Warframe (Starfinder)

by Cole

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Table of Contents

The Tenno


  • Awakening from a deep slumber to a
  • hostile world, the Tenno know little of
  • themselves.
  • Different Warframes offer their
  • own unique powers, ranging from
  • Volt's burst of superhuman agility to
  • Frost's deadly avalanche. Utilizing the arms, armor, and powers at their disposal, Tenno squads have adapted to wildly different situations using only a moment of downtime between missions. The Tenno were created in an incident involving a void jump accident that sent them lost in the chaotic sub-dimensional space known as the Void. When they reemerged from the Void and were found years later, the only survivors found were children, whose exposure to the Void's energies had twisted and changed them, giving them inexplicable powers and abilities. Initial experiments on how to harness the children's powers though led to several fatal accidents, which showed the danger their uncontrolled powers could wreak both on themselves and on others. It was the work of an Orokin researcher named Margulis that led to a breakthrough; through dreams, the children could focus and control their powers. However, this research would then be taken from her after she was executed for trying to protect the children, and used to create a process known as Transference; the children's consciousness's and powers could be remotely channeled through a surrogate body called a Warframe: a specially-made techno-organic humanoid battle frame designed to enhance and focus the children's powers, using a device known as a Somatic Link. Not only did the process grant greater control over their powers, but with no fear of self-destruction the powers could be used to their fullest potential. The survivors would be placed in Somatic Link pods in a facility known as the Reservoir, to control their surrogate bodies in a secure location away from their enemies. These operators, newly christened as the "Tenno", were taught the ways of war.

Tenno

[+2 Dex] [+1 Wis] [-1 Con] [4HP]


Physical Description

Tenno look identical to human children, but they usually have atrophying bodies due to their extended use of Transference.

Home world

Newly awakened, and with no permanent location to call home, Tenno warriors have aligned to construct secret temples of their own. The architecture within is distinctly Tenno in origin, but these hidden places of bonding, training and meditation are undeniably influenced by Orokin architecture.

Tenno Names

Tenno take either Human names or the names of Orokin.

Society and Alignment

Tenno almost always live alone with nothing more than maybe a pet. They generally avoid society not out of fear or anger, just because they don’t see a need to. They are known to meet other Tenno and those trusted into their society from time to time in secret locations.

Tenno fight for the greater good and always help those in need. The Tenno are Lawful with any alignment.

Tenno Traits


  • A race of humanoids whose powers hail from the Void.
  • Size and Type. Tenno are Medium Humanoids and have the human subtype.
  • Speed. Your base walking speed is 30 feet when you are not in your Warframe. When in Warframes it is increased to 35 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Second Dream. When sleeping you can choose to maintain control of your chosen Warframe and can control it while you sleep instead of having dreams.
  • Void Surge. When you are not in your Warframe, your Void powers (spells) are uncontrollable and you have to roll higher than, or equal to 60% (percentage dice) to hit, even if you wouldn’t normally have to roll to hit (If specified). If you fail the check, roll for the effect that will happen.
  • Void Purify. Your Void powers passively cleanses your body for every type of affliction (See Afflictions on page 414 in the Core Rulebook).
  • Fearless. Intimidation and effects that would apply fear have no effect.
A Tenno Operator with their Warframe.

Operator


Operators are the Tenno, a young human whose Void powers are the source of their Warframe's abilities. Operators control the Warframes through a process known as Transference, which uses a device called the Somatic Link to aid in channeling and consequently transfer the Operator's consciousness and powers into their Warframes that they control as a surrogate body, even over long distances.

Warframes are an advanced weapons system used exclusively by the Tenno in their missions throughout the Origin System. The Warframes possess regenerative shields, greatly enhanced mobility, and enable the use of an array of supernatural abilities – all of which further augment the Tenno's deadly use of traditional combat arts.


  • Skill Ranks per Level: 8 + your Intelligence modifier.

  • Class Skills: The Operator's class skills are Acrobatics (Dex), Athletics (Str), Computers (Int), Engineering (Int), Intimidate (Cha), Stealth (Dex), Perception (Wis), and Survival (Wis).

Hit Points and Proficiencies


  • Hit Points: 8

  • Stamina Points: 8 + your Dexterity modifier

  • Proficiencies: You're proficient with basic melee weapons, advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons and special weapons.

  • Key Ability Scores: Your Dexterity helps you to infiltrate, get into position, escape danger, and make decisive shots with your weapon, so Dexterity is your key ability score.
Operator
Level Base Attack Bonus Fortitude Save Bonus Reflex Save Bonus Will Save Bonus Class Features
1st +1 +2 +2 +0 Energy Shield, Warframe Exosuit, Energy Points
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Steel Fiber
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2 Operator Mode, Amps
7th +7 +5 +5 +2 Heavy Impact
8th +8 +6 +6 +2
9th +9 +6 +6 +3 Steel Fiber
10th +10 +7 +7 +3
11th +11 +7 +7 +3 Natural Talent
12th +12 +8 +8 +4
13th +13 +8 +8 +4
14th +14 +9 +9 +4
15th +15 +9 +9 +5 Primed Flow
16th +16 +10 +10 +5
17th +17 +10 +10 +5 Primed Continuity
18th +18 +11 +11 +6 Steel Fiber
19th +19 +11 +11 +6
20th +20 +12 +12 +6 Primed Vigor

Class Features

All of the following are class features of the Operator.


Warframe Exosuit

At the first level, you choose one of the following Warframes: Excalibur, Mag, or Volt. At 5th, 10th, and 15th level you choose another from the following list: Ash, Atlas, Banshee, Chroma, Ember, Equinox, Excalibur, Frost, Gara, Garuda, Harrow, Hydroid, Inaros, Ivara, Khora, Limbo, Loki, Mag, Mesa, Mirage, Nekros, Nezha, Nidus, Nova, Moirai, Nyx, Oberon, Octavia, Revenant, Rhino, Saryn, Titania, Trinity, Valkyr, Vauban, Volt, Wukong, Zephyr. See the end of the class features for a description of these Warframes.

In addition, you can find the Neuroptics, Chassis or the Systems blueprints of any of the Warframes you see on the list, by the DM's digression. Making the Warframe's components costs 5,000 credits worth of materials per blueprint. You can sell the blueprints for 2,500 credits each. Once you have all of the components of a specific Warframe, it'll take 3 days to make the Warframe itself.

You cannot combine components of two or more Warframes together.


Energy Shield

Warframes have an energy shield around them that protects them from harm until the shield is depleted. At the beginning of each combat, you gain 25% of your shield points. At the beginning of each of your turns, if you weren’t damaged by an attack since the beginning of your last turn and have less than your maximum shield capacity, you regain 1(+ half level)d4 + Dex mod shield points.


Energy Points

Much like how technomancers and other magic using classes have spell slots, you have your own special resource called "Energy Points". These Energy Points are your bread and butter. These will allow you to use your Warframe Abilities.


Steel Fiber

Starting at the 3rd level, you gain a +1 bonus to AC as long you are in your Warframe. This increases to +2 at 9th level, and +4 at 18th level.


Operator Mode

Starting at the 6th level, you learn what you truly are, a Tenno, more than human, but once a child like any other. You now have access to your Void powers, which act like normal spells, meaning they will not cost any energy points, but rather your spell slots. As well as a new damage type unique to all Tenno, Void damage. When your HP hits 0 while in Operator Mode, you will be forced back into your Warframe and you will be afflicted with a status effect called "Transference Static".

