Empires of War (Players Handbook) Outdated

by Killbodies0313

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Empires of War (PHB): Outdated

This Book

This Compendium is to be used with the Official D&D 5E Players handbook, in this book you will find a homebrewed set of Races, classes and more. This book is essentially a Homebrew mash up of all the fantasy and sci-fi settings i know and love, all rolled into one, with a Homebrewed Pantheon and universe concept of its own. I made this book for members of my games to have a one stop shop for classes and rules that are used in my homebrewed setting, so my party knows what types of things differ from your classic dungeons and dragons campaign. This book and all the information in it, is a combination of converted stuff from other games, stuff I have done myself and converted homebrewed classes and such i have collected over the years. The contents of this book and my Homebrew setting is also heavily inspired by the Warhammer 40,000, Age of sigmar, Star wars and classic D&D Settings.


Minion Operations............... Pg.420

Chapter 1 (Races)

Sapiens

The Human species (Homo sapiens), also known as Humanity, Mankind or Man, is that collection of factions comprised of Humans, the most dominant intelligent species in the Material Plane.

Humans are bipedal mammals originally evolved from the terran people on the material plane of Terrahime who have proven to prefer highly stratified, hierarchical societies. Humans are an aggressively violent, territorial and expansionist species that under the rule of the Emperor and the Guidance of Order has proven to possess little tolerance for other forms of intelligent life.

Humanity is divided into a multitude of factions, either working for or against the overall interests of the Emperor and the Guidance of order in its attempts to retain control over the galaxy and survive unscathed in an incredibly hostile universe.

However, the vast majority of Humans live under the authoritarian rule of the interstellar, theocratic Empire known as the Imperium of Man.

Sapien (Human)

Traits


Ability Scores and Increases. Use 27 point buy system, then two different ability scores of your choice each increase by 1, to a maximum of 20, alternatively you may instead add 1 to all six attributes.


Age. Humans reach adulthood in their late teens and live less than a century.


Alignment: Human tend toward no particular Alignment. The best and the worst are found among them.


Size: Human vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.


Speed: Your base walking speed is 30 feet.


Skill Proficiency: Gain 1 Skill of your choice.


Feature Gain one feature of your choice.


Languages: You can speak, read, and write Common and one extra language of your choice. human typically learn the Languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Ork curses, elven expressions, dwarven slang, and so on.


Subraces: The Sapiens are divided into four subraces, the Imperial, Augmetican, Arcane Born or Soulless, you must pick one.

Imperial

In the earliest days Imperials where Terran people that originated here on the realm of Terra. However with the rise of the Emperor and the Awkening, the Imperials went on to colonize Terrahime. Only peices of the history is known about human civilisation in the times before the awkening, having been lost in many wars of the early Empire and the lack of recored keeping set forth by the Terran People that Refuse to Adhear to the imperial Colonization Behaviors.


Ability Score Adjustments: Gain + 1 to any two attributes of your choice, to a maximum of 20.


Adaptable: Gain one Skill of your choice.


Adaptable Gain one feature of your choice.

Augmetican


Ability Score Adjustments: Gain + 1 to any two attributes of your choice, to a maximum of 20.


Body Modifications. You gain 1 Cybernetic Augmentation. Furthermore you gain 1 more cybernetic augmentation at levels 4,8,12,16 and 20, as described in the Cybernetic Augmentation section of this book.


Abandon Thy Flesh: As a Augmetican, you cannot increase an ability score in the normal way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability score increase feature, you instead craft and attach a augment to your Robotic body. Add 1 Cybernetic Augmentation to your body instead of benefiting from the "ability score improvement" feature.

Arcane Born

Also called Silver born or Dark born you are born with a direct connection to the Arcane, some see this as a give others as a curse, most humans that have this gift are found by the Empire and taken to live with the mothers of the arcane until there reach age to attend a college of the arcane. if a arcane touched is orphaned and not discovered by the authorities of the Empire, they usually end up a rouge Arcanist or a tribal Witch and almost always fall to the taint of the Purple sea, in rare cases the Magi may pick up and train these arcane conduits.


Ability Score Adjustments: Gain + 1 to any two attributes of your choice, to a maximum of 20.


Arcanic. The Arcane born sapien possess the Innate ability to manipulate the arcane energies, though there focus in discipline is unknown. aracne born may draw power from any source discipline. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any discipline and you use your Charisma as the spell casting ability. When picking this subrace, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Astral trait: You gain 1 neutral Arcane trait of your choice you must meet the prerequisites, See Neutral Arcane traits in Chapter 4 (Spell Casting).

Soulless

A Soulless, also known as an Darksouls, a Lightless One, and a Null, is a human who possesses the rare mutation that makes them generate no arcane connection to the astral see, thus leaving them essentially soulless, a Soulless is a living anathema for all Casters both Arcane and Divine.

The very being of most sentient creatures have a direct connection to the Astral Realm or "Astral sea" that is actually what is called the soul in many cultures. Casters have especially strong connections to the Astral sea, and their souls thus appear as blazing brands to those who can gaze within the Astral sea, spiritual beacons which draw the hungry attention of Astral denizens. Soulless are born with no connection to the Arcane at all, their presence completely invisible within the Astral sea. In fact, the soul of a lightless one can actually somehow sever the connection between the Silver sea and the Material Cosmos within their local area.

The result is that a Soulless dampens any arcane/Divine related powers occurring within their aura's area of effect. A caster standing within the Soulless's range will find their powers weakened if not wholly nonfunctional. The Blank themselves is immune to all direct magic effects. However, a caster could still attack a Blank indirectly by using their abilities to telekinetically launch a projectile at them.

A Soulless is the direct antithesis of Havocus new plans as they possesses no presence within the astral sea. Soulless are completely immune to daemonic possession and spiritual corruption. Soulless can also interfere with the swarms Hive Mind's ability to telepathically link swarm bioforms through its Psionic anchor organisms. However, this interference is nowhere near as powerful as what their abilities do to beings composed of pure arcane energy such as entities native to the Astral sea.

A Soulless's proximity to someone who possesses even a modicum of arcane or divine ability can be quite painful or even lethal to the caster, especially to arcaneically sensitive beings such as the elves. Even ordinary, non casters can be affected by a darksouls aura, as they radiate a sense of unnatural "wrongness" that makes other living creatures extremely uncomfortable and uneasy in their presence.

People in the presence of a Soulless will often harbour intense Fear towards them for reasons that they cannot explain. As a result, most Soulless do not live long as the feelings of hatred and distaste they generate among even non caster individuals means they have few friends and many enemies.

There are no known instances of Soulless being born naturally amongst any nonhuman species, why this is, is not know because but is speculated that perhaps the creator Nohesis Sneaked them in the balance as a fail save against the gods and maybe himself.


Ability Score Adjustments: Gain + 1 to any two attributes of your choice, to a maximum of 20.


Soulless: You count as having the anti-magic field spell active at all times. You may not be possessed by Havoc or any demonic ability. Any creatures that are not Soulless in a Soulless antimagic field Suffer the effects of the Poisoned condition. Though this is not Poison for the purposes of Immunities and resistances and abilities that cure poisons, If the Creature has the Innate caster Mutation they will be effected by the ability below as a free action regardless of if it had previously been effected that ability. If the creature is a Celestial creatures are not banished but instead suffer, it suffers an amount of HP loss equal to the Soulless level each round within the aura, this damage can not be prevented.


Induce Fear: you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 10 feet of you. The creature must succeed on a Wisdom saving throw (DC 15 against caster and 10 against all others) or be Frightened of you for 1 minute. this test can be retaken at the start of each turn if passed the effect ends.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Mutant

Very similar to your original subrace, you are now a mutated version of what you once where. The cause of Mutation varies across the Realms, but most commonly seen in the Imperial Hive cities due to Chemical, Viral, Nuclear or Radiological exposure for sustained periods of time.


Ability Score Adjustments: see Mutant Subrace below.


Mutations. You gain 2d3 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the allow you may use one mutation to take a Mark of Havocus.


Mutant Subrace: Mutant Sapiens are mutated versions of the human species, so with that you could be originally any one of the human subraces, now just mutated version. Pick one feature and apply the Ability Score Adjustment from any one of the Sapian subraces thats not this one and gain that feature. If the subrace has the innate caster trait that is not from the Arcane possibility feature, you must take that feature as well as another.

Sapian Dimunus (Halfling)

A Halfling is a member of a small, outgoing, hungry and lecherous humonoid species. Halfling are granted full Imperial citizenship despite their difference status and in the past have often served in the regiments of the army as members of scout units. However, they are still distrusted by the more Puritanical members of the Empire.

Though less resilient than their human comrades, Halfling are naturally excellent shots. It is said that Halfling marksmen can take the head off a Heretic from over a Terran mile away. Coupled with their knack for staying out of harm's way, this makes Halfling formidable snipers who can exact a withering toll upon superior enemy forces. Inevitably, the Halfling face prejudice from the men they serve alongside, yet their skill as thieves, fences and black marketeers tends to win them acceptance. Indeed, soldiers who give the Halfling too much grief will often find themselves mysteriously short of ammunition in the heat of battle, while their diminutive tormentors watch gleefully through telescopic sights.

Regardless of their small stature, Ratlings have proven invaluable to the Imperium's armies time and again. They make exceptional forward scouts, and are able to move covertly into firing positions right under the nose of the enemy army. Only when the opening salvoes of battle have been loosed do they reveal themselves, announcing their presence with hails of precision shots that catch the enemy completely off-guard. The effectiveness of Ratling fire can often mislead the enemy into believing they face an entire platoon of Imperial Guardsmen, which in turn can draw large-scale assaults towards the snipers. With no hope of holding their own in close-quarters combat, Ratlings have perfected the art of hastily vacating their redoubts immediately after firing, scurrying away before securing a new vantage point from which to assassinate more of their assailants.

Though devious, duplicitous and morally dubious, Ratlings possess such unique talents that they will always find a place in the armies of the Imperium. Whether killing off enemy officers for the Militarum or procuring black-market items for their own cause, these adaptable Abhumans have certainly found their niche in the ranks of many factions acrossed Terra.

Traits


Ability Score Increases/decreases. Use 27 point buy system, Then Dexterity go's up by 4 to a maximum of 22 and constitution decreases by 2.


Age. A Halfling reaches Adulthood at the age of 20 and generally lives into the middle of his or her second century.


Alignment: Most Halfling are natural


Size: Halfling average about 3 feet tall and weigh about 40 pounds. Your size is Small.


Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.


Nimble You can move through the space of any creature that is of a size larger than yours.


Tireless Precision: You are proficient in two of the following Skills of your choice: Investigation, Perception, Performance, Sleight of Hand, or Stealth.


Languages: You can speak, read, and write Gothic and Halfling


Subraces: The Sapiens Dimunus are divided into 3 subraces, the Light Foot, Deadeye, Gnome, Underling or Mutling, you must pick one.

Light Foot


Ability Score Adjustments: Gain +2 to your Dex, to a maximum of 20.


Light Footed gain a +5 to all stealth checks you make.


Nimble Frame. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.


Stay Hidden. You may hide as a bonus action.

Deadeye


Ability Score Adjustments: Gain +4 to your Wis, to a maximum of 22.


Lucky Shot: When you roll a 1 on The D20 for an ranged Attack roll, you instead re-roll the die and must use the new roll. This may be done a number of times Per long rest, equal your Wisdom Bonus.


Pin Point critical hits with ranged weapons Add one extra damage die


Unwavering Perception: You will never have negatives such as disadvantage to Perception Skill checks unless blinded and defend completely.

Gnome


Ability Score Adjustments: Gain + 2 to your Int, to a maximum of 20.


Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 80 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.


Arcanic. The Arcane born sapien possess the Innate ability to manipulate the arcane energies, though there focus in discipline is unknown. aracne born may draw power from any source discipline. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any discipline and you use your Charisma as the spell casting ability. When picking this subrace, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.

Underling


Ability Score Adjustments: Gain + 1 to your Int and Str, to a maximum of 20.


Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. 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.


Tinkerer. you gain Proficiency with Tinkers tools and Blacksmiths tools and you gain 4 Plans associated with them at no cost or time.

Mutling

Very similar to your original subrace, you are now a mutated version of what you once where. The cause of Mutation varies across the Realms, but most commonly seen in the Imperial Hive cities due to Chemical, Viral, nuclear or Radiological exposure. for sustained periods of time.


Ability Score Adjustments: see Mutant Subrace below.


Mutations. You gain 2d3 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the allow you may use one mutation to take a Mark of Havocus.


Mutant Subrace: Mutant Sapien Dimunus are mutated versions of the human species, so with that you could be originally any one of the Halfling subraces, now just mutated version. Pick one feature and apply the Ability Score Adjustment from any one of the Sapian subraces thats not this one and gain that feature. If the subrace has the innate caster trait that is not from the Arcane possibility feature, you must take that feature as well as another.

Augmetaling


Ability Score Adjustments: Gain + 1 to your Int and Str, to a maximum of 20.


Body Modifications: You gain i Cybernetic Augmentation. Furthermore you gain i more at levels 4,8,12,16 and 20, as described in the Cybernetic Augmentation section of this book.


Abandon Thy Flesh: As a Augmetican, you cannot increase an ability score in the normal way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability score increase feature, you instead craft and attach a augment to your Robotic body. Add 1 Cybernetic Augmentation to your body instead of benefiting from the "ability score improvement" feature.

Sapien Gigantus (Ogre)

The Ogre are a huge and physically powerful subspecies of the Sapien, often employed by the Empire as heavy infantry. Ogres possess many traits prized by the Empire, they are brutally strong and completely loyal to a fault, although extremely limited intellectually, which restricts their battlefield role to simple and direct combatant of factory tasks to basic labor.

Ogres compensate for their stupidity with overwhelming physicality they stand around ten feet tall and can shrug off wounds that would kill any other Sapien several times over. These qualities mean that Ogres make exceptional shock troops, and are often deployed on the front lines of battle by many factions.

It is fair to say that Ogres do have their limitations. Their equipment must be simple and exceptionally rugged, as anything within arm's reach is likely to see brief and violent service as an improvised club. Their weapons may also be fitted with burst limiters to stop the Ogres from firing ceaselessly for thirty seconds or more as the noisy enjoyment can easily leave these sapiens short of ammunition before a battle has even begun. Ogres are easily confused, meaning they work best when given simple, straightforward tasks, and their lack of personal hygiene borders on the criminal. However, once indoctrinated into the Imperial law they are doggedly loyal, and their strength and resilience make them a potent weapon.

Traits


Ability Score Increase. Use 27 point buy system, Then your Strength score increases by 4 to a maximum of 20 and your Constitution score increases by 2 to a max of 20. Furthermore your intelligence and Wisdom is decreases by 4.


Age. Ogre tend to live less than humans but they also mature early on. Around 14 years, a Ogryn is considered an adult, while they may live up to 70, but even that is pretty rare.


Alignment. Ogre have the power to choose to follow any alignment, even if most tend to violence and chaos.


Size. Ogres grow really large and tall, being around 8'0. and between 300 and 450 pounds. Your size is large.


Speed. Your base walking speed is 25 feet.


Unstoppable Destruction: Ogres have resistance to all slashing, piercing, bludgeoning damage.


Its dark in dare. Before an Ogre moves into a space where it cannot see beyond 5ft or if an Ogre finds its self in the dark where it cant see you must make a wisdom saving throw DC 20 minus Half your level Rounded down or be frightened of the Dark, until you are in a lighted space or a friendly creature within 5ft passes a Persuasion or Deception skill check DC15 + half your Level. the DC for this is 10 + Half your level for any Imperial Soldiers or leaders.


Skill Profeciencies: Intimidation and Athletics.


Imposing Presence. You may use your Strength or Constitution bonus when making intimidation skill checks.


Strong and Angry. Your size and strength are unmatched. If you hit an enemy with an attack with a melee weapon, you can add your Proficiency bonus to Damage rolls.


Languages. You can speak, but not write Common.


Subraces: The Sapiens Gigantus are divided into four subraces, the Gryn, Gritch, Bullgryn or Mutgryn, you must pick one.

Gryn


Ability Score Adjustments: Gain + 2 to your str and con, to a maximum of 22.


Shoulder Check. Immediately after you hit a creature with a melee Attack as part of the Attack action on Your Turn, you can attempt to shove that target with your bulk. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier, you push it up to 5x you Strength bonus in feet away from you.


Charge. Immediately after you use the Dash action on Your Turn and move at least 20 feet, you can make one melee Attack as a Bonus Action.

Gritch


Ability Score Adjustments: Gain + 2 to your Charisma, to a maximum of 20.


Speech of Fauna and Flora. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Arcanic. The Arcane born sapien possess the Innate ability to manipulate the arcane energies, though there focus in discipline is unknown. aracne born may draw power from any source discipline. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any discipline and you use your Charisma as the spell casting ability. When picking this subrace, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.

Mutgryn

Very similar to your original subrace, you are now a mutated version of what you once where. The cause of Mutation varies across the Realms, but most commonly seen in the Imperial Hive cities due to Chemical, Viral, nuclear or Radiological exposure. for sustained periods of time.


Ability Score Adjustments: see Mutant Subrace below.


Mutations. You gain 2d3 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the allow you may use one mutation to take a Mark of Havocus.


Mutant Subrace: Mutant Sapien Gigantus are mutated versions of the human species, so with that you could be originally any one of the Ogre subraces, now just mutated version. Pick one feature and apply the Ability Score Adjustment from any one of the Sapian subraces thats not this one and gain that feature. If the subrace has the innate caster trait that is not from the Arcane possibility feature, you must take that feature as well as another.

Augmetgryn


Ability Score Adjustments: Gain + 2 to your str and con, to a maximum of 22.


Body Modifications: You gain 1 Cybernetic Augmentation. Furthermore you gain 1 more at levels 4,8,12,16 and 20, as described in the Cybernetic Augmentation section of this book.


Abandon*Thy Flesh: As a Augmetican, you cannot increase an ability score in the normal way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability score increase feature, you instead craft and attach a augment to your Robotic body. Add 1 Cybernetic Augmentation to your body instead of benefiting from the "ability score improvement" feature.

Sapien Rotundus (Dwarf)

The Dwarf AKA Squats were short, stocky and physically hardy Abhumans who are on average 3.5 feet tall. Of all the Abhuman types encountered by the Empire, they most closely resembled baseline humans. Squats were the descendants of baseline Terrans who had colonised the lands around Terrahime.

The Squats' ancestors were colonists who reached deep minerals around Terra during the time of the initial expansion of humanity beyond Terrahime, The colonisation came at the right time, as Old terras's own mineral Kwnoledge had been largely depleted. The colonists were forced to become self-sufficient, providing their own underground hydroponically-grown food. Due to the deep Caves and hostile nature of the mining operations, the colonists formed underground societies. During the long, the Squat Race adapted to their new homes, evolving to better suit their environments and ways of life, becoming far tougher, more resilient and physically shorter with a denser skeletomuscular system than found in the baseline humans. The Squats had some of the best scientists and engineers used in the mining and extraction of miniral resources, Those who explored the frontiers of science and technology without the constraints of religion and ritual used in the growing Empire. This is much different then the dogma-bound Skitarii of Mechanicum who followed a very different path on Mars during the same period. In war, the Squats used squads of motorcycles supported by massive artillery barrages from outlandishly large super-heavy tracked vehicles such as the Land Train, Colossus, Leviathan, and Cyclops.

Traits


Ability Score Increases/decreases. Use 27 point buy system, Then Strength and constitution go up by 2 furthermore your Charisma decreases by 2


Age. Squats mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.


Alignment: Most Squats are lawful, believing firmly in the benefits of a well-ordered society. They tend toward a strong sense of Comradery and a belief that family and friend or even associates share in the benefits of a a society.


Size: Squats stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.


Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.


Darkvision: Accustomed to life Underground, You gain dark Vision up to 100ft. You can’t discern color in Darkness, only shades of gray.


Squat Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Natural Craftsman: You gain proficiency with the artisan’s tools of your choice: Artificers tools, Carpentry tools, Brewer’s supplies, Tech tools or Construction tools.


Skill Proficiencies: Intimidation and Survival.


Languages: You can speak, read, and write Common and Squat. Squat is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a Squat might speak.


Subraces: The Sapiens Rotundus are divided into four subraces, the Rock, Shaman, Hill or Mutundus, you must pick one.

Rock

Rock dwarfs, are among the rashest and rudest of the Sapien Rotundus, do to the underground Mining operation there are most commonly apart of. the rock dwarf and there heritage is deeply intwined with the empire as the early dwarfs where the first to find many of the now commonly used metals and metal blends, not to mention the where also the first to find Oil and now supply the


Ability Score Adjustments: Gain + 2 to your Con, to a maximum of 22.


Stonecunning: Whenever you make an Intelligence (History) check related to the origin⁠ of Stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.


Stone Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage and you gain a damage reduction equal to your Con bonus, this may not reduce damage to less then 1 point, this damage reduction is applied to each attack made against you.

Shaman


Ability Score Adjustments: Gain + 2 to your Wisdom, to a maximum of 22.


Arcanic. The Arcane born sapien possess the Innate ability to manipulate the arcane energies, though there focus in discipline is unknown. aracne born may draw power from any source discipline. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any discipline and you use your Charisma as the spell casting ability. When picking this subrace, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Archemist: You gain proficiency in Archemist supply and you gain 3 plans known at no cost or time to learn.

Hill

Excilent Hunters and quick on there feet the hill dwarfs can stalk and kill some of the deadlest monsters for there clans. These dwarfs are often formed into elite Range combat units to serve as shock troops in the dwarfs kingdoms armies.


Ability Score Adjustments: Gain + 2 to your Dexterity, to a maximum of 22.


long stride: Hill dwarfs have a base walking speed of 30ft


Sneaky: You are proficient in the Stealth skill.


Surprise Attack: If you Surprise a creature and hit it with an Attack on your first turn in Combat, the Attack deals an extra 2d6 damage to it. You can use this trait only once per Combat.

Mutundus

Very similar to your original subrace, you are now a mutated version of what you once where. The cause of Mutation varies across the Realms, but most commonly seen in the Imperial Hive cities due to Chemical, Viral, nuclear or Radiological exposure. for sustained periods of time.


Ability Score Adjustments: see Mutant Subrace below.


Mutations. You gain 2d3 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the allow you may use one mutation to take a Mark of Havocus.


Mutant Subrace: Mutant Sapien Rotundus are mutated versions of the human species, so with that you could be originally any one of the Dwarf subraces, now just mutated version. Pick one feature and apply the Ability Score Adjustment from any one of the Sapian subraces thats not this one and gain that feature. If the subrace has the innate caster trait that is not from the Arcane possibility feature, you must take that feature as well as another.

Augmetawarf


Ability Score Adjustments: Gain + 2 to your Con, to a maximum of 22.


Body Modifications: You gain 1 Cybernetic Augmentation. Furthermore you gain 1 more at levels 4,8,12,16 and 20, as described in the Cybernetic Augmentation section of this book.


Abandon*Thy Flesh: As a Augmetican, you cannot increase an ability score in the normal way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability score increase feature, you instead craft and attach a augment to your Robotic body. Add 1 Cybernetic Augmentation to your body instead of benefiting from the "ability score improvement" feature.

Sapien (Terran)

Originally little more then tree beasts, humans originated in the earliest days of the material anchor Terra and while one with their eco system had no greater role defined for them by the gods. Most of Humanity's tribal colonies were unified by the Emperor during the old days, becoming the early Empire. A Terran is a Human that grew up outside of the Empire, in one of the many tribes that are scattared acrossed the material Anchor and its Cosmos, some make there way to imperial citys for trade and some stay deep in the forgotten depths of Terras wilderness's.

Traits


Ability Score Increases. Use 27 point buy system, then Increase your Strength and Constitution scores by 2.


Age. Like the human the Terran reach adulthood in their late teens, but the live longer lives then the average unmodified human, they ussualy live to around 125 t0 150.


Alignment: Terrans tend toward good Alignments.


Size: Terrans vary widely in height and build, from barely 5 feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium.


Speed: Your base walking speed is 35 feet.


Languages: You can speak, read, and write Common.


Hardy Endurance: you count as having one less point of exahustion at all times.


Primal Instincts: You have proficiency in two of the following Skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.


Tool Proficiencies: Herbalism Kit.


Subraces: The Terran are divided into three subraces, the Beast Born, Old Blood or Mountian Born, you must pick one.

Primal Born

Those Terrans that grow up on the continant of Fenris are born into a warrior culture being challenged


Ability Score Adjustments: Increase your Dexterity scores by 2 and decrease your Intelligence by 2.


Hunter. As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Savage Attacks. When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Old Blood


Ability Score Adjustments: Increase your Wisdom scores by 2 and decrease your Charisma by 2


Speech of Fauna and Flora. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Arcanic. The Arcane born sapien possess the Innate ability to manipulate the arcane energies, though there focus in discipline is unknown. aracne born may draw power from any source discipline. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any discipline and you use your Charisma as the spell casting ability. When picking this subrace, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.

Mountian Born


Ability Score Adjustments: Increase your Con scores by 2 and decrease your Wisdom by 2


Mountain Born. You have Resistance to cold damage. You're also acclimated to High Altitude, including elevations above 20,000 feet.


Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your Reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or Long Rest. you gain one additional use of this at levels 10 and 20.

First Born

Arborian (Treefolk)

Arborian are tree beings of rebirth. There is a great variation among their size and shape, as both spirit and body are crafted towards a definite purpose. For instance, the Forest spiret subspecies of Arborian stand on average 5 to 6 feet tall, while the Treeant tower over others of their kind at an average of 8 to 10 feet tall.

An Arborian’s bark acts as armoured skin, beneath which is a Spirit core. The bark can vary wildly in colour and pattern, and may be further adjusted by the immediacy of its needs, becoming thicker for fighting and lighter for the more agile.

Arborians often encourage other plants to grow on their bodies, adorning themselves in crowns of living flowers or mantles of lush vines. Many grow manes of twigs on their heads that resemble hair, or jagged branches that act as horns or antlers.

Traits


Ability Score Increase. Use 27 point buy system, Then Your Dexterity score increases by 1, and your Wisdom score increases by 2.


Age. Young Arborian spirits start as a small sapling tree rooted near its mother tree and within a year or two they are a small tree. In about 5 years you learn how to move finding your own piece of land.


Size. Arborians are taller but lighter than Humans, standing well over 6 feet tall and averaging almost 125 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Non-Humanoid. Arborian are not subject to spells and effects that target humanoids, such as Charm Person. They count as plant creatures for the purposes of spells which target plants such as Blight.


Barkskin. Arborian cannot wear armor, but their bark-like skin provides them with some natural protection. A Arborian's Armor Class equals 10 + their Dexterity modifier + their Constitution modifier. Arborian can use a shield and still gain this benefit


Take Root. Arborian do not sleep, but they must put down roots each night and enter a semi-conscious dormant state similar to an elf's trance for at least 6 hours. Arborians can take root in sand, dirt, mud, loose gravel or similar material; but not worked stone or bare rock. While rooted, a Arborians's speed becomes 0, and they become immune to both the prone condition and any form of forced movement, but have disadvantage on Dexterity saving throws. Arborian may root or uproot themselves as an action.


Photosynthesis. Instead of consuming food like most humanoids, Treants absorb energy from the sun and nutrients from the soil for sustenance. A Treant that spends at least an hour outside, while the sun is up, is considered to have eaten for that day. Treant characters suffer fatigue the same way other races do for going without food.


Flammable. Arborian have vulnerability to fire damage. Treefolk are weak to fire, and burn easily.


Allegiance to Renova: Arborian cant willingly except any other corruption other then Divine and Casters cant use powers associated with powers other then the Divine and Neutral powers.


Languages. You can speak, read, and write Common, Sylvan, and you Intelligence bonus of Animalkin languages


Subraces: The Arborian are divided into 2 subraces, a Froest Spirit, Treeant or a Twig, you must pick one.

Forest Sprite

The forest sprite look like a greenish bluish skind elf that seems to grow bark plating an some or all of its body, the bark always covers the lower portion of adult. the bark plates are usually etched with runic desingns or leaves and flowers.


Ability Score Adjustments: Gain + 1 to your Dex, to a maximum of 20 and + 2 to Wisdom your to a max of 22.


Forest magic. You are a born arcane user, you gain the Innate Caster mutation, see Mortal Mutation in Chapter 7 (Mutations) for details. These spells can be taken from any of the following Disciplines Telepathy, Divination, Terramancy, Galamancy, Hydormancy, Floramancy, Illudamancy and you use your Wisdom for the Spell casting ability.


Tree Stride: Once on her turn, the forest spirit can use 10 ft. of her Movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Treeant

Treeants are like large forest sprites but the are always fully covered in a thick bark body with 2 Green glowing eyes.


Ability Score Adjustments: Gain +4 to your Str, to a maximum of 22, +2 to your Con, to a max of 20 and a -4 to your int.


Overgrowth:: Your size is now large.


Old Growth You have resistance to Slashing Piercing and Bludgeoning damage.


Regenerative Growth: Gain 1 HP at the start of each round of combat. This does not work if you are unconscious.

Twig

Twigs are very similar to a Treeant but the Twig is a music smaller creature usually the size of a halfling of dwarf, taking the appeirence of a small tree or Shrub.


Ability Score Adjustments: Gain +2 to your Dex, to a maximum of 20, +1 to your wisdom, to a max of 20 and a -2 to your Str.


Undergrowth: your size is now Small.


Forest creeper: You gain advantage on all stealth checks made while in a forest or using plant life to hide and if you move less the 10 ft per round in this enviorment you gain a +10 to stealth checks. Furthermore enemies have disadvantage on all Perception checks made to see you while in a forest or using plant life to hide and if you where move less the 10 ft per round in that enviorment they have a -10 to Perception checks made to see you. you may also attempt to hide in plain sight when in the forest.


Small Frame: . You can move through the space of any creature that is of a size equal or larger than yours.

Drucarian

Drucarian look much like the varanian animalkin but often have bolder features and many pitruding horns on there head and face. The first Drucarian had scales of vibrant color. Their small, fine scales are usually ranging in color from bright reds and whites to blacks and bronze. There are 2 main types of Drucarian. First is the drake, drakes are tall and strongly built, often standing close to 7 feet tall and weighing 300 pounds or more, the second type is the whelp, the whelp is much smaller, standing only 3 to 4 feet tall and weighing around 80 to 100 pounds, though both have hands and feet with strong, talonlike claws with three fingers and a thumb on each appendage.

In most cases a Drucarian will be raised in a clan of Drucarians, these clans are the remanence of the Drucarian that have survived following the age of hunting. these clans stick together like a family usually being lead by a group of alphas, these groups hunt and raid settelments all across the cosmos Drucarian are one of the first created and held populations all across the material plane until the age of hunting.

Bringing cowerdis to the the clan or not fulfilling your role in the clan can usually result in expulsion and exile. Each Drucarian knows his or her station and roll within the clan, and that demands maintaining the bounds of that position. If a Drucarian should be separated or exiled from his clan they will commonly fall to the more unsavory aspects of work, like Mercenary or being an crude assassin or bounty hunter.

Traits


Ability Score Increase. Use 27 point buy system, Then your Strength score increases by 2, and your Charisma score increases by 1.


Age. Young Drucarian grow quickly. They walk hours after hatching, attain the size and Development of a 10-year-old human child by the age of 3, and reach adulthood⁠ by 10. They live to be around 100.


Size. Drucarian are taller and heavier than Humans, standing well over 6 feet tall and averaging almost 250 pounds. there size is Medium, While the Whelp is only 3 to 4 feet tall and there size is small.


Speed. Your base walking speed is 35ft for a drake and 25ft for a whelp.


Draconic Type. because of the various different dragon colors that exist in the universe a Drucarian must pick a type, as seen below. Each draconic type has a specific damage type and spell disciplines that casters may pick spells from. Note, any spell disciplines not already associated with the Primal powers is considered to be instead of is original Discipline.

Type Damage Type Spell Disciplines
Primal Fire Faunamancy, Pyromancy, Ruinous Craft, Galamancy, Terramancy
Arctic Cold Faunamancy, Cryomancy, Galamancy
Hydro Bludgeoning Floramancy, Faunamancy, Galamancy, Hydromancy
Storm Lightning Faunamancy, Electromancy, Galamancy, Hydromancy
Poison Poison Divination, Faunamancy, Floramancy, Putricology, Galamancy, Terramancy
Corrosive Acid Faunamancy, Floramancy, Ruinous Craft, Galamancy, Terramancy
Arcane Force Telekinesis, Illudamcncy, Technomancy, Hazalian, Galamancy, Terramancy, Electromancy
Psychic Psychic Telepathy, Divination, Illudamancy, Hazalian, Galamancy, Terramancy
Dark Necrotic Illudamancy, Necromancy, Shadomancy, Hemomancy, Galamancy

Damage Resistance. You have Resistance⁠ to the damage type associated with your Draconic Type.


Draconic Gift. You must pick one of the 2 Abilities below. Drucarian never possess the full power of a true dragon meaning no Drucarian will be able to sore the skies, Breath powerful destruction and possess an innate connection to the arcane. So each drucarian possesses just two of the below Dragon traits.

Breather

You can use your action to exhale destructive energy. Your Draconic type determines the damage type of the exhalation.

When you use your breath weapon, you must choose a breath type to expel your breath in, there are 3 types of breath types see below. The DC for these saving throws is equals to 8 + your Constitution modifier + your Proficiency Bonus and the damage is 3d6 for a Drake and 2d6 for a whelp. The damage increases to 4d6 at 6th Level, 5d6 at 11th level, and 6d6 at 16th level. a whelps damage increases by one less damage die at each interval.

After you use your breath weapon, you can’t use it again until you complete a Short Rest.

Line: you expel your breath in a 5 by 30 ft. line (Dex. save), on a failed save the target takes full damage and half as much damage on a successful one.

Cone: you expel your breath in a 15 ft. Cone (Dex. save), on a failed save the target takes full damage and half as much damage on a successful one.

Blast: you expel your breath in a 10ft sphere at a point you can see within 60ft (Dex. save), on a failed save the target takes full damage and half as much damage on a successful one.

Winged

You have a Flying speed equal to your walking speed +10ft. You can’t use this Flying speed if you are wearing medium or Heavy Armor, If you have a strength of 14 or 17 you may wear medium armor and if you have a Str of 18 or greater you may wear heavy armor.

Shaman

The Shaman possess the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented toward the primal powers, this leads to the Shaman becoming enraged quickly. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the disciplines listed in your Draconic type and you use your Charisma as the spell casting ability. When picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Imperial and Draconic. Draconic is thought to be one of the oldest Languages and is often used in the study of magic.


Subraces: The Drcarian are divided into 2 subraces, the Drake or the Whelp, you must pick one.

Drake (Dragonborn)

To a Drake, the hunt and thrill of a fight is unmatched, it can often seem more important than life itself, Drakes hold true to a warriors code of domenance astablished by an alpha this alpha forms a hunting party. this hunting party hold a roll similar to the warrior and hunter mix.

Drakes value strength and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A Drake holds mastery of Power and Martial skills as a lifetime goal. Members of Other cultures who share the same commitment find it easier to earn the respect of a Drucarian.

Though all Drake strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is there clan, and when a clan needs help, it turns to another Drucarian clans before seeking aid from other races.


Ability Score Adjustments: Gain +2 to your Str and Con, to a maximum of 20 and a -2 Charisma.


Claws. Your claws are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Bite. Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Powerful Build: Due to the massive size of a adult Drake, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.

Whelp (Kobold)

-.


Ability Score Adjustments: Gain + 4 to your Dex, to a maximum of 20 and a - 2 to your Con


Claws. Your claws are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Bite. Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Fury of the Small. When you damage a creature with a Attack or a spell and the creature’s size is larger than you, you can cause the Attack or spell to deal extra d4 damage to the creature.


Small Frame: You can move through the space of any creature that is of a size larger than yours.

Eldar (Elf)

Elves are physically very similar to Humans, although not entirely identical by any means. They possess longer and cleaner limbs, and fine ascetic features with penetrating and slightly slanted, almond-shaped eyes.

Their ears are also slightly pointed, but otherwise they could pass as Human at first glance. The most obvious difference between Humans and Eldar can only be seen when they move, for the movements of an Eldar radiate a subtle grace which is impossible for a Human to emulate.

This can be seen in even their slightest gestures or the dexterity with which they manipulate small objects.

The Eldar mind, while similar in general to the Human, is far more inclined towards emotional extremes. Because of this, Eldrye are more intelligent but also far more intense than Humans.

Although an Eldar and a Sapien can both feel sadness or happyness, the Eldar's experience is likely to be far more extreme.

This natural inclination towards emotional extremes is both a blessing and a curse to the Eldar. On the positive side, it gives them an unparalleled appreciation of life and an unrivalled ability to express themselves through music and other creative endeavours.

A melody or gesture made with grace and skill can elicit an intensity of pleasure which is unimaginable to a Human.

But this potential for Happiness is paralleled by an equal capacity to feel sadness, ambition and even hatred. Confronted by grief or other personal setbacks, an Eldar suffers mental torments which far exceed the boundaries of sapien anguish.

The extreme nature of their temperament makes it very important that the Eldar maintain a measure of self-control at all times, for it is dangerously easy for them to become entranced by and ultimately dependent upon the experiences that their culture offers them.

They must learn to control the darker side of their natures, which is an essential portion of the Eldar psyche.

The Eldar are a naturally Arcanic species, and all Eldar possess the potential to become powerful Arcanists if they choose to pursue this path.

Though highly advanced and feared across the Material realm, the Eldar are still a dying people, a shadow of their former glory and their species teeters on the brink of final annihilation.

Traits


Ability Score Increases/decreases. Use 27 point buy system, Then Dex and Charisma up by 2, to a max of 20, Furthermore constitution is reduced by 2.


Age. Although elves reach physical maturity at about the same age as humans, the Elves understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.


Alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.


Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.


Speed: Your base walking speed is 40 feet.


Darkvision: Accustomed to twilit forests and the darkness of the warp, you have superior vision in dark and dim conditions. You dark vision out to 100 ft.


Fast Metabolisum: you need only eat once a Week and drink once a day.


Meditation: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Arcane. The Eldar possess the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented toward Psionic powers. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the Telepathy and Telekinesis disciplines and you use your intelligence as the spell casting ability. When picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Skill Proficiencies: Arcane and Insight.


Languages: You can speak, read, and write common and elvish. elvish is fluid, with subtle intonations and intricate grammar. elves literature is rich and varied, and their songs and poems are famous among the Imperials.


Subraces: The Eldar (Elf) are divided into 4 subraces, the High elf, wood elf, Aquatic elf and night elf you must pick one.

Brightrye (High Elf)


Ability Score Adjustments: Gain + 2 to your Int, to a maximum of 20.


Seer: High elves can take spells from the Divination, Biomancy, Illudamancy, Technomancy, Fantasmology, Galamancy, Divine Craft Pyromancy, Cryomancy, Discipline.


Clear Mind: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.


Mental Discipline: You have Resistance to psychic damage.

Woodrye (Wood Elf)


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20.


Child of nature: Wood elves can take spells from the Divination, Fantasmology, Divine Craft, Floramancy, Galamancy, Fuanamancy, Pyromancy, Cryomancy and Electromancy Discipline These Disciplines count as associated with the Neutral powers.


Feral Reflexes You gain advantage on initiative rolls and a + 2 AC When not Wearing Heavy Armor.


Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, Falling snow, mist, and other natural phenomena.

Arqueye (Aquatic Elf)


Ability Score Adjustments: Gain + 2 to your Con, to a maximum of 20.


Child of the Sea: Aquatic elves can take spells from the Hydromancy Discipline.


Sea Strider: You have a Swimming speed of 30 feet, and you can breathe air and water.


Friend of The Sea: Using gestures and Sounds, you can communicate simple ideas with any beast that has an innate Swimming speed.

Darkrye (Dark Elf)


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 20.


Dark arts: Dark elves can take spells from the Ruinous and Excess Discipline.


Night Camouflage: You have advantage on Dexterity (Stealth) checks to hide at night or in a shadow.


Astral Shunt: As a Bonus Action, you can magically teleport⁠⁠ up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a Short Rest.

you also gain resistance⁠ to all damage after you teleport⁠ using this trait. The resistance⁠ lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Umbrye (Shadow Elf)

Shadow elves are the elves of the Shadow Realm, drawn to thaet dread realm by the its shadowy lure. these elves did not show untill after the Dark Crossing.


Ability Score Adjustments: Gain + 1 to two attributes of your choice, to a maximum of 20.


Dark arts: Shadow elves can take spells from the Necromancy and Shadomancy Discipline.


Keen Senses: You have proficiency in the Perception skill.


Necrotic Resistance: You have resistance to necrotic damage.

Unrye (Half Elf)


Ability Score Adjustments: Gain + 1 to two attributes of your choice, to a maximum of 20.


Feat Versatility: You gain one feature of your choice.


Skill Versatility: You gain Proficiency in two Skills of your choice.


Arcanic possibility: You may choose not to have the Innate caster mutation.

Krork (Orc)

The Krorks, also called greenskins, are a savage, warlike, green skinned species of humanoids who possess physiological features of both Sapien, animal and plant specifically fungi, who are spread all across Terra, and the planets of the Cosmos. They are seen by their enemies (pretty much everyone else) as savage, violent, and crude, but they are one of the most successful species in all the Realms.

Krorks are one of the most dangerous races to inhabit the material plain. Numerous beyond belief and driven always to fight and conquer, the Krorks threaten every single intelligent species of the cosmos.

Krorks are possibly the most warlike race, and their number is beyond counting. Amid constant, seething tides of battle and bloodshed, burgeoning Krork empires rise and fall.

Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Krorks ever truly unify, they would crush all opposition.

Krorks generate a potent Arcanic gestalt field that allows them to accomplish many feats of technological engineering that might otherwise seem impossible. At the same time, the power of this psychic field is directly proportional to the number of greenskins present in a given location. The more Krorks that gather, the more Krorks are drawn to them, at the same time that the power and intelligence of the greenskins begins to grow with their numbers.

