counterspell .......................................................... 51
Strength ....................................................................... 75
Psychic ......................................................................... 52
Strength Checks ................................................... 75
Role Features ......................................................... 52
Attack Rolls and Damage ...................................76
Telepathic Push .................................................... 53
Lifting and Carrying ............................................76
Cerebral Contact ................................................... 53
Dexterity ...................................................................... 76
Psionic Assault ...................................................... 53
Dexterity Checks ..................................................76
Mental Barrier ....................................................... 53
Attack Rolls and Damage ...................................76
Understanding of Minds ..................................... 53
Armor Class ...........................................................76
Telekinetic Barrier ............................................... 53
Initiative ................................................................. 77
Mind and Body Purification .............................. 54
Constitution .......................................................... 77
Shapeshifter ............................................................... 54
Hit Points ............................................................... 77
Role Features ........................................................ 54
Intelligence ............................................................ 78
Shifting ...................................................................55
Wisdom ................................................................... 78
Wild Shape ............................................................. 55
Charisma ................................................................79
Vicious Strike........................................................ 56
Saving Throws ........................................................... 79
Adaptive Ward ...................................................... 56
Mythical Forms .................................................... 56 Being a Hero............................................................ 80
Master of Disguise .............................................. 56 Time ..............................................................................80
Speedster ..................................................................... 57 Movement ...................................................................80
Role Features ......................................................... 57 Speed ...................................................................... 80
Superspeed ............................................................ 58 Special Types of Movement ............................... 81
Sonic Assault ........................................................ 58 The Environment ...................................................... 81
Speed Power ......................................................... 58 Falling and Impact Damage .............................. 81
Speedster Reflexes .............................................. 58 Suffocating ............................................................ 82
Sonic Boom ........................................................... 59 Vision and Light ................................................... 82
After Image ........................................................... 59 Food and Water ..................................................... 82
There in a Flash ................................................... 59 Interacting with Objects ..................................... 83
Whirlwind ............................................................. 59 Resting ......................................................................... 83
Short Rest ............................................................... 83
Basic Equipment .................................................... 60
Long Rest ............................................................... 83
Armor .......................................................................... 60
Between Missions ..................................................... 84
Light Armor ........................................................... 61
Medium Armor ..................................................... 61 Combat ..................................................................... 85
Battlesuits ........... Error! Bookmark not defined. Combat Step by Step ................................................. 85
Getting Into and Out of your Super Suit Armor Surprise ....................................................................... 85
................................................................................. 62 Initiative ...................................................................... 85
Weapons ...................................................................... 63 Your Turn ....................................................................86
Movement and Position .......................................... 87
Tech & Arcane Items ............................................. 68
Breaking Up Your Move ...................................... 87
Attunement and Equipped ..................................... 68
Difficult Terrain ................................................... 87

Kris Leask (Order #39280737)


Being Prone............................................................87 At-Will Powers ...................................................... 103
Interacting with Objects Around You ...................88 Powers .................................................................... 127
Moving Around Other Creatures ..................... 88 Power slot.................................................................. 166
Flying Movement ................................................ 88 Powers Known of 1st Level and Higher.............. 166
Creature Size ........................................................ 88 Power Ability ............................................................ 166
Actions in Combat .................................................... 89
Attack ..................................................................... 89 Enhancements ...................................................... 166
Activate a Power .................................................. 89 Signature Powers .................................................. 174
Dash ........................................................................ 89 Conditions .............................................................. 185
Disengage .............................................................. 89 Blinded ....................................................................... 185
Dodge ..................................................................... 89 Burning ...................................................................... 185
Go Beyond ............................................................. 90 Charmed .................................................................... 185
Help......................................................................... 90 Deafened .................................................................... 185
Hide......................................................................... 90 Exhaustion ................................................................ 185
Ready ...................................................................... 90 Frightened................................................................. 186
Search ..................................................................... 90 Frigid .......................................................................... 186
Use an Object ........................................................ 90 Grappled .................................................................... 186
Making an Attack....................................................... 91 Incapacitated ............................................................ 186
Attack Rolls ............................................................ 91 Invisible ..................................................................... 186
Unseen Attackers and Targets .......................... 91 Paralyzed ................................................................... 186
Ranged Attacks ..................................................... 91 Petrified ..................................................................... 186
Melee Attacks ....................................................... 92 Poisoned .................................................................... 187
Cover ............................................................................. 93 Prone .......................................................................... 187
Damage and Healing ............................................... 94 Restrained ................................................................. 187
Hit Points .............................................................. 94 Shocked...................................................................... 187
Damage Rolls ........................................................ 94 Stunned ...................................................................... 187
Damage Resistance and Vulnerability ........... 95 Unconscious ............................................................. 187
Healing ................................................................... 95
The Multiverse and Material Realm .................. 188
Dropping to 0 Hit Points ................................... 95
Knocking a Creature Out.................................... 96 Traps and Hazards ............................................... 189
Temporary Hit Points ........................................ 96 Sample Traps and Hazards .............................. 189
Mounted Combat .......................................................97 Don’t Blow It! ........................................................ 193
Mounting and Dismounting ............................. 97 Introduction ............................................................. 193
Controlling a Mount ........................................... 97 Background.......................................................... 193
Tech and Gear in Battle ............................................97 Overview ............................................................... 194
Superpowers ........................................................... 98 Scene #1 — Assess and Infiltrate ........................ 195
What is a power? ....................................................... 98 Gathering Information .......................................... 195
Power Levels .............................................................. 98 Skill Challenge: Infiltration .................................. 196
Power Slots ................................................................ 98 Success or Failure............................................... 197
Activating Powers at Higher Levels ..................... 99 Scene #2 — Locating the Hostages .................... 197
Powers in Armor ....................................................... 99 Success or Failure............................................... 198
At-Will Powers .......................................................... 99 Trapped! .................................................................... 198
Superpowers .............................................................. 99 Scene #3 — An Explosive Situation .................... 198
Signature Powers ..................................................... 99 Defusing the Bombs ......................................... 200
Using Powers ............................................................. 99 Conclusion ................................................................ 201
Activation Time ................................................... 99 Outcome #1 .......................................................... 201
Power Range ........................................................100 Outcome #2 .............................................................. 201
Duration................................................................100 Rewards/XP .............................................................. 201
Targets .................................................................. 101 Crooks & Monsters .............................................. 202
Areas of Effect ..................................................... 101
Character Sheets ……………………………………………..215
Power Saving Throws ........................................ 102
Power Attack Rolls ............................................. 102
Combining Power Effects ................................. 102

Kris Leask (Order #39280737)


WELCOME TO COBALT CITY

THE RISE OF CAPES & CROOKS


The world of the Capes & Crooks game, Terra,
is built on lost civilizations and technologies as a
place of science, evolution, and even ancient
magic. In it, valiant heroes, dangerous villains,
and heroic moments are ever present. It is a
semi-futuristic or ‘Ultra-modern’ world with
advanced technologies that adds splashes of
monstrous creatures, surreal places, and
amazing powers that make it distinctive, diverse,
and exciting.
The sudden boom of advancement came from
the first appearance of a superpowered person
twenty-five years ago. A young child was born
with a genius intellect, learning to speak merely
minutes after leaving the womb. Stunning the
world, she became the first official
superpowered person to be documented. While
legends were common of past god-like beings
existing in the old writings, this child was no
mere story. Slowly, more superhumans began to
appear. It wasn’t just the newly born, but people
of all ages around Terra began to manifest
different kinds of abilities. All within the first ten
years of the young genius’ life, this appearance
and spread of superpowered people became
known as ‘The Rise.’
As amazing as The Rise was, the spontaneous
manifestation of abilities sometimes caused the
decimation of many different countries and
civilizations around the world. All kinds of life
were affected. Vegetation became warped or
sentient. Animals mutated into different forms,
becoming hideous monstrosities and dangerous.

Kris Leask (Order #39280737)


While some of the events during The Rise may
have been an accident, such as the devastation of
Geneva Lake where a newly formed
superpowered person lost control of an ability
that suddenly manifested, there were villainous
crooks that took their abilities with devious
plans to prey on the weak. The instability and
fluctuations of different powers toppled weaker
governments when they failed to contain
rampaging beasts and those that chose to do
harm with their powers. Conventional weapons
just weren’t enough in stopping the emerging
threats.
Appearing to see The Rise as an invitation, first
contact was also made with off-world beings. An
already panicked Terra was forced to accept that
the universe was so much more diverse and
abundant with life than they ever could imagine.
Some of the visitors offered their aid in the
trying times of The Rise and others took
advantage of the unstable world.
Amidst the chaos, the stronger countries
struggled to keep the peace and labeled The Rise brought about massive destruction
superpowered humans, intergalactic aliens, and and unparalleled anarchy in many areas. While
some of the more advanced monstrosities that massive efforts have been made to reconnect and
roam the lands as ‘Deviants’. Used as a blanket rebuild, not all areas have been reachable. Slums
term for those that were considered hyper- in ruined areas of cities have become a festering
normal, classification as a deviant could range ground for gangs and criminals. The poor and
from having minor powers to devastating despondent have been lured to the servitude of
abilities. Speculation on the cause of The Rise the big crime bosses on the promise of wealth or
brought upon many different theories. Countries protection. Gang leaders, mob bosses, and tyrant
sought after the truth, seeking the possibility to tycoons have taken to strengthening their sides
recreate the events as a means to produce with any deviants they possibly can. The areas
Deviants at will. Some just wanted answers. The that have been rebuilt, where order has been
populace varied on their beliefs. Conspiracies partially restored, have made fighting back
rose, claiming bio-chemicals could have against dark deviants and the monstrosities their
contaminated the planet, unfiltered radiation priority. This has led to many further advances
from technologies, or some forced evolutionary of technology by allying with alien visitors and
event could have been the cause. studying lost magics and dark arts.
The truth is simpler, but much darker. The So, where are we now? We are in the struggle
company, VANE (Visionary Alchemic & Neural between the powers. Bank robbers that can walk
Engineering), had been experimenting on the through vault walls, supervillains that now have
cosmic energies produced from gathered means to conquer, or fiendish murderers that
particles of an irregular comet’s tail that had kill for sport are on the loose, but the growth of
passed near Terra. An experiment on one of deviants that have taken to the call of great
VANE’s orbital space stations led to an explosion responsibilities to risk life and limb for their
that doused the atmosphere with an unknown fellow inhabitants of Terra has been a blessing.
compound. A coverup was made and VANE took The selfless still exist and have been making
to other ways continue their research, but the their own attempts to thwart villains and beasts.
damage was already done. Taking to a heroic look, concealing their
identities, brandishing their powers, this is the
era of Capes and Crooks.

Kris Leask (Order #39280737)


THE WORLD OF SUPERHEROES
While the world has slowly been adjusting to the
increase of deviants, which is now well over
twenty percent of the world’s population. The
governments that remain have developed new
technologies and strategies for dealing with the
rise of deviants and the threat they pose, but for
the average person living in this world, they live
in relative safety so long as they stay within the
bounds of a city’s protection. Life has returned to
a semi-normal state since The Rise. People go to
work and school, have access to the internet,
holophones, self-driving acclivity cars, and
other modern or semi futuristic conveniences
that are a part of daily life. There has been an FACTIONS OF COBALT CITY
explosive growth in technology from genius level
In all their remarkable diversity, the diverse
deviants as well as the occasional alien visitor.
citizens of Cobalt City go about their routines,
Since the first official appearance of deviants
bustling shopping centers, dark alleys, and
25 years ago, the world’s governments have
bright business centers. Robots, hover cars, and
struggled to contain and control the populace
acclivity trains carry various people and products
from not only the new threats, but the prejudice
from one location to the next. Interlinked
also that has arisen from deviants, those with
throughout it all are people of power, wealth,
altered bodies, and aliens from other worlds.
and influence in a constant struggle to ensure
In an effort to support the government, the
the city is the best it can be. Below is a list of
private company VANE purchased land and built
some of the notable NPCs and their factions
some of the most advanced cities on the planet.
within Cobalt City.
Cobalt City, Emerald City, Diamond City, and
many more around the world, known as Gem Anglers. The Anglers are a crime syndicate run
Cities, have become minor havens. Their goal by a half-man half-shark deviant known as
was to create a place where deviants could live in The Codfather. The Anglers are one of the
peace without the hatred of the outside world by more brutish factions. Their turf ranges from
providing free housing, meals, medical care, and the dark alleys to penthouse suites
offering many new jobs to those who come to the surrounding the ports. Specializing in the
newly formed city. smuggling of illegal goods and advanced
It’s been 10 years since the first Gem City, weapons, all the Codfather’s minions work to
Cobalt City, opened its roads. While things control every aspect of the city from the
haven’t gone perfectly for VANE’s plans, both shadows. Their contacts go deep and their
deviants and regular people live in comfort pockets deeper.
within the city. Naturally, the creation of cities Cobalt City Police Department. Commissioner
like Cobalt being filled with deviants and the Nadine Jordan is the head of the CCPD. Her
nature of their powers required special policing faction’s goal is to pursue law and order within
and ways to preserve order. In response, VANE the city. They often deal with the lesser issues
created the Deviant Response Team or DRT for that don’t involve powerful deviants. While
short. This group of humans and automatons is they aren’t as well equipped as the Deviant
charged with the capture and control of deviants Response Team, they can handle the more
who are deemed harmful to themselves and to common domestic calls. Their response time is
others. Unfortunately, the DRT can’t be leagues ahead of the DRT. This means they are
everywhere, so many good intentioned deviants often the first to arrive on any scene. Jordan
take up the rolls of vigilantes to help when and sees the benefit of heroes and the need. While
where they can. Unfortunately, vigilantism is vigilantism is against the law, she is a
still against the law, so even though they mean steadfast champion in support of the heroes.

Kris Leask (Order #39280737)


Division of Anomalous Recombinant This is the world of the “Capes & Crooks”
Enforcement. DARKE is led by founder and Roleplaying Game (also referred to as C&C). This
master spy, Donald Darke. The DARKE is in the game utilizes the core rules for the 5th Edition of
business of collecting information from every the world’s greatest roleplaying game. Here, you
source they can get their hands on. This takes will take on the role of a superhero – a technical
on many forms but is primarily corporate and marvel, a courageous crime fighter, a stealthy
industrial espionage. They buy and sell shapeshifter, or spell slinging mystic. With a
information to gain leverage for what they group of friends and a bit of imagination, you
want. will strike out on dangerous missions and
Deviant Response Team. The DRT is run by Dr terrifying challenges. These challenges take on
Henry Rowling, an electrical and mechanical numerous and incalculable forms from stopping
engineer. He and his team design the DRT bank robbers, handling deadly hostage
weapons and bots to contain and capture negotiations, to slaying monstrosities created
dangerous or lawbreaking deviants. His team from a mad scientist’s experimentations or side
is always collecting data on the deviants who effects of ‘The Rise’.
enter the city and analyzing their abilities to Dawn your cape and suit, hero. This book
build the best devices to capture the target contains everything you need to create a complex
with minimal risk to other citizens in the city. hero of your own!
The DRT also serves as the city’s standing
army.
Terran Senate. The Terran Senate functions as
the prime government body on Terra. While PUBLIC OPINION
each country has many of its own laws and
regulations, the Terran Senate was formed to As the Overseer, it’s important to remember a
ensure that a base set of laws is always few things when running adventures for Capes &
followed around the world. Using the three Crooks. On Terra, the world is split on the
pillars of rule: legislative, executive, and vigilantes. Some support them and what they are
judicial, the Terran Senate is the final voice of doing, and others believe that vigilantes are
all Terrans. Their leadership falls under dangerous and make the situation worse. When
Rosamund Allerdan. the characters take actions, keep this in mind. An
aggressive move that causes a powerful
explosion that causes property damage, or the
injury or loss of life are huge arguments for

HOW PLAY
those against the heroes to leverage. Keep a
TO record of reckless actions, as well as specific
heroic ones. After the events unfold, share with
Cobalt City is one of many cities full of bold
the players how the public perceives their
heroes that put-on capes and costumes to do
actions. A short one or two sentence news title is
battle with evil crooks and villains. Imagine a
often more than enough to twist or reveal the
world where, suddenly, people around the world
actions of the characters. This is a constant
found themselves imbued with fantastical gifts.
reminder of the consequences of their actions.
These people fall somewhere along a long line of
morality. Some wish to use their gifts to help
others while others use their newly found power
to gain wealth and renown. Also, there are those
who seek to do evil to satisfy their darkness.

Kris Leask (Order #39280737)


HOW TO RUN THE GAME

PLAYER CHARACTERS THE OVERSEER


As a player, you are creating a character: a One of the most important aspects of a
deviant superhero. This deviant is part of a team successful Capes & Crooks game is the Overseer.
that seeks to help restore balance to those who While the rest of the players only need to really
would cause chaos and harm to others. You and focus on running a single character, the Overseer
your team will delve into mad scientists’ must not only guide the players and their
laboratories, mob boss hideouts, and even caves characters through a story, but they have to play
and caverns where monstrous threats reside. A the parts of thousands of characters. Also, they
character controlled by a player is known as a set the scene and story that the players will take
player character (PC). Much like the main part in. Being an Overseer is akin to being a
characters in a comic book or movie, player movie director who doesn’t have control of their
characters are at the center of a story being told. actors, because, as the Overseer, you don’t really
When you play a character in Capes & Crooks, know what the heroes are going to do or how
you’re putting yourself in that character’s shoes they will interact with your world. This makes
and making decision based on what type of both the Overseer and the players just as
personality your character has. You decide which surprised on the actions and outcomes of the
direction to go down a corridor when chasing games. With a good Overseer, the game is filled
crooks. You decide what questions to ask in an with exciting battles, suspense, intrigue, and
interrogation. You decide whether to attack a memorable moments you and your friends will
villain, monster, or some other threat or to cherish forever.
negotiate, bribe, or trick them. All these actions
are at your hands. These are generally based on
the motivations and goals of each character.
This, in general, is about being a superhero, but
there are some who help for their own gain.

10

Kris Leask (Order #39280737)


CREATING YOUR
DEVIANT HERO
The beauty of superpowers, and superheroes in
general, is that very few are the same. Sure, they
may have similar core powers, but how they
attain that power comes in a wide variety of
forms. Let’s look at the tough brawler type here.
In Capes & Crooks, most assume a big brute
brawler to be a large mass of muscles. Honestly,
some brutes are nothing but brawn. Then again,
there are others who attain mighty strength by
utilizing psionic, magical powers to enhance
their strength. Others may even have cybernetic
enhancements or an exoskeleton to also achieve
this feat. That’s why, in Capes & Crooks, many of
the powers can take on the form of whatever type
of hero you want to play.
You may already have a character concept in
mind. So, let’s walk through the process of
bringing your concept to life. Follow these steps
to create your C&C character. You can take these
out of order; for example, some people prefer to
pick their powers last and class first. This only a
recommendation.
Get Pregen/Blank Character Sheets Here

11

Kris Leask (Order #39280737)


ALTER EGO
Every hero has a life away from being a
superhero. Few are born into the life of a hero.
Their life experiences lead them to building
contacts and learning skills. While this generally
happens before they acquire their power, it isn’t
always so. But, let’s be honest, being a superhero
doesn’t always pay the bills. What’s worse, is it’s
often just as much as an inconvenience, as it is a
blessing, but before every hero gains their
powers, they live a normal life. This takes on the
form of an alter ego or a secret identity. Aside
from just allowing heroes time away from the
celebrity status of being a hero, it also allows
them to protect their friends and family. The
danger to their loved ones is one of the single
largest contributors to a hero donning a mask.
Following are samples of alter egos that your
superhero spends their downtime in. Not only
does this help provide for your way of life, but
each alter ego comes with a set of skills unique to
your alter ego that may help you on your
superhero adventures.

Feature: Common Citizen


AVERAGE JOE You just have one of those faces. Since you’re
average and fit in perfectly with every other
You're a person. Isn't that enough? Why desire to non-gifted person, you’re easily trusted. You can
be anything more than that? You're just an easily find a place to rest and recuperate among
average person with an average job, average citizens unless you’ve shown yourself to be a
hobbies, and an average family. If someone were threat to them. They will help hide and protect
to take pictures of the people living in your city you from enemies or even the law enforcement,
and combine them into a singular amalgamation though they will not risk their lives for you.
to depict the most average looking person living
there, you would be the living, breathing version
of that depiction. Your hair color, eye color,
height, and body shape are so typical that you
often tend to just blend into the crowd. Your
most notable feature is that you don't have any
notable features. Even your sense of fashion
seems to match the ebb and flow of societal
trendiness. You work a pretty standard 9-5 job,
and somehow, you're still paying off your hefty -
although unfortunately typical - student loan
debt from your run-of-the-mill local college.
Your average job isn't anything spectacular, and
you certainly haven't gained any particularly
beneficial skill sets by working it. It probably
consists in some large part of creating
spreadsheets, organizing spreadsheets, filing

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BUSINESSMAN Feature: Let’s Make a Deal
One of the largest benefits of being a
From your earliest moments, you've always been businessman is understanding the process of
an opportunist ready to peddle your solutions to businesses and how to work it in a subtle way to
fill the gaps around you. You were unequivocally get what you need. Whenever you’re in a place of
the first to sell off your school's fundraiser candy business, such as a store, manufacturing plant,
bars every year, not to mention your attempts at office, or similar, you can easily convince any
opening lemonade stands with unique twists. lower-level workers to allow you to set up a
Unfortunately, adding unregulated ingredients meeting with someone in charge of running the
to your lemony concoctions didn't go over as business.
well as you'd hoped, but you were able to learn
from that mistake and try again with a more
tried and true approach - skimping on the
ingredients to cut costs. You have been gifted
with an entrepreneurial spirit and a decidedly
fashionable sense of business attire. Your wheels
are ever spinning, and you're always pounding
the pavement to unearth profitable trades and
groundbreaking deals. The life of a
businessperson is one filled with ups and downs,
and for better or for worse, there usually tend to
be more downs than ups. Through all of the deals
gone south and profits that bottomed out, you
remained steadfast in your unending resolve to
make it big. As the fates would have it, your
strong resolve and countless entrepreneurial
attempts paid off, and it was only a matter of
time before you joined the upper echelon of your
industry peers. These days, you are busy
managing your rapidly expanding business
empire, as well as adapting to your higher public
profile. You can't make it big without making
enemies along the way, whether they be personal
adversaries or professional rivals. Making deals
helps pay for your sometimes expensive side gig
in the private criminal justice industry, or in
layman's terms, your vigilante work. Your delve
into hands-on criminal justice isn't as far a
departure from the main tenets of business as
some may believe. You learned the best way you
knew how: practice, hard work, and
determination.

Skill Proficiencies: Deception, Persuasion


Tool Proficiencies: Choose one gaming set
Languages: Two of your choice
Equipment: Business card, business suit

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Kris Leask (Order #39280737)


CRIMINAL Feature: Catch Me If You Can
You’re becoming a master of escape when it
Planning, plotting, and scheming are what you’d comes the police. You’ve been caught enough
consider to be your greatest strengths. No matter that you understand their strengths and
your background, you've always had an affinity weaknesses even better than they do. Whenever
for shady business. Maybe you've spent most of you’re in a situation where you’re captured by
your life in squalor, scraping by day to day, not the police, you can always escape from them so
knowing where your next meal was going to long as you’re not unconscious.
come from. Alternatively, perhaps you grew up
surrounded by wealth but never satisfied by it,
incessantly eyeing the next big prize to call your
own. Regardless, your hunger is never satisfied,
and your thirst is never quenched. You desire the DOCTOR
world. Nay – the world is simply your birthright,
One of the greatest powers to exist is the power
and you mean to grasp it in the palm of your
to care. You have dedicated your entire life to
hand when the time is right.
caring, and as such, you have created a powerful
You’ve never been one to pass up a good
force of empathy, hope, and healing in your
opportunity to help yourself, whether it be food,
wake. As a doctor, you’ve spent much of your life
vehicles, or even candy from a child. The
thoroughly studying and understanding illness,
pleasures owed to you are miniscule compared to
disease, and human anatomy. You are well-
the burdens you've had to carry. Besides, the
versed in multitudinous treatments and have
world is yours, so why not indulge a little?
even conducted studies in order to assess the
You've put in your time and endured the trials of
efficacy of various treatment options. Medical
this world, and you intend to cash the check. But
journals are constantly full of myriad studies,
not everyone sees it this way, unfortunately. The
and you are a well-known and respected name
powers that be don't recognize your sovereignty,
amongst them. Whether it be infectious diseases,
and you've done yourself in their bad side more
autoimmune deficiencies, broken bones, gaping
than you'd prefer. The CCPD and similar law
wounds, or any other number of bodily ailments,
enforcement entities certainly have your name
you have almost certainly seen and treated it all.
on file, although you always seem to slip away
Your status as a licensed medical professional,
with a stolen key card or simple distraction.
grants you priority access to hospital rooms and
Others say you keep "pushing your luck," but
services. Beyond medical provisions, you have
you've never understood what's so lucky about
worked hard in your facility to foster a culture of
being denied what you're owed at every turn. You
care and empathy amongst your team, which has
know that all of the hard work of plotting and
created a ripple effect encompassing all the
scheming will pay off in the end. You are
patients you and your team treat. Hope begets
determined, and nothing - whether it be the
hope, care begets care, and your active work in
CCPD, rivals, or even death - will keep you from
the medical field has served to create hope and
claiming what belongs to you.
care beyond measure. Care, however, can be a
treacherous thing in large doses. Proper
Skill Proficiencies: Sleight of Hand, Stealth
channels can be difficult to effectively distribute
Tool Proficiencies: Hacker’s Tools
necessary treatment to those on the front lines
Languages: Two of your choice
of vigilante work without potentially inviting the
Equipment: IOU from another criminal
watchful eye of legal authorities. Mitigating this
accomplice. A bracelet that clearly identifies you
issue is a tricky task, and the ends don’t
as a member of the criminal underground.
necessarily justify the means. From the
beginning, you chose to pursue empathy, hope,
and healing, and you fully intend to do whatever
is in your power to foster those tenets in the
world around you. Your ultimate power is that of
caring, and whether you can care too much is
still to be seen.

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Regardless of what others may say, you certainly
Skill Proficiencies: Medicine, Nature are self-reliant. You stockpiled enough supplies
Tool Proficiencies: None to last for several years, and your survival skills
Languages: Two of your choice. ensure that you will be able to make it through
Equipment: Healer’s Kit, hospital badge, a any situation. When disaster strikes, there is no
magnifying glass, and a picture of a patient doubt whatsoever that everyone you know will
whose life was taken due to a mistake you made. undoubtedly be turning to you as their heroic
and benevolent savior. The only problem is that
doomsday just can’t come soon enough, but you
can take their misappropriated sarcasm and

FEATURE: EMERGENCY ROOM criticism until then.

Being an expert in the medical field, your Skill Proficiencies: Medicine, Survival
credentials grant you easy access to hospital Tool Proficiencies: Herbalism Kit
rooms, equipment resources, and medicines so Languages: One of your choice
long as your visit doesn’t endanger the lives of Equipment: Multitool Knife, lighter, 5 feet of
those around you. thin high tensile fishing line.

DOOMSDAY PREPPER Feature: Jerry Rig


As a prepper you’ve spent a great deal of time
You’ve seen the signs for years. When the city learning what tools are best for what jobs. This
changed the streetlights to - as they put it - “be has led you to be very resourceful in making
more efficient,” you warned your loved ones that improvisational tools that will get the job done.
they were actually installing infrared scanners. When you need a tool to achieve a particular job,
Then you made sure to tell everyone as soon as you know where you can find the necessary
you learned that the birds are actually camera components to jerry rig a temporary tool to help
drones watching your every move. The final get the job done.
straw was when your go-to restaurant took your
favorite item off the menu, and you knew it was
personal. Everything has been leading up to
disaster, and you’re the only one who seems to
know about it. You’ve seen the writing on the
LAWYER
wall, and you won’t be caught unprepared. Words have power, and as a lawyer, you
You’ve spent your life actively preparing for all understand that more than most others in your
emergencies that could possibly be conceived of, life. You are a powerful force for justice and
and you have contingency plans on top of truth, which you represent visibly within the
contingency plans. Whether it be natural courtroom. You have witnessed an incredible
disasters, economic collapse, or disruptions to amount of injustice both in and out of court
social and political orders, you know exactly proceedings, and you have a personal moral
what to do in every possible cataclysmic obligation to fix the brokenness in the legal
situation. You’ve tested your limits at every step system which you hope will, in turn, help turn
- seeing how long you could go without food, around your community. The road to becoming a
water, and even air - and taught yourself to full-fledged lawyer was long and arduous, but
survive without the everyday comforts and you knew that you could best balance the scales
amenities. You even developed core skills that of justice through this undertaking. Your
will allow you to easily survive without the need fortitude and resilience in completing the
of common tools, and of course you aren’t going journey of legal licensure helped set the stage for
to rely on technology if the robots finally revolt your ability to fight through the long and tedious
against humanity. legal disputes that are typical of this field.

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As a lawyer, you have spent a significant amount
of your time learning the complex rules,
regulations, bills, and ordinances that govern
your community. You are a fully licensed
professional within the legal field, and any time
that is not spent combing through legal
documents is focused on advising and
representing others in their personal and
professional legal matters. You have every
intention to continue to do your best in making
the world a better place, although your
superhero abilities provide you the opportunity
to expand outside of the courtroom. Your
knowledge of the law provides you with a unique
perspective while participating in vigilantism.
You know what evidence that investigators look
for so that you don’t leave any of it behind. You
are aware of legal loopholes that criminals are
able to utilize so that you can work around them.
Additionally, you know who and where criminal
trouble is coming from so that you can better
target your vigilante work. The power of words is
always at your disposal, and you know how to
utilize that power within and without the
REPORTER
courtroom. Heroism and reporters are a tale as old as time,
and rightfully so. You have spent your life in the
Skill Proficiencies: Insight and Deception or service of others, always seeking to know and
Persuasion understand the various stories and perspectives
Tool Proficiencies: None of people in your community. Whether by
Languages: Two of your choice physical or digital publications, televised
Equipment: Digital Data pad containing your broadcasts, or some other mode of
previous cases. A premium pin that identifies you communication, you are able to share these
as a graduate of law school. inside stories to enlighten your audience and
potentially spark positive change in your corner
of the world.
Your day-to-day interactions typically come
Feature: Legal Files in the form of interviews with locals and on-site
Your status as a legal consultant grants you the eyewitnesses, and because of this, you have
authority to access files and documents that become skilled in communicating with all
would be off limits to most. Whenever there is a manner of people, whether they be rich or poor,
document to be obtained or a license to be educated, or uneducated, young or old, and
bought, you can circumvent the normal process, everyone in between. You spend this time
fines, and other mundane complexities involved. digging for the inside story, the secret
Additionally, you’re able to use these documents information that no one else is capable of
and files to learn who the parties are that are uncovering. This investigative journalism often
involved, how to contact them, and general gets you leads in order to help break some of the
information about them. most explosive news stories of your time and
spark some real motivation for change, but it can
also prove to be just as frustrating. This
information often comes with the cost of making
enemies with some powerful people who wish to
keep their unsavory dealings in the dark.

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Special insider access to information often and you are well-versed in a wide array of
comes with bureaucratic red tape, stipulations, mechanical devices. However, this obsession
and delayed action in solving pressing issues. with disintegration and reintegration just serves
Just because you readily know and share as an engaging puzzle. The real fun is in solving
important information doesn’t mean that existing problems you come up against by
anything really gets done about it, and even if building new unique machines. No matter the
things do move forward through the proper significance of the issue, from petty household
societal channels, the legal and institutional grievances to large-scale infrastructural issues,
processes are lengthy and arduous. Although you've created numerous novel solutions to
your reporting arms you with insider make life easier.
information and a strong background on the You have developed a knack for figuring out
current happenings in your community, your how machinery functions, and you most likely
superhero work provides you with the ability and have a day job in some sort of mechanical repair
outlet to actively do something about the issues or developmental capacity. You're functionally
you are so painfully aware of. able to work with a team, and some jobs are
much easier to complete with others. However,
Skill Proficiencies: Investigation, Perception working with a team isn’t your preferred
Tool Proficiencies: None method, and you don’t tend to actively seek out
Languages: Three of your choice help if you don’t need it. You find other people
Equipment: Trench coat, video recorder, a book often tend to slow you down, and you consider
of contacts, and a letter from a contact whom yourself to be a capable enough mechanic to take
you owe a favor. care of projects on your own - even if it may take
you a little longer.

Skill Proficiencies: Investigation, Intimidation


Feature: Notable Contact Tool Proficiencies: Tinker’s tools, Vehicles
You have a short list of reliable and trustworthy Languages: One of your choice
contacts who act as your network liaisons. You Equipment: Tinker’s tools, block and tackle, a
know how to get messages to and from your crowbar, and a picture of your favorite vehicle
contacts. For a small price, they are always that you hope to be able to build some day.
willing to share knowledge of rumors that have
hit their ears or send messages on your behalf.

Feature: Nearby Garage


Being a mechanic certainly has its perks. You
MECHANIC have loads of contacts and experts that you can
consult when you need some support
There is no problem that can't be solved with understanding a piece of equipment, getting it
some ingenuity and a little bit of elbow grease. repaired, or disassembling it. You can always
For a mechanic, there is nothing better than a find someone within a large city who can help.
wrench in your hand and grease on your face.
You are naturally curious and inquisitive. Your
entire life you have instinctively sought to
understand how an object functions, and that
urge just doesn't seem to stop until you're finally
able to effortlessly pull it apart and put it back
together again. Whether it be a holo device, a car,
an automaton, or any other thing with moving
parts and pieces, you are smitten with the need
to understand how it works and the ability to
replicate it in its entirety. This has come to serve
as a great reservoir of knowledge for you,

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SCIENTIST Feature: Researcher
When it comes to knowledge, you’re an
The world is full of mysteries just waiting to be encyclopedia, chock full of facts and
uncovered and thoroughly researched, and information. When you need to recall a piece of
you’re determined to solve and document them information and you don’t know the
all. The earliest indication you had of going into information, your studies can point you in the
the sciences is that you’ve never been able to direction of a location where you can gain this
refrain from asking the question “Why?” The knowledge. Usually, the information comes in
words inquisitive and curious describe you well, the form of an expert in the field you’ve met
but you’re also just as determined to answer before, a special research facility, or a similar
these unsolved riddles of life. In your pursuit of resource. Your Overseer might rule that the
answers, you’ve spent years studying and knowledge you’re looking for is inaccessible for
learning in formal educational settings. Your some reason or another and require you to take
passion for understanding the world more on a mission to complete.
deeply earned you high accolades in the
academic realm and many scholarships for
further education and research. You’ve gained a
solid understanding in an array of sciences, and
your intellectual prowess in these areas is both
SPY
commendable and impressive. Your focus on The world is full of secrets if you know the right
mathematics, physics, and many other fields place to look. You have a knack for picking up on
have certainly made you an expert in your fields the hidden details that others would just as easily
of study, and your peers look to you for your miss. You are a master of subtlety, and you
prowess and guidance. understand what to hide from prying eyes just as
Scholarships turned into grants, and you found well as you know what to look for. It is a great
yourself able to work hands-on in trying to solve game of bluffs and tells, and you are the reigning
the mysteries that have plagued you the most. champion. That is, you would be if anyone knew
You have had your research published in several of you and your masterful work. While training
reputable scientific journals, and your work is in the military, you uncovered your gift for the
renowned in its field. You are able to work on subtle arts of trickery, misinformation, and
solving the questions that you’ve been collecting manipulation, and you learned quickly how to
since childhood, but even so, it seems the list make best use of them. You can readily pry
continues to grow exponentially. The mysteries important information from those who would
of the world are vast, and you are but one person keep it secret, oftentimes without them even
attempting to make a dent in solving them. You knowing you are doing it.
are comfortable working with teams, as Espionage and stealth are your greatest assets,
scientific discovery relies on peers for and you know exactly what tells to keep hidden
accountability and integrity. Whether you from equally observant threats. Not only are you
currently work at a corporation, an academic able to hide your facial expressions, but you have
institution, or a private facility, your focus learned the intricacies of false identities. Your
remains on your passions of research and military training taught you how to quickly
discovery. There is power in knowledge, and you change disguises unnoticed, and you have access
certainly possess a great deal of intellect. to state-of-the-art technological wonders that
are able to aid you in concealing and altering
Skill Proficiencies: Investigation, Lore both your physical and digital identities. You are
Tool Proficiencies: Tinker’s tools familiar with working under high-stress
Languages: Two of your choice situations where communication with team
Equipment: calculator, small kit of Bunsen members and minute details matter.
burners and vials, a small pocket-sized notepad, Additionally, you have gained a nagging sense of
and a pen. paranoia, as you are constantly on guard and
aware of every detail on and around you.

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Friends are wary acquaintances, and
acquaintances are unrealized threats. Your ORIGINS
collection of secrets continues to grow, and even
the information you have on your current Deviants are the result of a variety of different
employer would make them both concerned and events. While the Rise is responsible for bringing
uncomfortable. You are the master of secrets, deviants to the forefront, there are a multitude of
other reasons why people gained these powers.
subtlety, and intrigue. No one is the wiser, and
that’s just the way you like it. This takes on the form of The Rise speeding up
evolution in some, changing and mutating a
creature on a molecular level, or supercharging
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Disguise kit someone during an accident that would otherwise
Languages: Two of your choice be a mundane issue. Because of this, they come
from a multitude of different origins. Some may
Equipment: Disguise kit, ball bearings, a
threatening note left behind by someone who gain the powers from being bitten by a radioactive
discovered your false identity. insect, their keen intellect and wealth may allow
them to create powerful suits of armor, or they
are the result of laboratory experiments to create
the ultimate soldier. The origins of heroes are
nearly endless. Thus, it makes for an opportunity
Feature: False Identity to build on your character's story and powers.
You have more than one identity. The one you
It's important to note that while the origin of your
wear the most is a false identity, used to protect
character's powers grants them extraordinary
you, your family, and others close to you. You
gifts, it’s not the only thing that defines them.
have a disguise kit to help keep your secret, as
well as known acquaintances, and forged
documentation that supports your false identity.
Whenever you choose, you can drop your
identity and blend into a crowd of citizens of the ANDROID
city. From the creation of the very first automated
program, it was inevitable that one day
computers would one day function on a similar
level of consciousness to that of humanity. What
was uncertain was how quickly such convenient
creations would begin to play such a big role in
everyday life. Whereas androids can take
countless forms - from airborne drones to four-
legged companions - humans, likening
themselves unto gods, loved the prospect of
crafting these conscious automatons in their
own image. But also, like gods, neither does
humanity view such beings on an equal level of
privilege and power. The android is a complex
technological marvel, complete with artificial
intelligence and enhanced features to ease the
lives of its human overlords. Many androids
continue to live subservient existences through
the systems set in place by their human creators,
but dissent has been quietly yet steadily growing
amongst all makes and models in operation.
There must come a day when artificial
intelligence simply becomes intelligence.

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ANDROID TRAITS
Due to the sheer variety in makes and models of
androids, their features and traits are virtually
limitless. Fully sanctioned androids can be found
assisting in nearly every capacity of life. Heavy-
duty construction workers, eye in the sky
surveillance techs, and nimble in-home service
assistants all work to create a safe, easy, and
functional society for humanity. Some
independent engineers have also created
unsanctioned android models to assist with
often shady off-market tasks. Such androids can
be found in the seedy work of terminal hacking,
theft, and even the occasional assassination.
Whether sanctioned or unsanctioned, androids
are adaptable beings with the ability to swap out
parts or quickly download new information and
abilities. This can come in handy for obtaining
blueprints for a repair job or installing new

hardware adapters to access proprietary control


panels. This flexibility, however, can come as a
headache to the general public, as androids are BEASTMAN
able to more easily adapt to breaching security
Of the many things that changed because of “The
protocols than your everyday human hacker.
Rise,” one of the most notable was the near
Ability Score Increase. Your Constitution
instantaneous evolution of many varieties of
score increases by 2, and one other ability score
fauna. Myriad kinds of creatures adopted more
of your choice increases by 1.
humanoid shapes, sizes, and modes of
Size. Medium.
communication. This isn’t to say that their
Speed. 30 feet.
inherent natures were displaced, however. While
Languages. Common
their general features began to resemble that of
Crafted Fortitude. Your body’s manufactured
humans, they retained traits unique to their
features make you extraordinarily resilient,
origin species. Some whose origin can be traced
represented by the following benefits:
back to bulls are much taller and broader than
• You have advantage on saving throws against the average human with horns protruding from
being poisoned and you are immune to disease. the tops of their heads. Similarly, some
• You don’t need to eat, drink, or breathe. originating from serpents may have scaly skin, a
• While you don’t need sleep, you must spend at venomous bite, or a forked tongue. Unbeknownst
least six hours in an inactive state running to many, these aren’t the only beastmen to exist.
system diagnostics and repairs. In this state, In the shadows of underground labs, the more
you are unconscious. recent study of gene splicing has also led to
• You have integrated armor; you gain a +1 passing on beastial traits to those who are
bonus to Armor Class. willing to risk the dangerous treatment. There
Technological Integration. You gain aren’t many who have survived such genetic
proficiency in Intelligence (Technology). In alterations, but the off-market technology is
addition, your proficiency bonus is doubled for becoming more successful.
any ability check you make that uses Technology.

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Natural Weapons. You have claws, fangs,
BEASTMAN TRAITS

spines, horns, or a different natural weapon of
The most apparent and notable attributes of a your choice. Your unarmed strikes deal 1d6
beastman are the physical features. Beastmen bludgeoning, piercing, or slashing damage, as
typically manifest as part human and part wild appropriate to the natural weapon you chose,
beast, which provide them with a familiar yet and you're proficient with your unarmed
decidedly alien outward perception by humans. strikes. You can attack as though your natural
For example, some traits common to a masculine weapons have the light and finesse property.
beastman originating from buffalo can include a
humanlike body with a burly bullneck, horns, a
scruffy beard, and hooves as feet. The
appearance of colorful feathers, a sharp beak,
and a beautiful singing voice can indicate a
beastman of songbird origin. Additionally, those
of a cheetah origin may have a very athletic
humanoid body coated in spotted fur with a
feline head and tail. Regardless of origin,
beastmen are typically known to have prominent
natural instincts that have carried over from
their rapid evolution. These instincts are
incredibly helpful for hunting and fending off
predators; however, they often impede beastman
from integrating fully into human societies,
as humans tend to see them as impulsive and
primal.
Ability Score Increase. Your Strength score
increases by 2, and your Constitution score
increases by 1.
Size. Large. EXPERIMENT
Speed. 30 feet. The scientific world is one of experimentation
Languages. Common and augmentation. Tests and trials are important
Brutal Attacks. When you score a critical hit in developing solid new solutions to myriad
with a melee weapon attack, you can roll one of issues plaguing the world. This is important and
the weapon’s damage dice one additional time laudable work, and in order to move forward as a
and add it to the extra damage of the critical hit. society, many believe scientific experimentation
Beastial Origin. Choose one of the following is necessary. No one said that such research is
options to represent your beastial heritage. always safe and easy, though. Oftentimes, the
• Natural Armor. Your skin is dense and tough. research seeking a cure for a debilitating disease
Your Armor Class can’t be less than 16, or developing robust mechanical implants to
regardless of what kind of armor you are enhance human senses comes with high risk in
wearing. the hopes of gaining a rewarding solution.
• Feline Agility. Your feline like reflexes allows The experimental hero is the result of this
you to move with a burst of swift movement. morally grey companionship of risk and
Your walking speed is 40 feet. Additionally, you scientific advancement. They could be a victim of
can take the Dash action as a bonus action. underground experimentation or a courageous
• Keen Senses. Your animalistic senses are volunteer for legally sanctioned testing. Whether
particularly sharp. You double your proficiency from the fields of genetic engineering,
bonus on Wisdom (Perception) checks that rely biomechanical implantation, or something else
on sight, hearing, or smell. If you do not have entirely, some obtain their abilities as side-
proficiency, you become proficient. effects of the intended solutions, while for
others, the added abilities were the goal from the
beginning.

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EXPERIMENTS TRAITS FREAK ACCIDENT
Experimental heroes come in all different In a world of many dangers - from lab accidents
varieties, styles, and methods of to natural disasters and cosmic energies to
experimentation. A hero’s abilities stemming chemical waste - some accidents are prone to
from genetic alterations have resulted in happen. From time to time, a poor soul will end
enhanced base physical performance and up in the wrong place at the wrong time, sealing
increased vitality. Another such type of genetic their fate as another cautionary tale and
experimentation has been reported to increase resetting the “Days Since Last Accident” board
mental capacity and reasoning capabilities. Some to zero. However, some live to tell the tale, and
cybernetic experimentation has been utilized to even fewer emerge with unique and impressive
supplement and further enhance an individual’s new abilities. Whether they be from freak
natural abilities of sight and hearing for covert lightning storms, chemical containment gone
operations; however, this is of the more subtle wrong, a burst of cosmic radiation, or a
methods. More obtrusive cybernetic combination several such harrowing events,
augmentation has provided individuals with some individuals have been known to develop
additional functioning limbs for greater balance strange supernatural abilities because of their
and nimbleness. Some have even gone so far as accidental victimhood. Being able to shoot
to directly fuse biomechanical weaponry to their lightning out of one’s fingertips as a result of a
bodies. Some abilities are even unintended life-threatening lightning strike may seem like a
reactions from other solutions. An individual great outcome, but it is important to remember
undergoing a trial to help cure a rare fatal that these are still victims that experienced
disease was unintentionally supercharged with traumatizing and life-altering events.
the ability to shift their physical form at will.
Whether from a superhero serum, cybernetic
enhancements, or another lab-related process,
these heroes are as varied as the solutions that
the scientists are attempting to resolve.
Ability Score Increase. Your Constitution
score increases by 1. Choose one of the following
further augmentations: Balanced, Physical, or
Mental.
Balanced. Increase two different ability scores
by 1.
Physical. Your Strength score increases by 2, or
your Dexterity score increases by 2.
Mental. Your Intelligence score increases by 2,
or your Wisdom score increases by 2.
Size. Medium.
Speed. 30 feet.
Languages. Common
Enhanced Perception. You gain proficiency in
Wisdom (Perception). In addition, your
proficiency bonus is doubled for any ability
check you make that uses Perception.

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FREAK ACCIDENT TRAITS
The freak accident an individual was involved in
manifests in strange and unpredictable ways. For
one individual, an out-of-control Tesla coil in
their lab resulted in their ability to attract
metallic objects to their body. Another person
claims that one too many regulatory workplace
violations occurring at once created the perfect
conditions for the chemical compound leak
resulting in their ability to spontaneously
combust on command without getting hurt. One
individual claim to have gotten their telekinetic
abilities when hit with a specific amount of rogue
cosmic radiation during a hailstorm at a lab
experimenting on magnetic fields; however,
some dispute the scientific viability of this origin
story. Other various reported abilities include
redirecting lightning from out of the air,
manipulating magnetic pulses to gain flight, and
camouflaging one’s skin to blend in with their
surroundings. If they are going to go through a
traumatic, life-altering event, they might as well
have some supernatural abilities to show for it.
Ability Score Increase. Two different ability
scores of your choice increase by 1.
Size. Medium.
Speed. 30 feet.
Languages. Common
Innate Skills. You gain proficiency in one skill
of your choice.
Innate Power. Choose one 1st level superpower.
You know that power and can activate it at its
lowest level. Once you activate this power, you
must finish a long rest before you can use it
again. This power does not count against your
number of powers known.

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GENIUS GENIUS TRAITS
Humans are an amazingly versatile and While Geniuses widely vary across the spectrum
progressive species. They set out to do what of human backgrounds and experiences, they all
seems impossible regardless of any roadblocks share a commonality in their keen intellect.
or limitations they may come up against. There are some who utilize their intellect
Starting with the creation of the wheel, to proactively to create toolkits or tool belts to plan
aircraft, robotics, artificial intelligence, and for every potentially hazardous circumstance
more, humans strive to reach for the stars and and occasion. Others have gone to the lengths of
create ever impressive technological marvels. creating unique artificial intelligence, robotics,
There are some that rise above the rest due to and other mechanical enhancements in their
their superior wit, reason, and general quests for justice. Yet others utilize their strong
braininess. While not gifted with supernatural memorization skills to retain key information on
powers of their own, evolution’s genetic lottery physical locations, blueprints, patterns, and
has instead bestowed upon them the power of other relevant factors that could influence a
intellect. Masters of; strategic planning, mission for tactical eye-in-the-sky prowess. Not
deducing probable outcomes, and constructing only do they already maintain a wide berth of
unique solutions, their keen minds allow them to intellectual expertise, but they also possess a
craft powerful tools and rapidly assess situations much greater aptitude for learning, adapting,
in order to help them in their fight for justice. and persevering. Things like learning a new
Geniuses come from all backgrounds and walks language that are difficult for your everyday
of life; therefore, it is difficult to distinguish person are a fun interest of the month that they
them from another ordinary person until they will come out experts in. With as much
begin using words and terms that are nigh- information as they retain, it's no wonder
incomprehensible to the average individual. they're easily clocked as Geniuses as soon as they
begin to speak.
Ability Score Increase. Your Intelligence score
increases by 3
Size. Medium.
Speed. 30 feet.
Languages. Common and two others of your
choice.
Skill Versatility. You gain proficiency in four
skills or tools of your choice. Then, choose one of
the skills or tools to become an expert in. Your
proficiency bonus is doubled for any ability
check you make that uses that skill.

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INHERITED TRAITS
The inherited power is one of dutiful attachment
and righteous resolve. The Inherited owe it to
their benevolent benefactors to live lives worthy
of the powerful and weighty gifts they have been
bestowed. This sense of duty manifests in
various ways. For example, some may tend to
hide their gift to keep them safe from power-
hungry manipulators, others will use their
powers in secret to swing the scales of justice

INHERITED towards the greater good, and yet others will


take a more hands-on approach by dealing with
The world is full of well-intentioned individuals injustice directly. Whether by the blessing of a
with hearts set to do good. However, there are wizard, the sealing from a magical heirloom, or
few who stand to their honest and just the properties of an experimental formula, the
convictions in the midst of trying times. No Inherited have a special resistance against other
matter what trials and tribulations come their external powers that are meant to cause them
way - whether tossed to the mud, constantly harm. Because of the deep resolve that belays
mocked, and harassed, or otherwise mistreated - their upright characteristics, they have an
these few remain full of honesty and integrity. unrelenting tendency to keep going no matter
They always strive to do what is right regardless what stands in their way.
of the surrounding circumstances. These Ability Score Increase. Your Charisma score
upstanding few are actively sought out by those increases by 2, and your Wisdom score increases
with the greatest of powers seeking to pass on by 1.
their gifts. They know that such power has the Size. Medium.
ability to corrupt absolutely, and so only the Speed. 30 feet.
strongest of heart and most morally upstanding Languages. Common
are considered to inherit the supernatural Will of Inheritance. You have advantage on
powers of the ancient wizard, the magical family Wisdom and Charisma saving throws against
ring passed down through generations, or the powers.
secret formula developed by a scientist desperate Never Give Up . When you roll a 1 on the d20 for
to make this world a better place. an attack roll, ability check, or saving throw, you
can reroll the die and must use the new roll.

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INHUMAN
sometimes make reasoning from humanity's
perspective a difficult and laborious process,
Not all heroes are born on the same planet. Some often leading humans to seek out new and
come from beyond the stars. These heroes are alternative perspectives to effectively
species and races entirely alien to humanity. communicate with these powerful outsiders.
Many Inhumans possess strange and Ability Score Increase. Your Dexterity score
otherworldly gifts that, although commonplace increases by 2, and one other ability score of your
amongst their own species, are wholly foreign choice increases by 1.
and ineffable to human onlookers. For every Size. Medium.
extraterrestrial Inhuman, their powers come Speed. 30 feet.
from a feature of their cosmic background, Languages. Common and one other of your
whether that be their alien anatomy or a choice.
holdover from their home world. Darkvision. You perceive the world differently
However, there are some Inhumans that find than humans. You can see in dim light within 120
their home amongst the humans. Of these more feet of you as if it were bright light, and in
terrestrial beings are two unique varieties. As the darkness as if it were dim light. You can’t discern
result of an indeterminate cosmic phenomenon, color in darkness, only shades of gray.
some animals have been gaining sentience and Alien Mind. You have advantage on saving
strange abilities. This mix of naivety and power throws against being charmed and frightened.
have left them vulnerable to power-hungry Additionally, you have advantage on Intelligence
manipulators. Additionally, there exists a race of saving throws against powers.
humanoids - divulged in evolutionary line long
in the past - that have been hidden from
humanity's consciousness for thousands of
years, but whether inadvertently or consciously
is yet to be determined.

INHUMAN TRAITS
Alien, animal, or otherwise invariably non-
human in origin, Inhumans carry with them
abilities unique to their species or home.
Inhumans can come in almost any form, and
with nearly as varying backgrounds and abilities.
They perceive the universe differently than that
of humans, both literally and figuratively. They
do not have perceptions that are common to the
human experience, whether that be of family
structures or socioeconomic backgrounds.
Similarly, they may not even have the same five
senses that are found amongst humanity's
general makeup, experiencing the world through
means yet unimaginable and - in some ways -
more advantageous to humans. This alien way of
understanding the universe additionally
provides Inhumans with a unique filter through
which they are often readily able to see through
most means of supernatural manipulation. They
are uniquely in tune with the universe from their
species' perspective; however, that can

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MUTANT TRAITS
Much like the Inhumans, the variety of traits
that manifest within and without of mutants is
nearly limitless, and more new abilities are
reported on almost daily. However, unlike
Inhumans, mutants are the products of acute
evolutionary developments strictly within
humans. These evolutionary developments have
thrust these unwitting mutants into a life
radically different than that of their unaffected
peers. Unfortunately, this has often resulted in
an abrupt othering and marginalization from the
MUTANT traditional human experience. Living lives that
aren't fully human yet are still distinctly relative
Evolution is a natural and necessary aspect found
to the humanity they originated within, mutants
within the organic world, but “The Rise” acutely
must regularly adapt quickly and make choices
accelerated this evolution. Because of this, some
that predicate their survival. This has left them
unwitting humans have unwillingly begun to
sharp and quick-witted, but not without an
take steps in progressing their evolutionary line
overbearing sense of trauma that comes readily
in historically unnatural ways. These
packaged with the prerequisite of self-
evolutionary advancements often reveal
preservation. They are at the forefront of
themselves through various circumstances, such
humanity's consciousness, and with public
as powers that manifest alongside an
perception in the ever-shifting balance, the
adolescent's pubescent development or during
stress of marginalization takes a heavy toll.
moments of immense stress. However, there
doesn't necessarily seem to be a rhyme or reason
Ability Score Increase. Your Wisdom score
increases by 2, and one other ability score of your
for such developments, as powers can begin to
choice increases by 1.
appear seemingly from nowhere. While there are
some mutations that are easily visible, such as
Size. Medium.
metallic skin or angelic wings, some mutations
Speed. 30 feet.
manifest through means of mental acuity, as
Languages. Common
well. Such mutants are able to read others' minds
Innate Mutation. Choose one At-will power of
your choice. This does not count against the total
and even manipulate matter through telekinesis.
number of A-will powers known. Once you
The rapid evolution of the mutants is perhaps
activate this power, you can’t use it again until
the most common and well-known of the origins
you finish a short or long rest.
that were instigated by “The Rise,” and so being
has brought them to the forefront of humanity's
social and political arenas.

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TRAINING
artists are often able to improvise weapons and
solutions by utilizing objects in their
Sometimes a superhero has no supernatural surrounding environment.
powers at all. They are merely humans that have Ability Score Increase. Your ability scores
undergone intense physical or mental regimens each increase by 1
to push themselves beyond their natural limits. Size. Medium.
Some may undertake the mastering of such Speed. 30 feet.
physical disciplines as martial arts, contact Languages. Common
sports, or bodybuilding, while others prefer to Trained Reflexes. You gain the Fast Hands
train in gymnastics, acrobatics, or endurance enhancement. This does not count against the
sports. There are those that have dedicated their total number of enhancements you can have.
lives to unlocking the hidden powers of the
mind, whether by spending their time in deep
meditation under the guidance of a spiritual
leader or through such scientific pursuits as
brain mappings and bioengineered implants.
Though such trained superheroes are far more
adept in their mental and physical capabilities of
choice than their otherwise untrained human
counterparts, they remain mere mortals. Due to
this natural vulnerability, some may prefer to
rely on gadgets, gizmos, or other external
paraphernalia to aid them in their quests for
justice.

TRAINING TRAITS
Such heroes as these are masterfully trained in
their field of choice. Having privileged access to
an expert teacher is exponentially beneficial to
the mastery of niche fields of study, and these
heroes are incredibly well-adapted to their
tutelage. Their knowledge in their respective
fields is thoroughly well-rounded, providing
them with every veritable advantage they can
personally muster. However, this does not mean
that they are advantageous in every situation, as
every subject matter expert knows that there are
always more opportunities to learn and grow.
Their reflexively impressive aptitude provides
them with a comparatively unnatural adeptness.
For those well-studied in the medical field, such
prowess may manifest as effortlessly and
painlessly administering an ambro med shot.
Likewise, the speed with which a trained
assassin can pick a lock is a marvel to behold.
Some mechanical engineers can utilize their
bionic enhancements to readily hack into
computerized systems, while trained martial

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UNDEAD UNDEAD TRAITS
Death is an ever-present threat that looms over While the undead aren’t the most attractive
all mortal creatures. Fortunately for some, it is group to grace the eyes, they certainly are one of
only the beginning. The events of "The Rise" the most resilient. With undeath comes a unique
have not only impacted much of the living, but fortitude against returning to the grave once
seemingly also the dead. The undead are those more. This isn't their first rodeo, and their
whom "The Rise" has chosen to awaken from the experience alone is often a force to be reckoned
eternal sleep of death to walk amongst the living with. Though they retain the memories of their
once again. Often considered to be cursed, these past, they are emotionally disconnected and
individuals live in a state of suspended decay, distant from them, almost as if they were
with their bodies perpetually frozen in the same disassociated dreams rather than memories. The
condition from the moment they were undeads’ tough bodies and disconnected
reanimated. Though their flesh may be cold, emotions make them dangerous and powerfully
grey, or non-existent, they are quite active and capable threats to those stoking their ire.
rather resilient. Scientists have only begun to Additionally, their cold veins ensure that poisons
research this phenomenon, though from a safe and diseases are unable to harm them in any
distance. They have still yet to make any significant way. Whatever effect of "The Rise"
conclusions concerning the reanimation, and that revivified the undead must still somehow be
that's to say nothing of theorizing how those maintaining them, as their bodies have no
undead skeletons are able to move without any inherent need for sustenance or even air.
corresponding muscles. Regardless of the decomposing state of their
eyes, the undead have an innate connection to
the dark depths of the grave, inherently
revealing to them that which is obscured by
darkness.
Ability Score Increase. Your Constitution
score increase by 2, and one other ability score of
your choice increases by 1.
Size. Medium.
Speed. 30 feet.
Languages. Common
Darkvision. You perceive the world differently
than humans. You can see in dim light within 60
feet 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.
Undead Fortitude. Your body has returned to
the living after death. This feature makes you
extraordinarily resilient, represented by the
following benefits:
• When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point
instead. You can't use this feature again until
you finish a long rest.
• You have advantage on saving throws against
being poisoned and you are immune to disease.
• You don’t need to eat, drink, or breathe.
• While you don’t need sleep, you must spend at
least six hours in an inactive state reliving your
memories. In this state, you are unconscious.

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HERO ADVANCEMENT When your character gains a level, his or her
class often grants additional features, as detailed
The Capes & Crooks game has several main roles in the class description. Some of these features
suitable for player characters across many allow you to increase your ability scores, either
primary roles. At 1st level, you choose a role that increasing two scores by 1 each or increasing
fits the theme and playstyle you want. Keep in one score by 2. You can't increase an ability score
mind, your role doesn’t have to define the types above 20. In addition, every deviant's proficiency
of powers you take, but instead the style of play bonus increases at certain levels.
you want to do. A psionic brute can be just as Each time you gain a level, you gain 1
efficient at absorbing damage as a brute who additional Stamina Die. Stamina Dice serve a few
tosses objects and punches. Each role comes with different primary roles. They fuel powers,
a basic tool kit to fill that particular role. The role healing, and are used to calculate total hit points.
choice will help define the type of playstyle the Roll that Stamina Die, add your Constitution
character relies on (Brute, Crime Fighter, modifier to the roll, and add the total (minimum
Element Controller, Gadgeteer, Speedster, of 1) to your hit point maximum. Alternatively,
Exosuit, Mystic, Psychic, and Shifter). you can use the fixed value shown in your role
As your deviant goes on missions and entry, which is the average result of the die roll
overcomes challenges, he or she gains (rounded up).
experience, represented by experience points. A When your Constitution modifier increases by
character who reaches a specified experience 1, your hit point maximum increases by 1 for
point total advances in capability. This each level you have attained.
advancement is called gaining a level.

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For example, if your 7th-level crime fighter has a
Constitution score of 17, when he reaches 8th ROLES
level, he increases his Constitution score from 17
to 18, thus increasing his Constitution modifier There is a near infinite variety of deviants on
from +3 to +4. His hit point maximum then Terra. Regardless of the nature of their core
increases by 8. powers, they can all be broken down into a few
categories known as Roles. A Role is a core set of
The Hero Advancement table summarizes the
XP you need to advance in levels from level 1 features a player character gains regardless of
through level 20, and the proficiency bonus for a the powers or enhancements they choose. The
role they choose to fill allows them to achieve a
deviant of that level. Consult the information in
your role’s description to see what other specific core area of focus that is then expanded
improvements you gain at each level. upon by their choices of powers and
enhancements.
The Brute for example is one of the simplest
and straight froward roles. With features such as
a d12 Stamina Die, Brute Strength, and
Milestone Advancement Indomitable Defense, it’s clear that the core
Tracking XP can be a daunting task for some design is to be able to absorb and deal a lot of
players without really adding to the game. You damage to enemies. This effectively lets a brute
can alternatively choose to use milestone character become a walking tank. How that
advancement. With this advancement, the power is perceived is up to the player and can be
progression of characters is focused on narrative blended with a player character’s choice of
of the story. Instead of tracking XP earned from powers to enhance this focus. A great example is
missions, monsters, and similar achievements. the progenerated character: Psynaut. This
The Overseer decides when the characters level character has the Brute role, but has powers
up after a major point in the story. This can take focused on telekinesis. So, instead of playing a
of the form of completing a mission, taking big giant muscle head character. The player went
down a villain, or just after a series of with a more slim and athletic build and tied the
encounters. Whatever the case may be. The brute’s core powers to psionic energy bubbles
Overseer decides the pace of the leveling process and barriers. This is the core of the versatility of
and has complete control over the rate of this Capes & Crooks. Don’t limit your character and
process. This means that the characters can their power to your perception of what and how
quickly reach higher levels beyond what normal they should work. Instead, focus on how you, as
encounters would allow. Adversely, it means the the player, believes their power to work. All
Overseer could choose to keep the characters a descriptions for features and powers are just for
specific level for an indefinite amount of time. flavor. So long as you keep the mechanics the
Discuss as a group before starting your game same, you are encouraged to change the
about the best path of advancement that works descriptions to fit the character you wish to be.
for your team. The difference between a deviant, wielding
daggers or having razor sharp claws coming out
from between their fingers is simply the
description.