Transference Static will consume ALL of your shields and take 1/3 of your Warframe's current health, you cannot recover any shields while this static effect is active. Whenever you go back into your Operator Form, your health and stamina points will be back to full. Transference Static will last for two rounds.


Amps

Starting at the 6th level, you are able to equip and use a weapon that uses your void energy called an Amp. Amps are a modular weapon with many different parts that will change how your amp will deal damage and what it will do.


Heavy Impact

Starting at the 7th level, whenever you take fall damage, each creature in a 10 foot radius takes half that much damage, rounded up. You can only use this feat if you are in your Warframe.


Natural Talent

Starting at the 11th level, you can activate the first ability of your Warframe as a bonus action.


Primed Flow

Starting at the 15th level, your energy points increases by 50% of your maximum energy points.


Primed Continuity

Starting at the 18th level, whenever you use the ability of a Warframe that has a duration, it will last for an extra round.


Primed Vigor

When you reach the 20th level, you have reached the pinnacle of your skill. When you reach 0 hit points, you immediately return to full hit points, and you regain all shield points gained from your Energy Shield feature. Once you use this feature, you can’t use it again until you take a long rest. You can only use this feat if you are in your Warframe.

Void Spells

Cantrips (0 Level)
  • Transference
  • Void Mode
  • Void Beam
1st Level
  • Transcendence
  • Void Dash
  • Void Blast
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Cantrips (Level 0)

Transference (Level 0)


  • School: Conjuration (summoning, teleportation)
  • Casting Time: 1 Standard Action
  • Range: Infinite (As long as you are linked to your Warframe)
  • Targets: Any (1) Warframe linked to you.
  • Duration: Instantaneous
  • Saving Throw: None; Spell Resistance: No

This spell links you to a choosen Warframe, giving you the ability to enter the Warframe in a non physical form. You can teleport to the Warframe and walk out of it. If your Warframe is destroyed it will not kill you, but you will have to make a new Warframe. If your Warframe is destroyed or not linked to you, you can be killed. When you die while in Operator Mode, you will be teleported to where ever your Warframe was last at. This spell will last until you switch Warframes.

Void Mode (Level 0)


  • School:
  • Casting Time:
  • Range:
  • Targets:
  • Duration:
  • Saving Throw: None; Spell Resistance: No

Void Beam (Level 0)


  • School: Conjuration (creation)
  • Casting Time: 1 Standard Action
  • Range: Close (30 ft. + 5 ft./2 levels)
  • Targets: One creature or Object
  • Duration: Instantaneous
  • Saving Throw: None; Spell Resistance: No

When you cast this spell, you fire a beam of pure Void energy and it has the properties of Void damage. Choose a creature or object within the spell's range. You must make a ranged attack against EAC. On a hit, the beam does 2d4+2 Void damage.

Warframe Leveling


Like how you can level up, your Warframe can level up too. Any XP you gain, your Warframe gains.


Warframe Levels
Level EXP Required Skill Ranks Stat Bonuses
1st (Starting Level) 1st Skill (Unranked) +5 to Shields
2nd 2,000 1st Skill (Rank 1) +5 to Health
3rd 3,000 1st Skill (Rank 2) +5 to Energy
4th 4,000 2nd Skill (Unranked) +5 to Shields
5th 5,000 1st Skill (Rank 3) +5 to Health
6th 6,000 2nd Skill (Rank 1) +5 to Energy
7th 7,000 2nd Skill (Rank 2) +5 to Shields
8th 8,000 3rd Skill (Unranked) +5 to Health
9th 9,000 2nd Skill (Rank 3) +5 to Energy
10th 10,000 3rd Skill (Rank 1) +5 to Shields
11th 11,000 3rd Skill (Rank 2) +5 to Health
12th 12,000 4th Skill (Unranked) +5 to Energy
13th 13,000 3rd Skill (Rank 3) +5 to Shields
14th 14,000 4th Skill (Rank 1) +5 to Health
15th 15,000 4th Skill (Rank 2) +5 to Health
16th 16,000 4th Skill (Rank 3) +5 to Shields

Your Warframe has 16 levels, and each time it levels up, it gains a new ability, or one of its existing abilities goes up a rank. Increasing an ability rank makes the ability stronger and cost less Energy Points.

Ash


Ash can remain unseen, but his effects on the battlefield can be felt by all. Keep an eye out, Tenno.

Shuriken

As long as you are 1st level or higher, you can launch a spinning blade of pain at a target within 60 feet as an action on your turn. Treat the spinning blade as a dart, except it deals 1d6 damage. You can activate this feature once per short rest. Starting at 10th level, the blade deals 1d8 damage.

Smoke Bomb

As long as you are 6th level or higher, once per long rest you can throw down a smoke bomb and become temporarily invisible. You become invisible for 1 round or until you attack. Starting at 14th level, you become invisible for 2 rounds or until you attack.

Teleport

As long as you are 10th level or higher, as a bonus action once per long rest you can teleport to a target within 20 feet. This takes up your movement for the turn.

Blade Storm

As long as you are 14th level or higher, once per long rest you can use your action to make a melee attack on up to 5 enemies within 20 feet. You do not need to be in range of the enemy to attack it. You use your Dexterity as the ability for this attack.

Atlas


Moving mountains is no easy task, Tenno. Atlas endures.

Landslide

As long as you are 1st level or higher, you can use your bonus action immediately after you make a successful attack to deal each enemy within 10 feet of that enemy 3 bludgeoning damage. Once you use this feature, you must make a short rest to use it again. Starting at 10th level, each enemy takes 6 bludgeoning damage instead.

Tectonics

As long as you are 6th level or higher, you can use your action to create a wall of rocks. The wall is 5 feet high and 10 feet long. The wall has 50 health. Once you use this feature, you can’t use it again until you take a long rest. However, starting at 14th level, if you already have a wall, you can use this feature a second time to cause a rockslide attack. The wall is destroyed but all enemies adjacent to the wall take 4d8 bludgeoning damage.

Petrify

As long as you are 10th level or higher, once per long rest you can make an attack in a cone 30 feet long. All creatures within the cone must make a Constitution saving throw. If an enemy succeeds, they are treated as being grappled until the end of their next turn. If they fail, they are paralyzed until the end of their next turn. Once you use this feature, you can’t use it again until you take a long rest.

Rumblers

As long as you are 14th level or higher, once per long rest you can use your action to summon two rock golems (see the Monster Manual) that are allied with you. They act on your initiative count and respond to your commands. They are destroyed at the end of combat.

Banshee


No one puts Banshee in a corner, Tenno. The element of surprise is in her favor.

Sonic Boom

As long as you are 1st level or higher, you can use your action to make a sonic boom. This sonic boom requires all creatures within a 15-foot cone in front of you to make a Strength saving throw (DC 8+ your Intelligence modifier + your proficiency bonus). Creatures that fail this saving throw take 1d8 thunder damage and are pushed back 5 feet. Creatures that succeed take half damage, and are not pushed back. Starting at 10th level, it deals 2d8 damage instead. Once you use this feature, you must take a short rest to use it again.