The Krorks' unquenchable thirst for battle has always proved their downfall, historically, the Krork tribes have spent much of their time fighting amongst themselves, waging brutal wars with only the strongest surviving. On occasion, a Krork leader will emerge who is mighty enough to defeat his rivals and unite the warring tribes.

His success draws other tribes to him, and soon a great War Tide! is underway partly a migration, partly a holy war that can exterminate the populations of entire metros even toppling empires if left unchecked.

Kroks Have no gender and do not reporduce like most other hominoids, the is the route issues of the Krorks massive populations, as when a Krork sheds enough blood (usually a lethal amount) in one spot and is left idle for a few days, a fungus will start to grow, if the fungus finds a proper protein source it will continue to grow into a Large sack like pod, and after a few weeks of proper nutrient multiple Krork will emerge from the Sack, when the Krorks emerge they are a fully functional young adult Krork. The Krorks level of intellect is decided by the closeness of another Krork mob, usually if a mob is large enough and is near the Krork will find and fall in line with that warbands agenda, if no krork are near they will always seek to find a Mob to march to war with.

Traits


Ability Score Increase. Use 27 point buy system, Then your Strength and your Constitution score increases by 2 to a max of 20. Furthermore your intelligence is decreases by 2.


Age. Krork reach adulthood in a week or so after they emerge from the fungal pod.


Alignment: Krorks tend toward chaotic Alignment except for some Half Krorks.


Size: Krork vary widely in height and build, from the boy that are 5 to 6 ft tall to a Nob Being around 8 to 10ft tall. Regardless of your position in that range, your size is Medium, Though a Boy with the right Might may grow as tall as 15ft in that case they are Large


Speed: Your base walking speed is 30 feet.


Primal Intuition. You have proficiency in one of the following Skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.


Darkvision: You can see in dim light within 80 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.


Allegiance to Exitar: Krorcs cant willingly except any other corruption other then Primal and Casters cant use powers associated with powers other then the Primal and Neutral powers.


Languages: You can speak, read, and write Krorkish and one extra language of your choice.


Subraces: The Krorc are divided into 3 subraces, the Boy, Weird boy or Half Kroc, you must pick one.

War Boy


Ability Score Adjustments: See might makes right.


Ere we go: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Mob Rule. Boys have advantage on melee attack roll against a creature if at least 2 of the Krorc allies are within 5 ft. of the creature and the allies aren't incapacitated.


Might makes right. as a boy lives longer and essetialy kills more and more the Phisicality starts to change the ork boy becomes a Nob and if they live long enough and crush enough Skulls they can be a Big boss one of the most brutal and cunning orks in a mass, that is not mentioning a Warboss. as you level you gain different abilities see below for the effects and what levels they happen at. you retain all effects from previous forms.

Level Type Attributes adjustments Size Added effects
1-5 Boy +2 Con to a maximum of 20 Medium You count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift.
6-10 Nobb +2 Str to a maimum of 20 Medium Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
11-15 Boss Nobb +2 Charisma and Strength to a maximum of 22 Medium -
16-20 Big Boss +2 Str, Con and Cha to a maimum of 22 Large Due to the massive size and strength of a Boss Nob, you have a -1 to your AC

Weird Boy (Orc)


Ability Score Adjustments: +2 Wisdom -2 charisma to a maximum 20.


Ere we go: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Mob Rule. Boys have advantage on melee attack roll against a creature if at least 2 of the ork's allies are within 5 ft. of the creature and the allies aren't incapacitated.


Weird Magic. the Weird Boy possess the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented toward the primal powers, this leads to the Shaman becoming enraged quickly. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any disciplines associated with the Neutral or Primal powers and you use your Charisma as the spell casting ability. When picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Nob: You count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. You also ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.

Half Krork

Sometimes when the Fungal pod of a Kroc uses the Protiens from the Flesh of a Sapiens Corpse the pod may create a Half human half Krork, the reason for this is unknown The Krorc boys dont like this, as the Half Krocs is created with a part of the deceased Sentience. The other Krocs enslave any Half Krocs and any that should escape live as hermits, or one that may find imperial lands are met with much Pegidice and most often live lives as muscle for the many gangs and mercenary organizations.


Ability Score Adjustments: +2 Str to a maximum 20.


Ere we go: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.


Relentless⁠ Endurance:. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.


Powerful build: You count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift.


Unbound Allegiance: The half Krorc is uneffected by the Allegiance to Exitar trait


Arcanic possibility: You may be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the following Disciplines and you use your Wisdom for the Spell casting ability. Divine Craft, Floramancy, Fuanamance, Ruinous craft, Necromancy. this ability does not need to be taken always remember and understand how magic is used in Terrahime and the material plane and how the different factions treat magic wielders.

Krorkling (Goblin)

Krorkling are basically a smaller subspecies of Krorks, witch come in a few varieties, each having the own characteristics theres the Grotling a cowardly Slave to the true Krorks, then the Redling a fearsome martial combatant and then the large hair covered Furling witch is much larger then the other Krorklings being the size of a young Krork.

Traits


Ability Score Increase. Use 27 point buy system, Then your Dex and your Int score increases by 2 to a max of 20. Furthermore your Constitution is decreases by 2.


Age. Krorkling reach adulthood in a week or so after they emerge from the fungal pod.


Alignment: Krorklings tend toward chaotic Alignment except for some Furlings and Fewer Redlings.


Size: Krorkling vary in height and build, The Redling being 5 to 6ft and the Furlock being 7 to 8ft Regardless of your position in that range, your size is Medium. Though the Grotling are dimunitive and small being around 3 to 4ft in that case they are Small.


Speed: Your base walking speed is 30 feet.


Primal Intuition. You have proficiency in one of the following Skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.


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.


Allegiance to Exitarr: Krorklings cant willingly except any other corruption other then Primal and Casters cant use powers associated with powers other then the Primal and Neutral powers.


Languages: You can speak, read, and write Krocish and one extra language of your choice.


Subraces: The Krorkling are divided into 3 subraces, the Grotling, Redling or Furling, you must pick one.

Grotling (Goblin)

Grotling are the most cowardly of the Krork racec and are usually used as living shields, to clear mine fields, are stepped on to get through difficult terrain, and sometimes even as emergency rations. Grotlings are quite low in the strict hierarchy of Krork society because of their small size and are often used for the dirtiest jobs like scavenging and being used as the football when the bigger Krork get bored.

While they are not as aggressive as Krorks, they enjoy fighting weaker opponents and are less likely to flee if they comfortably outnumber their opponents. If a Gretchin is particularly wealthy, he may purchase a second-hand, worn-down, low-tech gun. These guns are mainly to reassure the Gretchin that they have a chance of killing something.

Even so, Gretchin have to be forced into battle by nobs called Grotherders who utilise whips and Neck grabbers in order to ensure that the Gretchin stay in battle. A skilled Grotherder can grab a fleeing Gretchin and hurl him into a minefield with one smooth motion. The more tech-savvy of the Grotherders may also use a Grot prod which delivers an electric charge to a Grotlings vulnerable parts.

Basically most Grotlings work as slaves for Krork warbands, although there are few all Grotling Tribes like the Gloom gits and some of the Redling legions often treat those Grotling that have proved themselves as a warrior like brotheren, But the Redling like the Krork is not opposed to the enslavement and forced labor of a Grotling.

As the Grotling are a bit more organised than the larger Krorks, Gretchin are often used to maintain Greenskin war machines and artillery. Such work is considered highly undesirable by most Orks, because it prevents them from being in the heart of the battle. Gretchin also serve as attendants or "ammo runts" to Ork Warbosses, assistants to Ork Mekboyz, and orderlies to Ork Mad Doks.


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 22.


Sneaky Escape: You can take the Disengage or Hide action as a Bonus Action on each of your turns.


Blindsider. You gain 1D6 extra damage on an attack against an enemy within 5 feet of you if you have advantage on the attack or an ally that’s not Incapacitated is also within 5 feet of the target. You can apply this bonus to one Attack per round. at level 10 this increases to 2D6 damage. This may be added to other abilities similar to this like sneak attack damage


Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.


Small Frame: You can move through the space of any creature that is of a size larger than yours.


Arcanic possibility: You may be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Disciplines associated with the Primal or Neutral powers and you use your Wisdom for the Spell casting ability. Remember this ability does not need to be taken when picking this race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.

Redling (Hobgoblin)

Redlings have dark red or red-orange skin, and no hair. Yellow, red or dark brown eyes peer out beneath their strong brows, and their wide mouths sport sharp and yellowed tusks. Redlings live longer then Grots, living as long as humans, though their love of warfare and battle means that few do.

Redlings belong to a family of creatures called Kroklings. They are often found lording over their cousins, the Grot and the ferocious Furling.

A Redling measures virtue by physical strength and martial prowess unlike there cousins the Grotling, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Redlings of high military rank attain their positions by force, then hold those positions by imposing their authority through brutal means.

Redling train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions.

Redling organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the Redlings that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.

As loyal and disciplined as Redlings are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren’t restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.

Redlings have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate the Eldar and attack them first in battle over any other opponents, even if doing so would be a tactical error.

Legions often supplement their ranks with less reliable and more expendable troops, including Grotlings, Furlings, evil humans, giants and Tribal Sapien Gigantus clans even Krork warbands have been known to join the legions of Redlings, used for mainly labor and war.

Redlings claim lands with abundant Natural resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.

Redling warlords never tire of combat, but they don’t take up arms lightly. Before they attack, Redlings conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.

Redlings fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and catapults and ballistas. The Redling tends not to use modern machinery, equipment or weaponry, but they are intelligent enough to understand the basic functions of modern weaponry or be trained to use such devices


Ability Score Adjustments: +2 Str, + 1 Cha to a maximum 20.


Saving Face: Redlings are careful not to show weakness in front of their allies, for fear of losing Status. If you miss with an Attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or Long Rest


Plunge and Twist. When you damage a creature with a Attack, you can cause the Attack to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or Long Rest.


Martial Trained: You are proficient with 3 martial Weapons of your choice and with Light and Medium Armor and Shields.


Arcanic possibility: You may be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Disciplines associated with the Primal or Neutral powers and you use your Wisdom for the Spell casting ability. Remember this ability does not need to be taken when picking this race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.

Furlock (Bugbear)

Furlock are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful Masters if bloodshed and Treasure are assured.

Furlocks are often found in the company of their cousins, Redlings and Grotlins. Furlocks usually enslave Grotlings they encounter, and they bully Redlings into giving them gold and food in Return for serving as shock troops. Even when paid, furlock are at best unreliable allies, yet Grotling and Redlings understand that no matter how much Furlocks might drain a tribe of resources, these Creatures are a potent force in combat.

Furlock are dependable mercenaries as long as they are supplied food, drink, and Treasure, but a Furlock forgets any bond when its life is on the line. A wounded member of a Furlock band might be left behind to help the rest of the band Escape. Afterward, that Furlock might help pursuers track down its former Companions if doing so saves its life.

The one exception to a Furlocks dominating prowess is its affinity for the Mighty Krork, many Furlock will except a life of hard labor, Mochorey and a borderline slave life to serve a warband of Krork, if it has not already been destroyed, this is the case mostly


Ability Score Adjustments: +2 Wisdom -2 charisma to a maximum 20.


Imposing Presence You may use your Strength or Constitution bonus when making intimidation skill checks.


Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful build: Due to the massive size and strength of a Geneborn, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Strong and Angry: Your size and strength are unmatched. If you hit an enemy with an attack with a melee weapon, you can add your Proficiency bonus to Damage rolls.

Trollkin

In ancient times, Trolls would take human mates. Their descendants are the Trollkin. Tall and lanky with a brutish Appearance, Trollkin are seldom welcome among the civilized races, even when the full extent of their inhuman ancestry is difficult to determine. this was an unforseen sentient race created as a result, most Trollkin live in isolated tribal Settlements and subsist on hunting and raiding.

With a Thick Hide of green or brown, Trollkin are superficially similar to orcs or Hobgoblins. While many Trollkin share a rough and unkempt Appearance, their inhuman lineage can show itself in a wide variety of forms. Some Trollkin could even be considered beautiful by human standards, except for some subtle marker of their Monstrosity, such as stone–gray skin or talon-tipped fingers.

Many Trollkin wear Tattoos to show tribal loyalty or to venerate their Ancestor Spirits. The bravest among them brand their flesh to show mastery over their own fear, since only acid and fire leave long-lasting scars on their skin. A Place in the World.

While the majority of Trollkin live in remote communities, some thrive in civilization. But even within cities, Trollkin tend to stick together in their own neighborhoods that eventually begin to resemble urban tribes. Most urban Trollkin find work that exploits their Nature. Mercenary work is the most Common, but they sometimes join city guard forces. Thieves’ guilds and other disreputable elements love to employ Trollkin as arm-breakers and debt-collectors. Smiths and artisans sometimes take on a Trollkin partner or Apprentice to add an exotic or savage flair to their offerings.

Traits


Ability Score Increase. Use 27 point buy system, Then Your constitution score increases by 2 and -2 to your intelligence.


Age. Trollkin reach maturity by the age of 15, and live 50 to 60 years.


Size. Your Size is dependent on your Subspecies.


Speed. Your speed is dependent on your Subspecies.


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.


Teeth: You have large fangs that can be used as a weapon. You can use your fangs to make Unarmed strikes, if you hit with them, they deal piercing damage of an amount dependent on your subrace.


Inhuman Vigor: You concentrate regenerative power in your blood to swiftly recover from wounds. As a bonus Action, you can expend one hit die to regain Hit Points as if you finished a Short Rest. The number of Hit Dice


you can expend increases by one when you reach 6th Level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). You must complete a Long Rest before using this ability again. If you take acid or fire damage, you lose access to this ability until you finish a short or Long Rest.


Primal Fear: You have Proficiency in the Intimidation skill.


Allegiance to Exitar: Trollkin Casters cant use powers associated with powers other then the Primal and Neutral powers, nor can they willingly except any other corruption other then Primal.


Languages. You can speak, read, and write Common and Troll.


Subspecies: The Trollkins are divided into 5 Subspecies, the Land Trollkin, Deep Trollkin, Witch Doctor, Voodoo Doctor and Stonehide, you must pick one.

Land Trollkin

-.


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20.


Size. Voodoo Doctors stand over 6 feet tall and are more solidly built than Humans, weighing around 200 pounds. Your size is Medium.


Speed. Much like you hominoid counterparts, your base walking speed is 30 feet.


Where the Heard needs me: Gain 1 of the following traits

  • Gain +2 in any one attribute of your choice.
  • Gain 1 proficiency in any skill of your choice
  • Gain 1 feature of your choice.

Massive Teeth: your natural weapons deal D8 for damage.


Clan Troll. You have proficiency in the Nature skill.

Deep Trollkin

-.


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 20.


Size. Deep Trollkin stand around 3 to 4 feet tall and are Thin and Hunched, weighing around 200 pounds. Your size is Small


Speed. You are Light on Your Feet and capable of quick Movement to Escape the threats of The Underworld. Your base walking speed increases to 35 feet.


Gelatinous Skin: You can use a bonus Action to turn your skin soft and mushy for 1 minute or until you use a bonus Action to end it. While in this state, you have a burrowing speed of 20 feet, Resistance to bludgeoning damage, and advantage on Ability Checks and Saving Throws made to Escape a grapple, but your Armor Class is reduced by 2. Once you use this trait, you can’t use it again until you finish a short or Long Rest.


Malleable Body: You can squeeze through a space that is large enough for a creature two sizes smaller than you.


Small Teeth: your teeth deal D4 for damage.


Skulker. You gain Proficiency in Stealth skill.

Witch Doctor

-.


Ability Score Adjustments: Gain + 2 to your Wisdom, to a maximum of 20.


Size. Witch Doctors stand over 6 feet tall and are more solidly built than Humans, weighing around 200 pounds. Your size is Medium.


Speed. Much like you hominoid counterparts, your base walking speed is 30 feet.


Primal Magics. You are a Born Arcane user, you gain the Innate Caster mutation, see mutations on Pg. ___. These spells can be taken from any of the following Disciplines Terramancy, Galamancy, Hydormancy, Cryomancy, Pyromancy, Electromancy, Floramancy, Faunamancy. You use your Wisdom for the Spell casting ability.


Large Teeth: your teeth deal D6 for damage.


Clan Witch Doctor. You have proficiency in the arcane skill.

Voodoo Doctor

-.


Ability Score Adjustments: Gain + 2 to your Wisdom, to a maximum of 20.


Size. Voodoo Doctors stand over 6 feet tall and are more solidly built than Humans, weighing around 200 pounds. Your size is Medium.


Speed. Much like you hominoid counterparts, your base walking speed is 30 feet.


Undeath Magics. You are a Born Arcane user, you gain the Innate Caster mutation, see mutations on Pg. ___. These spells can be taken from any of the following Disciplines Divination, Necromancy, Illudamancy, Shadomancy and hemomancy. You use your Wisdom for the Spell casting ability.


Large Teeth: your teeth deal D6 for damage.


Clan Voodoo Doctor. You have proficiency in the arcane skill.


Allegiance to Mortis: Voodoo Doctor trollkin ignores Allegiance to Exitar for the following: can not gain any points of Corruption other then unholy, and you may not remove Unholy corruption.

Stone Hide

-.


Ability Score Adjustments: Gain + 2 to your Strength, to a maximum of 20.


Size. Stone Hide trollkin stand over 8 feet tall and are much more solidly built than Humans, weighing around 350 pounds. Your size is Medium.


Speed. Much like you hominoid counterparts, your base walking speed is 30 feet.


Thick Hide: Your skin is knobby, thick, and tough, granting you a +1 bonus to Armor Class.


Large Teeth: your teeth deal D6 for damage.


Clan Brute. You have proficiency in the Athletics skill.

Beastborn (Animalkin)

Anuranian (Frogfolk)

Anuranian are frog like humanoids that tend to live near or in the fresh of brackish water. The Anuranin vary in lifestyle dependent on there sub spicies, bullforgfolk tend to live on the shores, as the Treefrogfolk live in trees in tropical froests or on the shores of a forest lake or river, and the Fogling spending the most time in or under the water.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your strength.


Age. Anuranian age reach maturity around 10 and live to be almost a century.


Size. Anuranian size is dependent on your Breed.


Speed. Your movement Speed is dependent on your Breed.


Animal instincts. You gain proficiency in the Survival Skill.


Partially Amphibious: By absorbing oxygen through your skin, you can hold your breath for up to 6 hour. Once you've reached that limit, you may only stay under for an hour at a time unless you finish a short or long rest.


Water Dependency: If you fail to immerse yourself in fresh water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.


Standing leap: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greter 5 or 10), with or without a running start.


Arcanic possibility: Some animalkin like the Anuranian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies, your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak as well as read, and write, if if Scripted the following: Imperial and Croaking.


Subspecies: The Anuranian are divided into three Subspecies, the Frogfolk, Bullfrogfolk or Frogling, you must pick one.

Craugastar (Frogfolk)

Craugastar is the high Imperial designation for the race more commonly known as the Frogfolk, Frog folk where first encountered in the Magna Arborium system and later found in few other systems and now on the material anchor of Terra


Ability Score Adjustments: Gain + 2 to your con, to a maximum of 20 and a + 1 to Wisdom.


Size. Craugastar are a little bulkier and taller than Humans, and their colorful frills make them appear even larger. Your size is Medium.


Speed. Your base walking speed is 30 feet, and you have a Swimming speed of 30 feet.


Arboreal Alertness: You have proficiency in the Perception skill and you gain advantage on sight based perception checks.


Long Tongue. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with your tongue against a target within 10 feet of you. On a hit, the target takes 1 + your strength modifier bludgeoning damage and if it is small or medium, it is also pulled 5 feet toward you. If the target is tiny, it is pulled 10 feet toward you instead.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Fantasmology, Divine craft, Terramancy, Hydromancy, Floramancy, Ruinous Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Bufondar (Bullfrogfolk)

-.


Ability Score Adjustments: Gain + 2 to your str and con, to a maximum of 20 and a - 2 to you intelligence.


Size. Bufondar are a much bulkier and taller than Humans around 6 to 7 feet tall and around 350 pounds. Their broad shoulders and large head make them appear even larger. Your size is Medium.


Speed. Your base walking speed is 30 feet, and you have a Swimming speed of 20 feet.


Jump Slam. During any turn you have jumped 10ft or higher and land within 5ft of a Creature, you may as a bonus action make one unarmed melee attack against that creature with witch you are proficient if this attack hits it deals 1d12 Bludgeoning and the target must make a Strength save with a DC equal to 8 + your Proficiency bonus + Your strength or be knocked prone. the damage of this increases by 1 die at levels 5, 10, 15 and 20.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful Build: Due to the massive size of a adult bufondar, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Divine craft, Terramancy, Hydromancy, Galamancy, Floramancy, Ruinous Craft, Necromancy, Shadowmancy, Faunamancy.

Hylidar (Tree Frogling)

-.


Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.


Size. Hylidar are smaller than their Frogfolk cousins: they average about 3 feet tall and weigh about 40 pounds. Your size is Small.


Speed. You have a walk and swim speed of 25 feet.


Frog Climb: You also have an enhanced climb ability. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed.


Long Tongue. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with your tongue against a target within 10 feet of you. On a hit, the target takes 1 + your strength modifier bludgeoning damage and if it is small or medium, it is also pulled 5 feet toward you. If the target is tiny, it is pulled 10 feet toward you instead.


Caster traits: If you choose to take the Innate Caster mutation you use Charisma for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Terramancy, Hydromancy, Galamancy, Floramancy, Ruinous Craft, Demonology, Hyzalian, Necromancy, Shadowmancy, Faunamancy, Electromancy.

Noxidar (Poison Frogling)

-.


Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.


Size. Noxidar are smaller than their Frogfolk cousins: they average about 3 feet tall and weigh about 40 pounds. Your size is Small.


Speed. You have a walk and Swim speed of 25 feet.


Poison Immunity: You are immune to poison damage and the poisoned condition.


Long Tongue. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with your tongue against a target within 10 feet of you. On a hit, the target takes 1 + your strength modifier bludgeoning damage and if it is small or medium, it is also pulled 5 feet toward you. If the target is tiny, it is pulled 10 feet toward you instead.


Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC equal to 8 + your Proficiency bonus + your Constitution bonus, Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on the same DC Constitution saving throw or take 2d4 poison damage.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Hydromancy, Floramancy, Ruinous Craft, Putricology, Demonology, Necromancy, Shadowmancy, Hemomancy, Faunamancy,

Avianna (Birdfolk)

Few races live amid so much rumor, suspicion, and outright falsehood as the Avianna. They make their rookeries in every major city. Depending on whom you ask, they might condemn the Avianna as solitary wanderers bearing misfortune or praise them as messengers from the gods. Avianna are loyal comrades and treacherous thieves, brave warriors and contemptible cowards. They are despised for their strange and secretive cultures, and criticized for having no true culture of their own. The Avianna are a study in contradictions. These truths, half truths, and lies conceal a greater mystery that few outsiders know. Arcane usage come in some Avianna and not in others of the kind, though this is not specific to one breed of Avianna, it seemes to be random through the subtypes but does appear more often in certain breeds like the Owlfolk, more then 50% of owl folk are innate casters. Most Arcanic Avianna that are within the empire are members of the Collegiate Arcana gaining there sanction and serving the empire.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to any one attribute of your choice.


Age. -.


Size. Avianna size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Arcanic possibility: Some animalkin like the Avianna may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Wings. Because of your wings, you have a Flying speed equal to what is listed in your subspecies. You can’t use this Flying speed if you are wearing medium or Heavy Armor, If you have a strength of 14 or 17 you may wear medium armor and if you have a Str of 18 or greater you may wear heavy armor.


Languages. You can speak, read, and write Common and Avian.


Subraces: The Avianna are divided into 5 subraces, Raven/Crow, Owl, Eagle/hawk, Song or Falcon you must pick one.

Raven/Crow (Birdfolk)


Ability Score Adjustments: Gain +2 to your dex and int, to a maximum of 20 and a -2 to Charisma.


Size. Birdfolk grow to be between 4 and 6 feet tall and weigh anywhere between 80 and 130 pounds. Your size is medium.


Speed. You have a walk Speed of 20ft and a fly speed of 50ft.


Trickster. You have proficiency in the Deception and Stealth skills.


Mimicry.: Raven folk can mimic any sound they’ve heard. Make a Charisma (Deception) check against the passive Wisdom (Insight) of any listeners. Success indicates they believe the sound you created was real.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Technomancy, Divine craft, Galamancy, Floramancy, Ruinous Craft, Hazalian, Necromancy, spirit craft, Shadowmancy, Electromancy.

Owl Birdfolk


Ability Score Adjustments: Gain +2 to your Wis and Charisma, to a maximum of 20 and a -2 to Dex.


Size. Owlfolk grow to be between 4 and 6 feet tall and weigh anywhere between 80 and 130 pounds. Your size is medium.


Speed. You have a walk Speed of 20ft and a fly speed of 40ft.


Wise. You have proficiency in the Insight and Medicine skills.


Great Darkvision Thanks to the eyes that detect the position of light, you can see in dim light within 120 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 nor in light, only shades of gray.


Impecable Awerness: you may not be surprised as long as you are not unconsious.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Divine craft, Galamancy, Floramancy, Ruinous Craft, Hazalian, spirit craft, Shadowmancy, Electromancy.

Eagle/Hawk (Birdfol)k


Ability Score Adjustments: Gain +2 to your Str and Charisma, to a maximum of 20 and a - 2 to Int.


Size. Eaglefolk grow to be between 6 and 7 feet tall and weigh anywhere between 125 and 200 pounds. Your size is medium.


Speed. You have a walk Speed of 25ft and a fly speed of 40ft.


Grand Appearance. You have proficiency in the Intimidation and Persuasion skills.


Eagle Eyes: You gain proficiency in perception Skill and you gain advantage on a perception checks made using sight.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Divine craft, Terramancy, Hydromancy, Galamancy, Floramancy, Ruinous Craft, spirit craft, Shadowmancy, Faunamancy, Cryomancy, Electromancy.

Song (Birdfolk)


Ability Score Adjustments: Gain +2 to your Dex and Charisma, to a maximum of 20 and a -2 to Str.


Size. Owlfolk grow to be between 4 and 6 feet tall and weigh anywhere between 40 and 90 pounds. Your size is small.


Speed. You have a walk Speed of 20ft and a fly speed of 45ft.


-. -.


-: -.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Galamancy, Floramancy, Demonology, spirit craft, Shadowmancy, Faunamancy, Pyromancy, Cryomancy, Electromancy.

Falcon (Birdfolk)


Ability Score Adjustments: Gain +2 to your Str and Charisma, to a maximum of 20 and a - 2 to Int.


Size. Falconfolk grow to be between 5 and 6 feet tall and weigh anywhere between 100 and 175 pounds. Your size is medium.


Speed. You have a walk Speed of 25ft and a fly speed of 55ft.


Fit Hunter. You have proficiency in the Athletics and Acrobatics skills.


Ariel Maneuver: when flying you may dash dodge hide or disengage as a bonus action.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Illudamancy, Biomancy, Divine craft, Terramancy, Hydromancy, Galamancy, Floramancy, Ruinus Craft, spirit craft, Faunamancy, Pyromancy, Electromancy.

Cainon (Houndkin)

The Canion Originate from many of the different planets of the material Plane. The WolfKin hail from Glacius a very cold and unforgiving planet with Ice Mountians and vast Tundra. But the Hyenakin hail from Desterus a very hot planet of desert, rocky Mountains and crags. Most cainon no mater there decendanec thend to stick in packs and tribes of there own kind. but since the empire has made it to the Stars and brought many of the races together, the Cainon have found there was in to new packs of a sort if a Cainon see you as worthy member of a pack, they will become loyal Friends and Allies, one of the first cases of this is the Fenrisians took in Wolfkin refuges after they flead the Empire not being able to adapt completely to Imperial society.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to any one attribute of your choice.


Age. Cainon age is dependent on your Subspecies.


Size. Cainon size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Canine. You have proficiency in the Athletics and Intimidation.


Bite. Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Lock jaw. If a creature is hit by your bite you may as a bonus action attempt a grapple.


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.


Arcanic possibility: Some animalkin like the Cainon may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Canon


Subspecies: The Cainon are divided into 2 subraces, the Wolfkin or the Hyenakin, you must pick one.

Wolfkin

Wolfkin originate on the Planet of Glacius, thought over the years since the Empire made it to the stars, they are known to have tribes in Magna Arborium and Anchor of Terrahime. The Wolfkin are noble and fierce bread of Cainon, understanding that it is in the Pack that strength exists.


Ability Score Adjustments: Gain +2 to your Str, to a maximum of 20 and a +1 to Wis.


Size. Wolffolk are typically between 5-6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 35 feet.


Howl. As an Action you let out a bellowing howl, up to 6 creatures within 30ft of you gain advantage on attack rolls until the end of your next turn.


Pack Hunter. You gain a +1 to all melee attacks you make for each other ally that is within 5ft of your target.


Powerful Build: Due to the Build of a adult Wolfkin, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Divination, Illudamancy, Biomancy, Divine craft, Terramancy, Ruinus Craft, Demonology, spirit craft, Shadowmancy, Faunamancy, Cryomancy.

Gnolls (Hyenakin)

The average Hyenakin views the virtues of work and self‑sufficiency with distaste. Hyenakin with leadership Skills or who tire of sharing the fruits of their labors frequently break off from the pack alone or in Small Groups to fend for themselves. Sometimes a male Hyenakin foolishly announces that he believes males are more fit to lead, and necessarily sets out on his own until he can find a new pack or the controversy is forgotten. Hyenakin who possess the will to face danger make excellent Adventurers.


Ability Score Adjustments: Gain +2 to your Dex, +1 to Str and -2 Cha. to a maximum of 20


Size. Hyenekin are typically between 5-6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 35 feet.


Carion Harvest. You must eat only meat but you may eat rotted meat with know ill effect. Furthermore you gain Resistance to natural poison damage and immunity to the poison condition.


Scavengers. gain Proficiency in Stealth and you don't suffer penalties to speed when using Stealth.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Technomancy, Terramancy, Galamancy, Ruinus Craft, Demonology, Hazalian, Putricology, Necromancy, Shadowmancy, Hemomancy, Faunamancy, Pyromancy.

Vulpin (Foxkin)

-.


Ability Score Adjustments: Gain +2 to your Charisma and a +2 to dexterity to a maximum of 20 and -2 Strength.


Size. foxkin are typically between 3-4 feet tall. Your size is Small.


Speed. Your base walking speed is 35 feet.


Tail Wag. You gain proficiency in Performance and Persuasion.


Vulpine Agility: You can move through the space of any creature that is of a size larger than yours.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Terramancy, Galamancy, Floramancy, Ruinus Craft, Excess, spirit craft, Shadowmancy, Faunamancy, Cryomancy.

Clovinus (Clovenhoof)

Clovinus are a humonoid being that hail from Magna Arborium, they have various subtypes with like qualities to the natural baseline mammal such as a Bore, Deer, Goat, and Cow

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to any one attribute of your choice.


Age. Clovinus Age is dependent on your Subspecies.


Size. Clovinus size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Arcanic possibility: Some animalkin like the Clovinus may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Cloven.


Subspecies: The Clovinus are divided into 4 Subspecies, the Swinefolk, Minotaurs, Elkkin or goatmen, you must pick one.

Suidae (Swinefolk)


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 20 and a + 1 to Charisma.


Size. Swinefolk are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 40 feet.


Tusks: Your tusks are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Non caster: Minotaurs can not be Arcane users.


Goring Charge: Immediately after have moved more then 20ft or more in a straight line on Your Turn, you can make one melee Attack with your tusks as a Bonus Action. if you hit it counts as a critical hit.


Lift and Toss: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your tusks. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.


Imposing Presence. You have proficiency in one of the following Skills of your choice: Intimidation or Persuasion.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful Build: Due to the massive size of a adult Swinefolk, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Terramancy, Galamancy, Ruinous Craft, Necromancy, Shadowmancy, Faunamancy, Pyromancy, Cryomancy.

Bovaine (Cowfolk)

Cowfolk are barrel-chested Humanoids with heads resembling those of bulls and Cows. male Bovaine have horns that range in size from about 1 foot long to great, curling Weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage, while female bovaine have no horns and always have more feminine features but do not underestimate a female Bovaine protecting her young the are still very powerful beings.

Manes of shaggy fur extend down a Bovaines neck and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Bovaine are born with long, tufted tails, but some bovaine clans have been known to have their tails Cut as part of a males coming-of-age ceremony, they find the Heavy Armor is much more comfortable without a long tail in the way.


Ability Score Adjustments: Gain + 2 to your str, to a maximum of 20 and a + 1 to con.


Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Powerful Build: Due to the massive size of a adult Minotaurs, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telepathy, Divination, Biomancy, Fantasmology, Divine craft, Terramancy, Floramancy, Ruinous Craft, spirit craft, Shadowmancy, Faunamancy, Pyromancy, Cryomancy.

Male

Imposing Presence. You have proficiency with the Intimidate skill.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Horns. Your horns are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Goring Rush. Immediately after you have moved 20ft or more in a straight line on Your Turn, you can make one melee Attack with your horns as a Bonus Action. if you hit it counts as a critical hit.


Hammering Horns. Once per turn immediately after you hit a creature with a melee Attack as part of the Attack action on Your Turn, you can attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier, you push it up to 10 feet away from you.

Female

Big Brown eyes. You have proficiencywith the Persuasion skill.


Mothers milk. Each female Bovainae produces a swwet milk year round that usually is given to young Bovinae to help them grow and mature, oncer per day you may produce 1d4 cups of milk, this process take 1 minute per cup. as an action a creature my drink a cup of this milk regaining 1d4 hit points and gain a +2 Constitution bonus for the next 1 hour. This bonus can not be stacked with itself.


. -.

Cervidine (Elkkin)

The Elkians are usually very proud people. They have a heightened sense of duty and loyalty. the Males have antlers on the top of the skull, symbol of their noble place within the kingdoms of nature, Female tend to have elegant spots or desings all over the body mainly the back, shoulders, head outer legs and arms.


Ability Score Adjustments: Gain + 2 to your Cha, to a maximum of 20 and a + 1 to Wis.


Size. Elkkin are tall but thin, usually being around 5-7 feet tall and weighting around 125 to 225 pounds. Your size is medium.


Speed. Your base walking speed is 35 feet.


Noble Presence. You have Proficiency in Persuasion and Insight.


Protector. When a creature enter your reach, you can use your reaction to make an attack against that creature with your antlers.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Biomancy, Fantasmology, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy, Cryomancy.

Male

Antlers. Your antlers are natural melee weapons, which you can use to make unarmed strikes. If your hit with them, you deal piercing damage equal to 1d6 + your strength modifier


Goring Rush. Immediately after you have moved 20ft or more in a straight line on Your Turn, you can make one melee Attack with your horns as a Bonus Action. if you hit it counts as a critical hit.


Hammering Horns. Once per turn immediately after you hit a creature with a melee Attack as part of the Attack action on Your Turn, you can attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier, you push it up to 10 feet away from you.

Female

Reveler. You have proficiency in the Performance and Persuasion Skills, and you have proficiency with one musical Instrument of your choice.


Enchanting Music. You can cast the minor Illusion cantrip. When you reach 3rd Level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can also cast the Suggestion spell with this trait and regain the ability to do so when you finish a Long Rest. Casting these Spells requires access to an Instrument that you are proficient with. Charisma is your Spellcasting ability for these Spells.

Caparin (Goatmen)

-.


Ability Score Adjustments: Gain + 2 to your str, to a maximum of 20 and a + 1 to con.


Size. Goatmen average over 5 feet in height, and they have stocky builds. Your size is Medium.


Speed. Your base walking speed is 35 feet.


Horns. Your horns are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Goring Rush. Immediately after you have moved 20ft or more in a straight line on Your Turn, you can make one melee Attack with your horns as a Bonus Action. if you hit it counts as a critical hit.


Mountain Climber: Whenever you make a long or High Jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs Movement as normal. Furthermore you have a climb speed of 25ft


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Terramancy, Floramancy, Ruinous Craft, Demonology, Shadowmancy, Faunamancy, Cryomancy.

Equuestarin

The equustarin is a tall muscular creature who's athletic capabilities are renowned. The equuestrian is loyal to what it deems its cause and it will hold true to that budging very litel on the matter. At one point in the Empires history before the ownership of sentient life was outlawed, the Empire had many Equestrian slaves. as a result the Equestrian people have built a racial loyalty to to the Gladatorial art as there race has produced some of the greatest gladiators the Empire has ever see, back when the games where real and advanced healing was available, when the games always resulted in blood upon the ground.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to Your Strength to a max of 20.


Age. Equuestarin size is dependent on your Subspecies.


Size. Equuestarin size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Natural Runner. You may dash as a bonus action and you gain advantage on any skill checks and saves made as a result of running.


Imposing Presence. You have proficiency in one of the following Skills of your choice: Intimidation or Persuasion.


Arcanic possibility: Some animalkin like the Equestarin may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Equus.


Subspecies: The Equuestarin are divided into 3 Subspecies, the Mustang, Pony or Clydesdale, you must pick one.

Mustang

-.


Ability Score Adjustments: Gain + 2 to your Dex and Strength, to a maximum of 20 and a - 2 to Con.


Size. Mare stand between 6 and 7 feet tall. Their massive bodies weigh between 250 and 350 pounds. Your size is Medium.


Speed. Your base walking speed is 40 feet.


Buck. You can use you powerful legs to shove a target, make one unarmed attack against the target this attack deals 1d6 + Str, on a successful hit as long as you target is not greater then on size above yours you push the target up to 10 feet farther from you and the target must make a Dex save or be knocked prone as well, the DC is equal to 8 + Pro + Str. this attack may only be used once per round


-. -


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Biomancy, Technomancy, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Pony

-.


Ability Score Adjustments: Gain + 4 to your Str, to a maximum of 20 and a - 2 to Int.


Size. Ponies stand between 4 and 5 feet tall. Their the smallest breed of the bodies weigh between 80 and 150 pounds. Your size is Small.


Speed. Your base walking speed is 30 feet.


Light Hoofed. gain Proficiency in the stealth skill.


Prance. You use you small demeiner to woo and charm those around you you gain advantage on all Persuasion skill checks


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Hemomancy, Faunamancy, Pyromancy, Cryomancy, Electromancy.

Clydesdale

-.


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20 and a + 1 to Con.


Size. Clydesdale stand between 8 and 10 feet tall. They are massive and have very muscular bodies, weighing between 300 and 400 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful Build: Due to the massive size of a adult Clydesdale, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Technomancy, Divine craft, Terramancy, Floramancy, Ruinous Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Felinus (Catfolk)

Felinus is one of the many animalkin races, felinus vary in size and fur colors as well as fur length. The felinus race is a agile cunning and deadly creature but many can be some of the most loyal companions the material plane can provide.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to any one attribute of your choice.


Age. Felinus age is dependent on your Subspecies.


Size. Felinus size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Cat’s Talent. You have proficiency in the Perception and Stealth Skills


Claws. Your claws are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Teeth. Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


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.


Arcanic possibility: Some animalkin like the Feninus may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Felinus


Subspecies: The Felinus are divided into 3 Subspecies, the Lionfolk, Cheetahfolk or Pantherfolk, you must pick one.

Lionfolk

Lionfolk tend to be tall compared to Humans and move with a boldness that suggests their physical might. Tawny fur covers Lionfolk bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other Humanoids, Lionfolk have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most Lionfolk an air that readily shifts between regal and fearsome.

Lionfolk often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.


Ability Score Adjustments: Gain + 2 to your Cha, to a maximum of 20 and a + 1 to Wis.


Size. Lionfolk are typically between 5-6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 35 feet.


Daunting Roar. As a Bonus Action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. The DC of the save equals 8 + your Proficiency Bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or Long Rest.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful Build: Due to the massive size of a adult lion folk, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy, Pyromancy.

Cheetahfolk

-.


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 20 and a + 1 to Intel.


Size. Cheetahfolk are typically between 5-6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 45 feet.


Cheetah Speed. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy, Pyromancy.

Pantherfolk

-.


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 20 and a + 1 to Str.


Size. Pantherfolk are typically between 5-6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 35 feet.


Night Stalker. You gain advantage on stealth rolls when in the shadows or at night.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Fantasmology, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Hemomancy, Faunamancy.

Lynxfolk

-.


Ability Score Adjustments: Gain + 2 to your Charisma, to a maximum of 20 and a + 1 to Dexterity.


Size. Lynxfolk are typically between 2-4 feet tall. Your size is small.


Speed. Lynxfolks base walking speed is 35 feet.


-. -.


Cold tolerance: the lynx is accustom to cold environments, this give the lynx resistance to Cold damage and has advantage on saves and check made as a result of low temperatures.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Fantasmology, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy, Cryomancy.

Great Apes (Apekin)

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your strength.


Age. Great Apes age is dependent on your Breed.


Size. Great Apes size is dependent on your Breed.


Speed. Your movement Speed is dependent on your Breed.


Animal instincts. You gain proficiency in the Survival Skill.


Powerful Build: Due to the massive size of a adult lizardkin, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Prehensile limbs: Your feet can be used the same way one might use their hands, allowing you to use them to fulfill the somatic components of a spell or to pickup and hold an item.


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.


Arcanic possibility: Some animalkin like the Great Apes may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Frogling.


Subraces: The Anuranian are divided into three subraces, the Frogfolk, Bullfrogfolk or Frogling, you must pick one.

Ape (Apefolk)


Ability Score Adjustments: Gain + 2 to your Dex and Con, to a maximum of 20 and a -2 Charisma.


Size. apefolk are a little bulkier and and more muscular but slightly shorter than Humans. Your size is Medium.


Speed. You have a walking speed of 30 feet and a climbing speed of 30 feet.


Bite: Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Adaptable: Gain one Skill of your choice.


Adaptable: Gain one feature of your choice.


Caster traits: Innate arcane casters use Wisdom for there spell casting ability and may choose from the following Disciplines, Pyromancy, Cryomancy, Hydromancy, Galeamancy, Biomancy, Illudamancy, Shadomancy, Terramancy, Floramancy, Faunamancy.

Gorilla (Gorillafolk)

-.