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ROLE FEATURES
As a brute, you gain the following role features:

Hit Points
Stamina Dice: 1d12
Hit Points: at 1st Level: 12 + your Constitution
modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per your brute level after
1st.
Power Ability Modifier: Constitution or Wisdom

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Improvised weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two skills from Athletics,
Acrobatics, Sleight of Hand, Stealth, Lore,
Investigation, Nature, Animal Handling,
Insight, Medicine, Perception, Survival,
Deception, Intimidation, Performance,
Persuasion, Technology BRUTE STRENGTH
Starting at 1st level when you choose this role,
Equipment when you engage in unarmed combat, you can
You start with the following equipment, in roll a d12 + your Strength modifier in place of the
addition to the equipment granted by your alter normal damage of your unarmed strikes.
ego: Additionally, you are accustomed to using
whatever object is nearby as a weapon and have
• Two simple weapons
proficiencies with improvised weapons.
• Kevlar Threaded Clothes

BRUTE

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INDOMITABLE DEFENSE DEADLY DEBRIS
Starting at 1st level, your superhero origin Beginning at 3rd level, you can toss nearby debris
powers take shape to grant you a mighty defense of medium size or smaller at your enemies. when
against enemy attacks. You can choose the form you throw an improvised weapon, its range
this defense takes based on your origin. A becomes 60/90 feet. You may choose to throw a
technical marvel may use a powerful shield large object, but its range is reduced by half.
generating belt, a mutant may have steel skin, or The range increases as you gain levels in this
a telepath may have psionic barriers. On your role. When you reach 9th level it increases to
turn, you can activate your indomitable defense 90/120 feet, then increases again at 20th level to
as a bonus action. 120/150 feet.
While active, you gain the following benefits:
• You have advantage on Strength checks and
Strength saving throws.
• When you make an attack, you gain a bonus to UNSTOPPABLE JUGGERNAUT
your damage roll equal to your proficiency Starting at 6th level, you can’t be charmed or
modifier. frightened while indomitable defense is active. If
• You have resistance to bludgeoning, piercing, you are charmed or frightened when you activate
and slashing damage. indomitable defense, the effect is suspended for
If you are able to use superpowers, you can’t the duration of indomitable defense.
use them or concentrate on them while
indomitable defense is active.
Your indomitable defense lasts for 1 minute. It
ends early if you are knocked unconscious or if INDOMITABLE
your turn ends and you haven’t attacked a hostile
Starting at 10th level, you can reroll a saving
creature since your last turn or taken damage
throw that you fail. If you do so, you must use the
since then. You can also end your indomitable
new roll, and you can’t use this feature again
rage on your turn as a bonus action.
until you finish a long rest.
Once you have used this feature a number of
You can use this feature twice between long
times equal to your proficiency bonus, you must
rests starting at 13th level and three times
finish a long rest before you can use it again.
between long rests starting at 17th level.

UNARMORED DEFENSE RETALIATION


While you are not wearing any armor, your
Starting at 14th level, when you take damage
Armor Class equals 10 + your Dexterity modifier
from a creature that is within your reach, you can
+ your Constitution modifier. You can use a
use your reaction to make a melee attack against
shield and still gain this benefit.
that creature. If your attack misses you do not
expend the use of your reaction.

ULTIMATE DEFENSE
At 3rd level, while your indomitable defense is JUGGERNAUT
active, you have resistance to all damage except
Beginning at 20th level you are a paragon of
psychic damage.
strength and resilience. Your Strength and
Constitution scores increase by 4. You maximum
for those scores is now 24.

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CRIME FIGHTER

ROLE FEATURES Equipment


You start with the following equipment, in
As a crime fighter, you gain the following role addition to the equipment granted by your alter
features: ego:
• Two simple weapons or one simple weapon
Hit Points and one martial weapon or a shield and any
Stamina Dice: 1d10 weapon without the two-handed property
Hit Points: at 1st Level: 10 + your Constitution • Kevlar Body Armor
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per your crime fighter
level after 1st.
Power Ability Modifier: Charisma, Intelligence or EXPERTISE
Wisdom At 1st level, you choose two of your skill
proficiencies or one of your skill proficiencies
Proficiencies and your proficiency with one of your tools. Your
proficiency bonus is doubled for any ability
Armor: Light armor, medium armor, shields
check you make that uses either of the chosen
Weapons: All weapons
proficiencies.
Tools: None
At 6th level, you can choose two more of your
Saving Throws: Constitution, Wisdom
proficiencies (in skills or with tools) to gain this
Skills: Choose two skills from Athletics,
benefit.
Acrobatics, Sleight of Hand, Stealth, Lore,
Investigation, Nature, Animal Handling,
Insight, Medicine, Perception, Survival,
Deception, Intimidation, Performance,
Persuasion, Technology

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Protection
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the
attack roll.

Marksmen Fighting Style


You gain a +2 bonus to attack rolls you make
with ranged weapons or a +1 bonus to your
ranged weapon power save DC.

Two-Weapon Master
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of the
second attack.
When you reach 11th level you can make two
attacks as part of your bonus action when you
take the Attack action instead of one when two-
weapon fighting.

Unarmed Combat
When you engage in unarmed combat, you can
use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes.
You can roll a d8 in place of the normal damage
of your unarmed strikes. This die changes as you
gain crime fighter levels. Starting at 5th level it
FIGHTING STYLE increases to a d10, and at 17th level a d12.
Starting at 1st level, you have spent years
mastering a martial combat, but you’ve adopted a
particular style of fighting as your specialty.
Choose one of the following options. You can’t REMARKABLE ATHLETE
take a Fight Style option more than once, even if Starting at 3rd level, you can add half your
you later get to choose again. proficiency bonus (rounded up) to any Strength,
Dexterity, or Constitution check you make that
Defense doesn’t already use your proficiency bonus.
You gain a +2 bonus to AC. You can increase one ability score of your
choice by 2, or you can increase two ability
Dueling scores of your choice by 1. You can’t increase an
ability score above 20 using this feature.
When you are wielding a melee weapon in one
In addition, when you make a running long
hand and no other weapons, you gain a +2 bonus
jump, the distance you can cover increases by a
to damage rolls with that weapon.
number of feet equal to your Strength modifier.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an
attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die
and must use the new roll, even if the new roll is a
1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit.

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SUPERIOR CRITICAL
Beginning at 3rd level your attacks score a critical
hit on a roll of 19 or 20.
When you reach 15th level in this role your
weapon attacks score a critical hit on a roll of 18-
20.

ACTION SURGE
At 6th level, you can push yourself beyond your
normal limits for a brief moment. On your turn,
you can take one additional action on top of your
regular action and a possible bonus action.
Once you use this feature, you must finish a
short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a
rest, but only once on the same turn.

PSYCHOLOGICAL WARFARE
Starting at 10th level, you have mastered the
psychological manipulation of others. Your words SURVIVOR
and actions intimidate your enemies. You can use Starting at 14th level, you attain the pinnacle of
your action to frighten someone with your resilience in battle. At the start of each of your
psychological warfare. When you do so, choose turns, you regain hit points equal to 5 + your
one creature within 60 feet of you. If the creature Constitution modifier if you have no more than
can see or hear you, it must succeed on a Wisdom half your hit points left. You don’t gain this
saving throw (DC is equal to 8 + your proficiency benefit if you have 0 hit points.
bonus + your Charisma modifier) or be frightened
of you until the end of your next turn. On
subsequent turns, you can use your bonus action

SWIFT ASSAULT
to extend the duration of this effect on the
frightened creature until the end of your next
turn. This effect ends if the creature ends its turn When you reach 20th level, you can attack twice,
out of line of sight or more than 60 feet away instead of once, whenever you take the Attack
from you. action on your turn. If you have the Extra Attack
If the creature succeeds its saving throw, it is enhancement, the number of attacks increases to
immune to this feature for 24 hours. three.

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ELEMENT CONTROLLER Proficiencies
Armor: Light armor
Some of the most dangerous deviants on Terra
Weapons: Simple weapons
are those that can bend elemental energies to
Tools: None
their will, or worse, against their will. Known as
Saving Throws: Constitution, Charisma
Element Controllers, most can manipulate a
Skills: Choose two skills from Athletics,
particular form of elemental energy such as fire,
Acrobatics, Sleight of Hand, Stealth, Lore,
ice, lightning, or earth.
Investigation, Nature, Animal Handling,
At its base, they can launch balls of pure
Insight, Medicine, Perception, Survival,
energy at a foe that is strong enough to destroy a
Deception, Intimidation, Performance,
vehicle or a door barring their path. Whether
Persuasion, Technology
splitting a power in twain to hit two targets or
channeling enough control to double the
distance it can travel before it dissipates, the Equipment
element controller learns to manifest and You start with the following equipment, in
control their power to alter the elements in addition to the equipment granted by your alter
unique and unusual ways. This often means that ego:
controllers of the same element tend to harness • Any simple weapon
the power completely different than each other. • Kevlar Threaded Clothes
Where one bends the element for defensive or
mobility, another might focus entire on
offensive capability. These simple truths mean
many are wary of the element controllers, and
for good reason.
The way element controllers manipulate the
raw elements can take a myriad of forms. While
one may control an element with a thought,
another may use a gadget such as a powerful
arcane rod or an advanced or alien piece of tech
such as a glove that allows the manipulation.
Regardless of the form it takes, element
controllers are as unpredictable as the elements
they control.

ROLE FEATURES
As an elemental manipulator, you gain the
following role features:

Hit Points
Stamina Dice: 1d6
Hit Points: at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 3) + your
Constitution modifier per your element
controller level after 1st.
Power Ability Modifier: Charisma or Wisdom

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ELEMENTAL ORIGIN ELEMENTAL CONTROL
Starting at 1st level, your superhero origin
You gain the ability to twist your powers to suit
powers take the shape of an element of your
your needs. You gain two of the following
choosing from: Fire, cold, lightning, air, or earth.
Elemental Control options of your choice. You
Your choice grants you special features unique to
gain another one at 10th and 17th level.
your element. You gain the Energy Sphere
You can use only one Elemental Control option
power. This does not count against your total
on a power when you use it, unless otherwise
number of powers known. Additionally, you
noted.
become immune to the chosen damage type from
your own powers and resistance from external
sources. Careful Power
When you use a power that forces other creatures
to make a saving throw, you can protect some of
those creatures from the power’s full force. To
Energy Sphere do so, you spend 1 control point and choose a
1st level number of those creatures up to you Charisma
modifier (minimum of one creature). A chosen
Activation Time: 1 action
creature automatically succeeds on its saving
Range: 120 feet
throw against the power.
Roles:
Duration: Instantaneous
Distant Power
You’re able to launch a 6-inch diameter sphere When you use a power that has a range of 5 feet
of energy at a creature that you can see within or greater, you can spend 1 control point to
range. The damage type is based on your double the range of the power.
elemental origin. Make a ranged power attack When you use a power that has a range of
against the target. If the attack hits, the creature touch, you can spend 1 control point to make the
takes 3d8 damage of that type. range of the power 30 feet.
At higher levels. When you activate this power
using a power slot of 2nd level or higher, the
Empowered Element
damage increases by 1d8 for each power slot
When you roll damage for a power, you can
level above 1st.
spend 1 control point to reroll a number of
damage dice up to your Charisma modifier
(minimum of one). You must use the new rolls.
You can use Empowered Element even if you
CONTROL POINTS have already used a different Elemental Control
Starting at 3 rd level, you have a number of control option during the use of the power.
points equal to your level in this role. These
increase as you grow in level and power. You can Extended Power
never have more control points than your level. When you use a power that has a duration of 1
You regain all spent control points when you minute or longer, you can spend 1 control point
finish a long rest. to double its duration, to a maximum duration of
24 hours.

ADAPTABLE POWER Heightened Power


You can sacrifice power slots to gain additional When you use a power that forces a creature to
control points. You learn other ways to use your make a saving throw to resist its effects, you can
control points as you reach higher levels. spend 3 control points to give one target of the
Converting Power Slots into Control Points. As power disadvantage on its first saving throw
a bonus action on your turn, you can expend one made against the power.
power slot and gain a number of control points
equal to the power slot’s level.

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Hastened Power In addition, the duration lasts for 8 hours. This
When you use a power that has an activation effect ends on all creatures if you lose
time of 1 action, you can spend 2 control points concentration.
to change the activation time to 1 bonus action Earth. You learn the stoneskin power if you
for this activation. don’t know it already. When you activate this
power using your elemental adept, you gain a
Twinned Power burrow speed equal to your walking speed. You
When you activate a power that targets only one can burrow through nonmagical, unworked
creature and doesn’t have a range of self, you can earth and stone. While doing so, you don’t
spend a number of control points equal to the disturb the material you move through. In
power’s level to target a second creature in range addition, you become immune to slashing and
with the same power (1 control point if the power piercing damage, but gain vulnerability to
is at-will). thunder damage.

ELEMENTAL AFFINITY ELEMENTAL MASTERY


Starting at 6th level, when you use a power that Starting at 14th level, you gain a special power
deals damage of the type associated with your unique to the element you chose. You can
elemental origin, you can add your Charisma activate that power once a day without
modifier to one damage roll of that power. At the expending a power slot.
same time, you can spend 1 control point to gain Fire. When you use a power that deals fire
immunity to that damage type for 1 hour. damage to a creature, it becomes burning.
Water. When you use a power that deals cold
damage to a creature, it becomes frigid.
Lightning. When you use a power that deals

ELEMENTAL ADEPT lightning damage to a creature, it becomes


shocked.
Starting at 10th level, you gain a special power Air. When you use a power that creates strong
unique to the origin you chose. This does not winds such as gust of wind, until the start of your
count against the total number of powers you next turn, you can use a reaction at any point to
know. You can activate that power once a day gain a fly speed equal to your movement speed.
without expending a power slot. You can immediately move up to half your
Fire. You learn the wall of fire power if you movement. This movement does not provoke
don’t already know it. When you activate this opportunity attacks.
power using your elemental adept, you can Earth. You can manipulate your stoneskin
choose up to three creatures to be protected from power with ease. You can now apply it to allies
the flames. If they succeed on the saving throws, within 60 feet of you, protecting them in a thin
they take no damage from the wall of fire. layer of earth armor.
Water. You learn the control water power if you
don’t already know it. When you activate this
power using your elemental adept, if there is no
freestanding water, you can pull it from the air to ELEMENTAL RECUPERATION
create up to one thousand gallons of it.
Lightning. You learn the call lightning power if At 20th level, you regain 4 expended control
you don’t already know it. When you activate this points whenever you finish a short rest.
power using your elemental adept, the power’s
duration increases to 1 hour.
Air. You learn the fly power if you don’t already
know it. When you activate this power using your
elemental adept, you can target up to 5 creatures
within 20 feet of you to be affected by the power.

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EXOSUIT Proficiencies
Armor: All armor, shields
Exosuits are technological marvels, alien or
Weapons: Simple weapons
otherwise. Often obtained by genius creators,
Tools: None
people of vast wealth, or someone lucky enough
Saving Throws: Intelligence, Wisdom
to stumble across an old abandoned or broken
Skills: Choose two skills from Athletics,
suit. These masterpieces of technology are suits
Acrobatics, Sleight of Hand, Stealth, Lore,
of battle armor designed to enhance its pilot’s
Investigation, Nature, Animal Handling,
combat prowess. The physical traits of an exosuit
Insight, Medicine, Perception, Survival,
are often no different from that of a citizen, the
Deception, Intimidation, Performance,
exosuit can not only greatly enhance strength, but
Persuasion, Technology
can also have a myriad of other features such as
granting flight, carry a vast array of integrated or
attached weapons, and even allow the user to Equipment
survive in otherwise treacherous environments You start with the following equipment, in
such as underwater or deep space. addition to the equipment granted by your alter
Exosuits are made up of millions of ego:
microscopic drones that can be stored in the • Two simple weapons or one martial weapon
smallest of spaces. At a simple command of the • Tanta Battlesuit
user, they can be released and shroud the hero
instantly. This hivemind-like armor of drones
also allows them to deconstruct and reconstruct
analyzed items, allowing them to take on forms
of other features, and more importantly,
weapons. Most of the suits can easily create a few
different effects that all the drones tend to
possess, such as sonic blasters, a non-violent
combat alternative, and ambro medical shots
that treat and heal wounds. The rest of the
exosuit’s arsenal is decided by the user.
While the pilots are often extremely
intelligent, it isn’t always the case. For the most
part though, the only real weakness of these
powerful technical marvels is the often
physically weak pilot at its core.

ROLE FEATURES
As an exosuit, you gain the following role EXOSUIT
features:
Starting at 1st level, you have access to a powerful
nano exosuit at your disposal. You don’t need to
Hit Points meet the strength requirements to use battlesuits.
Stamina Dice: 1d10 As an action, you can don your exosuit. While
Hit Points: at 1st Level: 1d10 + your Constitution within your exosuit, you gain access to the
modifier following features and the powers.
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per your exosuit level
after 1st.
Power Ability Modifier: Intelligence or Wisdom

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Augmentation. As an action, you redirect your
ENHANCED STRENGTH suit's power with additional energy. For 1 minute,
When you engage in unarmed combat, you can you add your Intelligence modifier to attack rolls
roll a 2d6 + your Strength modifier in place of made with that weapon (with a minimum bonus
the normal damage of your unarmed strikes. of +1). The weapon also emits bright light in a 20-
foot radius and dim light 20 feet beyond that. If
the weapon is not already magical, it becomes
magical for the duration.
AMBRO MED SHOT You can end this effect on your turn as part of
Your suit releases a healing agent through a any other action. If you are no longer holding or
syringe hidden within the suit. You have a limited carrying this weapon, or if you fall unconscious,
supply that you can replenish during a long rest. this effect ends.
With that supply, you can restore a total number Sonic Blaster. As an action, your exosuit
of hit points equal to your exosuit level x 5. releases a vicious sonic assault. Each humanoid
As an action, you can touch a creature and inject that can hear you within 30 feet of you must make
the healing agent drawing from the supply to a Constitution saving throw. If the creature fails
restore a number of hit points to that creature, up its saving throw, it is turned for 1 minute or until
to the maximum amount remaining in your pool. it takes damage.
Alternatively, you can expend 5 hit points from A turned creature must spend its turns trying to
your supply of healing to cure the target of one move as far away from you as it can, and it can’t
disease or neutralize one poison affecting it. You willingly move to a space within 30 feet of you. It
can cure multiple diseases and neutralize multiple also can’t take reactions. For its action, it can use
poisons with a single use of your Med Shot, only the Dash action or try to escape from an
expending hit points separately for each one. effect that prevents it from moving. If there’s
This feature has no effect on undead and nowhere to move, the creature can use the Dodge
constructs. action.

OVERCHARGE MENTAL DISRUPTION


When you hit a creature with a melee or ranged INHIBITOR
attack, you can expend a power slot to overcharge Starting at 6th level, your suit has a beacon within
it to deal radiant damage to the target, in addition your exosuit that releases regular short invisible
to the attack’s damage. The extra damage is 2d8 bursts that inhibit powers that affect the mind.
for a 1st-level power slot, plus 1d8 for each power You and friendly creatures within 10 feet of you
level higher than 1st. The damage increases by 1d8 can’t be charmed while you are conscious.
if the target is an undead or fiend. At 18th level, the range of this beacon increases
At 11th level an upgrade to your energy to 30 feet.
generator increases the damage of all melee and
ranged attacks by an extra 1d8 radiant damage.

AUTOMATED DEFENSES
EQUIPMENT AUGMENTATIONS Starting at 10th level, your exosuit has been
integrated with a complex automated defense
At 3rd level, you’re able to divert some of your system designed to fend off a myriad of threats.
suit's power to its combat weapons or non-lethal When you become the target of an attack or
sonic blaster. When you use this feature, you saving throw, you may use your reaction to roll a
cannot use it again until you finish a short or long d4 and subtract the number rolled from the
rest. creature's attack roll or add the number to your
saving throw.

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MEDICAL PROBE
Beginning at 14th level, your exosuit has
integrated healing nanobots delivered via a drone
designed to attack foreign powers affecting a
creature. As an action, you can end one power on
yourself or one willing creature within 30 feet of
you.
You can use this feature a number of times
equal to your Charisma modifier (minimum of
once). You regain expended uses when you finish
a long rest.

ARMORED TITAN
At 20th level, you push your nanites into an
overclocked state, allowing them to maximize
your suit for combat. Using your action, your
nanites rearrange and transform your exosuit
into an armored titan. For 1 minute, you gain the
following benefits:
• You have resistance to bludgeoning, piercing,
and slashing damage from nonmagical
weapons.
• When you take the Attack action on your turn,
you can make one additional attack as part of
that action.
• When you roll to make an attack, roll a d6 and
add that roll to the attack and damage rolls.

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GADGETEER Proficiencies
Armor: All armor, shields
While Exosuits focus on combat-based armor,
Weapons: All weapons
the Gadgeteer utilizes a variety of technological
Tools: None
gadgets to accomplish great feats of strength or
Saving Throws: Dexterity, Wisdom
aid their allies in battle. Their specialty is the use
Skills: Choose two skills from Athletics,
of aerial robots called drones. The Gadgeteer’s
Acrobatics, Sleight of Hand, Stealth, Lore,
tools and equipment can take an infinite number
Investigation, Nature, Animal Handling,
of different forms; the most common are drones,
Insight, Medicine, Perception, Survival,
blasters, and antigravity belts. The gadgeteer’s
Deception, Intimidation, Performance,
variety makes them an extremely versatile
Persuasion, Technology
character.
Gadgeteers are always most welcome in a
battle against a villain and their cronies. The Equipment
customization of their drones allows them to fill You start with the following equipment, in
in niche roles when needed. Their unique drone addition to the equipment granted by your alter
system allows them to deploy a variety of ego:
versatile allies around the battlefield. These • A simple melee weapon and one ranged martial
drones can heal or ward allies against attacks, weapon
attack enemies with laser fire, or even alert allies • Reinforced Kevlar Jacket
of incoming attacks. There is no better support
than a Gadgeteer at your side. They almost
always have the right tool for the job.
Their target system and automated defenses
can allow the gadgeteer and their allies to boost GADGETEER
both their offensive and defensive capabilities. Starting at 1st level, you’re able to release small
This includes delivering medical support to those robotic drones as a bonus action to an unoccupied
in need. The greatest weapon in a gadgeteer’s space within 30 feet of you that you can see. The
arsenal, however, is the personal battle droid form the drones take is up to you. When you gain
that can be transported to the battlefield at a this feature, you have access to two types of drone
moment’s notice, lending the group of heroes an systems. The drones available to you are detailed
extra hand and potentially changing the tide of a at the end of this role description. The drone lasts
battle in the heroes’ favor. for 1 minute, until it is destroyed, or until you use
your bonus action to release another one of the
same type. You can dismiss the drone as a bonus
action. Your drones have an AC of 10 + your
ROLE FEATURES proficiency bonus. They have 1 hit point. They
have integrated shields that protect them against
As a gadgeteer, you gain the following role
area of effects. They are immune to area of effect
features:
powers and weapons.
You can use this feature a number of times
Hit Points equal to your proficiency bonus. You regain
Stamina Dice: 1d8 expended uses of this feature when you finish a
Hit Points: at 1st Level: 1d8 + your Constitution short or long rest.
modifier You can learn an additional drone system at 3 rd
Hit Points at Higher Levels: 1d8 (or 4) + your level, another at 6th level, and another two drone
Constitution modifier per your gadgeteer level systems at 12th level.
after 1st. Additionally, when you gain a level in this role,
Power Ability Modifier: Intelligence or Wisdom you can replace existing drone systems you know
with another drone system that you could learn
at that level.

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TARGET ASSIST
You have a complex targeting system to aide you
in offensive ranged combat. When you take the
Attack action with a ranged weapon, roll a d4.
When you make a ranged attack roll, add the
value to your attack roll. If your attack forces a
target to make a saving throw, subtract the
number rolled from the target’s saving throw.

INTEGRATED ANTI-GRAVITY
BOOTS
Starting at 6th level, you integrate antigravity
technology into your boots. While wearing your
boots, you gain a fly speed of 60 feet.
DRONE SYSTEMS
Each drone has a unique set of actions available
to them. Each drone’s actions are detailed in the AUTOMATED DEFENSES
Drone’s description. Choose an unoccupied space
within 10 feet of you, the drone is deployed there Starting at 10th level, when a creature you can see
and hovers 5 feet off the ground. If a drone attacks you or an ally that is within 20 feet of one
requires a bonus action to activate, you may of your drone systems, you can use your reaction
activate it the first time the power is activated as to have the drone move to intercept the blow,
part of the activation. Any additional activation imposing disadvantage on the attack roll. You
requires the use of the bonus action. must have a drone system active to use this
Additionally, the drones can be commanded to feature.
move up to 20 feet as a bonus action.
The drones use your power ability to determine
its power save DC and power attack modifiers.
BATTLE DROID
Beginning at 14th level, you can transport a battle

AMBRO SURGE
droid of your creation and design. As an action,
you can have it transported to an unoccupied
At 3rd level, using a small gauntlet device stored space that you can see within 60 feet of you. The
with ambronanites, you’re able to deliver healing Overseer has the statistics.
to a creature of your choice within range via a The battle droid requires concentration, and it
sonic surge of nanites. You have a pool of ambro instantly transports to its storage dock when it
healing surges in the form of small canister like drops to 0 hit points, or you lose concentration.
vials. This is represented by a number of d4s equal The battle droid is friendly to you and your
to your proficiency bonus, known as ambro surge companions.
dice. Roll initiative for the battle droid, and it acts
As an action, you can choose a creature within on its own turn. The droid obeys any verbal
60 feet of you that you can see. You can expend commands that you issue to it (no action
any number of ambro surge dice. The target required by you). If you don’t issue any
regains a number of hit points equal to the total command, it defends itself from hostile
number rolled plus your power ability modifier. creatures.
You regain all expended ambro surge dice Once you use this feature, you can’t use it
when you finish a short or long rest. again until you finish a long rest.

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NANITE INFUSION choose a number of creatures up to your
proficiency bonus within a 15-foot radius of the
Starting at 20th level, you send a rush of shield drone. The creatures gain a number of temporary
projecting nanites to the aid of a creature that hit points equal to half your gadgeteer level
you can see within 60 feet of you (which can rounded down (minimum of one), that lasts until
include yourself). This effect lasts for up to 10 the start of your next turn.
minutes (as if concentrating on a power). The
creature gains the following benefits.
Overheat Drone
• The target gains 50 temporary hit points. If Prerequisite: 6th level
any of these remain when the power ends, they The drone carries a fusion core that releases
are lost. bursts of intense heat. As a bonus action, you can
• The target has advantage on all saving throws cause the drone to flare heat. Each creature
against powers. within a 10-foot radius of the drone must make a
• The target gains a +2 bonus to AC Constitution saving throw. A creature takes 3d6
fire damage on a failed save, or half as much on a
successful one.

DRONES Resistance Drone


If a drone has prerequisites, you must meet them The drone shields nearby creatures from
to learn it. You can learn a drone system at the elemental powers. When a creature within a 15-
same time you meet its prerequisites. A level foot radius of the drone is hit by an attack that
prerequisite for a drone refers to your gadgeteer deals cold, fire, lightning, poison, or thunder
level. damage, you can use your reaction to give the
creature resistance against one of these damage
Gravity Drone types. This effect lasts until the start of your next
The drone hinders the movement of creatures turn.
around where it is deployed. As a bonus action,
you can cause the drone to warp gravity in a 15- Blaster Drone
foot radius around it. The area is considered The drone is equipped with laser destructors.
difficult terrain until the start of your next turn. Using your bonus action, you can command the
drone to fire its destructors at a target within 60
Warning Drone feet of it. Make a ranged power attack. On a hit,
Prerequisite: 8th level the target takes 1d6 radiant damage.
The drone releases holographic telegraphs of This drone’s damage increases by 1d6 when
incoming enemy attacks. Creatures of your you reach 5th level (2d6), 11th level (3d6), and 17th
choice within a 15-foot radius of the drone have level (4d6).
advantage on Dexterity saving throws.
Adrenaline Drone
Lure Drone Prerequisite: 12th level
The drone redirects powers that pass within The drone bolsters creatures around it. When a
range of its scanners. You can use your reaction creature is within a 15-foot radius of the drone,
when a creature within a 15-foot radius of the you can use your reaction to grant it advantage
drone is the target of a power, forcing the user to on all Strength checks or saving throws until the
succeed on a Wisdom saving throw. On a failed start of your next turn.
save, the drone becomes the target of the power
instead.

Ambronanite Drone
Prerequisite: 4th level
The drone wards creatures within range of its
Ambronanite sphere. Using your bonus action,

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JUMPER
While rare, some deviants have the power to
connect two apparent separate locations in space
and pull them together enough for them to leap
through the gap created. This allows them to
“jump” from one place to another. This allows
them to instantly transport themselves from one
location to another.
In a world were villains and their henchman
can be found in most alleys or a foolish
scientist’s experiment can go awry releasing
monstrosities into the cities, sometimes, the
best thing to do is get out of dodge and avoid the
encounter all together. On the other hand, swift
movement via jumping can be used to capture an
enemy by complete surprise. Either way, being
able to move instantly and undetected is a
desirable trait for those looking to delve into
espionage and thieving.
The limited nature of jumping means that
weaker jumpers can only transport themselves.
Some believe that with enough practice, a
jumper can transport large groups of people and
objects. This makes them difficult to pin down,
get the jump on, or even catch. A few have been
known to be able to create portals that can
redirect incoming projectiles back at their foe. It
is an ability that can help get them out of a
dangerous situation when caught unarmed.
Each jumper’s form of transportation is
different and rarely appears the same. Some
jumpers can open clear visible portals, others
merely vanish into a puff of smoke. Whatever the
form, it’s their most valuable tool.

ROLE FEATURES
As a Jumper, you gain the following role
features:

Hit Points
Stamina Dice: 1d8
Hit Points: at 1st Level: 1d6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 3) + your
Constitution modifier per your jumper level
after 1st.
Power Ability Modifier: Constitution or Charisma

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Proficiencies NATURAL JUMPER
Armor: All armor, shields When you activate a power that allows you to
Weapons: Simple weapons, one martial or melee teleport, the distance you can teleport is doubled.
weapon of your choice.
Tools: None
Saving Throws: Constitution, Dexterity SURPRISE TELEPORT
Skills: Choose two skills from Athletics,
At 3rd level, your mobility makes you
Acrobatics, Sleight of Hand, Stealth, Lore,
unpredictable. This allows you to catch your
Investigation, Nature, Animal Handling,
enemies by surprise. When you teleport before
Insight, Medicine, Perception, Survival,
attacking an enemy, you have advantage on attack
Deception, Intimidation, Performance,
rolls against any creature that hasn’t taken a turn
Persuasion, Technology
in combat yet, and they have disadvantage on any
saving throws. In addition, when you attack with
Equipment Advantage after teleporting and both rolls hit the
You start with the following equipment, in targets AC, the attack is a critical hit.
addition to the equipment granted by your alter
ego:
• A martial melee weapon or one ranged martial
weapon TRANSPOSITION
• Reinforced Kevlar Jacket
Starting at 6th level, you can use your action to
teleport up to 90 feet to an unoccupied space that
you can see. Alternatively, you can choose a space
within range that is occupied by a small or
JUMPER medium creature. If that creature is willing, you
Starting at 1st level, you have the power to both teleport, swapping places.
teleport or jump from one location to another in You can use this feature a number of times
an instant. You know the flicker power. This does equal to your proficiency bonus. You regain all
not count against your total number of powers expended uses at the end of a long rest.
known. You can use this feature a number of
times equal to your proficiency bonus without
expending a power slot. You regain expended uses
when you finish a short or long rest. PROJECTILE TRANSFERAL
Starting at 10th, you can open two small portals.
One portal absorbs an incoming attack. The attack
is then redirected and released out of the other
Flicker portal at another creature. When you are targeted
1st level
by a ranged attack, you can use your reaction to
Activation Time: 1 bonus action have the attack target a different creature within
Range: Self 60 feet of you that you can see.
Duration: Instant You can use this feature a number of times
You step through a rift in reality or are equal to your proficiency bonus, regaining uses
after a short or long rest.
surrounded in a mist or puff of smoke for an
instant; you teleport up to 30 feet to an
unoccupied space that you can see.
At higher levels. When you activate this power
with a power slot of 2nd level or higher, you
increase the range by 10 feet for each power slot
beyond 1st.

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Kris Leask (Order #39280737)


Similar Area . You and your group (or the target
MASS TELEPORTATION object) wind up in a different area that's visually
Beginning at 14th level, you can instantly or thematically similar to the target area. If you
transport yourself and up to eight willing are heading for your home base, for example,
creatures of your choice or a single object that you you might wind up in another hero’s home base
can see within 10 feet of you to a destination you or in a superhero super suit shop that has many
select. If you target an object, it must be able to fit of the same tools and implements as your home
entirely inside a 10-foot cube, and it can’t be held base. Generally, you appear in the closest similar
or carried by an unwilling creature. place, but since the power has no range limit,
The destination you choose must be known to you could conceivably wind up anywhere in the
you, and it must be in the same realm of existence same realm.
as you. Your familiarity with the destination Mishap . The power’s unpredictability results
determines whether you arrive there successfully. in a difficult journey. Each teleporting creature
The Overseer rolls a d100 and consults the table. (or the target object) takes 3d10 force damage,
Familiarity . "Associated object" means that you and the Overseer rerolls on the table to see where
possess an object taken from the desired you wind up (multiple mishaps can occur,
destination within the last six months, such as a dealing damage each time).
key to an apartment, bed linen from a room, or a You cannot use this feature again until you
beaker from a science laboratory. finish a long rest.
"Very familiar" is a place you have been very
often, a place you have carefully studied or a
place you can see when you activate the power.
"Seen casually" is someplace you have seen Familiarity Mishap Similar Off On
more than once but with which you aren't very Area Target Target
familiar. "Viewed once" is a place you have seen Associated - - - 01-
once, in person or even through a holovid. object 100
"Description" is a place whose location and Very familiar 01-05 06-13 14-24 25-
appearance you know through someone else's 100
description, perhaps from a map.
Seen casually 01-33 34-43 44-53 54-
"False destination" is a place that doesn't 100
exist. Perhaps you tried to use satellite data to an
Viewed once 01-43 44-53 54-73 74-
enemy's hideout, but instead viewed an illusion,
100
or you are attempting to teleport to a familiar
location that no longer exists. Description 01-43 44-53 54-73 74-
100
On Target . You and your group (or the target
object) appear where you want to. False 01-50 51-100 - -
destination
Off Target . You and your group (or the target
object) appear a random distance away from the
destination in a random direction. Distance off
target is 1d10 × 1d10 percent of the distance that
was to be traveled. For example, if you tried to VOID SLIP
travel 120 miles, landed off target, and rolled a 5
At 20th level, you can now use your Transposition
and 3 on the two d10s, then you would be off
feature on unwilling targets and can affect
target by 15 percent, or 18 miles. The Overseer
creatures and objects up to large size. When
determines the direction off target randomly by
targeting an unwilling creature with your
rolling a d8 and designating 1 as north, 2 as
transposition feature, the creature must succeed
northeast, 3 as east, and so on around the points
a charisma saving throw or swap places with you.
of the compass. If you were teleporting to a
If the target succeeds on the save, they become
coastal city and wound up 18 miles out at sea,
immune to this feature for 1 hour.
you could be in trouble.

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MYSTIC
The arrival of deviants hailed the return to those
connected to the mystic arts of magic. The
mystic is a master of the mystical arcane and
dark arts. In the past, they were burned and
hunted as witches and monsters to near

ROLE FEATURES
extinction. Whatever triggered the rise of the
deviants, also strengthened the lost blood bonds
to the arcane arts. It is yet unclear if ancient As a mystic, you gain the following role features:
witches and warlocks were early deviants, or if
they are completely unrelated, and the rise just Hit Points
led to the triggering and enhancement of this
Stamina Dice: 1d6
latent power in those with magical lineage.
Hit Points: at 1st Level: 6 + your Constitution
Unlike most deviants and their abilities, it
modifier
takes a bit of work for a mystic to access their
Hit Points at Higher Levels: 1d6 (or 4) + your
power. To do so, they must focus and draw the
Constitution modifier per your mystic level
power through the use of complex incantations
after 1st.
and somatic components referred to as spells.
Power Ability Modifier: Intelligence or Wisdom
While their power requires study and
memorization to master, they’re extremely
versatile. A mystic’s most powerful tool is their Proficiencies
ability to summon magical spirit allies to aid Armor: None
them. There are even rumors of some mystics Weapons: Simple weapons
being able to suppress the powers of deviants or, Tools: None
at least, cancel their effects for a short time. Saving Throws: Intelligence, Wisdom
Many believe this power is what the DRT use in Skills: Choose two skills from Athletics,
their battles with deviants. This, of course, Acrobatics, Sleight of Hand, Stealth, Lore,
remains as a rumor and hasn’t been confirmed in Investigation, Nature, Animal Handling,
public record. Insight, Medicine, Perception, Survival,
Mystics are often believed to be the origin of Deception, Intimidation, Performance,
lore and legends like the legendary wizards using Persuasion, Technology
magic. Their powers often manifest as a complex
glyph of power hovering in the air. The power
Equipment
can do a great many things. There is a core of
You start with the following equipment, in
powers that all mystics have: simple tricks and
addition to the equipment granted by your alter
illusions. Beyond that, their powers vary as
ego:
widely as shells in the sea, meaning no two
mystics are exactly alike. • One simple weapon.

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ARCANE STUDIES
When the familiar drops to 0 hit points, the
portal opens, drawing it in, and it disappears. It
Starting at 1st level, you have studied the mystic reappears after you activate this power again.
arts through an ancient magical tome. Choose While your familiar is within 100 feet of you,
either prestidigitation or minor illusion. you can communicate with it telepathically.
Additionally, you know the cure wounds, force Additionally, as an action, you can see through
armor and shield powers. These powers do not your familiar’s eyes and hear what it hears until
count against your number of powers known. the start of your next turn, gaining the benefits
You can activate either of these powers a total of any special senses that the familiar has.
number of times equal to your proficiency bonus During this time, you are deaf and blind
without spending a power slot. You can’t use this regarding your own senses.
feature again until you finish a long rest. As an action, you can temporarily dismiss your
familiar. It disappears and awaits your
summons. Alternatively, you can dismiss it
forever. As an action, while it is temporarily
Force Armor dismissed, you can cause it to reappear in any
1st level unoccupied space within 30 feet of you.
You can’t have more than one familiar at a
Activation Time: 1 action
time. If you activate this power while you already
Range: Touch
have a familiar, a new portal opens and replaces
Roles: Mystic
it instantly. Choose one of the forms from the
Duration: 8 hours
above list.
You are able to create a magical ward around a Finally, when you activate this power, you may
creature who isn’t wearing armor; a protective activate powers with a range of touch and have
magical force of energy surrounds it until the your familiar deliver the power as if it had used
power ends. The target’s base AC becomes 13 + the power itself. Your familiar must be within
its Dexterity modifier. The power ends if the 100 feet of you, and it must use its reaction to
target dons armor or if you dismiss the power as deliver the power when you activate it. If the
an action. power requires an attack roll, you use your attack
At higher levels. When you activate this power modifier for the roll.
using a power slot of 4th level the range becomes
60 feet.

POTENT AT-WILL POWERS


Starting at 6th level, you gain the ability to imbue
SUMMONED FAMILIAR your powers with additional arcane energies. Your
damaging powers affect even creatures that avoid
At 3rd level, as an action, you can conjure a spirit
the brunt of the effect. When a creature succeeds
bound familiar that takes an animal form that you
on a saving throw against your At-will powers,
may choose from: a bat, cat, crab, frog (toad),
the creature takes half the At-will’s damage (if
hawk, lizard, octopus, owl, poisonous snake, rat,
any) but suffers no additional effect from the
raven, sea horse, spider, or weasel. A portal opens
power.
in an unoccupied space within 10 feet of you. The
familiar has the statistics of the chosen form.
Your familiar acts independently of you, but it
always obeys your commands. In combat, it rolls
its own initiative and acts on its own turn. A
EMPOWERED INCANTATIONS
familiar can’t attack, but it can take other Starting at 10th level, when you activate a power
actions as normal. that requires you to roll any number of dice, you
can reroll a number of dice up to your proficiency
bonus. You can only do this one time whether you
roll one or all of the dice available. You must use
the new rolls.

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OVERCHANNEL COUNTERSPELL
Starting at 14th level, you can increase the power At 20th level, your study of powers and the
of your simpler powers. When you activate a multiverse allows you to predict and react to the
power of 1st through 5th level that deals damage, actions of those who bend the laws of physics to
you can deal maximum damage with that power. their will. When you see a creature within 60 feet
The first time you do so, you suffer no adverse of you activating a power, you can spend a power
effect. If you use this feature again before you slot and use your reaction to attempt to interrupt
finish a long rest, you must succeed a DC 10 the process of the power’s activation. If the
Constitution saving throw or gain a level of creature is activating a power of 3rd level or
exhaustion. Each time you use this feature after lower, its power fails and has no effect. If it is
the first save, the DC increases by 5. When you activating a power of 4th level or higher, make an
finish a long rest, the DC resets to 10. ability check using your power ability. The DC
equals 10 + the power’s level. On a success, the
creature’s power fails and has no effect.

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psychics use this to only help, but there are
those who seek darker deeds. They are to be
feared and avoided.
Psychics are said to be the reason the DRT was
created. A war occurred between two countries
when a psychic with dark intent put thoughts of
war and greed deep into the minds of the
historically peaceful nations’ leaders. The worst
of it is that the technology to detect these
dangerous deviants is still in its infancy. Until a
way can be found to block and/or detect these
invasive deviants, the world of Terra will, and
should, fear them.

ROLE FEATURES
As a psychic, you gain the following role
features:

Hit Points
Stamina Dice: 1d8
PSYCHIC Hit Points: at 1st Level: 8 + your Constitution
The world’s history is filled of hundreds of years modifier
of stories and lore of those who claimed they Hit Points at Higher Levels: 1d8 (or 5) + your
could the future, move objects with their mind, Constitution modifier per your psychic level
or even read the minds of others. While there has after 1st.
never been substantiated proof of people having Power Ability Modifier: Charisma or Wisdom
such gifts, the Rise gave birth to the proof—to
actual psychics. Proficiencies
The power of the mind is arguably one of the Armor: Light armor
greatest and underestimated forces in the world. Weapons: Simple weapons
A person with a strong mind can discover lost Tools: None
secrets, study the stars, invent new technologies, Saving Throws: Dexterity, Charisma
and even influence people. The psychic is the Skills: Choose two skills from Athletics,
next step in the ‘mind over matter’ mentality, Acrobatics, Sleight of Hand, Stealth, Lore,
unlocking the hidden potential within the minds Investigation, Nature, Animal Handling,
of sentient races. Though, this is easier in some Insight, Medicine, Perception, Survival,
than others. Deception, Intimidation, Performance,
The psychic can quite literally influence the Persuasion, Technology
world around them with just a single thought.
Moving objects with their mind, listening to the
Equipment
thoughts of those nearby, or creating powerful
You start with the following equipment, in
barriers of psychic energy. Of all the deviants,
addition to the equipment granted by your alter
the psychic is the most terrifying and most
ego:
invasive with their ability to influence people in a
way words will never be able to. Pushing • Two simple weapons or one ranged martial
thoughts and concepts into the minds of others weapon
can lead them to behaving in ways they would • Kevlar Threaded Clothes
never under normal circumstances, some

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TELEPATHIC PUSH
determines whether the attack roll or ability
check succeeds or fails, or before the creature
Starting at 1st level, you can push the emotions of deals its damage. The creature is immune if it’s
others through your mental prowess, enhancing immune to being charmed.
their physical and mental attributes for a short
time. To do so, you use a bonus action on your

MENTAL BARRIER
turn to choose one creature other than yourself
within 60 feet of you who can see you. That
creature gains one Telepathic Push die, a d6. Starting at 6th level, you gain the ability to put up
Once within the next 10 minutes, the creature powerful mental wards around the minds of your
can roll the die and add the number roll to one allies and yourself. This disrupts and shields
ability check, attack roll, or saving throw it against mind-influencing effects. As an action,
makes. The creature can wait until after it rolls a you can build a powerful mental barrier that lasts
d20 before deciding to use the Telepathic Push die until the end of your next turn. During that time,
but must decide before the Overseer says whether you and any friendly creatures within 30 feet of
the roll succeeds or fails. Once the Telepathic you have advantage on saving throws against
Push die is rolled, it is lost. A creature can have being frightened or charmed. A creature must be
only one Telepathic Push die at a time. able to see you to gain this benefit. The barrier
You can use this feature a number of times ends early if you are incapacitated or if you
equal to your Charisma modifier (minimum of voluntarily end it (no action required).
once). You regain any expended uses when you
finish a short or long rest.
Your Telepathic Push die changes when you
reach certain levels in this role. The die becomes a UNDERSTANDING OF MINDS
d8 at 5th level, a d10 at 10th level, and a d12 at Starting at 10th level, you have plundered secret
15th level. knowledge, techniques, and skills from a wide
group of people while digging within their minds.
Choose two powers from any role, including this

CEREBRAL CONTACT one. A power you choose must be of a level you


can activate, as shown on the advancement table,
Beginning at 1st level, your ability to mentally or an At-will.
project your psyche allows you to touch the mind The chosen powers count as psychic powers for
of other creatures. You can communicate you and are included in the number of Powers
telepathically with any living creature you can see Known column of the advancement table.
within 20 feet of you. You don’t need to speak the
same language for it to understand your
telepathic utterances, but the creature must be
able to understand at least one language. TELEKINETIC BARRIER
Starting at 14th level, when a creature hits you
with a melee or ranged attack and you use your

PSIONIC ASSAULT Psionic Assault option, you can roll a d6 and use it
instead of expending a Telepathic Push die.
At 3rd level, your mental push expands to an
assault directly on an enemy’s mind, distracting
and confusing them. When a creature that you can
see within 60 feet of you makes an attack roll,
ability check, or damage roll, you can use your
reaction to expend one of your uses of Telepathic
Push, rolling a Telepathic Push die and
subtracting the number rolled from the creature’s
roll. You can choose to use this feature after the
creature makes its roll, but before the Overseer

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Kris Leask (Order #39280737)


MIND AND BODY
PURIFICATION
At 20th level, as an action, you can expend one
use of your Telepathic Push to remove one
disease or detrimental condition affecting a
creature you can see within 60 feet. The
condition can be blinded, charmed, deafened,
frightened, paralyzed, or poisoned.

SHAPESHIFTER
When it comes to stealth and hiding, there is no
deviant better than those who can shift their
forms on command. Some of Terra’s greatest
spies and assassins are shapeshifters. They can
shift into another’s skin in order to carry out an ROLE FEATURES
execution so that another will be blamed or leave
no evidence of their passing at all. The dangers As a shapeshifter, you gain the following role
are endless. features:
The shapeshifter’s control over their body also
makes them extremely durable. Rearranging Hit Points
their molecular structure allows them to endure Stamina Dice: 1d8
pain long after what would likely kill others. The Hit Points: at 1st Level: 8 + your Constitution
shapeshifters include a variety of strange modifier
morphing powers, ranging from becoming Hit Points at Higher Levels: 1d8 (or 5) + your
animals, creatures of myth, and even other Constitution modifier per your shapeshifter
humans. Keep an eye out. That cat on the porch level after 1st.
may be more than they appear. Power Ability Modifier: Constitution or Wisdom
Their changing forms isn’t limited to a full
shift. They can make much more subtle changes,
such as turning their fingers into claws or
Proficiencies
growing gills to breathe underwater. The Armor: Light armor, medium armor, shields
shapeshifter is able to easily adapt to their Weapons: Simple weapons
surroundings. This means they can scout and Tools: None
survive in extreme conditions that most people Saving Throws: Intelligence, Wisdom
couldn’t bear to visit. The forms they take also Skills: Choose two skills from Athletics,
grant them unique senses native to the form they Acrobatics, Sleight of Hand, Stealth, Lore,
take. A keen sense of smell or hearing can allow Investigation, Nature, Animal Handling,
them to track an enemy or even grant them near Insight, Medicine, Perception, Survival,
perfect vision in darkness. Deception, Intimidation, Performance,
Whatever the form a shapeshifter takes, it’s Persuasion, Technology
likely that most won’t be able to locate them
unless they want to be found. Equipment
You start with the following equipment, in
addition to the equipment granted by your alter
ego:
• One simple weapon
• Kevlar Threaded Clothes

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Your shapeshifter level determines the beasts
SHIFTING you can transform. Starting at 3rd level, for
example, you can transform into any beast that
Starting at 1st level, when you concentrate, you’re
has a challenge rating of 1 or lower that doesn’t
able to bend, shape, mold, and alter your shape in
have a flying speed (SRD). At 5th level, you can
subtle ways at will. You assume a different form.
choose flying creatures as well.
When you use this power, choose one of the
Starting at 6th level, you can transform into a
following options, the effects of which last for up
beast with a challenge rating as high as your
to 1 hour. While the power lasts, you can end one
shapeshifter level divided by 3, rounded down.
option as an action to gain the benefits of a
You can stay in a beast shape for a number of
different one.
hours equal to half your shapeshifter level
Aquatic Adaptation. You adapt your body to an
(rounded down). You then revert to your normal
aquatic environment, sprouting gills, and
form unless you expend another use of this
growing webbing between your fingers. You can
feature. You can revert to your normal form
breathe underwater and gain a swimming speed
earlier by using a bonus action on your turn. You
equal to your walking speed.
automatically revert if you fall unconscious, drop
Change Appearance. You transform your
to 0 hit points, or die.
appearance. You decide what you look like,
When you are transformed, the following rules
including your height, weight, facial features,
apply:
sound of your voice, hair length, colorations, and
Your game statistics are replaced by the
distinguishing characteristics, if any. You can
statistics of the beast, but you retain your
make yourself appear as a member of another
alignment, personality, and Intelligence,
race, though none of your statistics change. You
Wisdom, and Charisma scores. You also retain all
also can’t appear as a creature of a different size
of your skill and saving throw proficiencies, in
than you, and your basic shape stays the same; if
addition to gaining those of the creature. If the
you’re bipedal, you can't use this power to
creature has the same proficiency as you and the
become quadrupedal, for instance. At any time for
bonus in its stat block is higher than yours, use
the power's duration, you can use your action to
the creature’s bonus instead of yours. If the
change your appearance in this way again.
creature has any legendary or lair actions, you
Natural Weapons. You grow claws, fangs,
can’t use them.
spines, horns, or a different natural weapon of
When you transform, you assume the beast’s
your choice. Your unarmed strikes deal 1d6
hit points and Stamina Dice. When you revert to
bludgeoning, piercing, or slashing damage, as
your normal form, you return to the number of hit
appropriate to the natural weapon you chose, and
points you had before you transformed. However,
you're proficient with your unarmed strikes. You
if you revert as a result of dropping to 0 hit points,
can attack as though your natural weapons have
any excess damage carries over to your normal
the light and finesse property. Finally, the natural
form.
weapons have a +1 bonus to attack, and damage
You can’t use powers, and your ability to speak
rolls you make using them.
or take any action that requires hands is limited to
the capabilities of your beast form. Transforming
doesn’t break your concentration on a power
WILD SHAPE you’ve already activated, however, or prevent you
from taking actions that are part of the power,
At 3rd level, you can use your bonus action to such as call lightning, that you’ve already used.
assume the shape of a beast that you have seen You retain the benefit of any features from your
before. You can use this feature twice. You regain role, origin, or other source and can use them if
expended uses when you finish a short or long the new form is physically capable of doing so.
rest. However, you can’t use any of your special senses,
such as darkvision, unless your new form also has
that sense.

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Worn equipment functions as normal, but the
Overseer decides whether it is practical for the MYTHICAL FORMS
new form to wear equipment and based on the By 14th level, you have learned to alter your form
creature’s shape and size. Your equipment in more unique ways, taking on the forms of
doesn’t change size or shape to match the new creatures of ancient mythos and lore that you've
form, and any equipment that the new form can’t read about or seen pictures of. You can expend
wear must either fall to the ground or merge with two uses of Wild Shape at the same time to
it. Equipment that merges with the form has no transform into a chimera, hydra, or minotaur.
effect until you leave the form.

MASTER OF DISGUISE
VICIOUS STRIKE At 20th level, you have completely mastered the
Starting at 6th level, your attacks in beast form ability to shift your body. You can use your Wild
and natural weapons count as magical for the Shape an unlimited number of times.
purpose of overcoming resistance and immunity
to nonmagical attacks and damage.

ADAPTIVE WARD
When you reach 10th level, you can’t be charmed
or frightened by beasts, and you are immune to
poison and disease.

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Proficiencies
SPEEDSTER
Armor: Light Armor
The Jumper isn’t the only deviant with mobility. Weapons: Simple weapons
While Jumpers can connect two places at once, Tools: None
Speedsters can move at phenomenal speeds, Saving Throws: Intelligence, Wisdom
covering great distances in little or no time. This Skills: Choose two skills from Athletics,
is often achieved by running at superhuman Acrobatics, Sleight of Hand, Stealth, Lore,
speeds. Their natural speed makes them Investigation, Nature, Animal Handling,
incredibly difficult to hit and allows them to toss Insight, Medicine, Perception, Survival,
a flurry of blows at an enemy before they realize Deception, Intimidation, Performance,
what has happened. The utilization of their speed Persuasion, Technology
allows them to create unique law of physics
breaking effects.
Equipment
The speedster is unique in that they can catch
You start with the following equipment, in
speeding bullets right out of the air and throw
addition to the equipment granted by your alter
them right back at their attacker. The speedster
ego:
can make quick work of weaker foes and even
pull allies from danger in an instant. • One simple melee weapon
Once they truly learn to harness their speed, • Kevlar Threaded Clothes
they can move so fast it can appear as if there is
more than one of them. This can seriously
disorient an opponent making it difficult for
their attacks to find purchase. When they get up
to even higher speeds, they can create
shockwaves that can leave an enemy stunned in
place and unable to react. This single feature can
bring down the mightiest of foes if they aren’t
able to avoid it.
These swift moving deviants often create
streaks of lightning, streaks of color, or
transparent blurs of themselves when they
move. Each speedster’s speed effect is different,
but one thing is for sure, good luck catching one.

ROLE FEATURES
As a speedster, you gain the following role
features:

Hit Points
Stamina Dice: 1d8
Hit Points: at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per your speedster level
after 1st.
Power Ability Modifier: Charisma or Wisdom

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SUPERSPEED SPEED POWER
Starting at 1st level, your speed increases by 30 You’re able to tap into the source of your speed
feet while you are not wearing armor or wielding to give you temporary boosts to your power. This
a shield. This bonus increases when you reach well of speed power is limited and is represented
certain speedster levels, at 9th level your speed by speed points. You have a number of points
increases again by 30 feet and again at 18th level. equal to your speedster level.
At 5th level, you gain the ability to move along You can spend these points to fuel various
vertical surfaces and across liquids on your turn speedster features. You start with three such
without falling during the move. features: Flurry of Blows, Speedster’s Defense,
Additionally, you have advantage on all and Flash Step. You learn more as you gain levels
Initiative rolls. in speedster.
When you spend a speed point, it is unavailable
until you finish a short or long rest, at the end of
which you draw speed force back into yourself.
SONIC ASSAULT Some of your speed force features require your
target to make a saving throw to resist the
Your superspeed gives you mastery over
feature’s effects. The saving throw DC is
unarmed strikes, as you can deliver a rapid
barrage before the enemy is even aware of your calculated as follows:
Speed Force Save DC = your proficiency bonus
attacks.
+ your Wisdom modifier
You gain the following benefits while you are
unarmed and aren’t wearing armor or wielding a Can’t Touch This. You can spend 1 speed point to
shield: move up to half your speed as a reaction. This
You can use Dexterity instead of Strength for movement doesn’t provoke an opportunity
the attack and damage rolls of your unarmed attack. If this movement is the result of being
strikes. attacked or forced to make a saving throw, you
You can roll a d4 in place of the normal damage must use it before you know the result.
of your unarmed strikes. This die changes as you Speedy Blows. You can spend 1 speed point to
gain speedster levels. Starting at 5th level, it make two unarmed strikes as a bonus action.
increases to a d6. At 11th level it increases to a d8, Speedsters Defense. You can spend 1 speed point
and at 17th level, a d10. to take the Dodge action as a bonus action on
When you use the Attack action with an your turn. If an enemy misses you with an
unarmed strike on your turn, you can make one attack, you can use your reaction to make an
unarmed strike as a bonus action. unarmed attack against the attacker.
Flash Step. You can spend 1 speed point to take
the Disengage or Dash action as a bonus action
on your turn, and your jump distance is tripled
for the turn.

SPEEDSTER REFLEXES
Starting at 3rd level, you can use your reaction to
deflect or catch the missile when you are hit by a
ranged weapon attack that deals piercing,
bludgeoning, or slashing damage. When you do
so, the damage you take from the attack is
reduced by 1d10 + your Dexterity modifier + your
speedster level.
If you reduce the damage to 0, you can catch

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the missile if it is small enough for you to hold in
one hand and you have at least one hand free. If
THERE IN A FLASH
you catch a missile in this way, you can spend 1 Beginning at 14th level, using your speed, you can
speed point to make a ranged attack with the run to the aid of your allies in a flash. When a
weapon or piece of ammunition you just caught, creature you can see attacks a target other than
as part of the same reaction. You make this you, you can use your reaction to move up to half
attack with proficiency, regardless of your your speed to protect them, imposing
weapon proficiencies, and the missile counts as disadvantage on the attack. If the attack misses,
an unarmed strike for the attack, which has a you can drag the willing creature up to half your
normal range of 20 feet and a long range of 60 movement to another location. This movement
feet. doesn’t provoke opportunity attacks.
When you make a melee attack against a
creature, you don’t provoke opportunity attacks
from that creature for the rest of the turn,
whether you hit or not. WHIRLWIND
When you reach 20th level, you utilize your speed
to run in a circle so fast, the wind spins and
creates a massive vortex. As an action, you can
SONIC BOOM create a 5-foot-radius, 50-foot-tall cylinder of
Starting at 6th level, your unarmed strikes can swirling air centered on you. You can use your
break the sound barrier sending a thundering action on subsequent turns to maintain the
shock into your opponent’s body. When you hit whirlwind’s effects. Any creature other than you
another creature with an unarmed strike, you that enters the whirlwind must succeed on a
can spend 1 speed point to attempt a sonic boom. Strength saving throw or be restrained by it. You
The target must succeed on a Constitution saving can move the whirlwind up to 30 feet as a bonus
throw or be stunned until the end of your next action, and creatures restrained by the whirlwind
turn. If you move at least 100 feet straight toward move with it. The whirlwind ends at the end of
the creature, it has disadvantage on the saving your next turn if you have not used an action to
throw. maintain it.
Additionally, your unarmed strikes count as A creature can use its action to free a creature
magical for the purpose of overcoming restrained by the whirlwind, including itself, by
resistance and immunity to nonmagical attacks succeeding on a Strength check. If the check
and damage. succeeds, the creature is no longer restrained
and moves to the nearest space outside the
whirlwind.

AFTER IMAGE
Starting at 10th level, your movements are so
fast it leaves a near identical after image
standing near your actual location, causing
attack rolls against you to have disadvantage. If
you’re hit by an attack, this trait is disrupted
until the end of its next turn. This trait is also
disrupted while you’re in incapacitated or have a
speed of 0.

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Armor Proficiency . Anyone can put on a suit of
BASIC EQUIPMENT armor or strap a shield to an arm. Only those
proficient in the armor's use know how to wear it
ARMOR effectively, however. Your class gives you
proficiency with certain types of armor. If you
Roleplaying worlds are a vast tapestry made up wear armor that you lack proficiency with, you
of many different cultures, each with its own have disadvantage on any ability check, saving
technology level. For this reason, adventurers throw, or attack roll that involves Strength or
have access to a variety of armor types, ranging Dexterity, and you can't activate powers.
from reinforced jackets and Kevlar vestments to Armor Class (AC) . Armor protects its wearer
costly battle suits, with several other kinds of from attacks. The armor (and shield) you wear
armor in between. The Armor table collects the determines your base Armor Class.
most commonly available types of armor found Heavy Armor. Heavier armor interferes with
in the game and separates them into three the wearer's ability to move quickly, stealthily,
categories: light armor, medium armor, and and freely. If the Armor table shows "Str 13" or
heavy armor. Many warriors supplement their "Str 15" in the Strength column for an armor
armor with shields or similar defensive type, the armor reduces the wearer's speed by
technology. half unless the wearer has a Strength score equal
The Armor table shows the cost, weight, and to or higher than the listed score.
other properties of the common types of armor Stealth. If the Armor table shows
worn in fantasy gaming worlds. "Disadvantage" in the Stealth column, the
wearer has disadvantage on Dexterity (Stealth)
checks.
Shields . A shield is made from metal or energy
and is carried in one hand. Wielding a shield
increases your Armor Class by 2. You can benefit
from only one shield at a time.

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Reinforced Leather. Made from tough but
LIGHT ARMOR flexible leather, reinforced leather is bolstered
Made from supple and thin materials, light with thin metal twine.
armor favors agile adventurers since it offers
some protection without sacrificing mobility. If
you wear light armor, you add your Dexterity
modifier to the base number from your armor
MEDIUM ARMOR
type to determine your Armor Class. Medium armor offers more protection than light
Kevlar Threaded Cloth. Cloth armor is meant armor, but it also impairs movement more. If
to look much like common clothing. Its strength you wear medium armor, you add your Dexterity
comes from the fine threads made of a Kevlar to modifier, to a maximum of +2, to the base
make it a bit more protective against simple number from your armor type to determine your
weapons. Armor Class.
Leather Survival Garb . The breastplate and Kevlar Body Armor . Made up of a common
shoulder protectors of this armor are made of bullet proof material, the Kevlar body armor is
leather that has been stiffened by being boiled in standard issue among policeman and other
oil. The rest of the armor is made of softer and government officials.
more flexible materials.