Sonar

As long as you are 6th level or higher, once per long rest you can use a bonus action to emit a pulse of sound that reveals the location of every enemy within 60 feet. This causes hidden creatures to be revealed as well. Starting at 14th level, it also reveals weak spots on your enemies, granting you the ability to score a critical hit on a roll of 19-20. This ability lasts until the end of combat.

Silence

As long as you are 10th level or higher, you can cast the spell silence once per short rest, except the sphere moves as you move.

Sound Quake

As long as you are 14th level or higher, you can use your action to channel acoustic energy into the ground. When you do, all enemies within 20 feet of you to make a Constitution saving throw or take 3d8 thunder and bludgeoning damage and be knocked over. Enemies that succeed their saving throw take half damage and are not knocked over.

Chroma


When all the land is in ruins, Tenno, only Chroma will remain.

Spectral Scream

As long as you are 1st level or higher, you can unleash an elemental torrent upon an enemy within 20 feet. You make a ranged attack (the bonus you get is equal to your intelligence modifier + your proficiency bonus) against the enemy. If you hit, the enemy takes 1d6 damage of your current type. Starting at 10th level, it becomes 1d8 damage instead. Once you have used this ability, you can’t use it again until you take a short rest. In addition, whenever you take a long rest, you choose one of these damage types: fire, cold, poison, or lightning. The choice changes the damage types of your Chroma attacks.

Elemental Ward

As long as you are 6th level or higher, you can create an aura of your chosen element around you as a bonus action once per long rest. This grants all allies within 25 feet resistance to your chosen damage type. In addition, all attacks made by your allies within the zone do an extra 1d4 damage of the chosen type. Starting at 14th level, the attacks deal 2d4 extra damage instead.

Vex Armor

As long as you are 10th level or higher, you can use your action to enter a state of primal rage. When you use this feature, roll 1d6. Until that many of your turns, not counting the turn you activate the ability, pass, whenever you lose temporary hit points you gain +1 to AC, and whenever you lose regular hit points you gain +1 to all hit and damage rolls. The bonuses last until the end of combat.

Effigy

As long as you are 14th level or higher, you can use your action to shed your outer pelt and imbue it with elemental energy, causing it to sprout wings. Your effigy has 8d10 (41) health, and on your initiative count it makes an attack against all enemies within 45 feet. It uses your Intelligence modifier as a bonus to this attack. If it hits, it deals 4d6 damage, and on a miss, half damage.

Ember


Ember's presence on the battlefield is devastating. Mind the heat, Tenno.

Fireball

As long as you are 1st level or higher, you can cast a small fire projection using your action. It targets a creature within 20 feet, and the attack bonus is equal to your Intelligence modifier plus your proficiency bonus. If it hits, it deals 1d6 fire damage, and on a miss, half damage. Once you use this feature, you must take a short rest to use it again. Starting at 10th level, you can cast the spell fireball once per short rest instead. Your spellcasting ability for this spell is Intelligence.

Accelerant

As long as you are 6th level or higher, you can use your bonus action to splash all enemies within 30 feet with a special accelerant. All enemies thus splashed take an extra 1d8 fire damage upon being hit with a fire attack until end of combat. Starting at 14th level, this becomes 2d8 extra damage instead. Once you use this feature, you must take a long rest to use it again.

Flame Blast

As long as you are 10th level or higher, you can use your action to cause a wave of fire to wash over all enemies within 30 feet. Those enemies must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 4d8 fire damage. If they succeed, they take only half damage. Once you use this feature, you must take a long rest to use it again.

World on Fire

As long as you are 14th level or higher, you can use your action to set the surrounding environment ablaze. This automatically deals 6d4 damage to each creature besides you within 25 feet. In addition, it sets the ground on fire. This fire extinguishes itself at the end of combat.

Equinox


A true Tenno must master the divide between night and day. Do you have what it takes?

Metamorphosis

As long as you are 1st level or higher, you can, as a bonus action, switch between your night mode and your day mode. In night mode, you are clad in black, and when you switch to it, you gain two temporary hitpoint, which if not already lost, disappears when you change modes back. In your day mode, you are dressed in white, and until you switch back you get +1 to damage rolls.

Rest & Rage

As long as you are 6th level or higher, you can cause an effect to creatures within 20 feet if they fail a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). If you are in night mode, this causes an effect identical to the spell sleep. If you are in day mode, the enemies instead take 2 extra radiant damage from all hits until the end of your next turn. Once you use this feature, you can’t use it again until you take a long rest.

Pacify & Provoke

As long as you are 10th level or higher, you can use an effect depending on your mode. In night mode, you can make enemies within 20 feet make a Strength saving throw (DC the same as the Rest & Rage saving throw) or take a -1 penalty to attacks until the end of your next turn. If you are in day mode, you can instead give allies within 20 feet of you +1 to attacks until the end of your next turn. Once you use this feature, you can’t use it again until you take a long rest.

Mend & Maim

As long as you are 14th level or higher, you can use your action once per long rest to activate a feature depending on your mode. If you are in night mode, you and all allies within 30 feet gain 15 hit points whenever you or an ally in that radius kills an enemy. This effect lasts until the end of combat. If you are in day mode, instead all enemies in that radius must make a Dexterity saving throw (DC the same as the Rest & Rage saving throw) or take 8d6 piercing and slashing damage. If they succeeded the saving throw, they take half damage.

Excalibur


This is Excalibur, a master of gun and blade. No matter your style, Tenno, the Excalibur Warframe is a formidable choice.

Stats


  • Health: 100
  • Shields: 100
  • AC Bonus: +2
  • Energy Points: 100

Passive Ability

Excalibur has improved mastery in the Tenno art of the blade, receiving a 1d6 damage bonus for melee attacks.

Slash Dash

You can use your action to dash forward 20 feet, increasing by 5 feet per rank. You do 1d6 slashing damage to 2 enemies you pass during this movement; increasing by one enemy and 1d6 per rank. You use your Dex mod for these attacks. Once you use this ability, it will consume 2 energy points.

Radial Blind

You can use your action to produce a flash of light. All enemies within 15 feet (increasing by 5ft per rank.) of you must make a Constitution saving throw. (DC 8 + your Dex mod, increasing the DC by 2 per rank) Failing will result in them being blinded and stunned until the end of your next turn. If they succeed, they just take 1d6 sonic damage. Once you use this ability, it will consume 6 energy points, decreasing the cost by one per rank.

Radial Javelin

You can send out a spray of javelins in all directions as an action. You make an attack against the nearest enemies in a 25 foot radius. (increasing by 5ft per rank.) If you hit, it will do 1d8 + Dex mod piercing damage. (The damage increases by 1d8 per rank.) Once you use this ability, it will consume 8 energy points, decreasing the cost by one per rank.

Exalted Blade

You can summon an exalted blade for Dex mod + 1d6 rounds. You can make the blade last another round by spending another ability point. This weapon does 2d6 + Dex mod electricity + slashing damage. (The damage will increase by 1d6 per rank. You can wield this weapon in one hand and you are proficient with it.) Once you use this ability, it will consume 10 energy points, decreasing the cost by one per rank.

Excalibur Umbra


Ferocious and untamed, Umbra’s fury is second only to his mastery of the blade.

Stats


  • Health: 100
  • Shields: 100
  • AC Bonus: +4
  • Energy Points: 150

Passive Ability

Umbra has improved mastery in the Tenno art of the blade, receiving a 1d4 damage bonus for melee attacks. Umbra exhibits sentience, allowing him to remain active in combat without Transference control. Umbra will act on your initiative, and will be controlled by the DM. Umbra can use its abilities without spending any of your energy points. When Umbra's HP goes to 0, Umbra becomes only becomes inactive, not destroyed. He will become active again once you regain HP for Umbra.