Ability Score Adjustments: Gain + 2 to your Str and Con, to a maximum of 20 and a -2 Wisdom.


Size. Bufondar are a much bulkier and taller than Humans around 6 to 7 feet tall and around 350 pounds. Their broad shoulders and large head make them appear even larger. Your size is Medium.


Speed. You have a walking speed of 30 feet and a climbing speed of 20 feet.


Bite: Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Beat Chest. As a Bonus Action, you can let out a roar and beat your chest. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. The DC of the save equals 8 + your Proficiency Bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or Long Rest. Furthermore you gain proficiency in the intimidation skill.


Caster traits: Innate arcane casters use Wisdom for there spell casting ability and may choose from the following Disciplines, Pyromancy, Cryomancy, Hydromancy, Galeamancy, Biomancy, Illudamancy, Shadomancy, Terramancy, Floramancy, Faunamancy.

Monkey (Apeling)

-.


Ability Score Increase. Gain + 4 to your dexterity, to a maximum of 22 and a -2 Wisdom.


Size. Hylidar are smaller than their Frogfolk cousins: they average about 3 feet tall and weigh about 40 pounds. Your size is Small.


Speed. You have a walking speed of 25 feet and a climbing speed of 30 feet.


Bite: Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Small Frame: You can move through the space of any creature that is of a size larger than yours.


Prehensile Tail: Your tail can be used for many of the same things as an arm. There are 3 main ways to use your tail. Using any of these will cause your tail to be encumbered.

  • You may use an object with your tail. This includes flipping levers, using tools, or activating items. You cannot use an item held by your tail to make an attack, and using a tool with an ability check imposes disadvantage. For the purposes of activating a magic item, your tail is considered to be a hand.
  • You may wear a shield on your tail. The AC bonus provided by the shield is reduced by 1, but it is otherwise fully functional.
  • You may use your tail to fulfill Somatic components of spells

When your tail is free, you receive a climbing speed of 40 feet, and you may double your proficiency bonus on Athletics and Acrobatics checks used to climb.


Sneaky Thieves: You gain proficiency with the Stealth and slight of hand skills.


Caster traits: Innate arcane casters use Wisdom for there spell casting ability and may choose from the following Disciplines, Telekinisis, Telapathy, Pyromancy, Cryomancy, Hydromancy, Electromancy, Galeamancy, Biomancy, Divination, Illudamancy, Shadomancy, Terramancy, Conjuration/Summoning, Floramancy, Faunamancy.

Pachyaderm

-.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Con.


Age. Pachyderm size is dependent on your Subspecies.


Size. Pachyderm size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier + Dex. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.


Powerful Build: Due to the massive size of a adult Pachyderm, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Imposing Presence. You have proficiency in one of the following Skills of your choice: Intimidation or Persuasion.


Arcanic possibility: Some animalkin like the Pachyaderm may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Pachy.


Subspecies: The Pachyderm are divided into 3 Subspecies, the Elephantfolk, Rhinofolk and Hippofolk, you must pick one.

Elephantfolk

Elephantfolk tower above most other Humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.

Like that of an Elephant, a Elephantfolk’s trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy Objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20 and a + 1 to Con.


Size. Elephantfolk stand between 7 and 9 feet tall. Their massive bodies weigh between 350 and 450 pounds. Your size is large.


Speed. Your base walking speed is 30 feet.


Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.


Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an Unarmed Strike. Your DM might allow other simple tasks to be added to that list of options.

Your trunk can’t wield Weapons or Shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic Components of a spell. Furthermore you gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination Biomancy, Fantasmology, Divine craft, Terramancy, Floramancy, Demonology, Spirit craft, Faunamancy, Pyromancy, Cryomancy.

Rhinofolk

-.


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20 and a + 1 to Con.


Size. Rhinofolk stand between 6 and 8 feet tall. Their massive bodies weigh between 250 and 350 pounds. Your size is Medium.


Speed. Your base walking speed is 40 feet.


Horns. Your horn is a natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Goring Rush. Immediately after you have moved 20ft or more in a straight line on Your Turn, you can make one melee Attack with your horns as a Bonus Action. if you hit it counts as a critical hit.


Hammering Horns. Once per turn immediately after you hit a creature with a melee Attack as part of the Attack action on Your Turn, you can attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier, you push it up to 10 feet away from you.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Divine craft, Terramancy, Ruinus Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy, Pyromancy, Cryomancy.

Hippofolk

-.


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20 and a + 1 to Con.


Size. Hippofolk stand between 6 and 8 feet tall. Their massive bodies weigh between 250 and 350 pounds. Your size is Medium.


Speed. Your base walking speed is 25 feet and a swim speed of 40ft.


Hold Breath: You can hold your breath for up to 5 mins.


Bite. Your massive mouth and Teeth are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d6 piercing damage and 1d6 Bludgeoning damage + your Strength modifier applied to either damage, instead of the bludgeoning damage normal for an Unarmed Strike.


Crushing Jaws. when making attacks with you bite attack and you hit the target you may as a part of that attack and a bonus action, have the attack count as a critical hit, this may only be done once per turn.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Divine craft, Terramancy, Hydromancy, Floramancy, Ruinus Craft, Demonology, Spirit craft, Faunamancy.

Rodentia (Rodentfolk)

Rodentfolk are a relatively small Hominoid that have various subtypes with like qualities to the natural baseline mammal such as a mouse, squirrel, Porcupine, Beaver or Rabbits that have in both jaws a single pair of incisors with a chisel-shaped. They tend to stick to communities of themselves but some times find themselves in the employ of someone.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to Dexterity.


Age. Rodentias Age is dependent on your Subspecies.


Size. Rodentias size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


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.


Bite: Your Teath are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Arcanic possibility: Some animalkin like the Rodentina may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Rodentia


Subspecies: The Rodentina are divided into 6 Subspecies, the Ratfolk, Squirrelfolk, Beaverfolk, Quillfolk, Rabbitfolk and Raccoonfolk, you must pick one.

Ratfolk

Ratfolk are small, ratlike Humanoids with twitching snouts, bony feet, and long, pink tails. They are about the same size as Halflings but of a slimmer build. They often wear hooded cloaks or long robes to conceal their true Nature from the gaze of casual onlookers.

Family is important to ratfolk, and their strong communal ties mean they often form or join tight-knit Criminal societies. Although some Rodentfolk have been known to ally themselves with other Factions.

Ratfolk enjoy collecting interesting Trinkets and baubles, and hoard these items in their homes, often in preference to more valuable (but dull) gold and silver coins.


Ability Score Adjustments: Gain +4 to your dex, to a maximum of 20 and a -2 to Strength.


Size. Rodentia grow to be around 3 feet tall and weigh about 40 pounds, your size is small.


Speed. You have a climb and walk Speed of 35ft.


Small Frame: you can move through the space of any creature that is of a size larger than yours.


Rodent Empathy. You have advantage on Handle Animal checks to Influence the behavior of rodents.


Pack Tactics. You have advantage on your Attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Technomancy, Floramancy, Ruinus Craft, Demonology, Shadowmancy, Electromancy.

Squirrelfolk

Squirrelfolk are like many of the other Rodentina, but most tend to live in trees, in colenies spanning throughout forests.


Ability Score Adjustments: Gain +4 to your dex, to a maximum of 20 and a -2 to Strength,.


Size. Squirrelfolk grow to be around 3 feet tall and weigh about 40 pounds, your size is small.


Speed. You have a walk Speed of 35ft and a climb speed of 60ft.


Small Frame: You can move through the space of any creature that is of a size larger than yours.


Nut Diet. As a Squirrelfolk you do not eat meat and most plants but instead you eat nuts and grains.


Adequate Climber. You gain proficiency with athletics skill and you have advantage on all athletic skill checks made to climb.


-. -.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Fantasmology, Divine craft, Floramancy, Demonology, Shadowmancy, Hemomancy, Faunamancy.

Beaverfolk

-.


Ability Score Adjustments: Gain +2 to your Str and Wis, to a maximum of 20 and a -2 to dex.


Size. Beaverfolk grow to be around 4 to 5 feet tall and weigh about 80-120 pounds. Your size is Medium.


Speed. You have a walk Speed of 25ft and a Swim speed of 50ft.


Wood Diet. As a Beaverfolk you do not eat meat and most plants but instead eat wood, bark, roots and sometimes nuts and grains.


Hold Breath: You can hold your breath for up to 15 mins.


Expert Builder: Gain proficiency with Carpentry Tools.


Tail slap. As a bonus action or as an attack you may make a tail slap, you have proficiency with this attack and it deal 1d12 Bludgeoning damage.


Buck Teeth. Your bite deals 1D8 damage now.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Biomancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Demonology, Sspirit craft, Faunamancy, Cryomancy.

Quillfolk

-.


Ability Score Adjustments: Gain +2 to your Str and Con, to a maximum of 20 and a -2 to Int.


Size. Quillfolk grow to be around 4 to 5 feet tall and weigh about 80-120 pounds. Your size is Medium.


Speed. You have a walk Speed of 30ft.


Wood Diet. As a Quillfolk you do not eat meat and most plants but instead eat wood, bark, roots and sometimes nuts and grains.


Quill Throw: As a bonus action or as an attack you may throw a few quills at a target within 30/60ft, you have proficiency with this attack and it deal 2d4 Piercing damage.


Quilled Back. If you are wearing light or no armor and are the target of a melee attack you may use your reaction to attempt to stick the attacker with a quill, if the target hit you they suffer 1d4 Piercing damage.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Fantasmology, Terramancy, Floramancy, Ruinus Craft, Necromancy, spirit craft, Shadowmancy, Faunamancy.

Rabbitfolk

-.


Ability Score Adjustments: Gain +2 to your Dex, to a maximum of 20.


Size. Rabbitfolk grow to be around 3 to 4 feet tall and weigh about 60-80 pounds. Your size is Small.


Speed. You have a walk Speed of 45ft.


Veggie Diet. As a Rabbitfolk you do not eat meat or nuts.


Rabbit Hop:. You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greter 5 or 10), with or without a running start.


Lucky Footwork: When you fail a Dexterity saving throw, you can use your Reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this Reaction if you’re prone or your speed is 0.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Fantasmology, Divine craft, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy, Cryomancy.

Raccoonfolk

-.


Ability Score Adjustments: Gain +4 to your dex, to a maximum of 20 and a -2 to Strength,.


Size. Raccoonfolk grow to be around 3 feet tall and weigh about 40 pounds, your size is small.


Speed. You have a walk Speed of 40ft and a climb speed of 40ft.


SLy Creature: Gain Proficiency in Stealth and Slight of hand.


Adequate Climber. You gain proficiency with athletics skill and you have advantage on all athletic skill checks made to climb.


Sketchy Behavior. You may Dash, Dodge, Disengage or Hide as a bonus action.


Small Frame: You can move through the space of any creature that is of a size larger than yours.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Fantasmology, Floramancy, Ruinus Craft, Demonology, spirit craft, Shadowmancy, Faunamancy.

Serpentarian (Snakekin)

The bodies of all Serpentarian have a mix of humanlike and snakelike parts. Their Society is generally a caste system based on how close a Serpentarian resembles a True Snake. The vast majority of Serpentarian are Demi-serpen. All Serpentarian can interbreed. Females usually lay clutches of eggs, which are stored in a Common hatchery. A mating between Trueborn Serpentarian and a demi-sepen, it almost always produces eggs that hatch into Demi serpen, so most trueblood choose partners of the same type in the interest of maintaining the Strength of their personal bloodline.

The Serpentarian have abandoned their humanity and consider non serpentine Humanoids to be lesser Creatures, barely more civilized than Common apes, even there Demi serpen brethren. Although some Truebloods are able to reproduce with Humans, most are disgusted by the idea and would do so only if seduction is necessary for a Trueblood to preserve a role as a confidant or Advisor in human Society. The very rare offspring of such a union are always Demi-serpin, although they may appear fully human at birth and for several years afterward and ussually lose there serpent head for a more humanlike face.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Charisma.


Age. Serpentarian mature around the age of 12 and live to around 80 years.


Size. Serpentarian size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


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.


Arcanic possibility: Some animalkin like the Serpentarians may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest Languages and is often used in the study of magic. The language Sounds harsh to most other Creatures and includes numerous hard consonants and sibilants.


Subspecies: The Serpintarian are divided into three Subspecies, the Python, Viper or Demi-Serpin, you must pick one.

Python

-.


Ability Score Adjustments: Gain + 2 to your Strength, to a maximum of 20 and a + 1 to Dex.


Size. Serpentarian are a little bulkier and taller than Humans, Though instead of legs you posses a long roughly 10 foot long tai. Your size is Medium.


Speed. Your base walking speed is 35 feet and you have a Swimming speed of 30 feet.


Bite. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with Your fanged maw. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.


Serpent Strike. You use your long snake like body to lunge forward and make attacks, one melee attack that you make per turn may be treated as if it ahd the reach property, if the weapon already has reach you may add 5ft the the current reach of the weapon.


Constrictor. You gain advantage on all grapple checks Furthermore as a bonus action you may constrict the grappled target, when done the target must make a Con save DC is 8 + Pro + Str, roll a number of d6 equal to your Proficiency bonus, the target takes that much Bludgeoning damage and half as much on a fail.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Divine craft, Terramancy, Hydromancy, Floramancy, Ruinus Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Viper

-.


Ability Score Adjustments: Gain + 2 to your Wis, to a maximum of 20 and a + 1 to Dex.


Size. Serpentarian are a little bulkier and taller than Humans, Though instead of legs you posses a long roughly 10 foot long tai. Your size is Medium.


Speed. Your base walking speed is 35 feet and you have a Swimming speed of 30 feet.


Bite. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with Your fanged maw. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.


Serpent Strike. You use your long snake like body to lunge forward and make attacks, one melee attack that you make per turn may be treated as if it ahd the reach property, if the weapon already has reach you may add 5ft the the current reach of the weapon.


Deadly Poison. When you successfully hit a target with a bite attack, The target must make a successful Constitution saving throw DC equals 8 + Pro + your Con or roll a number of d6 equal to your Proficiency bonus, the target takes that much poison damage and becomes Poisoned on a pass the target just takes half the poison damage. While poisoned this way, the target is also blind and takes 7, 2d6, poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Terramancy, Hydromancy, Floramancy, Ruinus Craft, Demonology, Necromancy, Spirit craft, Shadowmancy, Faunamancy.

Demi-serpin

-.


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 20 and a + 1 to Wis.


Size. Demi-serpin are a little bulkier and taller than Humans, unlike the other breeds of the Serpentarian, Demi-serpin have legs like a human though they are scaled like the rest of your body, some Demi-serpin may have a tail witch vairies in length anywhere from 3 to 6 feet. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Bite. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with Your fanged maw. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier.


Deadly Poison. When you successfully hit a target with a bite attack, The target must make a successful Constitution saving throw DC equals 8 + Pro + your Con or roll a number of d6 equal to your Proficiency bonus, the target takes that much poison damage and becomes Poisoned on a pass the target just takes half the poison damage. While poisoned this way, the target is also blind and takes 7, 2d6, poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.


Multi Functional: Gain 1 of the following traits:

  • Gain +2 in any one attribute of your choice.
  • Gain 1 proficiency in any skill of your choice
  • Gain 1 feature of your choice.

Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Divine craft, Terramancy, Galamancy, Hydromancy, Floramancy, Ruinus Craft, Demonology, Necromancy, Shadowmancy, Faunamancy.

Tortel (Turtlefolk)

Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across The Sea. Tortles don’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a Special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.

Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways.

Traits


Ability Score Increase. Use 27 point buy system, then Add 1 to Con and Wis.


Age. Tortles age is dependent on your Subspecies


Size. Tortles size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Nature Skill.


Hold Breath. You can hold your breath for up to 15 minutes at a time.


Arcanic possibility: ome animalkin like the Tetrigodian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest Languages and is often used in the study of magic. The language Sounds harsh to most other Creatures and includes numerous hard consonants and sibilants.


Subspecies: The Tortel are divided into 3 Subspecies, the painted, Tortoise or Snapper, you must pick one.

Painted


Ability Score Adjustments: Gain + 2 to your Charisma, to a maximum of 20 and a + 1 to Wisdom.


Size. Painted tortel are bulkier and taller than Humans do to there shell, and their colorful stripes can make them appear even larger. Your size is Medium.


Speed. Your base walking speed is 20 feet and you have a Swimming speed of 30 feet.


Partially Amphibious: By absorbing oxygen through your skin, you can hold your breath for up to 6 hour. Once you've reached that limit, you may only stay under for an hour at a time unless you finish a short or long rest.


Claws. You have claws that you can use to make Unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an Unarmed strike.


Natural Armor. Your shell provides you a base AC of 16 (+2 Max Dexterity modifier). You can’t wear light, medium, or Heavy Armor, but if you are using a Shield, you can apply the shield’s bonus as normal.


Shell Defense: You can withdraw into your shell as an Action. Until you emerge, you gain a +3 bonus to your AC, and you have advantage on Strength and Constitution Saving Throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity Saving Throws, you can’t take reactions, and the only Action you can take is a bonus Action to emerge from your shell.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Biomancy, Fantasmology, Divine craft, Terramancy, Hydromancy, Floramancy, Demonology, Spirit craft, Faunamancy.

Tortoise


Ability Score Adjustments: Gain + 2 to your Wisdom, to a maximum of 20 and a + 1 to Constitution.


Size. Tortoise tortel are much bulkier and taller than Humans do to there thick shell, and their colorful stripes can make them appear even larger. Your size is Medium.


Speed. Your base walking speed is 25 feet.


Bite. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with Your fanged maw. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.


Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or Heavy Armor, but if you are using a Shield, you can apply the shield’s bonus as normal.


Shell Defense: You can withdraw into your shell as an Action. Until you emerge, you gain a +5 bonus to your AC, and you have advantage on Strength and Constitution Saving Throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity Saving Throws, you can’t take reactions, and the only Action you can take is a bonus Action to emerge from your shell.


Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Biomancy, Technomancy, Divine craft, Terramancy, Demonology, Spirit craft, Faunamancy.

Snapper


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20 and a + 1 to Constitution.


Size. Tortoise tortel are much bulkier and taller than Humans do to there thick shell, and their colorful stripes can make them appear even larger. Your size is Medium.


Speed. Your base walking speed is 20 feet and you have a Swimming speed of 30 feet.


Hold Breath: You can hold your breath for up to 45 mins.


Bite. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with Your fanged maw. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier.


Claws. You have claws that you can use to make Unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an Unarmed strike.


Natural Armor. Your shell provides you a base AC of 18 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or Heavy Armor, but if you are using a Shield, you can apply the shield’s bonus as normal.


Shell Defense: You can withdraw into your shell as an Action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution Saving Throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity Saving Throws, you can’t take reactions, and the only Action you can take is a bonus Action to emerge from your shell.


Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Terramancy, Hydromancy, Ruinus Craft, Demonology, Spirit craft, Hemomancy, Faunamancy.

Ursarin (Bearfolk)

The Usarin are a Proud and Protective race, hailing from many of the planets to include the material anchor of Terra. The Ursarin tend to live in caves and underground dens with a mate and then raise a family of cubs, but some Ursarin will live in small communities, due to this the Empire has never had a real problem with the Ursarin.

The ursarin tend to stick with the martial skills as many of them a naturally strong and hardy, though there are some that are touched by the Arcane and find themselves serving as a Shaman or spiritual guide for there people.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your strength score.


Age. Ursarin age is dependent on your Subspecies.


Size. Ursarin size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Ursa. You have proficiency in the Athletics and Intimidation.


Powerful Build: Due to the massive size of a adult Brown Bear, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Bite. Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Claws. Your claws are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


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.


Arcanic possibility: Some animalkin like the Ursarin may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Ursarin


Subspecies: The Ursarin are divided into 3 Subspecies, the Forest, Grizzle and Polar, you must pick one.

Forest

-.


Ability Score Adjustments: Gain +2 to your Dex, to a maximum of 20 and a +1 to Con.


Size. Black Bearfolk are typically between 5-6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 35 feet and you have a climb speed of 20ft, 30ft when in trees of up wood.


Lurcker. Gain proficiency in the stealth skill and Slight of hand.


Caster traits: Innate arcane casters use Wisdom for there spell casting ability and may choose from the following Disciplines, Telekinisis, Telepathy, Divination Illudamancy, Biomancy, Fantasmology, Divine craft, Terramancy, Floramancy, Demonology, Necromancy, Spirit craft, Shadowmancy, Faunamancy,.

Grizzle

-.


Ability Score Adjustments: Gain +2 to your Con, +1 Str. to a maximum of 20


Size. Grizzle Bearfolk are typically between 5-6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Fierce Roar: As a Bonus Action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. The DC of the save equals 8 + your Proficiency Bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or Long Rest.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster traits: Innate arcane casters use intelligence for there spell casting ability and may choose from the following Disciplines, Biomancy, Divine craft, Terramancy, Hydromancy, Galamancy, Floramancy, Ruinus Craft, Demonology, Spirit craft, Hemomancy, Faunamancy, Cryomancy.

Polar

-.


Ability Score Adjustments: Gain +2 to your Dex, +1 to Str and -2 Cha. to a maximum of 20


Size. Polar Bearfolk stand between 7 and 8 feet tall. Their massive bodies weigh between 350 and 450 pounds. Your size is large.


Speed. Your base walking speed is 25 feet.


Polar Creature. you have a thick layer of fur and fatty tissue all over you body, this give the narwhal resistance to Cold damage and has advantage on saves and check made as a result of low temperatures. Furthermore you nolonger suffer form difficalt terrain when in icy or artic terrain.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster traits: Innate arcane casters use intelligence for there spell casting ability and may choose from the following Disciplines, Divination, Biomancy, Fantasmology, Divine craft, Terramancy, Hydromancy, Ruinus Craft, Demonology, Spirit craft, Hemomancy, Faunamancy, Cryomancy.

Varanian (Lizardkin)

Only a fool looks at the Varanian and sees nothing more than scaly Humanoids. Their physical shape notwithstanding, Varanian have more in Common with iguanas or Alligators than they do with Sapiens or Eldar. Varanian possess an alien and Inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded Creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.

Despite their alien outlook, some Lizardfolk make an effort to understand and, in their own manner, befriend people of Other Races. Such Lizardfolk make faithful and Skilled allies.

The Varanian’s reptilian Nature comes through not only in their Appearance, but also in how they think and act. Varanian experience a more limited emotional life than other Humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.

Varanian experience most feelings as detached descriptions of Creatures and situations. For example, Humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their ACTIONS. In contrast, Varanian see emotions as Traits assigned to other Creatures, Objects, and situations. A Varanian doesn’t think, “I’m scared.” Instead, aggressive, stronger Creatures register to the Varanian as fearsome beings to be avoided if possible. If such Creatures Attack, Varanian flee, Fighting only if cornered. Varanian aren’t scared of a troll, instead they understand that a troll is a fearsome, dangerous creature and react accordingly.

Varanian never become angry in the way others do, but they act with aggression toward Creatures that they could defeat in a fight and that can’t be dealt with in some other manner. They are aggressive toward prey they want to eat, Creatures that want to harm them, and so on.

Most Humanoids describe Cold-Blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of Varanian. Lacking any internal emotional reactions, Varanian behave in a distant manner. They don’t mourn Fallen comrades or rage against their Enemies. They simply observe and react as a situation warrants.

Varanian lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when Varanian deal with the dead. To a Varanian, a comrade who dies becomes a potential source of food. That Companion might have once been a Warrior or Hunter, but now the body is just freshly killed meat.

A Varanian who lives among other Humanoids can, over time, learn to respect other creatures’ emotions. The Varanian doesn’t share those feelings, but instead assesses them in the same clinical manner. Yes, the Fallen


dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other Humanoids and makes them less Helpful in battle.

The Varanian mindset might seem unnecessarily cruel, but it helps them survive in a Hostile Environment. The swamps they inhabit are filled with a staggering variety of threats. Varanian focus on Survival above all, without sentiment.

Varanian assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good Purpose, while a dull sword is a dead weight without a Whetstone.

Varanian see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of Influence in the world, but it limits their growth. Varanian have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.

At their core, Varanian view other Humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.

Still, if other Creatures prove useful to Varanian, those Creatures can trigger a protective response made all the stronger by their apparent weakness. The Varanian assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to any one attribute of your choice.


Age. Varanian age is dependent on your Subspecies.


Size. Varanian size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Hold Breath. You can hold your breath for up to 15 minutes at a time.


Arcanic possibility: Some animalkin like the Varanian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest Languages and is often used in the study of magic. The language Sounds harsh to most other Creatures and includes numerous hard consonants and sibilants.


Subspecies: The Varanian are divided into 3 Subspecies, the lizardman, Crocfolk or Chamelemen, you must pick one.

Lizardman

Only a fool looks at the Lizardfolk and sees nothing more than scaly Humanoids. Their physical shape notwithstanding, Lizardfolk have more in Common with Monitor lizards, Iguanas and Crocodiles than they do with Humans, Dwarves, or elves. Lizardfolk possess a very primal mindset, their desires and thoughts driven by only survival of there species. Their dismal swamp homes might lie close to a civilized settlement, but the gap between their way of thinking and that of the smooth-skins can seem as distant as the Aliens of Adlienus Dominus.

Despite their primal outlook, some Lizardfolk make an effort to understand and, in their own manner, befriend people of Other Races. Such Lizardfolk make faithful and Skilled allies.


Ability Score Adjustments: Gain + 2 to your con, to a maximum of 20 and a + 1 to Wisdom.


Size. Lizardfolk are a little bulkier and taller than Humans, and their colorful frills make them appear even larger. Your size is Medium.


Speed. Your base walking speed is 30 feet, and you have a Swimming speed of 30 feet.


Hold Breath: You can hold your breath for up to 1 hour.


Bite. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with Your fanged maw. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.


Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Biomancy, Technomancy, Terramancy, Hydromancy, Demonology, Shadowmancy, Faunamancy.

Crocfolk

Corcfolk live a simmiler life to that of there counterparts the Lizardfolk and Chemelemen often being part of the same tribes and societies, though the Crocfolk are usually much larger and more aggressive providing heavy infantry to there ranks and powerful creatures to move the lizard societies forward.


Ability Score Adjustments: Gain + 2 to your str and con, to a maximum of 20 and a - 2 to you intelligence.


Size. Crocfolk are a much bulkier and taller than Humans around 6 to 7 feet tall and around 400 pounds. Their broad shoulders and large head make them appear even larger. Your size is Medium.


Speed. Your base walking speed is 30 feet, and you have a Swimming speed of 30 feet.


Hold Breath: You can hold your breath for up to 7 hours.


Bite. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with Your fanged maw. If you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier.


Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful Build: Due to the massive size of a adult lizardkin, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Terramancy, Hydromancy, Demonology, Shadowmancy, Hemomancy, Faunamancy.

Chamelemen

Primitive people, the Chamelemen survive by hunting small preys and collecting fruits. Much less brutal than their cousins the lizardfolks, they are discreet hunters, with scales capable of changing color to blend in with their surroundings. Experts in ambushes, Chamelemen are very patient and can wait for their prey for hours without moving. Once their target is in position, they use their long tongue to pull it into their traps or to prevent the poor creature from escaping. When you see the Chamelemen hunters, it is already too late.


Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.


Size. Chameleans are smaller than their lizardfolks cousins : they average about 3 feet tall and weigh about 40 pounds. Your size is Small.


Speed. You have a walking speed of 30 feet.


Camouflage. When you move 15 feet or less and are not wearing allot of clothing or armor, you have advantage in stealth checks and you can take the hide action to attempt to hide even in plain sight on any of your turns.


Elastic Tongue. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with your tongue against a target within 30 feet of you. On a hit, the target takes 1d4 + your strength modifier bludgeoning damage and if it is small or medium, it is also pulled 10 feet toward you. If the target is tiny, it is pulled 30 feet toward you instead.


Ambush Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Terramancy, Hydromancy, Galamancy, Floramancy, Demonology, Shadowmancy, Faunamancy, Pyromancy, Electromancy.

Aquaborn (Animalkin)

Carcharodin (Sharkfolk)

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to any one attribute of your choice.


Age. Aquins Age is dependent on your Subspecies.


Size. Aquins size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Amphibious. You can breathe air and water.


Fish and Meat Diet. As a Aquin you only eat meat and fish but prefer mainly fish.


Frenzy: As an action you gain the ability to go wild. For one minute you deal half your level as extra damage to all of your melee attacks. You cannot use this ability again until you've completed a short or long rest.


Shredding Bite: Your Teeth are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing or slashing damage equal to whats listed in your subrace + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Arcanic possibility: Some animalkin like the Carcharodin may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Aquin.


Subspecies: The Carcharodin are divided into 4 Subspecies, the Dogfish, Hammerhead, Great white or the Mako, you must pick one.

Dogfish


Ability Score Adjustments: Gain +4 to your dex, to a maximum of 20 and a -2 to Strength.


Size. dogfish grow to be between 3 and 4 feet tall and weigh anywhere between 50 and 90 pounds. You size is small.


Speed. You have a walk Speed of 25ft and a Swim speed of 40ft.


Tiny Mouth. Your bite deals 1d4 damage.


Sly. You have proficiency in the following Skills: slight of hand and Stealth.


-. -.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telepathy, Illudamancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Ruinus Craft, Hazalian, Spirit craft, Shadowmancy, Hemomancy, Electromancy.

Hammerhead


Ability Score Adjustments: Gain +2 to your Intel and Dexterity, to a maximum of 20 and a -2 to int.


Size. Hammerhead grow to be between 4 and 6 feet tall and weigh anywhere between 100 and 180 pounds. your size is Medium.


Speed. You have a walk Speed of 25ft and a swim speed of 40ft.


Perceptive. You have proficiency in the Insight and Perception skills.


Sonar: you gain Blindsight 20ft.


Small Mouth. Your bite deal 1d8 damage.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Ruinus Craft, Demonology, Spirit craft, Shadowmancy, Hemomancy, Faunamancy, Electromancy.

Greatwhite


Ability Score Adjustments: Gain +2 to your Str and con, to a maximum of 20 and a -2 to Cha.


Size. Great White Sharkfolk grow to be between 7 and 9 feet tall and weigh anywhere between 200 and 300 pounds you size is medium.


Speed. You have a walk Speed of 25ft and a swim speed of 35ft.


Massive Jaws: your bite now deal 2d6 damage.


Imposing Presence. You have proficiency in one of the following Skills of your choice: Intimidation or Persuasion.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful build: Due to the massive size of a Masculum Divinus adult You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Hydromancy, Ruinus Craft, Demonology, Spirit craft, Hemomancy, Faunamancy, Cryomancy, Electromancy.

Mako


Ability Score Adjustments: Gain +2 to your Intel and Dexterity, to a maximum of 20 and a -2 to int.


Size. Mako Sharkfolk grow to be between 5 and 7 feet tall and weigh anywhere between 150 and 225 pounds you size is medium.


Speed. You have a walk Speed of 25ft and a swim speed of 60ft.


Big Jaws. Your bite deals 1d10 damage.


Mako Speed. Your reflexes in water and agility allow you to move with a burst of speed. When swimming you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.


Nimble swimmer: When swimming you can move through the space of a creature at least one size larger than you.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Illudamancy, Biomancy, Hydromancy, Ruinus Craft, Demonology, Spirit craft, Hemomancy, Faunamancy, Electromancy.

Cetaecian (Whalefolk)

-.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your wisdom.


Age. Cetaecians Age around the same as a human reaching adult hood in the teens and living less the a century.


Size. Cetaecians size is dependent on your Subspecies.


Speed. Cetaecians movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Hold Breath: You can hold your breath for up to 1 hours.


Fish and Meat Diet. As a Cetaecian you only eat meat and fish but prefer mainly fish.


Bite: Your mouth is a natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal a damage type and damage equal to whats listed in your subrace + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Arcanic possibility: Some animalkin like the Cetaecian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Aquin.


Subspecies: The Cetaecian are divided into 4 Subspecies, the Orca, Blue whale, Narwhal and the Dolphin.

Orca


Ability Score Adjustments: Gain +1 to your Str, Dex and con, to a maximum of 20.


Size. Orca grow to be between 6 and 7 feet tall and weigh anywhere between 180 and 320 pounds, your size is medium.


Speed. You have a walk Speed of 25ft and a Swim speed of 40ft.


Bite: Your bite deals 1d10 piercing damage


Ecco Location: You gain blind sight at 20ft.


Natural Hunter: You are used to hunting prey. You have advantage on Wisdom (Survival) checks made to track creatures.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telepathy, Divination, Illudamancy, Biomancy, Divine craft, Hydromancy, Floramancy, Ruinous Craft, Demonology, Necromancy, spirit craft, Hemomancy, Faunamancy, Cryomancy, Electromancy.

Blue wale


Ability Score Adjustments: Gain +1 to your Str, Dex and con, to a maximum of 20.


Size. Walren grow to be between 6 and 7 feet tall and weigh anywhere between 200 and 400 pounds you size is medium.


Speed. You have a walk Speed of 20ft and a Swim speed of 40ft.


Massive gums: your bite deal 2d4 bludgeoning damage.


Thick Hide: You have thick, leathery skin. When you aren’t wearing armor, your AC is 10 + your Constitution modifier + Dex. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Large Frame: Due to the massive size of a blue whale adult You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telepathy, Divination, Biomancy, Divine craft, Hydromancy, Floramancy, Ruinous Craft, Necromancy, spirit craft, Faunamancy, Cryomancy, Electromancy.

Narwhal


Ability Score Adjustments: Gain +1 to your Str, Dex and con, to a maximum of 20.


Size. Walren grow to be between 6 and 7 feet tall and weigh anywhere between 200 and 400 pounds you size is medium.


Speed. You have a walk Speed of 25ft and a Swim speed of 45ft.


Ecco Location: You gain blind sight at 15ft.


Blubber: you have a thick layer of fatty tissue all over you body, this give the narwhal resistance to Cold damage and has advantage on saves and check made as a result of low temperatures.


Horn: Instead of a bit you have a horn that deals 2d4 Piercing damage.


Goring Rush: Immediately after have moved more then 20ft or more in a straight line on Your Turn, you can make one melee Attack with your horn as a Bonus Action. if you hit it counts as a critical hit.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines: Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Ruinous Craft, Hazalian, spirit craft, Shadowmancy, Cryomancy.

Dolphin


Ability Score Adjustments: Gain +2 to your intelligence, to a maximum of 20.


Size. Walren grow to be between 6 and 7 feet tall and weigh anywhere between 200 and 400 pounds you size is medium.


Speed. You have a walk Speed of 25ft and a Swim speed of 50ft.


Ecco Location: You gain blind sight at 25ft.


Pack Hunter: You gain a +1 to all melee attacks you make for each other ally that is within 5ft of your target.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Biomancy, Divine craft, Hydromancy, Floramancy, Ruinous Craft, Demonology, Hazalian, spirit craft, Shadowmancy, Faunamancy, Electromancy.

Decapoid (Crustaceanfolk)

Decapoids are Large Crustacean like hominids, Usually resembaling that of a Crab or Lobster. many of the Decapoid communities are located on the coast or entirly submerged under the ocean, having know colonies in on many of the known planets, to enclude populations on the material Anchor of Terrahime. Decapoids tend to stick to communities of its own kind, but these communities are cut throght and very unforgiving as fights between groups lash out over small things and result in many decapoids losing limbs and sometimes resulting in death, where in most cases the body is eaten by the other decapoids as they are natural scavengers of the depths. Every few Years a Decapoid must molt its shell, this takes a full day to preform, as the decapoid ages the molts become less and less until the dont molt anymore and then this is most recognizable by there blackened, weathered and damage old exoskeleton.

Traits


Ability Score Increase. Use 27 point buy system, then gain +2 to your Constitution to a maximum of 20 and a -2 to Cha.


Age. Decapoids reach adult hood at around 15 and live long lives, living up to 200 years.


Size. Decapoids size is dependent on your Subspecies.


Speed. Decapoids speed is dependent on your Subspecies


Animal instincts. You gain proficiency in the Survival Skill.


Amphibious: You can breathe air and water.


Fish and Meat Diet. the Decapoid you only eat meat and fish but prefer mainly fish.


Natural Carapace: You have a hard natural carapace. When you aren't wearing armor, your AC is equal to a number listed in your subspecies + your Con modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor, this may be used with armor saves as well.


Oceanic Being: If you fail to immerse yourself in salt water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.


Powerful Build: Due to the massive size of a Decapoid adult You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Limb Regeneration: If a Decapoid should loose a limb it will grow back within about 6 weeks, furthermore if you choose you may use your reaction to drop a limb a the joint closest to the torso, the limb falls off and the stump is immediately sealed off.


Arcanic possibility: Some animalkin like the Decapoid may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Aquin.


Subspecies: Decapoids are divided into 5 Subspecies, the Crabfolk, Lobsterfolk and the hermit you must pick one.

Crabfolk


Ability Score Adjustments: Gain + 2 to your Strength, to a maximum of 20.


Size. Crabfolk standing between 5 and 6 feet tall. weighing between 125 and 200 pounds. Your size is Medium.


Speed. Crabfolk have a walk Speed of 25ft and a climb speed of 20ft.


Hard Shell: your natural carapace is AC 16


Crusher Claw: You have one arm that is a large claw this acts as a natural weapon with a damage of 1d10, this hand does not have the ability to carry weapons or small objects. Furthermore you gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple. Additionally, you count as one size larger for the purpose of grappling.


Crush: during your turn if you are grappling a creature, you may as an action flex your pincers attempting to crush them, the target must make a strength save, on a fail they take a number of 1d10 equal to your proficiency bonus and half as much on a fail.


Imposing Presence. You have proficiency in one of the following Skills of your choice: Intimidation or Persuasion.


Multi legged: Crabfolk have advantage on saving throws made against falling prone.


Arquatic Climber: when underwater Crabfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Hydromancy, Floramancy, Ruinous Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy, Cryomancy.

Lobsterfolk


Ability Score Adjustments: Gain +2 to your Strength, to a maximum of 20.


Size. Lobsterfolk are bu stand between 6 and 7 feet tall. weighing between 175 and 250 pounds. Your size is Medium.


Speed. Lobsterfolk have a walk Speed of 25ft and a swim speed of 25ft.


Strong Shell: your natural carapace is AC 14 + Con bonus


Crusher Claw: You have one arm that is a large claw this acts as a natural weapon with a damage of 1d12, this hand does not have the ability to carry weapons or small objects. Furthermore you gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple. Additionally, you count as one size larger for the purpose of grappling.


Crush: during your turn if you are grappling a creature, you may as an action flex your pincers attempting to crush them, the target must make a strength save, on a fail they take a number of 1d12 equal to your proficiency bonus and half as much on a fail.


Imposing Presence. You have proficiency in one of the following Skills of your choice: Intimidation or Persuasion.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Biomancy, Hydromancy, Floramancy, Ruinous Craft, Demonology, NSpirit craft, Shadowmancy, Faunamancy, Cryomancy.

Hermitcrabfolk


Ability Score Adjustments: Gain + 2 to your Wisdom, to a maximum of 20.


Size. Hermitcrabfolk stand between 5 and 6 feet tall. weighing between 200 and 300 pounds. Your size is Medium.


Speed. Hermitcrabfolks has a walk Speed of 25ft and a climb speed of 20ft.


True Shell: your natural carapace is AC 15 + Con bonus.


Crusher Claw: You have one arm that is a large claw this acts as a natural weapon with a damage of 1d8, this hand does not have the ability to carry weapons or small objects. Furthermore you gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple. Additionally, you count as one size larger for the purpose of grappling.


Crush: during your turn if you are grappling a creature, you may as an action flex your pincers attempting to crush them, the target must make a strength save, on a fail they take a number of 1d8 equal to your proficiency bonus and half as much on a fail.


Shell Defense. You can withdraw into your shell as an Action or a reaction. Until you emerge, you gain a +5 bonus to your AC, and you have advantage on Strength and Constitution Saving Throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity Saving Throws, you can’t take reactions, and the only Action you can take is a bonus Action to emerge from your shell.


Multi legged: Hermitcrabfolk have advantage on saving throws made against falling prone.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Biomancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Prawnfolk


Ability Score Adjustments: Gain + 2 to your Strength, to a maximum of 20.


Size. Prawnfolk stand between 3 and 4 feet tall. weighing between 75 and 125 pounds. Your size is small.


Speed. Prawnfolk has a walk Speed of 25ft and a Swim speed of 35ft.


Soft Shell: your natural carapace is AC 11.


Punching Fists: You have fist that are made of extra hard shell, this acts as a natural weapon with a damage of 2d6 bludgeoning


Mega Punch: Once per turn when you hit a target with your fists you you may make that crature make a constitution save with a DC equal to 8 + you Proficiency bonus + your Strength bonus, on a failure the target is stunned until the end of your next turn.


Multi legged: Prawnfolk have advantage on saving throws made against falling prone.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Demonology, Necromancy, spirit craft, Shadowmancy, Hemomancy, Faunamancy, Electromancy.

Fiskarin (Fishfolk)

-.

Traits


Ability Score Increase. Use 27 point buy system, then gain +2 to your Strength to a maximum of 20 and a -1 to Cha.


Age. Fiskarin reach adult hood at around 112 and live shorter lives, living up to around 75 years.


Size. Fiskarin size is dependent on your Subspecies.


Speed. Fiskarin speed is dependent on your Subspecies


Animal instincts. You gain proficiency in the Survival Skill.


Amphibious: You can breathe air and water.


Fish and Meat Diet. the Fiskarin you only eat meat and fish but prefer mainly fish.


Water born: If you fail to immerse yourself in salt or fresh water (Your choice upon creation) for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.


Powerful Build: Due to the massive size of a Fiskarin adult You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Arcanic possibility: Some animalkin like the Decapoid may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Fiskar.


Subspecies: Fiskarin are divided into 3 Subspecies, the Gulper, Spearfish and the Anglerfish you must pick one.

Gulper


Ability Score Adjustments: Gain + 2 to your Constitution, to a maximum of 20.


Size. Gulper standing between 5 and 6 feet tall. weighing between 175 and 350 pounds. Your size is Medium.


Speed. Gulper have a walk Speed of 25ft and a swim speed of 35ft.