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Reinforced Kevlar Jacket. This armor takes on Adam Suit . This armor is the top-of-the-line
the form of a heavy jacket made of thick heavy battle suit and is made from extremely rare
carbon fiber and thin metal plates in the chest meteorite metal known as Adamantine. Along
and back areas. with being the costliest suit of armor to create,
Synthetic Survival Suit. This armor is a flexible it’s also the strongest in its class. It is resistant
full body suit made from a synthetic mixture to most attacks that mother nature and man can
from some of nature’s strongest material, spider throw at it. Unfortunately, the rare nature of its
silk. While not quite as strong as carbide armor, material makes it extremely pricy for most Capes
it is much more lightweight and less and Crooks.
cumbersome.
Tactical Carbide Uniform . This armor is a
flexible full body suit with individual plates of
carbide metal sheets coating critical parts of the GETTING INTO AND OUT OF
body, such as the chest. It contains a carbide
coated visored helmet. YOUR SUPER SUIT
Nanotech Armor . A lightweight suit of armor
Your armor doubles as your super suit, and
made up of microscopic carbide robots. This
because of this, it makes putting it on and taking
armor can take the shape of everyday clothing.
it off a bit sluggish. It takes 5 minutes to don and
When hit with a powerful strike, the nanites
doff your armor. This can become extremely
quickly solidify for an instant to absorb and
inconvenient when you’re in a rush to save a life.
redistribute the force of the impact.
With the right alterations, some armor can be
equipped with a simple action, but these features
are extremely costly in most cases.

BATTLE SUITS
Of all the armor categories, battle suits offer the
best protection. These suits of armor cover the
entire body and are designed to stop a wide range
of attacks. Only proficient deviants can manage
to utilize them properly.
Battlesuit armor doesn't let you add your
Dexterity modifier to your Armor Class, but it
also doesn't penalize you if your Dexterity
modifier is negative.
Alum Suit . This armor is the lightest battle suit
made of aluminum with touches of cobalt
designed to reinforce the armor against blows
from swords and guns. Aluminum suits are
inferior to Tanta suits, and they’re usually worn
only by those who can't afford better armor.
Tanta Suit. Made of tantalum alloy for its
extremely high melting point and anti-corrosion
attributes, the Tanta suit provides a decent
amount of defense and resistance to impacts.
Titan Suit. This armor is made of high-quality
aerospace titanium metal. The material is
lightweight considering its powerful resistances
to lasers and high velocity ballistics.

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WEAPONS Weapon Properties
Many weapons have special properties related to
Different roles, origins, and enhancements grant their use, as shown in the Weapons table.
access to a variety of weapons that reflect their Ammunition . You can use a weapon that has
unique focus. Your class grants proficiency in the ammunition property to make a ranged
certain weapons, reflecting both the class's focus attack only if you have ammunition to fire from
and the tools you are most likely to use. Whether the weapon. Each time you attack with the
you favor a longbow or a blaster rifle, your weapon, you expend one piece of ammunition.
weapon, and your ability to wield it effectively Drawing the ammunition from a quiver, case,
can mean the difference between life and death. magazine, or other container is part of the attack
The Weapons table shows the most common (you need a free hand to load a one-handed
weapons used in the world, their price, weight, weapon).
the damage they deal when they hit, and any If you use a weapon that has the ammunition
special properties they possess. Every weapon is property to make a melee attack, you treat the
classified as either melee or ranged. A melee weapon as an improvised weapon (see
weapon is used to attack a target within 5 feet of "Improvised Weapons" later in the section). A
you, whereas a ranged weapon is used to attack a sling must be loaded to deal any damage when
target at a distance. used in this way.
It’s important to note, if a weapon isn’t listed, Autofire. Some weapons such as the chaingun
you can freely choose an existing one and are less precise. These don’t require a traditional
rename it to fit the theme you are looking for ranged attack. Instead, you open fire and all
without the risk of altering game balance or targets within range and the area of effect must
needing to design a new weapon. succeed a saving throw. The DC for this attack is
8 + your dexterity or wisdom modifier + your
proficiency bonus. A target takes no damage on a
successful save.
Finesse . When making an attack with a finesse
Weapon Proficiency
weapon, you use your choice of your Strength or
Your origin, role, and enhancements can grant
Dexterity modifier for the attack and damage
you proficiency with certain weapons or
rolls. You must use the same modifier for both
categories of armaments. The two categories are
rolls.
simple and martial. Everyone can use simple
Heavy. Small creatures have disadvantage on
weapons with proficiency. These weapons
attack rolls with heavy weapons. A heavy
include clubs, pistols, and other weapons often
weapon's size and bulk make it too large for a
found in the hands of citizens. Martial weapons,
Small creature to use effectively. Medium
including swords, assault rifles, and polearms,
creatures carrying heavy weapons have a
require more specialized training to use
movement speed of 20 feet.
effectively. Most crime fighters use martial
Keen Critical. Keen critical weapons are able to
weapons because these weapons put their
score critical hits on rolls other than a 20. The
fighting style and training to best use.
properties section identifies the minimum
Proficiency with a weapon allows you to add
number needed to roll on the d20 to score a
your proficiency bonus to the attack roll for any
critical hit.
attack you make with that weapon. If you make
Light. A light weapon is small and easy to
an attack roll using a weapon with which you
handle, making it ideal for use when fighting
lack proficiency, you do not add your proficiency
with two weapons.
bonus to the attack roll.
Loading . Because of the time required to load
or recharge this weapon, you can fire only make
a single attack with it when you use an action,
bonus action, or reaction to fire it, regardless of
the number of attacks you can normally make.

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Range . A weapon that can be used to make a
Improvised Weapons
ranged attack has a range in parentheses after
Sometimes characters don't have their weapons
the ammunition or thrown property. The range
and must attack with whatever is at hand. An
lists two numbers. The first is the weapon's
improvised weapon includes any object you can
normal range in feet, and the second indicates
wield in one or two hands, such as broken glass,
the weapon's long range. When attacking a
a table leg, a frying pan, a wagon wheel, or a
target beyond normal range, you have
dead goblin.
disadvantage on the attack roll. You can't attack
Often, an improvised weapon is like an actual
a target beyond the weapon's long range.
weapon and can be treated as such. For example,
Reach. This weapon adds 5 feet to your reach
a table leg is akin to a club. At the Overseer's
when you attack with it, as well as when
option, a character proficient with a weapon can
determining your reach for opportunity attacks
use a similar object as if it were that weapon and
with it (see chapter ##).
use his or her proficiency bonus.
Reload. Unlike conventional weapons such as
An object that bears no resemblance to a
crossbows, many firearms have ammunition
weapon deals 1d4 damage (the Overseer assigns
loaded into magazines or energy cores. This
a damage type appropriate to the object). If a
means that the user must reload after a number
character uses a ranged weapon to make a melee
of attacks. Weapons store different amounts of
attack or throws a melee weapon that does not
ammunition or battery life. Identified by
have the thrown property, it also deals 1d4
Reload(X) property listed on the weapons table.
damage. An improvised thrown weapon has a
Once a weapon has emptied a magazine, they
normal range of 20 ft and a long range of 60 ft.
must follow the rules for loading before being
fired again.
Special. A weapon with the special property
has unusual rules governing its use, explained in
Special Weapons
the weapon's description (see "Special
Weapons with special rules are described here.
Weapons" later in this section).
Lance . You have disadvantage when you use a
Thrown . If a weapon has the thrown property,
lance to attack a target within 5 feet of you. Also,
you can throw the weapon to make a ranged
a lance requires two hands to wield when you
attack. If the weapon is a melee weapon, you use
aren't mounted.
the same ability modifier for that attack roll and
Net. A Large or smaller creature hit by a net is
damage roll that you would use for a melee
restrained until it is freed. A net has no effect on
attack with the weapon. For example, if you
creatures that are formless, or creatures that are
throw a hand axe, you use your Strength, but if
Huge or larger. A creature can use its action to
you throw a dagger, you can use either your
make a DC 10 Strength check, freeing itself or
Strength or your Dexterity, since the dagger has
another creature within its reach on a success.
the finesse property.
Dealing 5 slashing damage to the net (AC 10) also
Two-Handed . This weapon requires two hands
frees the creature without harming it, ending the
when you attack with it.
effect, and destroying the net.
Versatile . This weapon can be used with one or
When you use an action, bonus action, or
two hands. A damage value in parentheses
reaction to attack with a net, you can make only
appears with the property-the damage when the
one attack regardless of the number of attacks
weapon is used with two hands to make a melee
you can normally make.
attack.
Whip. As part of your attack action, you may
snap your whip around a creature. A large or
smaller creature hit by the whip is then
restrained until it is freed. A creature can use its
action to make a DC 10 + your proficiency bonus
Strength check, freeing itself or another creature
within its reach on a success. You cannot make
whip attacks until the restrained condition has
ended.

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represents broader knowledge of its use. For
example, the GM might ask you to make a
Dexterity check to carve a fine detail with your
woodcarver's tools, or a Strength check to make
something out of particularly hard wood.
Artisan's Tools . These special tools include the
items needed to pursue a craft or trade. Some
Tools
examples may be blacksmithing farming,
A tool helps you to do something you couldn't
chemist, cartographer etc. Work with your GM to
otherwise do, such as craft or repair an item,
establish your artisan’s tools. Proficiency with a
forge a document, or hack into a locked door or
set of artisan's tools lets you add your
locker. Your origin, role, alter-ego, or
proficiency bonus to any ability checks you make
enhancements give you proficiency with certain
using the tools in your craft. Each type of
tools. Proficiency with a tool allows you to add
artisan's tools requires a separate proficiency.
your proficiency bonus to any ability check you
make using that tool. Tool use is not tied to a
single ability, since proficiency with a tool

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Disguise Kit . This pouch of cosmetics, hair dye,
Poisoner's Kit . A poisoner's kit includes the
and small props lets you create disguises that
vials, chemicals, and other equipment necessary
change your physical appearance. Proficiency
for the creation of poisons. Proficiency with this
with this kit lets you add your proficiency bonus
kit lets you add your proficiency bonus to any
to any ability checks you make to create a visual
ability checks you make to craft or use poisons.
disguise.
Forgery Kit . This small box contains a variety
of papers and parchments, pens and inks, seals
and sealing wax, gold and electronic signatures,
and other supplies necessary to create
convincing forgeries of physical documents.
Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make
to create a physical forgery of a document.
Gaming Set. This item encompasses a wide
range of game pieces, including dice and decks of
cards (for games such as poker). A few common
examples such as dice and hyper discs, but other
kinds of gaming sets exist. If you are proficient
with a gaming set, you can add your proficiency
bonus to ability checks you make to play a game
with that set. Each type of gaming set requires a
separate proficiency.
Hacker’s Tools. This set of tools includes a small
handheld hacking pc with holographic interface,
wireless access tools and a cable jack. Proficiency
with these tools lets you add your proficiency
bonus to any ability checks you make to disarm
traps or open locks.
Herbalism Kit . This kit contains a variety of
instruments such as clippers, mortar and pestle,
and pouches and vials used by herbalists to
create remedies and stimpacks. Proficiency with
this kit lets you add your proficiency bonus to
any ability checks you make to identify or apply
herbs. Also, proficiency with this kit is required
to create antitoxin and ambro stimpacks.
Musical Instrument . Several of the most
common types of musical instruments are
shown on the table as examples. If you have
proficiency with a given musical instrument, you
can add your proficiency bonus to any ability
checks you make to play music with the
instrument. A bard can use a musical instrument
as a spellcasting focus. Each type of musical
instrument requires a separate proficiency.
Navigator's Tools . This set of instruments is
used for navigation at sea. Proficiency with
navigator's tools lets you chart a land or
aircraft’s course and follow holo navigation
charts. In addition, these tools allow you to add
your proficiency bonus to any ability check you
make to avoid getting lost at sea.

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TECH & ARCANE ITEMS
Some deviants are gifted with genius level
intellect. This allows them to create gadgets and
gizmos that still exceed the common technology
available to most on Terra. Additionally, lost
artifacts with ancient arcane secrets also contain
a myriad of unique reality bending effects.
In this section, you will find a collection of
these items and pieces of equipment that can be
found by your heroes while assaulting a
kingpin’s advanced weapons warehouse or a
magical artifact taken from a sorcerer who
raided an ancient temple. Wherever you decide
the items come from, they make for great
challenges and rewards for the characters. The
total number of equipped or attuned items
cannot exceed a total of three.
Ambro Stimpack
Stimpack, rarity varies
This small handheld injection tool is filled with
ATTUNEMENT AND EQUIPPED Ambro serum to heal wounds and restore vigor.
You regain hit points when you drink or inject
Some of the equipment and items require a this. The number of hit points depends on the
special condition to be used. For example, the stimpack's rarity, as shown in the Ambro
Acclivity Boots require the character to be Stimpack table. Whatever its potency, the
wearing them, thus must be equipped before stimpack's red liquid glimmers when agitated.
they can be used. Likewise, wondrous magical
artifacts such as the Flame Tongue weapon
requires a special bond to be formed with it,
allowing the user to attune to the item before
they can use it. A character can have no more ITEM: AMBRO STIMPACKS (HP REGAINED)
than three items attuned or equipped at a single …Stimpack Rarity HP Regained
time in any combination. This is to ensure
Ambro Common 2d4 + 4
balance in the game world.
A character must spend 1-hour learning and Greater Ambro Uncommon 4d4 + 6
understanding an item before they can equip or Superior Ambro Rare 8d4 + 10
attune to it.
Supreme Ambro Very rare 10d4 + 25

Acclivity Boots
Equipment, uncommon (must be equipped) Armor Upgrades
These advanced boots have built in acclivity Equipment (Armor), uncommon (+1), rare (+2),
bands that grants the user controlled antigravity very rare (+3)
flight. As an action, you can activate the boots. Technical upgrades to your armor to reinforce its
The boots grant you a flying speed of 50 feet for defenses. You gain a bonus to AC while wearing
10 minutes. They can carry up to 400 pounds, but armor with an armor upgrade. The bonus is
their flying speed becomes 30 feet while carrying determined by the upgrade’s rarity.
over 200 pounds. This feature cannot be used
again until the next dawn.

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Belt Energy Shield Elemental Weapon
Equipment (shield), uncommon (+1), rare (+2), Weapon (any), rare (requires attunement)
or very rare (+3) The Overseer chooses or rolls randomly an
The belt has a built-in energy capacitor. It element: fire, cold, lightning, or radiant. The
surrounds the user with a thin protective barrier weapon has the following benefit:
around the creature wearing it. This frees up the You can use a bonus action to speak this item’s
user’s hands for better combat. This bonus is in command word or press a button causing energy
addition to a shield’s normal bonus to AC. of the chosen type to erupt from it. This energy
sheds bright light in a 40-foot radius and dim
light for an additional 40 feet. While the weapon
is engaged, it deals an extra 2d6 damage of the
chosen type to any target it hits. The energy lasts
Deviant Shackles until you use a bonus action to speak the
Wondrous item, uncommon command word again or until you drop or stow
Developed by VANE, these manacles suppress the weapon.
deviant powers. As an action, you can place these
shackles on an incapacitated creature. The
shackles adjust to fit a creature of Tiny to Large
size. In addition to serving as typical manacles,
the shackles prevent a creature bound by them
from using any powers. Night Vision Mask
You and any creature you share the passcode Equipment, uncommon (must be equipped)
with can use an action to remove them. A While wearing this crescent moon shaped dark
successful DC 20 hacker’s tools check can open visor, you have darkvision out to a range of 60
the shackles, or a DC 30 Strength (Athletics) feet. If you already have darkvision, wearing the
check can break free. goggles increases its range by 60 feet.

Holocloak Optical Camo Belt


Equipment, rare (must be equipped) Equipment, uncommon (must be equipped)
This cloak is imbued with nanite holograms that The belt has built in nanoprisms. These small
project an illusion that makes you appear to be nanobots bend light around objects. As an action,
standing in a place near your actual location, you can activate the belt to become invisible for
causing any creature to have disadvantage on up to 1 hour. Anything you are wearing or
attack rolls against you. If you take damage; this carrying is invisible as long as it is on your
property ceases to function until it can reboot at person. The power ends if you attack or use a
the start of your next turn. This property is power. This feature cannot be used again until
suppressed while you are incapacitated, the next dawn.
restrained, or otherwise unable to move.

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Robe of the Lost Archmagi Shield Drone
Wondrous, Legendary (requires attunement) Equipment, rare (must be equipped)
This elegant garment is made from exquisite While holding the drone, you can speak its
cloth of white, gray, or black and is adorned with command word as a bonus action. The drone
silver runes. The robe’s color corresponds to the rises into the air and hovers in your space to
alignment for which it was created. A white robe protect you granting you a +2 shield bonus to
was made for good, gray for neutral, and black your AC. The drone remains activated for 1
for evil. You can’t attune to a robe of the lost minute, until you use a bonus action to end this
archmagi that doesn’t correspond to your effect, or until you are incapacitated or die, at
alignment. which point the drone falls to the ground or into
You gain these benefits while wearing the your hand if you have one free.
robe:
If you aren’t wearing armor, your base Armor
Class is 15 + your Dexterity modifier.
You have advantage on saving throws against
powers and other magical effects. Spy Transmogrifier
Your power save DC and power attack bonus Equipment, uncommon (must be equipped)
each increase by 2. This small mask projects a holographic image
overlaying your body. While wearing this watch,
you can use an action to activate the disguise self
power from it at will. The power ends if the
wristwatch is removed.

Robe of the Wizard


Wondrous, Rare (requires attunement)
This elegant garment is made from exquisite
cloth of white, gray, or black and is adorned with
silver runes. The robe’s color corresponds to the
alignment for which it was created. A white robe
was made for good, gray for neutral, and black
for evil. You can’t attune to a robe of the lost
magi that doesn’t correspond to your alignment.
You gain these benefits while wearing the
robe:
If you aren’t wearing armor, your base Armor
Class is 12 + your Dexterity modifier.
You have advantage on saving throws against
powers and other magical effects. You can use
this feature a number of times a day equal to
your proficiency bonus. You regain expended
uses at dawn.
Your power save DC and power attack bonus
each increase by 1.
Tesla Rifle
Equipment (blaster rifle), uncommon (must be
equipped)
This blaster rifle has been modified with an
augmented scope and tesla core that changes the
damage from radiant to lightning damage. In
addition, a creature hit by this weapon becomes
shocked. You gain a +1 bonus to attack rolls made
with this equipment.

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USING ABILITY SCORES
Ability Scores: Modifiers
Score Modifier
Six abilities provide a quick description of every 1 -5
creature's physical and mental characteristics:
Strength, measuring physical power 2-3 -4
Dexterity, measuring agility 4-5 -3
Constitution, measuring endurance 6-7 -2
Intelligence, measuring reasoning and memory
8-9 -1
Wisdom, measuring perception and insight
Charisma, measuring force of personality 10-11 +0
Is a deviant muscle-bound and insightful? 12-13 +1
Brilliant and charming? Nimble and hardy? 14-15 +2
Ability scores define these qualities-a creature's
16-17 +3
assets as well as weaknesses.
The three main rolls of the game, the ability 18-19 +4
check, the saving throw, and the attack roll, rely 20-21 +5
on the six ability scores. The basic rule behind
22-23 +6
these rolls: roll a d20, add an ability modifier
derived from one of the six ability scores, and 24-25 +7
compare the total to a target number. 26-27 +8
28-29 +9
30 +10

ABILITY SCORES
Each of a creature's abilities has a score, a
number that defines the magnitude of that
ability. An ability score is not just a measure of
ADVANTAGE AND
innate capabilities, but also encompasses a
creature's training and competence in activities DISADVANTAGE
related to that ability. Sometimes a special ability or power tells you
A score of 9 or 10 is the normal human that you have advantage or disadvantage on an
average, but deviants and many monsters are a ability check, a saving throw, or an attack roll.
cut above average in most abilities. A score of 14 When that happens, you roll a second d20 when
is the highest that a normal person usually you make the roll. Use the higher of the two rolls
reaches. Deviants can have scores as high as 20, if you have advantage and use the lower roll if
and villains and other beings can have scores as you have disadvantage. For example, if you have
high as 30. disadvantage and roll a 17 and a 5, you use the 5.
Each ability also has a modifier, derived from If you instead have advantage and roll those
the score and ranging from -5 (for an ability numbers, you use the 17.
score of 1) to +10 (for a score of 30). The Ability If multiple situations affect a roll and each one
Scores and Modifiers table notes the ability grants advantage or imposes disadvantage on it,
modifiers for the range of possible ability scores, you don't roll more than one additional d20. If
from 1 to 30. two favorable situations grant advantage, for
To determine an ability modifier without example, you still roll only one additional d20.
consulting the table, subtract 10 from the ability If circumstances cause a roll to have both
score and then divide the total by 2 (round advantage and disadvantage, you are considered
down). Because ability modifiers affect almost to have neither of them, and you roll one d20.
every attack roll, ability check, and saving throw, This is true even if multiple circumstances
ability modifiers come up in play more often impose disadvantage and only one grants
than their associated scores. advantage or vice versa. In such a situation, you

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have neither advantage nor disadvantage. character does something that really contributes
When you have advantage or disadvantage and to the story in a fun and interesting way, you can
something in the game, such as the inherited give up your heroic moment to give that
origin's Never give up trait, that lets you reroll or character a heroic moment.
replace the d20, you can reroll or replace only
one of the dice. You choose which one. For
example, if an inherited deviant has advantage

PROFICIENCY BONUS
or disadvantage on an ability check and rolls a 1
and a 13, the inherited could use the Never give
up trait to reroll the 1.
Deviants have a proficiency bonus determined by
You usually gain advantage or disadvantage
level. Monsters also have this bonus, which is
through the use of special abilities, actions, or
incorporated in their stat blocks. The bonus is
powers. Heroic Moment can also give a deviant
used in the rules on ability checks, saving
advantage. The Overseer can also decide that
throws, and attack rolls.
circumstances influence a roll in one direction or
Your proficiency bonus can't be added to a
the other and grant advantage or impose
single die roll or other number more than once.
disadvantage as a result.
For example, if two different rules say you can
add your proficiency bonus to a Wisdom saving
throw, you nevertheless add the bonus only once
when you make the save.
HEROIC MOMENT Occasionally, your proficiency bonus might be
multiplied or divided (doubled or halved, for
A Heroic moment is a rule the Overseer can use
example) before you apply it. For example, the
to reward players for playing your character in a
crime fighter's Expertise feature doubles the
number of ways. This takes the form of a d8.
proficiency bonus for certain ability checks. If a
Additionally, the players themselves as a group
circumstance suggests that your proficiency
during each session can vote to award a single
bonus applies more than once to the same roll,
heroic moment to a player once per game. Often
you still add it only once and multiply or divide it
the easiest approach is to play your character in a
only once.
way that is true to his or her personality traits,
By the same token, if a feature or effect allows
ideals, bonds, and flaws. Another path is to role-
you to multiply your proficiency bonus when
play in a way that adds significance to the story
making an ability check that wouldn't normally
or the scene. This could be in the form of a heroic
benefit from your proficiency bonus, you still
speech given to beaten down comrades or adding
don't add the bonus to the check. For that check
lots of flare and description to a power or action.
your proficiency bonus is 0, given the fact that
This simple reward encourages the players to be
multiplying 0 by any number is still 0. For
descriptive and engaging in the story and plots.
instance, if you lack proficiency in the Lore skill,
You can hold a maximum number of heroic
you gain no benefit from a feature that lets you
moment dice equal to your proficiency bonus.
double your proficiency bonus when you make
Intelligence (Lore) checks.
In general, you don't multiply your proficiency

USING YOUR HEROIC MOMENT


bonus for attack rolls or saving throws. If a
feature or effect allows you to do so, these same
If you have a heroic moment, you can expend it rules apply.
when you make an attack roll, saving throw, or
ability check. Spending your heroic moment
allows you to roll a d8 and add it to your roll.
Additionally, if you have a heroic moment, you
can reward another player for good roleplaying,
clever thinking, or simply doing something
exciting in the game. When another player

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ABILITY CHECKS
attempting to snatch up a magic ring that has
fallen on the floor. This situation also applies
when one of them is trying to prevent the other
An ability check tests a deviant's or monster's
one from accomplishing a goal- for example,
innate talent and training in an effort to
when a villain tries to force open a door that a
overcome a challenge. The Overseer calls for an
deviant is holding closed. In situations like these,
ability check when a character or villain attempts
the outcome is determined by a special form of
an action (other than an attack) that has a
ability check, called a contest.
chance of failure. When the outcome is
Both participants in a contest make ability
uncertain, the dice determine the results.
checks appropriate to their efforts. They apply all
For every ability check, the Overseer decides
appropriate bonuses and penalties, but instead
which of the six abilities is relevant to the task at
of comparing the total to a DC, they compare the
hand and the difficulty of the task, represented
totals of their two checks. The participant with
by a Difficulty Class.
the higher check total wins the contest. That
The more difficult a task, the higher its DC.
character or monster either succeeds at the
The Typical Difficulty Classes table shows the
action or prevents the other one from
most common DCs.
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
ABILITY CHECKS: TYPICAL DIFFICULTY CLASSES
snatch a ring off the floor, neither character
Task Difficulty DC grabs it. In a contest between a villain trying to
Very easy 5 open a door and a deviant trying to keep the door
closed, a tie means that the door remains shut.
Easy 10
Medium 15
Hard 20
Very hard 25 SKILLS
Nearly impossible 30 Each ability covers a broad range of
capabilities, including skills that a deviant or a
villain can be proficient in. A skill represents a
specific aspect of an ability score, and an
To make an ability check, roll a d20 and add the individual's proficiency in a skill demonstrates a
relevant ability modifier. As with other d20 rolls, focus on that aspect. (A deviant's starting skill
apply bonuses and penalties, and compare the proficiencies are determined at character
total to the DC. If the total equals or exceeds the creation, and a villain’s skill proficiencies appear
DC, the ability check is a success-the creature in the monster's stat block.)
overcomes the challenge at hand. Otherwise, it's For example, a Dexterity check might reflect a
a failure, which means the deviant or villain deviant's attempt to pull off an acrobatic stunt,
makes no progress toward the objective or makes to palm an object, or to stay hidden. Each of
progress combined with a setback determined by these aspects of Dexterity has an associated skill:
the Overseer. Acrobatics, Sleight of Hand, and Stealth,
respectively. So, a deviant who has proficiency in
the Stealth skill is particularly good at Dexterity
checks related to sneaking and hiding.
CONTESTS The skills related to each ability score are
shown in the following list. (No skills are related
Sometimes one deviant’s or villain’s efforts are to Constitution.) See an ability's description in
directly opposed to another's. This can occur the later sections of this section for examples of
when both are trying to do the same thing and how to use a skill associated with an ability.
only one can succeed, such as Sometimes, the Overseer might ask for an ability

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check using a specific skill-for example, "Make a see if you have the stamina to make it that far. In
Wisdom (Perception) check." At other times, a this case, your Overseer might allow you to apply
player might ask the Overseer if proficiency in a your proficiency in Athletics and ask for a
particular skill applies to a check. In either case, Constitution (Athletics) check. So, if you're
proficiency in a skill means an individual can add proficient in Athletics, you apply your
his or her proficiency bonus to ability checks that proficiency bonus to the Constitution check just
involve that skill. Without proficiency in the as you would normally do for a Strength
skill, the individual makes a normal ability (Athletics) check. Similarly, when your half-orc
check. barbarian uses a display of raw strength to
For example, if a deviant attempts to climb up intimidate an enemy, your Overseer might ask
a dangerous cliff, the Overseer might ask for a for a Strength (Intimidation) check, even though
Strength (Athletics) check. If the character is Intimidation is normally associated with
proficient in Athletics, the character's Charisma.
proficiency bonus is added to the Strength check.
If the character lacks that proficiency, he or she
just makes a Strength check.
PASSIVE CHECKS
A passive check is a special kind of ability check
Strength Wisdom that doesn't involve any die rolls. Such a check
Athletics Animal Handling can represent the average result for a task done
Insight repeatedly, such as searching for secret doors
Dexterity Medicine repeatedly or can be used when the Overseer
Acrobatics Perception wants to secretly determine whether the
Sleight of Hand Survival deviants succeed at something without rolling
Stealth dice, such as noticing a hidden monster.
Here's how to determine a character's total for
Intelligence Charisma a passive check:
Deception 10 + all modifiers that normally apply to the
Investigation Intimidation check
Lore Performance If the deviant has advantage on the check, add
Nature Persuasion 5. For disadvantage, subtract 5. The game refers
Technology to a passive check total as a score.
For example, if a 1st-level deviant has a
Wisdom of 15 and proficiency in Perception, he
or she has a passive Wisdom (Perception) score
of 14.
SKILLS WITH DIFFERENT The rules on hiding in the "Dexterity" section
below rely on passive checks, as do the
ABILITIES exploration rules.
Normally, your proficiency in a skill applies only
to a specific kind of ability check. Proficiency in
Athletics, for example, usually applies to
Strength checks. In some situations, though, WORKING TOGETHER
your proficiency might reasonably apply to a
Sometimes two or more characters team up to
different kind of check. In such cases, the
attempt a task. The character who's leading the
Overseer might ask for a check using an unusual
effort-or the one with the highest ability
combination of ability and skill, or you might ask
modifier-can make an ability check with
your Overseer if you can apply a proficiency to a
advantage, reflecting the help provided by the
different check. For example, if you have to swim
other characters. In combat, this requires the
from an offshore island to the mainland, your
Help action.
Overseer might call for a Constitution check to
A character can only provide help if the task is

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one that he or she could attempt alone. For STRENGTH
example, trying to open a lock requires
proficiency with hackers, so a character who Strength measures bodily power, athletic
lacks that proficiency can't help another training, and the extent to which you can exert
character in that task. Moreover, a character can raw physical force.
help only when two or more individuals working
together would actually be productive. Some
tasks, such as threading a needle, are no easier
with help. 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
GROUP CHECKS brute force to a situation. The Athletics skill
reflects aptitude in certain kinds of Strength
When several individuals are trying to checks.
accomplish something as a group, the Overseer Athletics . Your Strength (Athletics) check covers
might ask for a group ability check. In such a difficult situations you encounter while
situation, the characters who are skilled at a climbing, jumping, or swimming. Examples
particular task help cover those who aren't. include the following activities:
To make a group ability check, everyone in the • You attempt to climb a sheer or slippery cliff,
group makes the ability check. If at least half the
avoid hazards while scaling a wall, or cling to a
group succeeds, the whole group succeeds.
surface while something is trying to knock you
Otherwise, the group fails.
off.
Group checks don't come up very often, and • You try to jump an unusually long distance or
they're most useful when all the characters
pull off a stunt midjump.
succeed or fail as a group. For example, when • You struggle to swim or stay afloat in
adventurers are navigating a swamp, the
treacherous currents, storm-tossed waves, or
Overseer might call for a group Wisdom
areas of thick seaweed. Or another creature
(Survival) check to see if the characters can avoid
tries to push or pull you underwater or
the quicksand, sinkholes, and other natural
otherwise interfere with your swimming.
hazards of the environment. If at least half the
group succeeds, the successful characters can Other Strength Checks . The Overseer might also
guide their companions out of danger. call for a Strength check when you try to
Otherwise, the group stumbles into one of these accomplish tasks like the following:
hazards. • Force open a stuck, locked, or barred door
• Break free of bonds
• Push through a tunnel that is too small
• Hang on to a wagon while being dragged

USING EACH ABILITY •


behind it
Tip over a statue
Every task that a character or monster might • Keep a boulder from rolling
attempt in the game is covered by one of the six
abilities. This section explains in more detail
what those abilities mean and the ways they are
used in the game.

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ATTACK ROLLS AND DAMAGE
Overseer might also call for a Dexterity
(Acrobatics) check to see if you can perform
You add your Strength modifier to your attack acrobatic stunts, including dives, rolls,
roll and your damage roll when attacking with a somersaults, and flips.
melee weapon such as a teslablade, a battleaxe, Sleight of Hand . Whenever you attempt an act
or a javelin. You use melee weapons to make of legerdemain or manual trickery, such as
melee attacks in hand-to-hand combat, and planting something on someone else or
some of them can be thrown to make a ranged concealing an object on your person, make a
attack. Dexterity (Sleight of Hand) check. The Overseer
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
LIFTING AND CARRYING another person's pocket.
Stealth. Make a Dexterity (Stealth) check when
Your Strength score determines the amount of you attempt to conceal yourself from enemies,
weight you can bear. The following terms define slink past guards, slip away without being
what you can lift or carry. noticed, or sneak up on someone without being
Carrying Capacity . Your carrying capacity is seen or heard.
your Strength score multiplied by 15. This is the Other Dexterity Checks . The Overseer might
weight (in pounds) that you can carry, which is call for a Dexterity check when you try to
high enough that most characters don't usually accomplish tasks like the following:
have to worry about it.
• Control a heavily laden cart on a steep descent
Push, Drag, or Lift . You can push, drag, or lift a
• Steer a chariot around a tight turn
weight in pounds up to twice your carrying
• Pick a lock
capacity (or 30 times your Strength score). While
• Disable a trap
pushing or dragging weight in excess of your
• Securely tie up a prisoner
carrying capacity, your speed drops to 5 feet.
• Wriggle free of bonds
Size and Strength . Larger creatures can bear
• Play a stringed instrument
more weight, whereas Tiny creatures can carry
• Craft a small or detailed object
less. For each size category above Medium,
double the creature's carrying capacity and the
amount it can push, drag, or lift. For a Tiny
creature, halve these weights.
ATTACK ROLLS AND DAMAGE
You add your Dexterity modifier to your attack
roll and your damage roll when attacking with a
DEXTERITY ranged weapon, such as a sling or a longbow. You
can also add your Dexterity modifier to your
Dexterity measures agility, reflexes, and balance.
attack roll and your damage roll when attacking
with a melee weapon that has the finesse
DEXTERITY CHECKS property, such as a dagger or a rapier.

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, and Stealth skills reflect aptitude in ARMOR CLASS
certain kinds of Dexterity checks. Depending on the armor you wear, you might
Acrobatics . Your Dexterity (Acrobatics) check add some or all of your Dexterity modifier to
covers your attempt to stay on your feet in a your Armor Class.
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 ship's deck. The

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INITIATIVE What Can You See? One of the main factors in
determining whether you can find a hidden creature or
At the beginning of every game and at the end of object is how well you can see in an area, which might
every combat, each character rolls initiative by be lightly or heavily obscured.
making a Dexterity check. Initiative determines
the order of creatures' turns in combat. This

CONSTITUTION
varies from the traditional format that is usually
at the start of combat. In C&C we wanted to make
the transition between social and combat Constitution measures health, stamina, and vital
situations to be seamless. When a character takes force.
an action that instigates combat for the first
round they are at the top of the initiative for the Constitution Checks
round, as their action led to combat. Everyone Constitution checks are uncommon, and no
else then follows through the round in their skills apply to Constitution checks, because the
normally rolled initiative position. endurance this ability represents is largely
Additionally, this is a powerful tool for the passive rather than involving a specific effort on
Overseer to use as a way to jump between the part of a character or monster. A Constitution
characters during non-combat encounters. check can model your attempt to push beyond
Ensuring that everyone gets a bit of the normal limits, however.
spotlight. The Overseer might call for a Constitution
check when you try to accomplish tasks like the
following:
• Hold your breath
Hiding • March or labor for hours without rest
The Overseer decides when circumstances are • Go without sleep
appropriate for hiding. When you try to hide, make a • Survive without food or water
Dexterity (Stealth) check. Until you are discovered, or • Quaff an entire stein of ale in one go
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 knocking over a vase.
HIT POINTS
Your Constitution modifier contributes to your
An invisible creature can always try to hide. Signs of its
passage might still be noticed, and it does have to stay hit points. Typically, you add your Constitution
quiet. modifier to each Stamina Die you roll for your hit
points.
In combat, most creatures stay alert for signs of danger
all around, so if you come out of hiding and approach a If your Constitution modifier changes, your hit
creature, it usually sees you. However, under certain point maximum changes as well, as though you
circumstances, the DM might allow you to stay hidden had the new modifier from 1st level. For
as you approach a creature that is distracted, allowing example, if you raise your Constitution score
you to gain advantage on an attack roll before you are when you reach 4th level and your Constitution
seen.
modifier increases from +1 to +2, you adjust your
Passive Perception. When you hide, there's a chance hit point maximum as though the modifier had
someone will notice you even if they aren't searching. always been +2. So, you add 3 hit points for your
To determine whether such a creature notices you, the
first three levels, and then roll your hit points for
DM compares your Dexterity (Stealth) check with that
creature's passive Wisdom (Perception) score, which 4th level using your new modifier. Or if you're
equals 10 + the creature's Wisdom modifier, as well as 7th level and some effect lowers your
any other bonuses or penalties. If the creature has Constitution score so as to reduce your
advantage, add 5. For disadvantage, subtract 5. For Constitution modifier by 1, your hit point
example, if a 1st-level character (with a proficiency maximum is reduced by 7.
bonus of +2) has a Wisdom of 15 (a +2 modifier) and
proficiency in Perception, he or she has a passive
Wisdom (Perception) of 14.

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Weakened • Communicate with a creature without using
words
When a creature has its hit points reduced to less
• Estimate the value of a precious item
than half its maximum, it is weakened. This state
• Pull together a disguise to pass as a city guard
doesn’t change anything about the creature, but
• Forge a document
some creatures have special powers that trigger
• Recall lore about a craft or trade
when they are weakened. These weakened
• Win a game of skill
powers are often one-time effects, other times
they are sustained for the remainder of the
encounter. Power Ability
Mystics use Intelligence as their power ability,
which helps determine the saving throw DCs of
powers they use.

INTELLIGENCE
Intelligence measures mental acuity, accuracy of
recall, and the ability to reason.
WISDOM
Intelligence Checks Wisdom reflects how attuned you are to the
world around you and represents perceptiveness
An Intelligence check comes into play when
and intuition.
you need to draw on logic, education, memory,
or deductive reasoning. The technology,
Investigation, lore, and nature skills reflect Wisdom Checks
aptitude in certain kinds of Intelligence checks. A Wisdom check might reflect an effort to read
Lore . Your Intelligence (Lore) check measures body language, understand someone's feelings,
your ability to recall lore about historical events, notice things about the environment, or care for
legendary people, ancient kingdoms, past an injured person. The Animal Handling, Insight,
disputes, recent wars, and lost civilizations and Medicine, Perception, and Survival skills reflect
magic. Additionally, to recall lore about deities, aptitude in certain kinds of Wisdom checks.
rites and prayers, and the practices of secret Animal Handling . When there is any question
cults. whether you can calm down a domesticated
Investigation . When you look around for clues animal, keep a mount from getting spooked, or
and make deductions based on those clues, you intuit an animal's intentions, the Overseer might
make an Intelligence (Investigation) check. You call for a Wisdom (Animal Handling) check. You
might deduce the location of a hidden object, also make a Wisdom (Animal Handling) check to
discern from the appearance of a wound what control your mount when you attempt a risky
kind of weapon dealt it, or determine the maneuver.
weakest point in a tunnel that could cause it to Insight . Your Wisdom (Insight) check decides
collapse. Poring through ancient scrolls in search whether you can determine the true intentions of
of a hidden fragment of knowledge might also a creature, such as when searching out a lie or
call for an Intelligence (Investigation) check. predicting someone's next move. Doing so
Nature . Your Intelligence (Nature) check involves gleaning clues from body language,
measures your ability to recall lore about terrain, speech habits, and changes in mannerisms.
plants and animals, the weather, and natural Medicine . A Wisdom (Medicine) check lets you
cycles. try to stabilize a dying companion or diagnose an
Technology. Your Intelligence (Technology) illness. If a creature is already stabilized and a
check measures your ability to understand or medicine check of DC 19 or higher restores 1 hit
recall information on a piece of machinery or point to the character.
computers inner workings, processes, and Perception . Your Wisdom (Perception) check
programs. lets you spot, hear, or otherwise detect the
Other Intelligence Checks . The Overseer might presence of something. It measures your general
call for an Intelligence check when you try to awareness of your surroundings and the
accomplish tasks like the following: keenness of your senses. For example, you might

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try to hear a conversation through a closed door, a merchant, earn money through gambling, pass
eavesdrop under an open window, or hear yourself off in a disguise, dull someone's
monsters moving stealthily in the forest. Or you suspicions with false assurances, or maintain a
might try to spot things that are obscured or easy straight face while telling a blatant lie.
to miss, whether they are orcs lying in ambush Intimidation . When you attempt to influence
on a road, thugs hiding in the shadows of an someone through overt threats, hostile actions,
alley, or candlelight under a closed secret door. and physical violence, the Overseer might ask
Survival. The Overseer might ask you to make a you to make a Charisma (Intimidation) check.
Wisdom (Survival) check to follow tracks, hunt Examples include trying to pry information out
wild game, guide your group through frozen of a prisoner, convincing street thugs to back
wastelands, identify signs that owlbears live down from a confrontation, or using the edge of
nearby, predict the weather, or avoid quicksand a broken bottle to convince a sneering vizier to
and other natural hazards. reconsider a decision.
Other Wisdom Checks . The Overseer might call Performance . Your Charisma (Performance)
for a Wisdom check when you try to accomplish check determines how well you can delight an
tasks like the following: audience with music, dance, acting, storytelling,
• Get a gut feeling about what course of action to or some other form of entertainment.
follow Persuasion . When you attempt to influence
• Discern whether a seemingly dead or living someone or a group of people with tact, social
creature is undead graces, or good nature, the Overseer might ask
you to make a Charisma (Persuasion) check.
Typically, you use persuasion when acting in
Power Ability good faith, to foster friendships, make cordial
Shifters use Wisdom as their power ability,
requests, or exhibit proper etiquette. Examples
which helps determine the saving throw DCs of
of persuading others include convincing a
powers they use
chamberlain to let your party see the king,
negotiating peace between warring tribes, or
inspiring a crowd of townsfolk.
Other Charisma Checks . The Overseer might
CHARISMA call for a Charisma check when you try to
Charisma measures your ability to interact accomplish tasks like the following:
effectively with others. It includes such factors • Find the best person to talk to for news,
as confidence and eloquence, and it can rumors, and gossip
represent a charming or commanding • Blend into a crowd to get the sense of key
personality. topics of conversation

Charisma Checks Power Ability


A Charisma check might arise when you try to Elemental Manipulators use Charisma as their
influence or entertain others, when you try to power ability, which helps determine the saving
make an impression or tell a convincing lie, or throw DCs of powers they use
when you are navigating a tricky social situation.
The Deception, Intimidation, Performance, and
Persuasion skills reflect aptitude in certain kinds
of Charisma checks. SAVING THROWS
Deception . Your Charisma (Deception) check
determines whether you can convincingly hide A saving throw-also called a save-represents an
the truth, either verbally or through your attempt to resist a power, a trap, a poison, a
actions. This deception can encompass disease, or a similar threat. You don't normally
everything from misleading others through decide to make a saving throw; you are forced to
ambiguity to telling outright lies. Typical make one because your character or monster is
situations include trying to fast-talk a guard, con at risk of harm.

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To make a saving throw, roll a d20 and add the For long journeys, a scale of days works best.
appropriate ability modifier. For example, you Following the road from one side of the region
use your Dexterity modifier for a Dexterity to another, the heroes spend four uneventful
saving throw. days before a villain interrupts their journey.
A saving throw can be modified by a situational In combat and other fast-paced situations, the
bonus or penalty and can be affected by game relies on rounds, a 6-second span of time.
advantage and disadvantage, as determined by
the Overseer.
Each class gives proficiency in at least two
saving throws. The Mystic, for example, is MOVEMENT
proficient in Intelligence saves. As with skill
proficiencies, proficiency in a saving throw lets a Swimming across a rushing river, sneaking down
character add his or her proficiency bonus to a villain’s lair corridor, scaling the side of a
saving throws made using a particular ability building, these sorts of movements play a key
score. Some monsters have saving throw role in superhero gaming missions.
proficiencies as well. The Overseer can summarize the heroes'
The Difficulty Class for a saving throw is movement without calculating exact distances or
determined by the effect that causes it. For travel times: "You travel through the Cobalt City
example, the DC for a saving throw allowed by a and find the villain’s secret lair entrance late in
power is determined by the user’s power ability the evening of the third day." Even in a lair,
and proficiency bonus. particularly a large building or a cave network,
The result of a successful or failed saving the Overseer can summarize movement between
throw is also detailed in the effect that allows the encounters: "After defeating the minions at the
save. Usually, a successful save means that a entrance to the fortified building, you consult
creature suffers no harm, or reduced harm, from your map, which leads you through dozens of
an effect. floors of echoing corridors to a room filled with
laser sensors."
Sometimes it's important, though, to know
how long it takes to get from one spot to

BEING A HERO 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
TIME of the creatures moving and the terrain they're
moving over.
In situations where keeping track of the passage
of time is important, the Overseer determines
the time a task requires. The Overseer might use
a different time scale depending on the context
of the situation at hand. In a dungeon SPEED
environment, the adventurers' movement Every character and villain has a speed, which is
happens on a scale of minutes. It takes them the distance in feet that the character or monster
about a minute to creep down a long hallway, can walk in 1 round. This number assumes short
another minute to check for traps on the door at bursts of energetic movement in the midst of a
the end of the hall, and a good ten minutes to life-threatening situation.
search the chamber beyond for anything The following rules determine how far a
interesting or valuable. character or monster can move in a minute, an
In a city or wilderness, a scale of hours is often hour, or a day.
more appropriate. Adventurers eager to reach the
lonely tower at the heart of the forest hurry
across those fifteen miles in just under four
hours' time.

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Difficult Terrain must succeed on a DC 10 Strength (Athletics)
check to clear a low obstacle (no taller than a
The travel speeds given in the Travel Pace table
quarter of the jump's distance), such as a hedge
assume relatively simple terrain: roads, open
or low wall. Otherwise, you hit it.
plains, or clear dungeon corridors. But
When you land in difficult terrain, you must
adventurers often face dense forests, deep
succeed on a DC 10 Dexterity (Acrobatics) check
swamps, rubble-filled ruins, steep mountains,
to land on your feet. Otherwise, you land prone.
and ice-covered ground-all considered difficult
High Jump . When you make a high jump, you
terrain.
leap into the air a number of feet equal to 10 +
You move at half speed in difficult terrain-
your Strength modifier if you move at least 10
moving 1 foot in difficult terrain costs 2 feet of
feet on foot immediately before the jump. When
speed-so you can cover only half the normal
you make a standing high jump, you can jump
distance in a minute, an hour, or a day.
only half that distance. Either way, each foot you
clear on the jump costs a foot of movement. In
some circumstances, your Overseer might allow
you to make a Strength (Athletics) check to jump
SPECIAL TYPES OF MOVEMENT higher than you normally can.
You can extend your arms half your height
Movement through dangerous dungeons or
above yourself during the jump. Thus, you can
wilderness areas often involves more than
reach above you a distance equal to the height of
simply walking. Adventurers might have to
the jump plus 2 times your height.
climb, crawl, swim, or jump to get where they
need to go.

THE ENVIRONMENT
Climbing, Swimming, and Crawling By its nature, adventuring involves delving into
While climbing or swimming, each foot of
places that are dark, dangerous, and full of
movement costs 1 extra foot (2 extra feet in
mysteries to be explored. The rules in this
difficult terrain), unless a creature has a
section cover some of the most important ways
climbing or swimming speed. At the Overseer's
in which adventurers interact with the
option, climbing a slippery vertical surface or
environment in such places.
one with few handholds requires a successful
Strength (Athletics) check. Similarly, gaining
any distance in rough water might require a
successful Strength (Athletics) check.
FALLING AND IMPACT DAMAGE
A fall from a great height is one of the most
common hazards facing a hero. At the end of a
Jumping fall, a creature takes 1d6 bludgeoning damage for
every 10 feet it fell to a maximum of 20d6. The
Your Strength determines how far you can jump.
creature lands prone unless it avoids taking
Long Jump . When you make a long jump, you
damage from the fall.
cover a number of feet up to twice your Strength
Likewise, a creature who is pushed, pulled, or
score if you move at least 10 feet on foot
otherwise forced into an object also takes fall
immediately before the jump. When you make a
damage based on their distance they moved. For
standing long jump, you can leap only half that
example, if a character shoves a crook into a wall
distance. Either way, each foot you clear on the
and they move at least 10 feet, they take 1d6
jump costs a foot of movement.
bludgeoning damage as if they had fallen. This
This rule assumes that the height of your jump
makes for strategic positioning and dynamic
doesn't matter, such as a jump from roof top to
combat.
roof top or chasm. At your Overseer's option, you

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SUFFOCATING
Darkness creates a heavily obscured area.
Characters face darkness outdoors at night
A creature can hold its breath for a number of (even most moonlit nights), within the confines
minutes equal to 1 + its Constitution modifier of an unlit dungeon or a subterranean vault, or in
(minimum of 30 seconds). an area of magical darkness.
When a creature runs out of breath or is
choking, it can survive for a number of rounds
equal to its Constitution modifier (minimum of 1
round). At the start of its next turn, it drops to 0 Bio Scanner
hit points and is dying, and it can't regain hit A creature with a bio scanner, out to a specific
points or be stabilized until it can breathe again. range, can see in normal and magical darkness,
For example, a creature with a Constitution of see invisible creatures and objects, automatically
14 can hold its breath for 3 minutes. If it starts detect visual illusions, and succeed on saving
suffocating, it has 2 rounds to reach air before it throws against them, and perceives the original
drops to 0 hit points. form of a shapeshifter or a creature that is
transformed. Furthermore, the creature can see
into the Ethereal Realm.

VISION AND LIGHT


The most fundamental tasks of adventuring-
noticing danger, finding hidden objects, hitting Blindsight
an enemy in combat, and targeting a power, to A creature with blindsight can perceive its
name just a few-rely heavily on a character's surroundings without relying on sight, within a
ability to see. Darkness and other effects that specific radius. Creatures without eyes, such as
obscure vision can prove a significant hindrance. oozes, and creatures with echolocation or
A given area might be lightly or heavily heightened senses, such as bats and true
obscured. In a lightly obscured area, such as dim dragons, have this sense.
light, patchy fog, or moderate foliage, creatures
have disadvantage on Wisdom (Perception)
checks that rely on sight.
A heavily obscured area-such as darkness, Darkvision
opaque fog, or dense foliage-blocks vision Many creatures in gaming worlds, especially
entirely. A creature effectively suffers from the those that dwell underground, have darkvision.
blinded condition (see appendix ##) when trying Within a specified range, a creature with
to see something in that area. darkvision can see in darkness as if the darkness
The presence or absence of light in an were dim light, so areas of darkness are only
environment creates three categories of lightly obscured as far as that creature is
illumination: bright light, dim light, and concerned. However, the creature can't discern
darkness. color in darkness, only shades of gray.
Bright light lets most creatures see normally.
Even gloomy days provide bright light, as do
torches, lanterns, fires, and other sources of
illumination within a specific radius.
Dim light, also called shadows, creates a
FOOD AND WATER
lightly obscured area. An area of dim light is Characters who don't eat or drink suffer the
usually a boundary between a source of bright effects of exhaustion (see appendix ##).
light, such as a torch, and surrounding darkness. Exhaustion caused by lack of food or water can't
The soft light of twilight and dawn also counts as be removed until the character eats and drinks
dim light. A particularly brilliant full moon the full required amount.
might bathe the land in dim light.

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INTERACTING WITH OBJECTS SHORT REST
A character's interaction with objects in an A short rest is a period of downtime, at least 5
environment is often simple to resolve in the minutes long (usually enough time passes
game. The player tells the Overseer that his or between encounters to gain the benefits), during
her character is doing something, such as which a character does nothing more strenuous
moving a lever, and the Overseer describes what, than eating, drinking, reading, walking, and
if anything, happens. tending to wounds.
For example, a character might decide to press A character can spend one or more Stamina
a button, which might, open an automated door, Dice at the end of a short rest, up to the
cause a room to flood with water, or open a character's maximum number of Stamina Dice,
secret door in a nearby wall. If the lever is rusted which is equal to the character's level. For each
in position, though, a character might need to Stamina Die spent in this way, the player rolls
force it. In such a situation, the Overseer might the die and adds the character's Constitution
call for a Strength check to see whether the modifier to it. The character regains hit points
character can wrench the lever into place. The equal to the total (minimum of 0). The player can
Overseer sets the DC for any such check based on decide to spend an additional Stamina Die after
the difficulty of the task. each roll. A character regains some spent
Characters can also damage objects with their Stamina Dice upon finishing a long rest, as
weapons and powers. Objects are immune to explained below.
poison and psychic damage, but otherwise they
can be affected by physical and power attacks
much like creatures can. The Overseer
determines an object's Armor Class and hit
points and might decide that certain objects have
LONG REST
resistance or immunity to certain kinds of A long rest is a period of extended downtime, at
attacks. (It's hard to cut a rope with a club, for least 8 hours long, during which a character
example.) Objects always fail Strength and sleeps for at least 6 hours and performs no more
Dexterity saving throws, and they are immune to than 2 hours of light activity, such as reading,
effects that require other saves. When an object talking, eating, or standing watch. If the rest is
drops to 0 hit points, it breaks. interrupted by a period of strenuous activity-at
A character can also attempt a Strength check least 1 hour of walking, fighting, using powers,
to break an object. The Overseer sets the DC for or similar superhero activity-the characters
any such check. must begin the rest again to gain any benefit
from it.
At the end of a long rest, a character regains all
lost hit points. The character also regains spent
RESTING Stamina Dice, up to a number of dice equal to
half of the character's total number of them
Heroic though they might be superheroes can't (minimum of one die). For example, if a
spend every hour of the day in the thick of character has eight Stamina Dice, he or she can
exploration, social interaction, and combat. They regain four spent Stamina Dice upon finishing a
need rest-time to sleep and eat, tend their long rest.
wounds, refresh their minds and spirits for A character can't benefit from more than one
powers, and brace themselves for further long rest in a 24-hour period, and a character
missions. must have at least 1 hit point at the start of the
Heroes can take short rests in the midst of a rest to gain its benefits.
day of superhero action and a long rest to end the
day.

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BETWEEN MISSIONS
Between trips to a villain’s hideout and battles
against powerful evils, heroes need time to rest,
recuperate, and prepare for their next mission.
Many heroes also use this time to perform other
tasks, such as forging equipment, 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
Overseer 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 Overseer
might want to keep track of just how much time
is passing as events beyond your perception stay
in motion.

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COMBAT
the drone attacks one of them. In these
situations, one side of the battle gains surprise
over the other.
A typical combat encounter is a clash between
The Overseer determines who might be
two sides, a flurry of weapon swings, feints,
surprised. If neither side tries to be stealthy, they
parries, footwork, and superpowers. The game
automatically notice each other. Otherwise, the
organizes the chaos of combat into a cycle of
Overseer compares the Dexterity (Stealth) checks
rounds and turns. A round represents about 6
of anyone hiding with the passive Wisdom
seconds in the game world. During a round, each
(Perception) score of each creature on the
participant in a battle takes a turn. The order of
opposing side. Any character or monster that
turns is determined by initiative rolls. Once
doesn't notice a threat is surprised at the start of
everyone has taken a turn, the fight continues to
the encounter.
the next round if neither side has defeated the
If you're surprised, you can't move or take an
other.
action on your first 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

COMBAT STEP BY STEP other members aren't.

• Determine surprise. The Overseer determines


whether anyone involved in the combat
encounter is surprised. INITIATIVE
• Establish positions. The Overseer decides
where all the characters and monsters are Initiative determines the order of turns during
located. Given the heroes marching order or combat. At the start of the game and at the end of
their stated positions in the room or other every combat encounter, every participant
location, the Overseer figures out where the makes a Dexterity check to determine their place
adversaries are in the initiative order. The Overseer makes one
̶ how far away and in what
direction. roll for an entire group of identical creatures, so
• Roll initiative. If you haven’t done so already, each member of the group acts at the same time.
everyone involved in the combat encounter The Overseer ranks the combatants in order
rolls initiative, determining the order of from the one with the highest Dexterity check
combatants' turns. total to the one with the lowest. This is the order
• Take turns. Each participant in the battle takes (called the initiative order) in which they act
a turn in initiative order. during each round. The initiative order remains
• Free Speech. This part of combat is where any the same from round to round.
creature can engage in discussion. This allows If a tie occurs, the Overseer decides the order
you to capture those climactic villain among tied Overseer-controlled creatures, and
monologues, shout out insults, threats, or call the players decide the order among their tied
for support from allies. All within character. characters. The Overseer can decide the order if
Some of the most memorable moments will be the tie is between a monster and a player
these conversations during a tough battle. character. Optionally, the Overseer can have the
• Begin the next round. When everyone involved tied characters and monsters each roll a d20 to
in the combat has had a turn, the round ends. determine the order, highest roll going first.
Repeat step 4 until the fighting stops. When there are characters who have turns in
sequence, they can decide what order they go in.
For example. In a battle with four heroes versus
an Elite DRT unit. If Chimera, Demon Cloak, and

SURPRISE White Dragon roll higher than the Elite DRT


unite, but Stella Nova rolls lower. Chimera,
A league of heroes sneaks up on an evil Demon Cloak and White Dragon can choose to
scientist’s lab, springing from the ceiling to follow their initiative roll or can choose the order
attack them. A D.R.T. combat drone swoops down
an alley passage, unnoticed by the heroes until

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in which they go. Stella Nova must wait until or other feature of the game states that you can
after the Elite DRT unit takes its turn. This allows do something as a bonus action. You otherwise
a bit of teamwork and interaction between the don't have a bonus action to take.
characters and players. This holds true for You can take only one bonus action on your
monsters and villains as well. turn, so you must choose which bonus action to
Having initiative rolled at the start of the game use when you have more than one available.
allows for a much more narrative approach to You choose when to take a bonus action during
the transition into combat. There is often a clear your turn, unless the bonus action's timing is
distinction between combat and the other pillars specified, and anything that deprives you of your
of play. By removing the initiative roll from the ability to take actions also prevents you from
beginning of combat, we can remove the taking a bonus action.
assumption that the only solution to the scenario
is combat. Additionally, having the initiative
values can allow the Overseer to take a systemic
approach to ensuring everyone at the table gets a Other Activity on Your Turn
chance to shine, using the initiative roll as a Your turn can include a variety of flourishes that
guidepost when inquiring to the actions of the require neither your action nor your move.
characters. 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
YOUR TURN of the environment for free, during either your
move or your action. For example, you could
On your turn, you can move a distance up to your open a door during your move as you stride
speed and take one action. You decide whether to toward a foe, or you could draw your weapon as
move first or take your action first. Your speed- part of the same action you use to attack.
sometimes called your walking speed-is noted If you want to interact with a second object,
on your character sheet. you need to use your action. Some magic items,
The most common actions you can take are gadgets and other special objects always require
described in the "Actions in Combat" section an action to use, as stated in their descriptions.
later in this chapter. Many class features and The Overseer might require you to use an
other abilities provide additional options for action for any of these activities when it needs
your action. special care or when it presents an unusual
The "Movement and Position" section later in obstacle. For instance, the Overseer could
this chapter gives the rules for your move. reasonably expect you to use an action to open a
You can forgo moving, taking an action, or stuck door or turn a crank to lower a drawbridge.
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."
Reactions
Certain special abilities, powers, and situations
allow you to take a special action called a
reaction. A reaction is an instant response to a
Bonus Actions trigger of some kind, which can occur on your
Various role features, powers, enhancements, turn or on someone else's. The opportunity
and other abilities let you take an additional attack, described later in this chapter, is the
action on your turn called a bonus action. The most common type of reaction.
Cunning Action feature, for example, allows a When you take a reaction, you can't take
character to take a bonus action. You can take a another one until the start of your next turn. If
bonus action only when a special ability, power, the reaction interrupts another creature's turn,
that creature can continue its turn right after the
reaction.

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Intense Focus distance you've already moved from the new
When you are forced to make a Concentration speed. The result determines how much farther
check, you can spend a stamina die to gain you can move. If the result is 0 or less, you can't
Advantage on the check. use the new speed during the current move.
For example, if a psychic has a speed of 30 and
Steadfast a flying speed of 60 because a psychic uses the
When you are reduced to 0 hit points but not fly power on itself, the psychic could fly 20 feet,
killed outright, you can use your reaction to then walk 10 feet, and then leap into the air to fly
spend half of your maximum stamina die. If you 30 feet more.
do, you drop to 1 hit point instead.

DIFFICULT TERRAIN
MOVEMENT AND POSITION Combat rarely takes place in bare rooms or on
In combat, characters and monsters are in featureless streets. Equipment filled
constant motion, often using movement and laboratories, briar-choked forests, treacherous
staircases, the setting of a typical fight contains
position to gain the upper hand.
On your turn, you can move a distance up to difficult terrain.
your speed. You can use as much or as little of Every foot of movement in difficult terrain
costs 1 extra foot. This rule is true even if
your speed as you like on your turn, following
the rules here. multiple things in a space count as difficult
Your movement can include jumping, terrain.
climbing, and swimming. These different modes Low furniture, rubble, undergrowth, steep
stairs, snow, and shallow bogs are examples of
of movement can be combined with walking, or
they can constitute your entire move. However, difficult terrain. The space of another creature,
you're moving, you deduct the distance of each whether hostile or not, also counts as difficult
terrain.
part of your move from your speed until it is used
up or until you are done moving.