Slash Dash

You can use your action to dash forward 20 feet, increasing by 5 feet per rank. You do 2d6 slashing damage to 2 enemies you pass during this movement; increasing by one enemy and 1d6 per rank. You use your Dex mod for these attacks. Once you use this ability, it will consume 2 energy points.

Radial Howl

You can use your action to produce a ferocious howl. All enemies within 15 feet of you must make a Constitution saving throw. (DC 8 + your Dex mod) Failing will result in them being blinded and stunned until the end of your next turn. If they succeed, they just take 1d6 sonic damage. Once you use this ability, it will consume 6 energy points, decreasing the cost by one per rank.

Radial Javelin

You can send out a spray of javelins in all directions as an action. You make an attack against the nearest enemies in a 25 foot radius. If you hit, it will do 2d4 + Dex mod piercing damage. The damage will increase by 1d4 per rank. Once you use this ability, it will consume 8 energy points, decreasing the cost by one per rank.

Exalted Blade

You can summon an exalted blade for Dex mod + 1d6 rounds. You can make the blade last another round by spending another ability point. This weapon does 2d6 + Dex mod electricity + slashing damage. The damage will increase by 1d6 per rank. You can wield this weapon in one hand and you are proficient with it. Once you use this ability, it will consume 10 energy points, decreasing the cost by one per rank.

Frost


Frost can protect or punish, the decision is yours.

Freeze

As long as you are 1st level or higher, you can use your action to shoot a freezing bolt at a target. The attack uses your Intelligence modifier and your proficiency bonus as bonuses to your attack. On a hit, the attack deals 2d6 cold damage, and prevents the enemy from voluntarily moving until the end of your next turn. Once you activate this feature, you need to take a short rest to use it again.

Ice Wave

As long as you are 6th level or higher, you can send out a spray of crystallized ice in all directions with an action. This makes all creatures in 10 feet of you make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 2d6 piercing and 1d6 cold damage. If they succeed, they only take half damage. Once you use this ability, you must take a long rest to use it again.

Snow Globe

As long as you are 10th level or higher, you can summon a protective sphere of cold around you with your action. It stretches for 15 feet around the spot where you were when you summoned it. Ranged attacks against targets inside the sphere take a -2 penalty if they are fired from outside the sphere; similarly, ranged attacks against targets outside the sphere from within the sphere take a -2 penalty. The sphere lasts until the end of combat. Once you use this ability, you can’t use it again until you take a long rest.

Avalanche

As long as you are 14th level or higher, you can use your action to cause an avalanche. When you do, all creatures within 20 feet of you must make a Dexterity saving throw (DC the same as Ice Wave) or take 3d6 bludgeoning damage and 3d6 cold damage and be stunned. If they succeed, they only take half damage, and are not stunned. Once you use this feature, you must take a long rest to use it again.

Gara


This is Gara, the unbreakable warrior. Manipulator of glass, she fractures the resolve of her enemies. The shattered remains of her enemies are all that Gara leaves behind. Tread lightly.

Ability Name

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Garuda


X

Ability Name

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Harrow


This is Harrow, the monastic, the ritualist. Harrow is suffragan to the Void. Will you believe, Tenno?

Stats


  • Health: 100
  • Shields: 150
  • AC Bonus: -2
  • Energy Points: 100

Passive Ability

Harrow possesses an increased Overshields capacity, granting him a +200% in shield capacity.

Condemn

You use your bonus action to send out a wave of energy that chains enemies where they stand in a (15 x Dex modifier) feet, increasing by 5 feet per rank. You don't do any damage, but the enemies that are chained get their turn skipped. Each enemy you chain gives you 50 shields, if you have full shields, they will go into your overshields. Once you use this ability, it will consume 25 energy points.

Penance

Ability description goes here.

Thurible

You use your bonus action to take out your thurible and channel your energy into it. While active, your energy points are drained by 5 points per turn. You will stop channeling your thruible once you run out of energy, or when you stop on your turn. Either way, onced finished, if you deal any amount of damage to any enemy, you and near by allies (in a 15ft. radius) will get 10% of damage you've (or allies) done as energy. The percentage of the energy conversion will increase by 5% per rank, maxing out at 25%.

Covenant

Ability description goes here.

Hydroid


Whether the seas or the stars, Tenno, Hydroid takes a foreboding command of the battlefield.

Tempest Barrage

As long as you are 1st level or higher, you can use your action to make a stream of water lance out at a target. This attack uses your Intelligence modifier and your proficiency bonus, and deals 2d6 piercing damage on a successful hit. Once you use this feature, you can’t use it again until you take a short rest.

Tidal Surge

As long as you are 6th level or higher, you can use your action to surge forward in a 25 foot line. You can move through enemies during this movement, and this movement does not provoke attacks of opportunity. Enemies moved through are pushed five feet to the side and must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 2d6 bludgeoning damage. Enemies that make the saving throw take half damage. Once you use this feature, you must take a short rest to use it again.

Undertow

As long as you are 10th level or higher, once per long rest you can use your action to become a water trap. When you do, you pull all enemies in a 25 foot radius of you 5 feet closer to you. Enemies within 5 feet of you instead take 3d6 bludgeoning damage and are knocked prone.

Tentacle Swarm

As long as you are 14th level or higher, once per long rest you can summon a swarm of tentacles. All walls, floors, and ceilings within 25 feet of you sprout two tentacles at points of your choosing. Each immediately makes an attack against the closest enemy that isn’t being attacked by another tentacle. These attacks use your Intelligence modifier and your proficiency bonus, and on a hit do 4d6 damage, and cause the target to be grappled. The check to break out of this grapple uses your ability scores to determine the DC. Once their target escapes, the tentacle disappears into a puddle of water.

Inaros


Whether denizens of the sky or the earth, Tenno, the fear of Inaros is within.

Desiccation

As long as you are 1st level or higher, you can use your action to cause a spray of sand to emanate from you. Enemies within 15 feet of you must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 1d6 necrotic and 1d6 slashing damage. For each point of necrotic damage taken this way, you gain 1 temporary hit point. These stack with the hit points gained from your Energy Shields feature. Once you use this ability, you must take a short rest to use it again.

Devour

As long as you are 6th level or higher, you can create a pit of quicksand under an enemy within 10 feet of you as an action once per long rest. That enemy must immediately make a Dexterity saving throw (DC the same as Desiccation) or become grappled. Each turn the target is grappled, they take 2d6 necrotic damage. If this damage reduces them to 0 hit points or fewer, a Sand Shadow is created. It is a copy of that enemy, except with only one-quarter hit points. It acts on your initiative count and is allied with you, but it is controlled by the DM.

Sandstorm

As long as you are 10th level or higher, you can summon a sandstorm once per long rest, as an action. It blasts all enemies within 20 feet of you, causing them to make a Strength saving throw (DC the same as Desiccation) or take 4d6 necrotic damage. On a successful save, they take only half damage. If this damage reduces an enemy grappled by Devour to 0 hit points or less, a Sand Shadow is created, with the same description as in Devour.