Gulping Bite: Your massive mouth is a natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d10 Bludgeoning damage + your Strength modifier applied to either damage, instead of the normal damage for an Unarmed Strike. once per turn, if you hit a target of small or smaller with you bite you may as a bonus action attempt a grapple against that creature.


Gulp: you may makes one bite attack against a small or smaller creature it is grappling. If the attack hits, the creature is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the gulper, and it takes 6 (2d6) acid damage at the start of each of your turns. If you take an amount of damage equal to your level or more damage on a single turn from a creature inside, you must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swolloed creatures, which fall prone in a space within 5 feet of you. If you die, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.


Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Hydromancy, Floramancy, Ruinous Craft, Demonology, Necromancy, Faunamancy.

Spearfish


Ability Score Adjustments: Gain +2 to your Dexterity, to a maximum of 20.


Size. Spearfish are bu stand between 6 and 7 feet tall. weighing between 175 and 250 pounds. Your size is Medium.


Speed. spearfish have a walk Speed of 25ft and a swim speed of 60ft.


Bone Spear Nose: Your nose spear is a natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Spearing Rush: Immediately after have moved more then 20ft or more in a straight line on Your Turn, you can make one melee Attack with your Bone spear as a Bonus Action. if you hit it counts as a critical hit.


Athletics Acrobats. You gain proficiency in Athletics and Acrobatics.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Technomancy, Fantasmology, Hydromancy, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Anglerfish


Ability Score Adjustments: Gain +2 to your Wisdom, to a maximum of 20.


Size. Anglerfish stand between 5 and 7 feet tall. weighing between 150 and 250 pounds. Your size is Medium.


Speed. Angler fish have a walk Speed of 25ft and a swim speed of 45ft.


Hanging Light: You have a bulb hanging from your head. As a bonus action, you can choose to illuminate or extinguish it. While illuminated, it provides bright light in a 20-foot radius and dim light for an additional 20 feet.


Deep Sea Adaptation: You’re acclimated to deep water, including depths below 200 feet furthermore you are naturally adapted to cold climates, you gain resistance to cold damage.


Sharp teeth. Your teeth are natural Weapons, which you can use to make unarmed strikes. If you hit with them, you can deal Piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Illudamancy, Biomancy, Hydromancy, Ruinous Craft, Demonology, Necromancy, Shadowmancy, Hemomancy, Cryomancy, Electromancy.

Minnowfish


Ability Score Adjustments: Gain +2 to your Dexterity, to a maximum of 20.


Size. Minnowfish stand between 3 and 4 feet tall. weighing between 50 and 125pounds. Your size is small.


Speed. Minnowfish have a walk Speed of 25ft and a swim speed of 50ft.


Pack Hunter: You gain a +1 to all melee attacks you make for each other ally that is within 5ft of your target.


Darting Swimmer: Gain a +2 to your AC as long as your are Swimming and not wearing medium or heavy Armor.


Small Frame: You can move through the space of any creature that is of a size larger than yours.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Illudamancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Electromancy.

Octomari (Squidfolk)

Traits


Ability Score Increase. Use 27 point buy system, then Gain +2 to your dex and int, to a maximum of 20 and a -2 to Charisma.


Age. Aquins Age is dependent on your Subspecies.


Size. Octomari grow to be between 4 and 6 feet tall and weigh anywhere between 80 and 150 pounds.


Speed. Octomari have a walk Speed of 20ft and a Swim speed of 50ft.


Animal instincts. You gain proficiency in the Survival Skill.


Amphibious. You can breathe air and water.


Fish and Meat Diet. As a Aquin you only eat meat and fish but prefer mainly fish.


Beak: Your beak is a natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike. Furthermore when grappling your beak deals 2d6 damage.


Ambusher. Octomari have proficiency with Stealth.


Beak: your bite now deal 1d6 damage.


Chromatophores. When you move 15 feet or less during your turn, you have advantage in stealth checks and you can take the hide action to attempt to hide even in plain sight provided your not wearing alot of armor or your armor matches the color.


8 Limbs: when on land a Octomari walks on 4 of its 8 limbs. each other limb can be used in the same fashion a hand would be used. Having these extra limbs do not give you extra actions. When you are swimming you may use all 8 limbs as a hands and you have advantage on grapple test.


Oceanic Being: If you fail to immerse yourself in salt water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.


Arcanic possibility: Some animalkin like the Octomari may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to them falling to the many corruptions. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the following list of disciplines: Telekinisis, Telepathy, Divination, Illudamancy, Biomancy, Technomancy, Terramancy, Hydromancy, Floramancy, Ruinus Craft, spirit craft, Shadowmancy, Faunamancy, Electromancy. and you use your Wisdom spell casting ability. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Imperial and Cephalopoid.

Pinipedian (Piniped)

-.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to any one attribute of your choice.


Age. Pinipedians Age around the same as ahuman reaching adult hood in the teens and living less the a century.


Size. Pinipedians size is dependent on your Subspecies.


Speed. Pinipedian movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Hold Breath: You can hold your breath for up to 1 and 1/2 hours.


Fish and Meat Diet. As a Aquin you only eat meat and fish but prefer mainly fish.


Blubber: you have a thick layer of fatty tissue all over you body, this give the walren resistance to Cold damage and has advantage on saves and check made as a result of low temperatures.


Arcanic possibility: Some animalkin like the Pinipedian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Aquin.


Subspecies: The Pininpedian are divided into 2 Subspecies, the Tusked Pininped and the Gray Pininped.

Tusked Piniped (Walrenfolk)

Walrenfolk tend to be more taritorial and less adventures compared to other beastkin. Walren love the cold and tend to scoff at warm weathers. Walren dont like to travel long distance unless swimming


Ability Score Adjustments: Gain +1 to your Str, Dex and con, to a maximum of 20.


Size. Walren grow to be between 6 and 8 feet tall and weigh anywhere between 200 and 400 pounds you size is medium.


Speed. You have a walk Speed of 20ft and a Swim speed of 40ft.


Tusks: Your Tusks are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike. Furthermore as a reaction you may use your tusks to dig into softer terrain and ice, to hold them selves in place, making them hard to move giving advantage on tests made to not be moved or pushed


Ice Traveler: you no longer suffer the efects of difficult terrain when in the snow or acrtic conditions, furthermore you gain advantage on tests made to traverse these terrain.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Large Frame: Due to the massive size of a Walren adult You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Divine craft, Terramancy, Hydromancy, Galamancy, Ruinus Craft, Necromancy, Faunamancy, Cryomancy.

Gray Piniped (Sealfolk)


Ability Score Adjustments: Gain +1 to your Str, Dex and con, to a maximum of 20.


Size. Walren grow to be between 6 and 7 feet tall and weigh anywhere between 200 and 400 pounds you size is medium.


Speed. You have a walk Speed of 25ft and a Swim speed of 50ft.


-: -.


-: -.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Illudamancy, Fantasmology, Divine craft, Hydromancy, Floramancy, Ruinus Craft, spirit craft, Shadowmancy, Cryomancy.

Insectborn (Animalkin)

Arachnoid

Arachnoids are among the most feared of the Insect kin races, due to the nature of the origin spices, though this is not intirerly true some of the Arachnid Breeds have more charismatic characteristic and some tend to stick to the shadows more. Arachnoids dont mass in hive like colonies like many of the other insectkin, the tend to find a mate and nest permintely or travel following food sources. The one Exception to the Arachnoids dual or soletary living is the case of spiderlings, when a Female arachnoid lays eggs she lays upwords of 100 resulting in a very large nest for around 10 years untill the Spiderlings reach Adolecents and leave the nest, in rare cases multiple Arachnoid mothers may hatch a brood close enough together that the interlocking territories will make it seem like an entire area is infested.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Str.


Age. Arachnoid size is dependent on your Subspecies.


Size. Arachnoid size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Liquid protein Diet. Arachnoids have an interesting way of consuming sustenance, when an arachnoid finds a suficent source of protein, usally a formerly living creature. the arachnoid then regurgitates some stomach acids that slowly desolved the flesh to a sludge that is then eaten. arachnoids in more civilized culture will have the meat blended.


Animal instincts. You gain proficiency in the Survival Skill.


Bite: Your Fangs are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Multi legged: Arachs have advantage on saving throws made against falling prone.


Spider Climb. You gain a climbing speed equal to your speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Darkvision. Thanks to the dozens of compound eyes that detect the position of light, you can see in dim light within 90 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 nor in light, only shades of gray.


Web Shot: As an action, you can create a string of sticky web and lash it out toward a creature within 80 feet of you. Make a melee weapon attack using Dexterity against the target. If the attack hits, the creature is grappled by you until the start of its next turn, and it must


immediately make a Strength saving throw, becoming restrained until the start of its next turn on failed save. The DC for this save equals 8 + your proficiency bonus + your Dexterity modifier. If the creature is flying and has to use a part of their body to do so such as their wings, it


falls 50 feet diagonally in the direction toward which it was previously flying if it becomes restrained as a result of this attack, falling 2 feet vertically for each 1 foot moved horizontally. If the flying creature was previously flying downwards or if it was staying still aloft, it just falls 50 feet horizontally.

The restrained creature may as its action attempt to break the web on its next turn using the same DC. You can use this feature a number of times equal to your Constitution saving throw. You regain all uses of this feature after you short or long rest.


Sticky Web: You can cast the Web spell once without the need of rolling a harness the arcane test and dose not require any material components. You regain the ability to cast this in this way when you finish a short rest. Constitution is your spellcasting ability for this spell.


Powerful Build: Due to the massive size of a tarantula adult You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Arcanic possibility: Some animalkin like the Arachnoid may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Arachniod.


Subspecies: The Arachnoids are divided into 2 Subspecies, the Jumper and Widow, you must pick one.

Jumper

Jumper Arachnoid are the smallest of the arachnoids possessing the ability to jump to tremendous heights. because of the diminutive size the jumper tends to be less confrontational, then other aracnoids.


Ability Score Adjustments: Gain +2 to your Intel, to a maximum of 20 and a -2 to your Con.


Size. Jumpers are the Smallest breed of the Arachnoids, standing between 3 and 4 feet tall. weighing between 35 and 65 pounds. Your size is Small.


Speed. Jumpers have a walk speed of 35ft.


Standing leap: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greter 5 or 10), with or without a running start.


Evasive Leap: As a bonus Action, you can jump a number of feet equal to your movement, without provoking opportunity Attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a Long Rest.


Caster Traits: If you choose to take the Innate Caster mutation you use intelligence for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Divination, Illudamancy, Biomancy, Technomancy, Divine craft, Terramancy, Floramancy, Ruinous Craft, Demonology, Hazalian, Spirit craft, Shadowmancy, Hemomancy, Faunamancy, Electromancy.

Widow

Ebony black and slender the widow is by far one of the most unsettling of the insectkin and for good reason, the widow is also the most melevolant rarely finding a mate and mostly and mostly living in solidarity, The males fear the female Widow most recognizable by the red patterns on her underbelly, as when a female Widow lays a nest of eggs her hormones shift so drastically that they will often kill there mate in a fit of passion during conception or in a fit of rage during the first year or so of the spiderlings lifetime. Though some male widows can weather the storm and father more then one brood will be considered to be a higher class and will be respected amongst the Other widows.


Ability Score Adjustments: Gain +2 to your Charisma, to a maximum of 20 and a -2 to your Wisdom.


Size. widows are the closest breed of the Arachnoids to that of common human sapien, standing between 5 and 6 feet tall. weighing between 90 and 160 pounds. Your size is Small.


Speed. Widows have a walk speed of 30ft.


Poisonous Bite: When you successfully hit a target with a bite attack, in addition to the base damage of your bite, the target must make a Constitution saving throw DC equals 8 + Pro + your Con, on a failure roll a number of d6 equal to your Proficiency bonus, the target takes that much poison damage and becomes


Poisoned on a pass the target just takes half the poison damage. While poisoned this way, the target is also blind and takes 7, 2d6, poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telepathy, Divination, Illudamancy, Biomancy, Technomancy, Fantasmology, Ruinous Craft, Demonology, Excess, Necromancy, spirit craft, Shadowmancy, Hemomancy, Faunamancy, Electromancy.

Tarantula

Tarantula are a large and intimidating species of arachnoid, they tend to be solitary, living mainly on ground level and prefer hunting larger game, though some do reside in caves, barrows or even taking to the trees.


Ability Score Adjustments: Gain +2 to your Strength and con, to a maximum of 20 and a -2 to your charisma.


Size. Tarantula are the Largest breed of the Arachnoids, standing between 6 and 8 feet tall. weighing between 250 and 500 pounds. Your size is Medium.


Speed. Tarantula have a walk speed of 25ft.


Nasty Bite: your bite attack now deals 2d6 damage.


Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Technomancy, Divine craft, Terramancy, Ruinous Craft, Necromancy, spirit craft, Shadowmancy, Faunamancy, Pyromancy.

Blattadina (Roachling)

For most, a roach might look off putting. The appearance of these 3 to 4 feet tall creatures is undoubtedly not very appealing. They have a broad, flattened body and their chitin's color is either reddish or dark brown or black. On top of their humpbacked torso rests a round head that looks tiny compared to their bodies. Their limbs are unnaturally long, and out of their mouth sprout two large, acid-covered fangs. However, roaches do not put much thought into their appearance. Their bodies just need to fit the environment they are living in, and between their tough exoskeleton and resilient constitution, they are well adapted for even the most extreme environments. Furthermore, if they deem certain body parts unnecessary, too weak, or simply impractical, they replace them with crazy mechanical augmentations.

the rise of the Emperor forced them underground and left their once lush realm destroyed and almost uninhabitable. This new and hostile environment left little room for flashy creations but required quick adaption. So this is how these ancient insectkin turned into the roachlings of today.

Much of the roaches' history has been forgotten through the ages, unfortunately not even the roaches themselves remember their glorious past. They only kept their innate ability to craft and a keen sense of survival.

Generations of life underground have made roaches vulnerable to sunlight, and as such, they tend to stay in the dark with their own kind. Their settlements are burrows and caves, filled with all sorts of pipes and machinery. These towns seem random and poorly designed for outsiders, but there is always an underlying logic to their chaos. Roaches are known as skillful artificers and artisans. They can create all sorts of gadgets and machinery.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Dex.


Age. Blattadina mature very quickly, their nymphs are already able to walk after they spawn from their egg and mature completely when they are about 5 years old. Their lifespans range from 50 to 70 years.


Size. Blattadina are small creatures and are only about 3 to 4 feet tall. Your size is Small.


Speed. Your base walking speed is 30 feet.


Animal instincts. You gain proficiency in the Survival Skill.


Superior Darkvision: Blattadina mainly dwell in dark tunnels deep in the earth. You have superior vision in dark and dim conditions. You can see in dim light within 100 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.


Enduring Species: You are immune to natural poisons, you are immune to poison damage and the Poisoned condition as well as any diseases.


Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Die Hard: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.


Body Modifications: You gain 1 Cybernetic Augmentation. Furthermore you gain 1 more at levels 4,8,12,16 and 20, as described in the Cybernetic Augmentation section of this book.


Languages. You can speak, read, and write Common and Blattadina.

Coleoptarian (Bettlefolk)

Blue, red, green, and yellow, shining or mat, dotted or striped. The chitinous platings of beetles come in all forms and colors. For some, their strong chitin is a sturdy and protective shield. Others use their vibrant appearance to charm their way through life. Some may have a pair of wings. Other's heads are adorned by an imposing horn. Some Beetlefolks are bulky and stout, while others are lean and frail. Their sizes vary greatly, Some barely standing taller than 3 feet, while others grow above 6 feet or more. No two beetles are quite alike.

The vast variation in subraces makes the beetlefolk into a very diverse race, not only in appearance but also in demeanor. The subrace of the beetle brings about a predisposition for a particular way of life. As such, you will find many rhinoceros beetles taking up the life of a soldier. On the other hand, a ladybug will most likely care for the sick or the young, and a firefly will seek the thrill of adventure. However, beetles are adaptable and, as such, fit into any society and work any kind of profession. As varied as their professions are their morals. Depending on their race or upbringing, beetle's morals, alignments, and customs vary greatly, often adopting the way of life of races they live amongst.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Str.


Age. Most Coleoptarian yeach adulthood by arounf 8 years and live shorter lives the human, living to be around 80.


Size. Coleoptarian size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Powerful Build: Due to massive strength of a Coleoptarian, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Natural Carapace. You have a chitanous carapace. When you aren't wearing armor, your AC is 12 + your Con modifier + dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor., this may be used with armor saves as well.


Arcanic possibility: Some animalkin like the Coleoptarian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Coleoptarian.


Subspecies: The Coleoptarian are divided into 5 Subspecies, the Firefly, Harlequin, Ladybug, Rhinoceros, Stag or the Scarab, your must pick one.

Firefly

Fireflies are an adventurous people. They're usually nomads, explorers, treasure hunters, cartographers and historians. Their ability to generate light and warmth makes them extremely capable of exploring unknown places of all kinds, from caves to swamps, forests to mountains, old ruins and ancient hives. Fireflies are always on the go, never settling anywhere for too long.


Ability Score Adjustments: Gain + 2 to your Wis, to a maximum of 20.


Size. Fireflies are similar in hight and weight of a human, standing between 5 and 6 feet tall. weighing between 125 and 200 pounds. Your size is Medium.


Speed. Fireflies have a walk speed of 30ft.


Wings: All fireflies have 4 transparent wings that sprout from under to chitin plates that lift from your back, you have a Flying speed of 30ft. You can’t use this Flying speed if you’re wearing medium or Heavy Armor.


Fluorescent Body: As a bonus action, you can make your abdomen shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can dim the light of turn it off by using another bonus action.

Additionally, using an action you can let your fluorescent organ flare up in a flash of light. Every creature in a 5 foot radius must make a dex save, on a fail the creature is blinded until the end of your next turn, the DC for the test is calculated as such 8 + Pro + Con. Once you use this ability, you can't do so again until you finish a short rest.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Divine craft, Galamancy, Floramancy, Ruinus Craft, spirit craft, Shadowmancy, Pyromancy.

Harlequin

Harlequin beetles have a hunched stature. Their frame is broad but thin. Elaborate patterns of black, blue, and greenish-yellow markings adorn their chitin. Their upper pair of arms is long and muscular, giving them the reach to swing from branch to branch, while they use their weaker lower pair for more minute tasks. Harlequins like to live in remote settlements, deep within the great forest of the world. Although not outright hostile to foreigners, they enjoy their quiet way of life and don't consider people who endanger it fondly.


Ability Score Adjustments: Gain + 2 to your Dex, to a maximum of 20.


Size. Harlequins are similar in hight and weight of a human but appear much larger due to the two long arms that reach the groung, standing between 5 and 6 feet tall. weighing between 125 and 200 pounds. Your size is Medium.


Speed. Harlequins have a walk speed of 40ft.


Born Climbers: You gain a climbing speed equal to your base walking speed.


Slim Build: You can move through the space of any creature that is of a size larger than yours.


Stalker's Talent: You gain proficiency in one skill of your choice: Acrobatics, Athletics, Sleight of Hand of Stealth.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Terramancy, Galamancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy, Electromancy.

Ladybugs

Most will tell you that Ladybugs are the least threatening race of the insectkin. And when you look upon their small and round stature, that statement is confirmed. Ladybugs chitin comes in striking red, black, yellows, and oranges, spotted with black, white, or red dots. Their inviting and cute appearance is further accentuated by their demeanor. Ladybugs are naturally kind and friendly to everyone. They try to make each bug feel calm and happy. As such, many enjoy the company of a Ladybug very much.


Ability Score Adjustments: Gain + 2 to your Charisma, to a maximum of 20.


Size. Ladybugs are smaller then most inseckin about the size of a halfling but rounder, standing between 2 and 3 feet tall. weighing between 45 and 75 pounds. Your size is Small.


Speed. Ladybugs have a walk speed of 30ft.


Wings: All fireflies have 4 transparent wings that sprout from under to chitin plates that lift from your back, you have a Flying speed of 30ft. You can’t use this Flying speed if you’re wearing medium or Heavy Armor.


Calming Touch: You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the calm emotions spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.


Soothing Buzz: during a short rest anyone that uses a hit die to regain health within 30ft of you and you are consious, they dont roll the hit die but rather they regain the full value of each die used.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telepathy, Divination, Biomancy, Fantasmology, Divine craft, Galamancy, Floramancy, Demonology, Spirit craft, Electromancy.

Rhinoceros

Rhinoceros beetles are some of the most giant beetles of all, standing up to mighty 7 ft. in size. Their muscular frame and the huge horn protruding from their forehead make it clear to everybody that they are not to be messed with. Especially male rhinos tend to be very proud of their horns size and shape, which is seen as a sign of great prowess and strength.


Rhino Coleoptarian are known to be fierce warriors and look back on a long line of legendary fighters. However, they are known for their hot-headedness and aggression. Many rhinos would pick a fight if just irritated slightly or just out of sheer boredom.


Ability Score Adjustments: Gain + 2 to your Charisma, to a maximum of 20.


Size. Rhinoceros are the Largest breed of the Coleoptarians, standing between 7 and 8 feet tall. weighing between 200 and 350 pounds. Your size is Medium.


Speed. Rhinoceros have a walk speed of 30ft.


Limited flight: All Rhino Bettlefolk have 4 transparent wings that sprout from under to chitin plates that lift from your back like many other Bettlefolk, you have a Flying speed equal to your walk speed, but due to your masive size you must land at the end of a number of rounds equal to your Strength bonus or begin to fall at a rate of 30ft per round, you will not suffer fall damage as long as your wings are usable. You can use this Flying speed if you’re wearing Medium or Heavy Armor. At level 10 you may stay aloft for double the rounds you would normally be able.


Horn: Your horn is a natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Goring Rush. Immediately after you have moved 20ft or more in a straight line on Your Turn, you can make one melee Attack with your horns as a Bonus Action. if you hit it counts as a critical hit.


Hammering Horns. Once per turn immediately after you hit a creature with a melee Attack as part of the Attack action on Your Turn, you can attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier, you push it up to 10 feet away from you.


Aggressive; As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Technomancy, Terramancy, Galamancy, Ruinus Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Stag

Stag beetles are just slightly shorter than their rhinoceros cousins but make up for it in width. Their build is broad and stocky, giving the stags their fabled constitution. Their most impressive assets are the antler-like pincers sprouting from their head, able to put even the rowdiest client into a tight hold.

Stags are known to be jovial people. They enjoy drinking and feasting, laughing and sharing stories amongst friendly company. Their loud-mouthed behavior might be annoying at times, but it is also what makes them so endearing.


Ability Score Adjustments: Gain + 2 to your Con, to a maximum of 20.


Size. Stag are not as tall but much rounder the the rhino, standing between 6 and 7 feet tall. weighing between 200 and 350 pounds. Your size is Medium.


Speed. Stag have a walk speed of 25ft.


Limited flight: All Stag Bettlefolk have 4 transparent wings that sprout from under to chitin plates that lift from your back like many other Bettlefolk, you have a Flying speed equal to your walk speed, but due to your massive size you must land at the end of a number of rounds equal to your Strength bonus or begin to fall at a rate of 30ft per round, you will not suffer fall damage as long as your wings are usable. You can use this Flying speed if you’re wearing medium or Heavy Armor. At level 10 you may stay aloft for double the rounds you would normally be able.


Hardy: You stout fram allows for you to sustain cosiderable damages. As a Bonus Action, you can expend one hit die to regain Hit Points as if you finished a Short Rest. The number of hit dice you can expend increases by one when you reach 6th Level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). You must complete a Long Rest before using this ability again.


Pincers: You have one arm that is a large claw this acts as a natural weapon with a damage of 1d12, this hand does not have the ability to carry weapons or small objects. Furthermore you gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple. Additionally, you count as one size larger for the purpose of grappling.


Crush: during your turn if you are grappling a creature, you may as an action flex your pincers attempting to crush them, the target must make a strength save, on a fail they take a number of 1d12 equal to your proficiency bonus and half as much on a fail.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Divination, Biomancy, Divine craft, Terramancy, Galamancy, Floramancy, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Scarab

The body of a scarab is small and round. Their chitin is colored in mat black and dark blue, though some are born with golden markings on their exoskeleton. These markings are often seen as signs of a promising future.

Scarabs are descendants of great empires. Their masterful architecture can be seen in well-preserved ruins that stand across millennia. In addition, their innate ability to mold the earth and natural intelligence makes them significant assets for any expanding kingdom.


Ability Score Adjustments: Gain + 2 to your intel, to a maximum of 20.


Size. Scarab are the smallest of the inseckin about the size of a halfling, standing around 3 feet tall. weighing around 55 and pounds. Your size is Small.


Speed. Stag have a walk speed of 25ft.


Wings: All fireflies have 4 transparent wings that sprout from under to chitin plates that lift from your back, you have a Flying speed of 30ft. You can’t use this Flying speed if you’re wearing medium or Heavy Armor.


Scholorly Craft: You gain proficiency with one of the following artisan's tools of your choice: Alchemy supplies, Archemist's Supplies, Herbalism Kit, Poisoners Kit or Tinker's tools.


Scholar's Talent: You gain proficiency with two skills of your choice: Arcana, History, Nature, or Religion.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Biomancy, Technomancy, Fantasmology, Terramancy, Galamancy, Floramancy, Demonology, Necromancy, Spirit craft, Shadowmancy, Faunamancy, Pyromancy, Electromancy.

Diptarian (Flykin)

For most, diptarian are little more than hideous pests. Their ghastly appearance makes them unwanted company, as such, diptarian are shunned by most people and met with disgust because of appearance alone. It rarely helps that many diptarian enjoy rotten food as a lavish meal.

diptarian are actually not the hideous beasts many expect them to be. In reality, they are pretty clever and are painfully aware of the impression they make on others. A diptarians life is short, their lifespans rarely exceeding 40 years. Many of them live in a constant state of paranoia that every day could be their last. This makes diptarian seem shy or cowardly to others, even though they just try to protect the little time they have. The more knowledgeable or arcanely gifted ones might even try to prolong their life through dark rituals or forbidden magic. However, some diptarian that don't fear death as much but see the urgency a short life brings. As such, they start huge families, passing on their legacy to their offspring. That way, their name, memories, or deeds remain after their death.

some in desperation, almost paralyzed by their fear of an untimely demise, the diptarian were vulnerable to the Gods of Havocus. Havocus sent his gods to twist and manipulate the diptarians, promising them a solution to all of their problems. If they help the dark gods rise, it will bring an end to their suffering. It will bring endless darkness, where no creature will be better than the other. No one will be superior in the chaos. And the diptarian listened there promises, their souls now marked by Havocus.

The lives of all diptarian are innately bound to Havocus. Many of them live in cults that revere the Dark Gods of Havocus. These cults want to bring about the end of times, where Havoc swallows the world whole and plunges everything into endless chaos. For many diptarian, this seems to be the only solution to finally feel equal to other races.

Only rarely does a diptarian see the wrong ways of this reverence and venture out to find a nobler goal in life. Many of them quickly pick up a different faith, trying to redeem themselves and remove the dark mark on their being. However, no matter what an exile might try, the tendrils of Hacocus never loosen their grip. The further they stray from their patron, the more plentiful thoughts and dreams about their end and inferiority become, pulling many exiles back to the cult. Only the strongest can withstand the promises of Havocus for long. However, Havocus is patient, for even the most vigorous soul returns to it sooner or later.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Dex and -2 charisma.


Age. Diptarian mature very quickly, reaching adulthood at the age of 7. They have however very short lifespans, the Diptarian only lives to be around 40 years.


Size. Diptarian size is dependent on your subspecies.


Speed. Your base walking speed is 25 feet.


Animal instincts. You gain proficiency in the Survival Skill.


Droning Flight: You have a flying speed as specified in each of the Subspecies, but you must land at the end of every minute or begin to fall. When you reach 5th level, the time restriction is lifted. To use this speed, you can’t be wearing medium or heavy armor. At level 10 your fly speed is reduced by 10ft and you must again land each minute. At level 15 Your fly speed is 20ft and you must land every 30 seconds and at level 20 it is reduced by 30ft and you must land after round.


Scavenger: Diptarian are used to eating rotten food and living in poison enviornments. You have advantage on saving throws against being poisoned and resistance against poison damage.


Compound Eyes: You gain the perception skill and you gain Advantage on Wisdom (Perception) checks that rely on sight.


Allegiance to Havocus: Diptarians cant willingly except any other corruption other then Ruinous and Casters cant use powers associated with powers other then the Ruinous and Neutral powers.


Alignment: Diptarian live secluded from civilized societies, in communities surrounding the worship of specific god of Havoc God. As such most Diptarian tend to be evil creatures. They either sceem to prolong their short lives with any means necessary or follow the dogma of the Wurm, to consume everything and create chaos. Diptarian tend to be neutral or chaotic.


Arcanic possibility: Some animalkin like the Diptarian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read and write Common and Diptarian. Diptarian is made up primarly of buzzing sounds and can only be spoken if you have wings. Even though at first glance it might seem primal, this language is actually quite elaborate, describing death, decay and pain in great detail.


Subspecies: Decapoids are divided into 5 Subspecies, the Crabfolk, Lobsterfolk and the hermit you must pick one.

Diptara (Fly)


Diptara have hideous round bodies are held up by four spindly and hairy legs. Their grabby claw-like hands are attached at the ends of two equally thin arms. A pair of membranous wings on their back is just big enough to get their plump frames in the air. A diptarian chitin is often black or grey, with the most exotic coloration being metallic sheens of green or gold.


Ability Score Increase. Gain a +2 dexterity and a -2 wisdom


Size. Diptara are small being only 3 to 4 feet tall. Your size is small.


Speed. Diptaras walk speed is 25ft and your fly speed is 50ft


Pestering Creature: gain proficiency in the Persuasion and Deception skill and you gain advantage on checks made with these skills if you have already attempted the same test on the same target.


Regurgitation: due to the fact that diptara have no teeth the must regurgitate an acid from there stomach to break down there food, this leads to a build up of this acid in the stomach, as an action you may spray a 15ft cone with acid, each creature must make a dexterity save DC equal to 8 + Proficiency bonus + you constitution bonus, creatures take 1d6 acid damage and 1d6 Poison damage and half as much on a pass. You may not use this ability again until you finish a long or short rest. Furthermore at levels 6, 11 and 16 each damage type increases by 1d6.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Technomancy, Galamancy, Ruinus Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy, Electromancy.

Magna Diptara (Bloat)


-.


Ability Score Increase. Gain a +2 strength and a -2 Inteligence


Size. Diptara are about the size of a muscular human, being around 5 to 7 feet tall. Your size is Medium.


Speed. Magna Diptaras walk speed is 30ft and your fly speed is 40ft.


Nasty Bite: Your sharp disiesed teeth are able to leave a heafty mark. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals equal to 1d4 piercing damage + your Strength and 1d4 Poison damage, instead of the bludgeoning damage normal for an Unarmed Strike.


Regurgitation: due to the fact that diptara have no teeth the must regurgitate an acid from there stomach to break down there food, this leads to a build up of this acid in the stomach, as an action you may spray a 15ft cone with acid, each creature must make a dexterity save DC equal to 8 + Proficiency bonus + you constitution bonus, creatures take 1d6 acid damage and 1d6 Poison damage and half as much on a pass. You may not use this ability again until you finish a long or short rest. Furthermore at levels 6, 11 and 16 each damage type increases by 1d6.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Galamancy, Ruinus Craft, Demonology, Spirit craft, Shadowmancy, Faunamancy.

Sanguis Diptara (Sketo)


-.


Ability Score Increase. Gain a + 2 Dexterity and a -2 Charisma


Size. Sanguis Diptara have a very slender body with stick like legs and arms, being around 4 to 6 feet tall. Your size is Medium.


Speed. Magna Diptarans walk speed is 30ft and your fly speed is 30ft.


Sustained Flight: . You no longer suffer from the effects of Drowning Flight.


Hunger for Blood. Instead of being omnivorous and able to eat rotted foods you must consume 1 liters of fresh blood in a day or you suffer the Effects of starvation. If you have not fed for a day you must, or you gain one level of Exhaustion and you must make a wisdom save DC 12 to resist attacking any living target to feed on its blood. The time it will take you to gain another point of exhaustion and the DC to resist the urge will increase, see chart below.

Days Without feeding Points of Exhaustion DC to Resist
1 1 12
2 2 14
4 3 16
8 4 18
16 5 20
32 6 -

Proboscis Bite: instead of a mouth you have a long needle like proboscis that can be used to stab your Pray. Your Probe is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your probe deals equal to 1d8 piercing damage + your Strength, instead of the bludgeoning damage normal for an Unarmed Strike.


Blood Suck: You may attempt to grapple and feed from a creature you hit with a bite attack. If your bite attack hits you may attempt to grapple the target as a part of that attack, if the grapple is successful the target is restrained and you now feeding. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and you gain temporary Hit Points equal to the necrotic damage dealt. Once you gain temporary Hit Points with this trait, you can’t do so again until you finish a short or Long Rest. this also count as drinking 1 liter of blood per round of feeding.


Caster Trits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Illudamancy, Biomancy, Galamancy, Ruinus Craft, Demonology, Necromancy, Shadowmancy, Hemomancy, Faunamancy.

Dimunus Diptara (Gnat)


-.


Ability Score Increase. Gain a +2 Dex and a -2 Wisdom


Size. Dimunus Diptara are simillar in structure of the Sanuis Diptara but about half the size, being around 3 to 4 feet tall. Your size is Small.


Speed. Magna Diptaras walk speed is 25ft and your fly speed is 40ft.


Fruit Fly: Instead of being omnivorous you now have a diet of only fresh or rotted fruits and vegetables preferring those that are rotted.


Sustained Flight: . You no longer suffer from the effects of Drowning Flight.


Small Frame: . You can move through the space of any creature that is of a size equal to or larger than yours.


Caster Traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Technomancy, Fantasmology, Galamancy, Ruinus Craft, Demonology, Necromancy, Shadowmancy, Faunamancy, Electromancy.

Formarian (Antfolk)

Hard-working, serious, and humorless, these are the prejudices many hold against the Formarians. And even though these statements do not hold true for every individual, they come pretty close as a race.

Most Formarian live their lives as devoted workers or soldiers for their queen and hive. Formarian strictly follow the laws of their nation. Each individual proudly fulfils their role in society, as they believe that only united they stand firm and strong. As such, a Formarian would always value the integrity and survival of their hive above their own life.

This way of thinking comes mainly from their social structure. At birth, every individual is assigned a specific role, some are trained as soldiers, others are taught to build. No matter how minuscule it would seem, each position is respected since everyone provides for the hive.

As a soldier ant you are a ferocious warrior with an innate proficiency for combat. Warrior Ants are a group of Formarians that are dedicated to the martial aspects of society. The soldier ants society is based on war and battle and as they are the sworn protectors of the hive providing security for the queen and its workers, the are also called to arms to further the hives domains.

The worker Ant, you are born into a society of ambitious, hardworking and skillful individuals. worker Ants are amazing architects, artisans and builders. Their the crafters of there cities and their tunnels ever expanding. worker Ant society is very loyal to their Queen and hive. the workers still play a vital part in the Formarians war efforts as the often are the first in a conflict as the burrow forward of the Soldier ant main force.

The ritualists deals with the hives day to day emmesary duties and anything magic related as the posses the powers of the arcane, mainly the druidic and elemental arts, Ritualist are held in high regard amongst the Hill, as there are not as many ritualists compared to soldiers and certainly not the Worker class as the are the majority of the hive.

On the surface, Formarian settlements don't look very impressive. However, these small settlements, called Hills, are merely gateways that connect the surface world to the vast Hive below.

The hives built by Formarians are vast and hold the test of time. In unity, they create enormous cities into tunnels and caverns far below the surface of the world. Their Workers are masters at carving sturdy structures into the earth and stone. Formarian architecture might not always look stunning, but their buildings are always efficient, fulfill their functions to a point and stand against even the most destructive forces including the Empire and the many wars they have fought.

Formarian empires also tend to be very militaristic. They seek to expand their borders even further and don't shy away from conquering other factions. They only ally with other nations if they are too strong to take over or would greatly benefit their empire.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Strength.


Age. Formarian size is dependent on your Subspecies.


Size. Formarian size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Powerful Build: Due to massive strength of a Formarian, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Multi legged: Formarians have advantage on saving throws made against falling prone.


Natural Carapace. You have a chitanous carapace. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Wings: Some formarian ah a pair of insect like wings, you have a Flying speed of 40ft. You can’t use this Flying speed if you are wearing medium or Heavy Armor, If you have a strength of 14 or 17 you may wear medium armor and if you have a Str of 18 or greater you may wear heavy armor.


Hive Role. you must pick one of the below roles gaining the listed abilities

Soldier

Massive Weapons: If a weapon doesn't have the two-handed, versatile, Large or heavy properties, it has the light property for you.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.

Worker

Earth Architect: You gain proficiency with Mason's tools. Additionally, whenever you make any check related to the origin of tunnels and structures underground, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Tunneler. You now longer have wings and instead gain a burrowing speed of 20 feet. You can only burrow through dirt or ground of similar density.

Ritualist

Hive Caster: The Ritualist Formarian possess the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented Nature. some will find power in other ways like turning to the ruinous powers. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the following disciplines: Telepathy, Telekinisis, Biomancy, Divination, Faunamancy, Ruinous Craft, Necromancy and you use your Wisdom as the spell casting ability. When picking this Hive Roll, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


-: -.


Subspecies: The Formarian are divided into 2 Subspecies, the Obsidian ant or Fire ant, you must pick one.


Languages. You can speak, read, and write Imperial and Formian.

Obsidian Ant

The Obsidian ant is the breed of antfolk that originated on Terra and named for the Stone hard black carapace, the obsidian ant honor a very balanced hive holding no favortisum toward any one role within the hive. The obsidian ant is by far the most resilient ant breed amongst the Formarians


Ability Score Adjustments: Gain + 2 to your Wisdom and Con, to a maximum of 20 and a - 2 to your Dex.


Size. Obsidian ants stand between 6 and 7 feet tall. Obsidian ants are a bit bulkier then most of the other Formein breeds, weighing between 125 and 175 pounds. Your size is Medium.


Thick Chitan. your natural armor is now calculated as such 14 + Con. Furthermore if you are a caster you may pick spells from the Terramancy school of magic.


Thick Plates. Obsidian ants have resistance to Piercing, Slashing, bludgeoning damage.


Speed. Your base walking speed is 25 feet.

Fire ant

Hailing from the Harsh enviornment of the planet Desterus, given there name because of the red carapace, the fire ants are one of the dominating species of the planet being very aggressive and territorial, attacking most anything that enters there domains.


Ability Score Adjustments: Gain + 2 to your Str and Dex, to a maximum of 20 and a - 2 to your Cha.


Size. Fire ants stand a bit smaller then a obsidian ants, standing between 5 and 6 feet tall. Fire ants have relatively skinny bodies despite there strength, only weighing between 100 and 150 pounds. Your size is Medium.


Fire Blood. Due to the climate the Fire ant endures you have resistance against all fire damage from non magical sources, Furthermore if you are a caster you may pick spells from the Pyromancy school of magic.


Aggressive; As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Speed. Your base walking speed is 30 feet.

Mantoid (Mantisfolk)

A Mantoids can be identified by their insectoid appearance with a wide head and pointy fore face. Most Mantoids are incredibly strong and flexible and they can use their natural ability with deadly precision. While all Mantoids share these traits, there are significant differences between the males and females of the race.

Male Mantoids are known as Warrior Mantoids, the smaller of the two Breeds, standing about 5 to 7 feet tall. Their chitin ranges in colors from green to brown, making it easy for them to hide in greenery. Males are called Warriors and are often innately skilled hunters and warriors. They have lightning-quick reflexes and can stand perfectly still for hours.

The female Mantoids are called Orchids. They are slightly taller and thiner than their male counterparts, reaching around 5 to 6 feet. Their chitin hues range from dark violets to pastel pinks. Unlike the warriors, orchids aren't so adept at fighting. Instead, they are much more intelligent and have innate psionic abilities.

Mantoids live in large families led by a single matriarch. She is the eldest orchid in the family and enforces her rules with absolute authority. These laws are based on longstanding traditions of how the family functioned for hundreds of years. As such, each family focuses on a specific line of work, and all members are expected to put their family's honor before themselves. Unfortunately, this makes mantis adventurers especially rare, as they often went against their family's traditions.

The warriors rarely take up higher positions within their families, acting as laborers and servants to the orchids. On the other hand, the Orchid Mantoids represent the family in public, managing their affairs with other clans and dealings with foreign forces. The Orchids with the most potent psionic abilities in the family are trained to confer with the family's patron spirit.

Orchid Mantoids are blessed with innate psionic abilities that allowed their ancestors to reach outside of time and space and pull at the chaos outside of the known universe. They drew the attention of malevolent aberrant spirits that tried to invade the Material Plane through the connection the orchids forged. However, the orchids managed to bind these spirits to the Material Plane, harnessing their abilities and slowly transforming them into benevolent forces.

Most Mantoid families have an ancient family heirloom or a shrine where the family spirit resides. Each generation within the family trains an orchid with powerful psionic abilities to become a sage. This prestigious position comes with an important task: to converse with the spirit and transform the aberrant being into a benevolent force for the family. In return, an appeased spirit grants the family heightened psionics or functions as an invisible protector of their grounds.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Wisdom.


Age. Male and female mantoids reach adulthood roughly at the same time, at the age of 12. While male mantoids often only reach the age of 70, females can become up to 150 years old.


Alignment: Most Mantoids tend to be lawful or neutral. Mantis live under the code of conduct of their clan, but some Mantis leave their homes and become lone wanderers who only fend for themselves.


Size. Males are about 5 to 7 feet, whilst females are slightly bigger with 5 to 7 feet. Your size is Medium.


Speed. Mantoids walk speed is 30ft.


Animal instincts. You gain proficiency in the Survival Skill.


Unexpectedly Strong: Due to the extreme strength of a mantoid, you gain advantage on all grapple checks made and you count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Improved leap: You can jump a distance equal to half your walking speed and high jump equal to half of that distance, with or without a running start.