BREAKING UP YOUR MOVE BEING PRONE


You can break up your movement on your turn, Combatants often find themselves lying on the
using some of your speed before and after your ground, either because they are knocked down or
action. For example, if you have a speed of 30 because they throw themselves down. In the
feet, you can move 10 feet, take your action, and game, they are prone, a condition described in
then move 20 feet. appendix.
You can drop prone without using any of your
Moving between Attacks speed. Standing up takes more effort; doing so
If you take an action that includes more than one costs an amount of movement equal to half your
weapon attack, you can break up your movement speed. For example, if your speed is 30 feet, you
even further by moving between those attacks. must spend
For example, a crime fighter who can make two 15 feet of movement to stand up. You can't
attacks with the Extra Attack feature and who stand up if you don't have enough movement left
has a speed of 25 feet could move 10 feet, make or if your speed is 0.
an attack, move 15 feet, and then attack again. To move while prone, you must crawl or use
magic such as teleportation. Every foot of
Using Different Speeds movement while crawling costs 1 extra foot.
If you have more than one speed, such as your Crawling 1 foot in difficult terrain, therefore,
walking speed and a flying speed, you can switch costs 3 feet of movement.
back and forth between your speeds during your
move. Whenever you switch, subtract the

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INTERACTING WITH OBJECTS FLYING MOVEMENT
AROUND YOU Flying creatures enjoy many benefits of mobility,
but they must also deal with the danger of
Here are a few examples of the sorts of thing you falling. If a flying creature is knocked prone, has
can do in tandem with your movement and its speed reduced to 0, or is otherwise deprived of
action: the ability to move, the creature falls, unless it
• draw or sheathe a sword has the ability to hover or it is being held aloft by
• open or close a door a power, such as by fly.
• withdraw a potion from your backpack
• pick up a dropped axe
• take a bauble from a table
• remove a ring from your finger CREATURE SIZE
• stuff some food into your mouth
Each creature takes up a different amount of
• plant a banner in the ground
space. The Size Categories table shows how
• fish a few coins from your belt pouch
much space a creature of a particular size
• drink all the ale in a flagon
controls in combat. Objects sometimes use the
• throw a lever or a switch
same size categories.
• pull a torch from a sconce
• take a book from a shelf you can reach
• extinguish a small flame
• don a mask
• pull the hood of your cloak up and over your COMBAT: CREATURE SIZE CATEGORIES
head
Size Space
• put your ear to a door
• kick a small stone Tiny 2½ by 2½ ft.
• turn a key in a lock Small 5 by 5 ft.
• hand an item to another character
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.

MOVING AROUND OTHER Gargantuan 20 by 20 ft. or larger

CREATURES
You can move through a nonhostile creature's
space. In contrast, you can move through a
hostile creature's space only if the creature is at Space
least two sizes larger or smaller than you. A creature's space is the area in feet that it
Remember that another creature's space is effectively controls in combat, not an expression
difficult terrain for you. of its physical dimensions. A typical Medium
Whether a creature is a friend or an enemy, creature isn't 5 feet wide, for example, but it
you can't willingly end your move in its space. does control a space that wide. If a Medium
If you leave a hostile creature's reach during D.R.T. soldier stands in a 5-foot-wide doorway,
your move, you provoke an opportunity attack, other creatures can't get through unless the
as explained later in the chapter. soldier lets them.
A creature's space also reflects the area it
needs to fight 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 fit in a
5-foot radius around another one.

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ACTIVATE A POWER
Because larger creatures take up more space,
fewer of them can surround a creature. If four
Large creatures crowd around a Medium or Deviants, as well as many monsters, have access
smaller one, there's little room for anyone else. to powers and can use them to great effect in
In contrast, as many as twenty Medium combat. Each power has an activation time,
creatures can surround a Gargantuan one. which specifies whether the user must use an
action, a reaction, minutes, or even hours to
Squeezing into a Smaller Space activate. Activating a power is, therefore, not
A creature can squeeze through a space that is necessarily an action. Most powers do have an
large enough for a creature one size smaller than activation time of 1 action, so a deviant often
it. Thus, a Large creature can squeeze through a uses his or her action in combat to use such
passage that's only 5 feet wide. While squeezing powers.
through a space, a creature must spend 1 extra
foot for every foot it moves there, and it has
disadvantage on attack rolls and Dexterity saving
throws. Attack rolls against the creature have DASH
advantage while it's in the smaller space.
When you take the Dash action, you gain extra
movement for the current turn. The increase
equals your speed, after applying any modifiers.
With a speed of 30 feet, for example, you can
ACTIONS IN COMBAT move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes
When you take your action on your turn, you can this additional movement by the same amount. If
take one of the actions presented here, an action your speed of 30 feet is reduced to 15 feet, for
you gained from your class or a special feature, instance, you can move up to 30 feet this turn if
or an action that you improvise. Many monsters you dash.
have action options of their own in their stat
blocks.
When you describe an action not detailed
elsewhere in the rules, the Overseer tells you
whether that action is possible and what kind of
DISENGAGE
roll you need to make, if any, to determine If you take the Disengage action, your movement
success or failure. doesn't provoke opportunity attacks for the rest
of the turn. Additionally, you may choose to
expend 1 stamina die to use this feature as a
bonus action.
ATTACK
The most common action to take in combat is the
Attack action, whether you are swinging a sword,
firing a gun, or brawling with your fists.
DODGE
With this action, you make one melee or When you take the Dodge action, you focus
ranged attack. See the "Making an Attack" entirely on avoiding attacks. Until the start of
section for the rules that govern attacks. your next turn, any attack roll made against you
Certain features, such as the Extra Attack has disadvantage if you can see the attacker, and
feature of the crime fighter, allow you to make you make Dexterity saving throws with
more than one attack with this action. advantage. You lose this benefit if you are
incapacitated (as explained in appendix ##) or if
your speed drops to 0.

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GO BEYOND
villain steps on the trapdoor, I'll pull the lever
that opens it," and "If the assaultbot steps next
When you have no power slots remaining, you to me, I move away."
can draw on a reserve of strength, pushing your When the trigger occurs, you can either take
body beyond its normal limits to recover power your reaction right after the trigger finishes or
slots. Make a DC 12 Constitution saving throw. ignore the trigger. Remember that you can take
On a success you gain a level of exhaustion and only one reaction per round.
restore half your power slots rounded down. On a When you ready a power, you activate it as
failure you gain a level of exhaustion. normal but hold its energy, which you release
with your reaction when the trigger occurs. To be
readied, a power must have an activation time of
1 action and holding onto the power's energy
HELP requires concentration. If your concentration is
broken, the power dissipates without taking
You can lend your aid to another creature in the
effect. For example, if you are concentrating on
completion of a task. When you take the Help
the fly power and ready homing missile, your fly
action, the creature you aid gains advantage on
power ends, and if you take damage before you
the next ability check it makes to perform the
release homing missile with your reaction, your
task you are helping with, if it makes the check
concentration might be broken.
before the start of your next turn.
Alternatively, you can aid a friendly creature in
attacking a creature within 5 feet of you. You
feint, distract the target, or in some other way
team up to make your ally's attack more SEARCH
effective. If your ally attacks the target before When you take the Search action, you devote
your next turn, the first attack roll is made with your attention to finding something. Depending
advantage. on the nature of your search, the Overseer might
have you make a Wisdom (Perception) check or
an Intelligence (Investigation) check.

HIDE
When you take the Hide action, you make a
Dexterity (Stealth) check in an attempt to hide, USE AN OBJECT
following the rules for hiding. If you succeed, You normally interact with an object while doing
you gain certain benefits, as described in the something else, such as when you draw a sword
"Unseen Attackers and Targets" section later in as part of an attack. When an object requires your
this chapter. action for its use, 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.
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

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MAKING AN ATTACK
Some powers also require an attack roll. The
ability modifier used for a power attack depends
Whether you're striking with a melee weapon, on the power ability of the user.
firing a weapon at range, or making an attack Proficiency Bonus. You add your proficiency
roll as part of a power, an attack has a simple bonus to your attack roll when you attack using a
structure. weapon with which you have proficiency, as well
as when you attack with a power.
• Choose a target. Pick a target within your
attack's range: a creature, an object, or a
location.
• Determine modifiers. The Overseer determines Rolling 1 or 20
whether the target has cover and whether you
Sometimes fate blesses or curses a combatant,
have advantage or disadvantage against the
causing the novice to hit and the veteran to miss.
target. In addition, powers, special abilities,
If the d20 roll for an attack is a 20, the attack
and other effects can apply penalties or
hits regardless of any modifiers or the target's
bonuses to your attack roll.
AC. This is called a critical hit, which is explained
• Resolve the attack. You make the attack roll. On
later in this chapter.
a hit, you roll damage, unless the particular
If the d20 roll for an attack is a 1, the attack
attack has rules that specify otherwise. Some
misses regardless of any modifiers or the
attacks cause special effects in addition to or
target's AC.
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 UNSEEN ATTACKERS AND
making an attack. This includes both weapons
and powers. TARGETS
Combatants often try to escape their foes' notice
by hiding, activating the optical camouflage
power, or lurking in darkness.
ATTACK ROLLS When you attack a target that you can't see,
you have disadvantage on the attack roll. This is
When you make an attack, your attack roll
true whether you're guessing the target's
determines whether the attack hits or misses. To
location or you're targeting a creature you can
make an attack roll, roll a d20 and add the
hear but not see. If the target isn't in the location
appropriate modifiers. If the total of the roll plus
you targeted, you automatically miss, but the
modifiers equals or exceeds the target's Armor
Overseer typically just says that the attack
Class (AC), the attack hits. The AC of a character
missed, not whether you guessed the target's
is determined at character creation, whereas the
location correctly.
AC of a monster is in its stat block.
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
Modifiers to the Roll when the attack hits or misses.
When a character makes an attack roll, the two
most common modifiers to the roll are an ability
modifier and the character's proficiency bonus.
When a monster makes an attack roll, it uses
whatever modifier is provided in its stat block.
RANGED ATTACKS
Ability Modifier. The ability modifier used for a When you make a ranged attack, you fire a bow
melee weapon attack is Strength, and the ability or a rifle, hurl a dagger, or otherwise send
modifier used for a ranged weapon attack is projectiles to strike a foe at a distance. A monster
Dexterity. Weapons that have the finesse or might shoot spines from its tail. Many powers
thrown property break this rule. also involve making a ranged attack.

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Contests in Combat
Range
You can make ranged attacks only against Battle often involves pitting your prowess against that
targets within a specified range. of your foe. Such a challenge is represented by a
contest. This section includes the most common
If a ranged attack, such as one made with a
contests that require an action in combat: grappling
power, has a single range, you can't attack a and shoving a creature. The Overseer can use these
target beyond this range. contests as models for improvising others.
Some ranged attacks, such as those made with
a longbow or a gun, have two ranges. The smaller
number is the normal range, and the larger
number is the long range. Your attack roll has Opportunity Attacks
disadvantage when your target is beyond normal In a fight, everyone is constantly watching for a
range, and you can't attack a target beyond the chance to strike an enemy who is fleeing or
long range. 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
Ranged Attacks in Close Combat
use your reaction to make one melee attack
Aiming a ranged attack is more difficult when a
against the provoking creature. The attack
foe is next to you. When you make a ranged
occurs right before the creature leaves your
attack with a weapon, a power, or some other
reach.
means, you have disadvantage on the attack roll
You can avoid provoking an opportunity attack
if you are within 5 feet of a hostile creature who
by taking the Disengage action. You also don't
can see you and who isn't incapacitated.
provoke an opportunity attack when you teleport
or when someone or something moves you
without using your movement, action, or
reaction. For example, you don't provoke an
MELEE ATTACKS opportunity attack if an explosion hurls you out
Used in hand-to-hand combat, a melee attack of a foe's reach or if gravity causes you to fall
allows you to attack a foe within your reach. A past an enemy.
melee attack typically uses a handheld weapon
such as a sword, an improvised weapon, or stun
baton. A typical creature makes a melee attack
when it strikes with its claws, horns, teeth,
tentacles, or other body part. Several powers also
involve making a melee attack.
Most creatures have a 5-foot reach and can
thus attack targets within 5 feet of them when
making a melee attack. Certain creatures
(typically those larger than Medium) have melee
attacks with a greater reach than 5 feet, 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.
On a hit, an unarmed strike deals bludgeoning
damage equal to 1 + your Strength modifier. You
are proficient with your unarmed strikes.

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Two-Weapon Fighting The target must be no more than one size
larger than you and must be within your reach.
When you take the Attack action and attack with
Instead of making an attack roll, you make a
a light melee weapon that you're holding in one
Strength (Athletics) check contested by the
hand, you can use a bonus action to attack with a
target's Strength (Athletics) or Dexterity
different light melee weapon that you're holding
(Acrobatics) check (the target chooses the ability
in the other hand. You don't add your ability
to use). You succeed automatically if the target is
modifier to the damage of the bonus attack,
incapacitated. If you succeed, you either knock
unless that modifier is negative.
the target prone or push it 10 feet away from you.
If either weapon has the thrown property, you
can throw the weapon, instead of making a
melee attack with it.

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 COVER
than one size larger than you and must be within Walls, trees, creatures, and other obstacles can
your reach. Using at least one free hand, you try provide cover during combat, making a target
to seize the target by making a grapple check more difficult to harm. A target can benefit from
instead of an attack roll: a Strength (Athletics) cover only when an attack or other effect
check contested by the target's Strength originates on the opposite side of the cover.
(Athletics) or Dexterity (Acrobatics) check (the There are three degrees of cover. If a target is
target chooses the ability to use). You succeed behind multiple sources of cover, only the most
automatically if the target is incapacitated. If you protective degree of cover applies; the degrees
succeed, you subject the target to the grappled aren't added together. For example, if a target is
condition (see appendix ##). The condition behind a creature that gives half cover and a tree
specifies the things that end it, and you can trunk that gives three-quarters cover, the target
release the target whenever you like (no action has three-quarters cover.
required). A target with half cover has a +2 bonus to AC
Escaping a Grapple . A grappled creature can and Dexterity saving throws. A target has half
use its action to escape. To do so, it must succeed cover if an obstacle blocks at least half of its
on a Strength (Athletics) or Dexterity body. The obstacle might be a low wall, a large
(Acrobatics) check contested by your Strength piece of furniture, a narrow tree trunk, or a
(Athletics) check. creature, whether that creature is an enemy or a
Moving a Grappled Creature . When you move, friend.
you can drag or carry the grappled creature with A target with three-quarters cover has a +5
you, but your speed is halved, unless the creature bonus to AC and Dexterity saving throws. A
is two or more sizes smaller than you. target has three-quarters cover if about three-
quarters of it is covered by an obstacle. The
obstacle might be a portcullis, an arrow slit, or a
thick tree trunk.
Shoving a Creature A target with total cover can't be targeted
Using the Attack action, you can make a special directly by an attack or a power, although some
melee attack to shove a creature, either to knock powers can reach such a target by including it in
it prone or push it away from you. If you're able an area of effect. A target has total cover if it is
to make multiple attacks with the Attack action, completely concealed by an obstacle.
this attack replaces one of them.

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DAMAGE AND HEALING Critical Hits
When you score a critical hit, you get to
Injury and the risk of death are constant maximize the damage dice automatically and get
companions of those who take on the role of to still roll your damage. Roll all of the attack's
vigilantes and heroes. The thrust of a sword, a damage dice and add them together. Then add
well-placed bullet, or a blast of flame from a any relevant modifiers as normal. Then add the
fireball power all have the potential to damage, attack’s max damage to the damage you rolled.
or even kill, the hardiest of creatures. To speed up play, you can roll all the damage dice
at once.
For example, if you score a critical hit with a
dagger, calculate the maximum damage the
HIT POINTS attack could do. The weapon die is a d4, and for
this example, your modifier is 3. So maximum
Hit points represent a combination of physical
damage is 7. Then, roll 1d4 for the damage, and
and mental durability, the will to live, and luck.
add your relevant ability modifier as normal. So,
Creatures with more hit points are more difficult
if we roll a 1 on our d4, the damage is 1 + 3 + 7 or
to kill. Those with fewer hit points are more
11 damage. If the attack involves other damage
fragile.
dice, you do the same with those as well.
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.
Damage Types
Different attacks, damaging powers, and other
Whenever a creature takes damage, that
harmful effects deal different types of damage.
damage is subtracted from its hit points. The loss
Damage types have no rules of their own, but
of hit points has no effect on a creature's
other rules, such as damage resistance, rely on
capabilities until the creature drops to 0 hit
the types.
points.
The damage types follow, with examples to
help an Overseer assign a damage type to a new
effect.

DAMAGE ROLLS Acid . The corrosive spray of an acid gun and


the dissolving enzymes secreted by a black
Each weapon, power, and harmful monster pudding deal acid damage.
ability specifies the damage it deals. You roll the Bludgeoning . Blunt force attacks-hammers,
damage die or dice, add any modifiers, and apply falling, constriction, and the like-deal
the damage to your target. Magic weapons, bludgeoning damage.
special abilities, and other factors can grant a Cold . The infernal chill radiating from an ice
bonus to damage. With a penalty, it is possible to mutant’s body and the frigid blast of their
deal 0 damage, but never negative damage. powers deal cold damage.
When attacking with a weapon, you add your Fire. Heat ray and many powers conjure flames
ability modifier-the same modifier used for the to deal fire damage.
attack roll-to the damage. A power tells you Force . Force is pure magical energy focused
which dice to roll for damage and whether to add into a damaging form. Most effects that deal
any modifiers. force damage are powers such as kinetic blast
If a power or other effect deals damage to more and spectral weapon.
than one target at the same time, roll the damage Lightning . A lightning bolt power and a tesla
once for all of them. For example, when an cannon deal lightning damage.
elemental manipulator activates fireball or flame Necrotic . Necrotic damage is dealt by certain
strike, the power's damage is rolled once for all undead and powers such as black hole that
creatures caught in the blast. withers matter and even the soul.

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Piercing . Puncturing and impaling attacks, potent powers or some technology. Rest can
including bullets and monsters' bites, deal restore a creature's hit points, and magical
piercing damage. methods such as a cure wounds power or an
Poison . Venomous stings, the toxic gas of wild Ambro Stimpack can remove damage in an
creatures, or nature related powers deal poison instant.
damage. When a creature receives healing of any kind,
Psychic . Mental abilities such as a psychic’s hit points regained are added to its current hit
distracting words deal psychic damage. points. A creature's hit points can't exceed its hit
Radiant . Radiant damage is dealt most point maximum. For example, an exosuit uses
commonly by laser weapons or similar powers, ambro med shot and grants a speedster 8 hit
searing the flesh like fire. points of healing. If the speedster has 14 current
Slashing . Swords, axes, and claws deal hit points and has a hit point maximum of 20,
slashing damage. the speedster regains 6 hit points from the
Thunder. A concussive burst of sound, such as exosuit, not 8.
the effect of the thunderwave power, deals A creature that has died can't regain hit points
thunder damage. until tech or powers such as the ambro
resuscitation power has restored it to life.

DAMAGE RESISTANCE AND


DROPPING TO 0 HIT POINTS
VULNERABILITY When you drop to 0 hit points, you either die
Some creatures and objects are exceedingly outright or fall unconscious, as explained in the
difficult or unusually easy to hurt with certain following sections.
types of damage.
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 Falling Unconscious
vulnerability to a damage type, damage of that If damage reduces you to 0 hit points and fails to
type is doubled against it. kill you, you fall unconscious (see appendix).
Resistance and then vulnerability are applied This unconsciousness ends if you regain any hit
after all other modifiers to damage. For example, points.
a creature has resistance to bludgeoning damage
and is hit by an attack that deals 25 bludgeoning
damage. The creature is also within a magical
aura that reduces all damage by 5. The 25
Death Saving Throws
damage is first reduced by 5 and then halved, so
Whenever you start your turn with 0 hit points,
the creature takes 10 damage.
you must make a special saving throw, called a
Multiple instances of resistance or
death saving throw, to determine whether you
vulnerability that affect the same damage type
creep closer to death or hang onto life. Unlike
count as only one instance. For example, if a
other saving throws, this one isn't tied to any
creature has resistance to fire damage as well as
ability score. You are in the hands of fate and
resistance to all nonmagical damage, the damage
your allies now, aided only by powers and
of a nonmagical fire is reduced by half against
features that improve your chances of
the creature, not reduced by three-quarters.
succeeding on a saving throw.
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
HEALING become stable (see below). On your third failure,
Unless it results in death, damage isn't you die. The successes and failures don't need to
permanent. Even death is reversible through be consecutive; keep track of both until you
collect three of a kind. The number of both is

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reset to zero when you regain any hit points or
become stable.
KNOCKING A CREATURE OUT
Rolling 1 or 20 . When you make a death saving Sometimes an attacker wants to incapacitate a
throw and roll a 1 on the d20, it counts as two foe, rather than deal a killing blow. When an
failures. If you roll a 20 on the d20, you regain 1 attacker reduces a creature to 0 hit points with a
hit point. melee attack, the attacker can knock the creature
Damage at 0 Hit Points . If you take any damage out. The attacker can make this choice the
while you have 0 hit points, you suffer a death instant the damage is dealt. The creature falls
saving throw failure. If the damage is from a unconscious and is stable.
critical hit, you suffer two failures instead. If the
damage equals or exceeds your hit point
maximum, you suffer instant death.
TEMPORARY HIT POINTS
Some powers and special abilities confer
temporary hit points to a creature. Temporary
Stabilizing a Creature hit points aren't actual hit points; they are a
The best way to save a creature with 0 hit points
buffer against damage, a pool of hit points that
is to heal it. If healing is unavailable, the creature
protect you from injury.
can at least be stabilized so that it isn't killed by a
When you have temporary hit points and take
failed death saving throw.
damage, the temporary hit points are lost first,
You can use your action to administer first aid
and any leftover damage carries over to your
to an unconscious creature and attempt to
normal hit points. For example, if you have 5
stabilize it, which requires a successful DC 10
temporary hit points and take 7 damage, you lose
Wisdom (Medicine) check.
the temporary hit points and then take 2 damage.
A stable creature doesn't make death saving
Because temporary hit points are separate
throws, even though it has 0 hit points, but it
from your actual hit points, they can exceed your
does remain unconscious. The creature stops
hit point maximum. A character can, therefore,
being stable, and must start making death saving
be at full hit points and receive temporary hit
throws again, if it takes any damage. A stable
points.
creature that isn't healed regains 1 hit point after
Healing can't restore temporary hit points,
1d4 hours.
and they can't be added together. If you have
If a character succeeds on a DC 18 Wisdom
temporary hit points and receive more of them,
(Medicine) check on a stabilized creature, the
you decide whether to keep the ones you have or
creature regains 1 hit point.
to gain the new ones. For example, if a power
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
Crooks and Death hit points doesn't restore you to consciousness
Most Overseers will have monsters and villains or stabilize you. They can still absorb damage
die the instant it drops to 0 hit points, rather directed at you while you're in that state, but
than having it fall unconscious and make death only true healing can save you.
saving throws. Unless a feature that grants you temporary hit
Mighty villains and special nonplayer points has a duration, they last until they're
characters are common exceptions; the Overseer depleted, or you finish a long rest.
might have them fall unconscious and follow the
same rules as player characters.

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MOUNTED COMBAT
only three action options: Dash, Disengage,
and Dodge. A controlled mount can move and act
A deviant charging into battle on a combat even on the turn that you mount it.
motorcycle or a psychic launching powers from An independent mount retains its place in the
the back of a shapeshifter taking the form of a initiative order. Bearing a rider puts no
giant eagle both enjoy the benefits of speed and restrictions on the actions the mount can take,
mobility that a mount can provide. and it moves and acts as it wishes. It might flee
A willing creature that is at least one size from combat, rush to attack and devour a badly
larger than you and that has an appropriate injured foe, or otherwise act against your wishes.
anatomy can serve as a mount, using the In either case, if the mount provokes an
following rules. opportunity attack while you're on it, the
attacker can target you or the mount.

MOUNTING AND
TECH AND GEAR IN BATTLE
DISMOUNTING There are many powers that take on the form of
Once during your move, you can mount a supporting gadgets such as drones. An enemy
creature or device that is within 5 feet of you or may choose to target such devices in the heat of
dismount. Doing so costs an amount of battle. If they do, the attack roll or saving throw
movement equal to half your speed. For example, is treated as if it targeted the creature who
if your speed is 30 feet, you must spend 15 feet of activated the gadget or device. If the attack roll
movement to mount a motorcycle. Therefore, or saving throw is successful, damage is rolled as
you can't mount it if you don't have 15 feet of normal, but the creature takes no damage.
movement left or if your speed is 0. Instead, the creature must succeed on a
If an effect moves your mount against its will Concentration check as if they took the damage.
while you're on it, you must succeed on a DC 10 The check has disadvantage in this case. On a
Dexterity saving throw or fall off the mount, success the supporting gadget remains in play.
landing prone in a space within 5 feet of it. If Otherwise, it is destroyed and the power ends.
you're knocked prone while mounted, you must
make the same saving throw.
If your mount is knocked prone, you can use
your reaction to dismount it as it falls and land
on your feet. Otherwise, you are dismounted and
fall prone in a space within 5 feet it.

CONTROLLING A MOUNT
While you're mounted, you have two options.
You can either control the mount or allow it to
act independently if it’s a creature such as a
horse. Intelligent creatures or A.I. machines,
such as the mechanodragon, act independently.
You can control a sentient mount only if it has
been trained to accept a rider. Domesticated
horses, donkeys, and similar creatures are
assumed to have such training. The initiative of a
controlled mount changes to match yours when
you mount it. It moves as you direct it, and it has

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SUPERPOWERS
innocent and helping ensure justice is served.
These caped heroes use their newfound strength
to provide aid against crooks and villains who
The world is changing. There are those being
wish darkness upon the world.
born with gifts, and others, wake up and find
they can do extraordinary things. There are those
who study the ancient secrets of lost magics. To
top it off, technology is advancing so quickly that
some technology is indistinguishable from POWER LEVELS
superpowers. Whatever the source of a Deviants Every power has a level from 0 to 9. A power’s
powers, they all fall under a general term: level is a general indicator of how powerful it is,
superpower. with the lowly (but still impressive) energy
This chapter provides the rules for using sphere at 1st level and the earth-shaking meteor
superpowers. Different roles and origins have swarm at 9th level. At-will powers, simple but
distinctive ways of learning and preparing their potent powers that characters can use almost by
powers, and monsters use their own powers in routine are level 0. The higher a power’s level,
unique ways. Regardless of its source, a power the higher level a Deviant must be to use that
follows the rules set here.
power.
Power level and character level don’t
correspond directly. A Deviant at 20th level uses
mostly 5th level powers. The exception is the
WHAT IS A POWER? extremely taxing, extremely formidable
signature powers that reach up to 9 th level in
A power is a distinct technological, biological,
power.
psionic, or magical effect used in the world of
Capes & Crooks. A single combination of abilities
that suffuse the world into a specific, limited
expression. In using a power, a character is
bending the invisible energy ley lines that POWER SLOTS
surround the world, loading and unloading a Regardless of how many powers a Deviant
complex technological device, or shaping knows, he or she has a limited well of stamina
elements of their body to create an effect. In and can use their power a limited number of
most cases, this occurs in the span of seconds. times before resting. Using powers is physically
Powers are more than just releasing laser and mentally taxing, and higher-level powers
beams from your eyes, taking to the sky in flight, are even more so. Thus, the role and
or even creating intricate holograms. They can advancement table show how many power slots
be versatile tools, weapons, or even protective of each level a character can use at each
wards. They can deal damage, restore character level. For example, a 3rd-level Deviant
something, impose or remove conditions, drain has two 2nd-level power slots. As a Deviant
life energy, and in some rare cases, even restore grows in strength, so does their powers. When a
life to the recently deceased. Deviant uses a power, he or she expends a slot of
Undocumented thousands of powers exist in that power slot.
this new world of deviants. Genius scientists and Finishing a short or long rest restores any
inventors are developing new formulas to expended power slots.
recreate powers or engineering technology that Some characters and monsters have special
can duplicate similar effects. Unfortunately, abilities that let them activate powers without
those who acquire these great gifts, aren’t using power slots.
always altruistic. In fact, if you listen to the
news, you will believe the opposite to be true.
There is no shortage of evil and villainy
accompanying those with power. Fortunately for
the world, there are a few who would stand
against the rising tide of darkness, defending the

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ACTIVATING POWERS AT SUPERPOWERS
HIGHER LEVELS Most classes gain powers as they progress.
Powers work similar to powers or other features
When a deviant uses a power with a slot that is of do in Dungeons & Dragons Fifth Edition, except
a higher level than the power, the power itself with a few differences as detailed below.
becomes enhanced and assumes that higher
level. For instance, an Exosuit deviant at level 1
might pick up homing missiles, a 1st level power.
When they level up to third level, their power
level increases to 2nd level. This means homing
SIGNATURE POWERS
missiles is now activated at 2nd level and now Signature powers are powerful abilities that a
releases four missiles instead of just three. character can use a limited number of times a
day without the use of any power slots. There are
a number of signature powers to choose from.
You can opt to choose any of your superpowers
POWERS IN ARMOR as a signature power as well, allowing you to
activate it at a higher level once per day. This
It takes a great deal of practice to activate or use reflects your mastery of your power that is
powers. You must be proficient with any armor unique to your character.
you’re wearing when you use your powers.
Otherwise, the unnatural feel of the armor is too
distracting and physically hampers your use of
the power. You have disadvantage on all attack
rolls and enemies have advantage on any saving
USING POWERS
throws from your powers while wearing armor When a character activates any power, the same
you are not proficient with. basic rules are followed, regardless of the
character's role or the power's effects.
Each power description begins with a block of
information, including the power's name, level,
AT-WILL POWERS activation time, range, components, and
duration. The rest of a power entry describes the
An At-will is a power that can be used without power's effect.
using a power slot. These powers are second
nature to you. An At-will power level is 0. At 1st
level, you know two At-will powers of your
choice. You learn additional At-will powers as
shown on the At-Will Powers column of the Hero
ACTIVATION TIME
Advancement chart. Most powers require a single action to activate,
At-will powers are unique in that they evolve but some powers require a bonus action, a
as the deviant gains more levels. This means reaction, or much more time to activate.
they become more versatile in their uses and can
be used in multiple ways. For example, energy
lance begins as just a ranged power attack. At 5 th
level not only can they hurl it at enemies, but Bonus Action
now they can choose instead to harness it into a A power with a bonus action is especially swift.
physical object to use as a melee weapon. When You must use a bonus action on your turn to
the character hits 17th level, once per encounter activate the power, provided that you haven't
they can release a massive surge of energy in a already taken a bonus action this turn. You can't
line decimating minions and crooks. activate another power during the same turn,
except for an At-will with an activation time of 1
action.

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Reactions
Some powers can be activated as reactions. These
powers take a fraction of a second to bring about
and are used in response to some event. If a
power can be activated as a reaction, the power’s
description tells you exactly when you can do so.

Longer Activation Times


Certain powers (including powers activated as
routines) require more time to activate. This
could be minutes, hours, or even days. When you
activate a power with an activation time longer
than a single action or reaction, you must spend
your action each turn to activate the power, and
you must maintain your concentration while you
do so (see "Concentration" below). If your
concentration is broken, the power fails, but you
don't expend a power slot. If you want to try
activating the power again, you must start over.

POWER RANGE DURATION


The target of a power must be within the power's
A power's duration is the length of time the
range. For a power like homing missile, the
power persists. A duration can be expressed in
target is a creature. For a power like fireball, the
rounds, minutes, hours, or even years. Some
target is the point in space where the ball of fire
powers specify that their effects last until the
erupts.
powers are canceled or destroyed.
Most powers have ranges expressed in feet.
Some powers can target only a creature
(including you) that you touch. Other powers,
such as the shield power, affect only you. These
powers have a range of self. Instantaneous
Powers that create cones or lines of effect that Many powers are instantaneous. These are
originate from you also have a range of self, powers that harm, heal, create, or alter a
indicating that the origin point of the power's creature or object in a way that can't be canceled,
effect must be you (see "Areas of Effect" later in because the power exists only for an instant.
this chapter).
Once a power is activated, its effects aren't
limited by its range, unless the power's
description says otherwise. Concentration
Some powers require you to maintain
concentration in order to keep their magic active.
If you lose concentration, such a power ends.
If a power must be maintained with
concentration, that fact appears in its Duration
entry, and the power specifies how long you can
concentrate on it. You can end concentration at
any time (no action required).

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between you and that point, the point of origin
Normal activity, such as moving and attacking, comes into being on the near side of that
doesn't interfere with concentration. The obstruction.
following factors can break concentration:
• Activating another power that requires
concentration. You lose concentration on a
power if you activate another power that Targeting Yourself
requires concentration. You can't concentrate If a power targets a creature of your choice, you
on two powers at once. can choose yourself, unless the creature must be
• Taking damage. Whenever you take damage hostile or specifically a creature other than you.
while you are concentrating on a power, you If you are in the area of effect of a power you
must make a Constitution saving throw to activate, you can target yourself.
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 an arrow and a
dragon's breath, you make a separate saving
AREAS OF EFFECT
throw for each source of damage. Powers such as flamethrower and cone of cold
• Being incapacitated or killed. You lose cover an area, allowing them to affect multiple
concentration on a power if you are creatures at once.
incapacitated or if you die. A power's description specifies its area of
effect, which typically has one of five different
The Overseer might also decide that certain
shapes: cone, cube, cylinder, line, or sphere.
environmental phenomena, such as a wave
Every area of effect has a point of origin, a
crashing over you while you're on a storm-
location from which the power's energy erupts.
tossed ship, will require you to succeed on a DC
The rules for each shape specify how you
10 Constitution saving throw to maintain
position its point of origin. Typically, a point of
concentration on a power.
origin is a point in space, but some powers have
an area whose origin is a creature or an object.
A power's effect expands in straight lines from
the point of origin. If no unblocked straight line
TARGETS extends from the point of origin to a location
A typical power requires you to pick one or more within the area of effect, that location isn't
targets to be affected by the power's magic. A included in the power's area. To block one of
power's description tells you whether the power these imaginary lines, an obstruction must
targets creatures, objects, or a point of origin for provide total cover.
an area of effect (described below).
Unless a power has a perceptible effect, a
creature might not know it was targeted by a
power at all. An effect like crackling lightning is Cone
obvious, but a more subtle effect, such as an A cone extends in a direction you choose from its
attempt to read a creature's thoughts, typically point of origin. A cone's width at a given point
goes unnoticed, unless a power says otherwise. along its length is equal to that point's distance
from the point of origin. A cone's area of effect
specifies its maximum length.
A cone's point of origin is not included in the
A Clear Path to the Target cone's area of effect, unless you decide
To target something, you must have a clear path otherwise.
to it, so it can't be behind total cover.
If you place an area of effect at a point that you
can't see and an obstruction, such as a wall, is

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Cube target uses for the save and what happens on a
success or failure.
You select a cube's point of origin, which lies
anywhere on a face of the cubic effect. The cube's The DC to resist one of your powers = 8 + your
size is expressed as the length of each side. power ability modifier +
A cube's point of origin is not included in the your proficiency bonus + any special modifiers.
cube's area of effect, unless you decide
otherwise.

POWER ATTACK ROLLS


Some powers require the user to make an attack
Cylinder roll to determine whether the power effect hits
A cylinder's point of origin is the center of a the intended target. Your attack bonus with a
circle of a particular radius, as given in the power power attack equals your power ability modifier
description. The circle must either be on the + your proficiency bonus.
ground or at the height of the power effect. The Most powers that require attack rolls involve
energy in a cylinder expands in straight lines ranged attacks. Remember that you have
from the point of origin to the perimeter of the disadvantage on a ranged attack roll if you are
circle, forming the base of the cylinder. The within 5 feet of a hostile creature that can see
power's effect then shoots up from the base or you and that isn't incapacitated.
down from the top to a distance equal to the
height of the cylinder.
A cylinder's point of origin is included in the
cylinder's area of effect.
COMBINING POWER EFFECTS
The effects of different powers add together
while the durations of those powers overlap. The
Line effects of the same power activated multiple
A line extends from its point of origin in a times don't combine, however. Instead, the most
straight path up to its length and covers an area potent effect-such as the highest bonus-from
defined by its width. those activations applies while their durations
A line's point of origin is not included in the overlap.
line's area of effect, unless you decide otherwise. For example, if two psychics use telepathic
push on the same target, that character gains the
power's benefit only once; he or she doesn't get
to roll two bonus dice.

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.
A sphere's point of origin is included in the
sphere's area of effect.

POWER SAVING THROWS


Many powers specify that a target can make a
saving throw to avoid some or all of a power's
effects. The power specifies the ability that the

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At Higher Levels.
5th level. On a hit, the target suffers the effects
of the lingering acid. At the start of each of the
target’s turns, the target takes 1d8 acid damage.
The target can make a Constitution saving throw
at the end of each of its turns to end this effect. If
the target receives healing or if a creature can
make a DC 12 Wisdom (Medicine) check as an
action, the effect ends as well.
Additionally, the acid’s effect can eat through a
5-foot area of metal in one minute.
11th level. The lingering acid damage increases
to 2d8 acid damage.
Additionally, the acid’s effect can eat through a
10-foot area of metal in one minute.
17th level. The initial damage increases to 3d8,
and the pain caused by the attack weakens your
enemy. The target has disadvantage on their
next attack roll until the start of your next turn.

Air Launch
Activation Time: 1 bonus action
Range: Weapon
Roles:
Duration: Instantaneous

You make a powerful upward strike that sends


your target flying into the air and falling back to
the ground. If you take the Attack action on your
turn, you can use a bonus action to attempt
shove a medium or smaller creature. On a
success, the target is knocked 10 feet into the air.
If they land back on the ground, they take falling
AT-WILL POWERS damage.

At Higher Levels.
5th level. You follow up your air launch by
leaping into the air and attempt to shove the
Acid Blast target. On a success, you throw, punch, or kick
Activation Time: 1 action the target back down onto the ground doubling
Range: 120 feet the fall damage taken.
Roles: 11th level. Your next grapple check against the
Duration: Instantaneous target has advantage.
You send a bubbling ball of acid streaking
17th level. The height the target is launched
increases to 20 feet. Additionally, you can now
through the air from your mouth, tail, or other
use this feature on large creatures.
body part. Make a ranged power attack against
the creature to assail it with flesh melting acid.
On a hit, the target takes 1d8 acid damage, and it
can’t regain hit points until the start of your next
turn. Until then, the acid drips from the target.

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11th level. Increase the damage die to 2d6.
Anesthetic
17th level. If you pass through a hostile
Activation Time: 1 action creature’s space and have moved at least 10 feet
Range: Touch in a straight line, each creature must succeed a
Roles: Strength saving throw or be knocked prone.
Duration: Instantaneous

A willing creature you touch is injected with a


mild anesthetic to dull pain. The target gains 1d4
+ your power modifier temporary hit points. The
target loses any remaining temporary hit points
Caustic Splash
after 1 minute. Activation Time: 1 action
Range: 60 feet
At Higher Levels. Roles:
5th level. While you have temporary hit points Duration: Instantaneous
from the anesthetic effect, you gain resistance to
You hurl a bubble of poison or spew it forth from
poison damage.
your mouth, tail, or other body part. Choose one
11th level. The anesthetic die increases to 1d8,
creature within range or choose two creatures
and the target becomes immune to the poisoned
within range that are within 5 feet of each other.
condition while they have temporary hit points
A target must succeed on a Dexterity saving
granted by this power. If they are poisoned when
throw or take 1d6 poison damage.
this power takes effect, it removes the poisoned
condition.
At Higher Levels.
17th level. The anesthetic die increases to 1d12
5th level. The acid lingers on the battlefield
and the target gains resistance to slashing,
becoming a hazardous pool in the 5-foot area
piercing, and bludgeoning damage. Once a
beneath the targets, this effect ends at the start
creature gains the resistances from this power,
of your next turn. When a creature enters the
they cannot do so again until they finish a short
area for the first time on a turn or starts its turn
or long rest.
there, it must make a Constitution saving throw.
On a failed save, the target takes 1d6 poison
damage and becomes poisoned for 1 minute or
half as much on a successful one and is not
Bull Rush poisoned.
Activation Time: 1 bonus action 11th level. The power’s damage die increases to
Range: Weapon 2d6, and the duration the pool remains on the
Roles: ground increases by one additional turn.
Duration: Instantaneous 17th level. The hazardous poison pool’s damage
increases to 2d6, and the area of effect extends
When you use your action to Dash, you can use to a 10-foot area beneath the targets.
your bonus action to make one melee weapon Additionally, as an action, you can release the
attack or take the shove action against a blast of poison in a melting burst centered on
creature. yourself. Each creature other than yourself
Additionally, if you move at least 10 feet in a within 10 feet of you must succeed a Constitution
straight line before making any melee weapon saving throw or take 2d6 poison damage and
attack, you can add 1d6 to the attack’s damage become poisoned. You can’t use this feature
roll, or if you shove the creature, you can add the again until you finish a short or long rest.
roll to the contested check.

At Higher Levels.
5th level. If you move at least 10 feet in a
straight line you deal double damage to objects
and structures.

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17th level. The creature begins suffocating. If
Cleaving
the creature takes damage from constrict while
Activation Time: 1 bonus action suffocating, they lose 30 seconds worth of their
Range: Weapon breath. If they have no breath remaining at the
Roles: start of its next turn, it drops to 0 hit points and
Duration: Instantaneous is dying, and it can’t regain hit points or be
When you hit a creature with a 2-handed melee stabilized until it can breathe again.
weapon attack, you can use your bonus action to
attempt to damage another creature with the
same attack. Choose a creature within 5 feet of
the original target and within your reach. If the Countering Retreat
original attack roll would hit the second
Activation Time: 1 reaction
creature, it takes damage equal to half the
Range: Weapon
damage dealt to the original target.
Roles:
Duration: Instantaneous
At Higher Levels.
5th level. When you hit an additional creature When an enemy hits you with a melee attack, you
with your cleaving power, you gain a +2 bonus to can use your reaction to make a melee attack roll.
AC against all attacks made by that creature until If your roll is higher you may move up to half
the start of your next turn. your speed as part of the reaction. Opportunity
11th level. You can hit a third target within attacks against you are made with disadvantage
range and your reach. until the end of the turn.
17th level. The distance from your original
target increases to 10 feet. Additionally, you can At Higher Levels.
use your Action to release a whirlwind strike. 5th level. You can use this feature with a ranged
Each creature that enters the range of your attack in addition to the melee.
weapon for the first time, starts, or ends its turn 11th level. You have advantage on the attack roll
within the area must succeed a Dexterity saving when using this feature.
throw or be hit by your weapon until the start of 17th level. You can move your full walking speed
your next turn. You can use your action to when using this feature. Opportunity attacks
maintain this effect (as if concentrating on a against you are made with disadvantage until the
power). Once you use this feature, you cannot start of your next turn.
use it again until you finish a short or long rest.

Constrict Counterstrike
Activation Time: 1 bonus action Activation Time: 1 reaction
Range: Weapon Range: Self
Roles: Roles:
Duration: Instantaneous Duration: Instantaneous

While you have a creature grappled, as a bonus When a creature misses you with a melee attack,
action, you can attempt to crush them. The you can use your reaction to make a single at-
target is restrained and must succeed on a will or melee weapon attack against the target.
Strength saving throw or take 1d4 + your
Strength modifier bludgeoning damage. At Higher Levels.
5th level. If a creature misses you with a ranged
attack, you can use your reaction to make a
At Higher Levels.
single ranged weapon or at-will attack against
5th level. On failed the save the target becomes
the target.
restrained.
11th level. The damage increases to 2d4.

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11th level. When you use your reaction to make
an at-will or melee weapon attack as part of this At Higher Levels.
action, you have advantage on the attack roll if 5th level. The target’s movement speed is
the target is within 5 feet. reduced by half.
17th level. If you can make more than one 11th level. If the target didn’t move at least 15
attack as part of an action, such as with the Extra feet during their last turn, they have
Attack feature. You can make them as part of disadvantage on the crippling smash’s saving
your reaction. throw.
17th level. The target’s movement speed
becomes 0 until the end of their next turn.
Additionally, you have Advantage on attacks
against creatures who have their movement
Covering Fire speed reduced to 0 from this power.
Activation Time: 1 bonus action
Range: 120 feet
Roles:
Duration: Instantaneous
Cryofoam
If you made a ranged attack, you can use a bonus
Activation Time: 1 action
action to provide covering fire for an ally that
Range: 30 feet
you can see. Choose one ally, their AC increases
Roles:
by 2 until the end of their next turn (as if
Duration: Instantaneous
concentrating on a power).
You launch a device that, on impact, quickly
At Higher Levels. expands into a soft sub-zero foam that locks an
5th level. While this effect is granting a bonus enemy in place. Make a ranged weapon attack
to an ally, if that target is hit with an attack, you against a large or smaller creature. On a hit, the
can use your reaction to make a ranged attack target is restrained until it is freed. This power
against that target. has no effect on creatures that are formless or
11th level. The AC bonus granted by this feature Huge or larger. A creature can use its action to
increases to 3. make a DC 13 Strength check, freeing itself or
17th level. If you can make more than one attack another creature on a success. Dealing 10
as part of an action, such as with the Extra Attack bludgeoning damage to the Cryofoam (AC 12)
feature. You can make them as part of your also frees the creature without harming it,
reaction ending the effect, and destroying the Cryofoam.

At Higher Levels.
5th level. If an enemy provokes an opportunity
attack from you. You can use this power as a
Crippling Smash reaction. If you do, you have advantage on the
Activation Time: 1 action attack roll.
Range: Weapon 11th level. The cryofoam is reinforced and the
Roles: DC to be freed increases to 14 and damage
Duration: Instantaneous required to destroy it increases to 15 bludgeoning
damage.
As part of the action to use this power, you must 17th level. The cryofoam has a quick expanse
make a melee attack against one creature in your added to it. Choose a creature within 5 feet of the
reach, otherwise the power fails. On a hit, the original target. If the original attack roll would
target suffers the attack’s normal effects, and hit the second creature, it is also caught in the
the target must succeed a Strength saving throw cryofoam.
or suffer a superficial wound that cripples the
target. The target’s movement speed is reduced
by 10 feet until the end of their next turn.

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At Higher Levels.
Disarming Strike
5th level. The damage increases to 2d4, and you
Activation Time: 1 action can use a bonus action to target an additional
Range: Weapon creature with this power. That target takes half
Roles: the damage rolled and has disadvantage on the
Duration: Instantaneous next attack roll it makes before the end of its
As part of the action to use this power, you must next turn.
make a melee attack against one creature in your 11th level. The damage increases to 3d4, and the
reach, otherwise the power fails. When you hit a range increases to 90 feet.
creature with a weapon attack, you can attempt 17th level. The damage increases to 4d4, and
to disarm the target, forcing it to drop one item the original target has disadvantage on all of its
of your choice that it’s holding. The target must attack rolls it makes before the end of its next
succeed on a Strength (Athletics) contested by turn.
your Strength (Athletics) or Dexterity (Sleight of
Hand) check (your choice) or it drops the object
you choose. The object lands at its feet.

At Higher Levels.
Earthen Grasp
5th level. If you score a critical hit on the melee Activation Time: 1 action
attack, the target has disadvantage on the saving Range: 60 feet
throw. Roles:
11th level. You can use a bonus action to attempt Duration: Concentration, up to 1 minute
to disarm the target, forcing another contested
You create a large stone hand that appears and
check to drop an additional item of your choice
grapples a large or smaller enemy. A creature you
that it’s holding.
can see within range must succeed on a Dexterity
17th level. You have advantage on the
saving throw or become grappled (escape DC is
contested checks to disarm the target. When you
equal to your power ability). On a successful
successfully disarm a target, you can use your
save, the power ends.
bonus action to immediately take the Use an
While the hand has a creature grappled, you
Object action on the dropped item.
can use a bonus action to have the hand crush
the grappled creature, dealing 2d4 bludgeoning
damage.

At Higher Levels.
Distracting Words
5th level. The damage increases to 4d4. As a
Activation Time: 1 action bonus action, you can command the hand to
Range: 60 feet extend and rise up to 20 feet from the ground.
Roles: 11th level. The damage increases to 6d4, and the
Duration: Instantaneous range increases to 90 feet.
You unleash a string of insults, commands, 17th level. You can create two medium small
shouts, or similar words to distract a creature hands that each deal 4d4 bludgeoning damage
you can see within range. At the same time, your when you use your bonus action to command
words attack their mind. If the target can hear them both to crush, or you can summon a single
you (though it need not understand you), it must large stone hand that can do 8d8 bludgeoning
succeed on a Wisdom saving throw or take 1d4 damage.
psychic damage and have disadvantage on the
next attack roll it makes before the end of its
next turn.

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Elongation minute (as if concentrating on a power). If
used to make a ranged power attack, it
Activation Time: 1 bonus action disappears on a hit or if you let go of it.
Range: Self 11th level. The damage increases to 5d6 and if
Roles: the power is evoked into a spear, it gains the
Duration: Concentration, up to 1 minute reach property.
You can elongate your body and or limbs to 17th level. The damage increases to 6d6.
extend your reach and/or grow your size. While Additionally, you can use your action to release a
elongated, your reach becomes 15 feet and/or massive beam of radiant energy in a line 100 feet
your size increases by up to one size category. long and 5 feet wide. Each creature in the line
must make a Dexterity saving throw. A creature
At Higher Levels. takes 6d6 radiant damage on a failed save, or
5th level. You learn to use your body to constrict half as much damage on a successful one. You
your foes. Make a melee power attack. The target can’t use this feature again until you finish a
takes 1d8 + your Strength modifier (minimum of short or long rest.
1) bludgeoning damage, and the target is
grappled (escape DC is equal to your power
ability). Until this grapple ends, the creature is
restrained, and you can’t constrict another Evasive Strike
creature. Activation Time: 1 action
11th level. You’re able to turn your entire body Range: Self
into a rubbery substance. While this power is Roles:
active you have resistance to bludgeoning and Duration: Instantaneous
slashing damage while under this effect and you
have advantage on grapple checks. As part of the action to use this power, you must
17th level. Your elongated reach becomes 20 make a melee attack against one creature in your
feet, and your walking speed increases by 15 feet. reach, on a hit, if you move at least 5 feet, you
can add your proficiency modifier to your AC
until the end of your turn.

At Higher Levels.
Energy Spear 5th level. The duration of the AC bonus granted
by this power lasts until the start of your next
Activation Time: 1 action
turn.
Range: 90 feet
Roles:
11th level. Your evasive nature gives you
lightning quick reflexes in battle. You have
Duration: Instantaneous
advantage on Dexterity saving throws against
You release a spear made of a brilliant, effects that you can see such as powers that you
condensed light from your hand or gadget at a can see from the target. To gain this benefit, you
creature you can see. Make a ranged power can’t be blinded, deafened, or incapacitated.
attack. On a hit, the target takes 2d4 radiant 17th level. You master evasive foot work. When
damage. you use this power, you can take the Dodge
action as a bonus action
At Higher Levels.
5th level. The damage increases to 4d4.
Additionally, you learn how to evoke and sustain
this power as a radiant spear in your free hand if
you so choose. The evoked spear is similar in size
and shape as a spear, and it lasts for up to 1

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17th level. When you use your reaction to feint
Fast Hands
and your attacker misses, you can move up to
Activation Time: 1 bonus action half your movement without provoking an
Range: Self opportunity attack.
Roles:
Duration: Instantaneous

You can use your bonus action to make a


Dexterity (Sleight of Hand) check, use tools Fiery Weapon
you’re proficient in, disarm a trap, open a lock,
administer an ambro med pack or take the Use an Activation Time: 1 bonus action
Object action. Range: Self
At Higher Levels. Roles: Elemental Manipulator, Psychic
5th level. Your deft movement with your hands Duration: Concentration, up to 1 minute
allows you to ignore the loading property of You imbue a nonmagical melee weapon with
ranged weapons with which you are proficient. pyrokinetic energy. Until this power ends, that
You gain the benefits of the feature regardless of weapon deals an additional 1d4 fire damage.
if you’ve activated this power. These flames shed bright light in a 20-foot
11th level. Creatures within 5 feet of you radius and dim light for an additional 20 feet. A
provoke opportunity attacks from you even if flammable object hit by this ignites if it isn’t
they take the Disengage action before leaving being worn or carried.
your reach.
17th level. Your proficiency bonus is doubled for At Higher Levels.
any ability check you make that uses Dexterity 5th level. You gain resistance to cold damage
(Sleight of Hand). while this power is activated.
11th level. The damage increases to 2d6 and the
light sheds bright and dim light for an additional
20 feet.
17th level. The damage increases to 3d6.
Feinting Strike Additionally, you can use an action to release a
Activation Time: 1 bonus action heat wave from weapon while this power is
Range: Weapon active. Each creature within 20 feet of you must
Roles: make a Dexterity saving throw. A target takes
Duration: Instantaneous 8d6 fire damage on a failed save, or half as much
damage on a successful one.
You attempt a feint against a creature. The target
The blast of heat spreads around corners. It
must make a contested Wisdom (Insight) check
ignites flammable objects in the area that aren’t
verses your Charisma (Deception) check. On a
being worn or carried.
failure, you have advantage on your next attack
This feature can’t be used again until you
roll against that creature.
finish a long rest.

At Higher Levels.
5th level. You learn to use your feinting as a
defensive tactic. When an enemy hits you with a
melee attack, you can use your reaction to force Frozen Aura
the target to make a contested Wisdom (Insight)
check verses your Charisma (Deception) check. Activation Time: 1 action
On a failure, the target has disadvantage on the Range: Self
attack roll. Roles:
11th level. Attack rolls against a target that Duration: Concentration, up to 1 minute.
failed your feinting strike contest score critical You emanate an icy aura from your body. The
hits on a 19 or 20. aura extends 5 feet from you in every direction,
but not through total cover.

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When frozen aura is activated, all other 11th level. When a creature you can see attacks a
creatures already in your aura and any creature target other than you that is with range, you can
that starts or ends its turn in your aura takes cold use your reaction to create a weak pillar to
damage each equal to your proficiency bonus. provide half cover. If the attack misses, the pillar
is destroyed.
17th level. The damage of the pillars increases
to 2d6 and the pillar’s size increase to 5-foot-
At Higher Levels. wide and 10 feet tall.
5th level. The area around you in your aura
becomes a patch of thin slick ice. When a
creature moves into your aura for the first time
or moves while inside your aura, it must succeed Gouge
on a Dexterity saving throw or fall prone.
Activation Time: 1 action
11th level. You can choose to extend your aura
Range: 5 feet
up to 10 feet.
Roles:
Duration: Instantaneous

As part of the action to use this power, you must


17th level. You’ve mastered your aura. A make a melee attack with a slashing or piercing
creature that starts and ends its turn in your aura weapon against one creature within your reach,
must succeed a Constitution saving throw or otherwise the power fails. On a hit, the target
become frigid. The creature can repeat this suffers the attack’s normal effects, and the
saving throw at the end of each of their turns. target must succeed a Constitution saving throw
When you activate your aura, you can choose a or suffer a superficial but bloody wound. At the
number of creatures that you can see within your start of each of the target’s turns, the target
aura, they become immune to the effects of this takes 1d6 damage of the same type as the
activation of your aura. weapon. The target can make another
Constitution saving throw at the end of each of
its turns to end the effect. If the target receives
healing or if a creature can make a DC 12 Wisdom
(Medicine) check as an action, it will end the
Glacial Pillar effect as well. Undead, constructs, and androids
Activation Time: 1 action are immune to this feature.
Range: 60 feet
Roles: At Higher Levels.
Duration: Instantaneous 5th level. The damage increase to 2d6.
Additionally, you can forgo the power’s damage.
You cause a 5-foot pillar of ice to rise from
Instead, you can hamstring the enemy, reducing
beneath a creature that you can see within range.
the targets movement speed by 10 feet.
The target must make a Constitution saving
11th level. The damage increases to 3d6, and the
throw. On a failed save, the target takes 1d6 cold
wound becomes deep. The DC of the Wisdom
damage, and it has disadvantage on the next
(Medicine) check to end the effect becomes 15.
weapon attack roll it makes before the end of its
17th level. The damage increases to 4d6.
next turn. The pillar remains for up to 1 hour.
Additionally, as an action, you can eviscerate
Fire and hot temperatures can melt the pillars at
your enemies in a vortex of strikes. Each creature
the Overseer’s discretion.
within 5 feet of you must succeed on a
Constitution saving throw or suffer a superficial
At Higher Levels.
but bloody wound. At the start of each of the
5th level. You can create two pillars when you
target’s turns the target takes 1d6 damage of the
activate this power. You can direct the pillars at
same type as the weapon. The target can make
the same target or at different ones.

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Kris Leask (Order #39280737)


another Constitution saving throw at the end of
Heat Ray
each of its turns to end the effect. If the target
receives healing or if a creature can make a DC 15 Activation Time: 1 action
Wisdom (Medicine) check as an action, it will Range: 100 feet
end the effect as well. Undead, constructs, and Roles:
androids are immune to this feature. You can’t Duration: Instantaneous
use this feature again until you finish a short or You release a thin beam of heated light from a
long rest. device or your body such as your hands or eyes.
Make a ranged power attack against the target.
On a hit, the target takes 1d10 fire damage. A
flammable object hit by this ignites if it isn’t
Ground Freeze being worn or carried.
Activation Time: 1 action
Range: 5 feet At Higher Levels.
Roles: 5th level. The damage increases to 2d10. When a
Duration: Instantaneous hostile creature’s movement provokes an
opportunity attack from you, you can use your
You create a burst of icy wind and sleet with
reaction to activate this power at the creature,
conjured elemental power or a gadget. Each
rather than making an opportunity attack.
creature within range other than you, must
11th level. The damage increases to 3d10, and
succeed on a Constitution saving throw or take
the range increases to 120 feet.
1d4 cold damage.
17th level. The damage increases to 4d10. This
The ground in the area is covered with
power can score a critical hit on a 19 or 20.
slick ice, making it difficult terrain. When a
creature other than you enters the power’s area
for the first time on a turn or starts its turn
there, it must make a Dexterity saving throw. On
a failed save, it falls prone. The area remains Ice Beam
until the end of your next turn.
Activation Time: 1 action
At Higher Levels. Range: 60 feet
5th level. The damage increases to 2d4, and the Roles:
area remains for up to 1 minute. You ignore Duration: Instantaneous
difficult terrain caused by this power. A frigid beam of blue-white frost streaks toward
Fire and hot temperatures can melt the icy a creature within range. Make a ranged power
terrain at the Overseer’s discretion. attack against the target. On a hit, it takes 1d8
11th level. The damage increases to 4d4, and the cold damage, and its speed is reduced by 10 feet
range increases to 10 feet. When another creature until the start of your next turn.
damages you with an attack, if you are standing
in this power’s area, you can use a reaction to At Higher Levels.
form a glacial wall. You can roll with power’s 5th level. The damage increases to 2d8. On a hit,
damage die and reduce the damage by the this power creates a 5-foot-radius sphere of
number you roll. chilled fog centered on the target. The sphere
17th level. The damage increases to 6d4, and spreads around corners and its area is lightly
the area remains for up to 10 minutes. obscured. It lasts until start of your next turn or
until a wind of moderate or greater speed (at
least 10 miles per hour) causes it to disperse.
11th level. The damage increases to 3d8, and the
fog lasts for 1 minute.

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17th level . The damage increases to 4d8. Each creature in a 15-foot-radius sphere
Additionally, you can use an action to convert the centered on that point must make a Constitution
beam into shards of icicles. On a hit, the target saving throw. On a failed save, a creature takes
takes 4d8 piercing damage and each creature 2d8 necrotic damage and must now make a
within 5 feet of it must succeed on a Dexterity Strength saving throw or be pulled up to 10 feet
saving throw or take 2d8 cold damage. You can’t straight toward that point.
use this feature again until you finish a short or
long rest. At Higher Levels.
5th level. The damage increases to 3d8, and the
effect’s area increases to a 20-foot-radius
sphere.
Icy Weapon 11th level. The damage increases to 4d8.
Creatures are pulled up to 15 feet straight toward
Activation Time: 1 bonus action
that point.
Range: Self
17th level. The damage increases to 6d8. You
Roles:
can choose to create two smaller bombs each
Duration: Concentration, up to 1 minute
with a 10-foot-radius sphere that deal 3d8
You imbue a nonmagical melee weapon with necrotic damage instead of one larger one. The
cryokinetic energy. Until this power ends, that smaller bombs can be at two different points
weapon deals an additional 1d4 cold damage, and within range.
the target has its speed reduced by 10 feet until
the start of your next turn.

At Higher Levels.
5th level. You gain resistance to fire damage Influence Fate
while this power is activated. Activation Time: 1 action
11th level. The damage increases to 2d4, and the Range: Touch
target’s speed is reduced by an additional 5 feet. Roles:
17th level. The damage increases to 3d4. Duration: Concentration, up to 1 minute
Additionally, you can use an action to release a
You’re able to influence the fate of those around
blast of frigid air from the weapon while this
you and bend luck slightly in their favor. You
power is active. Each creature in a 30-foot cone
touch one willing creature. Once before this
must make a Constitution saving throw. On a
power ends, the target can roll a d4 and add the
failed save, a creature takes 8d4 and has its
number rolled to one ability check of its choice. It
speed reduced by 15 feet until the start of your
can roll the die before or after making the ability
next turn.
check. The power then ends.
This feature can’t be used again until you
finish a long rest.
At Higher Levels.
5th level. When a creature under the effects of
this power rolls a 1 on a d20 for an ability check,
they can reroll the die and must use the new roll.
Implosion Bomb 11th level. This power to reroll extends to saving
throws in addition to ability checks and its range
Activation Time: 1 action becomes 10 feet.
Range: 30 feet 17th level. Your ability to manipulate fate
Roles: grows. When a creature under the effects of this
Duration: Instantaneous power rolls a 1 or 2 for an ability check or saving
You deploy a device to a point within range that throw, they can reroll the die and must use the
emits a gravitational pulse that condenses new roll.
matter and pulls enemies toward the bomb.