Scarab Swarm

As long as you are 14th level or higher, you can use your action to slowly start building up scarabs around you. Once you activate this power, you lose 5 hit points per round at the start of each of your turns. Once you lose your hit points for the round, you can use your action to unleash an explosion. It automatically deals, to each enemy in a 25 foot radius, an amount of necrotic damage equal to the amount of health you lost while charging the ability. Once you use this ability, you can’t use it again until you take a long rest.

Ivara


Don't roam around the forest looking for a fight, Tenno. Ivara is always on guard.

Quiver

As long as you are 1st level or higher, you can use an action to choose an arrow type from the following list of arrows. When you do, your Ivara arrow type switches to that type of arrow and you fire one of those arrows.

Cloak: Allies within 10 feet of the arrow’s landing location are invisible. Normal damage. Effect lasts until the end of your next turn.

Dashwire: Movement you make in the direction of the arrow’s landing spot is increased by 20 feet per turn until the end of combat.

Noise: Nearby enemies are compelled to move towards the site of the noise arrow until the end of your next turn.

Sleep: You cast the spell sleep (DC 8 + your Dexterity modifier + your proficiency bonus) centered on the arrow’s landing spot. Once you use this feature, you can’t use it again until you take a short rest.

Navigator

As long as you are 6th level or higher, whenever you fire a projectile, you can use your reaction to project your consciousness into that projectile. You can reselect its target if you wish. If you do, you must roll to hit again, but you have advantage. Whether you change the target or not, you gain +4 to the roll. Once you use this ability, you must take a long rest to use it again.

Prowl

As long as you are 10th level or higher, you can use a bonus action to turn invisible once per long rest. You become invisible until you hit with an attack. While you are invisible, you get a +1 bonus to all attack rolls (in addition to the advantage granted by being invisible) but take a -5 feet penalty to speed.

Artemis Bow

As long as you are 14th level or higher, you can shoot each enemy you can see within range of your bow with your currently selected Ivara arrow type (see Quiver). This takes up your action. Once you have used this feature, you can’t use it again until you take a long rest.

Khora


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Limbo


Don't blink, Tenno, Limbo is nowhere, yet everywhere.

The Rift

Certain Limbo powers refer to “the rift”. This is a special dimension that can only be accessed by Limbo. While creatures are in the rift, weapons cannot affect beings in the real world, and vice versa. They are still visible to each other, but very hazily. Spells that require an attack roll, rather than a saving throw, work perfectly across this dimension; however, spells that affect your allies or require a saving throw do not function across dimensions.

Banish

As long as you are 1st level or higher, you can use your action to send a creature within 30 feet of you into the Rift dimension until the end of your next turn. Allies so caught in the rift can use their move action to escape the rift. An enemy cannot. If an enemy returns from the rift at the end of your next turn this way, they take 2d6 thunder and psychic damage. Once you use this ability, you can’t use it again until you take a short rest.

Rift Walk

As long as you are 6th level or higher, you can, as part of your move action, enter the rift. You remain there until the end of your next turn or until you leave it with a move action, whichever is sooner. Once you use this ability, you can’t use it again until you take a short rest.

Void Surge

As long as you are 10th level or higher, while you are on the rift plane, all damage you deal is increased by +2d6.

Cataclysm

As long as you are 14th level or higher, you can create a violent explosion that forces all creatures in a 30 foot radius to make a Dexterity saving throw or take 4d6 thunder and psychic damage (half damage on a successful save). The area also becomes the Rift. At the beginning of each of your turns, the radius of the Rift zone is reduced by 10 feet. Enemies that leave the zone this way take 4d6 thunder and psychic damage. When the radius is reduced to 0 feet, the first attack immediately repeats against creatures in a 30 foot radius around the origin point (but the area does not re-become Rift). Once you use this ability, you can’t use it again until you take a long rest.

Loki


Whether you prefer to go into battle alone or with a team, Tenno, Loki will adapt to any style.

Decoy

As long as you are 1st level or higher, you can summon a holographic doppelganger copy of yourself as an action, once per short rest. It shares your stats and abilities, except Warframe abilities (so it can’t make copies of itself). However, it only has a quarter of your maximum health, but enemies are drawn to attack it over you.

Invisibility

As long as you are 6th level or higher, you can use your bonus action to become invisible once per short rest. This invisibility lasts until the end of your next turn or until you make an attack.

Switch Teleport

As long as you are 10th level or higher, you can use your action to swap positions with an enemy within 30 feet. This movement is treated as a teleport. Once you use this feature, you can’t use it again until you take a short rest.

Radial Disarm

As long as you are 14th level or higher, you can use your action once per long rest to cause all weapons held by enemies within 25 feet of you to immediately drop. Picking up a dropped weapon takes an action.

Mag


Mag is a team player, Tenno, and a worthy addition to any squad.

Pull

As long as you are 1st level or higher, you can use your action to force an enemy within 30 feet of you to make a Strength saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or be pulled 15 feet closer to you and take 2d6 force damage. On a successful save, they are pulled only 5 feet and take half damage. Starting at 10th level, you can target an additional enemy with this effect when you use it. Once you use this ability, you can’t use it again until you take a short rest.

Magnetize

As long as you are 6th level or higher, you can use your action once per short rest to create a magnetic field around a target within 20 feet. All ranged weapons have advantage to hit a target within this field, and all damage dealt by metal weapons within this field (or weapons with metal tips) is increased by 1d6 force damage.

Polarize

As long as you are 10th level or higher, you can make a magnetic pulse that makes all enemies within 25 feet make a Dexterity saving throw (DC the same as Pull) or take 4d6 force damage (half damage on a successful saving throw). Allies in this radius regain 4d6 hitpoints. Once you use this ability, you must take a long rest to use it again.

Crush

As long as you are 14th level or higher, you can use your action, once per long rest, to magnetize the bones of nearby enemies. Enemies within 25 feet must make a Strength saving throw (DC the same as Pull) or take 5d6 bludgeoning and 4d6 force damage (half damage on a successful saving throw). Enemies that fail their saving throw are also knocked prone.

Mesa


This is Mesa, the vagabond, the outcast. Do you feel lucky, Tenno? Mesa's got the fastest guns in the stars

Stats


  • Health: 125 (Primed: 135)
  • Shields: 75 (Primed: 75)
  • AC Bonus: +0 (Primed: +1)
  • Energy Points: 100 (Primed: 125)

Passive Ability

Mesa has improved proficiency with small arms, and gains a small health bonus at the expense of not having a melee weapon equipped. The following are passive bonuses available to Mesa:

  • Mesa is able to fire small arms as a bonus action.
  • Mesa gains 15 HP when melee weapons are not equipped.

Ballistic Battery

You can use your bonus action to start storing up damage. While this effect is active, each time you hit with a ranged attack, you add half the damage dealt this way to your Ballistic pool. However, you lose 2 energy points per turn while the effect is active. The next time you make a ranged attack, and if you hit, it deals extra damage equal to all the damage in your Ballistic pool. You can also give your damage bonus to other players. Once you use this ability, it will consume 5 energy points when you activate/deactivate it.

Mirage


Do you believe in magic, Tenno? Mirage's deceiving influence on the battlefield might make you.

Hall of Mirrors

As long as you are 1st level or higher, you can summon a holographic doppelganger copy of yourself as an action, once per short rest. It shares your stats and abilities, except Warframe abilities (so it can’t make copies of itself). It doesn’t have hitpoints, but is invulnerable to damage. Enemies are drawn to attack it. It disappears at the end of your next turn. Starting at 10th level, you can create two doppelgangers this way.