Multi legged: Mantoids have advantage on saving throws made against falling prone.


Languages. You speak, read and write Common and Mantoid. Mantoid is a very elaborate language, that conveys feelings through psionic bursts.


Subraces: The two different subraces of Mantis are sex specific. Male mantises are born as Warriors, while female mantoids are born as Orchids (although there are few exceptions).

Mantis

The male Warrior Mantis are shorter than their female counterparts, but make up for it with increased strength and reflexes. Their chitin comes in natural colors, from different shades of green to brown, making it easy for them to vanish into the foliage. As a Warrior Mantis you belong to a cast of mighty warriors, defending their clans with skill and might.


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20.


Silent Predators: You gain advantage on Stealth checks while you are standing still or moving les then 10ft per round.


Reflexive Grapple: When you hit a creature with an opportunity attack, you can attempt to grapple the creature instead of dealing damage.

Orchid

The female Orchid Mantis are tall, long-lived, and beautiful creatures, their chitin shimmering in shades of pink and white. If you choose this subrace, you belong to the ruling cast of the Mantis, leading their respective clans through their psychic connections with unrivaled authority.


Ability Score Adjustments: Gain + 2 to your Intel, to a maximum of 20.


Mind Shielding: You have advantage on Intelligence saving throws.


Psionic: Orchids possess the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented toward Psionic powers. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the Telepathy, Telekinesis, Divination Biomancy, Spirit craft, Ruinous craft disciplines and you use your intelligence as the spell casting ability. When picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.

Scorpinoid (Scorpionfolk)

Scorpinoids are muscular scorpion folk who stand at a tall 7 to 8 feet. Scorpinoids have a sets of arms and walk on six legs. While their arms are muscular and one of them has giant pincers instead of a hand that can deliver crushing force to anything or anyone unlucky enough to end up between them. However, the scariest part is the long tail with the venomous stinger at the end that can inject a potent poison into their foes.

Scorpinoids history spans thousands of years, to a time where the scopinoids ruled over a vast Empire scattered a cross many planets in a bright star system that where connected by Ancient Arcane gates left by the Elves. Their downfall came at the hands of an unnamed pharaoh, who let a Demon of Havocus come through one of the gates. The ruins of this once enormous empire can still be found, scattered across the vast sands or the planets of the Desertus system.

Now most Scorpinoids live as nomads in the endless sands of Desertus system. They live in big clans and don't ever stay at a place for too long. They know their desert environment very well and make excellent guides for anyone who wants to travel across the seas of sand. Only very few Scorpinoids leave their clans, and even then, they rarely settle down. Most of the ones breaking away from the tribe tend to a life of adventure, abandon the balanced life their ancestors set for them and seek out their destinies within the cosmos.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Wisdom.


Age. Scorpinoids reach adulthood around 15 and live up to 120 years.


Alignment: Most Scorpinoids live the tranquil lives of nomads, without being particularly concerned with society outside of their clan. They see a need of balance in all things in the world, especially with life and death. Your alignment tends towards true neutral.


Size. Scorpinoids are tall creatures standing around 7 to 8 ft. tall. Your size is Medium.


Speed. our base walking speed is 35 feet.


Animal instincts. You gain proficiency in the Survival Skill.


Multi legged: Scorpinoids have advantage on saving throws made against falling prone.


Pincer: You have one arm that is a large pincer this acts as a natural weapon with a damage of 1d8, this hand does not have the ability to carry weapons or small objects. Furthermore you gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple. Additionally, you count as one size larger for the purpose of grappling.


Crush: during your turn if you are grappling a creature, you may as an action flex your pincers attempting to crush them, the target must make a strength save, on a fail they take a number of 1d12 equal to your proficiency bonus and half as much on a fail.


Powerful build: Due to the massive size of a Walren adult You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Poisonous Stinger: Your stinger is a natural weapon with a reach of 10 ft., which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

When you hit a creature with your stinger, you can choose to inflict 1d6 poison damage to the creature, and it has to make a Constitution saving throw with a DC equal to 8 + Proficiency + your Constitution modifier. On a failure, the creature is poisoned for 1 minute. It can repeat the save at the end of each of its turns. You must take a short or long rest before you can use this feature again.


Arcanic possibility: Some animalkin like the Scorpinoid may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to them falling to the many corruptions. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the following list of disciplines: Telekinisis, Telepathy, Divination, Illudamancy, Biomancy, Technomancy, Terramancy, Galamancy, Floramancy, Ruinus Craft, Spirit craft, Shadowmancy, Faunamancy, Pyromancy. and you use your Wisdom spell casting ability. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. you speak Common and Scorpinoid. The Scorpinoid language is a strange and alien one, even to other insectkin. Their hissing almost sounds like a haunting melody of countless disembodied voices.

Tetrigodian (Hopperfolk)

The Tetrigodian Wild deepths of the vast forests of the planets in the Arborium System. Survival in these enviornment is brutal, it is either kill or be killed, and only the keenest hunters have a chance to survive. Locusts have mastered the ways of theses places, they seek rise above the dangers. However, not all Tetrigodian shared the locust's views and sought to leave the dangers of the wilds behind for good this is when the two Breeds Split.

Crickets have always maintained close ties with the wilderness they dwell in. Their natural connection with beasts and plant allows them to gain their assistance, and their own knowledge of the terrain makes their mobility almost mystical in the eyes of outsiders. Locust hunting swarms seem to work with an unearthly sense of unity and efficiency. Despite their claim of neutrality, locusts are simply distrustful of other races due to their previous enslavement under the Empire. However, most locusts are very loyal and to earn one's trust is to gain their friendship.

While locusts still bear grudges of the past, most crickets have long since forgotten their previous positions. Having become nomads or settling in the courts of other bugs, crickets live in the present. Seeing the positives and avoiding the negatives, their laidback behavior can spark conflict with more strict figures, but many find their attitude relieving or calming during more trying times. Although a cricket's sudden mood swings often left too trusting individuals with a knife in their back and empty pockets.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Wis.


Age. Tetrigodian reach maturity at 16 years of age and usually live up to 80 years.


Alignment: While locusts usually lean towards neutrality, focusing on their hunt and avoiding the affairs of the world, Crickets are jovial and carefree, and as such lean towards chaotic alignments.


Size. Tetrigodian size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Standing leap: You can jump a distance equal to your walking speed and high jump equal to half of that distance, with or without a running start.


Evasive Leap: As a bonus Action, you can jump a number of feet equal to your movement, without provoking opportunity Attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a Long Rest.


Flight: You have a flying speed of 25 feet, but you must land at the end of every minute or begin to fall. When you reach 5th level, your flying speed increases to 35 feet and the time restriction is lifted. To use this speed, you can’t be wearing medium or heavy armor.


Arcanic possibility: Some animalkin like the Tetrigodian may possess the Innate ability to manipulate the arcane energies, though there focus in discipline varies and with the corruption of the silver see, this leads to each animalkin race falling to the many corruptions more so then others. When Picking this race you may choose to be a born arcane user, you may gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from a list of disciplines listed in your subspecies your spell casting ability is listed in your subspecies as well. Remember this ability does not need to be taken when picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read and write Common and Tetrigodian. Tetrigodian is a curious language spoken through musical and rhythmic tones. The crickets' dialect is more melodic, leaning into chirping sounds, while the locusts' dialect consists more of sharp clicks.


Subspecies: The Tetrigodian are divided into two Subspecies, the charismatic yet whimsical Crickets, and the stoic and suspicious Locusts.

Cricket

They say there's no better entertainment than a cricket in a tavern. Those who have seen these cheerful and open figures fill the room with music and cheer. The crickets seek to enjoy life's pleasures one day at a time, with no regard for the past or future.


Ability Score Adjustments: Gain + 2 to your Charisma, to a maximum of 20.


Size. Crickets stocky build reaches only about 3 to 4 feet in height. Your size is Small.


Speed. Crickets have a walk speed of 30ft.


Charming Musician: You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.


Mystical Stridulation: You can replace verbal components for your spells with sounds you create from your wings and legs.


Performer's Intuition: You gain proficiency in one skill of your choice: Deception, Performance, or Persuasion.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Telekinisis, Telepathy, Divination, Illudamancy, Fantasmology, Divine craft, Terramancy, Galamancy, Floramancy, Ruinus Craft, Necromancy, spirit craft, Faunamancy.

Locust

Dwelling in the distant wilds are the locusts, skilled hunters, and guardians of the wilderness. Armed with both melee and ranged weapons, these reclusive individuals claim to keep neutrality and focus on their own lands. Naturally connected to the creatures of the wild. When hunting locusts travel with astounding speed before bringing their prey down with a barrage of arrows and the closing for a killing blow, the leaping back to tactical advantage.


Ability Score Adjustments: Gain + 2 to your Str, to a maximum of 20.


Size. locusts' lean bodies are between 4 to 6 feet tall.


Speed. Locusts have a walk speed of 30ft.


Swarm Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.


Prowler's Intuition: You gain proficiency in one skill of your choice: Animal Handling, Medicine or Nature.


Speech of Fauna and Flora: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Caster traits: If you choose to take the Innate Caster mutation you use Wisdom for there spell casting ability and may choose spells from the following Disciplines, Biomancy, Divine craft, Terramancy, Galamancy, Floramancy, Ruinus Craft, Demonology, Necromancy, Faunamancy, Pyromancy.

Vespids (Beefolk)

The common vespoid resembles a humanoid bee. Vespids have a segmented abdomen rests, on a slim waist, a broader upper body. Their chitinous exoskeleton ranges in color from browns to yellows and oranges. Some may even be born in red or blue. Almost like to accentuate their beauty, their chitin is adorned by brown or black stripes.

Vespoids sprout two or four translucent wings durring maturity, allowing them to soar through the skies faster than most other Insectoid races, and their heads are crowned by two delicate antennae. However, their most prized feature is the soft white fur, pushed up around their neck like the mane of a lion.

Most vespid nations are massive swarm like hives and as such, allegiance to their nation comes before friends and family for most vespids. However, in vespid society, the individual is valued a lot more than in other Insectkins.

When a female vespoid gives birth to an egg, she doesn't raise it herself but gives it into the care of a comb school. These nurseries care for the egg until it hatches and raise, educate, and train the child. So depending on the comb-school you are born into, you are put into a different role in society.

The worker caste is the lowest in vespoid society. Most bumbles and many bees that stem from poor parents are born into this caste. Individuals accepted into this caste work on the vast pollen fields of their empire or as master wax-craftsmen, creating the building materials for all manner of buildings.

A step above the worker caste is the soldier caste. Most vespid nations value martial prowess highly, and as such, soldiers enjoy quite a bit of renown in their society. Moreover, vespid nations often expand into vast empires and, as such, employ masterfully trained soldiers. These soldiers, in return, swear an oath to protect and grow their nation and are fiercely loyal to their queen.

The royal caste forms the highest and most influential caste. The few individuals in this caste form the vespidian higherarcy. These are the rulers, intellectuals, and scholars that shape their nation, all Royal vespids are born with Arcanic powers. At the center of this caste stands the queen, the absolute monarch in most vespidian empires. A queen chooses her successor from one of the comb-schools and raises her as a wise and noble ruler.

Although it can prove quite tricky, one individual can rise in society. For example, a worker bee might prove themselves as a worthy fighter and, as such, enter the ranks of the soldiers.

Vespids are raised with a purpose to fulfill and value loyalty above all else. A vespoid would lay down their life for an ally or friend, but betray their trust, and you will have made a powerful enemy.

As all common vespids can fly, much of their everyday life is spent in the air. And their golden hive cities reflect that. These massive metropolises are built high above in the canopies of giant trees or the side of mountains. Some might even be held aloft through arcane means. They construct most of their buildings from very resilient wax that can withstand even high temperatures. Vespidian architects favor hexagonal structures and tall buildings with multiple entrances on all levels, giving their cities a very unique look.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to your Charisma.


Age. Vespid grow quickly to adulthood around 10 and live to be around 80.


Size. Vespid size is dependent on your Subspecies.


Speed. Your movement Speed is dependent on your Subspecies.


Animal instincts. You gain proficiency in the Survival Skill.


Sugar and pollen diet. As a Vespid you only eat highly sugary foods and beverages, with no meats.


Wings: All Vespids have 2 to 4 transparent wings from there back, you have a Flying speed as described in the breed description. You can’t use this Flying speed if you’re wearing medium or Heavy Armor.


Natural Carapace. You have a chitanous carapace. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Languages. You can speak, read, and write Common and Formarian.


Hive Role. you must pick one of the below roles gaining the listed abilities

Warrior

Swarm Defender: When an ally within 5 ft. is struck by a melee attack, you can use your reaction to give them an additional 1d4 to there AC this has to be done before the result of the attack is announced.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.

Worker

Wax Architect: Workers are masters of sculpting and using wax in all sorts of different ways. You gain proficiency with one artisan's tool of your choice. and you gain advantage on all checks made when working with wax.


-. -.

Royal

Hive Caster: The Hive caster Vespid possess the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented Nature. some will find power in other ways like turning to the ruinous powers. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the following disciplines: Telepathy, Telekinisis, Biomancy, Divination, Technomancy, Galamancy, Floramancy, Ruinous Craft, Necromancy, Faunamancy, Pyromancy, Electromancy and you use your Wisdom as the spell casting ability. When picking this Hive Roll, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Regale Natured. you gain advantage on any Persuasion, deception, intimidation skill checks when it pertains to any official Vespid of hive business.


Subspecies: The Vespids are divided into 3 Subspecies, the Bee, Bumble or Wasp, you must pick one.

Bee

Bees are the most common representatives of the Vespoid race. They are the most charismatic amongst their race and much of their lives revolve around their status in society. Bees are very social creatures and show great care towards their allies, but also fierce aggression to anyone that threatens their swarm.


Ability Score Adjustments: Gain + 2 to your Charisma and Dex, to a maximum of 20 and a - 2 to your Con and Str.


Size. Bees are the Smallest breed of the Vespids, standing between 3 and 4 feet tall. weighing between 35 and 65 pounds. Your size is Small.


Speed. Bees have a walk speed of 20ft and a fly speed of 60ft.


Pheromonal Telepathy: You can create a telepathic link to any other Vespid, using your pheromones, you can talk to the creature telepathically, while you are within 120 feet of them.


Soothing Honey: Using a bonus action, you can produce one portion of honey, which can be ingested as a bonus action to heal 1d4 + half your level (rounded up) hit points to one living creature. You can't use this ability again until you finish a short or long rest.

Bumble

Bumbles are the giant powerhouses of the vespoids. They tower over their Bee cousins with an average of 7 ft. and up to 8 ft. in height. Their naturally very broad and muscular build makes them excellent workers and warriors. Bumbles don't mind getting their hands dirty. If they aren't fighting in their nation's military, they tend to form the main workforce of their kingdom. As such they tend to have a lower standing within vespid societies that are more focused on intellectual matters. However, that doesn't mean that they don't value the extra muscle a Bumble brings with them, and their fierce loyalty, unparalleled even within their race.


Ability Score Adjustments: Gain + 2 to your Str and Con, to a maximum of 20 and a - 2 to your Int and dex.


Size. Bumbles are the Largest breed of the Vespids, standing between 7 and 8 feet tall. weighing between 200 and 350 pounds. Your size is Medium.


Speed. Bumbles are slower than other Vespoids, because of their bulky stature. Your flying speed is 15 feet at 1st level and increases to 25 feet at 5th.


Powerful Build: Due to massive strength of a Formarian, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Bumble Bulk: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Wasp

Wasps vary greatly from their vespid brethren, only their yellow and black stripes signaling some kind of relation between them. They have smooth chitin plates instead of fur, they are slender and tall and their feature seems jaggeder. They have a poisonous spike they use to attack. Most wasps are live alone or in small families. They are cunning and intelligent creatures, though they are also quite aggressive, making them dangerous for other creatures.


Ability Score Adjustments: Gain + 2 to your Dex and Intel, to a maximum of 20 and a - 2 to your Str and Cha.


Size. Wasps are the closest in size to a human, standing between 5 and 6 feet tall. weighing between 150 and 200 pounds. Your size is Medium.


Speed. Wasps have a walk speed of 20ft and a fly speed of 40ft.


Deadly Stinger: Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes made with your stinger.


Hidden Flight: You gain advantage on Dexterity (Stealth) checks made while flying.

Undead

Ghoul (Trueborn)

-.

Traits


Ability Score Increase. Use 27 point buy system, Then Your Constitution score increases by 1.


Age. An upper limit of Ghouls age has never been discovered; most Ghoul die violently.


Size. Size. Your size is determined by your Heritage Subrace


Speed. Your base walking speed is determined by your Heritage Subrace.


Darkvision. You can see in dim light within 60 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.


Hunger for Flesh. You must consume 1 pound of raw meat each day or suffer the Effects of starvation. If you go 24 hours without such a meal, you gain one level of Exhaustion. While you have any levels of Exhaustion from this trait, you can’t regain Hit Points or remove levels of Exhaustion until you spend at least 1 hour consuming 10 pounds of raw meat.


Heritage Subrace. You were something else before you became a Ghoul. This heritage determines some of your Traits. Choose one from your Heritage Subrace and apply the listed Traits. See Heritage subrace below


Undeath. You transitioned into Undeath, you are now Undead. You cant regain Hit Points from Spells like Cure Wounds and you can also be affected by game Effects that specifically target Undead, such as a priest’s Turn Undead feature. Game Effects that raise a creature from the dead work on you as normal, but they return you to life as a Ghoul. A true Resurrection or wish spell can restore you to life as a fully living member of your original race. You may not become Tainted or Grace by corruption.


Powerful Jaw. Your heavy jaw is powerful enough to crush bones to powder. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Sunlight Sensitivity. You have disadvantage on Attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your Attack, or whatever you are trying to perceive is in direct sunlight.


Undead Resilience. You are infused with the dark energy of Undeath, which frees you from some frailties that plague most Creatures. You have Resistance to necrotic damage and poison damage, you are immune to disease, and you have advantage on Saving Throws against being Charmed and Poisoned. When you finish a Short Rest, you can reduce your Exhaustion level by 1, provided you have ingested at least 1 pound of raw meat in the last 24 hours (see Hunger for Flesh).


Undead Vitality. You don’t need to breathe, and you don’t sleep the way most Creatures do. Instead, you enter a dormant state that resembles death, remaining semiconscious, for 6 hours a day. While dormant, you have disadvantage on Wisdom (Perception) checks. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Allegiance to Mortis: Ghoul cant willingly except any other corruption other then Unholy and Casters cant use powers associated with powers other then the Unholy and Neutral powers.


Languages. You can speak, read, and write Common, Ghoul, and a language associated with your Heritage Subrace.

Heritage Subraces

Before you were turned into an Undead creature, you belonged to another Sapien race. Although your Undead self now rules you, some remnant of your past form clings to you, making you different from other vampire created from another race. The vampirisum was a curse of Mortis cast against mankind so it only effects the Living Sapiens

After the transformation the host retains most physical traits and one trait or feature like innate casting, but more likely you now have a trait or feature that is a corruption of one you once possessed.

Shade

The material plane is no stranger to ghosts and specters that linger Beyond Death, but sometimes a person’s passion, Purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any sentient race.

There are rumors of vampires, Necromancers or Undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an Undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.

A shade possesses a physical body that looks, acts, and feels similar to a living member of their original race, at least superficially. Shades must breathe, consume food and drink, and require shelter from adverse weather. Despite the functional similarities to a living body, a shade isn’t composed of flesh and blood. Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul. Exhaustion, deprivation, and injury take their toll on a shade’s body, disrupting their

body’s ability to maintain the connection to their soul. Food, drink, and air aren’t necessary to nourish their bodies but merely to help them maintain the sense of being a living, breathing creature. Similarly, shades appear to sleep, but they do not require it.

The more injured or exhausted a shade, the less corporeal they appear. The colors of their body wash out to pale, desaturated tones, and light begins to pass through them. Blood from their wounds starts out as red and vibrant as any humanoid’s, but closer to death, their wounds cease to bleed and seem to evaporate at the edges.

Traits


Ability Score Increase. Use 27 point buy system, Then Your Constitution score increases by 1, then your Charisma score increases by 1, and one other ability score of your choice increases by 1. Choose one ability score that is increased by your Living Origin or by one of its Subraces. That Ability Score Increases by 1.


Age. Shades appear as the age they were when they died. They potentially have no limit to their lifespan, but, realistically, ancient shades grow weary and lose their hold on their memories, fading away at anywhere around 750 to 1500 years old.


Size. Size. Your size is determined by your Living Origin.


Speed. Your base walking speed is determined by your Living Origin.


Darkvision. You can see in dim light within 120 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.


Ghostly Flesh: Starting at 3rd Level, you can use your Action to dissolve your physical body into the ephemeral stuff of spirits. You become translucent and devoid of color, and the air around you grows cold.

Your transformation lasts for 1 minute or until you end it as a bonus Action. During it, you have a Flying speed of 30 feet with the ability to hover, and you have Resistance to bludgeoning, piercing, and slashing damage from nonmagical Attacks that aren’t made with silvered Weapons. In addition, you have advantage on Ability Checks and Saving Throws made to Escape a grapple or against being Restrained, and you can move through Creatures and solid Objects as if they were Difficult Terrain. If you end Your Turn inside an object, you take 1d10 force damage.

Once you use this trait, you can’t use it again until you finish a Long Rest, at level 10 this becomes a short rest between uses.


Imperfect Undeath: You are a Humanoid, but your partial transition into Undeath makes you susceptible to Effects that target Undead. Though you can regain Hit Points from Spells like Cure Wounds, you can also be affected by game Effects that specifically target Undead, such as a Priests Turn Undead feature. Game Effects that raise a creature from the dead work on you as normal, but they Return you to life as a shade. A true Resurrection or wish spell can restore you to life as a fully living member of your original race.


Life Drain: When you damage a creature with an Attack or a spell, you can choose to deal extra necrotic damage to the target equal to your level. If the creature’s race matches your Living Origin, you gain temporary Hit Points equal to the necrotic damage dealt. Once you use this trait, you can’t use it again until you finish a short or Long Rest.


Spectral Resilience: You have advantage on Saving Throws against poison and disease, and you have Resistance to necrotic damage.


Living Origin: As living echoes of who they once were, shades maintain some of the Traits they bore in life. Choose another race as your Living Origin. This is the race you were in life. Your size and speed are those of your Living Origin, and you know one language spoken by your Living Origin.


Languages. You can speak, read, and write Common and one other language spoken by your Living Origin.

Memento Mori

A shade’s Remembrance of their own life, their own self, is the key to their continued existence. When others honor their memory, a shade can draw sustenance and Strength from it. Any token, gift, or even a work of art or poetry intended to honor the memory of the shade carries the giver or creator’s memory and can sustain the shade. Creating a true Memento Mori requires that the creator have a genuine desire to honor the shade. It might seem trivial for a shade’s bard Companion to compose poems or songs regularly, thus sustaining the shade, but such attempts fail. Memory is the key, and a creator who is in regular close contact with the shade draws more on that contact than on their own memory. A shade’s traveling Companion painting a portrait of the shade during their travels will never become a Memento Mori, but a handmade twine bracelet given by a villager after the shade saved their Village might if the shade moves on. Above all, a true, empowered Memento Mori must carry meaning.

Memento Mori


Wondrous item, uncommon (requires Attunement by the shade for whom it was offered)


As long as you have the Memento Mori in your possession, you don’t require food, drink, or sleep. As an Action, you can draw on all the stored memory at once, and you receive the Effects of a potion of Heroism. When the Effect expires, the Memento Mori loses its magic.

Vampire

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the Darkness and far from reflective surfaces.

Whether or not a vampire retains any memories from its former life is up to you, some turned hosts fight the urges like fighting a disease of an addiction, staying away from the dark urges. But some surcome to its emotional attachments, wither as once-pure feelings become twisted by Undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical Symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from Creatures they have killed.

Most of a vampire’s victims become vampire spawn, as to turn a sapien to a Vampire the victum must drink it biters blood as its first drink, if this is not the case they will usually turn into a spawn, becoming a ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that bit them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner, Vampire Spawn become free-willed when their creator dies.

Traits


Ability Score Increase. Use 27 point buy system, Then Your Dex and strength score increases by 2.


Age. An upper limit of Vampires age has never been discovered.


Size. Size. Your size is Medium, That of a human.


Speed. Your base walking speed is 35ft.


Darkvision. You can see in dim light within 120 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.


Hunger for Blood. You must consume 7 liters of fresh blood in a week or you suffer the Effects of starvation. If you have not fed for a week you must, you gain one level of Exhaustion and you must make a wisdom save DC 12 to resist attacking any living target to feed on its blood. the time it will take you to gain another point of exhaustion and the DC to resist the urge will increase, see chart below

Weeks Without feeding Points of Exhaustion DC to Resist
1 1 12
3 2 14
9 3 16
21 4 18
45 5 20

The list above only goes to 5 because exhaustion level 6 is death and you may not gain more then 5 levels of Exhaustion in this. way.


Undeath. You transitioned into Undeath, you are now Undead. You cant regain Hit Points from Spells like Cure Wounds and you can also be affected by game Effects that specifically target Undead, such as a priest’s Turn Undead feature. Game Effects that raise a creature from the dead work on you as normal, but they return you to life as a Vampire. A true Resurrection or wish spell can restore you to life as a fully living human race. You may not become Tainted or Graced by corruption.


Sharp Teeth. Your sharp teeth are able to shred meat. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Feed. You may attempt to grapple and feed from a creature you hit with a bite attack. If your bite attack hits you may attempt to grapple the target as a part of that attack, if the grapple is successful the target is restrained and you now feeding. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and you gain temporary Hit Points equal to the necrotic damage dealt. Once you gain temporary Hit Points with this trait, you can’t do so again until you finish a short or Long Rest. this also count as drinking 1 liter of blood per round of feeding


Dark Arcane. If you take any feature that gives the innate caster mutation with the trait given by your heritage subrace feature. These spells can be taken from any Disciplines associated with the Neutral or Unholy powers and you use your Wisdom for the Spell casting ability. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane


Sunlight Sensitivity. You have disadvantage on Attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your Attack, or whatever you are trying to perceive is in direct sunlight.


Undead Resilience. You are infused with the dark energy of Undeath, which frees you from some frailties that plague most Creatures. You have Resistance to necrotic damage and poison damage, you are immune to disease, and you have advantage on Saving Throws against being Charmed and Poisoned. When you finish a Short Rest, you can reduce your Exhaustion level by 1, provided you have ingested at least 7 liters of of blood in the last 24 hours (see Hunger for Blood).


Undead Vitality. You don’t need to breathe, and you don’t sleep the way most Creatures do. Instead, you enter a dormant state that resembles death, remaining semiconscious, for 4 hours a day. This must be done in a coffin, While dormant, you have disadvantage on Wisdom (Perception) checks. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Allegiance to Mortis: Vampire cant willingly except any other corruption other then Unholy and Casters cant use powers associated with powers other then the Unholy and Neutral powers.


Languages. You can speak, read, and write Common and Ghoul.


Subtypes: The Vampire are divided into 4 subtypes, the Night walker, Day walker, Maw walker or Half Breed, you must pick one.


Heritage Subrace. You were something else before you became a Vampire. This heritage determines some of your Traits. Choose one from your Heritage Subrace and apply the listed Traits. See Heritage subrace below

Heritage Subraces

Before you were turned into an Undead creature, you belonged to another Sapien race. Although your Undead self now rules you, some remnant of your past form clings to you, making you different from other vampire created from another race. The vampirisum was a curse of Mortis cast against mankind so it only effects the Living Sapiens

After the transformation the host retains most physical traits and one trait or feature like innate casting, but more likely you now have a trait or feature that is a corruption of one you once possessed.

Night Walker


Ability Score Adjustments: Gain + 2 to your Charisma, to a maximum of 20.


Night Stalker: Gain proficiency with the stealth skill, furthermore you gain advantage on stealth and perception check made to stalk or observe Another creature.


Predatory Charm: You have proficiency in the Persuasion skill. In addition, if you spend at least 1 minute conversing or interacting with a Humanoid you or your allies haven’t attacked within the last 24 hours, you have advantage on your next Charisma ability check against that Humanoid. Regardless of the result, you can’t use your Predatory Charm on that Humanoid again until 24 hours have passed. If you roll a 20 on The D20 for the Charisma check, the Humanoid is a willing target for your bite Attack.

Day Walker


Ability Score Adjustments: Gain + 2 to your Wisdom, to a maximum of 20.


Sunstrider: You no longer suffer the effects of Sunlight sensitivity


Powerless: the nature of a vampire that can walk in the day with no ill effect comes at a cost, day walkers are not innate casters, you loose the effects of the Dark magic vampire ability.

Maw Walker


Ability Score Adjustments: Gain + 2 to your Strength, to a maximum of 20.


Feral Maw: You have advantage on all grapple checks made to feed and your bite deals 2d4 damage and you feed deals double damage and counts as 2 litters of blood.


Feral instincts: The DC to resist feeding is increased by 1 ever level and you require twice the amount of blood needed to be sated, Furthermore you gain a spider climb speed of 30ft.

Half Breed

The most common cases of a half breed is when a mortal and a Vampire have a chilled it is born as a half bread. In very rare cases some sapiens have a natural resistance to the corruptive powers of the vampireric curse, when this is the case the subject may resist much of the transformation into a spawn and as a result this leaves the subject suck between life and death caught in a Curse like pergatory.


Ability Score Adjustments: Gain +2 to your choice of any attribute, to a maximum of 20.


Between life: you are half mortal and half undead, you may treat your self as not undead for the perpouses of healing and like abilities and you lose the Undead vitality and sunlight sensitivity vampire features.


Unbound Allegiance: The half breed is uneffected by the Allegiance to Mortis trait


Adaptable: Gain one Skill of your choice. Gain one feature of your choice.

(Feykin)

Changeling

With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.

The first changelings in the multiverse appeared in the Fey realm, though since the fey crossing there are those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Fey realm. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.

In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape, one created on the spur of the moment, with no depth or history is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.

Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.

Traits


Ability Score Increase. Use 27 point buy system, then Your Charisma score increases by 2 and addition, one other ability score of your choice increases by 2.


Age. Changelings mature slightly faster than humans but share a similar lifespan typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.


Size. Changelings True hight is that of a typical Human, Your size is Medium.


Speed. Your base walking speed is 30 feet.


Fey. Your creature type is fey, rather than humanoid.


Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.


Changeling Instincts: You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.


Arcane Bound: You are a born arcane user, you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Discipline. You use your Charisma for the Spell casting ability. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and your choice of Elvish, Arborian or Fairy.

Centaur

Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration—from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.

The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.

Centaurs have an affinity for the natural world. Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.

Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. some have a strong clan identity, and some centaurs are fiercely loyal to their individual communities as well as there duty as a whole. Their love of history and tradition also means that centaurs are more likely than most to join the same professions of there parents.

Traits


Ability Score Increase. Use 27 point buy system, then increase your Strength by 2 and your wisdom by 1.


Age. Centaurs mature and age at about the same rate as humans.


Size. Centaurs stand between 6 and 8 feet tall, with their equine bodies reaching about 4-6 feet at the withers. Your size is Large.


Speed. Your base walking speed is 50 feet.


Surviver. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.


Fey. Your creature type is fey, rather than humanoid.


Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.


Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Arcane Bound: You are a born arcane user, you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Discipline. You use your Charisma for the Spell casting ability. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and Canon

Fairiefolk

The Fey realm is home to many fantastic peoples, including fairies. Fairyfolk are the wee folk of the realm, The first fairies spoke Elvish, orc, or Arborian, but with the events of the Fey Crossing, encounters with humans prompted many of them to learn Common as well.

Infused with the magic of the Fey, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets each fairy apart.

Traits


Ability Score Increase. Use 27 point buy system, then increase your Dexterity by 2.


Age. Fairies size is dependent on there Faetype.


Size. Fairies size is dependent on your Faetype.


Speed. Your movement Speed is dependent on your Faetype.


Fairy Trait. For your fairy, roll on the table below or choose an option from it. You’re also free to come up with your own characteristic if none of the suggestions below fit your Fairy idea.

d8 Loot
1 Your wings are like those of a bird
2 You have shimmering, multicolored skin
3 You have exceptionally large ears.
4 A glittering mist constantly surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your legs are insectile.
7 You smell like fresh brownies or some other delectable treat.
8 A noticeable, but harmless chill, breeze, or heat surrounds you.

Fairy Wings. Because of your wings, you have a flying speed this will be noted in your subrace. You can’t use this flying speed if you’re wearing heavy armor and its Reduced by half in medium armor.


Fey. Your creature type is fey, rather than humanoid.


Small Frame. You can move through the space of any creature that is of a size larger than yours.


Arcane Bound: You are a born arcane user, you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Discipline. You use your Charisma for the Spell casting ability. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and your choice of Elvish, Arborian or Fairy


Faetype: The Fairrifolk are divided into 4 Featypes, the Fairy, Pixie, Sprite or Brownie, you must pick one.

Fairy

Fairies are the most common amongst the fairiefolk being small but not nearly as much so as their pixie and sprite friends, the fairy is about the size of a halfling making them not quite as noticeable when amongst a population of Imperials. Fairy are kind harted but like to joke and play, the company of a fairy can be quite Pleasurable or it may be a complete nightmare.


Ability Score Adjustments: Gain +2 to Charisma and +2 Strength to a maximum of 20.


Size. Fairiefolk stand between 3 and 4 feet tall. weighing between 50 and 80 pounds. Your size is Small.


Speed. Your base walking speed is 25 feet and flight speed is 40.


Fairy Skilled. You gain proficiency in your choice of either Deception, Intimidation, or Persuasion.


Fairy Persuasive. Gain advantage on Persuasion, Deception and Intimidation skill checks when dealing with any Sapien or animalkin.

Pixie

Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming, only a pixie’s fear of being captured or attacked stays its hand. Those who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.

Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.

With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn.

When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.

While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf’s boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.

Unlike their fey cousins, the sprites and Fairyfolk, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy, if they should find themselves in an altercation. they will rely on there Arcanic powers and cunning to get them out of it.


Ability Score Adjustments: Gain +4 to your Charisma to a maximum of 22.


Size. Pixie stand between a 8 and 14 inches tall. weighing between 4 and 10 pounds. Your size is Tiny.


Speed. Your base walking speed is 10 feet and you fight speed is 50.


Pixie Dust. you can make pixie dust with ease and many easily acquired ingredients during a long rest you may make a number of use of Pixie dust equal to your intelligence bonus (minimum of 1).

As an action you grab a handful of pixie dust using one use to as an action throw it at your enemies. All targeted creatures within 10 foot Cube or a 15 line of you must make a constitution saving throw with a DC of 8 + your intelligence modifier + proficiency bonus, or be put to sleep for 1 min taking a new test with the same DC each round on a pass the target awakens. The sleep ends if the target is attacked or harmed as well.


Superior Invisibility as an action a pixie may turn invisible until its concentration ends, as if concentrating on the spell. Any equipment the pixie wears or carries is invisible with it, this functions the same as the invisibility spell.


Tiny Being: This creature gains a + 1 AC and may not where heavy armor and may only wield weapons with the light or Tiny weapon Properties if the weapon only has the Light Weapon Property it gains the two-hannded weapon property.


Archemists: Gain Proficiency with a Herbalists.

Sprite

In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.

Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite’s territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest.

Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite’s power to perceive the heart always shows the truth, because the heart can’t lie.

In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.

Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.

Unlike the other Fairiefolk, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites’ territory find them staunch allies in times of trouble..


Ability Score Adjustments: Gain +2 to your Dexterity and a +2 to Constitution to a maximum of 20.


Size. Sprite stand between 1 and 2 feet tall, weighing between 8 and 15 pounds. Your size is Tiny.


Speed. Your base walking speed is 15 feet and you fight speed is 50.


Darting Flight. Gain a +2 to your AC as long as your are in flight and not wearing medium.


Heart Sight. as bonus action or a reaction The sprite may touch a creature within 5ft and magically knows the creature's current emotional state. Furthermore If the target fails a Charisma saving throw of DC 8 + your wisdom + your proficiency bonus, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.


Tiny Being: This creature gains a + 1 AC and may not where heavy armor and may only wield weapons with the light or Tiny weapon Properties if the weapon only has the Light Weapon Property it gains the two-hannded weapon property.


Poison Brewers: Gain Proficiency with the Poisoners Kit.

Brownie

Brownies look like miniature humans with slightly elven features, sporting acorn helms, and clothed in leaves, mosses, animal skins, or even occasionally doll clothing.

Brownies are the wee folk of the forest and its remote, secluded villages. Brownies are a wingless subspecies of the Fairyfolk like Pixe, Sprite and Fairies They normally carry spears made from fallen branches, but some have acquired blades, either by earning them as boons or stealing them when found unattended. Rarely, they serve fey courts, though most noble fey find them to be too rustic for palace intrigues, or too uncultured to join their retinues. Brownies, if associated with fey nobles, often serve as gamekeepers, hunters, or keepers of the hounds. They don't fear mankind, unlike many other Fairyfolk, and are all too happy to steal from mortals who irritate them. In mortal communities, they regularly become the source of wild rumors of haunted locations or structures. In truth, such places have usually simply gained a brownie or two as residents.

Brownies tend to fear hags, who find the tiny brownies to be a prized delicacy. When a hag is in an area, brownies will band together to chase off the creature (or ask a mortal adventurer to do it). Brownies are tricksy and love a good prank; however, they never allow a prank to do permanent harm, unless the target of their shenanigans responds with violence. They can appreciate when a mortal attempts to outwit them, respecting such attempts.

Occasionally, a brownie adopts a residence and its people, living among the rafters, beneath the stairs, or even in a cozy crawlspace. The brownie coexists with the family while performing small tasks, like cleaning or repairing objects in exchange for gifts of bread, milk, honey, or even small trinkets or handkerchiefs. Brownies dislike braggarts, however, and any mortal who boasts about having a brownie living in their home soon finds they've been abandoned.

Brownie beastriders serve as champions among the brownies in the area, leading warbands as the vanguard against creatures they wish to drive away. Their ability to rally local wildlife to their cause and summon up fey reinforcements makes them an asset to the brownie communities they call home. More than other brownies, they enjoy beer and mead and can be more easily persuaded to a cause when a steady supply is promised.

Brownie mystics are elders who have defeated great creatures and secured their forests from marauding treats. These brownies discovered old fey magics and gained the respect of not only other brownies, but other fey as well. They're more likely to be invited to serve at a Fey court or noble house, but they rarely accept the invitations, preferring to protect their homes and their kin. They work toward improving relations with mortal communities, growing the brownie population, and keeping the land free of cruel and bloodthirsty beasts.


Ability Score Adjustments: Gain +4 to your intelligence to a maximum of 22.


Size. Pixie stand between a 8 and 12 inches tall. weighing between 4 and 10 pounds. Your size is Tiny.


Speed. Your base walking speed is 10 feet and you fight speed is 50.


Superior Invisibility as an action a pixie may turn invisible until its concentration ends, as if concentrating on the spell. Any equipment the pixie wears or carries is invisible with it, this functions the same as the invisibility spell.


Pixie Dust. you can make pixie dust with ease and many easily acquired ingredients during a long rest you may make a number of use of Pixie dust equal to your intelligence bonus (minimum of 1).

As an action you grab a handful of pixie dust using one use to as an action throw it at your enemies. All targeted creatures within 10 foot Cube or a 15 line of you must make a constitution saving throw with a DC of 8 + your intelligence modifier + proficiency bonus, or be put to sleep for 1 min taking a new test with the same DC each round on a pass the target awakens. The sleep ends if the target is attacked or harmed as well.


Subtle Investigator: you gain Proficiency in the investigation and Stealth skills.


Tiny Being: This creature gains a + 1 AC and may not where heavy armor and may only wield weapons with the light or Tiny weapon Properties if the weapon only has the Light Weapon Property it gains the two-hannded weapon property.


Archemists: Gain Proficiency with a Herbalists Kit.

Satyr

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish. Born of the Wild

In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms. Embracing Life

Most satyrs believe that the other peoples of the material plane are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See chapter 3 for more details on the satyr homeland, the Skola Vale.

The humans of the poleis generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and most importantly it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.

Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.

Traits


Ability Score Increase. Use 27 point buy system, then increase your Charisma by 2, your Dexterity by 2.


Age. Satyrs mature and age at about the same rate as Sapien (Terran).


Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.


Speed. Your base walking speed is 35 feet.


Satyr Eccentricities. For your Satyr, roll on the table below or choose an option from it. You’re also free to come up with your own characteristic if none of the suggestions below fit your Satyr idea.

d8 Loot
1 Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2 There isn’t a tree or statue that isn’t fun to climb.
3 Nothing wards off bad luck like a jolly dance.
4 Sometimes talking to a plant really helps.
5 If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a splendid pipe.
6 I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly..
7 Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem..
8 If I have something really important to say, I always make sure to sing it.

Horns. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.


Fey. Your creature type is fey, rather than humanoid.


Magic Resistance; You have advantage on saving throws against spells and other magical effects.


Mirthful Leaps: Whenever you make a long or High Jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs Movement as normal. Furthermore you have a climb speed of 25ft


Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.


Arcane Bound: You are a born arcane user, you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Discipline. You use your Charisma for the Spell casting ability. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read, and write Common and your choice of Elvish, Arborian or Fairy

Neverborn

Aberrant

-.

Traits


Ability Score Increase. Use 27 point buy system, Then Your Int and Wis scores increases by 4 and your Str decreases by 4.


Age. Neverborn are not born so they do not have a childhood only existance, they can not die of old age.


Size. Aberrant have a tall and thin and muscular features though some look larger because of the uses of there tentacles. Your size is Medium.


Speed. Your base walking speed is 30ft.


Darkvision. You can see in dim light within 120 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Purple and black.


Telekinetic Movement: You telekineticaly float in any direction of your desire, you have a Flying speed of 50ft.


Advanced Telepathy: You can speak telepathically to any creature within 60 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to multiple creature at a time. Furthermore as long as you are conscious it has blind sight out to a distance of 60ft. things can be sensed out to 120ft but all attacks, checks or tests made with 60 - 120 ft are made at disadvantage.