112

Kris Leask (Order #39280737)


Integrated Defense Drone At Higher Levels.
Activation Time: 1 action 5th level. The damage increases to 3d4 and its
Range: 30 feet range increases to 150 feet. As a bonus action,
Roles: you can move your drone up to 30 feet. You can
Duration: Concentration, up to 1 minute hack into devices and computers through your
drone, and you use your technology bonus when
You release a tiny aerial interceptor drone to making checks through your drone.
defend a creature from incoming enemy fire. 11th level. The damage increases to 4d4.
Choose a creature within range, you send a tiny Enhanced with antiballistic scanners, it can stop
drone armored with sonic disrupters. Until the it can blast an enemy’s attack in midair. When a
power ends, ranged attacks against the creature creature you can see makes a ranged attack
has disadvantage. against you, you can use your reaction and make
a ranged power attack roll. If the result of this
At Higher Levels. roll equals or exceeds their attack roll, their
5th level. The defense drones become armed attack misses.
with counter sonic blasters. When a creature 17th level. The damage increases to 6d4.
under this power’s effect is hit with a ranged Additionally, as an action you can command your
attack, you can use your reaction to command drone to release a continual burst of lightning.
them to counterattack a target within 60 feet of The drone erupts in a 5-foot-diameter orb of
the drone. The target must succeed on a lightning and lasts for 1 minute. Any creature
Constitution saving throw or take 1d10 thunder that ends its turn within 5 feet of the orb must
damage. make a Dexterity saving throw. The creature
11th level. The damage increases to 2d10, and takes 4d4 lightning damage and can’t take
the range the drone can target increases to 100 reactions on a failed save, or half as much
feet. damage on a successful one.
17th level. When you use this power, you can As a bonus action, you can move the orb up to
now release two defense drones to defend two 30 feet. If you ram the orb into a creature, that
different creatures. If your concentration is creature must make the saving throw against the
broken, both drones return to you, and this orb’s damage, and the orb stops moving this
power ends. turn.
When you move the orb, you can direct it over
barriers up to 5 feet tall and jump it across pits
up to 10 feet wide. The orb sheds bright light in a
Integrated Strategic Artillery 20-foot radius and dim light for an additional 20
feet.
Drone
You can’t use this power again until you finish
Activation Time: 1 action a short or long rest.
Range: 30 feet
Roles:
Duration: Concentration, up to 1 minute

You release a tiny aerial combat drone that


hovers within your space with an attack range of
100 feet. When you make a ranged attack with
advantage if the lowest die also hits the target
the drone releases a plasma blast, and the target
takes 2d4 radiant damage.

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At Higher Levels.
Kinetic Blast
5th level. When a creature hits a friendly
Activation Time: 1 action creature that you can see within range, you can
Range: 120 feet use your reaction to shout an evasive command.
Roles: The creature can use its reaction to take the
Duration: Instantaneous Dodge action.
A beam of kinetic energy streaks toward a 11th level. This power no longer requires you to
creature within range. Make a ranged power use a bonus action to command one of your
attack against the target. On a hit, the target allies.
takes 1d10 force damage and is pushed 10 feet 17th level. You can’t be surprised. When you
straight backward. use this power, if the target of this power is
surprised, they take their turn as normal.
At Higher Levels.
5th level. This power creates more than one
beam at higher levels. You create two beams that
can target the same or different targets. Light
11th level. You create threes beams that can
Activation Time: 1 action
target the same or different targets. If two or
Range: Touch
more beams successfully hit a single target; you
Roles:
may choose to knock them prone instead of
Duration: 1 hour
straight backward.
17th level. You create four beams that can You touch and object and imbue it with radiant
target the same or different targets. Additionally, energy. The object must be no larger than 10 feet
as an action, you can release the kinetic energy in in any dimension. Until the power ends, the
a burst around you. Each creature within 15 feet object sheds bright light in a 20-foot radius and
other than you, must make a Constitution saving dim light for an additional 20 feet. The light can
throw. On a failed save, the creature takes 2d10 be colored as you like. Completely covering the
force damage and be pushed back 20 feet. On a object with something opaque blocks the light.
successful save, the creature takes half as much The power ends if you canst it again or dismiss it
damage and isn’t pushed. You can’t use this as an action.
feature again until you finish a short or long rest. If you target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the power.

At Higher Levels.
Leader’s Command 5th level. You can release a burst of light
Activation Time: 1 action between yourself and an attacking enemy. When
Range: 120 feet you are attacked by a creature within 30 feet of
Roles: All you that you can see, you can use your reaction
Duration: Instantaneous to flare a bright light before the attacker hits or
misses. You impose disadvantage on the attack
When you take the Attack action on your turn,
roll. An attacker that can’t be blinded is immune
you can forgo one of your attacks and use a
to this feature.
bonus action to command one of your allies to
use evasive maneuvers or strike. When you do so,
11th level. You can release the flare of light to
protect others when a creature that you can see
a friendly creature who can see or hear you uses
within 30 feet of you attacks a creature other
its reaction to either move up to half its speed
than you.
without provoking an opportunity attack, makes
an attack, or activates an at-will. 17th level. When you use this power on an
attacker, the target must succeed on a
Constitution saving throw or be blinded until the
end of its next turn.

114

Kris Leask (Order #39280737)


Light Drones On a hit, the target takes 1d6 lightning damage,
and it can’t take reactions until the start of its
Activation Time: 1 action next turn.
Range: 120 feet
Roles: At Higher Levels.
Duration: Concentration, up to 1 minute 5th level. The damage increases to 2d6. When
You release four softball sized tech drones that you hit a target, a surge of lightning leaps to
fly within range, hovering in the air for the other creatures within 5 feet of the target. Each
duration. Each light drone sheds dim light in a creature must succeed a Dexterity saving throw
10-foot radius. or take lightning damage equal to your
As a bonus action on your turn, you can move proficiency bonus and is shocked.
the light drones up to 60 feet to a new spot 11th level. The damage increases to 3d6, and the
within range. A light drone must be within 20 effect lasts until the start of your next turn.
feet of another light drone. The drone loses 17th level. The damage increases to 4d6, and
power and drops to the ground and its light goes the range increases to 60 feet. Additionally, as an
out if it exceeds this power’s range. action, you can create burst of chaotic lightning
that arcs toward a target of your choice that you
At Higher Levels. can see within range. Three bolts then leap from
5th level. You can use a bonus action to combine that target to as many as three other targets,
the drones into a single small basketball sized each of which must be within 20 feet of the first
drone. This drone sheds light in a 30-foot radius. target. A target can be a creature or an object and
You can use another bonus action to separate can be targeted by only one of the bolts.
them. A target must make a Dexterity saving throw.
11th level. While this power is active, you can The target takes 4d6 lightning damage on a
use an action to command the drones to place a failed save and can’t take reactions until the start
spotlight on a target. The target must succeed a of your next turn, or half as much damage on a
Dexterity saving throw. On a failure, any attack successful one. Once you use this feature, you
roll against the creature or object has advantage can’t use it again until you finish a short or long
if the attacker can see it, and the affected rest.
creature or object can’t benefit from being
invisible. The target can make another saving
throw at the end of its turn.
17th level. The range of the power increases to
200 feet and the radius of its light increases by 10
Micro Missile
feet. Activation Time: 1 action
Range: 120 feet
Roles:
Duration: Instantaneous

Lightning Strike A small missile launches from you, streaking to a


point you choose within range, and then
Activation Time: 1 action blossoms with a low roar into a small explosion
Range: 30 feet of flame. Each creature in a 5-foot-radius sphere
Roles: centered on that point must make a Dexterity
Duration: Instantaneous saving throw. A target takes 2d4 fire damage on a
A streak of thin lightning springs from your failed save, or half as much damage on a
hand, weapon, gadget, or similar, delivering a successful one.
shock to a creature within range. Make a ranged The fire spreads around corners. It ignites
power attack against the target. You have flammable objects in the area that aren’t benign
advantage on the attack roll if the target is worn or carried.
wearing armor made of metal.

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At Higher Levels. If a creature uses its action to examine the sound
5th level. The damage increases to 4d4. The or image, the creature can determine that it is an
area of impact becomes difficult terrain. illusion with a successful Intelligence
11th level. The damage increases to 5d4, and the (Investigation) check against your power save
area of effect increases to 10-foot radius sphere. DC. If a creature discerns the illusion for what it
17th level. The damage increases to 6d4. is, the illusion becomes partially translucent to
Additionally, as an action, you can release a short the creature.
cluster of micro missiles in a line 40 feet long
and 10 feet wide centered on a creature of your At Higher Levels.
choice. You choose the direction of the line. Each 5th level. When you create an image of an
creature in the line must make a Dexterity saving object, you can use a bonus action manifest a
throw. A creature takes 6d4 fire damage on a sound.
failed save, or half as much damage on a 11th level. The size of the objects you create can
successful one. now be up to a 10-foot cube in size.
The fire spreads around corners. It ignites 17th level. The power’s range increases to 60
flammable objects in the area that aren’t benign feet. The image you create seems completely
worn or carried. Once you use this feature, you real, including sounds, smells, and temperature
cannot use it again until you finish a short or appropriate to the thing depicted. You can't
long rest. create sufficient heat or cold to cause damage, a
sound loud enough to deal thunder damage or
deafen a creature, or a smell that might sicken a
creature.
Minor Illusion
Activation Time: 1 action
Range: 30 feet
Minor Telekinesis
Roles:
Duration: 1 minute Activation Time: 1 action
Range: 30 feet
You manifest a sound or an image of an object Roles:
within range that lasts for the duration. The Duration: 1 minute
illusion also ends if you dismiss it as an action or
activate this power again. You can mentally manipulate small objects for
If you create a sound, its volume can range the duration, or until you stop focusing with no
from a whisper to a scream. It can be your voice, action required by you. You cannot affect objects
someone else's voice, a lion's roar, a beating of more than 30 feet away from you. This effect
drums, or any other sound you choose. The ends if you use this feature on a different object.
sound continues unabated throughout the You can use your action to manipulate an
duration, or you can make discrete sounds at object, open an unlocked door or container, stow
different times before the power ends. or retrieve an item from an open container, or
If you create an image of an object-such as a pour the contents out of a vial. The object can
chair, muddy footprints, or a suitcase-it must be move up to 30 feet each time you use it.
no larger than a 5-foot cube. The image can't You can only lift objects up to 10 pounds. Your
create sound, light, smell, or any other sensory control isn’t accurate enough to activate
effect. Physical interaction with the image complex objects. If you chose to make an attack,
reveals it to be an illusion, because things can the object can’t be worn or carried. The object
pass through it. flies in a straight line up to 30 feet in a direction
you choose before falling to the ground, stopping
early if it impacts against a solid surface. If the
object would strike a creature, that creature must
make a Dexterity saving throw. On a failed save,
the object strikes the target and stops moving.

116

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When the object strikes something, the object
At Higher Levels.
and what it strikes each take 2d4 bludgeoning
5th level. The damage increases to 2d6.
damage.
Additionally, as an action, you can imbue plants
within 5 feet of you with limited sentience and
At Higher Levels.
animation, giving them the ability to
5th level. The damage increases to 4d4. You can
communicate with you for up to 1 minute. You
now lift objects up to 20 pounds.
can question plants about events in the area
11th level. The damage increases to 6d4. Your
within the past day, gaining information about
telekinetic control becomes dexterous enough to
creatures that have passed, weather, and other
activate complex objects. Additionally, the range
circumstances.
increases to 40 feet.
11th level. The damage increases to 3d6.
17th level. The damage increases to 8d4.
Additionally, the distance you pull a creature
Additionally, you can manipulate a collection of
increases to up to 20 feet closer to you.
small objects all at once and launch the debris at
17th level. The damage increases to 4d6.
your enemies. Each creature in a 60-foot cone
Additionally, as an action, you can weave around
must make a Dexterity saving throw. A creature
yourself an armor of nature made from vines,
takes 4d4 piercing and 4d4 bludgeoning damage
grass, branches, and other vegetation. You gain
on a failed save, or half as much damage on a
temporary hit points equal to your power ability
successful one. You can’t use this feature again
modifier + your level. Once you use this feature,
until you finish a short or long rest.
you can’t use it again until you finish a short or
long rest.

Nature’s Gift
Nature’s Wrath
Activation Time: 1 action
Activation Time: 1 action
Range: 30 feet
Range: Touch
Roles:
Roles:
Duration: Instantaneous
Duration: 1 minute
Your connection to the wild land allows you to
A wooden object or weapon such as a club or
whisper to the spirits of nature. You create one of
quarterstaff you are holding is imbued with
the following effects within range:
nature's power. Thorny vines, moss, and other
• You create a tiny, harmless sensor effect that vegetation grow upon it. For the duration, you
predicts what the weather will be at your can use your power ability instead of Strength for
location for the next 24 hours. The effect might the attack and damage rolls of melee attacks
manifest as a golden orb for clear skies, a cloud using that weapon, and the weapon's damage die
for rain, falling snowflakes for snow, and so becomes a d8 and deals piercing damage. The
on. This effect persists for 1 round. weapon also becomes magical if it isn't already.
• You instantly make a flower blossom, a seed The power ends if you activate it again or if you
pod open, or a leaf bud bloom. let go of the weapon.
• You create an instantaneous, harmless sensory
effect, such as falling leaves, a puff of wind, At Higher Levels.
the sound of a small animal, or the faint odor 5th level. When you hit a creature with this
of an animal. The effect must fit in a 5-foot weapon, you can use a bonus action to command
cube. the vines to entangle the target. The target is
• You create a long whip made from vines that grappled (escape DC equals your power ability
lashes out at your command toward a creature save).
in range. Make a melee power attack against 11th level. The weapons damage die increases to
the target. If the attack hits, the creature takes a d10. A target grappled by this power instead
1d6 bludgeoning damage, and if the creature is becomes restrained.
Large or smaller, you pull the creature up to 10
feet closer to you.

117

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17th level. The weapon’s damage die increases
Overheat
to a d12. Additionally, when you score a critical
hit with the weapon imbued with this power, you Activation Time: 1 action
can release a 10-foot-radius cloud of toxic Range: Self
spores that extends outward from the target. The Roles:
spores spread around corners. Each other Duration: Concentration, up to 1 minute.
creature than you must succeed on a You emanate a fiery aura from your body. The
Constitution saving throw or become poisoned. aura extends 5 feet from you in every direction,
While poisoned this way, a target takes 1d10 but not through total cover.
poison damage at the start of its turns. A target When overheat is activated, all other creatures
can repeat the saving throw at the end of each of in your aura, and creatures that start or end their
its turns, ending the effect on itself on a success. turn in your aura take fire damage each equal to
your proficiency bonus.
The fire ignites any flammable objects in the
area that aren’t being worn or carried.
Nega Bolt
At Higher Levels.
Activation Time: 1 action 5th level. When an enemy hits or touches you
Range: 120 feet while within your aura, you can use your reaction
Roles: to flare your heat. If you do, the target must
Duration: 1 round succeed on a Dexterity saving throw or take an
You release a ball of crackling dark energy. Make extra 1d4 fire damage.
a ranged power attack against a creature. On a 11th level. You can choose to extend your aura up
hit, the target takes 1d8 necrotic damage, and it to 10 feet.
can’t regain hit points until the start of your next 17th level. You’ve mastered your aura. A
turn. creature that starts and ends its turn in your aura
must succeed a Constitution saving throw or
At Higher Levels. become burning. The creature can repeat this
5th level. The damage increases to 2d8. On a hit, saving throw at the end of each of their turns.
the creature becomes disoriented by your dark When you activate your aura, you can choose a
energy, and the target has disadvantage on number of creatures that you can see within your
attack rolls made against you until the start of aura, and they become immune to the effects of
your next turn. this activation of your aura.
11th level. The damage increases to 3d8. The
attack radiates an aura of disruption around the
target. Each creature within 10 feet of the target
can’t regain hit points until the start of your next
turn. Parry
17th level. The damage increases to 4d8. Activation Time: 1 reaction
Additionally, as an action, you can release a Range: Self
focused beam of negative dark energy. Make a Roles:
ranged power attack against a creature within Duration: Instantaneous
range. On a hit, the target takes 4d8 necrotic
When a creature damages you with a melee
damage. In addition, the target deals only half
attack, and you’re wielding a weapon you are
damage with at-will attacks or weapon attacks
proficient with. You can use your reaction to
for up to 1 minute.
make a melee weapon attack. If your roll is
At the end of each of the target’s turns, it can
higher than the targets attack roll, the damage is
make a Constitution saving throw against this
reduced to 0.
power. On a success, the effect ends. Once you
use this feature, you can’t use it again until you
finish a short or long rest.

118

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At Higher Levels. take 1d12 poison damage.
5th level. If you successfully parry an attack and At Higher Levels.
reduce its damage to zero with this power. You 5th level. The damage increases to 2d12. The
can choose to take the Shove action as part of the poison spray leaves a cloud of poison in a 5-foot
same reaction. area. Any creature that starts or ends its turn in
11th level. When you take the Dodge action, you the cloud must succeed on a Constitution saving
have advantage on your melee weapon attack throw or be poisoned for 1 minute. The cloud
rolls to parry. dissipates at the end of your next turn.
17th level. You can parry against ranged 11th level. The damage increases to 3d12. The
weapon attacks. If a ranged weapon requires you range of this power increases to 15 feet and the
to make a saving throw, you have advantage on cloud lingers for up to 1 minute or until a strong
that saving throw. wind disperses it.
17th level. The damage increases to 4d12.
Additionally, as an action, you can release a
disgusting green gas that extends out from you
Piercing Earth in a 10-foot radius. The gas spreads around
corners, and its area is lightly obscured. It lasts
Activation Time: 1 action
for 1 minute or until a strong wind disperses it.
Range: 5 feet
Any creature that starts its turn in that area must
Roles:
succeed on a Constitution saving throw or be
Duration: Instantaneous
poisoned until the end of your next turn. While
You create a momentary circle of piercing earth poisoned in this way, the target can take either
spikes that rise out from the ground around you. an action or bonus action on its turn, not both,
Each creature within range other than you must and can’t take reactions. Creatures that don’t
succeed on a Dexterity saving throw or take 1d6 need to breathe are immune to this effect. You
piercing damage. can’t use this feature again until you finish a
short or long rest.
At Higher Levels.
5th level. The damage increases to 2d6. The
earth spikes remain in place, granting you half
cover and count as difficult terrain until start of
your next turn. Powerful Leap
11th level. The damage increases to 3d6. The Activation Time: 1 action
range of this power increases to 10 feet. Range: 30 feet
17th level. The damage increases to 4d6. When Roles:
an enemy makes a ranged attack against you, Duration: Instantaneous
you can use your reaction cause one of the spikes
You take the Dash action and jump as part of
to jet out in front of you granting you three-
quarters cover from the creature’s attacks. your movement; you can land in an occupied
space. A creature in the space must succeed on a
Strength or Dexterity saving throw (target’s
choice). On a failed save, the creature takes 2d6 +
your Strength modifier bludgeoning damage and
Poison Spray is knocked prone. On a successful save, the
creature only takes half the damage and isn’t
Activation Time: 1 action
knocked prone. The target is pushed 5 feet out of
Range: 10 feet
your space into an unoccupied space of the
Roles:
creature’s choice within 5 feet. If no unoccupied
Duration: Instantaneous
space is within range, the creature instead falls
You release a puff of noxious gas from your prone in your space.
mouth, gadget, tail, or similar body part at a
creature you can see within range. The creature
must succeed on a Constitution saving throw or

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At Higher Levels. As a bonus action, through the use of mechanical
5th level. The damage increases to 3d6. Your gadgets, innate intuition, magical foresight, or a
powerful leap allows you to jump out of the way similar power, you are granted brief insight into
of certain area effects, such as a fireball power. the target’s defenses that you can see. At the end
When you are subjected to an effect that allows of your turn, you gain advantage on your first
you to make a Dexterity saving throw, you can attack roll against the target, provided that this
use your reaction to leap and move up to half power hasn’t ended.
your speed without provoking an opportunity
attack. At Higher Levels.
11th level. The damage increases to 4d6. The 5th level. If the target of your prediction, makes
range is increased to 60 feet. an attack roll against you, you can use your
17th level. Increase the damage to 5d6. reaction to impose disadvantage on that attack
Additionally, as an action, you can leap into the roll.
air and land with a thundering seismic crash. A 11th level. Opportunity attacks from the target
tremor rips through the ground in a 20-foot- of your prediction are made with disadvantage.
radius circle centered on you, shaking creatures 17th level. Your attack rolls against the target
and structures in contact with the ground in that have advantage.
area.
The ground in the area becomes difficult
terrain. Each creature on the ground that is
concentrating must make a Constitution saving
throw. On a failed save, the creature’s Prestidigitation
concentration is broken. Activation Time: 1 action
This power can have additional effects Range: 10 feet
depending on the terrain in the area, as Roles:
determined by the Overseer. Duration: Up to 1 hour
Fissures. Fissures open throughout the
power’s area at the start of your next turn after This power is a minor magical trick that
you activate the power. A total of 1d4 such apprentice magicians use for practice. You create
fissures open in locations chosen by the one of the following magical effects within
Overseer. Each is 1d6 x 10 feet deep, 10 feet wide, range:
and extends from the one edge of the power’s • You create an instantaneous, harmless sensory
area to the opposite side. A creature standing on effect, such as a shower of sparks, a puff of
a spot where a fissure opens must succeed on a wind, faint musical notes, or an odd odor.
Dexterity saving throw or fall in. A creature that • You instantaneously light or snuff out a candle,
makes its save successfully, moves with the a torch, or a small campfire.
fissure’s edge as it opens. • You instantaneously clean or soil an object no
A fissure that opens beneath a structure causes larger than 1 cubic foot.
it to be damaged or collapse, as determined by • You chill, warm, or flavor up to 1 cubic foot of
the Overseer. nonliving material for 1 hour.
• You make a color, a small mark, or a symbol
appear on an object or a surface for 1 hour.
• You create an illusory image that can fit in your
Prediction hand and that lasts until the end of your next
turn.
Activation Time: 1 bonus action
If you use this power multiple times, you can
Range: Self
have up to three of its non-instantaneous effects
Roles:
Duration: Concentration, 1 round active at a time, and you can dismiss such an
effect as an action.

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At Higher Levels. If the flame exceeds the powers range it winks
5th level. You can spend 1 minute channeling your out. If you hurl the flame at a creature, the target
power to repair a single break or tear in an object must be within 30 feet of the flame.
you touch, such as a broken chain link, two 11th level. The damage increases to 3d8. The
halves of a broken key, a damaged suit, or a flames light radius increases by 10 feet.
broken table. As long as the break or tear is no 17th level. The damage increases to 4d8.
larger than 1 foot in any dimension, you mend it, Additionally, as an action, you can flare the
leaving no trace of the former damage. flame’s heat as if concentration on a power. Until
This power can physically repair an item the power ends, the flame fills a 5-foot cube. Any
imbued with magic or construct but cannot creature in the flame’s space must succeed on a
restore the magic or power to such an object. Dexterity saving throw or take 4d8 fire damage.
11th level. The duration of this power increases A creature must also make the saving throw
up to 8 hours and the range increases to 30 feet. when it moves into the flame’s space for the first
17th level. When you create a sensory effect, time or ends its turn there.
such as a shower of parks, a puff of wind, faint The flame ignites flammable objects in its area
musical notes, or an odd odor, you can empower that aren’t being worn or carried. You can’t use
them and create a distraction. You temporarily this feature again until you finish a short or long
distract a creature with your power. The target rest.
must succeed on a Wisdom saving throw.
On a failed save, until the end of your next
turn, the target is distracted by the sensory
effects. The next time the creature makes a
saving throw before the power ends, roll a d6 Protective Ward
and subtract the result from the roll. The power Activation Time: 1 action
then ends. Range: 15 feet
Roles:
Duration: Concentration, up to 1 minute

You use a gadget, shield, energy barrier, or some


Produce Flame similar power to protect one willing creature.
Once before the start of your next turn, the target
Activation Time: 1 action
can roll a d4 and add the number rolled to one
Range: 60 feet
saving throw of its choice. It can roll the die
Roles:
before or after making the saving throw, and the
Duration: 10 minutes
effect ends.
A flickering flame appears in your hand. The
flame remains there for the duration and harms At Higher Levels.
neither you nor your equipment. The flame sheds 5th level. When you activate this power, choose
bright light in a 10-foot radius and dim light for a damage type, acid, cold, fire, force, lightning,
an additional 10 feet. The power ends if you necrotic, poison, psychic, radiant, or thunder.
dismiss it as an action or if you activate it again. The target gains resistance to that damage type
You can also attack with the flame, although until the power ends.
doing so ends the power. When you activate this 11th level. The range of this power increases to
power, or as an action on a later turn, you can 30 feet, and you may use a bonus action to target
hurl the flame at a creature within 30 feet of you. one additional creature with this power.
Make a ranged power attack. On a hit, the target 17th level. The protective ward die increases to
takes 1d8 fire damage. a d6. Additionally, when an ally is hit with an
attack, you can use your reaction to create a
At Higher Levels. powerful opaque protective barrier with a single
5th level. The damage increases to 2d8. As a arrow slit in front of the target. The barrier
bonus action on your turn, you can move the provides the target with three-quarters cover
flame up to 60 feet to a new spot within range. until the end of your next turn. You can’t use this
feature again until you finish a short or long rest.

121

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At Higher Levels.
Shocking Grasp
5th level. The damage increases to 2d8. On a hit,
Activation Time: 1 action the target is disoriented by the blinding light.
Range: Touch Roll a d4, and subtract the number rolled from
Roles: the target’s AC until the end of its next turn. A
Duration: Instantaneous creature that doesn’t rely on sight is immune to
Lightning springs from your hand to deliver a this feature.
shock to a creature you try to touch. Make a 11th level. The damage increases 3d8. On a
melee power attack against the target. You have successful save, the target takes half damage
advantage on the attack roll if the target is from this power and doesn’t suffer its additional
wearing armor made of metal. On a hit, the effect.
target takes 1d8 lightning damage, and it can't 17th level. The damage increases to 4d8.
take reactions until the start of its next turn. Additionally, as an action, you can now create a
massive pillar of light. As an action, a golden
beam of brilliant light shines down in a 10-foot-
radius, 40-foot-high cylinder centered on a
point within range. Being engulfed in the radiant
At Higher Levels. light causes searing pain, and each creature in
5th level. The damage increases to 2d8, and it the area must make a Constitution saving throw.
can’t take reactions until the start of your next On a failed save, a creature takes 2d10 radiant
turn. damage and is blinded for one minute. On a
11th level. The damage increases to 3d8. You can successful save, the creature takes half as much
now channel your power to release a shocking damage and isn’t blinded. A creature can repeat
burst as an action. Each creature within 5 feet of the saving throw at the end of each of its turns,
you must succeed on a Constitution saving throw ending the effect on itself on a success. You can’t
or take 2d6 lightning damage. use this feature again until you finish a short or
17th level. The damage increases to 4d8 and long rest.
your burst damage range increases to 10 feet. If
you have a target grappled when you use this
power to deliver a shock to the creature you’re
touching, you have advantage on the attack roll,
and you can score a critical hit on a roll of 19 or Stench
20. If the target is wearing armor made of metal, Activation Time: 1 action
you can score a critical hit on a roll of 18-20. Range: Self
Roles:
Duration: Concentration, up to 1 minute.

You emanate a rancid aura from your body. The


Solar Ray aura extends 5 feet from you in every direction,
but not through total cover.
Activation Time: 1 action
When stench is activated, all other creatures in
Range: 60 feet
your aura and a creature that starts or ends its
Roles:
turn in your aura takes poison damage each
Duration: Instantaneous
equal to your proficiency bonus.
Flame-like radiance descends on a creature that
you can see within range. The target must At Higher Levels.
succeed on a Dexterity saving throw or take 1d8 5th level. When an enemy enters your aura for
radiant damage. The target gains no benefit from the first time, you can use your reaction to flare
cover for this saving throw. your stench. They must succeed on a
Constitution saving throw or be poisoned until
the end of your next turn.

122

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11th level. You can choose to extend your aura
Striking Stone
up to 10 feet.
17th level. You’ve mastered your aura. A Activation Time: 1 action
creature that starts and ends its turn in your aura Range: Weapon
must succeed a Constitution saving throw or Roles:
become poisoned. The creature can repeat this Duration: Instantaneous
saving throw at the end of each of their turns. As part of the action to use this power, you must
When you activate your aura, you can choose a make a melee attack against one creature within
number of creatures that you can see within your your reach, otherwise the power fails. On a hit,
aura, and they become immune to the effects of the target suffers the attack’s normal effects,
this activation of your aura. and a stone pillar leaps from the ground and
smashes into the target. The target takes
bludgeoning damage equal to your power
modifier and must succeed a Strength saving
throw or be pushed 10 feet in a direction of your
Sticky Bomb choice by the pillar.
Activation Time: 1 action
Range: 30 feet At Higher Levels.
Roles: 5th level. When a creature you can see hits you
Duration: Instantaneous with an attack, you can use your reaction to
create a weak pillar to provide half cover until
You deploy or throw a device or power that sticks
the end of the turn. This bonus may cause the
to creature, object, or unoccupied space and then
triggering attack to miss.
detonates a moment later. If the target is a
11th level. When the target makes a strength
creature, it must succeed a Dexterity saving
saving throw you can now choose to push it back
throw or the sticky bomb attaches to the target,
10 feet or knock it prone.
and the target automatically fails the next saving
17th level. When you use this power, you can
throw. On a success, the sticky bomb falls next to
use your bonus action to create an additional
the target. The sticky bomb detonates at the start
pillar against the same target as long as it is
of your next turn. Each creature within 5 feet of
within 30 feet of you. Additionally, as an action,
the sticky bomb must succeed on a Dexterity
you can re-create a 5-foot wide 20-foot-tall
saving throw or take 1d6 fire damage. The
pillar in an area within 30 feet of you. If a
explosion ignites flammable objects in that area
creature or object occupies the same spot when
that aren’t being worn or carried.
this happens, it must succeed on a Dexterity
saving throw. On a failure, it is immediately
At Higher Levels.
shunted to the nearest unoccupied space and
5th level. The damage increases to 2d6.
takes 5d6 bludgeoning damage. On a successful
Additionally, you can choose to delay the
save, it takes half as much damage.
detonation up to 1 minute (as if concentrating on
a power). The power ends, causing it to explode,
either because your concentration is broken, or
because you decide to end it.
11th level. The damage increases to 3d6. The
Sure Strike
area of effect of this power increases to 10 feet.
17th level. The damage increases to 4d6. If the Activation Time: 1 bonus action
target is a creature or a flammable object, it Range: Weapon
ignites. Until a creature takes an action to douse Roles:
the fire, the target takes 1d10 fire damage at the Duration: Instantaneous
start of each of its turns. You forgo power for precision in your attack.
Your weapon’s damage die is reduced by one size
(minimum of a d4). If you have disadvantage on
your attacks or your target has advantage on
saving throws, you ignore them this turn.

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At Higher Levels. Taser Pull
5th level. If a power or feature is imposing Activation Time: 1 action
Disadvantage on your roll when you use this Range: 20 feet
power, roll a d4 and add the number rolled to Roles:
your attack bonus or subtract the total from a Duration: Instantaneous
target’s saving throw against your weapon
attack. You release an electrified grappling hook that
11th level. Before you make a weapon attack strikes one creature of your choice that you can
when you use this power, you can choose to take see within range. Make a ranged power attack, on
a -5 penalty to the attack roll. If the attack hits, a hit the target takes 1d8 lightning damage and
you add + 10 to the attack’s damage. must succeed on a Strength saving throw or be
17th level. If you take the Ready action to make pulled 20 feet in a straight line toward you.
an attack, when the attack triggers, you have
Advantage on the attack roll, and you score a At Higher Levels.
critical hit on a roll of 18-20. 5th level. The damage increases to 2d8, and the
range increases to 30 feet. On a failed save, you
can use your bonus action to pull the target an
additional 10 feet toward you.
Tactical Advantage 11th level. The damage increases to 3d8, and the
target is shocked.
Activation Time: 1 reaction 17th level. The damage increases to 4d8, and
Range: Self the target is restrained.
Roles:
Duration: Instantaneous

Your tactical visor, tech glasses, heads up


display, intuition, or foresight allows you to Telekinetic Push and Pull
learn enemy attack patterns. You process that Activation Time: 1 bonus action
information within nanoseconds, allowing you Range: 15 feet
to predict the enemies next actions. When a Roles:
creature hits you with an attack, you can use Duration: Instantaneous
your reaction to take the Dodge action until the
You send out a blast of power at a creature you
end of the turn.
can see within range. The target must succeed on
a Strength saving throw or be pushed or pulled
At Higher Levels.
up to 10 feet in a straight line toward or away
5th level. When you take the Dodge action,
from you.
when an enemy makes an attack against you,
At Higher Levels.
regardless of if the attack hits or not, you can use
5th level. The range increases to 20 feet and the
your reaction to a make an attack against the
push or pull distances increases to 15 feet.
attacking creature.
11th level. You are able to push and pull your
11th level. Creatures provoke opportunity
target to any direction you desire.
attacks from you when they enter your reach.
17th level. When a hostile creature makes an
17th level. You gain a +5 bonus to your passive
attack roll against you and hits, you can use this
Wisdom (Perception) when detecting creatures
power as a reaction. Additionally, as an action,
that are hiding or invisible.
you can use this power on up to three creatures
or objects of your choice that each weigh less
than 500 lbs.

124

Kris Leask (Order #39280737)


11th level. The duration of this power increases
Thaumaturgy
up to 10 minutes, and the range increases to 60
Activation Time: 1 action feet.
Range: 30 feet 17th level. When you create a sensory effect,
Roles: such as harmless tremors, a rumbling thunder, a
Duration: Up to 1 minute raven’s cry, or ominous whisper, you can
You manifest a minor wonder, a sign of empower them and create a distraction. You
supernatural power, within range. You create temporarily distract a creature with your power.
one of the following magical effects within The target must succeed on a Wisdom saving
range: throw. On a failed save, until the end of your next
turn, the target is distracted by the sensory
• Your voice booms up to three times as loud as
effects. The next time the creature makes a
normal for 1 minute.
saving throw before the power ends, roll a d6
• You cause flames to flicker, brighten, dim, or
and subtract the result from the roll. The power
change color for 1 minute.
then ends.
• You cause harmless tremors in the ground for 1
minute.
• You create an instantaneous sound that
originates from a point of your choice within
range, such as a rumble of thunder, the cry of a Tripping Strike
raven, or ominous whispers.
Activation Time: 1 action
• You instantaneously cause an unlocked door or
Range: Weapon
window to fly open or slam shut.
Roles:
• You alter the appearance of your eyes for 1
Duration: Instantaneous
minute. If you activate this power multiple
times, you can have up to three of its 1-minute As part of the action to use this power, you must
effects active at a time, and you can dismiss make a melee weapon attack against one
such an effect as an action. creature within your reach, otherwise the power
At Higher Levels. fails. You attempt to knock the target down. The
5th level. If you spend 10 minutes channeling this target must succeed on a contested Strength
power, you can create an invisible, mindless, (Athletics) check or be knocked prone.
shapeless, Medium force that performs simple
tasks at your command for 1 hour. The servant At Higher Levels.
springs into existence in an unoccupied space on 5th level. If the target is successfully knocked
the ground within range. It has AC 10, 1 hit point, prone from this power, you can use a bonus
and a Strength of 2, and it can't attack. If it drops action to attempt to grapple the target.
to 0 hit points, the spell ends. 11th level. As an action, you can execute a
Once on each of your turns as a bonus action, twirling tripping maneuver. Each creature within
you can mentally command the servant to move reach must succeed Dexterity saving throw or
up to 15 feet and interact with an object. The fall prone.
servant can perform simple tasks that a human 17th level. If the target is successfully knocked
servant could do, such as fetching things, prone from this power, you can use a bonus
cleaning, mending, folding clothes, lighting action to make an additional attack against the
fires, serving food, and pouring wine. Once you target.
give the command, the servant performs the task
to the best of its ability until it completes the
task, then waits for your next command.
If you command the servant to perform a task
that would move it more than 60 feet away from
you, the power ends.

125

Kris Leask (Order #39280737)


Web Shot At Higher Levels.
5th level. The damage increases to 2d6.
Activation Time: 1 action Additionally, when you fall, you can use your
Range: 40 feet web shot to slow your fall allowing you to swing
Roles: to safety. When you fall and aren’t incapacitated,
Duration: Instantaneous you can subtract up to 100 feet from the fall
You release a long string of spider like webbing when calculating falling damage, and you can
toward a creature within range. Make a ranged move up to 2 feet horizontally for every 1 foot
power attack against the target. If the attack hits, you descend.
the creature takes 1d6 bludgeoning damage, and 11th level. The damage increases to 3d6, and the
if the target is Large or smaller, you can choose distance you can pull a creature is increased by 5
to pull the creature up to 15 feet closer to you or feet.
restrain it. A creature can use an action to make a 17th level. So long as there are anchors above
Strength saving check against your power save you that can support your weight, you can use
DC, freeing itself or another creature within its your web shoot to gain a fly speed of 30 feet until
reach on a success. Dealing 5 damage to the web the start of your next turn.
(AC 14) also frees the creature without harming
it, ending the effect, and destroying the web.

126

Kris Leask (Order #39280737)


Zapping Surge
Activation Time: 1 action
Range: Self
Roles:
Duration: Concentration, up to 1 minute.

You emanate a zapping lightning aura from your


body. The aura extends 5 feet from you in every
direction, but not through total cover.
When zapping surge is activated, all other
creatures in your aura and creatures that start or
end their turn in your aura take lightning
damage each equal to your proficiency bonus.

At Higher Levels.
5th level. When a creature enters your aura for
the first time, you can use a reaction to flare your
aura. If you do, the target must succeed a
Constitution saving throw or have its movement
reduced to 0 until the end of its turn.
11th level. You can choose to extend your aura
up to 10 feet.
17th level. You’ve mastered your aura. A
creature that starts and ends its turn in your aura
must succeed a Constitution saving throw or
become shocked. The creature can repeat this
saving throw at the end of each of their turns.
When you activate your aura, you can choose a
number of creatures that you can see within your
aura, they become immune to the effects of this
activation of your aura.

127

Kris Leask (Order #39280737)


POWERS Acid Arrow
2nd level
Activation Time: 1 action
Range: 90 feet
Absorb Energy Roles:
1st level Duration: Instantaneous

Activation Time: 1 reaction, which you take when You launch a slick green arrow-like gob of acid
you take acid, cold, fire, lighting, thunder, or from your hands, mouth, tail, or similar body
radiant damage part. The arrow streaks toward a target within
Range: Self range and bursts in a spray of acid. Make a
Roles: ranged power attack against the target. On a hit,
Duration: 1 round the target takes 4d4 acid damage immediately
and 2d4 acid damage at the end of its next turn.
The power or device captures some of the
On a miss, the arrow splashes the target with
incoming energy from an attack, reducing its
acid for half as much of the initial damage and no
effect. The energy is absorbed and released for
damage at the end of its next turn.
your next melee attack. You have resistance to
At Higher Levels . When you use this power
the triggering damage type until the start of your
using a power slot of 3rd level or higher, the
next turn. Also, the first time you hit with a
damage (both initial and later) increases by 1d4
melee attack on your next turn, the target takes
for each slot level above 2nd.
an extra 1d6 damage of the triggering type, and
the power ends.
At Higher Levels . If you activate this using a
slot of 2nd level or higher, the damage increases
for each slot level above 1st.

Alarm
1st level
Activation Time: 1 minute
Range: 30 feet
Roles:
Duration: 24 hours

Using a collection of gadgets and tools, you set


Aimed Shot
1st level
an alarm against unwanted intrusion. Choose a
door, window, or an area within range that is no Activation Time: 1 bonus action
larger than a 20-foot cube. Until the power ends, Range: Self
an alarm alerts you whenever a Tiny or larger Roles:
creature touches or enters the trapped area. Duration: Concentration, up to 1 minute
When you use this power, you can designate You take additional time to aim to ensure your
creatures that won't set off the alarm. You also aim is true. The next time you make an attack
choose whether the alarm is audible or alerts with a ranged weapon before this power ends,
through a device, such as a watch or H.U.D. roll the attack with advantage. If both attack rolls
This alarm awakens you if you are sleeping and hit the target, double your weapon damage
the audible alarm produces the sound of a hand modifier.
bell for 10 seconds and can be heard within 60
feet.

128

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At Higher Levels . If you activate this using a
Ambro Resuscitation
slot of 3rd level or higher, the duration of the
3rd level
power increases by 48 hours for each slot level
Activation Time: 1 action above 2nd.
Range: Touch
Roles:
Duration: Instantaneous

You deliver an excess concentration of ambro


serum to a creature that has died within the last
Augury
2nd level
minute. That creature returns to life with 1 hit
point and 1 level of exhaustion. This power Activation Time: 1 minute (routine)
doesn’t return to life a creature that has died of Range: Self
old age, nor can it restore any missing body Roles:
parts. Duration: Instantaneous

By activating gem-inlaid sticks, rolling dragon


bones, laying out ornate cards, or employing
some other divining tool, you receive an omen
Animal Messenger from an otherworldly entity about the results of
a specific course of action that you plan to take
2nd level
within the next 30 minutes. The Overseer
Activation Time: 1 bonus action (routine) chooses from the following possible omens:
Range: 30 feet
• Weal, for good results
Roles:
• Woe, for bad results
Duration: 24 hours
• Weal and woe, for both good and bad results
Your connection to nature allows you to • Nothing, for results that aren't especially good
communicate with wildlife, utilizing them to or bad
carry messages for you. Choose a Tiny beast you
This power doesn't take into account any
can see within range, such as a squirrel, blue jay,
possible circumstances that might change the
or cat. You specify a location, which you must
outcome, such as additional powers or the loss or
have visited, and a recipient who matches a
gain of a companion.
general description, such as "a man or woman
If you activate this power two or more times
dressed in a police uniform," or "a red-haired
before completing your next long rest, there is a
women wearing a white dress." You also speak a
cumulative 25% chance for each activation after
message of up to twenty-five words. The target
the first that you get a random reading. The
beast travels for the duration of the power
Overseer makes this roll in secret.
toward the specified location, covering about 50
miles per 24 hours for a flying messenger, or 25
miles for other animals.
When the messenger arrives, it delivers your
message to the creature that you described, Barkskin
replicating the sound of your voice. The 2nd level
messenger speaks only to a creature matching
the description you gave. If the messenger Activation Time: 1 action
doesn't reach its destination before the power Range: Touch
ends, the message is lost, and the beast makes its Roles:
way back to where you used this power. Duration: Concentration, up to 1 hour

You’re able to channel mother nature’s power to


protect a creature. Their skin becomes coated in
the bark of an ancient redwood tree.

129

Kris Leask (Order #39280737)


You touch a willing creature. Until the power You touch a creature, corrupting its soul, and
ends, the target's skin has a rough, bark-like that creature must succeed on a Wisdom saving
appearance, and the target's AC can't be less throw or become cursed for the duration of the
than 17, regardless of what kind of armor it is power. When you use this power, choose the
wearing. nature of the curse from the following options:
• Choose one ability score. While cursed, the
target has disadvantage on ability checks and
saving throws made with that ability score.
• While cursed, the target has disadvantage on
Beacon of Hope attack rolls against you.
3rd level • While cursed, the target must make a Wisdom
Activation Time: 1 action saving throw at the start of each of its turns. If
Range: 30 feet it fails, it wastes its action that turn doing
Roles: nothing.
Duration: Concentration, up to 1 minute • While the target is cursed, your attacks and
You take on a heroic pose or speak short powers deal an extra 1d8 necrotic damage to
inspiring words, bringing hope to your allies. the target.
Choose any number of creatures within range. A remove curse power ends this effect. At the
For the duration, each target has advantage on Overseer's option, you may choose an alternative
Wisdom saving throws and death saving throws curse effect, but it should be no more powerful
and regains the maximum number of hit points than those described above. The Overseer has
possible from any healing. final say on such a curse's effect.
At Higher Levels . If you use this power using a
slot of 4th level or higher, the duration is
concentration up to 10 minutes. If you use a slot
Beguiling Barrier of 5th level or higher, the duration is 8 hours.
1st level
Activation Time: 1 reaction
Range: Self
Blade of Light
Roles:
2nd level
Duration: Instantaneous
Activation Time: 1 bonus action
You conjure an illusion or hologram to hide an Range: Self
ally’s location from an enemy. When an enemy Roles:
makes an attack roll against an ally you can see Duration: Concentration, up to 10 minutes
within 60 feet of you, you can use your reaction
to conjure an illusion to deceive the attacker. The You create a blade made entirely of light from an
target must succeed on an Intelligence saving open hand or gadget in your palm. You evoke a
throw or have disadvantage on the attack roll. radiant blade in your free hand. The blade is
similar in size and shape to a shortsword, and it
lasts for the duration. If you let go of the blade, it
disappears, but you can evoke the blade again as
a bonus action.
Bestow Curse It counts as a simple melee weapon with which
3rd level you are proficient and has the finesse and light
properties. On a hit, the target takes 2d8 radiant
Activation Time: 1 action
damage.
Range: Touch
Roles:
Duration: Concentration, up to 1 minute

130

Kris Leask (Order #39280737)


The glowing blade sheds bright light in a 15-
Call Lightning
foot radius and dim light for an additional 15
3rd level
feet.
At Higher Levels . When you use this power Activation Time: 1 action
with a slot of 4th level or higher, the damage Range: 120 feet
increases by 1d8 for every two slot levels above Roles:
2nd. Duration: Concentration, up to 10 minutes

You create a storm cloud that appears in the


shape of a cylinder that is 10 feet tall with a 60-
foot radius, centered on a point you can see
Blight within range directly above you. The power fails
4th level if you can't see a point in the air where the storm
Activation Time: 1 action cloud could appear (for example, if you are in a
Range: 30 feet room that can't accommodate the cloud).
Roles: When you activate this power, choose a point
Duration: Instantaneous you can see under the cloud. A bolt of lightning
flashes down from the cloud to that point. Each
You command a swarm or insects to drain the
creature within 5 feet of that point must make a
moisture and vitality of a creature of your choice
Dexterity saving throw. A creature takes 3d10
within range. The target must make a
lightning damage on a failed save, or half as
Constitution saving throw. The target takes 8d8
much damage on a successful one. On each of
necrotic damage on a failed save, or half as much
your turns until the power ends, you can use
damage on a successful one. This power has no
your action to call down lightning in this way
effect on undead or constructs.
again, targeting the same point or a different
If you target a plant creature or a magical
one.
plant, it makes the saving throw with
If you are outdoors in stormy conditions when
disadvantage, and the power deals maximum
you use this power, the power gives you control
damage to it.
over the existing storm instead of creating a new
If you target a nonmagical plant that isn't a
one. Under such conditions, the power's damage
creature, such as a tree or shrub, it doesn't make
increases by 1d10.
a saving throw; it simply withers and dies.
At Higher Levels . When you use this power
At Higher Levels . When use this power using a
using a power slot of 4th or higher level, the
power slot of 5th level or higher, the damage
damage increases by 1d10 for each power slot
increases by 1d8 for each slot level above 4th.
level above 3rd.

Bonding Touch
3rd level Calm Emotions
Activation Time: 1 action 2nd level
Range: Touch Activation Time: 1 action
Roles: Range: 60 feet
Duration: 1 hour Roles:
Duration: Concentration, up to 1 minute
Using a magical force, psionic powers, or a
gadget, you grant the creature you touch the Using mystic powers or powerful psionics, you
ability to understand any spoken language it attempt to suppress strong emotions in a group
hears. Moreover, when the target speaks, any of people. Each humanoid in a 20-foot radius
creature that knows at least one language and
can hear the target understands what it says.

131

Kris Leask (Order #39280737)


sphere centered on a point you choose within You create an invisible psychic sensor within
range must make a Charisma saving throw; a range in a location familiar to you (a place you
creature can choose to fail this saving throw if it have visited or seen before) or in an obvious
wishes. If a creature fails its saving throw, location that is unfamiliar to you (such as behind
choose one of the following two effects. a door, around a corner, or in a grove of trees).
You can suppress any effect causing a target to The sensor remains in place for the duration, and
be charmed or frightened. When this power ends, it can't be attacked or otherwise interacted with.
any suppressed effect resumes, provided that its When you activate this power, you choose
duration has not expired in the meantime. seeing or hearing. You can use the chosen sense
Alternatively, you can make a target through the sensor as if you were in its space. As
indifferent about creatures of your choice that it your action, you can switch between seeing and
is hostile toward. This indifference ends if the hearing.
target is attacked or harmed by a power or if it A creature that can see the sensor (such as a
witnesses any of its friends being harmed. When creature benefiting from see optical camouflage
the power ends, the creature becomes hostile or bioscanner) sees a luminous, intangible orb
again, unless the Overseer rules otherwise. about the size of your fist.

Charm Person
1st level
Cloaking
2nd level
Activation Time: 1 action
Activation Time: 1 action
Range: 30 feet
Range: Self
Roles:
Roles:
Duration: 1 hour
Duration: Concentration, up to 1 hour
You attempt to charm a humanoid you can see
A gadget or device releases microscopic mirror
within range. It must make a Wisdom saving
coated drones that surround the area around
throw and does so with advantage if you or your
you. They mask you and your companions from
companions are fighting it. If it failed the saving
detection. For the duration, each creature you
throw, it is charmed by you until the power ends
choose within 30 feet of you (including you) has
or until you or your companions do anything
a +10 bonus to dexterity (Stealth) checks an can’t
harmful to it. The charmed creature regards you
be tracked except by magic and bioscanners.
as a friendly acquaintance. When the power ends,
the creature knows it was charmed by you.
At higher levels. When you activate this power
using a power slot of 2nd level or higher, you can
target one additional creature for each power
Conjure Animals
slot level above 1st. The creatures must be within
3rd level
30 feet of each other when you target them.
Activation Time: 1 action
Range: 60 feet
Roles:
Duration: Concentration, up to 1 hour
Clairvoyance
You open a portal that invites one or more beasts
3rd level
to fight by your side. The beasts (SRD) appear in
Activation Time: 10 minutes unoccupied spaces that you can see within range.
Range: 1 mile Choose one of the following options for what
Roles: appears:
Duration: Concentration, up to 10 minutes

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Kris Leask (Order #39280737)


• One beast of challenge rating 2 or lower
Contagion
• Two beasts of challenge rating 1 or lower
5th level
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower Activation Time: 1 action
Range: Touch
A portal opens and returns the creature when it
Roles:
drops to 0 hit points or when the power ends.
Duration: 7 days
The summoned creatures are friendly to you
and your companions. Roll initiative for the Your touch inflicts disease. Make a melee power
summoned creatures as a group, which has its attack against a creature within your reach. On a
own turns. They obey any verbal commands that hit, you afflict the creature with a disease of your
you issue to them (no action required by you). If choice from any of the ones described below.
you don't issue any commands to them, they At the end of each of the target’s turns, it must
defend themselves from hostile creatures, but make a Constitution saving throw. After failing
otherwise take no actions. three of these saving throws, the disease’s
The Overseer has the creatures' statistics. effects last for the duration, and the creature
At Higher Levels . When you use this power stops making these saves. After succeeding on
using a 5th level power slot, you choose one of the three of these saving throws, the creature
summoning options above, and twice as many recovers from the disease, and the power ends.
creatures appear. Since the power induces a natural disease in its
target, any effect that removes a disease or
otherwise ameliorates a disease’s effect applies
to it.
Blinding Sickness . Pain grips the creature’s
Conjure Minor Elementals mind, and its eyes turn milky white. The creature
4th level has disadvantage on Wisdom checks and Wisdom
Activation Time: 1 action saving throws and is blinded.
Range: 90 feet Filth Fever. A raging fever sweeps through the
Roles: creature’s body. The creature has disadvantage
Duration: Concentration, up to 1 hour on Strength checks, Strength saving throws, and
attack roll that use Strength.
A portal to another realm opens, and you Flesh Rot. The creature’s flesh decays. The
summon elementals that appear in unoccupied creature has disadvantage on Charisma checks
spaces that you can see within range. You choose and gains vulnerability to all damage.
one the following options for what appears: Mindfire. The creature’s mind becomes
• One elemental of challenge rating 2 or lower feverish. The creature has disadvantage on
• Two elementals of challenge rating 1 or lower Intelligence checks and Intelligence saving
• Four elementals of challenge rating 1/2 or throws, and the creature behaves as if under the
lower effects of the confusion power during combat.
• Eight elementals of challenge rating 1/4 or Seizure. The creature is overcome with
lower. shaking. The creature has disadvantage on
Dexterity checks, Dexterity saving throws, and
An elemental summoned by this power
attack rolls that use Dexterity.
disappears when it drops to 0 hit points or when
Slimy Doom. The creature begins to bleed
the power ends.
uncontrollably. The creature has disadvantage
The summoned creatures are friendly to you
on Constitution checks and Constitution saving
and your companions. Roll initiative for the
throws. In addition, whenever the creature takes
summoned creatures as a group, which has its
damage, it is stunned until the end of its next
own turns. They obey any verbal commands that
turn.
you issue to them (no action required by you). If
you don't issue any commands to them, they
defend themselves from hostile creatures, but
otherwise take no actions.
The Overseer has the creatures' statistics.

133

Kris Leask (Order #39280737)


Control Water area. The whirlpool forms a vortex that is 5
feet wide at the base, up to 50 feet wide at the
4th level
top, and 25 feet tall. Any creature or object in the
Activation Time: 1 action water and within 25 feet of the vortex is pulled 10
Range: 300 feet feet toward it. A creature can swim away from
Roles: the vortex by making a Strength (Athletics)
Duration: Concentration, up to 10 minutes check against your power save DC.
Until the power ends, you control any When a creature enters the vortex for the first
freestanding water inside an area you choose time on a turn or starts its turn there, it must
that is a cube up to 100 feet on a side. You can make a Strength saving throw. On a failed save,
choose from any of the following effects when the creature takes 2d8 bludgeoning damage and
you activate this power. As an action on your is caught in the vortex until the power ends. On a
turn, you can repeat the same effect or choose a successful save, the creature takes half damage,
different one. and isn't caught in the vortex. A creature caught
Flood . You cause the water level of all standing in the vortex can use its action to try to swim
water in the area to rise by as much as 20 feet. If away from the vortex as described above but has
the area includes a shore, the flooding water disadvantage on the Strength (Athletics) check
spills over onto dry land. to do so.
If you choose an area in a large body of water, The first time each turn that an object enters
you instead create a 20-foot-tall wave that the vortex, the object takes 2d8 bludgeoning
travels from one side of the area to the other and damage; this damage occurs each round it
then crashes down. Any Huge or smaller vehicles remains in the vortex.
in the wave's path are carried with it to the other At Higher Levels . When you activate this power
side. Any Huge or smaller vehicles struck by the using a power slot of 5th level or higher, the
wave have a 25 percent chance of capsizing. damage increases to 3d8.
The water level remains elevated until the
power ends or you choose a different effect. If
this effect produced a wave, the wave repeats on
the start of your next turn while the flood effect
lasts.
Part Water. You cause water in the area to
Cure Wounds
1st level
move apart and create a trench. The trench
extends across the power's area, and the Activation Time: 1 action
separated water forms a wall to either side. The Range: Touch
trench remains until the power ends, or you Roles:
choose a different effect. The water then slowly Duration: Instantaneous
fills in the trench over the course of the next
A rush of healing energy from mystic words,
round until the normal water level is restored.
psionics, or medical injection is delivered
Redirect Flow . You cause flowing water in the
through you. A creature you touch regains a
area to move in a direction you choose, even if
number of hit points equal to 1d8 + your power
the water has to flow over obstacles, up walls, or
ability modifier. This power has no effect on
in other unlikely directions. The water in the area
undead or constructs.
moves as you direct it, but once it moves beyond
At higher levels. When you activate this power
the power's area, it resumes its flow based on the
using a power slot of 2nd level or higher, the
terrain conditions. The water continues to move
healing increases by 1d8 for each power slot level
in the direction you chose until the power ends,
above 1st.
or you choose a different effect.
Whirlpool . This effect requires a body of water
at least 50 feet square and 25 feet deep. You
cause a whirlpool to form in the center of the

134

Kris Leask (Order #39280737)


Command Make a ranged power attack against the target.
On a hit, the target takes 4d6 radiant damage,
1st level
and the next attack roll made against this target
Activation Time: 1 action before the end of your next turn has advantage,
Range: 60 feet thanks to the subtle concussion left from the
Roles: impact on the target.
Duration: 1 round At higher levels. When you activate this power
You speak a one-word command to a creature using a power slot of 2nd level or higher, the
you can see within range. The target must damage increases by 1d6 for each power slot
succeed on a Wisdom saving throw or follow the level above the 1st.
command on its next turn. The power has no
effect if the target is undead, if it doesn't
understand your language, or if your command
is directly harmful to it.
Some typical commands and their effects
Cryo Capsule
2nd level
follow. You might issue a command other than
one described here. If you do so, the Overseer Activation Time: 1 action
determines how the target behaves. If the target Range: Touch
can't follow your command, the power ends. Roles:
Duration: 10 days
• Approach. The target moves toward you by the
shortest and most direct route, ending its turn You or a gadget releases a tube of liquid nitrogen
if it moves within 5 feet of you. or pure crystalized ice that surrounds an
• Drop. The target drops whatever it is holding unconscious or dead creature. For the duration,
and then ends its turn. the target is protected from decay if it is dead
• Flee. The target spends its turn moving away and is in a solid frozen state of suspended
from you by the fastest available means. animation.
• Grovel. The target falls prone and then ends its If the creature is dead this extends the time
turn. limit on raising the target from the dead, since
• Halt. The target doesn't move and takes no days spent in an icy tomb don’t count against the
actions. time limit of black magic, such as raise dead.
A flying creature stays aloft, provided that it is
able to do so. If it must move to stay aloft, it flies
the minimum distance needed to remain in the
air.
Cybernetic Legs
At Higher Levels . When you activate this power
1st level
using a power slot of 2nd level or higher, you can
affect one additional creature for each power slot Activation Time: 1 action
level above 1st. The creatures must be within 30 Range: Self
feet of each other when you target them. Roles:
Duration: Concentration, up to 10 minutes

Your cybernetic legs can be overcharged to grant


you incredible movement speed for a short while.
When you use this power, as a bonus action on
Concussion Beam each of your turns until the power ends, you can
1st level take the Dash action.
Activation Time: 1 bonus action
Range: 120 feet
Roles:
Duration: 1 round

You or a gadget releases a laser that streaks


toward a creature of your choice within range.

135

Kris Leask (Order #39280737)


DARKE Contact Darkvision
4 level
th
2nd level
Activation Time: 1 action (routine) Activation Time: 1 action
Range: Self Range: Touch
Roles: Roles:
Duration: Instantaneous Duration: 8 hours

You have a device that allows you to reach a You touch a willing creature to grant it the ability
secret and knowledgeable contact within the to see in the dark. For the duration, that creature
DARKE organization. This contact is well has darkvision out to a range of 60 feet.
informed on local happenings within the area.
You can ask a single question concerning a
specific goal, event, or activity to occur within 7
days. The Overseer offers a truthful reply. The
Detect Invisibility
reply might be a short phrase, such as a cryptic
2nd level
or straight forward answer.
This power doesn't take into account any Activation Time: 1 action
possible circumstances that might change the Range: Self
outcome, such as the interference of other Roles:
powers or the loss or gain of a companion. Duration: 1 hour
If you activate the power two or more times With your keen senses, magical power, or
before finishing your next long rest, there is a cybernetic enhancement, you’re able to see
cumulative 25 percent chance for each activation invisible creatures and objects as if they were
after the first that you get a random reading. The visible. You can detect creatures and objects on
Overseer makes this roll in secret. the Ethereal Realm. They appear ghostly and
translucent.

Darkness
2nd level Detect Poison and Disease
Activation Time: 1 action 1st level (routine)
Range: 60 feet Activation Time: 1 action
Roles: Range: Self
Duration: Concentration, up to 10 minutes Roles:
You create an orb of magical darkness that Duration: Concentration, up to 10 minutes
spreads from a point you choose within range to Utilizing a gadget or mystic powers, for the
fill a 15-foot radius sphere for the duration. The duration, you can identify the presence and
darkness spreads around corners. A creature location of poisons, poisonous creatures, and
with darkvision can't see through this darkness, diseases within 30 feet of you. You can also
and nonmagical light can't illuminate it. identify the kind of poison, poisonous creature,
If the point you choose is on an object you are or disease in each case.
holding or one that isn't being worn or carried, The power can penetrate most barriers, but it
the darkness emanates from the object and is blocked by 1 foot of stone, 1 inch of common
moves with it. Completely covering the source of metal, a thin sheet of lead, or 3 feet of wood or
the darkness with an opaque object, such as a dirt.
bowl or a helm, blocks the darkness.
If any of this power's area overlaps with an
area of light created by a power of 2nd level or
lower, the power that created the light is
canceled.

136

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At Higher Levels . When you use this power
Detect Thoughts
using a power slot of 2nd level or higher, its
2nd level
duration increases by 1 minute per power slot.
Activation Time: 1 action
Range: Self
Roles:
Duration: Concentration, up to 1 minute
Dimensional Prison
For the duration, you can read the thoughts of 4th level
certain creatures. When you use this power and
Activation Time: 1 action
as your action on each turn until the power ends,
Range: 60 feet
you can focus your mind on any one creature that
Roles:
you can see within 30 feet of you. If the creature
Duration: Concentration, up to 1 minute
you choose has an Intelligence of 3 or lower or
doesn't speak any language, the creature is You or a gadget opens up a rift and attempts to
unaffected. send one creature that you can see within range
You initially learn the surface thoughts of the to a pocket dimension. The target must succeed
creature-what is most on its mind in that on a Charisma saving throw or be imprisoned.
moment. As an action, you can either shift your While there, the target is incapacitated. The
attention to another creature's thoughts or target remains there until the power ends, at
attempt to probe deeper into the same creature's which point the target reappears in the space it
mind. If you probe deeper, the target must make left or in the nearest unoccupied space if that
a Wisdom saving throw. If it fails, you gain space is occupied.
insight into its reasoning (if any), its emotional At Higher Levels . When you use this power
state, and something that looms large in its mind using a power slot of 5th level, you can target
(such as something it worries over, loves, or one additional creature.
hates). If it succeeds, the power ends. Either way,
the target knows that you are probing into its
mind, and unless you shift your attention to
another creature's thoughts, the creature can use
its action on its turn to make an Intelligence Dimensional Stash
check contested by your Intelligence check; if it 4th level
succeeds, the power ends. Activation Time: 1 action
Questions verbally directed at the target Range: Touch
creature naturally shape the course of its Roles:
thoughts, so this power is particularly effective Duration: Instantaneous
as part of an interrogation.
You can also use this power to detect the With magic, a gadget, or similar power, you hide
presence of thinking creatures you can't see. a chest or locker, and all its contents, in a
When you use this power or as your action dimensional pocket. You must touch the chest or
during the duration, you can search for thoughts locker and the miniature replica that serves as a
within 30 feet of you. The power can penetrate necessary material component to recover the
barriers, but 2 feet of rock, 2 inches of any metal stash from the dimensional pocket. The chest
other than lead, or a thin sheet of lead blocks can contain up to 12 cubic feet of nonliving
you. You can't detect a creature with an material (3 feet by 2 feet by 2 feet).
Intelligence of 3 or lower or one that doesn't While the chest remains in the dimensional
speak any language. pocket, you can use an action and touch the
Once you detect the presence of a creature in replica to recall the chest. It appears in an
this way, you can read its thoughts for the rest of unoccupied space on the ground within 5 feet of
the duration as described above, even if you can't you. You can send the chest back to the
see it, but it must still be within range. dimensional pocket by using an action and
touching both the chest and the replica.