Sleight of Hand

As long as you are 6th level or higher, you can set a boobytrap on two unattended objects within 30 feet. The next time a creature touches an object trapped this way, it detonates, causing all creatures within 5 feet to take 4d6 fire damage. Starting at 14th level, you can trap four objects this way. Once you use this ability, you can’t use it again until you take a long rest.

Eclipse

As long as you are 10th level or higher, you can cause the light to have different effects on you until the end of combat with your bonus action. Until end of combat, as long as you are in shadows or dim light, you gain a +4 bonus to AC, but as long as you are not, you gain +4 to attacks. Once you use this ability, you can’t use it again until you take a long rest.

Prism

As long as you are 14th level or higher, you can use your action to create an energy prism within 25 feet. Enemies within 20 feet of the prism must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 6d8 radiant damage and be blinded until the end of your next turn (half damage on a save, and no blind). Once you use this ability, you must take a long rest to do it again.

Nekros


Nekros possesses the battlefield, Tenno. Death is his playground.

Soul Punch

As long as you are 1st level or higher, you can make an unarmed melee attack against an enemy, using your Dexterity modifier for the attack, as an action. If you hit, you temporarily punch the enemy’s soul out of its body, making an attack using your Dexterity modifier against each enemy in a line in a direction of your choosing from that enemy. Once you use this ability, you can’t use it again until you take a short rest.

Terrify

As long as you are 6th level or higher, you can cast the spell fear once per short rest. Dexterity is your spellcasting ability for this spell.

Desecrate

As long as you are 10th level or higher, you can use your action at the end of combat to double all monetary loot gained from enemies.

Shadows of the Dead

As long as you are 14th level or higher, you can use your action on your first turn of combat to summon a shadow of each enemy that was killed in the previous combat. It has only half the health, rounded up, but is otherwise identical. They are controlled by the DM, but act on your initiative count and are allied with you. They fade away at end of combat. Once you use this ability, you must take a long rest to use it again.

Nezha


Feel the heat, Tenno. Nezha is a burning thing, and he makes a fiery ring.

Fire Walker

As long as you are 1st level or higher, you can, before you move during your turn, use a bonus action to cause your movement this turn to leave a trail of flames. They burn out at end of combat. Once you activate this ability, you can’t use it again until you take a short rest.

Blazing Chakram

As long as you are 6th level or higher, you can use your action to throw a fiery ring at an enemy within 25 feet. This ring has the finesse and light thrown properties, and you are treated as proficient in it. On a hit, it deals 3d6 fire damage. Once you use this feature, you can’t use it again until you take a short rest.

Warding Halo

As long as you are 10th level or higher, you can use your action to create a protective ring of fire around yourself. It causes any enemy that hits you with a melee attack to take half the damage they inflicted as fire damage. The ring dissipates at end of combat. Once you use this ability, you can’t use it again until you take a long rest.

Divine Spears

As long as you are 14th level or higher, you can make a javelin attack against each enemy within 30 feet. These javelins are treated as +3 fiery javelins. Once you use this ability, you must take a long rest to use it again.

Nidus


Nidus is a deadly plague for which there is no cure. You must control the strange disease.

Mutation

While using the Nidus suit, you have a special resource, called Mutation. Every five hits that you make, you get one Mutation stack. When you reach 3 stacks, tendrils protrude from your neck and upper spine, while the carapace around your ribs opens. At 5 and 7 stacks, respectively, the carapace around your thighs and arms will open to reveal more infested flesh and tendrils beneath. At 10 stacks, the carapace on his helmet (including default and alternate) will open up, and many more tendrils will be exposed.

Virulence

As long as you are 1st level or higher, you can create a swarm of infested to rise up in a radius of 20 feet around you. All creatures (allies and enemies) in that radius must make a Constitution saving throw or take 1d8 necrotic damage. If they succeed, they take half damage. For each 5 damage dealt this way, you get 1 Mutation stack. Starting at 10th level, it deals 2d8 damage instead. Once you use this feature, you can’t use it again until you take a short rest.

Larva

As long as you are 6th level or higher, you can summon a pod as an action within 30 feet of you. At the start of your next turn, it makes an attack against an enemy within 10 feet of it. It uses your Intelligence modifier for the attack. On a hit, it pulls the enemy to be adjacent to it and deals 2d8 necrotic damage. Starting at 14th level, you can place 2 pods that can make attacks against two different enemies. Once you activate this feature, you must take a long rest before you can use it again.

Ravenous

As long as you are 14th level or higher, you can spend an action and 3 Mutation stacks to cause a swarm of maggots to rise up from the ground. All enemies must succeed on a Constitution saving throw or take 5d6 slashing and 5d6 necrotic damage (half damage on a successful saving throw). You gain 1 Mutation stack for each enemy that fails their save this way. Once you use this ability, you must take a short rest to use it again.

Nova


Nova's presence on the battlefield is complex and deadly. Handle with care, Tenno.

Null Star

As long as you are 1st level or higher, you can use your action to shoot a particle of antimatter at a creature within 30 feet. This is a ranged attack, and uses your Intelligence modifier. On a hit, the attack, deals 2d8 force and fire damage. Starting at 10th level, you can attack two enemies at once. Once you use this ability, you must take a short rest to use it again.

Antimatter Drop

As long as you are 6th level or higher, you can shoot an antimatter particle forward as a bonus action on your turn. It moves forward 5 feet per turn. The particle can be shot at, having an AC of 18. Once hit, it absorbs all damage dealt to it. Once its movement puts it in contact with a solid object, it detonates, dealing 2d6 force damage to each creature within 10 feet of it, and all the damage absorbed by it as fire damage to each creature within 20 feet of it. Once you use this ability, you can’t use it again until you take a long rest.

Worm Hole

As long as you are 10th level or higher, you can use your action to create a gateway between two points. The first point is a spot within 5 feet of you, and the other spot is 50 feet directly forward from that spot. Until it collapses, any creature that steps in one spot instantly appears in the other spot (this doesn’t use up movement). The wormhole lasts for 6 rounds, or until 4 creatures pass through either spot, at which point it collapses. Once you use this ability, you must take a short rest to use it again.

Molecular Prime

As long as you are 14th level or higher, you can use your action to prime nearby enemies with antimatter. Enemies within 5 feet of the point where you used this ability are immediately primed (no save) until end of combat. Enemies within 10 feet of that point must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or also be primed. Primed enemies have their speed reduced by 5 feet, and upon death explode, dealing 4d6 force damage to each creature in a 5 foot radius. It is possible for a chain of enemies primed this way to eliminate themselves in a line. Once you use this ability, you can’t use it again until you take a long rest.

Nyx


On her own or with a group, Nyx can turn the tide of battle in her favor.

Mind Control

As long as you are 1st level or higher, you can use your action to make an enemy within 30 feet make a Wisdom saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or be forced to attack a random ally on their next turn. Once you have used this ability, you need to take a short rest to use it again.

Psychic Bolts

As long as you are 6th level or higher, you can cast the spell magic missile once per short rest. Intelligence is your spellcasting ability for this spell. Treat it as being cast as a 3rd level spell slot. Starting at 10th level, this increases to 4th level spell slot.