Tentacles. Your Tentacles can be used for many of the same things as an arm. You have 4 tentacles growing out of your back You may use an object with theses tentacles. This includes weapons, flipping levers, using tools, or activating items. You can only use two of these tentacles with held items to make an attacks as a bonus action or a part of the of had attack making 3 extra attacks as a bonus action. For the purposes of activating a magic item, your tentacles is considered to be a hand.

When your a least 3 of your tentacles are free, you receive a climbing speed of 40 feet, and you may double your proficiency bonus on Athletics and Acrobatics checks used to climb.


Psyco Tenticals: Your tentacles sting with Psychic pain. Your tentacles natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your tentacle deals psychic damage equal to 1d10 + your intelligence modifier, instead of the bludgeoning damage for an normal Unarmed Strike, as well as you may use your intelligence bonus when calculating the attack value.

If you hit the target with a tentacle and the target is Medium or smaller you may attempt to grapple them as a part of the same action, you may use you intelligence in replace of strength when making this grapple check, if the test is passed the target is Grappled.

As a bonus action you may make a grappled target become restrained. You may once per turn make a restrained creature make a Intelligence saving DC 8 + Your proficiency bonus + your intelligence throw or be stunned until the end of there next turn.


Mind Blast: The Aberrant magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a Intelligence saving throw DC 8 + Proficiency + intelligence bonus or take 2d6 + Intelligence bonus psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The damage of this feature increases by 1d6 at levels 5, 10, 15, 20. once this feature is used you may not use it again untill you finish a short rest.


Brain Devour: as an action one incapacitated humanoid grappled by you takes 10d10 piercing damage. This attack can only be used on an incapacitated humanoid grappled by you. If this damage reduces the target to 0 hit points, you kills the target by extracting and devouring its brain.


Aberrant: You have Resistance to Piercing, Slashing, Bludgeoning, Lightning, and Poison damage as well as you have Immunity to Psychic damage and Vulnerability to Force damage, you are immune to disease, being Charmed or frightened/Routed and Poisoned.


Aberration: You count as a Celestial Aberrant, you do not need to eat the way most Creatures do. Instead, you must devour the brains of a number of creatures with a collective level or CR equal to your own level each week, if this is not done you suffer one level of exsastion per week you dont fulfill this need.


Aberrant Magic: You are a born arcane user, you gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any discipline associated with the Neutral as well as Ruinous, Shadomancy and Electromancy disciplines furthermore the Electromancy, Shadowmancy and Ruinous count as associated to the Neutral powers. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Allegiance to no one: Neverborn (Aberrant) cant willingly except any corruption and Casters cant use powers associated with powers other then the Neutral powers.


Languages. You can speak, read, and write Common and Aberrant.

Astrogeist

Before Magerial was taken by Havocus and the astral sea still gleamed with the sliver threads of untainted creation magic, was when some of the first beings where created, one of these beings is the Astrogeist. These beings are said to have exsisted before the gods, some scholars even say before Nohesis awoke from the silver sea. The Astogeist is said to be created from cosmic particles settling in the silver sea, The astral sea take these particles and churns them with creation magic and once the process is complete an Astrogeist is born this entity floats trough the cosmos learning from the star systems they come by.

As an Astrogiest travels the cosmos in its true gaseous form, interacting with the particles of the cosmos learning and understanding the foundations of the material world. Astrogeists have a different understanding of time and life as well as emotion, these beings become immensely intelligent with an understanding of science and magic that few can match.

The Aastrogeist observed the universe as it start to change with Nohesis at work creating the first of his sentient races and scattering them across the Cosoms and now they like Nohesis could see there purpose. the Astrogiests attempted to try and make contact with these races but the gaseous form can not hold itself together on the surface of most terran planets, this task is dangerous and with no vessel to contain there cosmic form. in the histories of the material plane there is mention of these beings possessing a vessel allowing them to maintain a presence on the planets. these vessels range in detail, but all resemble a humanoid with a contained chamber to hold your gaseous form.

In more recent times these containment suits are a biomechanical shell that reacts to your cosmic impulses. It allows you to travel inside the atmospheres of the material cosmos. the extent of there knowledge has been largely lost as many of there race have not come to contact with many planets that hold life.

the Stelarians are one race that is said to seek guidance from these beings. in the earliest existence they met these creatures and where given knowledge of the universe that the hold very closely, many imperial scholars say that the metal pyramids the Emperor found where created by the Stelarians form knowledge given to them by the Astrogeists.

Traits


Ability Score Increases/decreases. Use 27 point buy system, Then Your Wisdom score increases by 2, and your Intelligence score increases by 1. to a max of 20.


Age. Astrogeist are born fully mature, created through the fusion of space particles and magic of the astral see. They usually live for an unknown number of years when they will eventually lose the astral magic that gave them a soul and the cosmic particles will dissipate into nothingness, rejoining the cosmos.


Alignment: Overall, Astrogeists are good-natured and care for all life. More often than not, they tend towards law and order, although ethically neutral Astrogeists are nearly as common as lawful Astrogeists. Astrogeists created from dark energies may become evil as they mature.


Size: Most Astrogeists have a containment suit that is almost always exactly 6 feet high. Astrogeists in their cloud form are usually 4-5 feet in diameter. As a gas, they are virtually weightless, and their suits typically weigh 30 pounds, although they tend to weight the boots by 40-50 pounds to give them a bit more heft.


Speed: Your base walking speed is 30 feet.


Cosmic Being: As an astrogeist, you gain a number of unique benefits as well as you count as a *Celestial, Astrogeist *.

  • You are immune to disease and poison conditions as well as poison damage.
  • You don’t need to eat, drink, or breathe.
  • So long as the you are conscious you have blind sight out to a distance of 250ft. things can be sensed beyond that but all attacks, checks, saves or Tests made with senses related to blindsight over 250ft are made at disadvantage.

Containment suit: You start with a Containment Suit in addition to any equipment you gain from your class and background. A Containment Suit is a biomechanical shell that reacts to your mental impulses. It allows you to travel outside of the cosmos to experience material exsistance, the material world.

For all intents and purposes, your suit is your physical form outside of the cosmos and acts as a representation of your physical health, when your suit takes a hit, it translates the damage into damage to your gaseous form, and you take a hit. If the suit is destroyed or heavily damaged (your hit points drop to 0), you risk dissipating (see below).

You can wear armor over your containment suit. While in this suit you dont count as a Mortal, Undead, Plant or Construct, and you may only heal by means of construct repair.


Gaseous form: If you willingly exit your containment suit and you are not in the cosmos, you take 1d4 + 1 necrotic damage at the start of each of your turns as your essence begins to dissipate. While outside of your suit,

  • your only method of movement is a flying speed of 50 feet. You can’t fall and remain hovering in the air even when stunned or incapacitated.
  • You have resistance to all damage with the exception of necrotic damage
  • You have advantage on all saving throws.
  • You can enter and occupy the space of another creature, however, you cannot manipulate objects, wear equipment, or use weapons, nor can you make attacks. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of sleep.

When you reach 3rd level, you can concentrate to maintain your gaseous form outside of your containment suit for up to 1 minute (as if concentrating on a spell) without taking damage. And at 5th level, you can concentrate to maintain your gaseous form for up to 1 hour. Once you use this feature to maintain your form, you can’t do so again until you complete a long rest.

If you are in the cosmos, you automatically maintain your gaseous form without taking damage.

Once your suit is destroyed (your hit points fall to 0), a revivify spell can recombine your form and return you to your suit as long as it is cast within 1 minute of your suit’s destruction. However, other spells that would normally raise creatures from the dead such as raise dead or resurrection have a chance of failing depending on how long it has been since your suit was destroyed. For every day that your suit has been destroyed, there is a cumulative 10% chance that you cannot return from the dead. If 10 days pass and you have not been returned from the dead, only a wish spell or similar magic can bring you back.


Cosmic Trance. When you take a long rest in your containment unit, you must spend at least 4 hours of it in an inactive, motionless state rather than sleeping. This gives your suit time to repair itself and for your gaseous form to recombine. In this state, you appear inert, but it doesn’t render you unconscious, and you sense as normal.


Mind Over Matter. You are proficient in one of the following skills Athletics, Acrobatics, or Sleight of Hand. In addition, when you make ability checks using this skill, you can use your Intelligence modifier in place of the normal modifier.


Astral Born: The Astrogeist is a born arcane user, you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Discipline associated with the Neutral Powers. You use your Intelligence for the Spell casting ability. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Cosmic Neutrality: Astrogiests cant willingly except any corruption and Casters cant use powers associated with powers other then the Neutral powers.


Languages: You can speak, Astral and known all common languages.

Angel

The Neverborn Angels where first created in responce to Hovocus's Demons he created during the first demon wars. Onrdinatus made a deal With animus to give life to the Archangels and with that they where born into exsistance by the divines much like the creation of the Neverborn Demon. It was later that Animus, and Renova create there representation of there angels.

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to you Wis.


Age. Neverborn are not born so they do not have a childhood only existance


Alignment: Neverborn Angels are created and given purpouse by the Gods of Hvocus, Though many demonds do not know there true Purpose they know one thing the service is to the dark gods of Havoc.


Size. Angels are Muscular supernatural humanoid creatures and are between 5 and 7 feet tall. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Angelic. You count as a Celestial Angel, you do not need to eat or drink and you don’t need to breathe. you don’t sleep the way most Creatures do. Instead, you enter a dormant state that resembles a Prayer, trance or meditation, remaining semiconscious, for 1 hours a day. While in this state, you have disadvantage on Wisdom (Perception) checks. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Celestial Resistance: You have Resistance to Piercing, Slashing, Bludgeoning, Force, Psychic and Poison damage as well as you have Immunity to Radiant and Vulnerability to Necrotic damage.


Angelic sense: you can see in dim light within 100 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 nor in light, only shades of gray. Furthermore you gain blind sense out to 20ft as well as you may cast detect magic at will, with no need to harness the warp and it can not be denied.


Allegiance to The Divines: Neverborn (Angel) cant willingly except any other corruption other then Divine and Casters cant use powers associated with powers other then the Divine and Neutral powers.


Born of the Divine: You gain a mark of your choosing, this mark must be associated with the divine powers, you may not loose this mark, unless you are subjected to a 9th level Greater restoration spell, if this is done you do not loose you make but you are treated as if you just had the banishment spell cast on you, and you return to the divine Realm from which you originated, to be judge by the heavens.


Celestial Wings: You have a set of wings that ressemble that of a bird or insect that protrude from you upper back, you have a Flying speed equal to your walking speed +10ft. You can’t use this Flying speed if you are wearing medium or Heavy Armor, If you have a strength of 16 or 17 you may wear medium armor and if you have a Str of 18 or greater you may wear heavy armor.


Arcanic: You are a born arcane user, you gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the discipline listed in your Angel type. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read and write Common and Angelic as well as the language of your chosen mark with the exception of the undivided.


Angel type: The three different angel types are dependent on witch divine Greater God created you. Entities of Animus are called Seraphim, those of Ordinatus are Archangels and the Valkyrie are those created by Renova.

Seraphime

Seraphime are the beautiful and benevolent angels of the heavens, sent by Animus to Aid the mortal realm and usher new life to the world.


Ability Score Adjustments: Gain + 2 to your Con, Wis and Cha to a maximum of 20


Auras of Animus: You gain the following Auras and you have a range of 10ft: Warding Aura, Healing Aura and Cleansing Aura. See auras in the Auras section of the specialist features in chapter 5 (Rules) for details.


Disciplines of Animus: Divine Craft, Divination, Biomancy, Galamancy, Hydromancy and Floramancy

Archangel

Archangels are the warrior angels of Ordinautus sent to maintain order in the mortal realm.


Ability Score Adjustments: Gain + 2 to your Str, Con and Wisdom to a maximum of 20


Auras of Ordinautus: You gain the following Auras and you have a range of 10ft: Aura of Courage, Aura of Devotion and Aura of Protection. See auras in the Auras section of the specialist features in chapter 5 (Rules) for details.


Disciplines of Ordinatus: Divine Craft, Divination, Telepathy, Telekinisis, Biomancy and Teramancy

Valkyrie

Valkyre are sent by Renova to protect the material realms from the primal treats.


Ability Score Adjustments: Gain + 2 to your Str, Dex and Con to a maximum of 20


Auras of Renova: You gain the following Auras and you have a range of 10ft: Aura of Faith, Aura of Alacrity and Radiant Cloak. See auras in the Auras section of the specialist features in chapter 5 (Rules) for details.


Disciplines of Renova: Divine Craft, Divination, Teramancy, Hydromancy, Galeamancy and Floramacy

Balgora

Balgora are a savage primal entity created by the greater god Exitarr. The Balgora are large beast that resemble a combination Gorilla, bird and Horned animal, ussually posessing a body of a gorilla or minutar covered in fur or feather with large bird like wings. The Balgora are often sent to the material realm to entice primal uprise, used to dominate or convince worship of them by a lesser sentience. Balgora are savages that love to eat war and lay around until the next fight.

Traits


Ability Score Increase. Use 27 point buy system, Then Your strength and Con scores increases by 4 and your Intelligence decreases by 4.


Age. Neverborn are not born so they do not have a childhood only existance, they can not die of old age.


Size. Balgora have a massive muscular build much like that of a gorilla. Your size is Large.


Speed. Your base walking speed is 30ft.


Darkvision. You can see in dim light within 120 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of purple and black.


Powerful build: Due to the massive size and strength of a Balgora, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Wings: You have a set of bird like wings that protrude from you upper back, you have a Flying speed equal to your walking speed +10ft. You can’t use this Flying speed if you are wearing medium or Heavy Armor, If you have a strength of 16 or 17 you may wear medium armor and if you have a Str of 18 or greater you may wear heavy armor.


Bite: Your sharp teeth or beak are able to shred meat. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Claws. Your sharp claws are able to shred meat. Your claws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your claws have finess and deal Slashing damage equal to 1d6 + your Strength or dexterity modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Horns: Your horns are natural melee Weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Goring Rush: Immediately after you have moved 20ft or more in a straight line on Your Turn, you can make one melee Attack with your horns as a Bonus Action. if you hit it counts as a critical hit.


Hammering Horns. Once per turn immediately after you hit a creature with a melee Attack as part of the Attack action on Your Turn, you can attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier, you push it up to 10 feet away from you.


Imposing Presence: You have proficiency in the following Skills: Intimidation or Persuasion, furthermore you may use your strength or con in replace of Cha when making tests with these skills.


Savage show: As a Bonus Action, you can let out a roar and beat your chest. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. The DC of the save equals 8 + your Proficiency Bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or Long Rest. Furthermore You may use this feature as a reaction after you reduce a monster Hero to 0 HP or a Unit to zero members.


Fiendish: You have Resistance to Piercing, Slashing, Bludgeoning, Force, Psychic and Poison damage as well as you have Immunity to Cold damage and Vulnerability to Radiant damage, you are immune to disease, and you have advantage on Saving Throws against being Charmed and Poisoned.


Predanatural: You count as a Celestial, Fiend, you don’t need to breathe, you don’t sleep and you dont need to eat the way most Creatures do. Instead, you must eat meat untill full this should be aroun 5 pounds per level consuming 1 pound every minute and then lye down for at least one hour, you gain the same benefit that a human does from 8 hours of sleep.


Primal Magic: You are a born arcane user, you gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the discipline any discipline associated with the Neutral or Primal powers. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Allegiance to Exitarr: Balgora cant willingly except any other corruption other then Primal and Casters cant use powers associated with powers other then the Primal and Neutral powers.


Languages. You can speak, read, and write Common and Arborian.

Demon

The infernal Children of Havoc, the neverborn demon is a vile creation of life, bent for melevolance, the demon comes in all shapes and sizes some may be created alike but many are not. Each god of Havocus has its own templates with common similarities, but since the ascension of Prince Deamon son of the first Emperor in to demonhood, there has been al sorts of undivided demons

Traits


Ability Score Increase. Use 27 point buy system, then Add 2 to you Str and Con and -2 to your Cha.


Age. Neverborn are not born so they do not have a childhood only existance, they can not die of old age.


Alignment: Neverborn demons are created and given purpouse by the Gods of Hvocus, Though many demons do not know there true Purpose they know one thing the service is to the dark gods of Havoc.


Size. Neverborn are Muscular supernatural creatures and are between 5 and 7 feet tall. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Demonic. You count as a Demon and you gain the Demonic (Demon), Demonic mutation.


Demon Senses: You gain the Demonic Eyes and the Demonic Ears demonic mutation


Infernal Nature: You count as a Celestial Demon, you do not need to eat or drink and you don’t need to breathe. you don’t sleep the way most Creatures do. Instead, you enter a dormant state that resembles a Prayer, trance or meditation, remaining semiconscious, for 1 hours a day. While in this state, you have disadvantage on Wisdom (Perception) checks. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Allegiance to Havocus: Neverborn (Demons) cant willingly except any other corruption other then Ruinous and Casters cant use powers associated with powers other then the Ruinous and Neutral powers.


Born of Havoc: You gain a Mark of Havoc of your choosing, you may not loose this mark, unless you are subjected to a 9th level Greater restoration spell, if this is done you do not loose the mark but you are treated as if you just had the banishment spell cast on you, and you return to the Realm of chaos you originated, to be condemned forever.


Demonic Enhancement: You gain 4 Demonic Mutations of your choosing that don't already have.


Ruinous Power: You are a born arcane user, you gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the discipline any discipline associated with the Neutral or Ruinous powers. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Languages. You can speak, read and write Common and Demonic as well as the language of your chosen mark with the exception of the undivided.

Vampyr

Also know as the Trueborn Vampire

Traits


Ability Score Increase. Use 27 point buy system, Then Your Dex, strength and con scores increases by 2 and your charisma decreases by 2.


Age. Neverborn are not born so they do not have a childhood only existance, they can not die of old age.


Size. Size. Your size is Medium, That of a human.


Speed. Your base walking speed is 45ft.


Darkvision. You can see in dim light within 120 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of red and black.


Insatiable Hunger for Blood. You must consume 2 liters of fresh blood in a day or you suffer the Effects of starvation. If you have not fed for a day you must, you gain one level of Exhaustion and you must make a wisdom save DC 12 to resist attacking any living target to feed on its blood. the time it will take you to gain another point of exhaustion and the DC to resist the urge will increase, see chart below.

days Without feeding Points of Exhaustion DC to Resist
1 1 12
3 2 14
9 3 16
21 4 18
45 5 20

The list above only goes to 5 because exhaustion level 6 is death and you may not gain more then 5 levels of Exhaustion in this. way. When you finish a Short Rest, you can reduce your Exhaustion level by 1, provided you have ingested at least 4 liters of blood in the last 24 hours (see Hunger for Blood).


Undeath. You transitioned into Undeath, you are now Undead. You cant regain Hit Points from Spells like Cure Wounds and you can also be affected by game Effects that specifically target Undead, such as a priest’s Turn Undead feature. Game Effects that raise a creature from the dead work on you as normal, but they return you to life as a Vampire. A true Resurrection or wish spell can restore you to life as a fully living human race.


Sunlight Hyperensitivity. While in sunlight, the Batknight takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.


Bat like Wings: You have a set of bat like wings that protrude from you upper back, you have a Flying speed equal to your walking speed +10ft. You can’t use this Flying speed if you are wearing medium or Heavy Armor, If you have a strength of 16 or 17 you may wear medium armor and if you have a Str of 18 or greater you may wear heavy armor.


Shapechanger. If the The Vampyr isn't in sunlight, he can use his action to polymorph into a Cloud of Bats, or back into his true form.

While in this form, the The Vampyr is a large creature, can't speak and he has a flying speed of 40 feet. if air can pass through a space, the cloud can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight if any.

Your statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with you, but nothing the vampyr is carrying does. He reverts to his true form if he dies.


Vampire Escape. When it drops to 0 hit points outside its resting place, the vampyr transforms into a cloud of bats (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight. If it can't transform, it is destroyed.

While it has 0 hit points in bat form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.


Undead Resilience. You have Resistance to Piercing, Slashing, Bludgeoning, Force, Psychic and Poison damage as well as you have Immunity to Necrotic damage and Vulnerability to Radiant damage, you are immune to disease, and you have advantage on Saving Throws against being Charmed and Poisoned.


Undead Vitality. You count as a Celestial Undead, you don’t need to breathe, and you don’t sleep the way most Creatures do. Instead, you enter a dormant state that resembles death, remaining semiconscious, for 1 hours a day. While dormant, you have disadvantage on Wisdom (Perception) checks. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Savage Teeth. Your sharp teeth are able to shred meat. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Sharp Claws. Your sharp claws are able to shred meat. Your claws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your claws deal Slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.


Devouring Feed. You may attempt to grapple and feed from a creature you hit with a bite attack. If your bite attack hits you may attempt to grapple the target as a part of that attack, if the grapple is successful the target is restrained and you now feeding. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and you gain temporary Hit Points equal to the necrotic damage dealt. Once you gain temporary Hit Points with this trait, you can’t do so again until you finish a short or Long Rest. This also count as drinking 2 liter of blood per round of feeding.


Death magic. You are a born arcane user, you gain the Innate Caster mutation if you choose, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the discipline any discipline associated with the Neutral or Unholy powers. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Night Stalker: Gain proficiency with the stealth skill, furthermore you gain advantage on stealth and perception check made to stalk or observe Another creature.


Allegiance to Mortis: Vampire cant willingly except any other corruption other then Unholy and Casters cant use powers associated with powers other then the Unholy and Neutral powers.


Languages. You can speak, read, and write Common and Ghoul.

Xenokin

Stellarian

Stelarians or starborn are a highly sophisticated sentient star faring race that has made contact with many races throughout history. These beings posses technologies that are more advanced then any seen in other sentient races.

The stalarians are subtle people and there is really no knowing how large there empire truly is and what they have truly contributed to the realms. Imperial scholars say that there may be populations of Stellarians that poses as other races using advanced cloaking methods to infiltrate governments and societies to manipulate them to suit an agenda that is still completely unknown. These concepts are similar to but more clandestine then that of the deep space race known as the Swarm, though there is no known connection between the races or even if the two have made contact with them.

The stellarian race stands to be one of the most alien races known in the material realm. these beings have know known origin planet and seem to only live upon large space ships that roam the cosmos and travel with the speed equal to light, a feature unknown to any others technological races like the Empire, the Machine Host or even the Una'Vea, though the Empires Order Advinus suspects a ancient releation ship between the Empires of the Una'Vea and the Starborn that may still exsist.

Traits


Ability Score Increases/decreases. Use 27 point buy system, Then increase Intelligence by 2, to a max of 20


Age. Stellarian reach physical maturity at about three times that of a human reaching adulthood in about 50 years, the Xenarian live long lives, reaching old age around 1200 and can live to be as old as 1500 years old.


Alignment: the alignment of the Stellarian stays neutral in most cases, rarely do they fall for the orders of the Gods.


Size: Stellarian range from under 5 to over 6 feet tall and have slender builds with varing sized heads. Your size is Medium.


Speed: Your base walking speed is 30 feet.


Alien Metabolisum: Gain advantage against resisting the poisoned condition and Resistance against Poison damage.

Furthermore you need only eat once a Week and drink once a day.


Alien Mind: You have advantage on roll on saving throws against the frightened and charmed condition.

Furthermore You need only 4 hours of sleep each night.


Alien Arcane: All Stellarians are born Arcane user, you gain the Innate Caster mutation, see Mortal Mutations in chapter 7 (Mutations). The Discipline these spells can be taken from and the Spellcasting abillity will be listed in the Subrace. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Ancient Technosmith: You gain proficiency in the Technology and Science skills as well as with Artificers Tools and Tech tools. Furthermore you learn 6 plans that you have tool proficiencies with and of a tier you can create, this is at no cost or time.


Darkvision: Accustomed to the bitter darkness of deep space, you have superior vision in dark and dim Conditions. You can see in dim light within 120 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.


Languages: You can speak, read, and write common and Unar. Unar is a complex and intricate language with the use of x, z and l used commonly.


Subraces: The Stellarians are divided into 3 subraces, the Grays, Whites and Blacks you must pick one.

Gray

-.


Ability Score Adjustments: Gain +2 to your Int and wisdom, to a maximum of 20 and -3 to your Strength.


Gray Psionic: The Grays may take spells from the following disciplines, Telekinisis, Telepathy, Biomancy, Technomancy and uses there Intelligence as the spellcasting ability.


Telepathy: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.


Advanced Mind: You gain advantage on Intelligence saves. Furthermore once per short rest you may gain advantage on any Intelligence based skill check.


Intelligent Being: You gain proficiency with one of the following skills: Arcana, History, Investigation, Nature or Religion.

White


Ability Score Adjustments: Gain +2 to your Intelligence and Wisdom, to a maximum of 20 and -3 to your Strength.


White Psionic: The White may take spells from the following disciplines, Telepathy, Divination, Technomancy and uses there Charisma as the spellcasting ability.


Biomorph Self: you may change your apperiance to any other humanoid form, this form only changes the apperience of you nothing more you retain all abilities and features. this form can not be distinguished by an means unless a truesight spell or close very close medical examination. this process take one minute to preform and does not end until you with it. If you should die during this time the from will slowly over a few hours revert back to the Whites original form this process start about 3 hours after death.


Social Manipulator: You gain advantage on charisma saves. Furthermore once per short rest you may gain advantage on any Charisma based skill check.


Public Influence: You gain proficiency with one of the following skills: Deception, Intimidation, Performance or Persuasion.

Black


Ability Score Adjustments: Gain +2 to your Dexterity and Wisdom, to a maximum of 20 and -3 to your Charisma.


Black Psionic: The Black may take spells from the following disciplines, Telepathy, Illudamancy, Technomancy and uses there Wisdom as the spellcasting ability.


Sly Encounter: You gain advantage on dexterity saves. Furthermore once per short rest you may gain advantage on any Dexterity based skill check.


Sleuth: You gain proficiency with one of the following skills: Acrobatics, Sleight of Hand or Stealt⁠h


- -.

Teknokiian

Teknokian where a race of machine beings that the Emperor found on Mechrohime one of the planets in the Dominus Machina system, They called themselves the Machine Host. The Tecknociians are the ones that showed mankind the grace of Teknocus the God of Technology and Knowledge and in return the Emperor gave the Teknokians acsess to the charged Arcanium Crystal prepared by the ancient Forge Fathers. While the Machine Host is a part of the Empire, it has developed separately and enjoys a considerable degree of independence. Due to the great amount of power it wields.

the Machine host could almost be compared to be like an allied Empire, rather than an organisation within the the Empire itself. The Machine Host also follows a different religion from the rest of the Empire. This religion and religious structure is known as the Machine Cult.

As with so much of the Teknokiian's business, the truths of there creation are kept a close secret, in truth Technocus was given some life energy from Animus to create the Technokiians, but to fashion such a precise life as the Technokians, there must be control measures in place to prevent a exponential spiral of calculated chaos. So Technocus restricted there race to never having more then 10 billion Consciousnesses. Though this number has never been hit before the Technokii people put there own restrictions on the forging of new live.

Although Teknokiians hail from the Dominus Machina system they can be found in all sorts of cultures around the Empire, as many have broke from the Machine Host and fond a new calling else wear in the universe. This was violently prosicuted for many years as the machine host was coming to grips with the Merging of the Teknokiian culture and the Machine host into the Empire after the Treaty of Technology was formed between The First Emperor and the Former Meca General of the Machine Host.

Traits


Ability Score Increases/decreases. Teknokiians have a set starting Stat line As follows STR 14, Dex 14, CON 14, Intel 16, Wisdom 14 and Charisma, 10


Age. Teknokiians will not die of old age, but if body is not maintained functionality may cease and possible loss of mobility, senses, consciousness and many other things, the sentient mind begins to break over time, when this is the case many ancient Technokiians give there souls back to Technocus using an ancient ritual called a recycling and those that do not loses themselves are corrupt and mad.


Alignment: Most Teknokiians fallow a lawful path, being a very cause driven entity.


Size: Teknokiians stand between 5 and 7 feet tall and average about 150 pounds. Your size is Medium.


Speed: Your base walking speed is 30 feet.


Darkvision: Your robotic eyes are suited for minimum light. You gain Darkvision up to 50ft. You can’t discern all color in Darkness, only shades of Green.


Non Biological You do not need to eat drink and you do still need to shut down each night for 2 hours. Potions and magical healing not for Constructs have no effect on you and you are Immune to all diseases and your immune to the poisoned condition and have resistance to poison damage. You count as a construct, Constructs cannot benefit from normal healing unless it is for Vehicles and constructs.


Metalic Frame you can not where armor and your AC is equal to 12 + your Dexterity modifier + your Constitution modifier.


Modifications. You gain 1 Cybernetic Augmentation. Furthermore you gain 1 more at levels 4,8,12,16 and 20, all augmentations are described in the Cybernetic Augmentation section of this book.


Abandon Thy Flesh: As a Teknokiian, you cannot increase an ability score in the normal way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability score increase feature, you instead craft and attach a augment to your Robotic body. Add 1 Cybernetic Augmentation to your body instead of benefiting from the "ability score improvement" feature.


Technosmith: You gain proficiency in the Technology and Science skills as well as with Artificers Tools and Tech tools. Furthermore you learn 3 plans that you have tool proficiencies with and of a tier you can create, this is at no cost or time.


Languages: You can speak, read, and write Binary and Common

Xenarian (Unadar)

The Xenarian race are a sentient race the Empire found in the Dominus Adlienus System During the imperial Expansion. The Xenarian varie in mannerism and behavior from subrace to Subrace, though all Xenarian Possess similar Physicality being Tall with slender muscular builds with little to no fat on them, there heads and faces are vary alien and the Skeletal structure of there skulls vary in size and shape with some subspecies having thicks dense curly hair that grows from the back of the head that ussualy is matted into dreads, leaving a long alien forehead with a bundle of locks covering the head. the more regal Una'Vea dont have hair and wear elegant adornments atop there heads as a sign of stature and prestige.

Traits


Ability Score Increases/decreases. Use 27 point buy system, Then increase Intelligence by 2, to a max of 20


Age. Xenarian reach physical maturity at about three time that of a human reaching adulthood in about 50 years, the Xenarian live long lives, reaching old age around 1200 and can live to be as old as 1500 years old.


Alignment: the alinghment of the Xenarian Varries for subrace to subrace. The Una'Vea are disciplined and Good willed they tend to be Good, the Una' the Una'var are more deceitful and back stabby so they tend to be more evil, the Una'Vex are secretive and devote tribesman, they tend to more Lawfal and the Una,Vor are very aggressive and ill tempered so they tend to be more chaotic.


Size: Xenarian range from under 6 to over 7 feet tall and have slender builds with varing sized heads. Your size is Medium.


Speed: Your base walking speed is 30 feet.


Alien Metabolisum: Gain advantage against resisting the poisoned condition and Resistance against Poison damage.

Furthermore you need only eat once a Week and drink once a day.


Alien Mind: You have advantage on roll on saving throws against the frightened and charmed condition.

Furthermore You need only 4 hours of sleep each night.


Focused Precision: Xenarian start with the precise shot feat. Furthermore once per short rest you may gain advantage on one ability check, skillcheck or save.


Technosmith: You gain proficiency in the Technology and Science skills as well as with Smiths Tools and Tinkers tools. Furthermore you learn 3 plans that you have tool proficiencies with and of a tier you can create, this is at no cost or time.


Languages: You can speak, read, and write common and Unarin. Unarin is a complex and intricate language with the use of x, z and l used commonly.


Subraces: The Xenarian are divided into 4 subraces, the Una'Vea, Una'Var, Una'Vex and Una'Vor you must pick one.

Una'Vea

The Una'vea are the most sofisticated a reformed of the Xenarian peoples, holding true to a concepts of government and value as well as law and Justus. The Una'vea are extremely smart and possess some of the most sofisticated technology and weapons of war the Empire has ever seen. this was shown in true form during the xeno wars which was a brief but deadly war between the Una'Vea colonies and the Empire. during the Imperial expansion in the late 2nd Age.


Ability Score Adjustments: Gain +2 to your Int and Wisdom, to a maximum of 20 and -2 to your Strength and Con.


Mental Discipline: You have Resistance to psychic damage.


Insightful mind: You gain Proficiency with the Insight and Medicine.


Science Born: Accustom to life with advanced tech you gain a + 1 to all skill and Ability checks as well as saves when technology, Science or a device or construct is involved.

Una'Var


Ability Score Adjustments: Gain +2 to your Dexterity and Constitution, to a maximum of 20 and -4 to your Charisma.


Stalker: Gain proficiency with the Stealth skill.


Ambush Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.


Feral Reflexes You gain advantage on Initiative rolls and a +2 when not wearing heavy armor.


Arid Born: accustom to life in deserts and rocky arid plains you gain a + 1 to all skill and Ability checks when in a desert or rock tundra, both alien or otherwise.

Una'Vex


Ability Score Adjustments: Gain +2 to your Dexterity and Wisdom, to a maximum of 20 and -2 to your Intelligence and Charisma.


Speech of Fauna and Flora: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them..


Forest Treader: you do not suffer the effects of difficult terrain when traveling and moving in the forest or similar environments.


Forest Born: accustom to life in forests and jungles you gain a + 1 to all skill and Ability checks as well as saves when in a forest or jungle, both alien or otherwise.

Una'Vor


Ability Score Adjustments: Gain +2 to your Strength and Constitution, to a maximum of 20 and -4 to your Intelligence.


Primal Presence: You have proficiency in the Intimidation skill and you may use your Strength or Constitution bonus when making checks with it.


Aggressive: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Darkvision: Adapt to the darkness of caves and under ground, you have superior vision in dark and dim Conditions. 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


Powerful build: Due to the massive size and strength of a Geneborn, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Stone Born: Accustom to life in the mountains and caves you gain a + 1 to all skill and Ability checks as well as saves when in a mountain or underground, both alien or otherwise.

Una'Vin


Ability Score Adjustments: Gain +2 to your Dex and Wisdom, to a maximum of 20 and -4 to your Intelligence.


Hold Breath: You can hold your breath for up to 1 hour.


Adept Swimmer: you gain a swim speed equal to your walk speed.


Darkvision: Adapt to the darkness of under water conditioned, you have superior vision in dark and dim Conditions. You can see in dim light within 30 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


Watter Born: accustom to life in water you gain a + 1 to all skill and Ability checks as well as saves when in a water deeper then your waist.

Xenogyte

A Xenogyte also known as a scamp, are a small hairless pale skinned alien race that have large ears. Xenogytes inhabit many different planets in the material cosmos but mainly those in Red star systems

Traits


Ability Score Increases/decreases. Use 27 point buy system, Then increase Dexterity by 2, to a max of 20


Age. Xenogyte reach physical maturity at about that of a human reaching adulthood in about around 16 years, the Xenogyte live for a few hundred years, reaching old age around 300 and can live to be as old as 400.


Alignment: the alignment of the Xengyte Varries from subrace to subrace. The Scamp is usually chaotic resorting to whatever may be done to survive, while the Cave scamp Tent to lean more toward evil, as the often resort to violance to sate its hunger for flesh and the Fey Scamp tend to be neutral.


Size: Xenogyte range from under 3 to over just over 4 feet tall and have slender builds with varing sized heads and ears. Your size is Small.


Speed: Your base walking speed is 40 feet.


Alien Metabolisum: Gain advantage against resisting the poisoned condition and Resistance against Poison damage. You need only eat once a Week and drink once a day. Furthermore You need only 4 hours of sleep each night.


Alien Mind: You have advantage on roll on saving throws against the frightened and charmed condition.


Big Ears: You have advantage on all Wisdom Perception skill rolls that rely on hearing.


Languages: You can speak, read, and write common and Vea. Vea is a complex and intricate and language with the use of x, z and l used commonly.


Subraces: The Xenogyte are divided into 3 subraces, the Scamp, Cave Scamp and Fey Scamp you must pick one.

Scamp

Scamps are survivalistic alien creatures that will do just about anything to preserve there lives. Scamps are the most common Xenogyte seen within the material cosmos. scamps and few Fey scamps can form together and make scocieties, they have even revers engineered technologies over the years to become space faring and with the help of a fey scamp, interstellar cosmic travel becomes avaliable.


Ability Score Adjustments: Gain +2 to your Dex and wisdom, to a maximum of 20 and -2 to your Intelligence and Con.


Survivalists: The xenogyte gains proficiency with the Survival and Slight of Hand skills.


Preservation: As a reaction to a to taking damage with the exception of Radiant, Force or Necrotic damage, you immediately gains resistance against the triggering attack.


Harshly Adapted: Your alien body is accustomed the harsh environments the scamp lives i. You have advantage on saves against nonmagical exhaustion.

You may attempt to resist desiese or becoming exhausted from a nonmagical effect even if the effect normally does not allow a saving throw. If the effect does not have a listed DC to resist, then the DC is 15 for you. You do not have advantage on the saving throw if the effect does not normally allow on.

Cave Scamp

Cave scamps are a xenogyte species that has adapted to life underground or life on an extremely dark planet, having adapted there already good hearing to a supernatural level giving them the ability to see without sight, and due to the minimum use of the eyes the cave scamp developed skin flaps that formed over the eyes.


Ability Score Adjustments: Gain +2 to your Dexterity and Constitution, to a maximum of 20 and -4 to your Charisma.


Enhanced Hearing: The Cave scamp have no eyes and are blind, but they posses an extremely enhanced hearing. the cave scamp can not see by normal means but as long as the Cave Scamp is conscious and can hear it has blind sight out to a distance of 60ft. things can be senced out to 120ft but all attacks, checks or tests made with 60 - 120 ft are made at disadvantage.


Stalker: Gain proficiency with the Stealth skill.


Ambush Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Fey Scamp

Fey scamps are tricky tricksters that use fey like magics to control, manipulate, elude and misdirect there quarrels. Fey scamps are mischevios and clever they are most pleased when they can be the one to manipulate the discision making of other sentient race, they love to watch


Ability Score Adjustments: Gain +2 to your Dexterity and Intelligence, to a maximum of 20 and -2 to your Strength and Charisma.


Arcane Touched: You are a born arcane user, you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any Discipline. You use your Charisma for the Spell casting ability. Always remember when picking this race how magic and the arcane is treated in the Empire and the Material plane.


Arcane Adept: You gain Proficiency with the Arcane Skill


Archemist: You gain proficiency in Archemists Tools and you learn 3 plans at no cost or time.

Unclassified Spicies

Divine Born

On the day of the Awakening and the birth of the Emperor, all children born on that day found themselves to have divine blood. The divine born have a connection to Life and Order giving them good fortune and the beauty and physic of the gods. To be a friend of a a divine born is to feel the warmth of a parents hug, But to be an enemy of the divine born, Is to feel the wrath of the gods, as there once blues eyes, cloud to Stormy gray. If you should See this and be on the Receiving end it is likely the last sight you will see.

Traits


Ability Score Use 27 point buy system, Then Your Wisdom score increases by 2.


Age. Divine Born reach adulthood in their late teens and live around 500 years but looking around 20 or 30 for about 9/10 of there life time then aging rapidly in the last 25 to 50 years.


Alignment: Divine Born Are always Good.


Size: Divine Born are very fit and are between 5 and 6 feet tall and 110 to 225 pounds. Regardless of your position in that range, your size is Medium.


Speed: Your base walking speed is 35 feet.


Orders Guidance: Divine Born have great connection to Order and she acts at just the right moment. You gain 1 Fate point.

  • Whenever you make an attack roll, an ability check, or a saving throw, you can spend one Fate point to roll an additional d20. You can choose to spend one of your Fate points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one Fate when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a fate or similar effect to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended fate points when you finish a long rest. You gain one more fate at levels 5, 10, 15 and 20.


Know no Fear. Divine Born gain advantage on any rolls made to resist or break the effects of Being Frightened.


Skill Proficiencies: Religion and Persuasion.


Allegiance to The Divines: Divineborn cant willingly except any other corruption other then Divine and Casters cant use powers associated with powers other then the Divine and Neutral powers.


Languages: You can speak, read, and write Common, High common


Subraces: The Divineborn are divided into 2 subraces, the Divinus Beletor (Maiden/Knight) or Divinus Sanctus (Saint), you must pick one.

Divinus Beletor (Maiden/Knight)


Ability Score Adjustments: Gain +2 to your Str and DEX, to a maximum of 20.


Celestial Resistance: You have Resistance to Necrotic and Radiant damage.


Healing Touch: As an action, you can touch a creature and cause it to regain a number of Hit Points equal to your level x2. Once you use this trait, you can’t use it again until you finish a Long Rest.

Divinus Sanctus (Saint)


Ability Score Adjustments: Gain +4 to your Wisdom, to a maximum of 22.


Faith Bearer. Divine Born have the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented toward divines powers. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from any disciplines associated with the Divine or powers, aswell as Ruinous craft, Necromancy, and any and you use your Wisdom as the spell casting ability. When picking this Race, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Divine Connection: You gain one of the two abilities below.

Radiant Soul. Starting at 3rd Level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal feathered angel wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a Bonus Action. During it, you have a flying speed equal to your movement, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an Attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can’t use it again until you finish a Long Rest.


Radiant Consumption. Starting at 3rd Level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a Bonus Action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an Attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can’t use it again until you finish a Long Rest.

Ruinous Saint (Sinner)

If a Saint Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Force damage now.
  • Radiant soul is now "Ruined soul" it now sprouts Demon wings and deals force damage or marks damage type.
  • Radiant Consumption is now "Dark consumption" targets in 10 feet are counted as if under the effects of the darkness spell, you gain blind sight at 10 and the damage is force now.
Unholy Priest (Baleheart)

If a saint Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Force damage now.
  • Radiant soul is now "Black soul" it now sprouts bone wings and deals necrotic damage or marks damage type.
  • Radiant Consumption is now "Dark consumption" targets in 10 feet are counted as if under the effects of the darkness spell, you gain blind sight at 10 and the damage is necrotic now.
Primal Priest (Primordial)

If a saint Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Force damage now.
  • Radiant soul is now "Primal soul" it now sprouts Bestial Dragon wings and deals your choice of Fire, frost, Lightning, Poison or bludgeoning damage, in the form of earth or air or marks damage type.
  • Radiant Consumption is now "Primal consumption" the damage is now your choice of Fire, frost, Lightning, Poison or bludgeoning damage, in the form of earth or air or marks damage type.