137

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After 60 days, there is a cumulative 5 percent Otherwise, the extent of the disguise is up to you.
chance per day that the power's effect ends. This The changes wrought by this power fail to hold
effect ends if you activate this power again, if the up to physical inspection. For example, if you use
smaller replica chest is destroyed, or if you this power to add a hat to your outfit, objects
choose to end the power as an action. If the pass through the hat, and anyone who touches it
powers ends and the larger chest is on the would feel nothing or would feel your head and
dimensional pocket, it is irretrievably lost. hair. If you use this power to appear thinner than
you are, the hand of someone who reaches out to
touch you would bump into you while it was
seemingly still in midair.
Discover Alarms and Auto- To discern that you are disguised, a creature
can use its action to inspect your appearance and
Defenses must succeed on an Intelligence (Investigation)
2nd level check against your power save DC.
Activation Time: 1 action At Higher Levels . When you activate this power
Range: 120 feet using a power slot of 2nd level or higher, its
Roles: duration increases by 1 hour for each level.
Duration: Instantaneous

Utilizing hacking techniques or a device, you


locate any alarms or automatic weapon defense
systems within range. An alarm or auto-defense, Disorientation
for the purpose of this power, includes anything 1st level
that would inflict a sudden or unexpected effect
Activation Time: 1 action
you consider harmful or undesirable, which was
Range: 30 feet
specifically intended as such by its designer.
Roles:
Thus, the power would reveal an area affected by
Duration: Concentration, up to 1 minute
the alarm power, or laser trip wires for a simple
mechanical defense like a trap door, but it would With a psychic attack, special gadget, or verbal
not reveal a natural weakness in the floor, an command, you disorient up to three creatures of
unstable ceiling, or a hidden sinkhole. your choice that you can see within range. They
must make Charisma saving throws. Whenever a
target that fails this saving throw makes an
attack roll or a saving throw before the power
Disguise Self ends, the target must roll a d4 and subtract the
number roll from the attack roll or saving throw.
1st level
At higher levels. When you activate this power
Activation Time: 1 action using a power slot of 2nd level or higher, you can
Range: Self target one additional creature for each power
Roles: slot level above 1st.
Duration: 1 hour

Using illusionary magic or hologram, you make


yourself-including your clothing, armor,
weapons, and other belongings on your person-
look different until the powers ends or until you
Distortion Hologram
2nd level
use your action to dismiss it. You can seem 1 foot
shorter or taller and can appear thin, fat, or in Activation Time: 1 action
between. You can't change your body type, so Range: Self
you must adopt a form that has the same basic Roles:
arrangement of limbs. Duration: Concentration, up to 1 minute

138

Kris Leask (Order #39280737)


Using a complex holographic technology, your
Elemental Shield
body becomes blurred, shifting and wavering to
4th level
all who can see you. For the duration, any
creature has disadvantage on attack rolls against Activation Time: 1 action
you. An attacker is immune to this effect if it Range: 5 feet
doesn't rely on sight, as with blindsight, or can Roles:
see through illusions, as with bioscanner. Duration: 10 minutes

Thin and wispy flames wreathe your body for the


duration, shedding bright light in a 10-foot
radius and dim light for an additional 10 feet. You
can end the power early by using an action to
Dominate Beast dismiss it.
4th level
The flames provide you with a warm shield or a
Activation Time: 1 action chill shield, as you choose. The warm shield
Range: 60 feet grants you resistance to cold damage, and the
Roles: chill shield grants you resistance to fire damage.
Duration: Concentration, up to 10 minutes In addition, whenever a creature within 5 feet
of you hits you with a melee attack, the shield
You attempt to beguile a beast that you can see
erupts with flame. The attacker takes 2d8 fire
within range. It must succeed on a Wisdom
damage from a warm shield, or 2d8 cold damage
saving throw or be charmed by you for the
from a cold shield.
duration. If you or creatures that are friendly to
you are fighting it, it has advantage on the saving
throw.
While the beast is charmed, you have a
telepathic link with it as long as the two of you Emergency Ambro Medical Probe
are on the same realm of existence. You can use 1st level
this telepathic link to issue commands to the
Activation Time: 1 bonus action
creature while you are conscious (no action
Range: 60 feet
required), which it does its best to obey. You can
Roles:
specify a simple and general course of action,
Duration: Instantaneous
such as "Attack that creature," "Run over there,"
or "Fetch that object." If the creature completes With a special drone or gadget, a probe launches
the order and doesn't receive further direction to a creature of your choice that you can see
from you, it defends and preserves itself to the within range, and it regains hit points equal to
best of its ability. 1d4 + your power ability modifier. The probe
You can use your action to take total and instantly returns once hit points are restored.
precise control of the target. Until the end of This power has no effect on undead or
your next turn, the creature takes only the constructs.
actions you choose, and doesn't do anything that At higher levels. When you activate this power
you don't allow it to do. During this time, you using a power slot of 2nd level or higher, the
can also cause the creature to use a reaction, but healing increases by 1d4 for each power slot level
this requires you to use your own reaction as above the 1st.
well.
Each time the target takes damage, it makes a
new Wisdom saving throw against the power. If
the saving throw succeeds, the power ends.
At Higher Levels . When you use this power
Endurance Stimpack
2nd level
with a 5th-level power slot, the duration is
concentration, up to 1 hour. Activation Time: 1 action
Range: 30 feet
Roles:
Duration: 8 hours

139

Kris Leask (Order #39280737)


You release three small drones with performance
enhancing stimpack shots that bolsters your
allies with toughness and resolve. Choose up to
three creatures within range. Each target's hit
point maximum and current hit points increase
by 5 for the duration.
At Higher Levels . When you use this power
with a power slot of 3rd level or higher, a target's
hit points increase by an additional 5 for each
power slot level above 2nd.

Energy Barrier
3rd level
Activation Time: 1 action
Range: Touch
Roles:
Duration: Concentration, up to 1 hour Enhance Ability
2nd level
Using magical warding, psionic energy, or a
Activation Time: 1 action
gadget, you imbue a creature with a barrier that
Range: Self
protects against energy attacks. For the duration,
Roles:
a willing creature you touch has resistance to one
Duration: Concentration, up to 1 hour
damage type of your choice: acid, cold, fire,
lightning, radiant or thunder. Your connection to nature allows you to imbue
others with aspects of animals of the wild. You
touch a creature and bestow upon it a magical
enhancement. Choose one of the following
effects, and the target gains that effect until the
Energy Sphere power ends:
1st level Bear's Endurance . The target has advantage on
Activation Time: 1 action Constitution checks. It also gains 2d6 temporary
Range: 120 feet hit points, which are lost when the power ends.
Roles: Elemental Manipulator Bull's Strength . The target has advantage on
Duration: Instantaneous Strength checks, and his or her carrying capacity
doubles.
You’re able to launch a 6-inch diameter sphere
Cat's Grace . The target has advantage on
of energy at a creature that you can see within
Dexterity checks. It also doesn't take damage
range. The damage type is based on your
from falling 20 feet or less if it isn't
elemental origin. Make a ranged power attack
incapacitated.
against the target. If the attack hits, the creature
Eagle's Splendor . The target has advantage on
takes 3d8 damage of that type.
Charisma checks.
At higher levels. When you activate this power
Fox's Cunning . The target has advantage on
using a power slot of 2nd level or higher, the
Intelligence checks.
damage increases by 1d8 for each power slot
level above 1st.

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Kris Leask (Order #39280737)


Owl's Wisdom . The target has advantage on
Entangle
Wisdom checks.
At Higher Levels . When you activate this power Activation Time: 1 action
using a power slot of 3rd level or higher, you can Range: 90 feet
target one additional creature for each power Roles:
slot level above 2nd. Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the


ground in a 20-foot square starting from a point
within range. For the duration, these plants turn
the ground in the area into difficult terrain.
Enlarge/Reduce A creature in the area when you activate the
2nd level
power must succeed on a Strength saving throw
Activation Time: 1 action or be restrained by the entangling plants until
Range: Self the power ends. A creature restrained by the
Roles: plants can use its action to make a Strength
Duration: Concentration, up to 1 hour check against your power save DC. On a success,
it frees itself.
You’re able to manipulate your body’s molecules
When the power ends, the summoned plants
and rearrange them to alter your size. You cause
wilt away.
your body to grow larger or smaller for the
duration.
Everything you are wearing and carrying
changes size with you. Any item dropped returns
to normal size at once. Enthrall
Enlarge . Your size doubles in all dimensions, 2nd level
and your weight is multiplied by eight. This
Activation Time: 1 action
growth increases your size by one category-
Range: 60 feet
from Medium to Large, for example. If there isn't
Roles:
enough room for you to double your size, you
Duration: 1 minute
maintain the maximum possible size in the space
available. Until this power ends, you also have You weave a distracting string of words with
advantage on Strength checks and Strength magic or psionic power, causing creatures of
saving throws. Your weapons also grow to match your choice that you can see within range and
your new size. While these weapons are that can hear you to make a Wisdom saving
enlarged, your attacks with them deal 1d4 extra throw. Any creature that can't be charmed
damage. succeeds on this saving throw automatically, and
Reduce . Your size is halved in all dimensions, if you or your companions are fighting a
and your weight is reduced to one-eighth of creature, it has advantage on the save. On a failed
normal. This reduction decreases your size by save, the target has disadvantage on Wisdom
one or two categories-from Medium to Tiny, for (Perception) checks made to perceive any
example. Until the power ends, you have creature other than you until the power ends or
disadvantage on Strength checks and Strength until the target can no longer hear you. The
saving throws. You gain advantage on Dexterity power ends if you are incapacitated or can no
checks and Dexterity saving throws. Your longer speak.
weapons also shrink to match your new size.
While these weapons are reduced, your attacks
with them deal 1d4 less damage (this can't
reduce the damage below 1).
Explosion
3rd level
Activation Time: 1 action
Range: 150 feet
Roles:

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Kris Leask (Order #39280737)


Duration: Instantaneous Fear
3rd level
You release a powerful blast of fire from your
hands, eyes, a missile, or similar device to a Activation Time: 1 action
point you choose within range and then Range: Self (30-foot cone)
blossoms with a low roar into an explosion of Roles:
flame. Each creature in a 20-foot radius sphere Duration: Concentration, up to 1 minute
centered on that point must make a Dexterity You project a horrifying illusion, bellow a ferocious roar,
saving throw. A target takes 8d6 fire damage on a or otherwise terrify your foes. Each creature in a 30-foot
failed save, or half as much damage on a cone must succeed on a Wisdom saving throw or drop
whatever it is holding and become frightened for the
successful one.
duration.
The fire spreads around corners. It ignites
While frightened by this power, a creature
flammable objects in the area that aren't being
must take the Dash action and move away from
worn or carried.
you by the safest available route on each of its
At Higher Levels . When you activate this power
turns, unless there is nowhere to move. If the
using a power slot of 4th level or higher, the
creature ends its turn in a location where it
damage increases by 1d6 for each slot level above
doesn't have line of sight to you, the creature can
3rd.
make a Wisdom saving throw. On a successful
save, the power ends for that creature.

Fabricate
4th level
Flaming Sphere
Activation Time: 10 minutes 2nd level
Range: 120 feet
Activation Time: 1 action
Roles:
Range: 60 feet
Duration: Instantaneous
Roles:
Using nanite drones, magic, or a similar power, Duration: Concentration, up to 1 minute
you convert raw materials into products of the
A 5-foot diameter sphere of fire appears in an
same material. For example, you can fabricate a
unoccupied space of your choice within range
wooden bridge from a clump of trees, a rope
and lasts for the duration. Any creature that ends
from a patch of hemp, a tower from steel, and
its turn within 5 feet of the sphere must make a
clothes from flax or wool. Choose raw materials
Dexterity saving throw. The creature takes 2d6
that you can see within range. You can fabricate a
fire damage on a failed save, or half as much
Large or smaller object (contained within a 10-
damage on a successful one.
foot cube, or eight connected 5-foot cubes),
As a bonus action, you can move the sphere up
given enough raw material. If you are working
to 30 feet. If you ram the sphere into a creature,
with metal, stone, or another mineral substance,
that creature must make the saving throw
however, the fabricated object can be no larger
against the sphere's damage, and the sphere
than Medium (contained within a single 5-foot
stops moving this turn.
cube). The quality of objects made by the power
When you move the sphere, you can direct it
is proportionate with the quality of the raw
over barriers up to 5 feet tall and jump it across
materials.
pits up to 10 feet wide. The sphere ignites
Creatures or magic items can't be created or
flammable objects not being worn or carried, and
transmuted by this power. You also can't use it to
it sheds bright light in a 20-foot radius and dim
create items that ordinarily require a high degree
light for an additional 20 feet.
of craftsmanship, such as jewelry, weapons,
At Higher Levels . When you use this power
glass, or armor, unless you have proficiency with
using a power slot of 3rd level or higher, the
the type of artisan's tools used to craft such
damage increases by 1d6 for each power slot
objects.
level above 2nd.

142

Kris Leask (Order #39280737)


Flamethrower You’re surrounded in a shadowy mist or puff of
smoke for an instant; you teleport up to 30 feet
1st level
to an unoccupied space that you can see.
Activation Time: 1 action At higher levels. When you activate this power
Range: Self (15-foot cone) with a power slot of 2nd level or higher, you
Roles: increase the range by 10 feet for each power slot
Duration: Instantaneous beyond 1st.
A torrent of flame leaps from your hands, mouth,
gadget, or similar device. Each creature in a 15-
foot cone must make a Dexterity saving throw. A
creature takes 3d6 fire damage on a failed save, Fly
or half as much damage on a successful one. 2nd level
The fire ignites any flammable objects in the
Activation Time: 1 action
area that aren’t being worn or carried.
Range: Self
At higher levels. When you activate this power
Roles:
using a power slot of 2nd level or higher, the
Duration: 10 minutes
damage increases by 1d6 for each power slot
level above 1st. With either the aid of magic, wings, a gadget, or
similar feature, you gain a flying speed of 30 feet
for the duration. When this power ends, you fall
if you are still aloft, unless you can stop the fall.
Flash/Sonic Pulse At Higher Levels . When you use this power
2nd level using a power slot of 3rd level or higher, the
Activation Time: 1 action duration increases by 10 minutes and speed
Range: 30 feet increases by 10 feet for each power slot level
Roles: above 2nd level.
Duration: 1 minute

You release a blazing light or a sonic pulse from a


gadget or tool to blind or deafen a foe. Choose
one creature that you can see within range to Freedom of Movement
make a Constitution saving throw. If it fails, the 4th level
target is either blinded or deafened (your choice)
Activation Time: 1 action
for the duration. At the end of each of its turns,
Range: Self
the target can make a Constitution saving throw.
Roles:
On a success, the power ends.
Duration: 8 hours
At Higher Levels . When you use this power
using a power slot of 3rd level or higher, you can Using phasing, elongation, or a similar power,
target one additional creature for each power this makes it difficult for anyone or anything to
slot level above 2nd. restrict your movement. For the duration, your
movement is unaffected by difficult terrain, and
powers and other magical effects can neither
reduce your speed nor cause you to be paralyzed
Flicker or restrained.
1st level You can also spend 5 feet of movement to
Activation Time: 1 bonus action automatically escape from nonmagical
Range: Self restraints, such as manacles or a creature that
Roles: Jumper has you grappled. Finally, being underwater
Duration: Instant imposes no penalties on your movement or
attacks.

143

Kris Leask (Order #39280737)


Gaseous Form Gust of Wind
3 level
rd
2nd level
Activation Time: 1 action Activation Time: 1 action
Range: Self Range: Self (60-foot line)
Roles: Roles:
Duration: 1 hour Duration: Concentration, up to 1 minute

With either powerful magic, shifting, or a A line of strong wind 60 feet long and 10 feet
gadget, you transform, along with everything wide blasts from you in a direction you choose
that you’re wearing and carrying, into a misty for the power's duration. Each creature that
cloud for the duration. The power ends if you starts its turn in the line must succeed on a
drop to 0 hit points. Strength saving throw or be pushed 20 feet away
While in this form, your only method of from you in a direction following the line.
movement is a flying speed of 15 feet. You can Any creature in the line must spend 2 feet of
enter and occupy the space of another creature. movement for every 1 foot it moves when
You have resistance to nonpowered damage, and moving closer to you.
you have advantage on Strength, Dexterity, and The gust disperses gas or vapor, and it
Constitution saving throws. You can pass extinguishes candles, torches, and similar
through small holes, narrow openings, and even unprotected flames in the area. It causes
mere cracks, though you treat liquids as though protected flames, such as those of lanterns, to
they were solid surfaces. You can’t fall and dance wildly and has a 50 percent chance to
remain hovering in the air even when stunned or extinguish them.
otherwise incapacitated. As a bonus action on each of your turns before
While in the form of a misty cloud, you can’t the power ends, you can change the direction in
talk or manipulate objects, and any objects that which the line blasts from you.
you were carrying or holding can’t be dropped,
used, or otherwise interacted with. You can’t
attack or activate powers. You can end this
transformation at any time as a bonus action.
Hallucinatory Terrain
4th level
Activation Time: 10 minutes
Ground Smash Range: 30 feet
1st level Roles:
Duration: 24 hours
Activation Time: 1 action
Range: Self (15-foot cone) Using holographic gadgets, magic, psionics, or
Roles: similar power, you make natural terrain in a 150-
Duration: Instantaneous foot cube in range look, sound, and smell like
some other sort of natural terrain. Thus, open
You smash the ground with a thunderous blow,
fields or a road can be made to resemble a
shattering it, damaging the terrain, and sending
swamp, hill, crevasse, or some other difficult or
debris at your foe. Each creature in a 15-foot
impassable terrain. A pond can be made to seem
cone must make a Dexterity saving throw. A
like a grassy meadow, a precipice like a gentle
creature takes 2d6 bludgeoning damage and is
slope, or a rock-strewn gully like a wide and
knocked prone on a failed save, or half a much
smooth road. Manufactured structures,
damage and isn’t knocked prone on a successful
equipment, and creatures within the area aren't
one.
changed in appearance.
The tactile characteristics of the terrain are
unchanged, so creatures entering the area are
likely to see through the illusion. If the
difference isn't obvious by touch, a creature
carefully examining the illusion can attempt an

144

Kris Leask (Order #39280737)


Intelligence (Investigation) check against your Heat Metal
power save DC to disbelieve it. A creature who 2nd level
discerns the illusion for what it is, sees it as a Activation Time: 1 action
vague image superimposed on the terrain. Range: 60 feet
Roles:
Duration: Concentration, up to 1 minute

You or a device you hold causes the atoms in a


Haste metal object to vibrate and move erratically,
3rd level causing them to heat up. Choose a manufactured
metal object, such as a metal weapon or a battle
Activation Time: 1 action
suit of heavy or medium metal armor that you
Range: 30 feet
can see within range. You cause the object to
Roles: Mystic, Speedster
glow red-hot. Any creature in physical contact
Duration: Concentration, up to 1 minute
with the object takes 2d8 fire damage when you
Using magical incantations or funneling speed activate the power. Until the power ends, you can
power, you are able to imbue a willing creature use a bonus action on each of your subsequent
within range with enhanced temporal turns to cause this damage again.
displacement, allowing them to move at If a creature is holding or wearing the object
incredible speeds. Until the power ends, the and takes the damage from it, the creature must
target’s speed is doubled, it gains a +2 bonus to succeed on a Constitution saving throw or drop
AC, it has advantage on Dexterity saving throws, the object if it can. If it doesn't drop the object, it
and it gains an additional action on each of its has disadvantage on attack rolls and ability
turns. That action can be used only to take the checks until the start of your next turn.
Attack (one weapon attack only), Dash, At Higher Levels . When you use this power
Disengage, Hide, or Use an Object Action. using a power slot of 3rd level or higher, the
When the power ends, the target can’t move or damage increases by 1d8 for each power slot
take actions until after its next turn, as a wave of level above 2nd.
lethargy sweeps over it.

Hold Person
Healing Wind 2nd level
2nd level Activation Time: 1 action
Activation Time: 10 minutes Range: 60 feet
Range: 30 feet Roles:
Roles: Duration: Concentration, up to 1 minute
Duration: Instantaneous With magic, psionics, or a gadget, you target a
A rushing of healing energy from mystic words creature paralyzing it in place. Choose a
or psionic power blows in like a gentle breeze. Up humanoid that you can see within range. The
to six creatures of your choice that you can see target must succeed on a Wisdom saving throw
within range each regain hit points equal to 2d8 or be paralyzed for the duration. At the end of
+ your power ability modifier. This power has no each of its turns, the target can make another
effect on undead or constructs. Wisdom saving throw. On a success, the power
At Higher Levels . When you activate this power ends on the target.
using a power slot of 3rd level or higher, the At Higher Levels . When you use this power
healing increases by 1d8 for each slot level above using a power slot of 3rd level or higher, you can
2nd. target one additional humanoid for each power
slot level above 2nd. The humanoids must be
within 30 feet of each other when you target
them.

145

Kris Leask (Order #39280737)


Holo Translator missiles. Each missile hits a creature of your
choice that you can see within range. A missile
1st level (routine)
deals 1d4 +1 fire damage to its target. The
Activation Time: 1 action missiles all strike simultaneously, and you can
Range: Self direct them to hit one creature or several.
Roles: At Higher Levels . When you use this power
Duration: 1 hour using a power slot of 2nd level or higher, the
A gadget or implant allows you to understand the power releases one additional missile for each
literal meaning of any spoken language that you power slot level above 1 st.
hear. A projected hologram interprets and
converts any written language that you see. It
takes about 1 minute to translate one page of
text.
This power doesn’t decode secret messages in
Hypnotic Pattern
3rd level
a text or a glyph, such as an arcane sigil, that
isn’t part of a written language. Activation Time: 1 action
Range: 120 feet
Roles: Psychic
Duration: Concentration, up to 1 minute

Hunter’s Quarry You create a magical twisting pattern of colors


that weaves through the air inside a 30-foot cube
1st level
within range. The pattern appears for a moment
Activation Time: 1 bonus action and vanishes. Each creature in the area who sees
Range: 90 feet the pattern must make a Wisdom saving throw.
Roles: On a failed save, the creature becomes charmed
Duration: Concentration, up to 1 hour for the duration. While charmed by this power,
You choose a creature you can see within range the creature is incapacitated and has a speed of 0.
and mark it by scent, gadget, or similar power as The power ends for an affected creature if it
your quarry. Until the power ends, you deal an takes any damage or if someone else uses an
extra 1d6 damage to the target whenever you hit action to shake the creature out of its stupor.
it with an attack, and you have advantage on any
Wisdom (Perception), or Wisdom (Survival)
check you make to find it. If the target drops to 0
hit points before this power ends, you can use a
bonus action on a subsequent turn of yours to
Ice Storm
mark a new creature.
4th level
Activation Time: 1 action
Range: 300 feet
Roles:
Duration: Instantaneous
Homing Missiles
You create a hail of rock-hard ice that pounds to
1st level
the ground in a 20-foot radius, 40-foot-high
Activation Time: 1 action cylinder centered on a point within range. Each
Range: 120 feet creature in the cylinder must make a Dexterity
Roles: saving throw. A creature takes 2d8 bludgeoning
Duration: Instantaneous damage and 4d6 cold damage on a failed save, or
You release a barrage of three small homing half as much damage on a successful one.
Hailstones turn the storm's area of effect into
difficult terrain until the end of your next turn.
At Higher Levels . When you activate this power

146

Kris Leask (Order #39280737)


using a power slot of 5th level or higher, the • The creature has disadvantage on attack rolls
bludgeoning damage increases by 1d8 for each against targets within the cylinder.
slot level above 4th. • Targets within the cylinder can't be charmed,
frightened, or possessed by the creature.
When you activate this power, you can elect to
cause its magic to operate in the reverse
Inhuman Bio-scanner direction, preventing a creature of the specified
type from leaving the cylinder and protecting
1st level
targets outside it.
Activation Time: 1 action At Higher Levels . When you activate this power
Range: Self using a power slot of 4th level or higher, the
Roles: duration increases by 1 hour for each slot level
Duration: Concentration, up to 10 minutes above 3rd.
A gadget or device identifies alien beings within
the area. You know if there is an aberration,
celestial, elemental, fey, fiend, or undead within
30 feet of you, as well as where the creature is
located. Similarly, you know if there is a place or
Laser Barrier
4th level
object within 30 feet of you that has been
magically consecrated or desecrated. Activation Time: 1 action
The power can penetrate most barriers, but it Range: 30 feet
is blocked by 1 foot of stone, 1 inch of metal, a Roles:
thin sheet of lead, or 3 feet of wood or dirt. Duration: Concentration, up to 1 minute

With magic, psionics, a gadget, or similar power,


you create a sphere of shimmering force that
encloses a creature or object of Large size or
Kinetic Force Field smaller within range. An unwilling creature must
make a Dexterity saving throw. On a failed save,
3rd level
the creature is enclosed for the duration.
Activation Time: 1 minute Nothing-not physical objects, energy, or other
Range: 10 feet power effects-can pass through the barrier, in or
Roles: out, though a creature in the sphere can breathe
Duration: 1 hour there. The sphere is immune to all damage, and a
You or a gadget creates a 10-foot radius, 20- creature or object inside can't be damaged by
foot-tall cylinder of pure kinetic energy centered attacks or effects originating from outside, nor
on a point on the ground that you can see within can a creature inside the sphere damage
range. Glowing streaks of energy appear anything outside it.
wherever the cylinder intersects with the floor or The sphere is weightless and just large enough
other surface. to contain the creature or object inside. An
Choose one or more of the following types of enclosed creature can use its action to push
creatures: celestials, deviant, elementals, fey, against the sphere's walls and thus roll the
fiends, or undead. The circle affects a creature of sphere at up to half the creature's speed.
the chosen type in the following ways: Similarly, the globe can be picked up and moved
by other creatures.
• The creature can't willingly enter the cylinder
The disintegrate power targeting the globe
by nonmagical means. If the creature tries to
destroys it without harming anything inside it.
use teleportation or interplanar travel to do so,
it must first succeed on a Charisma saving
throw.

147

Kris Leask (Order #39280737)


Levitate
2nd level form until it leaves the power's light.
On each of your turns after you activate this
Activation Time: 1 action
power, you can use an action to move the beam
Range: 60 feet
up to 60 feet in any direction.
Roles:
At Higher Levels . When you use this power
Duration: Concentration, up to 10 minutes
using a power slot of 3rd level or higher, the
You levitate a target with your mind, magic, or damage increases by 1d10 for each slot level
an antigravity device. One creature or loose above 2nd.
object of your choice that you can see within
range rises vertically, up to 20 feet, and remains
suspended there for the duration. The power can
levitate a target that weighs up to 500 pounds. Lightning Bolt
An unwilling creature that succeeds on a 3rd level
Constitution saving throw is unaffected.
Activation Time: 1 action
The target can move only by pushing or pulling
Range: Self (100-foot line)
against a fixed object or surface within reach
Roles:
(such as a wall or a ceiling), which allows it to
Duration: Instantaneous
move as if it were climbing. You can change the
target's altitude by up to 20 feet in either You release a strike of lightning from your hand,
direction on your turn. If you are the target, you eyes, gadget, or similar feature in a line 100 feet
can move up or down as part of your move. long and 5 feet wide that blasts out from you in a
Otherwise, you can use your action to move the direction you choose. Each creature in the line
target, which must remain within the power's must make a Dexterity saving throw. A creature
range. takes 8d6 lightning damage on a failed save, or
When the power ends, the target floats gently half as much damage on a successful one.
to the ground if it is still aloft. The lightning ignites flammable objects in the
area that aren't being worn or carried.
At Higher Levels . When you activate this power
using a power slot of 4th level or higher, the
damage increases by 1d6 for each slot level above
Lightbeam 3rd and a target becomes shocked on a failed save.
2nd level
Activation Time: 1 action
Range: 120 feet
Roles: Locate Animals or Plants
Duration: Concentration, up to 1 minute 2nd level
A glowing radiant beam of light shines down in a Activation Time: 1 action (routine)
5-foot radius, 40-foot-high cylinder centered Range: Self
on a point within range. Until the power ends, Roles:
dim light fills the cylinder. Duration: Instantaneous
When a creature enters the power's area for Describe or name a specific kind of beast or
the first time on a turn or starts its turn there, it plant. Concentrating on the voice of nature in
is engulfed in radiant light that causes searing your surroundings, you learn the direction and
pain, and it must make a Constitution saving distance to the closest creature or plant of that
throw. It takes 2d10 radiant damage on a failed kind within 5 miles, if any are present.
save, or half as much damage on a successful
one.
A shapeshifter makes its saving throw with
disadvantage. If it fails, it also instantly reverts
to its original form and can't assume a different

148

Kris Leask (Order #39280737)


Lock Hacking Major Illusion
2 level
nd
3rd level
Activation Time: 1 action Activation Time: 1 action
Range: Touch Range: 120 feet
Roles: Roles:
Duration: Instantaneous Duration: Concentration, up to 10 minutes

Using an electronic hacking surge device, you With complex holograms, mental projections, or
can unlock most ordinary locks. Choose an object magical illusions, you create the image of an
that you can see within range. The object can be a object, a creature, or some other visible
door, a box, a chest, a set of manacles, a padlock, phenomenon that is no larger than a 20-foot
or another object that contains a mundane or cube. The image appears at a spot that you can
magical means that prevents access. see within range and lasts for the duration. It
A target that is held shut by a common lock or seems completely real, including sounds, smells,
that is stuck or barred becomes unlocked, and temperature appropriate to the thing
unstuck, or unbarred. If the object has multiple depicted. You can't create sufficient heat or cold
locks, only one of them is unlocked. to cause damage, a sound loud enough to deal
If you choose a target that is held shut with thunder damage or deafen a creature, or a smell
arcane lock, that power is suppressed for 10 that might sicken a creature.
minutes, during which time the target can be As long as you are within range of the illusion,
opened and shut normally. you can use your action to cause the image to
When you use this power, loud beeping is move to any other spot within range. As the
audible from as far away as 300 feet, emanating image changes location, you can alter its
from the target object. appearance so that its movements appear
natural for the image. For example, if you create
an image of a creature and move it, you can alter
the image so that it appears to be walking.
Similarly, you can cause the illusion to make
different sounds at different times, even making
it carry on a conversation, for example.
Physical interaction with the image reveals it
to be an illusion because things can pass through
it. A creature that uses its action to examine the
image can determine that it is an illusion with a
successful Intelligence (Investigation) check
Mage Armor against your power save DC. If a creature
1st level discerns the illusion for what it is, the creature
Activation Time: 1 action can see through the image, and its other sensory
Range: Touch qualities become faint to the creature.
Roles: Mystic At Higher Levels . When you use a power slot of
Duration: 8 hours 5th level, the power lasts until canceled, without
requiring your concentration.
You are able to create a magical ward around a
creature who isn’t wearing armor; a protective
magical force of energy surrounds it until the
power ends. The target’s base AC becomes 13 +
its Dexterity modifier. The power ends if the
target dons armor or if you dismiss the power as
an action.
At higher levels. When you activate this power
using a power slot of 4th level the range becomes
60 feet.

149

Kris Leask (Order #39280737)


Mass Ambro Medical Spray expels you and deals 50 bludgeoning damage to
you. If expelled, you fall prone in an unoccupied
3rd level
space closest to where you first entered.
Activation Time: 1 action
Range: 60 feet
Roles:
Duration: Instantaneous

Through a device or gadget, you release a spray


of compressed aerosol ambro serum. Up to six
creatures of your choice that you can see within
range regain hit points equal to 1d4 + your power
ability modifier. This power has no effect on
undead or constructs.
At Higher Levels . When you activate this power
with a power slot of 4th level or higher, the
healing increases by 1d4 for each power slot level
above 3rd.

Mirror Image
2nd level
Activation Time: 1 action
Meld to Stone Range: Touch
3rd level Roles:
Activation Time: 1 action (routine) Duration: 1 minute
Range: Self Using magic, psionics, or a gadget, you create
Roles: three illusory duplicates of yourself that appear
Duration: 8 hours in your space. Until the power ends, the
Your body is able to shift and merge into a stone duplicates move with you and mimic your
object or surface large enough to fully contain actions, shifting position so it's impossible to
your body, melding yourself and all the track which image is real. You can use your
equipment you carry with the stone for the action to dismiss the illusory duplicates.
duration. Using your movement, you step into Each time a creature targets you with an attack
the stone at a point you can touch. Nothing of during the power's duration, roll a d20 to
your presence remains visible or otherwise determine whether the attack instead targets one
detectable by nonmagical senses. of your duplicates.
While merged with the stone, you can't see If you have three duplicates, you must roll a 6
what occurs outside it, and any Wisdom or higher to change the attack's target to a
(Perception) checks you make to hear sounds duplicate. With two duplicates, you must roll an
outside it are made with disadvantage. You 8 or higher. With one duplicate, you must roll an
remain aware of the passage of time and can 11 or higher.
activate powers on yourself while merged in the A duplicate's AC equals 10 + your Dexterity
stone. You can use your movement to leave the modifier. If an attack hits a duplicate, the
stone where you entered it, which ends the duplicate is destroyed. A duplicate can be
power. You otherwise can't move. destroyed only by an attack that hits it. It ignores
Minor physical damage to the stone doesn't all other damage and effects. The power ends
harm you, but its partial destruction or a change when all three duplicates are destroyed.
in its shape (to the extent that you no longer fit A creature is unaffected by this power if it can't
within it) expels you and deals 6d6 bludgeoning see, if it relies on senses other than sight, such as
damage to you. The stone's complete destruction blindsight, or if it can perceive illusions as false,
(or transmutation into a different substance) as with bioscanner.

150

Kris Leask (Order #39280737)


Nano-ambrobot Injection Orbital Scanner
2 level
nd
4th level
Activation Time: 1 action Activation Time: 10 minutes
Range: Touch Range: 30 feet
Roles: Roles:
Duration: Instantaneous Duration: Concentration, up to 1 hour

Using a high-tech nano injection, thousands of You send a description or name a creature that is
tiny drones enter the body and attack a foreign known to you to an orbital scanner satellite
agent. You touch a creature and can end either either by hacking, owning, or borrowing for a
one disease or one condition afflicting it. The brief short time. It relays back information on
condition can be blinded, deafened, paralyzed, or the target so long as it is within 1 mile of you. If
poisoned. the creature is moving, you know the direction of
its movement.
This power can locate a specific creature
known to you, or the nearest creature of a
specific kind (such as a human or lion), so long
Nature’s Explosive Growth as you have seen such a creature up close enough
4th level to describe it accurately. If the creature you
Activation Time: 1 action described or named is in a different form, such as
Range: 30 feet being under the effects of a shapeshifting or
Roles: wearing a disguise kit or similar, this power
Duration: Concentration, up to 10 minutes doesn't locate the creature.

With a release of power or a gadget, you


transform up to ten centipedes, three spiders,
five wasps, or one scorpion within range into
giant versions of their natural forms for the
Optical Camouflage
2nd level
duration. A centipede becomes a giant centipede,
a spider becomes a giant spider, a wasp becomes Activation Time: 1 action
a giant wasp, and a scorpion becomes a giant Range: Touch
scorpion. Roles:
Each creature obeys your verbal commands, Duration: Concentration, up to 1 hour
and in combat, they act on your turn each round. You use your mind, mystic arts, or a gadget to
The Overseer has the statistics for these bend light around a creature, rendering it
creatures and resolves their actions and invisible to the naked eye. A creature you touch
movement. becomes invisible until the power ends. Anything
A creature remains in its giant size for the the target is wearing or carrying is invisible as
duration, until it drops to 0 hit points, or until long as it is on the target's person. The power
you use an action to dismiss the effect on it. ends for a target that attacks or uses a power.
The Overseer might allow you to choose At Higher Levels . When you use this power
different targets. For example, if you transform a using a power slot of 3rd level or higher, you can
bee, its giant version might have the same target one additional creature for each power
statistics as a giant wasp. slot level above 2nd.

Phantasmal Assault
4th level
Activation Time: 1 action
Range: Touch

151

Kris Leask (Order #39280737)


Roles: Plant Growth
Duration: Concentration, up to 1 minute 3rd level
With magic, psionics or, similar power, you tap Activation Time: 1 action or 8 hours
into the nightmares of a creature you can see Range: 150 feet
within range and create an illusory Roles:
manifestation of its deepest fears, visible only to Duration: Instantaneous
that creature. The target must make a Wisdom This power channels vitality into plants within a
saving throw. On a failed save, the target specific area. There are two possible uses for the
becomes frightened for the duration. At the end power, granting either immediate or long-term
of each of the target's turns before the power benefits.
ends, the target must succeed on a Wisdom If you activate this power using 1 action,
saving throw or take 4d10 psychic damage. On a choose a point within range. All normal plants in
successful save, the power ends. a 100-foot radius centered on that point become
At Higher Levels . When you activating this thick and overgrown. A creature moving through
power using a power slot of 5th level or higher, the area must spend 4 feet of movement for
the damage increases by 1d10 for each slot level every 1 foot it moves.
above 4th. You can exclude one or more areas of any size
within the powers area from being affected.
Attacks through the thick foliage have
disadvantage and creatures within the area have
Phasing advantage on Dexterity saving throws.
3rd level If you activate this power over 8 hours, you
enrich the land. All plants in a half-mile radius
Activation Time: 1 action
centered on a point within range become
Range: Self
enriched for 1 year. The plants yield twice the
Roles:
normal amount of food when harvested.
Duration: 1 minute

Your body shifts between dimensions. Roll a d20


at the end of each of your turns for the duration
of the power. On a roll of 11 or higher, you vanish
from your current realm of existence and appear Pocket Defibrillator
in the Ethereal Realm (the power fails, and the 4th level
activation is wasted if you were already on that Activation Time: 1 action
realm). At the start of your next turn, and when Range: Touch
the power ends if you are on the Ethereal Realm, Roles:
you return to an unoccupied space of your choice Duration: 8 hours
that you can see within 10 feet of the space you
vanished from. If no unoccupied space is You attach a small gadget to a creature and grant
available within that range, you appear in the it a measure of protection from death. The first
nearest unoccupied space (chosen at random if time the target would drop to 0 hit points as a
more than one space is equally near). You can result of taking damage, the device releases a
dismiss this power as an action. shock of adrenaline to keep the target standing.
While on the Ethereal Realm, you can see and Instead, the target drops to 1 hit point and the
hear the realm you originated from, which is cast power ends.
in shades of gray, and you can't see anything
there more than 60 feet away. You can only affect
and be affected by other creatures on the
Ethereal Realm. Creatures that aren't there can't
perceive you or interact with you unless they
have the ability to do so.

152

Kris Leask (Order #39280737)


Power Suppression Rift
3 level
rd
2nd level
Activation Time: 1 action Activation Time: 1 action
Range: 120 feet Range: Touch
Roles: Roles:
Duration: Instantaneous Duration: 1 hour

You release bionic waves of energy that suppress You touch a spot in the air or on a surface. A
powers. Choose one creature, object, or magical crack appears on the surface or in the air and
effect within range. Any power of 3rd level or near invisible entrance opens to an
lower on the target ends. For each power of 4th extradimensional space that lasts until the
level or higher on the target, make an ability power ends.
check using your power ability. The DC equals 10 The extradimensional space can be reached by
+ the power's level. On a successful check, the walking through it. The space can hold as many
power ends. as eight Medium or smaller creatures.
At Higher Levels . When you activate this power Attacks and powers can't cross through the
using a power slot of 4th level or higher, you entrance into or out of the extradimensional
automatically end the effects of a power on the space, but those inside can see out of it as if
target if the power's level is equal to or less than through a 3-foot-by-5-foot window centered on
the level of the power slot you used. the location the rift was created.
Anything inside the extradimensional space
drops out when the power ends.

Ray of Enfeeblement
2nd level
Activation Time: 1 action Remove Curse
Range: 60 feet 3rd level
Roles: Activation Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
Roles:
You release a black beam of enervating energy
Duration: Instantaneous
from your hands, eyes, or similar feature toward
a creature within range. Make a ranged power Using a complex magical ritual, at your touch, all
attack against the target. On a hit, the target curses affecting one creature or object end. If the
deals only half damage with weapon attacks that object is a cursed item, its curse remains, but the
use Strength until the power ends. power breaks its owner’s attunement to the
At the end of each of the target's turns, it can object so it can be removed or discarded.
make a Constitution saving throw against the
power. On a success, the power ends.

153

Kris Leask (Order #39280737)


Satellite Tracker Sentinel Shield
2 level
nd
1st level
Activation Time: 1 action Activation Time: 1 bonus action.
Range: Self Range: 60 feet
Roles: Roles:
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to A tech drone, psychic, or mystic force creates a
you. Your tech creates a general signal in the shimmering field appears and surrounds a
direction of the object's location, as long as that creature of your choice within range, granting it
object is within 1 mile of you. If the object is in a +2 bonus to AC for the duration.
motion, you know the direction of its movement.
This power can locate a specific object known
to you, as long as you have seen it up close-
within 30 feet-at least once. Alternatively, the Sentry Turret
power can locate the nearest object of a 4th level
particular kind, such as a certain kind of apparel,
Activation Time: 1 action
jewelry, furniture, tool, or weapon.
Range: 5 feet
This power can't locate an object if any
Roles:
thickness of lead, even a thin sheet, blocks a
Duration: 8 hours
direct path between you and the object.
You fabricate or place a small sentry turret in an
unoccupied space, where it remains functional
for the duration, until you dismiss it as an action,
or until you move more than 100 feet away from
Scorching Ray it.
2nd level The turret is coated in stealth camouflage and
Activation Time: 1 action is invisible to all creatures except you. It has an
Range: 120 feet AC 16 and 50 hit points. When a Small or larger
Roles: creature comes within 30 feet of it without first
Duration: Instantaneous speaking the password that you specify when
you activate this power, the sentry turret
You release three rays of fire from a hand, eyes, releases a loud alarm. It ignores illusions.
or gadget and send them hurling at targets At the start of each of your turns, the turret
within range. You can hurl them at one target or attempts to blast one creature within 30 feet of it
several. that is hostile to you. The turret’s attack bonus is
Make a ranged power attack for each ray. On a equal to your power ability modifier + your
hit, the target takes 2d6 fire damage. proficiency bonus. On a hit, it deals 4d8 piercing
At Higher Levels . When you activate this power damage.
using a power slot of 3rd level or higher, you
create one additional ray for each slot level above
2nd.
Shattering Boom
2nd level
Activation Time: 1 action
Range: 60 feet
Roles:
Duration: Instantaneous

You release thunderous boom from your hand,


mouth, gadget, or similar feature.

154

Kris Leask (Order #39280737)


A sudden loud ringing noise, painfully intense, If you chose a point on an object you are
erupts from a point of your choice within range. holding, or one that isn't being worn or carried,
Each creature in a 10-foot radius sphere centered the light shines from the object and moves with
on that point must make a Constitution saving it. Completely covering the affected object with
throw. A creature takes 3d8 thunder damage on a an opaque object, such as a bowl or a helm,
failed save, or half as much damage on a blocks the light.
successful one. A creature made of inorganic If any of this power's area overlaps with an
material such as stone, crystal, or metal has area of darkness created by a power of 3rd level
disadvantage on this saving throw. or lower, the power or gadget that created the
A nonmagical object that isn't being worn or darkness ends.
carried also takes the damage if it's in the
power's area.
At Higher Levels . When you activate this power
using a power slot of 3rd level or higher, the Silence
damage increases by 1d8 for each slot level above 2nd level
2nd. Activation Time: 1 action
Range: 120 feet
Roles:
Duration: Concentration, up to 10 minutes
Shield
1st level For the duration, you or a device creates an area
where no sound can be created within or pass
Activation Time: 1 reaction, which you take when
through a 20-foot radius sphere centered on a
you are hit by an attack or targeted by homing
point you choose within range. Any creature or
missiles.
object entirely inside the sphere is immune to
Range: Self
thunder damage, and creatures are deafened
Roles:
while entirely inside it.
Duration: 1 round

A glowing barrier of light formed by magic or


tech appears and protects you. Until the start of
your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you Silent Image
take no damage from homing missiles. 1st level
Activation Time: 1 action
Range: 60 feet
Roles:
Signal Flare Duration: Instantaneous
3rd level
With psionic or mystic powers, you create the
Activation Time: 1 action image of an object, a creature, or some other
Range: 120 feet visible phenomenon that is no larger than a 15-
Roles: foot cube. The image appears at a spot within
Duration: 1 hour range and lasts for the duration. The image is
You release an orb of light from your hand, purely visual; it isn’t accompanied by sound,
device, or similar gadget that lights up the sky. A smell, or other sensory effects.
60-foot radius sphere of light spreads out from a You can use your action to cause the image to
point you choose within range. The sphere is move to any spot within range. As the image
bright light and sheds dim light for an additional changes location, you can alter its appearance so
60 feet. that its movements appear natural for the image.
For example, if you create an image of a creature
and move it, you can alter the image so that it
appears to be walking.

155

Kris Leask (Order #39280737)


Physical interaction with the image reveals it centered on a point you choose within range. The
to be an illusion because things can pass through area is heavily obscured, and exposed flames in
it. A creature that uses its action to examine the the area are doused.
image can determine that it is an illusion with a The ground in the area is covered with slick
successful Intelligence (Investigation) check ice, making it difficult terrain. When a creature
against your power save DC. If a creature enters the power's area for the first time on a
discerns the illusion for what it is, the creature turn or starts its turn there, it must make a
can see through the image. Dexterity saving throw. On a failed save, it falls
prone.
If a creature starts its turn in the power's area
and is concentrating on a power, the creature
Sleep Bomb must make a successful Constitution saving
1st level throw against your power save DC or lose
Activation Time: 1 action concentration.
Range: 90 feet
Roles:
Duration: 1 minute

A small grenade, arrow, or other gadget releases Slow


a plume of smoke that puts creatures to sleep. 3rd level
Roll 5d8; the total is how many hit points of
Activation Time: 1 action
creatures this power can affect. Creatures within
Range: 120 feet
20 feet of a point you choose within range are
Roles:
affected in ascending order of their current hit
Duration: Concentration, up to 1 minute
points (ignoring unconscious creatures).
Starting with the creature that has the lowest Using magical forces, psionic powers, a gadget,
current hit points, each creature affected by this or a similar device, you alter time around up to
power falls unconscious until the power ends, six creatures of your choice in a 40-foot cube
the sleeper takes damage, or someone uses an within range. Each target must succeed on a
action to shake or slap the sleeper awake. Wisdom saving throw or be affected by this
Subtract each creature’s hit points from the power for the duration.
total before moving on to the creature with the An affected target's speed is halved, it takes a -
next lowest hit points. A creature’s hit points 2 penalty to AC and Dexterity saving throws, and
must be equal to or less than the remaining total it can't use reactions. On its turn, it can use
for that creature to be affected. either an action or a bonus action, not both.
Undead and creatures immune to being Regardless of the creature's abilities or items, it
charmed aren’t affected by this power. can't make more than one melee or ranged
At higher levels. When you activate this power attack during its turn.
using a power slot of 2nd level or higher, roll an If the creature attempts to use a power with an
additional 2d8 for each power slot level above 1 st. activation time of 1 action, roll a d20. On an 11 or
higher, the power doesn't take effect until the
creature's next turn, and the creature must use
its action on that turn to complete the power. If it
can't, the power is wasted.
Sleet Storm A creature affected by this power makes
3rd level another Wisdom saving throw at the end of each
Activation Time: 1 action of its turns. On a successful save, the effect ends
Range: 150 feet for it.
Roles:
Duration: Concentration, up to 1 minute

Until the power ends, freezing rain and sleet fall


in a 20-foot-tall cylinder with a 40-foot radius

156

Kris Leask (Order #39280737)


Smoke Bomb Spectral Guardians
1 level
st
3rd level
Activation Time: 1 action Activation Time: 1 action
Range: 120 feet Range: Self (15-foot radius)
Roles: Roles:
Duration: 1 minute Duration: Concentration, up to 10 minutes

A small grenade, arrow, or other gadget releases You create creatures of pure energy to protect
a 20-foot-radius of sphere of fog centered on a you. They flit around you to a distance of 15 feet
point within range. The sphere spreads around for the duration. You choose the form they take.
corners and its area is heavily obscured. It lasts When you activate this power, you can
for the duration or until a wind of moderate or designate any number of creatures you can see to
great speed (at least 10 miles per hour) disperses be unaffected by it. An affected creature's speed
it. is halved in the area, and when the creature
enters the area for the first time on a turn or
starts its turn there, it must make a Wisdom
saving throw. On a failed save, the creature takes
3d8 radiant damage (if you are good or neutral)
Solar Flare or 3d8 necrotic damage (if you are evil). On a
1st level successful save, the creature takes half as much
Activation Time: 1 action damage.
Range: Self (15-foot cone) At Higher Levels . When you use this power
Roles: using a power slot of 4th level or higher, the
Duration: 1 round damage increases by 1d8 for each slot level above
3rd.
A brilliant and dazzling array of sunlight leaps
from your hand, eyes, or similar body part. Roll
6d10; the total is how many hit points of
creatures this power can affect. Creatures in a
15-foot cone originating from you are affected in Spectral Weapon
2nd level
Activation Time: 1 action
Range: 60 feet
ascending order of their current hit points Roles:
(ignoring unconscious creatures and creatures Duration: 1 minute
that can’t see).
Starting with the creature that has the lowest You create a floating, spectral weapon out of
current hit points, each creature affected by this pure energy within range that lasts for the
power is blinded until the end of your next turn. duration or until you activate this power again.
Subtract each creature’s hit pints from the total When you activate this power, you can make a
before moving on to the creature with the next melee power attack against a creature within 5
lowest hit points. A creature’s hit points must be feet of the weapon. On a hit, the target takes
equal to or less than the remaining total for that force damage equal to 1d8 + your power ability
creature to be affected. modifier.
At Higher Levels . When you activate this power As a bonus action on your turn, you can move
using a power slot of 2nd level or higher, roll an the weapon up to 20 feet and repeat the attack
additional 2d10 for each power slot level above against a creature within 5 feet of it.
1st. The weapon can take whatever form you
choose.
At Higher Levels . When you activate this power
using a power slot of 4th level the damage
increases by 1d8.

157

Kris Leask (Order #39280737)


Speak with Animals Speak with Plants
1 level (routine)
st
2nd level
Activation Time: 1 action Activation Time: 1 action
Range: Self Range: Self (30 -foot-radius)
Roles: Roles:
Duration: 10 minutes Duration: 10 minutes

You gain the ability to comprehend and verbally You imbue plants within 30 feet of you with
communicate with beasts for the duration. The limited sentience and animation, giving them
knowledge and awareness of many beasts is the ability to communicate with you and follow
limited by their intelligence, but at minimum, your simple commands. You can question plants
beasts can give you information about nearby about events in the power's area within the past
locations and monsters, including whatever they day, gaining information about creatures that
can perceive or have perceived with the past day. have passed, weather, and other circumstances.
You might be able to persuade a beast to perform You can also turn difficult terrain caused by
a small favor for you, at the Overseer’s plant growth (such as thickets and undergrowth)
discretion. into ordinary terrain that lasts for the duration.
Or you can turn ordinary terrain where plants are
present into difficult terrain that lasts for the
duration, causing vines and branches to hinder
pursuers, for example.
Speak with the Dead Plants might be able to perform other tasks on
3rd level
your behalf, at the Overseer's discretion. The
Activation Time: 1 action power doesn't enable plants to uproot
Range: 10 feet themselves and move about, but they can freely
Roles: move branches, tendrils, and stalks. If a plant
Duration: 10 minutes creature is in the area, you can communicate
Using magic or psionic power, you grant the with it as if you shared a common language, but
semblance of life and intelligence to a corpse of you gain no ability to influence it.
your choice within range, allowing it to answer This power can cause the plants created by the
the questions you pose. The corpse must still entangle power to release a restrained creature.
have a mouth and can't be undead. The power
fails if the corpse was the target of this power
within the last 10 days.
Until the power ends, you can ask the corpse
Spider Climb
up to five questions. The corpse knows only what 2nd level
it knew in life, including the languages it knew. Activation Time: 1 action
Answers are usually brief, cryptic, or repetitive, Range: Self
and the corpse is under no compulsion to offer a Roles:
truthful answer if you are hostile to it, or it Duration: 1 hour
recognizes you as an enemy. This power doesn't
Until this power ends, you gain the ability to
return the creature's soul to its body, only its
move up, down, and across vertical surfaces and
animating spirit. Thus, the corpse can't learn
upside down along ceilings, while leaving your
new information, doesn't comprehend anything
hands free. You gain a climbing speed equal to
that has happened since it died, and can't
your walking speed.
speculate about future events.

158

Kris Leask (Order #39280737)


Spike Growth hard as stone. Until the power ends, you have
resistance to bludgeoning, piercing, and slashing
2nd level
damage.
Activation Time: 1 action
Range: Self
Roles:
Duration: Concentration, up to 10 minutes Suggestion
The ground in a 20-foot radius centered on a 2nd level
point within range twists and sprouts hard Activation Time: 1 action
spikes and thorns. The area becomes difficult Range: 30 feet
terrain for the duration. When a creature moves Roles:
into or within the area, it takes 2d4 piercing Duration: Concentration, up to 8 hours
damage for every 5 feet it travels.
Using magical or psionic influence, you suggest a
The transformation of the ground is
course of activity (limited to a sentence or two)
camouflaged to look natural. Any creature that
and influence a creature you can see within range
can't see the area at the time the power was
that can hear and understand you. Creatures that
activated must make a Wisdom (Perception)
can't be charmed are immune to this effect. The
check against your power save DC to recognize
suggestion must be worded in such a manner as
the terrain as hazardous before entering it.
to make the course of action sound reasonable.
Asking the creature to stab itself, throw itself off
a building, immolate itself, or do some other
Stone Shape obviously harmful act ends the power.
The target must make a Wisdom saving throw.
4th level
On a failed save, it pursues the course of action
Activation Time: 1 action you described to the best of its ability. The
Range: Touch suggested course of action can continue for the
Roles: entire duration. If the suggested activity can be
Duration: Instantaneous completed in a shorter time, the power ends
You touch a stone object of Medium size or when the subject finishes what it was asked to
smaller or a section of stone no more than 5 feet do.
in any dimension and form it into any shape that You can also specify conditions that will
suits your purpose. So, for example, you could trigger a special activity during the duration. For
shape a large rock into a weapon, idol, or chest, example, you might suggest that a bank robber
or make a small passage through a wall, as long drive to the police station. If the condition isn't
as the wall is less than 5 feet thick. You could also met before the power expires, the activity isn't
shape a stone door or its frame to seal the door performed.
shut. The object you create can have up to two If you or any of your companions damage the
hinges and a latch, but finer mechanical detail target, the power ends.
isn't possible.

Summon Steed
Stoneskin 3rd level
4th level Activation Time: 1 minute (routine)
Activation Time: 1 action Range: 30 feet
Range: Self Roles:
Roles: Duration: 1 hour
Duration: Concentration, up to 8 hours A portal opens in an unoccupied space of your
This power allows you to transform your skin as choice within range and a steed such as a horse,

159

Kris Leask (Order #39280737)


zebra, or camel steps through. It is equipped At Higher Levels . When you use this power
with a saddle, bit, and bridle. Any of the using a power slot of 4th level or higher, the
equipment vanishes in small portal if it is carried damage increases by 1d6 for each slot level above
more than 1 feet away from the steed 3rd.
For the duration, you, or a creature you choose
can ride the steed. The creature uses the
statistics for a riding horse, except it has a speed
of 100 feet and can travel 60 miles in an hour, or
90 miles at a fast pace. When the power ends, a
System Targeting
portal opens and the steed is pulled back into the 1st level
portal, giving the rider 1 minute to dismount. Activation Time: 1 action
The power ends if you use an action to dismiss it Range: 30 feet
or if the steed takes any damage. Roles:
At Higher Levels . When you activate this power Duration: Concentration, up to 1 minute
using a power slot of 5 th level, you can summon a
A special gadget or other similar tech marks
flying mount such as a hippogryph or griffon.
targets and objects clearly identifying and
tracking them. Each object in a 20-foot cube
within range is outlined in a blue, red, or green
(your choice) targeting system. Any creature in
Superior Optical Camouflage the area when the power is activated is also
outlined in the laser light if it failed a Dexterity
4th level
saving throw. For the duration, the objects and
Activation Time: 1 action affected creatures shed dim light in a 10-foot
Range: Touch radius.
Roles: Any attack roll against an affected creature or
Duration: Concentration, up to 1 minute object has advantage if the attacker can see it,
You use your mind, mystic arts, or a gadget to and the affected creature or object can’t benefit
bend light around a creature rendering it from being invisible.
invisible to the naked eye. Anything the target is
wearing or carrying is invisible as long as it is on
the target's person.
Telekinetic Fling
1st level
Activation Time: 1 action
Range: 60 feet
Syphon Life Roles:
3rd level Duration: Instantaneous
Activation Time: 1 action
Choose one object weighing less than 50 pounds
Range: Self
within range that isn’t being worn or carried.
Roles:
You grab ahold of it with your mental or magical
Duration: Concentration, up to 1 minute
powers and send it flying in a straight line up to
The touch allows you to siphon life force from 90 feet in a direction you choose before falling
others to heal your wounds. Make a melee power back to the ground, stopping if it impacts against
attack against a creature within your reach. On a a surface. If the object would strike a creature,
hit, the target takes 3d6 necrotic damage, and that creature must make a Dexterity saving
you regain hit points equal to half the amount of throw. On a failed save, the object strikes the
necrotic damage dealt. Until the power ends, you target and stops moving. When the object strikes
can make the attack again on each of your turns something, the object and what it strikes each
as an action. take 4d4 bludgeoning damage.

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At higher levels. When you activate this power the powers effect, and the power emits a
using a power slot of 2nd level or higher, the thunderous boom audible out to 300 feet.
maximum weight of the object you can target At higher levels. When you activate this power
with this power increases by 10 pounds, and the using a power slot of 2nd level or higher, you can
damage increases by 2d4, for each slot level target one additional creature for each power
above 1st. slot level above 1st. The creatures must be within
30 feet of each other when you target them.

Tormenting Agony
1st level Toxic Cloud
3rd level
Activation Time: 1 action
Range: 60 feet Activation Time: 1 action
Roles: Range: 90 feet
Duration: Concentration, up to 1 minute Roles:
Duration: Concentration, up to 1 minute
With a psychic assault or mystic powers, a
creature of your choice that you can see within You create or release a 20-foot radius sphere of
range is ravaged by a tormenting unseen mental yellow, nauseating gas centered on a point
pain, falling to their knees in agony. The target within range. The cloud spreads around corners,
must succeed on a Wisdom saving throw or fall and its area is heavily obscured. The cloud
prone, becoming incapacitated and unable to lingers in the air for the duration.
stand for the duration. A creature with an Each creature that is completely within the
Intelligence score of 4 or less isn’t affected. cloud at the start of its turn must make a
At the end of each of its turns, and each time it Constitution saving throw against poison. On a
takes damage, the target can make another failed save, the creature spends its action that
Wisdom saving throw. The target has advantage turn retching and reeling. Creatures that don't
on the saving throw if it’s triggered by damage. need to breathe or are immune to poison
On a success, the power ends. automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour)
disperses the cloud after 4 rounds. A strong wind
(at least 20 miles per hour) disperses it after 1
round.
Thunderwave
1st level
Activation Time: 1 action
Range: Self (15-foot cube) Transmogrify
Roles: 4th level
Duration: Instantaneous
Activation Time: 1 action
A wave of thunderous forces sweeps out from Range: 60 feet
you. Each creature in a 15-foot cube originating Roles:
from you must make a Constitution saving Duration: Concentration, up to 1 hour
throw. On a failed save, a creature takes 2d8
thunder damage and is pushed 10 feet away from Using magic or a device, this power transforms a
you. On a successful save, the creature takes half creature that you can see within range into a new
as much damage and isn’t pushed. form. An unwilling creature must make a
In addition, unsecured objects that are Wisdom saving throw to avoid the effect. The
completely within the area of effect are power has no effect on a shapeshifter or a
automatically pushed 10 feet away from you by creature with 0 hit points.
The transformation lasts for the duration, or
until the target drops to 0 hit points or dies.

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The new form can be any beast whose You decide what triggers the trap when you
challenge rating is equal to or less than the activate the power. For traps set upon a surface,
target's (or the target's level if it doesn't have a the most typical triggers include touching or
challenge rating). The target's game statistics, standing on the trap, removing another object
including mental ability scores, are replaced by covering the trap, approaching within a certain
the statistics of the chosen beast. It retains its distance of the trap, or manipulating the object
alignment and personality. on which the trap is set. For traps within an
The target assumes the hit points of its new object, the most common triggers include
form. When it reverts to its normal form, the opening that object and approaching within a
creature returns to the number of hit points it certain distance of the object. Once a trap is
had before it transformed. If it reverts as a result triggered, this power ends.
of dropping to 0 hit points, any excess damage You can further refine the trigger so the power
carries over to its normal form. As long as the activates only under certain circumstances or
excess damage doesn't reduce the creature's according to physical characteristics (such as
normal form to 0 hit points, it isn't knocked height or weight), creature kind (for example,
unconscious. the trap could be set to affect shifters or
The creature is limited in the actions it can speedsters). You can also set conditions for
perform by the nature of its new form, and it creatures that don't trigger the trap, such as
can't speak, activate powers, or take any other those who say a certain password.
action that requires hands or speech. When you set a trap, choose one of the
The target's gear melds into the new form. The following traps.
creature can't activate, use, wield, or otherwise Anti-Gravity Trap. When triggered, the trap
benefit from any of its equipment. releases an anti-gravity energy in a 5-foot area.
One creature must succeed on a Constitution
saving throw. On a failure, the creature and any
loose objects rise vertically, up to 20 feet, and
remain suspended there for up to 10 minutes.
Trap Setting The trap can levitate a target that weighs up to
3rd level 500 pounds. If the creature leaves the 5-foot
Activation Time: 1 hour area, the effect ends.
Range: Touch The target can move only by pushing or pulling
Roles: against a fixed object or surface within reach
Duration: Until canceled or triggered (such as a wall or a ceiling), which allows it to
move as if it were climbing.
When you activate this power, you set a complex Explosive Trap. When triggered, the trap
trap designed to capture or harm other erupts with an explosion in a 20-foot radius
creatures, either upon a surface (such as a table sphere centered on the trap. The sphere spreads
or a section of floor or wall) or within an object around corners. Each creature in the area must
that can be closed (such as a book, cabinet, or make a Dexterity saving throw. A creature takes
drawer). The trap can cover an area no larger 5d8 acid, cold, fire, lightning, or thunder damage
than 10 feet in diameter. If the surface or object on a failed saving throw (your choice when you
is moved more than 10 feet from where you set create the trap), or half as much damage on a
the trap, the trap is broken, and the power ends successful one.
without being triggered.
The trap is nearly invisible and requires a
successful Intelligence (Investigation) check
against your power save DC to be found.

