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Capes and Crooks A 5e Superhero RPG
Capes and Crooks A 5e Superhero RPG
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.
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
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.
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11
12
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14
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.
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16
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23
24
25
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
26
27
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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31
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
32
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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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.
35
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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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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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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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.
41
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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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.
44
Ambronanite Drone
Prerequisite: 4th level
The drone wards creatures within range of its
Ambronanite sphere. Using your bonus action,
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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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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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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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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
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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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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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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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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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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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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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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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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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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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
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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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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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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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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.
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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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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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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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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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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.
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Air Launch
Activation Time: 1 bonus action
Range: Weapon
Roles:
Duration: Instantaneous
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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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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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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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.
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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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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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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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.
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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.
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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.
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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.
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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
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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.
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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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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.
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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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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.
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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
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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.
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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.
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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.
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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.
Phantasmal Assault
4th level
Activation Time: 1 action
Range: Touch
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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.
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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
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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.
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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.
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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,
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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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Vaccine
2nd level
Activation Time: 1 action
Range: Touch
Roles:
Duration: 1 hour
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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
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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 ABILITY
finish a long rest.
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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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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.
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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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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Lightning Reflexes
You’re imbued with extraordinary sharp reflexes.
Improved Fortitude You have a +2 bonus to Dexterity saving throws.
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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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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
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.
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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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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
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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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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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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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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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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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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.
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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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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
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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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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.
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3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
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