Fungilites (Mushroomfolk)

The physical Appearance of a Fungilite is even more diverse than their flesh and blood counterparts. They have evolved appendages resembling arms and legs, as well as organs for taking in sensory information. Beyond that, they can be as different from one another as surface fungi are from each other, even within the same clan. Some Fungilite are tall and thin with caps like toadstools, while others might be short and squat like puffballs. Their diversity strengthens the survivability of their race and their clan.

Fungilite have no Gender, and they are capable of both sexual and asexual Reproduction. Roughly once a year, a Fungilite is capable of creating a copy of itself via a specialized spore, which takes about 5 years to become an adult Fungilite. It’s also possible for two Fungilites to combine spores and create a completely new type of Fungilite. This process takes longer, and usually only takes place when the clan is in a settlement phase. An adult grows from this process after about 10 years, but such individuals are considered hardier and a good omen for a clan.

The lives of the Fungilites are concerned mainly with the Search for, or the tending of, sources of nutrition. This concern dictates the lifestyle, Religion, ethos, and Survival of the Fungilites. Clans of the Creatures wander The Below until they find an area rich in the nutrition they need to survive. If a large area of potential nutrition is found, the wandering clan changes its mode of operation. Specialists in raising Creatures or farming vegetation take over, letting the scouts and wayfinders rest for a bit.

At the same time, the scouts and wanderers from other clans might encounter a settled clan. Wandering newcomers join the settled clan for a time, learn from them, share spores to strengthen the clans, and determine if the clans must combine or split to ensure optimal chances of Survival.

Clans may settle for a few weeks, a few months, or even a few years. At some point, however, the nutrition runs out. Then the clan switches Survival modes again, repeating the process as scouts are deployed and the clan goes on the move.

The Fungilites gain sustenance from death and decay. Unlike the Ghoul, however, they feed on Creatures and vegetation that have died naturally and started to decay. This reliance on putrescence as a form of food often seems ghoulish to outsiders or at least it seems so until the outsider encounters the true Ghouls of The Underworld.

During important times of the year, the Fungilites perform elaborate Rituals involving the finding and the harvesting of food, when scouts leave or return, when important sites of sustenance are found, when scouts of other clans join them or leave, etc. Even during less important times, the Fungilites have small rites and Rituals they perform that others might not even notice. Experts in Religion who watch these Rituals recognize them as a spattering of rites from different faiths. The most prevalent offerings revolve around the Worship of Anu-Akma, the Lord of The Underworld and one of the main deities of the Ghoul. However, the Fungilites have no idea of the power they are worshipping: they simply revere the force that brings the decay and rot that they need to survive

Traits


Ability Score Increase. Use 27 point buy system, Then Your Wisdom score increases by 2.


Age. Mushroomfolk reach maturity by the age of 5 and rarely live longer than 50 years.


Size. Mushroomfolk size is determined by their Fungaltype.


Speed. Your base walking speed is 30 feet.


Darkvision. Accustomed to life Underground, 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.


Fungoid Form. You are a Plant, though the humanoid Nature of your body and your unique diet of decayed vegetable and animal matter marks you with some human-like Characteristics. You have advantage on Saving Throws against poison, and you have Resistance to poison damage. In addition, you are immune to disease and you count as a plant.


Hardy Survivor. Your upbringing in mushroomfolk Society has taught you how to defend yourself and find food. You have proficiency in the Survival skill.


Languages. You can speak, read, and write Common and Mushroomfolk.


Fungaltype: The Fungulite are divided into 3 Fungaltypes, the acid cap, Morel Cap or Favored you must pick one.

Acid Cap

You were one of the warriors and guardians of your clan, using your Strength and acid spores to protect your clanmates and your territory.


Ability Score Adjustments: Gain + 1 to your Str, to a maximum of 20.


Size. Your size is Medium


Acid Cap Resistance. You have Resistance to acid damage.


Acid Spores. When you are hit by a melee weapon Attack within 5 feet of you, you can use your Reaction to emit acidic spores. If you do, the attacker takes acid damage equal to half your level (rounded up). You can use your acid spores a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.


Clan Athlete. You have proficiency in the Athletics skill.

Wayfarer

Your specialty for your clan was Acting as a scout and a wayfinder. Your Abilities to avoid problems and locate new sources of food for your clan was instrumental in their Survival, and your interactions with other clans helped keep your people alive and well.


Ability Score Adjustments: Gain + 1 to your Dex, to a maximum of 20.


Size. Your size is Small


Speed. You are Light on Your Feet and capable of quick Movement to Escape the threats of The Underworld. Your base walking speed increases to 35 feet.


Adaptable Camouflage. If you spend at least 1 minute in an Environment with ample naturally occurring Plants or fungi, such as a Grassland, a Forest, or an Underworld fungal cavern, you can adjust your natural coloration to blend in with the local plant life. If you do so, you have advantage on Dexterity (Stealth) checks for the next 24 hours while in that Environment.


Clan Scout. You have proficiency in the Stealth skill.

Favored

A few special mushroomfolk grow to become shamans, generals, and other types of remarkable leaders. Your spores invite cooperation, peace, and healing among your allies. Others look to you for guidance and succor in the harsh Underworld environs.


Ability Score Adjustments: Gain + 1 to your Cha, to a maximum of 20.


Size. Your size is Medium


Shamanistic. The Ritualist Formarian possess the Innate ability to manipulate the arcane energies, though there focus in discipline is oriented Nature. some will find power in other ways like turning to the ruinous, unholy powers. When Picking this race you gain the Innate Caster mutation, see Mortal Mutations in Chapter 7 (Mutations) for details. These spells can be taken from the following disciplines: Telepathy, Telekinisis, Biomancy, Divination, Floramancy, Hydromancy, Faunamancy, Ruinus Craft, Necromancy and you use your Wisdom as the spell casting ability. When picking this Hive Roll, always remember and understand how magic and the arcane is treated in the Empire and the Material plane.


Restful Spores. If you or any friendly Creatures within 30 feet of you regain Hit Points at the end of a Short Rest by spending one or more Hit Dice, each of those Creatures regains additional Hit Points equal to your Proficiency Bonus. Once a creature benefits from your restful spores, it can’t do so again until it finishes a Long Rest


Clan Leader. You have proficiency in the Persuasion skill.

Geneborn

The first a most commonly known Geneborn are that of the Legions of the Empire first created by the Machine host and gifted to to Argon Durring the Age of Reformation, but since then many have studied the many gene soldiers and most of the gene knowledge is avalible to most how wish it. A geneborn is essential Sapian Human that has been genetical altered with choice gene therapy to create the perfect Physical specimen, as well as the integration of gene created organs that are added to the subject resulting in a biological super human that can be tweeked to meet certain needs of a fighting force.

Many Genetic modifications can be used by adult individuals in limited capacity, but to create a geneborn is usually a deadly, as few adults can survive the massive amounts of medical and surgical work the body needs to become a gene born, Though it is known that the survival chance of making a Geneborn is much greater if the Prosses is started in the pre adolescent age.

Due to the Aggressive medical attention one needs during gene treatments the Practice of Gene craft is closely regulated by the Empire and the Machine host, but many criminal and Heretic orginization preform these treatment in back ally labs and second rate medical facilities.

Traits


Ability Score male, Geneborn have a set starting Stat line As follows, STR 14, DEX 14, CON 14, WIS 12, INT 12, CHA 12.


Age. Geneborn rapidly grow to adulthood in half the time as a human and can live for a 1000 years or more, most male geneborn die in a glorious fight against the emperors enemies far before there Divine body would give way.


Alignment. Male, Divine Born sway more toward lawful rolls.


Size. Geneborn are very muscular and tall having the Physique, being between 7 and 8 feet. and between 250 and 350 pounds. Regardless of your position in that range, your size is Medium.


Speed. Your base walking speed is 30 feet.


Gene Package: Each Gene born is implanted with a different set of Biological modifications, you gain 6 Bio modification of your choosing as seen on PG __.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Powerful build: Due to the massive size and strength of a Geneborn, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Languages: You can speak, read, and write Gothic and one extra language of your choice. Like Humans Male, Divine Born typically learn the Languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Orc curses, Eldar expressions, Dwarf Rigger talk, and so on.

Chapter 2 (Classes)

Chapter 2 (Classes)

The ten classes presented in this Player’s Handbook are all found in the Dungeon Hammer universe. The material in this chapter describes the place of those classes in the universe and there effects on it. This chapter includes all the class and subclasses that will be used in your dungeon hammer games.

Class Description and roles

Each of the classes and a short description are shown on the table on the next page, a more detailed description is provided in the beginning of each class Description.

Class Description Role
Brawler A Melee warrior that focuses on unarmed fighting of traditional armed combats Damage, Tank
Combatant A Melee warrior that focuses on armed combat Damage, Tank
Collegiate Arcana A potent glass cannon Damage, Support, Heals, Minions
Engineer A Skilled and intelligent Crafter and operator Damage, Support
Inquisitor A skilled investigator and versatile leader, combatant or caster, a jack of all Damage, Support, Minions
Leader A worthy leader to guide and support in all manner of efforts Damage, Support, minions
Physician Studier of the medical art and sciences Damage, Support, Heals
Priest One who will follow there faith to no end Damage, Support, Heals, Minions
Scoundrel A sneaky sly sluth with a versatile set of skills Damage, Support
Tribesman A Savage Warrior of unbridled rage Damage, Tank, Minions

Subclass Description and roles

Here you will see a list of each of the Classes Subclasses and a brief description of each subclass and its roles, a more detailed description will be located in the beginning of the Subclass itself.

Brawler Subclasses

  • Juggernaut A destructive wrecking ball of melee prowess. Roles Damage, Tank
  • Martial arts A focused martial Combatant dedicated to the arts and discipline Role Damage
  • Dancer/Monk/Hexer/Brutalist/Shade (Magi) a versatile Magi that mixes martial skill and use of the Arcane. Roles Damage, Support, Partial Minions, Half Caster
  • Pit Fighter (Ganger) An aggressive Unarmed fighter that will do whatever is needed to win. Role Damage
  • Mauler (Mutant) A mutant with a habit of playing to hard. Roles Damage, Tank
  • Vas'martialite a highly adaptable astrogiest class Roles Damage, Tank, Support, possible 1/3 Caster
  • Farseer (Eldrye) a powerful Eldar caster that is versed in matial skills as well the arcan Roles Damage, Support, Full Caster
  • Vin Spearguard (Una'cadre) A Una'vin specific techno martial class Roles Damage, Support, Minions

Combatant Subclasses

  • Knight A disciplined Warrior and cavalier, stalwart and strong. A bastion of hope on the battlefield. Roles Damage, Tank, Support
  • Crusader A divine warrior meant to vanquish all who opposes the faith. Role Damage, Support, Healer, 1/3 Caster
  • Witchbane A worthy combatant and pure anathema of any who are touched by the silver sea. Roles Damage, Support
  • Gunslinger Never without a trusty firearm the gunslinger would rather shoot there way through a situation. Role Damage
  • Warrior (Ganger) Your average mercenary or Ruffian eager to clam there next prize. Roles Damage
  • Gladiator One who knows how to make a show of a fight riling the crowd as the do there work Role Damage
  • Guardian/Knight/Warrior/Savage/Deadblade(Magi) The most combat oriented of the Magi focusing more on Arcane Saber combat over direct arcane manipulations Roles Damage, Partial Minions
  • Hell Rider A Hellish rider cursed by Firah, dispatched By Eldurr to send souls of those how refuse, to the afterlife.
    Role Damage, 1/3 Caster
  • Biker One how tends to stick to there bike developing ways use it in combat with deadly effect. Roles Damage
  • Terror A mutant that uses fear to gain an upper hand on the battle field. Roles Damage, Support
  • Heavy Gunner a ranged combatant focused on automatic and heavy weapons. Roles Damage, Support
  • Vas'martialite a highly adaptable astrogiest class. Roles Damage, Support, possible Half caster
  • Sentinel (Eldrye) an Eldar warrior class. Roles Damage, Support, Innate caster
  • **Legionnaire ** A heave Shock Trooper of the Empire. Roles Damage, Support, tank, Possible 1/3 Caster
  • Machina Trooper a deadly soldier of the Technokian Machine Host. Roles Damage, Support
  • Fireguard (Una'cadre) The tactical warriors of the Una'galar Empire. Roles Damage, Support, Minions

Collegiate Arcana Subclasses

  • Telekinesis (Psionics) One who can make phisical change in reality. Roles Support
  • Divination (Psionics) the art of discerning the Past present and future. Roles Support
  • Telepathy (Psionics) One who can delve into the minds of others. Roles Support
  • Fantasmology The mistical arts of Fey and fairy magics. Roles Support, Minions
  • Elemental Arts The art of Harnessing and controlling the elemental powers. Roles Damage, Support
  • Illudamancy. The magical art of misdirection and illusions. Roles Support
  • Biomancy The art of mystically changing the biology of the body making it heal of amplify it capabilities. Roles Support, Healer
  • Necromancy The study of death and shadow magics as well ass the animation/reanimation of the dead. Roles Support, Minions
  • Technomancy The Mystical study of the machine and how to arcanically manipulate the energies within. Roles support
  • Animatology The advanced study of Golem animation and material transmutations. Roles Support, Minions
  • Floramancy The magical study of the creation and manipulations of plant life. Roles Support
  • Faunamancy The magical study of the creation and manipulations of animal life.. Roles Support
  • Polymophology The study of Transforming ones self into other creatures. Roles Damage, Tank, Support
  • Audimancy The Magical study of sound and music. Roles Support

Engineer Subclasses

  • Constructor A Skilled Crafter of tech devises with a Vast wealth of knolledge. Roles Support, Minions
  • Chemical A hitech Alchemist with equal knowledge of Mechanical/Technological and Chemical sciences. Roles Support
  • Bio-Sciences One how focuses on the Genetic and Biological sciences. Roles Support
  • Mechanical If it aint turning, moving or running the way it should a mechanical engineer can fix it. Role Support
  • Rocketeer A combatant with a nack for tech.... Oh and they have a jet pack. Roles Damage, Support
  • Pyrotech The Engineer that enjoyed the burning of fuels more then one should. Roles Damage
  • Bot Handler An Usher and Servicer of cybernetically commanded Mechrobots. Roles Damage, Minions
  • Machine Priest A worshiper of Technocus and his man lessor gods, those whom can speak with the spirits of the machine. Roles Support, Construct Healer
  • Walker Pilot The operator of a Huge Bipedal Walker armed for war and used for scouting and area reconnaissance. Roles Damage, Support
  • Wheelman A driver and Mechanic all rolled into one, they'll custom there ride to get you in and out and if the ride should break down they got that covered as well. Roles Support
  • Tech Gunner a supportive engineer with a cannon on tracks or wheals. Roles Support, Damage, Construct heals.

Inquisitor Subclasses

  • Order Justicus The Empires Clandestine Organization of operatives meant to hunt down rouge witches and any that oppose the will of Order, The Emperor or Imperial Law. Role Damage, Support, Minions
  • Order Demonius The Empires Clandestine Organization of operatives meant to hunt down any demonic or Ruinous activities, From simple worship to demonic incursion, as well as a liaison of angelic affairs. Role Damage, Support, Minions
  • Order Adveintus The Empires Clandestine Organization of operatives meant to hunt down any Swarm or Alien activities, From Swarm cult worship to Hive summoning, as well as a liaison of alien affairs. Role Support, Minions
  • Order Mortalius The Empires Clandestine Organization of operatives meant to hunt down any undead or unholy activities, From simple worship to undead incursion, as well as a liaison of Undead affairs. Role Damage, Support, Minions
  • Order Seterius The Empires Clandestine Organization of operatives meant to hunt down any Primal powers or activities, From simple worship to Primal incursion, as well as a liaison of natural affairs. Role Damage, Support, Minions
  • Order Fantasticus The Empires Clandestine Organization of operatives meant to hunt down any Fey powers or activities, From simple worship to Fey incursion, as well as a liaison of fey affairs. Role Damage, Support, Minions

Leader Subclasses

  • Performer One who enjoys the being the center of attention alway in an act of theatrics. Roles Minions
  • Boss (Ganger) A ruffian that earned his crew on the streets and they will do anything to get the job done. Roles Support, Minions
  • Commander A true born militant leader, Trained and Disciplined. Roles Support, Minions
  • Freelancer An overly confidant leader with connections to the right jobs. Roles Support, Minions
  • Noble Lord A leader with stature or nobility, who's leadership radiate from there mare presence. Roles Support, Minions
  • Lector A loyal Spreader of the of the faith, alway preaching the words of order and the light. Roles Support, Minions
  • Consular/Sage/Sorcerer/Shaman/Shroud(Magi) The most potent caster amongst the Magi, leads to many that wish to follow the way. Roles Support, Minions
  • Alpha A mutant with an alpha Presence to attract and dominate other mutants. Roles Support, Minions
  • Vas'commandrite a highly adaptable astrogiest class. Roles Damage, Support, possible 1/3 caster, Minion
  • Overseer (Eldrye) a leader of the Eldrye. Roles Damage, Support, half caster, Minions
  • Highguard (Una'cadre) The tactical leader of the Una'galar Empire. Roles Damage, Support, Minions

Priest Subclasses

  • Path of Life an usher of life, one who can heal and bring anew. Roles Support, Minions, Healers
  • Path of Order An absolute beacon of Law and Order. Roles Damage, Support, Minions
  • Path of War A follower of war one who believes war is the words of the gods. Roles Damage, Support, Minions
  • Path of Peace A priest that wishes to not harm but spread the faith, but do not wrong peace as wrath may follow. Roles Support, Minions, Healer
  • Path of Death An usher of death one you wish to have upon your death as they will help you reach the afterlife in peace. Roles Damage, Support, Minions
  • Path of Nature A worshiper and knight of the Forest and nature. Roles Damage, Support, Minions

Scientist Subclasses

  • Physician A practitioner of the tried and true old world medical studies. Roles Healer, Support
  • Combat Medic The Battle field Medic Quickly trained and mostly ojt. Roles Healer, Damage
  • Chemist Those that study the alchemical and chemical in a more traditional means. Roles Healer, Support, Damage
  • Inner beast a Dr Jeckle and Mr hyde class. Roles Support, Damage, Tank

Scoundrel Subclasses

  • Rouge Arcanist An unbridled user of the arcane arts that refuses to conform to Imperial Writs of Arcane. Roles Damage, Support

  • Sentinal/Gray/Assassin/Mutilator/Deathmark (Magi) A magi that tends to be more subtle then the other Magi. Roles Damage, Support, Partial Minions

  • Burgler (Ganger) One how makes his living skulking and thieving. Roles Damage, Support

  • Brigand (Ganger) A sneaky combatant meant for back ally brawls. Roles Damage, Support

  • Infiltrator (Temple Assassin) A master Infiltrator and assassin trained in one of the Secret Imperial assassin temples. Roles Damage, Support

  • Operative (Temple Assassin) A master Sniper and assassin trained in one of the Secret Imperial assassin temples. Roles Damage, Support

  • Night Stalker (Temple Assassin) A nightmare assassin trained in one of the Secret Imperial assassin temples. Roles Damage, Support

  • Witch Seeker (Temple Assassin) A master witch assassin trained in one of the Secret Imperial assassin temples. Roles Damage, Support

  • Mauler (Mutant) A sneaky mutant that tents to stick to the shadows, but don't provoke, as they may attack when your not looking. Roles Damage, Support

  • Vas'Ninjarite a highly adaptable astrogiest class. Roles Damage, Support, possible 1/3 caster

  • Shadowseer (Eldrye) an Umbrye specific ledar class. Roles Damage, Support, half caster, Minions

  • Bladeguard (Una'cadre) an Una'vex on Una'var only class. Roles Damage, Support, Minions

Tribesman Subclasses

  • Chief A Tribal war leader. Roles Damage, Minions
  • Berzerker A savage warrior with an animalistic rage. Role Damage
  • Shape Changer An ancient ritual allows you to Change your form into other animals. Roles Damage
  • Ranger A master hunter, tracker and beast tamer. Role Damage, Support, Minions
  • Ancient An ancient Tribal Druid. Roles Damage, Support
  • Gunzerker A savage Wielder of firearms that may lose himself in the glory of gunfire. Role Damage
  • War Rigger A techno Barbarian with a knak for tinkering. Roles Damage, Support
  • Avenger/Martialist/Ruiner/Brute/Gravemaker (Magi) The most upfront and confrontational of the Magi, more often resorting to aggressive negotiation. Roles Damage, Support, Partial Minion
  • Rager (Mutant) A mutant with a really bad attitude. Roles Damage,
  • Vas'Destorite a highly adaptable astrogiest class. Roles Damage, Support, Tank, possible 1/3 caster
  • Warlockr (Eldrye) a Darkrye specific Eldrye class. Roles Damage, Support, half caster, Minions
  • Bladeguard (Una'cadre) an Una'vex or Una'var only class. Roles Damage, Support, Minions

Brawler (Core)

Brawlers a those few that tend to stick to the arts of hand to hand fighting, Ranging from street fighters to Monks and Martial Artistas to the Scavvies and Barbarians that dont have the means to arming themselves properly so they resort to savagly smashing, scrping and kickin at there foes. Brawlers are the type of character you want when weapons are not in the question, but not someone you want to cross in most situation.

Level Proficiency Bonus Features Unarmed damage Brawler Points
1st +2 Unarmed Fighter 1D4 -
2nd +2 Brawler, 1D4 4
3rd +2 Brawler type 1D6 6
4th +2 Ability Score Increase 1D6 8
5th +3 Vitality Surge 1D6 10
6th +3 Brawler type Feature, 1D8 12
7th +3 Brutal Fists 1D8 14
8th +3 Ability Score Increase 1D8 16
9th +4 Body Hardening 1D8 18
10th +4 Brawler type Feature 1D10 20
11th +4 Extra Attack 1D10 22
12th +4 Ability Score Increase 1D10 24
13th +5 Shake it off 1D10 26
14th +5 Brawler type Feature 1D10 28
15th +5 Seasoned Fighter 1D12 30
16th +5 Ability Score Increase 1D12 32
17th +6 - 1D12 34
18th +6 - 1D12 36
19th +6 Savage Brawler 1D12 38
20th +6 Ability Score Increase 1D12 40

Class Feature

As a Brawler you gain the following class features

Hit Points


  • Hit Dice: 1D8 per Brawler level
  • Hit points at 1st level: 8 + your constitution modifier.
  • Hit Points at Higher Level: 1D8 (or 4) + your Constitution modifier per Brawler level after 1st

Proficencies


  • Armor: light
  • Weapons: All simple weapons.
  • Artisans Tools: 1 gaming set
  • Saving Throws: Strength, Dexterity

  • Skills: Choose 2 skills from Acrobatics, Athletics, Deception, Intimidation, Stealth, Survival, Perception, Technology

Equipment

Brawler starter kit

Unarmed Fighter

at 1st level, your practice of unarmed combat gives you mastery of how you use unarmed strikes and Brawler weapons. All weapons you have proficiency with count as Brawler weapons, You gain the following benefits.

• You may use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes.

• You may roll a d4 in place of the normal damage of your Unarmed Strike. Tis increases as you level see the Unarmed damage column of the Brawlers table.

• When you use the Attack action with an Unarmed Strike or a Brawler weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Certain Brawler styles use specialized forms of the Brawler Weapons. For example, the martial artest might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a Brawler weapon, each Brawler style has a list of different brawler weapons you my use.

Brawler

Starting at 2nd Level, your training in unarmed combat allows you to preform acts of Physical greatness.

Brawlers Points

Your brawler level determines the number of Brawler points you have, as shown in the Brawlers points column of the Brawler table.

When you spend a Brawlers points, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended Brawlers points back into yourself.

Brawler Techniques Known

You can spend Brawlers points to fuel various Brawlers techniques. You start knowing two such features. You learn one additional Brawler techniques at levels 6, 10, 14, 18.

Some of your Brawlers features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

Brawlers Technique save DC = 8 + your Proficiency Bonus + your Dex modifier or Strength (pick once when you gain Brawler Techniques)

Brawler techniques

Multi Strike

Immediately after you take the Attack action on Your Turn, you can spend 1 brawlers Point to make two unarmed strikes or 2 Brawlers Points to make 3 unarmed attacks as a Bonus Action.

Retaliate

You can spend 1 brawlers Point to take make one attack With a Unarmed attack or a weapon in hand, as a reaction to being attacked by a melee weapon.

Sturdy Defense

You can spend 1 brawlers Point to take the Dodge action as a Bonus Action on Your Turn.

Reposition

You can spend 1 brawlers Point to take the Disengage or Dash action as a Bonus action on Your Turn.

Stunning Strike

When you hit another creature with a Unarmed or Brawlers weapon Attack, you can spend 2 Brawlers Grit point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Accurate Strike

You may use 2 Brawlers Point to gain advantage on your next attack.

Knock out

When you hit another creature with a Unarmed Attack, you can spend 4 Brawlers Points to attempt a knock out. The target must succeed on a Constitution saving throw or be unconscious, taking a new test at the end of each of your turns. on a pass the creature is conscious. A creature that is immune to the effects of the stunned condition is not effected by this ability either.

Deadly strike

Before you make a unarmed or Brawlers weapon attack you may spend 3 Brawlers Points, if you do and the attack hits it automaticaly scores a critical hit.

Disarm

When you make a melee unarmed attack against a creature, you can expend 2 Brawlers Points to attempt to take an object out from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Trip

When you hit with a unarmed attack you may spend 1 brawlers Point to to attempet to trip the target. The target must succeed on a Dexterity saving throw or be knocked prone.

Brawlers Style

At 3rd level, you choose a Style that you train your brawlers styles and techniques. Choose Jugernoght, Martial Artist, Magi (Sage/Sorcerror) or Street fighter, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Vitality Surge

At 5th level. You have a limited well of stamina that you can draw on to get yourself back in the fight. On your turn, you can use a bonus action and 4 Brawlers points to regain hit points equal to 1d10 + your Brawler level. Once you use this feature, you must finish a short or long rest before you can use it again.

Brutal strikes

By 7th level, when making an unarmed strikes you may spend 1 Brawlers pointto make your unarmed attacks yo make count as having the Potent (+) weapon property, when this is done it last until the start or your next turn. At level 12 you may spend 2 brawler points to make the attack Potent (++) and at level 17 you may spend 3 brawler points to make the attacks count as having potent (+++).

Body hardening

Beginning at 9th level, You gain a permanent +2 to your constitution score and your maximum constitution can be 22.

This increases to + 4 at 18th level, and your maximum may be 24.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shake It off

Beginning at 13th level, you have the ability to shack off conditions effecting your. you may spend 5 Brawlers Points to end on condition on you you may use this multiple times at the cost of 5 brawlers grit per condition removed.

Seasoned Brawler

Starting at 15th level, Whenever you stat an initiative with no Brawlers points you gain an amount equal to you constitution bonus.

Savage Brawler

At 19th, when you roll damage for a unarmed or Brawlers weapon attack, you can re-roll the damage dice and use either total.

Juggernaut

The Juggernaut is a Unstoppable fright train of pure Muscle, that will trample and smash the eneimes into a pulp. Often found in gangs and under city affiliations. The Loyal and ofter dumb Juggernaut will always find a home as some body guard of a big name ganger of a well knows bouncer at a Bar, Club or Cantine location in a Metro.


When you choose this Brawler type you gain Proficiency in Intimidation, Athletics Skills as well as Constitution saves and Medium and Heavy armor.

Freight Train

Starting at 3rd level, on a successful shove attack you push and knock the target prone. If you fail the athletics test your target picks either to be knocked prone or Pushed back 5ft.


Furthermore. gain the crushing Impact and the Brutish intimidation features below.

Brutal Presence: you can make a Strength (Intimidation) check in place of a Charisma (Intimidation) check wherever it is deemed appropriate by the GM. When you do, your proficiency bonus is doubled for that check.

Crushing Impact: If you move your max movement or more the 30ft in a straight line, You may deal an additional 2D6 unarmed Bludgeoning damage to the target with the first attack should it hit. The damage from this ability increases by 2D8 at levels 6, 10 and 14.

Unstoppable

Starting at 6th level, you gain advantage on Strength (Athletics) checks when making a shove attack and you gain the bullet train feature below.

Bullet Train: If you move double your movement or more then 60ft in a straight line and make a crushing impact you may use D8's for the damage dice instead of D6's.

Menacing Wall

starting at 10th level you are immune to the frightened condition and being knocked prone unless you choose to be. if resist a creatures spell or ability as a result of this, you may as a reaction you may attempt to frighten that creature. That creature must may a Wisdom saving throw DC 8 + your proficiency bonus + your Constitution or be frightened taking the test at the end of each of there turns until it is passed.

Furthermore you gain resistance to all damage with the exception of Radiant, Necrotic, Psychic and Force

Destructive Charge

Starting at 14th level you gain the Disorienting charge and Headbutt features below.

Paralyzing blow: after dealing damage with crushing impact the target must make a Constitution save DC 8 + your proficientcy bonus + your Strength bonus, on a fail the target is paralyzed for 1 round. if the test is passed the target is stunned for 1 round.

Headbutt: you may cause a Crushing Impact without having to move during your turn. You may use this once per turn.

Martial Artist

Martial artis focus on a codified systems and traditions of combat practiced for a number of reasons such as self-defense; competition; physical, mental and spiritual development; and entertainment or the preservation of a nation's intangible cultural heritage.


When you choose this Brawler type you gain Proficiency in Religion, Insight Skills as well as Wisdom saves and with the following weapons nun-chuk, sai, katana, tanto, tonfa, Kama, fan, halberd, long spear.

Unarmored Training

Starting at 3rd level you gain the Unarmored Defense, Unarmored Movement and the features below.

Unarmored Defense: while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmored Movement: your speed increases by 5 feet while you are not wearing armor or wielding a Shield. This bonus increases by 5ft at levels 6, 10, 14 and 18.

At 10th level, you gain the ability to move along vertical surfaces and at 18th level you can move across liquids on Your Turn without Falling during the move.

Advanced Martial Arts

Starting at 6th level, you gain the evasion tumble and the Martial Techniques features below.

Tumble: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your Braler level.

Evasion: your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unarmed Techniques you also gain the ability to channel your unarmed abilities into powerful techniques. Once during your turn, if you are not wielding any weapons or shield, when you replace an attack roll with an Athletics check to Grapple and successfully grapple your target OR when you hit an unarmed strike attack against a creature grappled by you, you may spend 2 Brawler points. If you do, you can use one of the following technique

  • Takedown: You swiftly bring your opponent to the ground in a thunderous takedown using its own power against it. Roll your unarmed damage die. The target takes the total plus its Strength bonus in Bludgeoning damage. You may then move the target to any point within your reach. The target is knocked prone.

  • Limb Lock: You bend your opponent's limbs and reduce their combat effectiveness for a moment. The target is forced to drop whatever it is holding in its limb. You may choose the targeted limb when you attempt the lock. If the target is also prone, roll two times your unarmed damage die. The target takes the total in bludgeoning damage.

  • Throw: Using deep knowledge of combat balance, you throw your enemy away, breaking the grapple. The target is moved by half the maximum of your unarmed damage die times 5 feet away. It and any creature of equal or lesser size it goes through is knocked prone. If the target moves to a object of a significantly higher weight or size (like a wall or a bigger creature) it stops its movement.

Student of the Arts

Starting at 10th Level, your Knowledge and mastery of your martial ability allows you to control your body with efficiency. You have advantage on grappling contests with creatures your Large size or smaller. When you succeed a grapple check on a hostile creature by 10 or more, your energy resonates with its killing intent. You no longer need to spend Brawler points to use Unarmed Techniques on this creature for an hour.

Furthermore you gain the following Benefits Because of your study of arts and crafts as well as Martial Prowess.

  • Your may now have your unarmed strikes do double damage to objects and structures.
  • You gain proficiency in 3 new tools and or combination of musical instruments of your choice.
  • You may spend 1 Brawlers point to re-roll any check made using a tool your are proficient in.

Quivering Palm

At 14th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 brawlers grit to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Pit Fighter

Those Gangers that cant seem to stay out of a brawl find the most comfort as a pit fighter, constantly fighting in a ring for sport fame or riches.

When you choose this brawler type you gain Proficiency in Deception and Charisma saves.


Furthermore you become Proficient with the following weapons and they become Brawler weapon All Martial Melee weapons. You also gain Proficiency with all **** but they do not count as Brawler weapons.


When you choose this Brawler type you gain Proficiency in Intimidation, Deception Skills as well as Constitution saves and with the following weapons Stub and Auto weapons.

The Brawler

Starting at 3rd level if you should find your self in a ruff spot you know how to survive by any means. You gain the Undercity Affiliate and a Dirty fighter techniques

Dirty Fighter: You learn one of the Brawlers Techniques below and when you learn more brawlers techniques you may pick from these as well as the standard Brawler class techniques.

Dirt in the Eye

In replace of a attack and 1 Brawlers Grit you may attempt to blind enemies in a 10ft cone in front of you. each creature in the cone must make a dexterity save, of a fail the creature is Blinded until they use an action to get the dirt out of there eye. This may only be done on creatures that has a natural eyesight that it sees from.

Low Blow

When you hit another Humanoid creature with a Unarmed Attack, for 1 Brawlers grit you can attempt a low blow. The target must succeed on a Constitution saving throw or be Stunned and Prone until the end of your next turn and the target is poisoned for an amount of rounds equal to your Dexterity bonus.

Ear Clap

When you hit another Humanoid creature with a Unarmed Attack, you can spend 1 Brawlers Grit point to attempt a ear Clap. The target must succeed on a Constitution saving throw or be Defend for an amount of rounds equal to your dexterity bonus.

Fish Hook

When you are grappled with a creature, you can spend 1 Brawlers Grit point to get advantage on you next Strength (athletics) skill checks made in a grapple.

Vanish

You can spend 1 brawlers grit to take the hide action as a Bonus action on Your Turn.

Pit fighter

Starting at 6th level, .

Unarmed Techniques you also gain the ability to channel your unarmed abilities into powerful techniques. Once during your turn, if you are not wielding a shield, when you replace an attack roll with an Athletics check to Grapple and successfully grapple your target OR when you hit an unarmed strike attack against a creature grappled by you, you may spend 2 Brawler points. If you do, you can use one of the following technique

  • Takedown: You swiftly bring your opponent to the ground in a thunderous takedown using its own power against it. Roll your unarmed damage die. The target takes the total plus its Strength bonus in Bludgeoning damage. You may then move the target to any point within your reach. The target is knocked prone.

  • Limb Lock: You bend your opponent's limbs and reduce their combat effectiveness for a moment. The target is forced to drop whatever it is holding in its limb. You may choose the targeted limb when you attempt the lock. If the target is also prone, roll two times your unarmed damage die. The target takes the total in bludgeoning damage.

  • Throw: Using deep knowledge of combat balance, you throw your enemy away, breaking the grapple. The target is moved by half the maximum of your unarmed damage die times 5 feet away. It and any creature of equal or lesser size it goes through is knocked prone. If the target moves to a object of a significantly higher weight or size (like a wall or a bigger creature) it stops its movement.

Seasoned Pit Fighter

Starting at 10th Level, your Knowledge and mastery of your martial ability allows you to control your body with efficiency. You have advantage on grappling contests with creatures your Large size or smaller. When you succeed a grapple check on a hostile creature by 10 or more, your energy resonates with its killing intent. You no longer need to spend Brawler points to use Unarmed Techniques on this creature for an hour.

Furthermore you gain one more Brawler Techniques from the Dirty Fighters List.

Just Another Brawl

Beginning at 14th level, you may spend 2 Brawler points as a bonus action to become resistant to all damage until the start of your next turn. This is negated by magic attacks and magic weapons.

Dancer / Monk / Hexer / Brutalist / Shade (Magi)

The Magi hold an interesting place within the world, as a Magi you are train in a highly devote way of life. Each specific temple follows a specific system of belief referred to as a "Way". Each way has it own ideals and beliefs, The Magi are devote groups of religeous that are based around the focuses of Discipline and Balance, they do not focus on any one specific lessor god or even greater God, as the magi believe in an abssolute balance within the realm of Terahime, but just like the All Creator Nohesis soon realized him self, balance is not easily achieved and this is why the five Ways exist. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Most Magi try to stay balanced but many become graced and start to follow a more Divine and Disciplined path. But there are always those that cant control themselves and fall to the more darker powers, thus the reason for the "Ways" of Ruin, Rage and Death.

Each Magi is a highly trained martial combatant and Skilled Crafters of the arcane. each magi can manipulate the arcane like other arcane casters. Having the ability to draw from any Discipline allows the magi to be a powerful being and because of there "Ways" they hone the ability to keep the risk involved with the arcane to a minimum or the completely embrace the Darker powers and become a reckoning of Balance.

Each Magi earns a magic blade called a Arcane Saber. A Magis right of passage for a new apprentice within a Temple to graduate to Magi, is to find the parts and craft there first Arcane Saber within the temples secret forge, using a secret mix ancient Technology and Magic that not even the Machine host knows. Once this task is complete the Apprentice Becomes a Magi and may now be given tasks by the Temple Counsel. The blade may come in varying size and style, but all consist of a Hilt built around a arcanium crystal, on command by the one that is bound to the blade, the blade will sprout forth a beam of arcane energy that is resistant like a blade and deals slashing damage but it also deals an amount of damage of a type of damage dependent on the color of the blade and that has to do with the ritual that was preformed when created, the blade also emits a small amount of light in a color like the blades.


Prerequisites: To be a Magi class you must have the Innate Caster mutation as described in the Mortal mutations section of Chapter 7 (Mutations).


When you choose this Brawler type you gain Proficiency in Arcana, Insight Skills as well as Wisdom saves and with the following weapons Arcane Sabers.

Dancer / Monk / Hexer / Brutalist / Shade (Magi)
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd 2 3 2
4th 2 4 3
5th 2 5 3 2
6th 2 6 4 2
7th 2 7 4 3
8th 3 8 4 3
9th 3 9 4 3 2
10th 3 10 4 3 2
11th 3 11 4 3 3
12th 3 12 4 3 3
13th 3 13 4 3 3 1
14th 4 14 4 3 2 1
15th 4 15 4 3 2 2
16th 4 16 4 3 2 2
17th 4 17 4 3 3 2 1
18th 4 18 4 3 3 2 1
19th 4 19 4 3 3 2 2
20th 4 20 4 3 3 2 2

Magi Power

Although Light Dancer, Monk, Hex Dancer, Ritualist and Shade (Magi) are arcane casters the way they have learned to know and harness its power is more based on a way of life and ritual, an extremely strong belief in the ways of Discipline, Balance, Havoc, Rage and Death. The Magi may Pick from any arcane Discipline with the exception of any that require a specific mark. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Magi table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Magi Disciplines spell list.

The Spells Known column of the Magi table shows when you learn more Sorcerer spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the magi disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Magi need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, since you learn your powers through study and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Magi Way

Starting at 3rd level as a Magi you have a "Way" to follow. each way has it own ideals and beliefs. The Magi are devote groups of religeous that are based around the focuses of Discipline, Balance, Ruin, Rage and Death. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Your way is dependent on your currant corruption Condition, if you are Graced you are of the Way of Discipline, Neutral you are of the way of Balance, Tainted you of the way of Ruin, Enraged you are of the way of Rage and if you are Darkened you are of the way of Death. Each discipline has a set of Benefits and disadvantages that the individual must follow.

Each of the following Ways have a speacial ability each of these abilities may only be done a number of time per day equal to you charisma bonus, replenishing all uses when you finish a long rest


The way of Discipline (Dancer):

  • Your Arcane bolts Spell deals radiant damage instead of force.
  • When allowed, you may preform any Disciplined Arcane Saber ritual color.
  • During a Long rest you may add a number of Divine corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of 50% or less.
  • You gain the Wave of positive energy ability below.

Wave of Positive energy: as a bonus action you may send out a wave of positive energy in a 15 foot cone each non Tainted, Darkened or Enraged creature heals 1d10 + you charisma bonus and each Tainted, Darkened or Enraged creature takes that amount of damage.

The way of Balance (Monk):

  • Your Arcane Bolts Spell deals Force damage.
  • When allowed, you may preform any Balanced Arcane Saber ritual color.
  • During a Long rest as long as you are Neutral corruption, you may choose the use your shift any amount of Arcane corruption of any types to the pool of any other type Provided that you still remain Neutral.
  • You only suffer Arcane Perils on rolls of natural 1.
  • You gain the Arcane Push ability below.

Arcane Push: You know how to hit your enemies with a wave of pure force energy. As an attack, you can fire a blast of force energy in a 15 foot cone, a 30 foot line 5ft wide or a single ranged Spell attack 60/120 foot range. Targeted creatures must make a Strength saving throw equal to your spell save DC on a fail they take Bludgeoning damage equal 1d10 + your charisma modifier and be pushed back 10 feet and knocked prone, on a pass they take no damage and is not knocked prone but is still pushed 5ft. If you make an attack with a weapon you are proficient with, you can make another attack with this feature as a bonus action.

The way of Ruin (Hexer):

  • Your Arcane bolts deals lightning damage instead of Force.
  • When allowed, you may preform any Ruinous Arcane Saber ritual color.
  • During a Long rest you may add a number of Ruinous corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of Greater then 50%.
  • You gain the Force Choke ability below.

Force Choke: While the arcane connects everything in existence, you have found away to make it stop the connection of air to the lungs. As an attack, you may attempt to Choke a target within 60ft. The target must make a constitution save, on a fail, the creature begins to suffocate and is Stunned until the start of your next turn, during your turn you may choose to maintain the Choke as if you where concentrating on a spell though this does not count as a concentration spell. At the end of each of the target creatures turns it may retake the Con save returning to normal on a pass. This ability cant be used on creatures that don't breath. Furthermore you may use this as a reaction to someone/somthing is speaking, if you do use this ability when someone/something is speaking it gains disadvantage on its saving throw.