Chaos

As long as you are 10th level or higher, you can instill a sense of chaos into the area around you. Enemies within 20 feet must make a Wisdom saving throw (DC the same as Mind Control) or be forced to attack a random enemy on their next turn. Enemies that succeed instead take 4d6 psychic damage.

Absorb

As long as you are 14th level or higher, you can enter a meditative state as an action. While you are in this state, you have advantage on Strength and Wisdom saving throws. In addition, your damage pool goes up by 2 points per turn; and it goes up by half of all damage you receive. You can use your action again to leave the state. When you leave the state, you erupt in a titanic explosion, making all creatures within a 30 foot radius have to make a Dexterity saving throw (DC the same as Mind Conrol) or take all the damage you took as bludgeoning and psychic damage (half damage on a successful saving throw).

Oberon


Oberon is an adept and honorable warrior, Tenno. Are you?

Smite

As long as you are 1st level or higher, you can use your action to focus deadly energy within a target and then expand it outwards. The target is an enemy within 20 feet; that enemy and all enemies within 10 feet of it must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or take 3d6 radiant damage (half damage on a successful saving throw). The original target then takes 1d6 bludgeoning damage. Once you use this ability, you must take a short rest to use it again.

Hallowed Ground

As long as you are 6th level or higher, you can create a ring of holy fire 25 feet in radius. If an enemy moves into the ring, it takes 4d6 radiant damage. The ring dissipates at the end of combat. Once you use this ability, you need to take a long rest to use it again. Starting at 14th level, you can cast the spell hallow once per long rest instead.

Renewal

As long as you are 10th level or higher, you can cause a healing wave to flow outward from you, causing allies within 30 feet to instantly regain 5d6 + your Dexterity modifier hit points. Once you use this ability, you can’t use it again until you take a long rest.

Reckoning

As long as you are 14th level or higher, you can cause all enemies within 25 feet to make a Strength saving throw (DC the same as Smite) or be lifted 20 feet into the air, and then slammed into the ground and take 4d10 bludgeoning damage. On a successful saving throw, they are only lifted half the distance and take half damage. Once you use this ability, you must take a long rest to use it again.

Octavia


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Rhino


Rhino can survive alone or become the cornerstone of any squad, Tenno. The choice is yours.

Rhino Charge

As long as you are 1st level or higher, you can use your action to charge at a target within 20 feet. You must have clear line of sight to the target, and at the end of the movement you make a melee attack against the target. You have advantage on the attack, it uses your Dexterity modifier and it deals 2d6 extra bludgeoning damage on a hit. Once you use this ability, you can’t use it again until you take a long rest.

Iron Skin

As long as you are 6th level or higher, you can use your action to gain resistance to all damage until the end of your next turn. Once you use this ability, you must take a long rest to use it again.

Roar

As long as you are 10th level or higher, you can let out a roar as an action, which gives your allies courage. When you use this ability, you and all your allies have advantage on attack rolls until the end of your next turn.

Rhino Stomp

As long as you are 14th level or higher, you can stomp on the ground, briefly freezing enemies in time. Until the end of your next turn, enemies can’t take turns. Once you use this ability, you must take a long rest to use it again.

Saryn


Saryn is a deadly force on the battlefield. Get down with the sickness, Tenno.

Spores

As long as you are 1st level or higher, you can use your action to shoot out deadly spores at a target within range. They must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or take 2d8 poison damage (half damage on a successful saving throw). Once you reach 10th level, you can target 3 enemies with this ability. Once you use this ability, you must take a short rest before you can use it again.

Molt

As long as you are 6th level or higher, you can use your action to shed your skin and leave a decoy behind. It shares all of your stats and abilities, except this one. In addition, it only has half of your hit points, but it deals 1d6 poison damage per turn to each enemy within 5 feet of it. You control it, and it acts on the last initiative count. It disappears at end of combat. Once you use this ability, you can’t use it again until you take a long rest.

Toxic Lash

As long as you are 10th level or higher, you can use your bonus action to cause melee attacks you hit with until the end of your next turn to deal an additional 3d6 poison damage on a successful hit. Once you use this ability, you must take a short rest to use it again.

Miasma

As long as you are 14th level or higher, you can cause a caustic mist to arise up from the ground, causing all enemies within 30 feet to make a Constitution saving throw (DC the same as Spores) or take 5d6 acid and 5d6 poison damage (half damage on a successful saving throw). Once you use this ability, you must take a long rest to use it again.

Titania


Titania is a deadly and mischievous addition to any squad, but don't take my word for it Tenno.

Spellbind

As long as you are 1st level or higher, you can make an enemy within 25 feet make a Wisdom saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) as an action. On a failed save, they immediately drop all weapons they are holding. Picking up a weapon takes an action. Starting at 10th level, you can target 3 enemies with this ability. Once you use this ability, you must take a short rest to use it again.

Tribute

As long as you are 6th level or higher, you can use your action to sap strength from an enemy within 30 feet. They must make a Strength saving throw (DC the same as Spellbind) or have disadvantage on all attack rolls until the end of your next turn; in addition, an ally within 30 feet gains advantage on all attack rolls for the same duration. Starting at 14th level, you can target 2 enemies and allies. Once you use this ability, you must take a short rest to use it again.

Lantern

As long as you are 10th level or higher, you can use your action to cause a swarm of razorflies to shoot over to an enemy and raise them up. They float 5 feet off the ground, and are treated as immobilized until the end of your next turn (no saving throw). At the end of your next turn, they fall to the ground and explode, causing them and all other enemies in a 20 foot radius to make a Dexterity saving throw (DC the same as Spellbind) or take 5d6 radiant and 5d6 slashing damage. Once you use this ability, you must take a long rest to use it again.

Razorwing

As long as you are 14th level or higher, you can use your action to transform into a razorfly. This effect lasts until the end of combat. While you are a razorfly, your size becomes very small, and you gain a +4 bonus to AC. Your attacks use your Intelligence modifier. In addition, you gain a fly speed of 30 feet (good). Once you use this ability, you can’t use it again until you take a long rest.

Trinity


Trinity is a must for any high-stakes mission. She'll save your life, Tenno.

Well of Life

As long as you are 1st level or higher, you can turn an enemy into a well of life as an action. The enemy must be within 25 feet of you and fail a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or have its health multiplied by 10. It cannot move or attack. In addition, it loses all Dexterity bonus to AC, and if you or an ally damages the target, they regain hit points equal to the damage dealt this way. If 40 hit points are healed this way, the enemy returns to normal, with its health returning to what it was before you used the ability on it. Once you use this ability, you must take a long rest to use it again.

Energy Vampire

As long as you are 6th level or higher, you can use your action to mark an enemy. While the mark is active, the selected enemy takes a -1 penalty to attack rolls, and you and your allies gain a +1 bonus to attack rolls. Starting at 14th level, you can mark two enemies with this power. Once you use this ability, you must take a short rest before you can use it again.

Blessing

As long as you are 14th level or higher, you can use your action to bless your allies with fortitude. You and all allies within 40 feet gain hit points equal to half their hit point maximum. In addition, you and all other Tenno in range regain half your shield maximum, and allies in the radius gain resistance to all damage until the end of your next turn.

Valkyr


This is Valkyr, the tormented, the experiment. Valkyr was crafted from torment, Tenno. Take control of her rage.