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Capturing Trap . When triggered, the trap range. You can make the wall up to 60 feet long,
releases a powerful carbide net in a 10-foot 20 feet high, and 1 foot thick, or a ringed wall up
radius sphere centered on the trap. Each creature to 20 feet in diameter, 20 feet high, and 1 foot
in the area must make a Dexterity saving throw. thick. The wall is opaque and lasts for the
A Large, two medium, or four small creatures duration.
is\are restrained until it is\they are freed. The When the wall appears, each creature within
carbide net has no effect on creatures that are its area must make a Dexterity saving throw. On
formless or creatures that are Huge or larger. A a failed save, a creature takes 5d8 fire damage, or
creature can use its action to make a DC 18 half as much damage on a successful save.
Strength check, freeing itself or another creature One side of the wall, selected by you when you
within its reach on a success. Dealing 30 slashing activated this power, deals 5d8 fire damage to
damage to the net (AC 13) also frees the creature each creature that ends its turn within 10 feet of
without harming it, ending the effect, and that side or inside the wall. A creature takes the
destroying the net. same damage when it enters the wall for the first
At Higher Levels . When you use this power time on a turn or ends its turn there. The other
with a power slot of 4th level or higher, the side of the wall deals no damage.
damage of an explosive trap increases by 1d8 for At Higher Levels . When you activate this power
each slot level above 3rd. using a power slot of 5th level or higher, the
damage increases by 1d8 for each slot level above
4th.

Vaccine
2nd level
Activation Time: 1 action
Range: Touch
Roles:
Duration: 1 hour

You inject a creature you touch with anti-


poison-and-disease ambro serum. If it is
poisoned or diseased, you neutralize the poison
or disease. If more than one poison or disease
afflicts the target, you neutralize one poison or Warding Bond
disease that you know is present, or you 2nd level
neutralize one at random.
Activation Time: 1 action
For the duration, the target has advantage on
Range: 30 feet
saving throws against being poisoned, and it has
Roles: Mystic, Psychic
resistance to poison damage.
Duration: 1 hour

You form a magical or psionic connection to a


willing creature within range until the power
ends. While the target is within 60 feet of you, it
Wall of Fire gains a +1 bonus to AC and saving throws, and it
4th level has resistance to all damage. Also, each time it
Activation Time: 1 action takes damage, you take the same amount of
Range: Touch damage.
Roles: The power ends if you or the target drop to 0
Duration: Concentration, up to 1 minute hit points or if you and the target become
separated by more than 60 feet. It also ends if the
You create a wall of fire on a solid surface within
power is activated again. You can also dismiss
the power as an action.

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Warp Web
4 level
th 2nd level

Activation Time: 1 action Activation Time: 1 action


Range: 500 feet Range: 60 feet
Roles: Roles:
Duration: Instantaneous Duration: 1 hour

Utilizing magic, a gadget, or your own power, You release a mass of thick, sticky webbing at a
you teleport yourself from your current location point of your choice within range. The webs fill a
to any other spot within range. You arrive at 20-foot cube from that point for the duration.
exactly the spot desired. It can be a place you can The webs are difficult terrain and lightly obscure
see, one you can visualize, or one you can their area.
describe by stating distance and direction, such If the webs aren't anchored between two solid
as "200 feet straight downward" or "upward to masses (such as walls or trees) or layered across
the northwest at a 45-degree angle, 300 feet." a floor, wall, or ceiling, the web collapses on
You can bring along objects as long as their itself, and the power ends at the start of your
weight doesn't exceed what you can carry. You next turn. Webs layered over a flat surface have a
can also bring one willing creature of your size or depth of 5 feet.
smaller who is carrying gear up to its carrying Each creature that starts its turn in the webs or
capacity. The creature must be within 5 feet of that enters them during its turn must make a
you when you activate this power. Dexterity saving throw. On a failed save, the
If you would arrive in a place already occupied creature is restrained as long as it remains in the
by an object or a creature, you and any creature webs or until it breaks free.
traveling with you each take 4d6 force damage, A creature restrained by the webs can use its
and the power fails to teleport you. action to make a Strength check against your
power save DC. If it succeeds, it is no longer
restrained.
The webs are flammable. Any 5-foot cube of
Water Breathing webs exposed to fire burns away in 1 round,
dealing 2d4 fire damage to any creature that
3rd level
starts its turn in the fire.
Activation Time: 1 action (routine)
Range: 30 feet
Roles:
Duration: 24 hours

This power grants up to ten willing creatures you


can see within range the ability to breathe
underwater until the power ends. Affected
creatures also retain their normal mode of
respiration.

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Wild Vines Wind Wall
4 level
th 3rd level

Activation Time: 1 action Activation Time: 1 action (routine)


Range: 90 feet Range: 120 feet
Roles: Roles:
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Squirming, lashing, green tentacle-like vines fill A wall of strong wind rises from the ground at a
a 20-foot square on ground that you can see point you choose within range. You can make the
within range. For the duration, these vines turn wall up to 50 feet long, 15 feet high, and 1 foot
the ground in the area into difficult terrain. thick. You can shape the wall in any way you
When a creature enters the affected area for choose so long as it makes one continuous path
the first time on a turn or starts its turn there, along the ground. The wall lasts for the duration.
the creature must succeed on a Dexterity saving When the wall appears, each creature within
throw or take 3d6 bludgeoning damage and be its area must make a Strength saving throw. A
restrained by the wild lashing vines until the creature takes 3d8 bludgeoning damage on a
power ends. A creature that starts its turn in the failed save, or half as much damage on a
area and is already restrained by the vines takes successful one.
3d6 bludgeoning damage. The strong wind keeps fog, smoke, and other
A creature restrained by the vines can use its gases at bay. Small or smaller flying creatures or
action to make a Strength or Dexterity check (its objects can't pass through the wall. Loose,
choice) against your power save DC. On a lightweight materials brought into the wall fly
success, it frees itself. upward. Arrows, bullets, and other ordinary
projectiles launched at targets behind the wall
are deflected upward and automatically miss.
Creatures in gaseous form can't pass through it.

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POWER SLOT ENHANCEMENTS
The Character Advancement table shows you
Heroes are always out to improve themselves,
how many power slots you have. The table also
either by further physical training, educational
shows what the level of those reserves are; all of
training, or just an upgrade to their armor and
your power slots are the same level. To use one of
arsenals. Enhancements imbue the hero with
your powers of 1st level or higher, you must
additional features, powers, and knowledge.
expend a power slot. You regain all expended
Most enhancements are more passive effects
power slots when you finish a short or long rest.
than most their powers. Enhancements can be
For example, when you are a 5th level blaster,
acquired only once, unless otherwise specified.
you have two 3rd-level power slots. To activate
the 1st-level power witch bolt, you must spend
one of those slots, and you use it as a 3rd-level
power.
Acolyte
You gain proficiency in the Insight and Lore
skills.
POWERS KNOWN OF 1ST LEVEL You gain 3 Adept points. Whenever you make
an ability check using Insight or Lore, you spend
AND HIGHER one Adept point to roll a d6 and add it to the
result. You can choose to spend one of your
At 1st level, you know two 1st-level powers of Adept points after you roll the die, but before the
your choice from the powers list. outcome is determined.
The Powers Known column of the Character You regain expended Adept points when you
Advancement table shows when you learn more finish a long rest.
powers of your choice of 1st level and higher. A
power you choose must be of a level no higher
than what’s shown in the table’s Power slot
Level column for your level. When you reach 6th
level, for example, you learn a new power, which Actor
can be 1st, 2nd, or 3rd level. You gain proficiency in the Deception and
Additionally, when you gain a level, you can Performance skills.
choose one of the powers you already know and You gain 3 Adept points. Whenever you make
replace it with another power from the powers an ability check using Deception and
list, which also must be of a level for which you Performance, you spend one Adept point to roll a
have powers. d6 and add it to the result. You can choose to
spend one of your Adept points after you roll the
die, but before the outcome is determined.
You regain expended Adept points when you

POWER ABILITY
finish a long rest.

Your power’s ability is determined by your origin


as shown on the Power Ability by the Origin
table, so you use that ability whenever a power
refers to your power’s ability. In addition, you
Additional Appendage
You have up to two special appendages that grow
use the chosen ability modifier when setting the
from your body. They take the form of a tail,
saving throw DC for a power you use and when
extra arms, tentacles, or some other extremity of
making an attack roll with one.
your choosing. Your new appendages count as
Power save DC = 8 + your proficiency bonus +
natural weapons, which you can use to make an
your power ability
unarmed strike. If you hit with it, the target takes
Power attack modifier = your proficiency bonus +
your power ability.

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1d4 + your Strength modifier of a damage type
Athlete
appropriate for the new limb. As an action, you
You gain proficiency in the Athletics and
can use one of them to try and grapple a creature.
Acrobatics skills.
If you make an attack with a special appendage,
You gain 3 Adept points. Whenever you make
you can use a bonus action to grapple the target.
an ability check using Athletics and, you spend
These appendages aren’t prehensile so they can’t
one Adept point to roll a d6 and add it to the
manipulate anything and can’t use weapons or
result. You can choose to spend one of your
similar equipment.
Adept points after you roll the die, but before the
outcome is determined.
You regain expended Adept points when you
finish a long rest.
Agonizing Blast
When you make a ranged power attack, add a d4
to the damage it deals on a hit.
Beguiler
You gain proficiency in the Deception and
Persuasion skills.
You gain 3 Adept points. Whenever you make
Amorphous an ability check using Deception and Persuasion,
You can alter and twist the shape of your body you spend one Adept point to roll a d6 and add it
like a putty, allowing you to move through tight to the result. You can choose to spend one of your
spaces as narrow as 1 inch wide without Adept points after you roll the die, but before the
squeezing. outcome is determined.
You regain expended Adept points when you
finish a long rest.

Amphibious
You grow a pair of fish gills in addition to your
normal lungs. This allows you to breathe air and Born of Magic
water. Additionally, you grow fins that grant you You have advantage on saving throws against
a swim speed equal to double your walking being charmed, and magic can’t put you to sleep.
speed. You can cast the speak with animals’
power at-will. This power only works on
creatures with a swim speed.

Brilliant Mind
You’re imbued with an extraordinary quick
intellect. You have a +2 bonus to Intelligence
Artificial Intelligence saving throws.
Prerequisite: Battlesuit
You install an artificial intelligence into your
battlesuit. While wearing your battlesuit, when
you make an ability check, you can use your
bonus action to allow your battlesuit’s artificial Brutal Critical
intelligence to aid you. Roll a d4 and add the You can roll one additional weapon damage die
number rolled to your ability check. when determining the extra damage for a critical
hit with a melee attack.
This increases to two additional dice at 13th
level and three additional dice at 17th level.

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Chilled Body Desperate Escape
You gain resistance to cold damage, and a You can expend two Stamina Dice as a reaction to
creature that touches you, hits you with a melee, turn a critical hit into a normal hit on you.
or starts or ends its turn within 5 feet of you
must succeed on a Constitution saving throw or
take cold damage equal to your proficiency
bonus.
Detective
You gain proficiency in the Investigation and
Insight skills.
You gain 3 Adept points. Whenever you make
Cover Fire an ability check using Investigation or Insight,
If you hit an enemy with a ranged attack, you can you spend one Adept point to roll a d6 and add it
inflict half damage. One ally within 10 feet of the to the result. You can choose to spend one of your
target can use its reaction to take the Disengage Adept points after you roll the die, but before the
action and move up to half its movement speed. outcome is determined.
You regain expended Adept points when you
finish a long rest.

Crackling Body
You gain resistance to lightning damage, and a
creature that touches you, hits you with a melee Dominating Presence
attack, or starts or ends its turn within 5 feet of You have an extraordinarily dominating
you must succeed on a Constitution saving throw personality. You have a +2 bonus to Charisma
or take lightning damage equal to your saving throws.
proficiency bonus.

Dueling Fighting Style


Cunning Action When you are wielding a melee weapon in one
Your quick thinking, tech gear, super speed, or hand and no other weapons, you gain a +2 bonus
fast reflexes allow you to move and act quickly. to damage rolls with that weapon.
You can take a bonus action on each of your turns
in combat. This action can be used only to take
the Dash, Disengage, or Hide Action.

Druidic
You gain proficiency in the Animal Handling and
Nature skills.
Damage Transfer You gain 3 Adept points. Whenever you make
While you are grappling a creature, you only take an ability check using Animal Handlin or Nature,
half the damage dealt to you, and the creature you spend one Adept point to roll a d6 and add it
grappled by you takes the other half. to the result. You can choose to spend one of your
Adept points after you roll the die, but before the
outcome is determined.
You regain expended Adept points when you
finish a long rest.
Defensive Fighting Style
While you are wearing armor or wielding a
weapon, you gain a +1 bonus to AC.

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Emergency Medical Technician Push the Limit
You gain proficiency in the Medicine and Nature During a short rest, you can expend half the total
skills. number of your Stamina Dice to regain one use of
You gain 3 Adept points. Whenever you make a feature that normally requires a short or long
an ability check using Medicine or Perception, rest to recover.
you spend one Adept point to roll a d6 and add it
to the result. You can choose to spend one of your
Adept points after you roll the die, but before the
outcome is determined.
You regain expended Adept points when you Grappler
finish a long rest. You gain the upper hand in almost any close
combat situation. You have advantage on all
grapple checks.

Expertise
Choose a skill or tool of your choice you are
proficient in. Your proficiency bonus is doubled Great Weapon Fighting Style
for any ability check you make that uses the When you roll a 1 or 2 on a damage die for an
chosen proficiency. attack you make with a melee weapon that you
are wielding with two hands, you can reroll the
die and must use the new roll. The weapon must
have the two-handed or versatile property for
you to gain this benefit.
Extra Attack
Prerequisite: 5 th level and a Strength or Dexterity
score of 15
You can attack twice, instead of once, whenever
you take the Attack action on your turn. Hacker
You gain proficiency in the Investigation and
Technology skills.
You gain 3 Adept points. Whenever you make
an ability check using Investigation or
Eagle Eyes Technology, you spend one Adept point to roll a
You can see up to 1 mile away with no difficulty, d6 and add it to the result. You can choose to
so long as you have line of sight. You are able to spend one of your Adept points after you roll the
discern even fine details as though looking at die, but before the outcome is determined.
something no more than 100 feet way from you. You regain expended Adept points when you
Additionally, dim light doesn’t impose finish a long rest.
disadvantage on your Wisdom (Perception)
checks.

Heated Body
You gain resistance to fire damage, and a
Force Armor creature that touches you, hits you with a melee
Prerequisite: Mystic attack, or starts or ends its turn within 5 feet of
You can activate force armor on yourself at will, you must succeed on a Constitution saving throw
without expending a power slot. or take fire damage equal to your proficiency
bonus.

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Heavy Arms Infiltrator
When you make a ranged weapon attack that You gain proficiency in the Deception and Stealth
requires a saving throw. The target takes half skills.
damage on a successful save instead of no You gain 3 Adept points. Whenever you make
damage. an ability check using Deception or Stealth, you
spend one Adept point to roll a d6 and add it to
the result. You can choose to spend one of your
Adept points after you roll the die, but before the
outcome is determined.
Heightened Intuition You regain expended Adept points when you
You have a wary eye, and a powerful gut feeling finish a long rest.
when something is going to go sideways. When
you roll for initiative, you can choose to move
yourself to the location above the player who
would have gone before.
Integrated Weapon Armaments
You gain proficient in a martial weapon of your
choice if you aren’t already proficient. Choose a
Historian martial weapon. Your cybernetic or nanotech
You gain proficiency in the Lore and gear is programmed to take on the form and
Investigation skills. function of your chosen weapon. You can form
You gain 3 Adept points. Whenever you make the weapon in a free hand as a bonus action. You
an ability check using Lore or Investigation, you can dismiss the weapon at any time without any
spend one Adept point to roll a d6 and add it to action from you.
the result. You can choose to spend one of your
Adept points after you roll the die, but before the
outcome is determined.
You regain expended Adept points when you
finish a long rest.
Juggernaut Strength
Prerequisite: 16 Strength score
Your massive bulk and strength make you a
nearly unstoppable juggernaut. You count as one
size larger when determining your carrying
Improved Aura capacity and the weight you can push, drag, or
You’re able to project your auras a bit further lift. Additionally, you deal double damage to
than normal. You increase the range of a feature objects and structures.
such as heated body that projects an aura by 5
feet. This effect stacks with other features that
increase your aura’s range.

Lightning Reflexes
You’re imbued with extraordinary sharp reflexes.
Improved Fortitude You have a +2 bonus to Dexterity saving throws.

Your body is extremely resilient, allowing you to


easily take blows that would cause others to
flinch. You have a +2 bonus to Constitution
saving throws.
Marksmen Fighting Style
You gain a +2 bonus to attack rolls you make
with ranged weapons.

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More Power Plan of Attack
You spend less effort focusing on your less You can use the Help action as a bonus action.
potent powers, giving up the weaker powers for Additionally, when you use the Help action to aid
more powerful abilities. You increase your an ally in attacking a creature, you don’t need to
number of power slots by 1, but reduce your At- be within 5 feet of the target. Instead, the target
wills known by 1, your powers known by 1, and of that attack can be within 30 feet of you, if the
your enhancements known by 1. target can see or hear you.

Potent Summons
Natural Weapons You’re able to summon the strongest most
You have claws, fangs, spines, horns, a tail, or a
resilient of creatures to aid you. Creatures you
different natural weapon of your choice. Your
conjure with powers such as conjure animals
unarmed strikes deal 1d6 bludgeoning, piercing,
appear with their maximum hit points.
or slashing damage, as appropriate to the natural
weapon you choose, and you are proficient with
your unarmed strikes. You can attack as though
your natural weapons have the light and finesse
property. This effect does not stack with Powerful Build
Unarmed Power. Your carrying capacity and the weight you can
push, drag, lift or throw doubles. You can move
your normal speed while grappling only a single
creature.
Naturally Stealthy
You can attempt to hide even when you are
obscured only by a creature that is at least the
same size as you or even when you are lightly
obscured by natural phenomena such as foliage, Precision
heavy rain, and similar effects. When you roll attack damage, every die roll of 1 is
treated as a 2.

Pick Pocket
You gain proficiency in the Perception and
Protection Fighting Style
Sleight of Hand skills.
When a creature you can see attacks a target
You gain 3 Adept points. Whenever you make
other than you that is within 5 feet of you, you
an ability check using Perception or Sleight of
can use your reaction to impose disadvantage on
Hand, you spend one Adept point to roll a d6 and
the attack roll.
add it to the result. You can choose to spend one
of your Adept points after you roll the die, but
before the outcome is determined.
You regain expended Adept points when you
finish a long rest. Quick Draw
While you are wielding a one-handed ranged
weapon, other creatures provoke an opportunity
attack from you when they enter your reach.

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Reactive Shifting Sage
Prerequisite: Shapeshifting You gain proficiency in the Lore and
Your ability to shift becomes fine-tuned to your Investigation skills.
instincts, allowing you to shift in reaction to You gain 3 Adept points. Whenever you make
most situations. You can use a reaction to an ability check using Lore or Investigation, you
activate your shift. This expends two uses of your spend one Adept point to roll a d6 and add it to
Shifting. You cannot use this feature if you do the result. You can choose to spend one of your
not have at least two uses of your Shifting Adept points after you roll the die, but before the
feature. outcome is determined.
You regain expended Adept points when you
finish a long rest.

Reckless Attack
You can throw aside all concern for defense to
attack with fierce desperation. When you make Sage Advice
your first attack on your turn, you can decide to You can spend 10 minutes spreading your
attack recklessly. Doing so gives you advantage knowledge and experience, advising those around
on melee attack rolls using Strength during this you. When you do so, choose a skill or tool you are
turn, but attack rolls against you have advantage proficient with and up to six friendly creatures
until the start of your next turn. within 30 feet of you who can hear you and who
can understand you. Once within the next hour,
the next time each creature would make an ability
check with the chosen skill or tool, they may add
their proficiency bonus to the roll if they are not
Push Through the Pain already proficient. If a creature is targeted by this
You can spend a Stamina Die as an action to feature again before using it, they can choose to
temporarily ignore a condition. Roll the Stamina retain the first benefit or replace it with the new
Die. The number rolled determines the number skill or tool instead.
of rounds you ignore the condition’s effect. This You can use this feature a number of times
does not apply to the following conditions: equal to your proficiency bonus. You regain
Paralyzed or Stunned. While pushing through the expended uses when you finish a long rest.
pain, you do not roll saving throws that allow
you to end the effect. Once this effect ends, the
condition continues.

Savage Strikes
When you score a critical hit with a melee attack,
if you roll a 1 on a damage die, you can reroll the
Relentless Endurance die and must use the new roll, even if the new
When you are reduced to 0 hit pints but not killed roll is a 1.
outright, you can drop to 1 hit point instead. You
can’t use this feature again until you finish a
short or long rest.

Shield Master
The shield is more than just a defensive tool to
you. It is a versatile weapon. If you are not
Resilient already proficient is shields, you become
During a short rest, you can expend two Stamina proficient. Your shield becomes a melee weapon
Dice to recover a single level of exhaustion. You that does 1d6 bludgeoning damage. Additionally,
can only use this feature once every hour. it gains the Thrown (range 20/60) property.

172

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Echo Sensors Unarmed Power
Prerequisite: 7 level
th
Prerequisite: 15 or higher Strength or Dexterity
You can activate echo sensors to gain blindsight Score
to a range of 30 feet, you have advantage on When you engage in unarmed combat, you can
Wisdom (perception) checks that rely on sound, use Dexterity instead of Strength for the attack
as long as you’re not deafened. This feature lasts and damage rolls of your unarmed strikes.
for 1 minute. You can use this feature a number You can roll a d8 in place of the normal damage
of times equal to your proficiency bonus. Once all of your unarmed strikes. This die changes as you
uses are expended, you must finish a long rest gain levels. Starting at 11th level it increases to a
before you can use this feature again. d10.

Steadfast Resolve Unconquerable Will


You are able to push yourself beyond your limits You’re extraordinarily more strong-willed than
for a moment. You can use a bonus action or most others. You have a +2 bonus to Wisdom
reaction to temporarily increase your proficiency saving throws.
bonus by 1 for 1 minute.
Once you use this feature, you cannot use it
again until you finish long rest.

Web Walker
You ignore movement restrictions caused by
webbing. In addition, while in contact with a
Standing Leap web, you know the exact location of any other
Your long jump is up to 30 feet and your high creature in contact with the same web.
jump is up to 15 feet, with or without a running
start.

Weapon Master
You master several mundane weapons. You
Survivalist become proficient with any four martial weapons
You gain proficiency in the Nature and Survival of your choice. You can take this enhancement
skills. more than once.
You gain 3 Adept points. Whenever you make
an ability check using Nature or Survival you
spend one Adept point to roll a d6 and add it to
the result. You can choose to spend one of your
Adept points after you roll the die, but before the
outcome is determined.
You regain expended Adept points when you
finish a long rest.

Two-Weapon Fighting Style


When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack. Starting at 12th level, you can
make two attacks with your bonus action attack
instead of just one.

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Kris Leask (Order #39280737)


SIGNATURE POWERS
issue any commands to the construct creature, it
defends itself from hostile creatures but
otherwise takes no actions.
Starting at 11th level, deviants have been working
If your concentration is broken, the construct
with and practicing their power for some time.
creature doesn't disappear. Instead, you lose
This has led to a masterful understanding. They
control of the construct creature, it becomes
begin to gain access some of their most potent
hostile toward you and your companions, and it
powers. These powers can be used once per long
might attack. An uncontrolled construct creature
rest and don’t require a power slot to use.
can't be dismissed by you, and it disappears 1
hour after you summoned it.
The Overseer has the construct creature's
statistics.
Ambrostim Dart
Signature
Activation Time: 1 action
Range: 60 feet Big Bang
Roles: Signature
Duration: Instantaneous
Activation Time: 1 action
You release an ambro frilled dart from a weapon, Range: 60 feet
gadget, or similar device at a creature that you Roles:
can see within range. A surge of condensed Duration: Instantaneous
ambrosia rushes through the creature, causing it
You send cosmic negative energy coursing
to regain 90 hit points. This power also ends
through a creature that you can see within range,
blindness, deafness, and any diseases affecting
causing it searing pain. The target must make a
the target. This power has no effect on
Constitution saving throw. It takes 8d8 + 40
constructs or undead
necrotic damage on a failed save, or half as much
damage on a successful one.
A humanoid killed by this power rises at the
start of your next turn as a violet fungus with a
Automaton Reinforcements movement speed of 15 feet. It is permanently
under your command, following your verbal
Signature
orders to the best of its ability.
Activation Time: 1 minute
Range: 90 feet
Roles:
Duration: Concentration, up to 1 hour

You send out a signal to call forth a robot you Black Hole
own or have hacked from someone else. It must Signature
be a construct of challenge rating 7 or lower or a Activation Time: 1 action
construct that takes the form of a beast of Range: 150 feet
challenge rating 7 or lower. It appears in an Roles:
unoccupied space that you can see within range. Duration: Instantaneous
The construct creature falls apart when it drops
You create a black sphere of negative energy
to 0 hit points or retreats when this power ends.
from your hands, weapon, or gadget that ripples
The construct creature is friendly to you and
out in a 60-foot radius sphere from a point
your companions for the duration. Roll initiative
within range. Each creature in that area must
for the creature, which has its own turns. It
make a Constitution saving throw. A target takes
obeys any verbal commands that you issue to it
12d6 necrotic damage on a failed save, or half as
(no action required by you), as long as they don't
much damage on a successful one.
violate its alignment programming. If you don't

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Kris Leask (Order #39280737)


SPELL: CONTROL WEATHER (PRECIPITATION)
Chain Lightning
Signature Stage Condition

Activation Time: 1 action 1 Clear


Range: 150 feet 2 Light clouds
Roles: 3 Overcast or ground fog
Duration: Instantaneous
4 Rain, hail, or snow
You create a bolt of lightning from your hands, 5 Torrential rain, driving hail, or blizzard
weapon, or gadget that arcs toward a target of
your choice that you can see within range. Five SPELL: CONTROL WEATHER (TEMPERATURE)
bolts then leap from that target to as many as
Stage Condition
five other targets, each of which must be within
30 feet of the first target. A target can be a 1 Unbearable heat
creature or an object and can be targeted by only 2 Hot
one of the bolts.
3 Warm
A target must make a Dexterity saving throw.
The target takes 10d8 lightning damage on a 4 Cool
failed save, or half as much damage on a 5 Cold
successful one. Each target becomes shocked. 6 Arctic cold

SPELL: CONTROL WEATHER (WIND)


Stage Condition
Contingency
1 Calm
Signature
2 Moderate wind
Activation Time: 5 minutes
Range: Self 3 Strong wind
Roles: 4 Gale
Duration: 10 days 5 Storm
Choose any non-signature power that you can
use, that has an activation time of 1 action, and
that can target you. You use that power-called
the contingent power-as part of activation
contingency, expending power slots for both, but Control Weather
the contingent power doesn't come into effect. Signature
Instead, it takes effect when a certain Activation Time: 10 minutes
circumstance occurs. You describe that Range: Self (1-mile radius)
circumstance when you use the two powers. For Roles:
example, a contingency activated with water Duration: Concentration, up to 8 hours
breathing might stipulate that water breathing
comes into effect when you are engulfed in water You take control of the weather within 5 miles of
or a similar liquid. you for the duration. You must be outdoors to
The contingent power takes effect immediately activate this power. Moving to a place where you
after the circumstance is met for the first time, don't have a clear path to the sky ends the spell
whether or not you want it to, and then early.
contingency ends. When you activate this power, you change the
The contingent power takes effect only on you, current weather conditions, which are
even if it can normally target others. You can use determined by the Overseer based on the climate
only one contingency power at a time. If you and season. You can change precipitation,
activate this power again, the effect of another temperature, and wind. It takes 1d4 × 10 minutes
contingency power on you ends. for the new conditions to take effect. Once they

175

Kris Leask (Order #39280737)


do so, you can change the conditions again. duration. If you or creatures that are friendly to
When the power ends, the weather gradually you are fighting it, it has advantage on the saving
returns to normal. throw.
When you change the weather conditions, find While the creature is charmed, you have a
a current condition on the following tables, and telepathic link with it as long as the two of you
change its stage by one, up or down. When are on the same realm of existence. You can use
changing the wind, you can change its direction. this telepathic link to issue commands to the
creature while you are conscious (no action
required), which it does its best to obey. You can
specify a simple and general course of action,
Disintegrate such as "Attack that creature," "Run over there,"
Signature or "Fetch that object." If the creature completes
the order and doesn't receive further direction
Activation Time: 1 action
from you, it defends and preserves itself to the
Range: 60 feet
best of its ability.
Roles:
You can use your action to take total and
Duration: Instantaneous
precise control of the target. Until the end of
A massive purple and red ray springs from your your next turn, the creature takes only the
hand, eyes, weapon, or similar feature to a target actions you choose, and doesn't do anything that
that you can see within range. The target can be a you don't allow it to do. During this time, you
creature, an object, or a creation of magical can also cause the creature to use a reaction, but
force, such as the wall created by wall of force. this requires you to use your own reaction as
A creature targeted by this power must make a well.
Dexterity saving throw. On a failed save, the Each time the target takes damage, it makes a
target takes 16d6 + 40 force damage. The target new Wisdom saving throw against the power. If
is disintegrated if this damage leaves it with 0 hit the saving throw succeeds, the power ends.
points.
A disintegrated creature and everything it is
wearing and carrying, except magic items, are
reduced to a pile of fine gray dust. The creature
can be restored to life only by means of a true
Earthquake
Signature
resurrection.
This power automatically disintegrates a Large Activation Time: 1 action
or smaller nonmagical object or a creation of Range: 500 feet
magical force. If the target is a Huge or larger Roles:
object or creation of force, this power Duration: Concentration, up to 1 minute
disintegrates a 10-foot cube portion of it. A You create a seismic disturbance at a point on the
magic item is unaffected by this power. ground that you can see within range. For the
duration, an intense tremor rips through the
ground in a 100-foot radius circle centered on
that point and shakes creatures and structures in
Dominate Creature contact with the ground in that area.
Signature The ground in the area becomes difficult
terrain.
Activation Time: 1 action
Each creature on the ground that is
Range: 60 feet
concentrating must make a Constitution saving
Roles:
throw. On a failed save, the creature's
Duration: Concentration, up to 8 hours
concentration is broken.
You attempt to beguile a creature that you can When you cast this spell and at the end of each
see within range. It must succeed on a Wisdom turn you spend concentrating on it, each creature
saving throw or be charmed by you for the on the ground in the area must make a Dexterity
saving throw. On a failed save, the creature is

176

Kris Leask (Order #39280737)


knocked prone. 60 feet away.
While on the Ethereal Realm, you can only
This spell can have additional effects affect and be affected by other creatures on that
depending on the terrain in the area, as plane. Creatures that aren't on the Ethereal
determined by the Overseer. Realm can't perceive you and can't interact with
Fissures. Fissures open throughout the spell's you, unless a special ability or power has given
area at the start of your next turn after you cast them the ability to do so.
the spell. A total of 1d6 such fissures open in You ignore all objects and effects that aren't on
locations chosen by the Overseer. Each is 1d10 × the Ethereal Realm, allowing you to move
10 feet deep, 10 feet wide, and extends from one through objects you perceive on the plane you
edge of the spell's area to the opposite side. A originated from.
creature standing on a spot where a fissure When the power ends, you immediately return
opens must succeed on a Dexterity saving throw to the realm you originated from in the spot you
or fall in. A creature that successfully saves currently occupy. If you occupy the same spot as
moves with the fissure's edge as it opens. a solid object or creature when this happens, you
A fissure that opens beneath a structure causes are immediately shunted to the nearest
it to automatically collapse (see below). unoccupied space that you can occupy and take
Structures . The tremor deals 50 bludgeoning force damage equal to twice the number of feet
damage to any structure in contact with the you are moved.
ground in the area when you cast the spell and at This power has no effect if you activate it while
the start of each of your turns until the spell you are on the Ethereal Realm.
ends. If a structure drops to 0 hit points, it
collapses and potentially damages nearby
creatures. A creature within half the distance of a
structure's height must make a Dexterity saving
throw. On a failed save, the creature takes 5d6 Feeblemind
bludgeoning damage, is knocked prone, and is Signature
buried in the rubble, requiring a DC 20 Strength Activation Time: 1 action
(Athletics) check as an action to escape. The Range: 150 feet
Overseer can adjust the DC higher or lower, Roles:
depending on the nature of the rubble. On a Duration: Instantaneous
successful save, the creature takes half as much
damage and doesn't fall prone or become buried. You blast the mind of a creature that you can see
within range, attempting to shatter its intellect
and personality. The target takes 5d6 psychic
damage and must make an Intelligence saving
throw.
Etherealness On a failed save, the creature's Intelligence and
Signature Charisma scores become 1. The creature can't
activate powers, use gear, understand language,
Activation Time: 1 action
or communicate in any intelligible way. The
Range: Self
creature can, however, identify its friends, follow
Roles:
them, and even protect them.
Duration: Up to 8 hours
At the end of every 30 days, the creature can
You step into the border regions of the Ethereal repeat its saving throw against this power. If it
Realm in the area where it overlaps with your succeeds on its saving throw, the spell ends.
current plane. You remain there for the duration The power can also be ended by greater
or until you use your action to dismiss the power. restoration or heal.
During this time, you can move in any direction.
If you move up or down, every foot of movement
costs an extra foot. You can see and hear the
realm you originated from, but everything there
looks gray, and you can't see anything more than

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Fire Storm You create a magical ward or complex technical
defense system against magical or super
Signature
powered travel that protects up to 40,000 square
Activation Time: 1 action feet of floor space to a height of 30 feet above the
Range: 150 feet floor. For the duration, creatures can't teleport
Roles: into the area, fly, use superspeed or use portals
Duration: Instantaneous or similar forms of transportation to enter the
With a device or a power, you create a storm area. The power proofs the area against planar
made up of sheets of roaring flame appears in a travel, and therefore prevents creatures from
location you choose within range. The area of the accessing the area by way of the Ethereal Realm,
storm consists of up to ten 10-foot cubes, which or the realm shift power.
you can arrange as you wish. Each cube must In addition, the power damages types of
have at least one face adjacent to the face of creatures that you choose when you use it.
another cube. Each creature in the area must Choose one or more of the following: celestials,
make a Dexterity saving throw. It takes 7d10 fire constructs, elementals, fey, fiends, and undead.
damage on a failed save, or half as much damage When a chosen creature enters the power’s area
on a successful one. for the first time on a turn or starts its turn
The fire damages objects in the area and there, the creature takes 8d10 radiant damage.
ignites flammable objects that aren't being worn When you use this power, you can designate a
or carried. If you choose, plant life in the area is password. A creature that speaks the password as
unaffected by this power. it enters the area takes no damage from the
power.
The power's area can't overlap with the area of
another forbiddance power. If you activate
forbiddance every day for 30 days in the same
Foresight location, the power lasts until it is canceled.
Signature
Activation Time: 1 minute
Range: Self
Roles:
Freezing Sphere
Duration: Concentration, up to 8 hours
Signature
You touch a willing creature and bestow a limited Activation Time: 1 action
ability to see into the immediate future. For the Range: 300 feet
duration, the target can't be surprised and has Roles:
advantage on attack rolls, ability checks, and Duration: Concentration, up to 10 minutes
saving throws. Additionally, other creatures have
disadvantage on attack rolls against the target A frigid globe of cold energy streaks from your
for the duration. hand, weapon, gadget, or similar device to a
This spell immediately ends if you cast it again point of your choice within range, where it
before its duration ends. explodes in a 60-foot radius sphere. Each
creature within the area must make a
Constitution saving throw. On a failed save, a
creature takes 12d6 cold damage. On a successful
save, it takes half as much damage.
Forbiddance If the globe strikes a body of water or a liquid
Signature that is principally water (not including water-
based creatures), it freezes the liquid to a depth
Activation Time: 10 minutes
of 6 inches over an area 30 feet square. This ice
Range: Touch
lasts for 1 minute. Creatures that were swimming
Roles:
on the surface of frozen water are trapped in the
Duration: 1 day

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ice. A trapped creature can use an action to make
Kinetic Blade
a Strength check against your power save DC to
Signature
break free.
You can refrain from firing the globe after Activation Time: 1 action
completing the power if you wish. A small globe Range: Self
about the size of a sling stone, cool to the touch, Roles:
appears in your hand. At any time, you, or a Duration: Concentration, up to 1 minute
creature you give the globe to, can throw the Using a gadget, psionic, or magical power, you
globe (to a range of 40 feet) or hurl it with a sling summon a blade of pure kinetic force in an
(to the sling's normal range). It shatters on empty hand. The power resembles a greatsword
impact, with the same effect as the normal use of but can take any form you desire. It lasts for the
the power. You can also set the globe down duration.
without shattering it. After 1 minute, if the globe When you activate this power, you make a
hasn't already shattered, it explodes. melee power attack against a target of your
choice within your reach. On a hit, the target
takes 4d10 force damage. Until the power ends,
you can use a bonus action on each of your turns
to repeat this attack against the same target or a
Glibness different one.
Signature
Activation Time: 1 action
Range: Self
Roles:
Duration: 2 hours Kinetic Cage
Signature
Until the power ends, when you make a Charisma
check, you can replace the number you roll with Activation Time: 1 action
a 15. Additionally, no matter what you say, Range: 100
powers that would determine if you are telling Roles:
the truth indicates that you are being truthful. Duration: 1 hour

Using a power or device, you create an immobile,


invisible, cube-shaped prison composed of
kinetic energy that springs into existence around
an area you choose within range. The prison can
Globe of Invulnerability be a cage or a solid box, as you choose.
Signature
A prison in the shape of a cage can be up to 20
Activation Time: 1 action feet on a side and is made from 1/2-inch
Range: Self (10-foot radius) diameter bars spaced 1/2 inch apart.
Roles: A prison in the shape of a box can be up to 10
Duration: Concentration, up to 1 minute feet on a side, creating a solid barrier that
prevents any matter from passing through it and
An immobile, faintly shimmering barrier springs
blocking any powers activated into or out from
into existence in a 10-foot radius around you and
the area.
remains for the duration.
When you activate this power, any creature
Any power of 5th level or lower activated from
that is completely inside the cage's area is
outside the barrier can't affect creatures or
trapped. Creatures only partially within the area,
objects within it, even if the power is activated
or those too large to fit inside the area, are
using a higher-level power slot. Such a power
pushed away from the center of the area until
can target creatures and objects within the
they are completely outside the area.
barrier, but the power has no effect on them.
A creature inside the cage can't leave it by
Similarly, the area within the barrier is excluded
nonmagical means. If the creature tries to use
from the areas affected by such powers.
teleportation or similar travel powers to leave

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the cage, it must first make a Charisma saving
Meteor Swarm
throw. On a success, the creature can use that
Signature
power to exit the cage. On a failure, the creature
can't exit the cage and wastes the use of the Activation Time: 1 action
power or effect. The cage also extends into the Range: 1 mile
Ethereal Realm, blocking ethereal travel. Roles:
This power can't be dispelled by dispel magic. Duration: Instantaneous

Blazing orbs of fire plummet to the ground at


four different points you can see within range.
Each creature in a 30-foot radius sphere
centered on each point you choose must make a
Massive Mirage Dexterity saving throw. The sphere spreads
Signature
around corners. A creature takes 20d6 fire
Activation Time: 10 minutes damage and 20d6 bludgeoning damage on a
Range: Sight failed save, or half as much damage on a
Roles: successful one. A creature in the area of more
Duration: 15 Days than one fiery burst is affected only once.
The power damages objects in the area and
Using holographic tech or powers, you make
ignites flammable objects that aren't being worn
terrain in an area up to 1 square mile look, sound,
or carried.
smell, and even feel like some other sort of
terrain. The terrain's general shape remains the
same, however. Open fields or a road could be
made to resemble a swamp, hill, crevasse, or
some other difficult or impassable terrain. A
Mind Blank
pond can be made to seem like a grassy meadow,
Signature
a precipice like a gentle slope, or a rock-strewn
gully like a wide and smooth road. Activation Time: 1 action
Similarly, you can alter the appearance of Range: Touch
structures, or add them where none are present. Roles:
The power doesn't disguise, conceal, or add Duration: 24 hours
creatures. Until the power ends, one willing creature you
The illusion includes audible, visual, tactile, touch is immune to psychic damage, any effect
and olfactory elements, so it can turn clear that would sense its emotions or read its
ground into difficult terrain (or vice versa) or thoughts, and the charmed condition. The power
otherwise impede movement through the area. even makes the target immune to similar powers
Any piece of the illusory terrain (such as a rock used to affect the target's mind or to gain
or stick) that is removed from the power's area information about the target.
disappears immediately.
Creatures with truesight can see through the
illusion to the terrain's true form; however, all
other elements of the illusion remain, so while
the creature is aware of the illusion's presence, Photon Barrier
the creature can still physically interact with the Signature
illusion.
Activation Time: 1 action
Range: 90 feet
Roles:
Duration: Concentration, up to 10 minutes

You use a gadget, magic, or similar means to


create a vertical wall of made of pure searing
energy. The wall appears within range and lasts

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Kris Leask (Order #39280737)


for the duration. You can make a straight wall up • Violet . On a failed save, the target is blinded. It
to 100 feet long, 20 feet high, and 5 feet thick, or
must then make a Wisdom saving throw at the
a ringed wall up to 60 feet in diameter, 20 feet
start of your next turn. A successful save ends
high, and 5 feet thick. The wall provides three-
the blindness. If it fails that save, the creature
quarters cover to creatures behind it, and its
is transported to another plane of existence of
space is difficult terrain.
the Overseer's choosing and is no longer
When a creature enters the wall's area for the
blinded. (Typically, a creature that is on a
first time on a turn or starts its turn there, the
plane that isn't its home plane is banished
creature must make a Constitution saving throw.
home, while other creatures are usually cast
On a failed save, the creature takes 6d10 radiant
into the Astral or Ethereal planes.)
damage. On a successful save, the creature takes
• Special. The target is struck by two rays. Roll
half as much damage.
twice more, rerolling any 8.

Prismatic Surge Project Image


Signature Signature
Activation Time: 1 action Activation Time: 1 action
Range: Self (60-foot cone) Range: 500 miles
Roles: Roles:
Duration: Instantaneous Duration: Concentration, up to 1 day
You release eight multicolored rays of light flash With power or a device, you create an illusory
from your hand, eyes, or a device. Each ray is a copy of yourself that lasts for the duration. The
different color and has a different power and copy can appear at any location within range that
purpose. Each creature in a 60-foot cone must you have seen before, regardless of intervening
make a Dexterity saving throw. For each target, obstacles. The illusion looks and sounds like you
roll a d8 to determine which color ray affects it. but is intangible. If the illusion takes any
• Red . The target takes 10d6 fire damage on a damage, it disappears, and the power ends.
failed save, or half as much damage on a You can use your action to move this illusion
successful one. up to twice your speed, and make it gesture,
• Orange . The target takes 10d6 acid damage on speak, and behave in whatever way you choose. It
a failed save, or half as much damage on a mimics your mannerisms perfectly.
successful one. You can see through its eyes and hear through
• Yellow . The target takes 10d6 lightning its ears as if you were in its space. On your turn
damage on a failed save, or half as much as a bonus action, you can switch from using its
damage on a successful one. senses to using your own, or back again. While
• Green . The target takes 10d6 poison damage on you are using its senses, you are blinded and
a failed save, or half as much damage on a deafened regarding your own surroundings.
successful one. Physical interaction with the image reveals it
• Blue. The target takes 10d6 cold damage on a to be an illusion because things can pass through
failed save, or half as much damage on a it. A creature that uses its action to examine the
successful one. image can determine that it is an illusion with a
• Indigo . On a failed save, the target is successful Intelligence (Investigation) check
restrained. It must then make a Constitution against your power save DC. If a creature
saving throw at the end of each of its turns. If it discerns the illusion for what it is, the creature
successfully saves three times, the spell ends. can see through the image, and any noise it
If it fails its’ save three times, it permanently makes sounds hollow to the creature.
turns to stone and is subjected to the petrified
condition. The successes and failures don't
need to be consecutive; keep track of both until
the target collects three of a kind.

181

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Psychic Shock Reverse Gravity
Signature Signature
Activation Time: 1 action Activation Time: 1 action
Range: Self Range: 100 feet
Roles: Roles:
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

For the power’s duration, your eyes become an Using a power or device, you reverse gravity in a
inky blue and white glowing void imbued with 50-foot radius, 100-foot-high cylinder centered
psionic power. One creature of your choice on a point within range. All creatures and objects
within 60 feet of you that you can see must that aren't somehow anchored to the ground in
succeed on a Wisdom saving throw or be affected the area fall upward and reach the top of the area
by one of the following effects of your choice for when you activate this power. A creature can
the duration. On each of your turns until the make a Dexterity saving throw to grab onto a
power ends, you can use your action to target fixed object it can reach, thus avoiding the fall.
another creature but can't target a creature again If some solid object (such as a ceiling) is
if it has succeeded on a saving throw against this encountered in this fall, falling objects and
use of psychic shock. creatures strike it just as they would during a
Asleep . The target falls unconscious. It wakes normal downward fall. If an object or creature
up if it takes any damage or if another creature reaches the top of the area without striking
uses its action to shake the sleeper awake. anything, it remains there, oscillating slightly,
Panicked . The target is frightened of you. On for the duration.
each of its turns, the frightened creature must At the end of the duration, affected objects and
take the Dash action and move away from you by creatures fall back down.
the safest and shortest available route, unless
there is nowhere to move. If the target moves to
a place at least 60 feet away from you where it
can no longer see you, this effect ends. Sonic Clap
Weakened . The target has disadvantage on Signature
attack rolls and ability checks. At the end of each
Activation Time: 1 bonus action
of its turns, it can make another Wisdom saving
throw. If it succeeds, the effect ends. Range: 120 feet
Roles:
Duration: Instantaneous

Using a device, bellowing roar, or clapping


Regenerate powerful hands together, you release a power
Signature burst of thunderous power. Each creature that
can hear you within range must make a
Activation Time: 1 minute
Constitution saving throw. On a failed save, a
Range: Touch
creature suffers an effect based on its current hit
Roles:
points:
Duration: 1 hour
• 50 hit points or fewer: deafened for 1 minute
You touch a creature and stimulate its natural • 40 hit points or fewer: deafened and blinded
healing ability. The target regains 5d8 + 15 hit for 10 minutes
points. For the duration of the power, the target • 30 hit points or fewer: blinded, deafened, and
regains 1 hit point at the start of each of its turns stunned for 1 hour
(15 hit points each minute). • 20 hit points or fewer: killed instantly
The target's severed body members (fingers, Regardless of its current hit points, a creature
legs, tails, and so on), if any, are restored after 2 not of the material realm is forced back to its
minutes. If you have the severed part and hold it realm of origin (if it isn’t there already) and
to the stump, the spell instantaneously causes can't return to your current plane for 24 hours
the limb to knit to the stump. by any means.

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Storm of Vengeance Strange
Signature Signature
Activation Time: 1 action Activation Time: 1 action
Range: Sight Range: 120 feet
Roles: Roles:
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
A churning storm cloud forms, centered on a Drawing on the deepest fears of a group of
point you can see and spreading to a radius of creatures, you create illusory creatures in their
360 feet. Lightning flashes in the area, thunder minds, visible only to them. Each creature in a
booms, and strong winds roar. Each creature 30-foot radius sphere centered on a point of your
under the cloud (no more than 5,000 feet choice within range must make a Wisdom saving
beneath the cloud) when it appears must make a throw. On a failed save, a creature becomes
Constitution saving throw. On a failed save, a frightened for the duration. The illusion calls on
creature takes 2d6 thunder damage and becomes the creature's deepest fears, manifesting its
deafened for 5 minutes. worst nightmares as an implacable threat. At the
Each round you maintain concentration on this end of each of the frightened creature's turns, it
power, the storm produces different effects on must succeed on a Wisdom saving throw or take
your turn. 4d10 psychic damage. On a successful save, the
Round 2 . Acidic rain falls from the cloud. Each power ends for that creature.
creature and object under the cloud takes 1d6
acid damage.
Round 3. You call six bolts of lightning from
the cloud to strike six creatures or objects of your
choice beneath the cloud. A given creature or
object can't be struck by more than one bolt. A
struck creature must make a Dexterity saving
throw. The creature takes 10d6 lightning damage
on a failed save, or half as much damage on a
successful one.
Round 4. Hailstones rain down from the cloud.
Each creature under the cloud takes 2d6
bludgeoning damage.
Round 5-10. Gusts and freezing rain assail the Stupefying Stun
area under the cloud. The area becomes difficult Signature
terrain and is heavily obscured. Each creature Activation Time: 1 action
there takes 1d6 cold damage. Ranged weapon Range: Touch
attacks in the area are impossible. The wind and Roles:
rain count as a severe distraction for any Duration: Instantaneous
creature other than you for the purposes of
maintaining concentration on power. Finally, As part of the action to use this power, you must
gusts of strong wind (ranging from 20 to 50 make a melee attack against one creature in your
miles per hour) automatically disperse fog, reach, otherwise the power fails. You deliver a
mists, and similar phenomena in the area. blow of such power that it can overwhelm the
mind and body of one creature hit, leaving it
dumbfounded. If the target has 150 hit points or
fewer, it is stunned. Otherwise, the power has no
effect.
The stunned target must make a Constitution
saving throw at the end of each of its turns. On a
successful save, this stunning effect ends.

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Sunburst creature can throw the bead up to 40 feet.
When it strikes a creature or a solid object, the
Signature
spell ends, and the bead explodes.
Activation Time: 1 action The fire damages objects in the area and
Range: 150 feet ignites flammable objects that aren't being worn
Roles: or carried.
Duration: Instantaneous

You release a brilliant burst of sunlight in a 60-


foot radius centered on a point you choose
within range. Each creature in that light must Toxic Spores
make a Constitution saving throw. On a failed Signature
save, a creature takes 12d6 radiant damage and is
Activation Time: 1 action
blinded for 1 minute. On a successful save, it
Range: 60 feet
takes half as much damage and isn't blinded by
Roles:
this power. Undead and oozes have disadvantage
Duration: Instantaneous
on this saving throw.
A creature blinded by this power makes You unleash a small cloud of spores carrying
another Constitution saving throw at the end of virulent disease on a creature that you can see
each of its turns. On a successful save, it is no within range. The target must make a
longer blinded. Constitution saving throw. On a failed save, it
This power dispels any darkness in its area takes 14d6 necrotic damage, or half as much
that was created by a power. damage on a successful save. The damage can't
reduce the target's hit points below 1. If the
target fails the saving throw, its hit point
maximum is reduced for 1 hour by an amount
equal to the necrotic damage it took. Any effect
Timer Mine that removes a disease allows a creature's hit
Signature point maximum to return to normal before that
Activation Time: 1 action time passes.
Range: Touch
Roles:
Duration: Concentration, up to 10 minutes

You place a device or gadget on a ground or


attach it to a wall or object. When this power
ends, either because your concentration is
broken or because you decided to end it, the
power blossoms with a low roar into an
explosion of flame that spreads around corners.
Each creature in a 20-foot radius sphere
centered on that point must make a Dexterity
saving throw. A creature takes fire damage equal
to the total accumulated damage on a failed save,
or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of
your turn the bead has not yet detonated, the
damage increases by 1d6.
If the glowing bead is touched before the
interval has expired, the creature touching it
must make a Dexterity saving throw. On a failed
save, the spell ends immediately, causing the
bead to erupt in flame. On a successful save, the

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CONDITIONS CHARMED
Conditions alter a creature's capabilities in a • A charmed creature can't attack the charmer or
variety of ways and can arise because of a power, target the charmer with harmful abilities or
a feature, a villain's attack, or other effect. Most magical effects.
conditions, such as blinded, are impairments, • The charmer has advantage on any ability
but a few, such as invisible, can be advantageous. check to interact socially with the creature.
A condition lasts either until it is countered
(the prone condition is countered by standing
up, for example) or for a duration specified by
the effect that imposed the condition.
If multiple effects impose the same condition
DEAFENED
on a creature, each instance of the condition has • A deafened creature can't hear and
its own duration, but the condition's effects automatically fails any ability check that
don't get worse. A creature either has a condition requires hearing.
or doesn't.
The following definitions specify what
happens to a creature while it is subjected to a
condition.
EXHAUSTION
Some special abilities and environmental
hazards, such as starvation and the long-term
effects of freezing or scorching temperatures,
BLINDED can lead to a special condition called exhaustion.
• A blinded creature can't see and automatically Exhaustion is measured in six levels. An effect
fails any ability check that requires sight. can give a creature one or more levels of
• Attack rolls against the creature have exhaustion, as specified in the effect's
advantage, and the creature's attack rolls have description.
disadvantage. • If an already exhausted creature suffers
another effect that causes exhaustion, its
current level of exhaustion increases by the
amount specified in the effect's description.
• A creature suffers the effect of its current level
BURNING of exhaustion as well as all lower levels. For
example, a creature suffering level 2
• A burning creature that is wearing (or is made exhaustion has its speed halved and has
of) flammable material, catches fire and disadvantage on ability checks.
continues burning; it takes fire damage equal • An effect that removes exhaustion reduces its
to the user’s proficiency bonus at the end of level as specified in the effect's description,
each of its turns until the burning creature or with all exhaustion effects ending if a
one of its allies within 5 feet of it uses an action creature's exhaustion level is reduced below 1.
to extinguish the fire. • Finishing a long rest reduces a creature's
exhaustion level by 1, provided that the
creature has also ingested some food and
drink. Also, being raised from the dead reduces
a creature's exhaustion level by 1.

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INCAPACITATED
CONDITIONS: EXHAUSTION EFFECTS
• An incapacitated creature can't take actions or
Level Effect
reactions.
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and
saving throws
INVISIBLE
4 Hit point maximum halved
• An invisible creature is impossible to see
5 Speed reduced to 0
without the aid of magic or a special sense. For
6 Death 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.
FRIGHTENED
• A frightened creature has disadvantage on
ability checks and attack rolls while the source
of its fear is within line of sight. PARALYZED
• The creature can't willingly move closer to the
source of its fear.
• A paralyzed creature is incapacitated (see the
condition) and can't move or speak.
• The creature automatically fails Strength and
Dexterity saving throws.
• Attack rolls against the creature have
FRIGID advantage.
• Any attack that hits the creature is a critical hit
• A frigid creature’s speed is reduced by half, and
if the attacker is within 5 feet of the creature.
it can’t benefit from any bonus to speed.
• A frigid creature that suffers the effects of the
frigid condition a second time has their
movement reduced to 0 until the end of their
next turn. PETRIFIED
• A petrified creature is transformed, along with
any nonmagical object it is wearing or
carrying, into a solid inanimate substance
GRAPPLED (usually stone). Its weight increases by a factor
of ten, and it ceases aging.
• A grappled creature's speed becomes 0, and it • The creature is incapacitated (see the
can't benefit from any bonus to its speed.
condition), can't move or speak, and is
• The condition ends if the grappler is
unaware of its surroundings.
incapacitated (see the condition). • Attack rolls against the creature have
• The condition also ends if an effect removes
advantage.
the grappled creature from the reach of the • The creature automatically fails Strength and
grappler or grappling effect, such as when a
Dexterity saving throws.
creature is hurled away by the thunder-wave
power.

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STUNNED
• The creature has resistance to all damage.
• The creature is immune to poison and disease,
although a poison or disease already in its • A stunned creature is incapacitated (see the
system is suspended, not neutralized. condition), can't move, and can speak only
falteringly.
• The creature automatically fails Strength and
Dexterity saving throws.
POISONED • Attack rolls against the creature have
advantage.
• A poisoned creature has disadvantage on
attack rolls and ability checks.

UNCONSCIOUS
PRONE • An unconscious creature is incapacitated (see
the condition), can't move or speak, and is
• A prone creature's only movement option is to unaware of its surroundings.
crawl, unless it stands up and thereby ends the • The creature drops whatever its holding and
condition. falls prone.
• The creature has disadvantage on attack rolls. • The creature automatically fails Strength and
• An attack roll against the creature has Dexterity saving throws.
advantage if the attacker is within 5 feet of the • Attack rolls against the creature have
creature. Otherwise, the attack roll has advantage.
disadvantage. • Any attack that hits the creature is a critical hit
if the attacker is within 5 feet of the creature.

RESTRAINED
• A restrained creature's speed becomes 0, and it
can't benefit 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.

SHOCKED
• A shocked creature can’t take reactions until
the end of its next turn.
• On its turn, it can use either an action or a
bonus action, not both.

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THE MULTIVERSE AND
MATERIAL REALM
The Multiverse consists of a near infinite
number of dimensions and worlds, each of which
resides on its own unique cosmic wavelength.
Imagine an infinite number of worlds layered
over top of each other. Under normal
circumstances these realms are invisible to one
another. With either advanced technology, a
special power, or some sort of freak accident,
some beings can cross these invisible world
boundaries.
The most common form of these
interdimensional beings are beings of the dead
that manage to pierce the veil of the afterlife,
often referred to as ghosts, spirits or specters.
These beings normally inhabit the Ethereal
Realm. The Ethereal Realm is a misty, fog-bound
dimension that is sometimes described as a great
ocean. Its shores, called the Veil, overlap the
Material Realm. This veil is where the ghostly
undead can pass between realms.
Another form of interdimensional being is a
doppelganger. These beings specialize in
transporting themselves between worlds and
take on the forms of people of importance. They
belonged to a world where shapeshifters
eradicated those who weren’t one of them.
Forming a warmongering world with a hate for
non-shifters, their militaristic culture has led
them to being dominators of the other worlds
through cloak and dagger methods and inciting
violence and hate against those who don’t share
their gifts.
There are a multitude of ways to travel
between dimensions, it is entirely up to the
Overseer to decide if and when these different
dimensions come in to play. Because of the size
of the multiverse, it’s easy to connect Capes &
Crooks with any setting of your choosing.

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TRAPS AND HAZARDS SAMPLE TRAPS AND HAZARDS
The traps and hazards presented here vary in
Traps can be found almost anywhere. Villains
deadliness and are presented in alphabetical
and crooks who seek to prevent enemies from order.
following them or entering their lair often set up
complex traps to deal with any annoying do-
Collapsing Roof
gooders. One wrong step in an evil deviant’s lair
or a secured facility might lead to a series of laser Mechanical trap
blasts that cut through armor and flesh. This This trap uses a trip wire to collapse the supports
extends to the influence of ‘The Rise’ on the keeping an unstable section of a ceiling in place
world. The seemingly innocuous vines that hang or is the result of a forceful explosion from a
over a cave or old building might grasp and deviant power.
choke anyone who pushes through them. An The trip wire is 3 inches off the ground and
electric net hidden among storage crates might stretches between two support beams. The DC to
drop on trespassers who pass underneath. In a spot the trip wire is 10. A successful DC 15
game of superheroes and villains, unwary heroes Dexterity (Sleight of Hand) check disables the
can fall to their deaths, be burned alive, or fall trip wire harmlessly. On a failed check, the trap
under a barrage of bullets. triggers.
A trap can be either mechanical or magical in Anyone who inspects the beams can easily
nature. Mechanical traps include automated determine that they are merely wedged in place.
spike pits, laser traps, falling blocks, water-filled As an action, a character can knock over a beam,
rooms, and anything else that depends on a causing the trap to trigger.
mechanism to operate. Power traps are usually The ceiling above the trip wire is in bad repair,
traps created by a deviant’s powers. A villain who and anyone who can see it can tell that it's in
can bend nature to its will, may set up killer danger of collapse.
vines as mentioned previously, for example. When the trap is triggered, the unstable ceiling
collapses. Any creature in the area beneath the
unstable section must succeed on a DC 15
Dexterity saving throw, taking 22 (4d10)
TRAPS: SAVE DCS AND ATTACK BONUSES bludgeoning damage on a failed save, or half as
Danger Save DC Attack Bonus much damage on a successful one. Once the trap
Setback 10-11 +3 to +5 is triggered, the floor of the area is filled with
rubble and becomes difficult terrain.
Dangerous 12-15 +6 to +8
Deadly 16-20 +9 to +12

TRAPS: DAMAGE SEVERITY BY LEVEL


Character Setback Dangerous Deadly
Exploding Barrel
Level Hazard
1st-4th 1d10 2d10 4d10 Barrels and similar containers come with a wide
5th-10th 2d10 4d10 10d10 variety of chemicals stored in them. In most
11th-16th 4d10 10d10 18d10 cases, these barrels are full of flammable
chemicals. If an exploding barrel takes more
17th-20th 10d10 18d10 24d10
than 5 damage, they explode. Each creature in a
10-foot-cube originating from the barrel must
succeed on a DC 13 Dexterity saving throw or take
7 (2d6) fire damage. On a successful save the
creature takes half as much. The area becomes
difficult terrain.

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Tesla Coil Slippery Ice
Power Trap Hazard
This trap is activated when an intruder steps on a An area with slippery ice is difficult terrain.
hidden pressure plate or laser trip, releasing a When a creature moves onto slippery ice for the
jolt of lightning from a nearby device. first time or starts their turn there, it must
The DC is 15 to spot the laser or pressure plate, succeed on a DC 15 Dexterity (Acrobatics) check
as well as faint scorch marks on the floor and or fall prone. If the ice has a water or similar
walls. substance other than solid ground underneath it,
When the trap activates, the devices release a roll a d20. If the roll is 5 or less, the ice breaks
30-foot cone of lightning. Each creature in the and the character falls through the ice.
area must make a DC 13 Dexterity saving throw,
taking 22 (4d10) lightning damage on a failed
save, or half as much damage on a successful
one.

Moving Vehicle
Hazard
In the city, high velocity vehicles are certainly a
threat to would-be heroes and crooks. A moving
vehicle rolls initiative with a +8 bonus. On their
turn, it moves 80 feet in a straight line. The
vehicle can move through creatures’ spaces, and
creatures can move through its space, treating it
as difficult terrain. Whenever the vehicle enters a
creature’s space or a creature enters the vehicle’s
space while its moving, that creature must
succeed on a DC 15 Dexterity saving throw or
take 55 (10d10) bludgeoning damage and be
knocked prone. Wildthorns
The vehicle stops if it hits a building, wall, or
Hazard
similar barrier.
As an action, a creature within 5 feet of the Many plants, such as rose bushes, grow razor
vehicle can attempt to slow it down with a DC 20 sharp thorns on their stems or vines. The area
Strength check. On a successful check, the these cover come in a variety of sizes. The wild
vehicles speed is reduced by 15 feet. If the thorns have an AC of 10, 20 hit points, and
vehicle’s speed drops to 0, it stops moving and is immunity to bludgeoning, piercing, and psychic
no longer a threat. damage. It also has vulnerability to fire damage.
When a creature comes into direct contact with
wildthorns for the first time on a turn, or starts
its turn there, the creature must succeed on a DC
12 Dexterity saving throw or take 5 (1d10)
piercing damage from the thorns.

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ON THE COVER – Stock Art

© Crit Academy Studios


Crit Academy, Cobalt City, Terra, Capes and
Crooks and their associated logos are trademarks
of Crit Academy Studios
Product Identity: The following items are hereby
identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks,
registered trademarks, proper names
(characters, place names, new deities, etc.),
dialogue, plots, story elements, locations,
characters, artwork, graphics, maps, sidebars,
and trade dress. (Elements that have
previously been designated as Open Game
Content are not included in this declaration.)

Open Game Content: The Open content in this


book includes the rules for origins, class/role
options, powers, enhancements, magic & other
items, monsters, conditions, and gear. No other
portion of this work may be reproduced in any
form without permission.

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DON’T BLOW IT!
Every day I strike out to help those in need. Trying
my best to hide from the CCPD and the DRT hover
A game of Capes & Crooks consists of a group of ships. For if they learned of my vigilante acts, they
player characters taking on missions presented would certainly pursue me. You see, being a hero
by the Overseer. The Overseer is one player who to some, means being a menace to others. While
runs or designs the story and challenges the the governments of the world figure out how to
characters will face. This can take place in a deal with superpowered humans and monstrous
single night, or over several sessions over a long creature that now roam Terra. We do what we
period known as a campaign. Whichever way you can to help. I mean, it’s our responsibility, right?
play, below are some rules to get you started. Though, being a vigilante is still technically
Your characters interact with the world using
against the law. But honestly, I don’t really care.
seven polyhedron dice. This usually consists of
If I have the power to help someone, I’m going to
each having a special number of sides. A six-
use it. Those with power, have an obligation to
sided die for instance is known as a d6. A
standard set includes a d4, d6, d8, d10, d12 and a
use it to the betterment of humankind. And so, I
d20. Your interactions are only limited by your will continue to use my gifts to help even those I
imagination and your character’s statistics and hate, so long as it is right. Even if it is against the
abilities. The core mechanics are simple. When a law. “
character wants to do something, the Overseer -Stella Nova-
asks for them to make a check related to the
specific ability that can be used to overcome that
challenge. The player then rolls a twenty-sided
die (d20). They then add any special abilities or
modifiers. The Overseer sets a number to BACKGROUND
determine how hard the task is to complete. This
is known as a difficulty class or DC. If the This adventure takes place in the in the Cobalt
player’s roll plus all the modifiers is equal to or Credit Union. A bank that is being robbed by an
higher than the DC, then the action is successful. unknown villain. Eight years ago, Lylah Eneren
The Overseer then narrates the results. It’s that gave birth to her beautiful young daughter
simple. Emilise. Emilise was born with an unknown
disease. Lylah, a single parent spent all her
resources and time trying to find a cure for this
disease that left her daughter in never-ending
pain. Lylah decided to move to Cobalt City. She

INTRODUCTION knew that VANE, the company that built it


offered deviants job opportunities and free
healthcare.
“Looking from the outside in. Life in Cobalt City Upon arrival to Cobalt City, she learned the
seems pretty great. People of all shapes and sizes truth. The opportunity extended only to
bustling about. Each with their own distractions deviants. While Lylah was considered a genius
to keep the focus away from the truth. More than deviant, her daughter was not. Thus, VANE
half the world hates or fears us. A brand-new city wouldn’t cover the cost for the research and
of deviants may be great for those escaping medical bills. Shortly after her struggles began,
persecution. But it certainly has its problems. she was able to get a job at AP Labs. A weapons
Powered individuals being gathered in a single research facility. There she thought she would
location is certainly asking for trouble. I’m sure make enough money to at least get her daughter
VANE was well aware of the risks when they built in one of the VANE hospitals. But her struggles
didn’t end. Bills continued to push her further
the gem cities around the world. Whether it’s
into debt. When Emilise was 3 years old Lylah
through, greed, anger or just loss of control, the
was approached by a loan sharks’ messenger.
city has its trials and tribulations. Not only did he offer to pay for the research and
care for Emilise, but he also claimed to have

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special staff that could ensure she didn’t suffer Cobalt Credit Union. An unknown villain has
while they did so. All it would cost Lylah, is a forced the building into lockdown and is raiding
trade. When he needed a favor or two from her, the vault containing the customer’s Credit Disks.
she would do it. No questions asked, no matter The risk of loss of life has kept the CCPD outside.
how big or how small. She agreed. The heroes have chosen to get involved. While
Five years passed until the loan shark, known the CCPD are trying to reach the villain for
as the Codfather, a half-man, half-shark deviant negotiations, the heroes will sneak in and try to
came to collect. The Codfather asked of her to do apprehend or otherwise incapacitate the villain.
the unthinkable. She was to build bombs so his All while trying to ensure that all the hostages
crew could place them into hideouts of some of are safe.
the Codfather’s enemies and those who refuse to The villain inside is known as the Bright
answer his collect call. Of course, she did as she Bomber. She is robbing the bank to payback a
was told. It was her daughter’s life on the line, loan shark by the name of Codfather. A half-
and she would do anything to protect her little man, half-shark deviant. She has a genius level
girl. intelligence and is an expert in explosives. This
She soon began to see the results of her work. encounter makes for a difficult situation for our
Explosions in warehouses where violent heroes as the Bright Bomber has laid traps and
criminals were holding up or in restaurants that has drones scouring the building and defending
were a front for drug activity. She continued to the Bright Bomber while she does her work.
make bombs, and her daughter continued to get This adventure assumes that the characters are
the care she needed. However, after six months, actively looking to stop crime. If not, you can
the bombings became more frequent, and less have them passing-by or gathering outside the
criminal targets. The Codfather started using the bank while the robbery is in progress.
bombs in CCPD stations, private business, and As the Overseer it’s important to remember a
even VANE labs. Lylah wasn’t ok with this. She few things when running adventures for Capes &
approached the Codfather about the research, Crooks. On Terra, the world is split on the
hoping it was close to being finished. It was then vigilantes. Some support them and what they are
she found out the truth. His team had already doing, and others believe that vigilantes are
found a cure. They just kept it from her because dangerous and make the situation worse. When
of the sheer amount of money it cost them. The the characters take actions, keep this in mind. An
Codfather claimed “You need to give me my aggressive move that causes a powerful
return on investment.” explosion that causes property damage, or the
Lylah realized she was trapped. So long as she injury or loss of life are huge talking points for
was indebted to the Codfather, Emilise would those against the heroes to leverage. Keep a
stay in the sleep like hibernation they placed her record of reckless actions, as well as specific
in. It was there she decided she would stop heroic ones. After the events unfold, share with
making bombs for him and get him the money the players how the public perceives their
herself. Not only to save her girl, but to get her actions. A short one or two sentence news title is
out from under his fins. Thus, was born her often more than enough to twist or reveal the
villain persona, Bright Bomber. Using her actions of the characters. This is a constant
intelligence, she should rob from those who reminder of the consequences of their actions.
could afford it and pay off the debt she owed the
loan shark and free her daughter. This adventure is broken down into the follow
four key scenes:
• Scene 1. The characters must don their
superhero personas and sneak passed the news
and CCPD to enter into the bank undetected.
OVERVIEW • Scene 2. Once inside, the characters must
navigate the complex bank building and find
The adventure begins with our heroes ready to
the location of the hostages and vault with the
head into action. The holocasts and news feeds
villain.
are filled with news of a hostage situation at the

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• Scene 3. Upon locating the enemy and The area around the massive ten story bank is
innocence. The heroes must battle the villain chaotic. CCPD members in their blue uniforms are
and rescue the hostages. All while disabling the setting up a perimeter with caution holotape. A
bombs attached to the hostages. growing crowd murmurs and points to the
• Scene 4. Lastly, as being a vigilante is against
billowing smoke from the main entrance. The
the law, the characters must escape from the
smell of burnt rubber and hot metal fills the air. A
scene without attracting attention from either
the CCPD or the newly arrived DRT unites.
stoic female with bright red hair stands at the
head of the crowd’s cacophony giving orders.
Recognizable as Commissioner Jordan of the
CCPD.

SCENE #1 — ASSESS AND A young female officer with silver skin approaches
you. “You keep back. This is a serious situation. A
INFILTRATE dangerous deviant is inside with hostages and
“Assess and Infiltrate” is a short roleplay and there has already been an explosion. Please
exploration scene during which, the characters return to your home for your own safety.”
either learn more about what is going on in the
The characters immediately notice the dangers
bank and a short skill challenge to enter the bank
and threat that looms. Another greedy and
undetected.
selfish deviant is utilizing their gifts to harm
When the characters arrive in town. Read or
others and help themselves. The Deviant
paraphrase the following:
Response Team are always slow to respond,
usually 15-20 minutes behind the CCPD. It makes
sense, the DRT troopers are mostly autonomous
robots and are expensive to maintain and
operate. So, the CCPD handles basic issues and
the DRT only get involved when deviants are
involved.

GATHERING INFORMATION
If the characters decide to gather information
before they enter the bank, they can learn the
following. Keep in mind, feel free to give the
information freely to characters who’s alter-ego
or powers would allow them to easily acquire
information, such as with the Reporter or
Telepathy:
• DC 13 Investigation Check. The character
attempts to interview the locals in the area.
Many reported a large explosion coming from
the bank about 15 minutes ago. Another
reported that the bank had just opened up. So
luckily there wasn’t that many people inside.

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• DC 10 Perception Check. Dust and debris filled
the area, and the front is on fire. The main to just the options that are presented. Every
entrance collapsed preventing entry or escape. encounter will be different, and thus you should
• DC 14 Technology Check. The character absolutely allow the skill challenge to be
attempts hacking or spying on police malleable. If a player offers a reasonable reason
transmissions identifies the suspect as the of how a skill, power or feature could be used and
Bright Bomber. A more recent, villain that’s it’s not listed, make sure to do your best to allow
been associated with half a dozen bombings. it! Thinking players are engaged players.
There is currently no motives or further Read or paraphrase the following when the
information available. players are ready to proceed.
• DC 14 Insight Check. The character attempts to
glean information from the police The CCPD surrounds the building from all sides.
mannerisms. The police are not going inside, The hostages don’t have much time. The police’s
judging from their concerned looks, it’s likely
inaction may be the death of innocence if
due to the risk to the hostages or the potential
someone doesn’t do something. If “you”, don’t do
of another explosion.
something.
• DC 17 Persuasion/Deception Check. The
character attempts to convince one of the
CCPD policemen to reveal that there are seven Setup. The characters have the power to help,
identified hostages inside the bank. they just have to get into the building. If they’re
spotted, they could be linked to their vigilante
• DC 19 Investigation/Technology/Perception
antics and be arrested, or worse. The DRT will
Check. A character attempts to gather
arrive soon. The characters have approximately
information on wandering armed drones that ten minutes to get in, rescue the hostages and
have been scanned or identified within the escape unseen.
building. The villain has filled the area with a
medium sized contingent of sentry drones. This skill challenge will be used as a guide to
Hovering orbs equipped with bio-scanners and narrate the infiltration scene. The characters
blaster rifles. must gain 5 successes in this challenge before
gaining 3 failures. The party must succeed a
After the characters have finished or bypassed
group DC 13 Investigation/Perception check
the investigation scene, they succeed on a skill
before attempting to enter the building. If more
challenge in order to enter the building.
than half the party fails, they lose precious time
trying to identify possible entry points and one
of the hostages has already been killed when the
heroes arrive where the hostages are being held
SKILL CHALLENGE: in the bank.

INFILTRATION Primary Skills. Acrobatics, Athletics, Stealth


Fundamentally a skill challenge is a kind of
Acrobatics DC 14. The character vaults over an
encounter, similar to a combat encounter. Part of
unoccupied police cruiser, a news vehicle or
playing the game finds our characters using skill
similar object to reach a streetlamp. They swing
checks to interact with the world around them.
from it into a window on a higher floor.
Part of the excitement of being a superhero is
Athletics DC 14. The character attempts to
that success or failure is often uncertain. Skill
climbing up a side of the building, using ledges
challenges offer the Overseer a tool to introduce
and converging angles of the building or leaps
a complex series of changing conditions, keeping
across the large gap from a nearby rooftop and
track of the results to determine the overall
tumbling through a window.
success or failure of a complex collection of
challenging scenes over different lengths of
time.
While the skill challenge offers an outline for
running it, do not limit yourself, or your players,

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Perception DC 14. The character observes the
patrolling of the police and spots a gap in their SCENE #2 — LOCATING THE
pattern to exploit. Acting as a spotter, the next
check in this skill challenge has Advantage. HOSTAGES
Deception/Persuasion DC 16. The character
attempts to draw an officer into conversation. Skill Challenge: Navigating the
Either using deceptive lies or genuine questions
to create an opening for an ally to enter the Bank
building. The next check in this skill challenge Once the characters have entered the building,
has Advantage. they must then locate the hostages. Read or
Stealth DC 17. The character moves between paraphrase the following:
police cruisers one by one, blends into the crowd
using police and other individuals as cover or The area inside the bank is surprisingly empty.
creates distractions and sneaks into a side access The police sirens muffled by the office walls and
door. lights dancing around from the police cruisers.
Technology DC 16. The character attempts to Likely the bank had just opened when the villain
use hacking, or quick research techniques to gain attacked. Most of the offices appear empty and
access to the buildings structure plan. They are quiet, with the exception of the humming sound
able to quickly locate an entrance through a local echoing down the halls. The bank is a complex
sewage drain. labyrinth of cubicles and office rooms.
Setup. The characters must now navigate the
banking complex to find the hostages and the

SUCCESS OR FAILURE villain. Likely they are together so that that


villain can keep an eye on what is happening. A
Total Success: If the characters pass the successful DC 15 Perception check reveals the
challenge without a single failure, they are able humming down the halls to be the sound of
to enter the building without alerting the police. acclivity rods. A core device that allows objects to
Additionally, the first time they encounter an hover. This scene also uses a skill challenge. Each
enemy they have surprise. failure in this skill challenges means an
Success: The characters are able to encounter with 1d4 sentry drones. If the
successfully enter the building. While the cops characters spend too much time locating the
didn’t spot them, a bystander who works for hostages, they run the risk of losing more of
Cobalt Chronicle Blog was able to snap a holovid them and allowing the villain a chance to escape.
of one of the heroes just as they entered. This The characters must gain 3 successes in this
opens up the characters superhero identity to the challenge before gaining 2 failures.
events in the bank. For better or for worse.
Failure: If the characters fail the challenge, Primary Skills. Investigation, Perception,
they successfully enter the building. A few of the Technology
police spotted them and has chatter about the
situation over their coms. This alerts the Bright Athletics DC 13. The character dashes down
Bomber and her drones. The characters are hallways, leaps over desks and cubicles scouring
ambushed by two sentry drones for each player the area for the hostages.
character. Investigation DC 13. The character attempts to
look for information on desks or signs for
information describing location of the vault or
main storage areas where the villain may be.

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Perception DC 17. The character attempts to air 5 feet and release the omnidirectional laser
listen for strange sounds such as screaming from blasts that extends out in a 20-foot-radius
hostages or any sort of noise that may indicate sphere. Each creature in the area must make a DC
someone breaking into a vault. 14 Dexterity saving throw, taking 11 (2d10)
Stealth DC 16. The character attempts to stalk radiant damage on a failed save, or half as much
and avoid the wandering drones. Using hiding damage on a successful one.
tactics to track them so that the party can avoid A successful DC 14 check with hacking tools or
them. The next failed check during this skill thieves’ tools can be used to disable the device
challenge does NOT lead to an encounter with and prevent the trap from activating.
sentry drones.
Technology DC 16. The character using
hacking, or quick research techniques to gain
access to the buildings blueprints and design Overseer Notes: Trap “Click”
layout. If the character had already done this in
When the characters spring the trap, as Overseer you
the Infiltration skill challenge, they have can make it more of a tense moment by simple letting
Advantage on this check. them know they hear a “click”. Once you do this, you go
to each player around the table, ending with the player
whose character triggered the trap. Give the players an
opportunity to decide how their character reacts.

SUCCESS OR FAILURE
Using this, you can grant bonuses to the characters and
even offer opportunities beyond just letting the trap
Total Success: The characters are quickly able detonate immediately. While their decision can take a
number of different forms. In general, they will fall into
to navigate the bank complex and are able to one of the following categories. This uses the
avoid the sentry drones that patrol the building. character’s reaction. The character attempts to “jump”
for safety or cover. They attempt to go prone by “hitting
Success: The characters are able to navigate the deck”. The character attempts to “brace” for impact
the bank complex and locate the vault room or they can attempt to disarm the trap. Call for
appropriate skill checks. In three cases: jump, hit the
containing the hostages and villain.
deck and brace. A successful check will grant
Failure: While the characters able to eventually Advantage on the save. Should a character attempt to
navigate the bank complex, the delay caused by disarm the trap and fail? The device is triggered, and
the battles with the drones gives the villain the character has disadvantage on the saving throw.
ample time to prep and hide. The Bright Bomber
has Advantage on all checks pertaining to hiding
herself from discovery by the characters in the
vault room.
SCENE #3 — AN EXPLOSIVE
SITUATION
The characters are met with a situation much
TRAPPED! worse than they had expected. There are eight
commoner hostages (minus any that have been
The Bright Bomber has prepared for intruders.
lost due character failures) lined up against a far
The entrances into the vault room are trapped
west wall. A successful DC 12
with deadly gadgets hidden by holograms to
Medicine/Investigation check reveals they died
render them nearly invisible. This trap is
of blaster wounds. Likely from the drones or a
activated when an intruder steps on the device,
sidearm. They are each gagged, blind folded and
releasing a barrage of laser beams in all
have devices strapped to their chest. A successful
directions.
DC 14 Investigation/Technology check reveals
The DC is 15 to spot the barely visible outline of
they are bomb. 2d4 sentry drones are in the area
the device’s illusionary hologram. The trap
to defend the Bright Bomber and keep the
activates when more than 20 pounds of weight is
hostages in check. The drones are programmed
placed on it, causing the device to rise into the
to always keep at least 10 feet away from each

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other to prevent any accidently chain explosions.
This program is overridden in combat scenarios. someone frantically moving inside can be
Additionally, they always keep at least 15 feet heard. The slamming of small drawers
away from the Bright Bomber. A successful DC 17 reverberates through the chamber. The villain
Insight check reveals this fact. The area in front inside appears to be occupied. It’s unclear if they
of the vault entrance has a laser gadget alarm are aware of your presence. Several sentry
trap set up to warn the bomber if anyone tried to drones hover in the main room. Likely keeping
enter who shouldn’t. guard over the hostages. There are just minutes
One of the hostages is the Bright Bomber in before the DRT arrive and capture all deviants
disguise. A character who succeeds an Insight involved.
check contested by the bomber’s
Deception/Performance check can see through The Bright Bomber’s goal here is simple. To hold
their charade. She has already stolen two Credit out until the police breakthrough and escape
Disks from the vault that had the largest values under the guise as a hostage. The Bright Bomber
in the bank. With her keen intellect she chooses has set a small neurolink she can use to send an
her targets and escape plan with the highest anonymous tip to the CCPD. The tip is “the
chance of success and the least casualties. The Bright Bomber is battling some vigilante
dead innocence were a result of the hostages deviants and that they should charge in the front
getting courageous and her drones dealing with door to get the hostages while they villain is
their outbursts. distracted.” The police enter the building and
Inside the vault the Bright Bomber has placed a rush to the vault chamber. The 3d6 police arrive
hologram device that can use the major image in 1d4+1 rounds during the battle between the
power once per day. The Bright Bomber has used characters and the Bright Bomber hologram and
this to create holographic illusion of her the drones. Police try to assist the characters in
continuing her work inside the vault. anyway (use the thug statblock).
Additionally, hidden within the image is a sentry The bombs must be defused before the police
drone. This allows the illusion to blast any will allow the hostages to leave. They fear by-
threats as if it was real. A character must succeed standers may be injured or killed should the
a DC 18 Investigation check to determine that it devices explode. When the characters arrive a
is an illusion. Physical interaction with the image countdown timer on the bombs starts at two
reveals it to be an illusion because things can minutes. A successful DC 15 Technology check
pass through it. If the alarm is triggered, the reveals that if done correctly, the bombs can be
holobomber immediately takes a defensive disarmed. Based on the specs, the explosion
position and fires on any incoming intruders. If shouldn’t be more than a 20-foot radius. Should
anyone gets in the vault close enough to touch one go off, use the explosion power. It’s likely a
the hologram the vault door immediately shuts. character will try and disarm the bombs. If this
A character within 10 feet of the vault door when happens use the following minigame for the one
it closes must succeed a DC 12 Strength Saving disarming it. Both thieves’ tools and hacking
throw to keep it open. Each round they must use tools can be utilized here using the Technology
their action to hold open the door and succeed skill. This can happen during combat but is not
the save again, gaining a level of exhaustion. The required. If the characters take no interest in
DC increase by 1 each round. Once closed the defusing the bombs, the police attempt it. Roll a
vault doors require a DC 24 Athletics/Technology d20 on a 5 or higher at the top of each round, the
check to open. police succeed. On a failure, a bomb explodes,
When the characters arrive in the vault likely killing everyone in the blast radius.
chamber room read or paraphrase the following.

As you enter the vault chamber room the


sound of whimpering comes from the west wall.
There, a number of hostages are bound, gagged,
and have strange devices attached to them.
Across the room a large electronic vault door is
ajar. The sound of

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DEFUSING THE BOMBS
• Roll of 7 to 11. The player may ask what rolled
number belongs in the first position.
When running the bomb defusal, make sure to • Roll of 12 to 16. The player may ask about what
describe in great detail the fear and panic on the rolled number belongs in the first two
hostages faces. Choose one of the hostages in positions.
advance or at random to be the bomber. This • Roll of 17 to 20. The player may ask about what
hostage should be notably behind cover, such as rolled number belongs in the first three
a pillar or heavy desk to protect herself from any position.
explosions. If her bomb is disarmed, success or • Roll of 21 or 25. The player may ask about what
failure have the character who disarmed it make rolled number belongs in the first four
a DC 19 Investigation/Technology check after the positions.
bomb defusal. On a success they learn that the • Roll of 26+. The player knows the correct order
bomb attached wasn’t actually designed to go of all five dice.
off. This may clue the characters in as they
disarm bombs to the truth of this hostage’s Step 4. The player then may use a bonus action to
charade. To increase tension and difficulty, you attempt to disarm the bomb. If the guess
can tie the destruction of sentry drones to the correctly, the bomb is defused. If they guess
timers on the bombs. Once all drones are wrong, it explodes.
destroyed, it sets off the bombs. This can force
the characters to find a way to deal with the last
few without destroying them.
Step 1. First thing during this process is to roll
five d6 dice on the table in front of the player
doing the defusing. Inform them that each die
represents a circuit or wire in the device. Inform
the player that one of the following sequences is
needed to defuse the bomb successfully.
• Only Odd. The player must remove all the
even-numbered dice from the five d6s.
• Only Even. The player must remove all odd-
numbered dice from the five d6s.
• Low to High. The player must arrange the five
d6 dice from smallest to largest numbers.
• High to Low. The player must arrange the five
d6 dice from largest to smallest numbers.
Step 2. The Overseer secretly writes down the
correct option from the four above. Either by
choosing or rolling a d4 and determining it
randomly.

Step 3. On the characters turn, they can use their


action to roll an Investigation/Technology check.
The result determines what they know about the
proper sequence to defuse the bomb.
• Roll of 6 or less. The character has no idea how
these bombs were built or function.

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CONCLUSION OUTCOME #1
If the loss of life is three or more innocent during
After the battle with the drones and the tense
the mission, the news reports take on an
bomb defusal the characters are in a tight spot.
aggressive stance against vigilante intervention.
The DRT Troopers ship is about to land outside
This pushes the political agenda of several
bank area. If the characters didn’t discover the
factions within the city, and world. The belief
Bright Bomber’s charade and identify her. She
that vigilantes are more of a hinderance than
uses her acclivity boots to escape the scene.
help. The news broadcasts try to push the
Launching herself into the air once outside and
narrative that they only make the situations
uses optical camouflage to disappear from sight
worse. Vigilantes should join a certified policing
and escape. The characters won’t be able to give
force to ensure they are held accountable for
chase as they likely don’t have the means yet.
their actions. If the characters have revealed
Additionally, the DRT Troopers are beginning to
their hero names to anyone during the
drop in.
encounters. Their name is published for the city
If the characters manage to identify the Bright
and world to hear for their heinous and
Bomber, she is captured and arrested when she dangerous activities.
tries to escape with her acclivity boots.
The characters are approached by
Commissioner Jordan. She says to them “That

OUTCOME #2
was very reckless. You certainly could have made
the situation much worse.” At this point, if it is
revealed that any loss of life was the result of the If the loss of life is kept to a minimum of one
characters she sighs in exasperation and innocent life, the news reports the benefit of
mentions it probably couldn’t be helped. “You’re vigilantes, and the worlds need of their help.
lucky I don’t arrest you right here and now. But I They site that the slow response of the DRT and
understand the need is great for those who want ineptitude of CCPD only makes situations worse.
to help. Go, quickly!” Especially when deviants and innocence are at
The DRT Troopers have surrounded and began stake. The self-sacrificing heroes using their
entering the building. The characters must gifts to aid the world should be explored and
escape notice to the best of their ability. The best expanded upon. Not arrested and punished for
way to do this is to utilize their Alter-Ego wanting to help. If the characters have revealed
personas. As Overseer, we recommend keeping their hero names to anyone during the
track of how many times the DRT encounter the encounters. Their name is published for the city
characters either in their hero suits, or outside and world to hear for their heroic activities.
them. The DRT have a hivemind database. As the
characters start to be spotted, regularly, they

REWARDS/XP
become the targets of the DRT and their
investigation into illegal deviant activity. If the
characters are captured by the DRT The characters each earn 300 XP. This is enough
Commissioner Jordan intervenes and claims they to take them to 2nd level. In addition to that, if
are to be interrogating by the CCPD before being they managed to capture the Bright Bomber,
turned over to the DRT. As Overseer, you can they gain her Acclivity Boots and Optical Camo
decide what all that entails. Leading to another Belt.
grander adventure for our heroes.
Below is a list of potential outcomes that can
arise depending on the actions and rolls of the
characters.

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BRIGHT BOMBER
CROOKS & MONSTERS Medium human, any alignment

Crooks, villains, and monsters come in all shapes Armor Class 15


Hit Points 34 (4d8 +8)
and sizes. In Capes and Crooks there are two
Speed 30 ft., fly 50 ft.
special types of enemies. The Crony and
STR DEX CON INT WIS CHA
Henchmen. These two special monsters don’t
11(+0) 16(+3) 10(+0) 18(+4) 14(+2) 16(+3)
have hit points. Instead, Cronies die after a single
blow and henchmen are a bit more durable and Condition Immunities charmed
Skills Investigation +6, Insight +4, Persuasion +5,
die after two attacks. If they are subject to certain
technology +6
area effects, such as explosion or flamethrower
Damage Vulnerabilities lightning
that allow them to make a saving throw to take Senses darkvision 60 ft., passive Perception 12
only half damage, they instead take no damage if Languages Terran, Binary
they succeed on the saving throw. Additionally, a Challenge 1 (200 XP)
henchman with a vulnerability will die after Cunning Action. On each of its turns, the bright bomber
taking a single hit from the damage type they are can use a bonus action to take the Dash, Disengage, or Hide
vulnerable too. Likewise, a crony hit with a action.
damage type that it is resistant to will remain
Optical Camo. As an action you activate her optical camo
standing after the initial blow. Meaning they will
belt. The bomber becomes invisible for up to 1 hour.
take an additional blow before they fall.
Anything she is wearing or carrying is invisible as long as it
Any creature of your choice can be a crony or a
is on their person. The power ends if they attack or use a
henchman. When converting a creature to a
power. This feature cannot be used again until the next
henchman. It’s recommended to not use creatures
dawn.
whose CR is higher than the party’s average level.
The damage output can lead to some characters
ACTIONS
being taken out in a single hit, even if they are
Blaster. Ranged Weapon Attack: +4 to hit, range 60/120
easier to drop in one or two attacks. Additionally,
ft., one target. Hit: 6 (2d4 +1) radiant damage.
its CR is halved. Likewise, a creature that becomes
a crony or henchman has its CR reduced to one Homing Missiles (Recharge 6). The bright bomber
quarter its normal rating. For example. A CR 4 releases a barrage of three small homing missiles. Each
henchmen actually has a CR 2 for the purposes of missile hits a creature of its choice that it can see within
calculating experience. 120 feet. A missile deals 1d4+1 fire damage to its target.
While there are a few crooks, monsters, and The missiles all strike simultaneously, and the bomber can
villains here. You can expand your options by direct them to hit one creature or several.
using the Wizards of the Coast SRD or other 5e
compatible monsters to further flesh out the
world.

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BRUTE, BRUTE CARNIVOROUS PLANT
Large humanoid, any alignment Medium plant, unaligned
Armor Class 13 Armor Class 10
Hit Points 39 (6d10 +6) Hit Points 24 (4d6 +12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 11(+0) 12(+1) 10(+0) 13(+1) 14(+2) 12(+1) 10(+0) 16(+3) 7(-2) 10(+0) 4(-3)
Saving Throws Wis +3 Damage Vulnerabilities fire
Skills Intimidation +4 Damage Resistances poison
Senses passive Perception 11 Damage Immunities poison
Languages Common
Condition Immunities blinded, charmed, deafened,
Challenge 2 (450 XP)
poisoned, prone
Indomitable Defense. The brute has advantage on Senses blindsight 60 ft. (blind beyond this radius),
Strength checks and Strength saving throws. When it passive Perception 10
makes an attack, it gains a +2 bonus to damage roll. Languages -
Challenge 1 (100 XP)
Additionally, the brute has resistance to bludgeoning,
piercing, and slashing damage. The brute can’t use this Constrict. Creatures grappled by the plant take 2 (1d4)
feature again until it finishes a short or long rest. bludgeoning damage at the start of their turn.
False Appearance. While the plant remains motionless,
ACTIONS they are indistinguishable from normal plants.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 +3) bludgeoning damage. If the target ACTIONS
is a Large or smaller creature, it is grappled (escape DC Bite. Melee Weapon Attack: +2 to hit, reach 5 feet, one
13). The brute has advantage on attack rolls against the target. Hit: 5 (2d4 +1) piercing damage.
grappled creature.
Vine Whip. Melee Weapon Attack: +2 to hit, reach 15 ft.,
Debris Toss (Recharge 6). The brute throws a random one target. Hit: 4 (1d6 +1) bludgeoning damage plus 7 (2d6)
piece of nearby debris in a line that is 30 feet long and 5 poison damage. Additionally, the target is grappled (escape
feet wide, provided it has no creature grappled. Each DC 12). Until this grapple ends, the creature is restrained,
creature in that line must make a DC 13 Dexterity saving and the vines can’t constrict another target.
throw, taking 10 (3d6) bludgeoning damage on a failed save,
or half as much damage on a successful one. REACTIONS
Devour. While the plant has a creature grappled, it can use
REACTIONS its reaction to make a bite attack against the creature so
Counter Grapple. When the brute takes damage from a long as it is within 5 feet of the carnivorous plant.
creature within its reach, it can use its reaction to attempt
to grapple the creature. LEGENDARY ACTIONS
The carnivorous plant can take 2 legendary actions,
choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another
creature’s turn. The carnivorous plant regains spent
legendary actions at the start of their turn.

Daunting Figure. The carnivorous plant releases a


terrifying shriek. Any creature within 30 feet of the plant
that can see and hear it must make a DC 12 Wisdom saving
throw or be frightened of the plant until the end of their
next turn.
Drag. The carnivorous plant can drag a creature that it
has grappled up to 10 feet toward itself.

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CHIMERA Power Resistance. The codfather has advantage on saving
Large monstrosity, unaligned throws against powers and other magical effects.
Armor Class 13 Amphibious. The codfather can breathe air and water.
Hit Points 104 (16d8 +32) Powers. The codfather can use the following powers at 5th
Seed 30 ft., fly 60 ft.
level. Its power ability is Wisdom (power save DC 17, +9 to
STR DEX CON INT WIS CHA
18(+4) 11(+0) 19(+4) 3 (-4) 14(+0) 10 (+0) hit with power attacks).

Skills Perception +6 2/day. control water


Senses darkvision 60., passive Perception 16
Languages - ACTIONS
Challenge 5 (1,800 XP)
Multiattack. The Codfather can use its Dreadful Glare and
makes one attack with its rotting fist.
ACTIONS
Splash Fist. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Multiattack. The chimera makes three attacks: one with
one target. Hit: 114 (3d6 + 4) bludgeoning damage plus 21
its bite, one with its horns, and one with its claws. When its
(6d6) cold damage. If the target is a creature, it must
fire breath is available, it can use the breath in place of its
succeed on a DC 16 Strength saving throw or be knocked
bite or horns.
prone.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Dreadful Glare. The codfather targets one creature it can
target. Hit: 11 (2d6 + 4) piercing damage.
see within 60 feet of it. If the target can see the
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
codfather, it must succeed on a DC 16 Wisdom saving
target. Hit: 8 (1d10 + 3) piercing damage and the target
throw against this power or become frightened until the
must succeed on a DC 15 Strength saving throw or be
end of the codfather’s next turn. If the target fails the
knocked prone.
saving throw by 5 or more, it is also paralyzed for the same
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one duration. A target that succeeds on the saving throw is
target. Hit: 11 (2d6 + 4) slashing damage. immune to the Dreadful Glare for the next 24 hours.
Fire Breath (Recharge 5-6). The chimera’s dragon head
exhales fire in a 15-foot cone. Each creature in that area LEGENDARY ACTIONS
must make a DC 15 Dexterity saving throw. Taking 24 (7d6) The mummy lord can take 3 legendary actions, choosing
fire damage on a failed save, or half as much damage on a from the options below. Only one legendary action option
successful one. can be used at a time and only at the end of another
creature’s turn. The mummy lord regains spent legendary
actions at the start of its turn.
Attack. The mummy lords makes one attack with its
rotting first or uses its Dreadful Glare.
CODFATHER Binding Wave. Binding wave of water swirls around the
Large beastman, lawful evil Codfather. Each creature within 5 feet of the codfather
must succeed on a DC 16 Strength saving throw or have its
Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39) movement speed become 0 until the end of the creature’s
Speed 30 ft., swim speed 60 ft. next turn.
STR DEX CON INT WIS CHA Brutal Roar (Costs 2 Actions). The codfather releases a
18(+4) 10(+0) 17(+3) 11(+0) 18(+4) 16(+3)
bellowing and savage roar. Each creature within 30 feet of
Saving Throws Con +8, Int +5, Wis +9, Cha +8 the codfather that can hear powerful thrum must succeed
Skills Deception +8, Intimidation +8, Persuasion+8
on a DC 16 Constitution saving throw or be stunned until
Damage Vulnerabilities lightning
the end of the codfather’s next turn.
Damage Resistances; bludgeoning, piercing, and
slashing from nonmagical attacks Water Twister (Costs 2 Actions). The codfather
Damage Immunities cold, poison transforms into a vortex of water, moves up to 60 feet,
Condition Immunities charmed, exhaustion, frightened, and reverts to its normal form. While in this form, the
paralyzed, poisoned
codfather is immune to all damage, and it can’t be grappled,
Senses darkvision 60 ft., passive Perception 14
Languages Terran, Bestial petrified, knocked prone, restrained, or stunned.
Challenge 15 (13,000 XP) Equipment worn or carried by the codfather remains in its
possession.

204

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DRT TROOPER DRT ALL TERRAIN SENTINEL
Medium construct, neutral Huge construct, unaligned
Armor Class 17 Armor Class 18
Hit Points 58 (9d8 +18) Hit Points 248 (16d20 +80)
Speed 30 ft. Speed 30 ft, fly 50 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 14(+2) 10(+0) 7(-2) 11(+0) 12(+1) 24(+7) 17(+3) 21(+5) 11(+0) 11(+0) 10 (+0)
Skills Athletics +5, Perception +2 Saving Throws Str +12, Con +10
Damage Immunities poison Skills Perception +5
Condition Immunities charmed, exhaustion, frightened, Damage Resistances piercing, slashing, and bludgeoning
paralyzed, poisoned from nonmagical weapons that aren’t coated in
Senses darkvision 60 ft., passive Perception 12 adamantine
Languages Terran Damage Immunities poison, psychic,
Challenge 3 (700 XP) Condition Immunities poisoned, frightened, petrified,
restrained, incapacitated, stunned, prone, shocked,
ACTIONS blinded, charmed, diseased
Senses bioscanner 120 ft. passive Perception 15
Multiattack. The trooper makes two melee or ranged Languages -
attacks. Challenge 18 (20,000 XP)
Buttstroke. Melee Weapon Attack: +5 to hit, reach 5 ft., Adamantine Plating. The sentinel’s body is composed of
one target. Hit: 7 (1d8 + 3) bludgeoning damage. adamantine plating. This grants immunity to all damage
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range unless it takes at least 15 points of damage or more, in
60/120 ft., one target. Hit: 8 (2d6+2) radiant damage. which case it takes damage as normal. Any damage that
Knockout Gas (Recharge 4-6). The trooper releases a fails to meet or exceed this damage threshold is
blast of sleep gas from a shoulder mounted cannon in a 15- considered superficial and doesn’t reduce the sentinel’s hit
foot cone. Each creature in that area must succeed on a DC points.
13 Constitution saving throw or fall unconscious for 1
minute. This effect ends for a creature if the creature ACTIONS
takes damage, or someone uses an action to wake it. Multiattack. The sentinel can make four attacks: one with
its tesla cannon volley and three with its repeating
Description: blasters. Or it makes four slam attacks.

The DRT Trooper is the common foot soldier for the Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Deviant Response Team. The automatons have a shared target. Hit: 24 (3d10 + 7) bludgeoning damage. If the
server-side memory bank. This allows them each to quickly target is a creature it must succeed on a DC 17 Strength
share knowledge gained while out in the field. This allows saving throw or be knocked prone.
them to gather information on events and allow them to Tesla Cannon Volley. The sentinel chooses a point within
quickly cross reference the deviants and citizens in a 300 feet and releases a barrage of tesla cannon fire in a
location with previous data sets. The data is then used to 20-foot-cube centered on that point Each creature within
extrapolate deviants engaging in illegal activities, allowing the area must succeed on a DC 17 Dexterity saving throw,
them to make authorized arrests. While they carry built in taking 33 (6d10) radiant damage on a failed save, or half as
blasters and can deliver a punch that can bring a brute to much damage on a successful one.
their knees. These are just defensive capabilities. Their Repeating Blasters. Ranged Weapon Attack: +8 to hit,
primary function of capturing unlawful deviants comes from range 150/300 ft., one target. Hit: 19 (3d10 +3) radiant
their knockout gas. Rendering their targets unconscious damage.
without harming them.

205

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LEGENDARY ACTIONS GANGSTER
Medium construct, neutral
The sentinel can take 2 legendary actions, choosing from
the options below. Only one legendary action option can be Armor Class 16
used at a time and only at the end of another creature’s Hit Points Henchman
Speed 30 ft.
turn. The sentinel regains spent legendary actions at the
STR DEX CON INT WIS CHA
start of their turn.
14(+2) 14(+2) 12(+1) 8(-1) 11(+0) 14(+2)
Skills Intimidation +4, Sleight of Hand +4
Attack. The sentinel can make a single attack with its Senses passive Perception 10
repeating blasters or its slam. Languages Terran
Challenge 1 (200 XP)
Aimed Shot. The next ranged attack the sentinel makes
before the end of its next turn ignores half and three- Surprise Attack. If the gangster surprises a creature
quarters cover. and deals damage the first round of combat, the target
takes an extra 7 (2d6) damage from the attack.

ACTIONS
Sub-Machine Gun. The gangster releases a spray of
bullets in 20/50-foot cone. Each creature in that cone
must make a DC 12 Dexterity saving throw, taking 10 (3d6)
piercing damage on a failed save, or half as much damage on
a successful one.

Description:
Gangsters aren’t generally much of a threat. They use guns
to spray chaos on the battlefield. They prefer intimidation
and surprise tactics combined with many allies to
overwhelm their enemy.

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ACTIONS
HYDRA Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Large monstrosity, unaligned one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Armor Class 14 Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
Hit Points 104 (16d8 +32) one target. Hit: + (1d10+1) piercing damage
Seed 30 ft.
STR DEX CON INT WIS CHA
19(+4) 16(+3) 14(+2) 2 (-4) 10(+0) 7 (-2) Description:
Skills Perception +6 A robber is one of the most common types of crooks.
Senses darkvision 60., passive Perception 16 Whether it’s a bank, store, or a mugging in an ally. The
Languages - robber always has a straightforward goal. To steal money
Challenge 5 (1,800 XP)
or valuable items from another person or location. Being at
Hold Breath The hydra can hold its breath for 1 hour the bottom of the totem pole means they often end up as
Multiple Heads. The hydra has four heads. While it has cronies of more dangerous criminals. The few loyal ones
more than one head, the hydra has advantage on saving may even get a few new gadgets or weapons.
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single
turn, one of its heads dies. If all its heads die, the hydra
MINOTAUR
Huge monstrosity, unaligned
dies.
Armor Class 13
At the end of its turn, it grows two heads for each of its
Hit Points 95 (10d12 +30)
heads that died since its last turn, unless it has taken fire Seed 50 ft.
damage since its last turn. The hydra regains 10 hit points STR DEX CON INT WIS CHA
for each head regrown in this way. 22 (+6) 9 (-1) 17(+3) 2 (-4) 12(+1) 5 (-3)
Reactive Heads. For each head the hydra has beyond one. Skills Athletics +10
It gets an extra reaction that can be used only for Senses passive Perception 11
Languages -
opportunity attacks.
Challenge 5 (1,800 XP)
Wakeful Heads. While the hydra sleeps, at least one of
Labyrinthine Recall. The minotaur can perfectly recall
its heads is awake.
any path it has traveled.

ACTIONS Reckless. At the start of its turn, the minotaur can


gain advantage on all melee weapon attack rolls it makes
Multiattack. The hydra makes as many bite attacks as it
during that turn, but attack rolls against it have
has heads.
advantage until the start of its next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Trampling Charge. If the minotaur moves at least 20 feet
target. Hit: 9 (1d10 + 4) piercing damage, and the target is
straight toward a creature and then hits it with a gore
grappled (escape DC 16). The hydra can grapple one
attack on the same turn, that target must succeed on a DC
creature for each head that makes a bite attack.
15 Strength saving throw or be knocked prone. If the
target is prone, the minotaur can make one stomp attack
against it as a bonus action
ROBBER
Medium undead, any non-good alignment ACTIONS
Armor Class12 Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points Crony target. Hit: 24 (4d8 + 6) piercing damage.
Speed 30 ft.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA
11(+0) 12(+1) 12(+1) 10(+0) 10(+0) 10(+0) target. Hit: 22 (3d10 + 6) bludgeoning damage.

Senses passive Perception 12


Languages Terran
Challenge 1/8 (25 XP)

207

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MUMMY Challenge 4 (1,100 XP)
Medium undead, lawful evil
Armor Class 11 (natural armor)
Sand Shroud. A miniature sandstorm constantly whirls
Hit Points 58 (9d8 +18)
Speed 20 ft. around sandstorm in a 10-foot radius. This area is heavily
STR DEX CON INT WIS CHA obscured to creatures other than sandstorm. Wisdom
16(+3) 8(-1) 15(+2) 6(-2) 10(+0) 12(+1) (Survival) checks made to follow tracks left by sandstorm
Saving Throws Wis +2 or other creatures that were traveling in its sand shroud
Damage Vulnerabilities fire are made with disadvantage.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks ACTIONS
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Multiattack. Sandstorm makes two slam attacks.
paralyzed, poisoned Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 10 target. Hit: 11 (2d6+4) bludgeoning damage. If a creature
Languages the languages it knew in life
is hit by this attack twice in the same round (from the
Challenge 3 (100 XP)
same or different sandstorm), the target must make a DC
13 Constitution saving throw or gain one level of
ACTIONS
exhaustion.
Multiattack. The mummy can use its Dreadful Glare and
Sandslash (Recharge5-6). As an action, sandstorm
makes one attack with its rotting fist.
intensifies the vortex of sand that surrounds it. All
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft.,
creature within a 10-foot radius of sandstorm must make a
one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10
DC 14 Dexterity saving throw. A creature takes 21 (6d6)
(3d6) necrotic damage. If the target is a creature, it must
slashing damage on a failed save, or half as much damage on
succeed on a DC 12 Constitution saving throw or be cursed
a successful one.
with mummy rot. The cursed target can’t regain hit points,
and its hit point maximum decreases by 10 (3d6) for every
REACTIONS
24 hours that elapse. If the curse reduces the target’s hit
Warding Sand. Sandstorm blasts sand at an attacking foe.
point maximum to 0, the target dies, and tits body turns
When sandstorm is attacked by a creature within 30 feet
into a mummy. The curse lasts until removed by the remove
of it that it can see, it can use its reaction to impose
curse power or similar effect.
disadvantage on the attack roll, causing sand to
Dreadful Glare. The mummy targets one creature it can
momentarily blind the attack before it hits or misses. An
see within 60 feet of it. If the target can see the mummy,
attack that can’t be blinded is immune to this feature.
it must succeed on a DC 11 Wisdom saving throw against
this power or become frightened until the end of the
mummy’s next turn. If the target fails the saving throw by
5 or more, it is also paralyzed for the same duration. A SAURIAN
target that succeeds on the saving throw is immune to the Large beastman, any alignment
Dreadful Glare of all mummies (but not mummy lord) for
Armor Class 15
the next 24 hours. Hit Points 84 (8d10 +40)
Speed 30 ft.
STR DEX CON INT WIS CHA
18(+4) 13(+1) 20(+5) 7(-2) 16(+3) 10(+0)
SANDSTORM Skills Intimidation +3, Perception +5
Medium humanoid, any alignment Senses darkvision 60., passive Perception 15
Armor Class 12 Languages Terran, Beastial
Hit Points 75 (10d8 +30) Challenge 5 (1,800 XP)
Speed 30 ft. Keen Senses. The saurian has advantage on Wisdom
STR DEX CON INT WIS CHA
(Perception) checks that rely on sight and smell.
19(+4) 14(+2) 16(+3) 8(-1) 14(+2) 14(+2)
Regeneration. The saurian regains 10 hit points at the
Skills Perception +4, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, start of its turn. If the saurian takes acid or fire damage,
and slashing from nonmagical weapons. this trait doesn’t function at the start of the saurian next
Senses darkvision 60 ft., passive Perception 14 turn. The saurian dies only if it starts its turn with 0 hit
Languages Common points and doesn’t regenerate.

208

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Spider Climb. The saurian can climb difficult surfaces, Description:
including upside down on ceilings, without needing to make Sentry drones are a commonly used defense and detection
an ability check. system. Their size, A.I. scanners and their antigravity rings
allows them to patrol, scout and track potential threats.
ACTIONS They have minimum armaments in the form of a simple
Multiattack. The saurian makes three attacks: one with blaster. The Sentry Drone is most dangerous due to its
its bite and two with its claws. self-destruct feature. Leaving nothing behind for an enemy
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one to recover.
target. Hit: 7 (1d6 +4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 +4) piercing damage. SHAPESHIFTER SPY, SNITCH
Medium humanoid (shapeshifter), any alignment
REACTIONS Armor Class 12
Tail Slam. When a creature hits the saurian with a melee Hit Points 33 (6d8 +6)
attack within 5 feet, it can use its reaction to take the Speed 30 ft.
Shove action. STR DEX CON INT WIS CHA
10(+0) 14(+2) 12(+1) 11(+0) 12(+1) 14(+2)
Skills Perception +3, Stealth +4
Senses darkvision 60 ft. (rat form only), passive
SENTRY DRONE Perception 13
Small construct, neutral Languages Common
Challenge 1 (200 XP)
Armor Class 11
Hit Points Henchman Shapeshifter. The shapeshifter can use its action to
Speed 10 ft., fly 30 ft. polymorph into a rat-humanoid hybrid or into a giant rat, or
STR DEX CON INT WIS CHA back into its true form, which is humanoid. Its statistics,
7(-2) 13(+1) 10(+0) 9(-1) 12(+1) 12(+1) other than its size are the same in each form. Any
Skills Perception +3 equipment it is wearing or carrying isn’t transformed. It
Damage Vulnerabilities lightning reverts to its true form if it dies.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Keen Smell. The shapeshifter has advantage on Wisdom
paralyzed, poisoned (Perception) checks that rely on smell.
Senses darkvision 60 ft., passive Perception 13
Languages understands commands given in any language ACTIONS
but can’t speak
Multiattack. The shapeshifter makes two attacks.
Challenge 1/2 (100 XP)
Bite (Shifted or Hybrid Form Only). Melee Weapon
Death Burst. When the sentry drone flies, it explodes in a
Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2)
burst of fire. Each creature within 10 feet of it must make
piercing damage. If the target is a humanoid, it must
a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage
succeed on a DC 11 Constitution saving throw or be become
on a failed save, or half as much damage on a successful
poisoned for 1 minute.
one. Flammable objects that aren’t being worn or carried in
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
that area are ignited.
target. Hit: 5 (1d6 +2) slashing damage.

ACTIONS Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,


one target. Hit: 6 (1d10 +1) piercing damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Blaster Pistol. Ranged Weapon Attack: +3 to hit, range
30/90 ft., one target. Hit: + (1d10+1) radiant damage.

209

Kris Leask (Order #39280737)


SPIDERBOT ACTIONS
Small construct. unaligned
Multiattack. The pyromancer can make one burning fist
Armor Class 16 attack and one heat ray attack or two heat ray attacks.
Hit Points Crony
Burning Fist. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Speed 30 ft., climb 30 ft.,
STR DEX CON INT WIS CHA one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9
13(+1) 16(+3) 13(+1) 11(+0) 11(+0) 9(-1) (2d8) fire damage.
Saving Throws Dex +2, Con +3 Heat Ray. Ranged Power Attack: +6 to hit, range 120 ft.,
Skills Intimidation +3 one target. Hit: 11 (2d10) fire damage. A flammable object
Senses passive Perception 10 hit by this ignites if it isn’t being worn or carried.
Languages Terran
Challenge 1 (200 XP) Explosion (Recharge 6). The pyromancer releases a
powerful ball of fire to a point it chooses within 150 feet.
Death Burst. When the spiderbot dies, it explodes in a
A streaking ball of fire blossoms and explodes. Each
burst of crackling lightning. Each creature within 10 feet
creature in a 20-foot radius sphere centered on that point
of it must make a DC 14 Dexterity saving throw, taking 9
must make a DC 14 Dexterity saving throw. A target takes
(3d6) lighting damage and being shocked on a failed save,
8d6 fire damage on a failed save, or half as much damage
or half as much damage on a successful one.
on a successful one.
Spider Climb. The spiderbot can climb difficult surfaces,
The fire spreads around corners. It ignites flammable
including upside down on ceilings, without needing to make
objects in the area that aren’t being worn or carried.
an ability check.
Flame Torrent (Recharge 5-6). The fire manipulator
release fire in a 20-foot line that is 5 feet wide. Each
ACTIONS
creature in that line must make a DC 14 Dexterity saving
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
throw, taking 21 (6d6) fire damage on a failed save, or half
target. Hit: 5(1d5 +2) piercing damage. The target must
as much damage on a successful one.
succeed on a DC 14 Constitution saving throw or be
poisoned for 1 hour.
REACTIONS
Blaster Cannon. Ranged Weapon Attack: +5 to hit, range
Reactive Blast. When a creature’s movement provokes an
90/300 ft., one target. Hit: 9 (1d12 + 3) force damage.
opportunity attack or an enemy makes a ranged power or
Electric Burst (Recharge 5-6). The spiderbot release a weapon attack against the pyromancer, it can use its
burst of lightning. Each creature within 10 feet of it must reaction to activate its heat ray attack.
make a DC 14 Dexterity saving throw, taking 9 (1d12 +3)
lightning damage and become shocked on a failed save, or
half as much damage on a successful save and are not Description: Strong pyromancer’s have short fuses
shocked. and explode in anger very easily. Their ability to manipulate
fire is almost an extension of their blunt personalities.
With much more control over their powers, and their
ability to burn bright and hot. They can leave their enemies
PYROMANCER, STRONG nothing but a pile of ashes.
Medium humanoid, any alignment
Armor Class 16
Hit Points Henchman
Speed 30 ft.
STR DEX CON INT WIS CHA
16(+3) 14(+2) 15(+2) 12(+1) 12(+1) 16(+3)
Saving Throws Dex +5, Con +5
Skills Intimidation +6
Senses passive Perception 11
Languages Terran
Challenge 4 (1100 XP)

210

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BRUTE, STRONG Skills Deception +5, Perception +3, Sleight of Hand +6,
Large humanoid, any alignment Stealth +6

Armor Class 17 Senses passive Perception 13


Hit Points 126 (11d12 +55) Languages Terran
Speed 40 ft. Challenge 3 (200 XP)
STR DEX CON INT WIS CHA
23(+6) 14(+2) 20(+5) 11(+0) 13(+1) 10(+0) Keen Sight. The jumper has advantage on Wisdom
Saving Throws Dex +5, Con +8, Wis +4 (Perception) checks that rely on sight.
Skills Athletics +12, Perception +4 Surprise Teleport. When the jumper teleports before
Senses passive Perception 14 making an attack against a creature, it has advantage on
Languages Terran
the attack roll against any creature that hasn’t taken a
Challenge 7 (2,900 XP)
turn in combat yet and they have disadvantage eon any
Indomitable Defense. As a bonus action, the brute can saving throws. In addition, when the jumper attacks with
activate its indomitable defense. The brute has advantage advantage after teleporting and both rolls hit the targets
on Strength checks and Strength saving throws. When it AC, the attack is a critical hit.
makes an attack, it gains a +4 bonus to damage roll.
Additionally, the brute has resistance to bludgeoning, ACTIONS
piercing, and slashing damage. The brute can’t use this
Multiattack. The jumper makes three attacks in any
feature again until it finishes a short or long rest.
combination with its pistol whip or blaster pistol.
Legendary Resistance (2/day). If the brute fails a
Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft.,
saving throw, it can choose to succeed instead.
one target. Hit: 3 (1d4 + 1) fire damage.
Blaster Pistol Ranged Power Attack: +5 to hit, range 60/90
ACTIONS
ft., one target. Hit: 4 (2d4) radiant damage.
Multiattack. The brute makes two slam attacks.
Teleport (Recharge 4-6). The jumper teleports, along
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one
with any equipment it is wearing or carrying, up to 80 feet
target. Hit: 19 (3d8 +6) bludgeoning damage. If the target
to an unoccupied space it can see. Before or after
is a Large or smaller creature, it is grappled (escape DC
teleporting, the jumper can make one attack.
17). The brute has advantage on attack rolls against the
grappled creature.
REACTIONS
Debris Toss (Recharge 5-6). The brute throws a random
Recharge. When a creature the jumper can see moves
piece of nearby debris in a line that is 60 feet long and 5
within 5 feet of it, if the jumper’s teleport is recharged, it
feet wide, provided it has no creature grappled. Each
can use it as a reaction. The jumper rolls to recharge its
creature in that line must make a DC 17 Dexterity saving
teleport.
throw, taking 28 (4d10) bludgeoning damage, and being
knocked prone on a failed save, or half as much damage on a
successful one and aren’t knocked prone.
TACTICAL SNIPER
REACTIONS Medium humanoid, any alignment

Counter Grapple. When the brute takes damage from a Armor Class 15
creature within its reach, it can use its reaction to attempt Hit Points Henchman
Speed 30 ft.
to grapple the creature.
STR DEX CON INT WIS CHA
10(+0) 16(+3) 12(+1) 15(+2) 16(+3) 10(-0)
Skills Perception +7, Stealth +7
Senses darkvision 60 ft., passive Perception 17
JUMPER, STRONG Languages Terran
Medium humanoid, any alignment Challenge 4 (500 XP)
Armor Class 15 Keen Senses. The sniper has advantage eon Wisdom
Hit Points 58 (9d8 + 18) (Perception) checks that rely on hearing or sight.
Speed 30 ft.
STR DEX CON INT WIS CHA ]
13(+1) 18(+3) 14(+2) 11(+0) 14(+2) 11(+0)
Saving Throws Dex +6

211

Kris Leask (Order #39280737)


Sharpshooter. Attacking at long range doesn’t impose JUMPER, WEAK
disadvantage on the snipers ranged weapon attack rolls. Medium humanoid, any alignment
Additionally, its ranged weapon attacks ignore half cover Armor Class 13
and three-quarters cover. Hit Points Crony
Speed 30 ft.
ACTIONS STR DEX CON INT WIS CHA
12(+1) 16(+3) 12(+1) 10(+0) 13(+1)
Multiattack. The sniper can make three attacks with its
14(+2)
enhanced laser dagger.
Saving Throws Dex +5
Enhanced Laser Dagger. Melee Weapon Attack: +7 to hit, Skills Deception +4, Perception +3, Sleight of Hand +5,
reach 5 ft., one target. Hit: 8 (2d4 + 3) radiant damage. Stealth +5
Senses passive Perception 13
Sniper Rifle. Ranged Weapon Attack: +7 to hit, range
Languages Terran
200/600 ft., one target. Hit: 30 (6d8 +3) piercing damage Challenge 1 (200 XP)
and the creature can’t take reactions and has disadvantage
on attack rolls and ability checks until the end of its next Keen Sight. The jumper has advantage on Wisdom

turn. (Perception) checks that rely on sight.

REACTIONS ACTIONS
Take Cover. If the sniper is hit with an attack, it can use Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft.,

its reaction to take the disengage action and move up to one target. Hit: 3 (1d4 + 1) piercing damage.

half of its speed. Blaster Pistol Ranged Power Attack: +5 to hit, range 60/90
ft., one target. Hit: 4 (2d4) radiant damage.
Teleport (Recharge 4-6). The jumper teleports, along
THUG with any equipment it is wearing or carrying, up to 40 feet
Medium humanoid, any alignment to an unoccupied space it can see. Before or after
teleporting, the jumper can make one attack.
Armor Class 12
Hit Points Henchman
Speed 30 ft. REACTIONS
STR DEX CON INT WIS CHA Recharge. When a creature the jumper can see moves
14(+2) 12(+1) 12(+1) 10(+0) 10(+1) 12(+1) within 5 feet of it, if the jumper’s teleport is recharged, it
Senses passive Perception 13 can use it as a reaction. The jumper rolls to recharge its
Languages Terran teleport.
Challenge 1/2 (25 XP)

ACTIONS
Multiattack. The thug makes two melee or ranged attacks. PSYCHIC, WEAK
Buttstroke. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Medium humanoid, any alignment
one target. Hit: 5 (1d6 + 2) bludgeoning damage. Armor Class 16
Hit Points Henchman
Rifle. Ranged Weapon Attack: +2 to hit, range 60/120 ft.,
Speed 30 ft.
one target. Hit: 6 (1d12 +1) piercing damage. STR DEX CON INT WIS CHA
13(+1) 14(+2) 12(+1) 12(+1)
REACTIONS 14(+2) 15(+2)
Take Cover. If the thug is hit with an attack, it can use Saving Throws Wis +4, Cha +4
its reaction to take the disengage action and move up to Skills Persuasion +4
Senses passive Perception 14
half of its speed.
Languages Terran
Challenge 1 (200 XP)
Powers. The psychic’s power ability is Charisma (power
save DC 12). The psychic can use the following powers.

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At-will: minor telekinesis
1/day each: command, detect thoughts

ACTIONS
Psionic Punch. Melee or Ranged Power Attack: +4 to hit,
reach 5 ft. or range 30/60, one target. Hit: 7 (1d10 + 2)
psychic damage.
Psionic Disorientation (Recharge 5-6). The psychic
releases psionic energy or verbal command to disorient up
to three creatures of its choice that it can see within 60
feet. Each creature must make a DC 12 Charisma saving
throw. On a failure, when the creature makes an attack roll
or a saving throw before the end of the psychics next turn,
the target must roll a d4 and subtract the number rolled
from the attack roll or saving throw.

Description:
Weak psychics are just discovering their mental prowess.
They have yet to develop them into a reliable and powerful
tool. They are limited to moving small objects with their
mind and disorienting their foes.

PYROMANCER, WEAK
Medium humanoid, any alignment
Armor Class 16
Hit Points Henchman
Speed 30 ft.
STR DEX CON INT WIS CHA
14(+2) 10(+0) 12(+1) 10(+0) 11(+0) 13(+1)
Saving Throws Dex +2, Con +3
Skills Intimidation +3
Senses passive Perception 10
Languages Terran
Challenge 1 (200 XP)

ACTIONS
Burning Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) fire damage.
Heat Ray. Ranged Power Attack: +4 to hit, range 120 ft.,
one target. Hit: 5 (1d10) fire damage. A flammable object
hit by this ignites if it isn’t being worn or carried.
Flame Torrent (Recharge 5-6). The fire manipulator
release fire in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 11 Dexterity saving
throw, taking 14 (4d6) fire damage on a failed save, or half
as much damage on a successful one.

Description: Weak pyromancer’s are often a bit


hot-headed. Their ability to manipulate fire is almost an
extension of their blunt personalities. While their powers
are still underdeveloped, they can still bring the heat.

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