Rip Line

You can use your action to fire a rip line. If you are targeting an enemy, the enemy you are targeting makes a reflex save. (DC: 10 + your Dex modifier. The DC increases by 2 per rank.) If you hit, they take 1d4 + your Dexterity modifier piercing damage and are pulled 10 feet towards you (Damage increases by 1d4 per rank and your range increases by 5ft. per rank). If you target an unattended object or surface, you are pulled 10 feet closer to that object or surface. Once you use this ability, it will consume 2 energy points.

Warcry

You can use your action to utter a warcry that slows down enemies and speeds up allies. Enemies in a 25 foot radius have their speed reduced by 5 feet until the end of combat, and allies have their speed increased by 5 feet for the same period (The radius increases by 5ft. per rank and enemy/ally speed de/increases by 5ft. per rank). Once you use this ability, it will consume 6 energy points, decreasing the cost by one per rank.

Paralysis

You can use your action to consume your shields to fling them outward. You lose one third of your maximum shield capacity temporary hit points, and then each enemy within 15 feet (increases by 5ft per rank.) must make a reflex save (DC 8 + your Dexterity modifier, increasing the DC by 2 per rank) or take twice that much electricity damage and be stunned until the end of your next turn (half damage on a save, and no stun.) Once you use this ability, it will consume 8 energy points, decreasing the cost by one per rank.

Hysteria

You can use your bonus action to sprout a pair of energy claws. These claws deal 4d6 + your Dexterity modifier slashing damage on a successful hit, and disappear after 1d8 rounds. You can make Hysteria last an extra round by spending an extra ability point. Increasing the cost by one point for each round it is active. The damage will increase by 1d6 per rank. You are immune to any type of damage while Hysteria is active. However, keep track of how much damage you take. If there are any enemies left, you will take half as much damage stored. You are proficient in the use of the claws. Once you use this ability, it will consume 10 energy points, decreasing the cost by one per rank.

Vauban


Vauban willingly sacrificed his own safety in the name of mayhem. Use him wisely, Tenno.

Tesla

As long as you are 1st level or higher, you can use your action to throw an electrical stun grenade at a spot within 15 feet of you. Upon contact with a surface or creature, the grenade detonates, forcing all enemies within 20 feet of the detonation point to make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or take 1d6 + your Dexterity modifier lightning damage and be stunned until the end of their next turn (half damage on a save, and no stun.) Once you use this ability, you must take a short rest to use it again.

Minelayer

As long as you are 6th level or higher, you can use your action to throw a mine at a spot within 20 feet of you. When you use this ability, roll 1d4, and throw the selected type of mine:

  1. Bounce Mine: The mine launches creatures that come into contact with it to bounce 20 feet. Allies choose the direction of the bounce; enemies bounce diagonally. The mine destroys itself after 4 bounces are created this way.
  2. Trip Laser: The mine creates a 10 foot long trip laser in a direction you choose. Enemies that move through the trip line are knocked prone. The laser disappears at the end of combat.
  3. Shred Mine: Once an enemy steps on the mine, it explodes, dealing 2d8 + your Dexterity modifier slashing and fire damage to it and each enemy within 10 feet of the mine. The mine then vanishes.
  4. Concussive Mine: Once an enemy steps on the mine, it explodes, stunning and deafening the triggering enemy and all other enemies within 20 feet until the end of your next turn. The mine then disappears. Once you use this ability, you must take a short rest to use it again.

Bastille

As long as you are 10th level or higher, you can use your action to create an energy field 30 feet wide. Enemies caught inside the field must make a Strength saving throw (DC the same as Tesla) or be immobilized and suspended 5 feet in the air until the end of your next turn. Once you use this ability, you must take a long rest to use it again.

Vortex

As long as you are 14th level or higher, you can drop down a device that draws enemies towards it. All enemies within 15 feet of the devices original landing point take 4d6 + your Dexterity modifier lightning damage and are pulled 5 feet closer to the device if possible at the start of each of their turns. This effect lasts until the end of combat.

Volt


Volt's arsenal is powerful and electrifying. Handle with care, Tenno.

Shock

As long as you are 1st level or higher, you can use your action to shoot out an electric projectile at an enemy within 25 feet. This attack uses your Intelligence modifier, and deals 2d6 + your Intelligence modifier lightning damage on a successful hit. Once you use this ability, you can’t use it again until you take a short rest.

Speed

As long as you are 6th level or higher, you can use your bonus action to gain the speed bonus a monk of your level would have until the end of combat. Once you use this ability, you must take a short rest to use it again.

Electric Shield

As long as you are 10th level or higher, you can create an electric shield within 10 feet of you as an action, once per long rest. The shield is 10 feet wide by 10 feet tall. If you or an ally shoots a projectile through the shield, it deals an additional 1d6 + your Intelligence modifier lightning damage on a hit.

Discharge

As long as you are 14th level or higher, once per long rest you can discharge a massive blast of electricity as an action once per long rest. Enemies within 20 feet of you when the ability is activated must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 8d6 + your Intelligence modifier lightning damage and be stunned until the end of your next turn (half damage on a save, and no stun).

Wukong


Everybody's got something to hide, Tenno. Except Wukong.

Iron Jab

As long as you are 1st level or higher, you can use your action to jab out at an enemy within 15 feet of you. This is an attack that uses your Dexterity modifier, and is treated as if it was made with a quarterstaff. On a hit, the target is knocked prone. Once you use this ability, you must take a short rest to use it again.

Defy

As long as you are 6th level or higher, you can use your reaction if you are about to die, regaining a quarter of your maximum hit points. You also gain resistance to all damage until the end of your next turn. Once you use this ability, you must take a long rest to use it again.

Cloud Walker

As long as you are 10th level or higher, you can cast the misty step spell once per short rest.

Primal Fury

As long as you are 14th level or higher, you can use your action to summon the Iron Staff. This is treated as a +8 flaming quarterstaff. It disappears at the end of combat. Once you use this ability, you must take a long rest to use it again.

Zephyr


Zephyr brings graceful destruction to the battlefield. Look up, Tenno.

Tail Wind

As long as you are 1st level or higher, you can use a bonus action to fly in a straight line for a distance equal to your speed (1.5x your speed with Primed Continuity) in any direction, including upwards.

Dive Bomb

As long as you are 6th level or higher, you can use a bonus action to drop to the ground from any height, ignoring all fall damage. Any creatures within a 5-foot radius of your landing point must make a constitution saving throw. On a success, the creature takes bludgeoning damage equal to ¼ of the distance fallen, rounded up. On a failed save, the creature takes bludgeoning damage equal to ½ of the distance fallen, rounded up, and is grappled for 1 round. If you have already used Tail Wind on your turn, Dive Bomb is a free action. Once you use this feature, you can’t use it again until you take a short rest.

Turbulence

As long as you are 10th level or higher, you can create a protective wind shield around yourself with your action. For 1 round, all ranged attack rolls made against you have disadvantage, and ranged attack rolls you make gain a +2. As long as you are 16th level or higher, your speed also increases by 10 feet, and movement no longer provokes opportunity attacks against you. Once you use this feature, you can’t use it again until you take a long rest.

Tornado

As long as you are 14th level or higher, you can use an action to summon 4 tornadoes. 4 creatures of your choice within 20 feet of you become grappled for 1 round, and take 4d4 + your intelligence modifier damage. You may individually choose the type of damage taken by each target. Once you have used this feature, you can’t use it again until you take a long rest.