The way of Rage (Brutalist):

  • Your Arcane bolts deals Piercing, slashing or Bludgeoning damage instead of Force, your choice.
  • When allowed, you may preform any Primal Arcane Saber ritual color.
  • During a Long rest you may add a number of Primal corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls.
  • You gain the Primal might ability below.

Primal Might: You use the Primal Arcane to enhance your fighting abilities. During combat, you can take a bonus action to add 1d4 force damage to each of your attacks until the end of your next turn. When you activate this ability.

The way of Death (Shade):

  • Your Arcane bolts deals Necrotic instead of Force.
  • When allowed, you may preform any Unholy Arcane Saber ritual color.
  • During a Long rest you may add a number of Unholy corruption equal to your Wisdom modifier.
  • You only suffer Arcane Perils on a roll of a natural 20.
  • You gain the Necrotic wave ability below.

Necrotic Wave: as a bonus action you may send out a wave of Necrotic energy in a 15 foot cone each Undead or Darkened creature heals 1d10 + you charisma bonus and each Living creature take that amount of damage.

Arcane Saber Ritual

you have learned how to preform the arcane saber ritual and gained the components to craft your first Arcane saber. You gain Proficiency with Arcane Sabers. and you learn to craft 2 of the below types of arcane saber. The first time you create an Arcane saber the cost is free and you have all the Piece, you just need access to Tech tools, Artificers Tools and Archamancy supply and 12 hours. If you are crafting a second or replacing a lost arcane saber you may but crafting one of these is like crafting a Intricate device requiring Tech tools, Artificers Tools and Archamancy supplies, which

you are considered to be proficient in for the purposes of the creation of this weapon along with, (1) 1500Gp Piece of Arcanium crystal, (5) wires, (1) computer chip and (1) Premium Alloy, See crafting compendium for details on crafting items. Refer to charts below for the stats of each type or arcane saber and what color blade does what damage type.

Arcane Saber Profile

Name Cost Damage Weight Properties
Arcane Saber dagger - 1d4/1d4 Force/Color type 1 lb light, Finesse
Arcane Saber - 1d6/1d4 Force/Color type 2 lb Versatility (1d8/1d6), Finesse
Arcane Saber Claymore - 1d10/1d6 Force/Color type 3 lb Two-Hannded, Large, Bulky
Arcane Saber Double - 1d6/1d4 Force/Color type 3 lb Two-Hannded, Finesse, Double: using this weapon gives you the ability to fight as if you had a weapon in each hand and the of hand is lite.

Arcane Saber Colors/Dmg. Types

Disciplined Colors Damage type
White-Gold Lightning
Gold Fire
White-Blue Cold
Balanced Colors Damage type
White Force
Silver Force
Pink Force
Ruinous Colors Damage type
Red Fire
Yellow Lightning
Pale-Blue Cold
Pale-Green Poison
Primal Color Damage type
Purple Lightning
Orange Fire
Green Poison
Blue cold
Unholy Colors Damage type
Black Necrotic
Black-Green Poison
Black-Red Fire
Black-Blue Cold

Saber Techniques

Below are three abilities that may be used as long as you are wielding any type of arcane saber.

Saber Deflection: you can use your reaction and your mastery over your mind and Saber to deflect or even redirect a ranged attack. When you are hit from a ranged or thrown weapon and you have your arcane saber on you. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level.

If you reduce the damage to 0, and the attack was energy based, you can redirect the bolt. Make a ranged attack with the weapon or piece of Ammunition you just redirected, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencise, and the missile counts as a monk weapon for the attack.

Saber Perry: you have furthered your Saber Skills, if you are the target of a melee weapon attack, you can use your reaction to Perry and attempt to block the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC.

Arcane Swordsman: when you take the attack action on your turn, if you have the Extra attack feature, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action or less. This may only be done once per turn.

Magi Trait

Beginning at 6th level, you gain one of the below traits. At levels 10 and 14 you gain one more.

Magi Manipulation: you count as always having the Telekinesis spell active at all times. but with the following changes.

  • Objects and Creatures may only be Large or smaller.
  • Object must weigh 200 x your proficiency bonus of less and only moves 20ft.
  • Objects and creatures can only be moved 20ft.

At Level 10 you have gain the full use of the Telekinesis spell and level 15 the weight is increased to 300 x Proficiency and at level 20 its 400 x Proficiency.

At Levels 6, 10, 14 and 18 you may effect one additional target with the Telekinesis spell though you may not exceed a combined weight equal to you total weight allowed fro the Telekinesis spell.

Sense Arcana: you count as having the Detect magic spell active at all times. Furthermore at levels 10 and 14 you increase the range by 30ft and at level 14 the only thing that that can block it is lead.

Magi Senses: You have blind sight at 20ft. At levels 10 and 14 this increases by 20ft

Read Mind: you count as having the Detect Thoughts spell active at all times. Furthermore at levels 10 and 14 you increase the range by 30ft.

Mind Trick: you may cast the Command Spell at will, without needing material components or requiring to harness the arcane. Furthermore at levels 10 and 14 you increase the range by 30ft.

Arcane Leap: you count as having the Jump spell active at all times. Furthermore at levels 10 and 14 you increase the hight by an additional multiplier.

Arcane Speed: Your speed is increased by 10 ft. At levels 10 and 14 you gain an additional 10ft.

Magi Foresight: your forsight gives knowledge of tactical situations and allows you to act quickly in battle. You can give yourself a bonus to your Initiative rolls equal to your Intelligence modifier. This increases by 2 at levels 10 and 14.

Master Magi

Starting at 10th level, fighting against the balance of arcane energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Furthermore You gain a Magi Apprentice of your Choosing. See Minions section of this book for the stats and how to use them.

Grandmaster Magi

At 14th level, your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.

Mauler (Mutant)

Mutants are the tens of thousands of people across terrahime who have been deformed from the some state of mutation. These mutations can be caused by environmental factors like Radiation or by exposure to the raw Arcane powers.

These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body.

Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.

Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind.

While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the corruptive energies of the arcane can also lead to rampant mutation.

Because those who secretly worship the ruinous powers as Cultists are known to be granted mutational "gifts" by their dark masters, arcanic mutation can be an indicator of inner spiritual corruption by Havoc.

This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled material plane.

Silver Shepaed are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel.

Because they are absolutely vital to the Imperium's commerce and defence, they, alongside Imperial Sanctioned Psykers and certain species of humans, are the only officially-tolerated form of mutants.


When you choose this Brawler type you gain Proficiency in Intimidation, Athletics Skills as well as Constitution saves and with the following weapons Fist and Gauntlet weapons.

Mutant Beast

Starting at 3rd you gain the Brutal Strength and brutal Presence abilities below.

Mutant Abomination: You gain 1 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the GM allows, you may use one mutation to take a Mark of Havocus. You gain one additional mutation at levels 7,10 and 14

Brutal Presence: you can make a Strength (Intimidation) check in place of a Charisma (Intimidation) check wherever it is deemed appropriate by the GM. When you do, your proficiency bonus is doubled for that check.

Brutal attacks

Beginning at 7th level, you may spend a brawlers point to add a damage die to the damage roll made this may be determined after the hit succeeds. When this is done you may spend one additional you may uses a number of brawlers points in this way equal to your proficiency bonus adding and additional damage die per Point spent.


Furthermore you gain the Brutalize ability below.

Brutalize: Each time you attack a creature with your Flurry of Blows, you can showcase your brutal fighting skills to attempt to strike fear into their mind. Make a Charisma (Intimidation) or Strength (Intimidation) check (your choice) against that creature contested by their Wisdom (Insight) check. If you succeed, the target is frightened until the end of your next turn. If the creature succeeds, it is immune to this feature until the end of your next turn.

Adrenaline Rush

Starting at 10th level, you can gain a burst of adrenaline at the sight of your enemies being brutalized. When you reduce a creature to 0 hit points, you can spend 5 Brawler points to gain temporary hit points equal to twice your brawler level. While you have these temporary hit points, your brawler weapons and unarmed strikes deal one additional die of damage and your speed increases by 10 feet. The temporary hit points are lost after 1 minute unless you use this feature again. you may never have more temporary hp from this feature equal to twice your brawler level, these temporary hp must be used before any other Temporary hp.

Mutant Survivor

At 14th level, When you are reduced to 0 hit points, but not killed outright, you can use your reaction to spend 1 Brawler point and make an unarmed strike against a creature you can reach. If you hit, you gain hit points equal to the damage dealt by the attack and don't fall unconscious.

Vas'Martialite

The "Vas" in high Imperial or "Vessels" in Common imperial are a secret organization of Astrogeists, these beings are also known as Avatars by many. The Astrogiests of the Vas are given a special containment suit called an Avatar. These avatars are created much like a Technokian creates there robotic body or a college Anamationist molds a golems form, though these vessels are made of a completely alien material only known by and found in the endless expanses of the cosmos by the Vas. The Vas are deadly Warriors that have an agenda that is very unknown an mored in rumor and secrets, The Empire tries to keep its dealings with the Vas to a minimum, leaving most of the dealing to the Order Adveintus on a classifide basis, although the High Elven Eldar of Kilithikadia and the Xenarians of the Adlentus system have closer relations with the Vas.


Prerequisites: You must be an Astrogeist race to be this class.


When you choose this Brawler type you gain Proficiency in Acrobatics, Stealth Skills as well as Wisdom saves and with the following weapons Nun-chuk, sai, katana, tanto, Tonfa, Kama, Fan, Halberd, Long spear.

Vas Avatar Warsuit

Starting at 3rd level you must find a location to Build a Vas Base this Base must be at least a space 30ft x 30ft this base take around 48 hours of work to create and it can be concealed or not, if concealed the GM may have you make some rolls to determine success of your concealment. In the building of this Base you build a Warsuit Configurations Unit within it. this Allows you to creat a Vas Avatar Warsuit, this acts as your new containment suit and operates the same as a containment suit with the following additional benefits.

  • Warsuit Save: Gain one save of your choice, this may be changed during a long rest at the warsuit configurations unit.
  • Warsuit Skills: Gain two skills of your choice, these may be changed during a long rest at the warsuit configurations unit.
  • Warsuit AC: You may not were your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. you can not wear armor or shield generators as well as use devices, though you may still attune to magic items
  • Double Jump: once per round you may jump of a point that has no physical point, meaning you can jump of a point that is suspended in the air.
  • Wall runner: you gain the ability to move up, down, and across vertical surfaces but not upside down or along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
  • Grav Flux: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.

Furthermore: When making your Warsuit you must also pick a Warsuit class. Each of these Warsuit classes further refine the effects of your Vas Avatar Warsuit. You Start knowing 2 Warsuits Classes, gaining one additional Warsuit class known at levels 6, 10 and 14. During a long rest you may enter the Warsuit Configurations Unit, when done you may pick any of your known Warsuit Classes and remove any previous warsuit benefits and apply the new warsuit benefits. You may only have one Warsuit Class applied at a time. Each Warsuit class has an attribute modifier and passive buff/s, as well as four abilities or features that may be activated or passive dependent on the ability. At level 3 you gain 1 warsuit level, gaining 1 additional warsuit level at levels 6, 10 and 14. All the Warsuit descriptions and how to use them is described in Chapter 5 (Rules), in the War suit section.

Warsuit Tuning

Starting at 6th level, During any long rest you may not only use your Warsuit Configurations Unit to pick a Warsuit class, you may use it to fine tune your Avatar warsuit. During any long rest you may enter your Warsuit configurations unit and shift any of your ability scores with any other ability score. Furthermore you gain your choice of 4 of the below Avatar adaptations, this increases by 2 at levels 10 and 14. During this time you may also swap out any of your current choices with another.

  • Quick Frame: gain a +5ft walk speed
  • Armor up: Gain a +1 AC. This trait may be taken up to four times, gaining one additional AC each time.
  • Resilience: Gain advantage on a save or your choice, This trait may be taken more then once, choosing a different save each time.
  • Resistance: Gain resistance to your choice of either slashing, Piercing or Bludgeoning damage, This trait may be taken more then once, choosing a different damage type each time.
  • Hypercharged: You gain a +5 bonus to all Initiative rolls. This may be taken twice stacking the effect.
  • Reverse joint legs: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greater 5 or 10), with or without a running start.
  • Grav Slam: Once per turn when you drop down onto a position from a hight greater the 10ft, each creature within 5ft of you must make a strength save with a DC equal to 8 + your constitution + your proficiency bonus or be knocked prone. This trait may be taken more then once increasing the range of the ability by 5ft each time.
  • Grav Glide: You may as a bonus action hold you current elevation and move forward in any direction from your current position for an amount of rounds equal to your Dexterity modifier, after that duration you start to descend slowly at a rate of to 60 feet per round until it lands taking no falling damage and can land on its feet. You can not use this feature again until you have been grounded for 1 full round.
  • Triple Jump: Like double jump but you may connect with a second additional point or contact.
  • Arcane Tuning: you may ignore 1 Arcane Peril, the use of this recharges after you have preformed a short rest. This trait may be taken more then once, gaining an additional use of this feature before needing to rest.
  • Arcane Resonator: You gain 1 additional cantrip, 1 spell slot of a level you can cast. This trait may be taken more then once, gaining 1 additional cantrip, 1 spell slot of a level you can cast each time.
  • Shield Booster: Increase your shield capacity by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time.
  • Quick Shield: reduce your shield Recharge delay by 1, if this should bring it to 0, you gain the recharge rate even if you got hit during that turn. This trait may be taken more then once, reducing the shield recharge delay by 1 each time.
  • Shield charge: Increase your shield Recharge rate by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time. This trait may be taken more then once, gaining an additional 5 Shield Recharge rate each time.
  • Shield Resistance: Gain resistance with your shield to your choice of either Poison, Force, Psychic, Necrotic, Radiant or Thunder damage, This trait may be taken more then once, choosing a different damage type each time.

Prime Warsuit

Starting at 10th Level, you may know use the Prime ability for each Warsuit class you know, Each prime ability, is a very powerful special feature, this feature may be an activated feature or it may be a passive style trait.

Avatar Class Meld

Starting at 14th Level, you may pick 2 Warsuit Classes, gaining the benefits of both Warsuit Classes, with one exception you may only have 1 ability per choice you have and only one Prime ability, Picking one ability from between the two warsuit classes for each ability choice you have and one prime ability from between the two as well.

Farseer (Eldrye)

The old Eldrye nation is without equal in may eyes, and they consider themselves among the masters of the stars. In the earliest days before the first Emperor, the old elven Nations of Kilithicadia covered most of the Realm of Terra. Despite their boundless power, following extinction of the Sumera and the Age of destruction the elves fled the realm of terra in to the astral sea using ancient portals called astral gates.

it wasn't until the Elves emerged from the astral sea to aid the Emperor in the demon wars, these elves have come to be known as the Eldar and since they have been reconstructing there former nations.

The Eldrye are not a specific nation or organization, but more a way of belief, a belief in the old ways, these warriors agendas change in many cases usually dependent on subraces. These warriors can opporate on a vere independent level like Mercenaries or Freelancers but sometimes they will form into Empires.


Prerequisites: To be a Eldrye (Farseer) class you must be a Brightrye, Arquey or Woodrye Eldar subrace.


When you choose this Brawler type you gain Proficiency in Arcana, Acrobatics Skills as well as Wisdom saves and with the following weapons With all Swords and Polearm weapons.

Eldrye (Farseer)
Level Cantrips Known Powers known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 3 6 4 2
4th 4 8 4 3
5th 4 10 4 3 1
6th 4 12 4 3 2
7th 4 14 4 3 3 1
8th 4 16 4 3 3 2
9th 4 18 4 3 3 3 1
10th 5 20 4 3 3 3 2
11th 5 21 4 3 3 3 2 1
12th 5 22 4 3 3 3 2 1
13th 5 23 4 3 3 3 2 1 1
14th 5 24 4 3 3 3 2 1 1
15th 5 25 4 3 3 3 2 1 1 1
16th 5 26 4 3 3 3 2 1 1 1
17th 5 27 4 3 3 3 2 1 1 1 1
18th 5 28 4 3 3 3 3 1 1 1 1
19th 5 29 4 3 3 3 3 2 1 1 1
20th 5 30 4 3 3 3 3 2 2 1 1

Eldrye Arcane

All Eldrye focus on the natural Arcane talents there elvish selves possess, this lead the Eldrye having very different focuses in arcane disciplines. The Eldrye may Pick from any Discipline listed in there race and subrace descriptions. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Eldrye table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Eldrye Disciplines spell list.

The Spells Known column of the Eldrye table shows when you learn more spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from a disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Eldrye need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, your powers are bound to your ancient blood. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Battle Focus

Starting at 3rd level, In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.

While in the battle focus, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Dexterity Checks and Dexterity Saving Throws.

  • When you make a Ranged weapon or spell Attack or a dexterity based weapon attack, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.

  • you gain advantage on all saves to resist the effects of charmed, routed and frightened conditions.

  • If you are able to cast Spells you have advantage on concentration Skill checks While in the battle focus.

  • you may use the Dash action as a bonus action.

Your Battle focus lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.

Once you have battle focused the maximum number of times for your Asuryani level, you must finish a Long Rest before you can Battle focus again. You may battle focus 2 times at 3rd Level, 3 at 6th, 4 at 10th, and 5 at 14th.

Furthermore you gain the Passive Arcane ability below.

Passive Arcane: you gain 2 Arcane traits of your choice, chosen from the neutral arcane traits or a list you are allowed to pick from.

Farseer Traits

At 6th level, you gain the Cunning and Spell Weave abilities below.

Cunning: your instincts are so honed that you gain you wisdom bonus to all Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.

Spell Weave: You may still use the multi strike brawlers technique on a turn you used your action to cast a spell, with a casting time of 1 action.

Eldrye Heart

At 10th level, you gain the Adamant Focus and Prescience abilities below.

Adamant Focus: Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.

Prescience: your ability as an Eldrye allows you to glimps the future and gives you a unatural ability to see attacks coming even in areas you don't focus much on. You can add half your Wisdom bonus, rounded up, to any Dexterity ability check you make. At level 14 you may add your whole Wisdom bonus to dex saves.

Additionally, This has 2 Charges. On you turn after being hit by a Melee or Ranged attack you may choose to have avoid the hit, roll a D6 you gain a bonus to your AC equal to that roll. This may also be used to to ignore an attack from a Blast, engulf, or Burst weapon, adding the die roll to your save made against the effect, but this must be done before the save result is determined. You regain all charges of this after completing a short rest. you gain one additional charge of this at level 10 and 14.

Eternal Soul

Starting at 14th level you gain the Eternal Body and Aethreal Walk abilities below.

Eternal Body: you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however it will be in about double the normal time it would take. In addition, you need Very minimum food or water, like a drink a week and food every month.

Aethreal Walk: you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage and you can cast the Astral Projection spell, without needing material Components or the need to pass a harness the arcane test. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal to your Wisdom Modifier.

Vin Spearguard (Una'cadre)

The Una'cadre was founded by the Una'vea, who lead the Una'cadre in the name of and in accordance with the Xenarian philosophy they have named the "Greater Goal" (Una'Galar in the Xenarian language). A large and growing number of other intelligent, alien and animalkin races have allied themselves with the Una'cadre and there empire.

The Una'cadre claim to be a peaceful species when possible, asking if others will join their Una'Galar voluntarily instead of fighting against them. However, if their peaceful overtures are refused, the T'au may well decide to conquer and add the territory it to their growing Cosmic Empire.

Una'cadre society is divided into a number of guard, each responsible for managing a specific aspect of their empires. The Una'cadre central motivating ideal is the Una'galar, a concept that everyone in their Empire, regardless of their species or culture of origin, will work for the collective betterment of everyone else, an almost mystical philosophy that is embodied in the Greater Goal.

The Una,vea are the dominant species of the Una'cadre Empire, an interstellar counsel which is also composed of several other different intelligent species, including the other subspicies of xenarian of Adlentus Dominus, the insectoid Vespids of the world of Vespid and many others.

However, there are now several Human septs in the Una'cadre Empire derived from conquered of forgoten of world Imperial Humans territories or Humans who voluntarily joined the Una'cadre Empire because they were impressed by the concept of the Greater Goal. These actions haves lead to a newly formed Empire of Mixed Races that is now known as the Free Star Cluster.

These people are known as Una'puls or greater people in the Una'vea language and they are often considered amongst the Traitors and Heretics within the Imperium. Though the Una'galar concept and collective movement has lead to the lightening of some deep routed imperial prejudices

Prerequisites: To be a Una'Cadre (Spearguard) class you must be a Una'vin, Una'Vex, Una'Var Xenarian subrace Race.


When you choose this Brawler type you gain Proficiency in History, Acrobatics Skills as well as Wisdom saves and with the following weapons All spears and Polearms.

Techno Warrior

Starting at 3rd level when you take this Brawler Path you gain proficiency with Artificers Equipment as well as Tech Equipment.

Combat Drones

Starting at 3rd level you gain a special device that is warn as a head band this device allows only you to connect to the nero link in a drone that assists and protects you. You gain a number of drones equal to 1 + half your intelligence bonus of your choosing from the list of drones, see the minions descriptions section of chapter 3 (Minions) for the list of drones as well as there stats. These count as a unit/s, the rules for units and how to use them can be found in Chapter 5 (Rules). At level 3 one drone you have may be an elite minion.

If a drone would be lost or destroyed, you may replace at a cost of time and resources talk to your GM for details.


Furthermore at level 10 you may use your whole intelligence bonus when calculating the number of drones you may have. You also gain 1 additional drones at Levels 6, 10 and 14 as well as one additional elite at level 10.

Tech Gadgets

Starting at 3rd level all Un'cadre has access to many powerful weapons and tools. During each long rest you may prepare a number of the following gadgets equal to you intelligence bonus + your proficiency bonus. To do so you must have access to a minimum of tech tools and Smiths tools. You may prepare multiple of the same gadget allowing more then one use of that gadget.

As an action you may choose a gadget you prepared and use it. The DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier.

Photon Grenade: Throw a Photon grenade that blinds any in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Anyone within 20 feet of the target square must make a constitution saving throw. Those who fail are blinded and deafened for 1d4 rounds.

Tactical Support Turret: You construct a mobile support turret that protects you and your allies. Lasts for 1d4 + 2 rounds and counts as a light caliber machine gun with 100 rounds and has one action each turn.

Plasma Grenade: Throw a Plasma grenade that damages any in the blast. You may throw the grenade 10 + (Str x 5) feet. Anyone within 20 feet of the target square must make a reflex saving throw or take a number of d6’s equal to your proficiency bonus + your int modifier as fire damage that has AP (-3) and the Potent (+).

EMP Grenade: Throw a EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any constructs or vehicles within 20 feet must make a Constitution saving throw or be incapacitated for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ingnoring the effect on a pa

Nano Bio-foam: Healing a living creature by filling there wounds with curative foam. You may heal a willing creature for a number of d6’s equal to your proficiency bonus + your int modifier

Ranged master

Starting at 6th level, you gain the Ranged Specialist and the Fighting Retreat abilities below.

Ranged Specialist whenever you take the attack action with a ranged weapon, you may make one additional attack as a part of that same attack action.

Fighting Retreat: When you Disengage you also dash.

Tech Improvements

Starting at 10th Level, you gain the Improved Tech Gadgets and the Shining Marker abilities below.

Improved Tech Gadgets: If you would roll a dice for any gadget while using greater good, improve that dice by one step. i.e. d4 becomes d6, d6 becomes d8 etc. your grenades affect an additional 10 feet and the DC to save against the effect is increased by 2.

Shining Marker: Enemies with Marker lights count as having 1 more Marker light than they have to you (allies don’t gain this bonus). i.e. an enemy with 1 Markerlights counts as having 2, an enemy with 2 counts as having 3 etc. an enemy with zero Markerlights still counts as having zero.

Cadre Master

At 14th level, you gain the Volley Fire and the Drone Commander abilities below.

Volly Fire: Whenever you take an attack action with a ranged weapon, allies within 30 feet may also make an attack as a reaction against any enemy targeted by you.

Drone Commander you may command an additional amount of drones equal to your intelligence bonus.

Night Fighter (Dark Knight)

Bats are at home in the darkest places, deep inside caves, in shadowy alleyways, in damp dark forests, and wherever else the light dims. Most folk enter such places with trepidation, because a Bat perches menacingly in the darkness, seeking to ambush threats before they can reach the broader world. Such individuals are often found in the terretires of Morthime, but they will go any place where evil lurks in the shadows.


Prerequisites: To be a Batknight class you must be any Vampire Subrace with the exception of Half Breed.


When you choose this Brawler type you gain Proficiency in Slight of hand, Stealth Skills as well as Wisdom saves and with the following weapons All Thrown weapons.

Dark Justice

Starting at 3rd level when you take this Brawler Path you gain proficiency in the Insight and Investigation skills, and you gain proficiency with the Thieves tools, Tech Tools and Tech Equipment.

House Steward

Starting at 3rd level You gain a House Steward. The minions type is an Assistant. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work.

This minion is a special type of Assisstant and Knowns all Jobs that an Assisstant can as seen in the minions description for details.

Bat Gadgets

Starting at 3rd level you gain the following Bat equipment below and each day you may acquire a number of the below Bat gadgets equal tou your Charisma

Bat Equipment


Bat Grapnel: You gain a special Grapnel Launcher that functions both like a Hand Crossbow and a Whip, it does 1d4 damage, it is considered a Finesse, Hand Crossbow and a Monk weapon for the purpose of class and feat features.

It can project the line at a point you can see within 60 feet, you can pull yourself to that point in a straight line. This expends movement and provokes opportunity attacks normally. You can use the Grapnel Launcher as a reaction when you fall to pull yourself up to 10 feet in any direction, or create a rope up to 60 feet in length and anchor it to a point you choose.


Bat Glider: Your cape becomes rigid and forms gliding wings. As a reaction while falling, this may be activated to slow descent speed to 10 ft per round and remove falling damage. You can control fall for an indefinite duration.


Batarangs x 3: You gain 3 Battarangs, these are thrown weapons with the following profile.

Name Damage Properties
Batarang 1d6 Slashing Thrown 40/80ft, One-Hannded, light, Tiny, This weapon teleports back to you at the end of the turn it was used.

Bat Gadgets


Flashbang Grenade: As an action you may Throw a Flashbang grenade that disorients enemies in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any creatures within 20 feet must make a Dexterity saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be Blinded and Defend for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


EMP Grenade: As an action you may Throw an EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any constructs or vehicles within 20 feet must make a Constitution saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be incapacitated for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


Breaching Foam (one use): This hand held device may be used as an action, to be Sprayed in a door sized oval, within seconds this volatile foam detonates in a controlled manner dealing 50 fire damage, that has the Potent (+++) weapon property. due to the natuer of this foam it can not be used as an attack, the foam only deals damage to a surface.


Stunning Batarang x 3: If this batarang hits its target it deals a bonus D6 lightning damage and gains the Stunning (4) weapon property.


Disabling Batarang x 5: If this batarang hits its target the target must make a dexterity save DC equal to DC = 8 + proficiency bonus + Dex modifier, if the test is failed You choose either; the target drops a chosen held weapon, device or object or the target is Knocked Prone.


Frag Batarang x 2: If this batarang hits its target it deals 2d4 Piercing damage and 2d4 Bloudgeioning damage instead of its normal damage type and gains the Burst weapon property. This batarang is consumed after use.


Homing Batarang x 3: does not require an attack roll, the attack automatically hits.


Incendiary Batarang x 5: Deals fire damage and has the AP (-2) and Potent (+) weapon properties.


Razor Batarang x 10: gains the AP (-3) and Potent (+) weapon properties.

Unseen Striker

Starting at 6th level, you gain the Dark Distraction and the One with Shadow abilities below.

Dark Distraction: you excel at leading ambushes and acting first in a fight. You add your proficiency bonus to your initiative.

In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike, attack after the first roll against that target have advantage until the start of your next turn.

One with Shadow: you have learned to become one with the shadows and adept at evading creatures even those that rely on darkvision. When you are in an area of dim light or darkness, you can become invisible to any creature including those that rely on darkvision to see you in that darkness. You remain invisible until you make an attack or are in an area of bright light

I am the Night

At 10th level, you have become adept at Striking fast and hard and then quickly escaping danger. You can take two turns during the first round of any combat and you may disengage that turn as a free action, this may only be done if it is night or you start and end your turn in a shadow or low light. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Shadow knight

Starting at 14th your Dark Knight Steward gives you a secret piece of Tech that can as a bonus action teleport you up to 60 feet to an unoccupied space you can see. you can bring one creature you are grappling, teleporting that creature to an unoccupied space it you can see within 5 feet of your destination. The start point and destination spaces of this teleportation must be in dim light or darkness.

Combatant (Core)

The combatant is the standard fighting class citizen in the Imperium, ranging from Crusaders And Prists that help the faith and imperial law next to the sisters of order, or a mercenary taking jobs for coin, even Gangers from a hive city whatever it may be they are not someone you want to cross.

Level Proficiency Bonus Features
1st +2 Combat Style, Martial Path
2nd +2 Stamina surge (1 use), Adrenaline Burst (1 uses)
3rd +2 Martial path Feature, Superior Combatant
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Martial Path Feature
8th +3 Ability Score Increase
9th +4 Resilient (1 use)
10th +4 Stamina surge (2 use)
11th +4 Martial Path Feature, Extra Attack (2)
12th +4 Ability Score Increase
13th +5 Resilient (2 uses)
14th +5 Ability Score Increase
15th +5 Martial Path Feature
16th +5 Ability Score Increase
17th +6 Adrenaline Burst (2 uses),
18th +6 Master Combatant
19th +6 Ability Score Increase
20th +6 Resilient (4 uses)

Class Feature

As a Combatant you gain the following class features

Hit Points


  • Hit Dice: 1D10 per Combatant level
  • Hit points at 1st level: 10 + your constitution modifier.
  • Hit Points at Higher Level: 1D10 (or 5) + your Constitution modifier per Combatant level after 1st

Proficencies


  • Armor: light Medium, Heavy and Bucklers and Shields
  • Weapons: All simple and martial weapons.
  • Artisans Tools: None
  • Saving Throws: Dexterity, Constitution

  • Skills: Choose 2 skills from Acrobatics, Athletics, Intimidation, Investigation, Perception, Technology

Equipment

Combatant starter kit

Combat Style

At first level You adopt a particular style as your specialty. You gain one of the abilities below, At level 10 you get to pick one more. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Ranged

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

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

Protection

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

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mobility

You gain +5 ft movement.

Master Arm

increases the range of all Thrown weapons by 10 feet at short range and 20ft at long range.

Stamina Surge

At 1st level. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your combatant level. Once you use this feature, you must finish a short or long rest before you can use it again.

At level 10 you gain 1 more use of this feature and another at level 20.

Adrenalin Burst

Starting at 2nd level, you can push your body beyond its normal limits for a moment. On your turn, you can take one additional 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.

Martial Path

At 3rd level, you choose a path that you train your combat styles and techniques. Choose Crusader, Knight, Null Warrior, Mercenary, Magi Gunslinger or Hell Rider, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Superior Combatant

Starting at level 3, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn a number of maneuvers of your choice equal to 1 plus your Intel bonus, as shown in specialist features on pg__, under Maneuvers. You learn one additional Maneuver at levels 6, 9, 12, 15 and 18.

Superiority Dice. You Have a number of Superiority Dice equal to 1 plus your Dexterity bonus or strength, this must chosen when you gain this ability, the die type is as shown in specialist features on pg__, under Maneuvers. You gain one additional Superiority Dice at levels 6, 9, 12, 15 and 18.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Resiliant

Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between rests starting at 13th level, three times between long rests starting at 17th level and 4 times at level 20 .

Master Combatant

At 18th level when you roll initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Intelligence.

Knight

The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.


When you choose this Combatant type you gain Proficiency in Animal Handling, Athletics Skills as well as Wisdom saves and with the following weapons Tower, Combat Shield, Exotic Weapon (Melee) Exicutioners Greatblade.

Defences of the Realm

At 3rd level, you gain the Born in the saddle, Defender and the Guard abilities below.

Born to the Saddle: Mounting or dismounting a creature or mountable vehicle costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

Defender: you stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a shield, you can use a reaction when a creature within 5 feet of you makes an attack. That creature rolls with disadvantage.

Guard: As the guard of the battlefield, you cannot always be a brute. You have to be alert as a sentinel. You can Dodge as a bonus action.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to a number of the following characteristics of your choice equal to your Wisdom modifier, If a target of this is killed you may still benefit from this ability if the target was a generic enemy that you may face again, for example if you studied some Chaos cultists you will retain these bonuses against all cultist for the duration.

  • Strength score
  • Dexterity score
  • Constitution score
  • Wisdom Score
  • Intelligence Score
  • Charisma Score
  • Armor Class
  • Current hit points
  • Total levels, or CR if any
  • Resistances
  • Immunities

Furthermore you gain a bonus to all attacks, damage, saves and ability checks equal to your Wisdom modifier against a studied target for 24 hours after you studied them.

Enduring

Starting at 11th level you gain the Resistance and stalwart ability below.

Resistance: you become a virtual wall. You gain resistance to all damage with the exceptions of Radiant, Necrotic, Psychic and Force while you are wearing Heavy armor.

Stalwart: You have a strong body, able to withstand effects that might force you to back down. You have advantage in saving throws against being frightened, charmed, Stunned, Dazed and being knocked prone.

Knight Supreme

Starting at 15th level, you gain Extra attack (3) feature.

Paladin/Warden

Clad in plate armor⁠ that gleams in the sunlight despite the dust and grime of long Travel, a human lays down her sword and shield⁠ and places her hands on a mortally wounded man. Divine Radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

Whatever their origi⁠n and their mission, Paladins are united by their oahts and voes to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest⁠, or in a moment of desperation and grief with the dead as the only witness, a Crusader’s faith is a powerful bond. It is a source of power that turns a devout Warrior into a blessed champion⁠.


Prerequisites: To be a Paladin you must have the Innate Caster mutation as described in the Mortal mutations section of Chapter 7 (Mutations).


When you choose this martial path you gain Proficiency in History, Religion Skills as well as Wisdom saves and with the following weapons Tower, Combat Shield, Exotic Weapon (Melee) Holy Maul.

Paladin/Warden
Level Cantrips 1st 2nd 3rd 4th
3rd 2 2 - - -
4th 2 3 - - -
5th 2 3 - - -
6th 2 3 - - -
7th 2 4 2 - -
8th 2 4 2 - -
9th 2 4 2 - -
10th 3 4 3 - -
11th 3 4 3 - -
12th 3 4 3 - -
13th 3 4 3 2 -
14th 3 4 3 2 -
15th 3 4 3 2 -
16th 3 4 3 3 -
17th 3 4 3 3 -
18th 3 4 3 3 -
19th 3 4 3 3 1
20th 3 4 3 3 1

Arcane User

At 3rd level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

The Divines are my Source

Crusaders rely on faith in the Greater Gods and there lessors, Crusaders may Prepare spells from the following Arcane disciplines Divine craft, Ruinos Craft, Shadowmancy, Spirit craft, Necromancy, Floramancy, faunamancy, Pyromancy, cryomancy, electromancy, Galamancy and Terramancy.

Holybolts

Your arcane bolts deal Radiant damage instead of Force.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Priest spellcasting. Cantrips may be cast without having to Be Prepaired.

Power Slots.

The paladin table shows how many Spell Slots you have to cast your Crusader Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Paladinr Spells that are available for you to cast, choosing from the Paladin spell you are allowed. When you do so, choose a number of spells⁠ equal to your Wisdom modifier + your level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Ritual Casting You can cast a paladin spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use a Holy symbol as a Spellcasting focus for your Spells.

Spellcasting Ability Wisdom is your Spellcasting ability for your Priest Spells. The power of your spells⁠ comes from your devotion to your deity. You use your Wisdom whenever a Priest spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a Priest spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Prayer to the Gods

You during each Long rest you may take one hour or that time to Set up a small alter to you God or Gods, and pray for your salvation, you choose an association of gods to worship, this may be either Divine, Ruinous, Unholy or Primal. you may then gain an amount of the equivalent corruption equal to half you level Rounded up.

Divine Vessel

At 3rd level, you gain the lay on hands and Divine health abilities below. Furthermore if you dont already have either the the Tainted, Graced or Darkened condition you gain your choice of the Graced, Tainted or Darkened conditions as described in chapter 4: Arcane Corruption, Consult your GM on this as adding a Tainted character to a good party may cause issues.

Lay on hands: Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. This feature has no Effect on Undead and Constructs.

Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.


Divine Health: the divine mag⁠ic flowing through you makes you immune to disease.

Holy Warrior

Starting at 7th level, You gain the Divine Smite abilities below.

Divine Smite: when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend, to a maximum of 6d8.

Divine Deliverance

Starting at 11th level you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. this does not stack with a Divine Smite

Cleansing Touch

Beginning at 15th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest.

Ruinous Palladin (Blackguard)

If a paladin Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deal Force damage now.
  • Healing hands now Inflicts deal Necrotic damage for the mark of the Undivided, Poison for Putracus, Psychic for Hayzildir, Force for Crulsila and Bludgeoning for Bale'reth instead of healing, Spell touch attack on none compliant.
  • Divine health can Corrupt one target, Spell touch attack on none compliant, target must make Wisdom save or gain 1d4 ruinous Corruption, use spell DC.
  • Divine smite deals Necrotic damage for the mark of the Undivided, Poison for Putracus, Psychic for Hayzildir, Force for Crulsila and Bludgeoning for Bale'reth, instead of radiant.
  • Divine Deliverance deals Necrotic damage for the mark of the undivided, Poison for Putracus, Psychic for Hayzildir, Force for Crulsila and Force for Bale'reth instead of radiant.
Unholy paladin (Deathguard)

If a Paladin Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deal necrotic damage now.
  • Healing hands now Inflicts Necrotic damage equal to half the points used instead of healing and you gain an amount of HP equal to damage dealt. Spell touch attack on none compliant.
  • Divine health can exhaust one target, Spell touch attack on none compliant, target must make Con save or suffer one level of exhaustion, use spell DC. this may only be done once per creature per.
  • Divine smite deals Necrotic damage instead of radiant.
  • Divine Deliverance deals Necrotic damage instead of radiant.
Primal Crusaders (Beastguard)

If a paladin Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Your choice of Slashing, Piercing or Bludgeoning damage now.
  • Healing hands now Inflicts Force damage instead of healing. Spell touch attack on none compliant.
  • Divine health can Enrage one target, Spell touch attack on none compliant, target must make Wisdom save or gain 1d4 Primal Corruption, use spell DC.
  • Divine smite deals force damage instead of radiant.
  • Divine Deliverance deals damage of your choice of fire, frost, lightning, Poison, Bludgeoning in the form of air or earth and Force in the form of an arcane bite or slash instead of radiant.

Witchbane

Witchbane are powerful warriors that are also soulless ones. Always wandering the lands hunting all who should abuse the Arcane powers. The Witchbane are taught from a young age how to fight and how to focus the anti magic features. they learn to hone and control there aura, and with much practice they may even be able to extend there natural anti magic field. Witchbane are traind from young in very secluded temples in the highest mountains far away from civilizations. The Imperial Inquisition, mainly the Orders of Demonium and Justicus often recruits these warriors, to send against Rouge Arcanists and Incurring Demons.


Prerequisites: To be a Witchbane you must be the Soulless Sub race of Sapians (Humnan).


When you choose this Combatant type you gain Proficiency in Arcana, Intimidation Skills as well as Charisma saves and with the following weapons Combat Shield, Exotic Weapon (Melee) Exicutioners Greatblade, Exotic Weapon (Melee) Exicutioners Greatblade.

Pariah Control

At 3rd level, when you counter a spell with you racial anti-magic field and you may restrict your antimagic aura to 5ft or effecting just yourself this may be done as a bonus action.

Backlash

Starting at 7th level, level, anytime your anti magic field cancels a spell or nulifies damage against you, roll a number of d10 equal to your proficiency bonus, you deal an amount of psychic damage to the caster equal to the total number rolled.

Anti Magic Flex

Starting at 11th You may as a bonus action increase the Size of you anti magic field by 5 Ft. at level 15 this becomes 10ft.

True Pariah

Starting at 15th level, Your anti magic Field has no resrictions to it, it will act as the spell describes and with any Bonuses this cals has given.

Operator

A gunslinger stick to his tried and true firearm, its the thing that always seem to get them out of the tight spots you seem to find your self in. most gunslingers travel with Freelancers and othere like organization. Always seeking a more thrilling gunfight, Some even become a gun for hire in some Imperial Metro.


When you choose this Combatant type you gain Proficiency in Performance, Perception Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

Tactical

starting at 3rd level in the pursuit of ranged combat superiority and speed you gain the below benefits:

  • You gain advantage on dexterity saves.
  • Advanced perceptions training gives you advantage on all Investigation and Perception checks that rely on sight or hearing.
  • Your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Quickdraw: when you take this martial path, you gain advantage on your initiative rolls. You can also stow a ranged weapon, then draw another ranged weapon as a single object interaction on your turn.

Improved Critical: your attacks score a critical hit on a natural roll of one better the you would have needed.

Deadly Shot

At 7th level, you regain a Superiority die when you crit with a ranged attack roll and you gain the Hemorrhaging Critical below.

Hemorrhaging Critical: whenever you score a critical hit on an attack with Ranged weapon attacks, the target must pass a Constitution save DC 8 + your proficiency bonus + your Wisdom bonus, on a fail the target suffers a d4 damage Called "bleed damage" at the start of each of its turns, for an amount of rounds equal to your proficiency bonus + Your dex bonus. A creature may only suffer the effects of this once at a time. if you critical the same creature again and it fails its save you may extend the duration of the current bleed. your bleed damage goes up by 1d4 each cumulative round the creature has the bleed. any creature suffering from Bleed of within 5ft of a creature that is, may as an action attempt to stop the bleeding, when done the creature makes a medicine skill tess with a DC equal to the Con save needed to resist the bleed effect.

Superior Critical

Upon reaching 11th level, your weapon attacks score a critical hit on a natural roll of and additional 1 better then you would and at 15th level this is increased by an additional 1 better, making it 3 better ten normal.

Veteran

At 15th Level, You gain the Extra attack (3) feature.

Warrior

Warriors are a type of Ganger found in most under city affiliations. Ganger Warrior's are often renowned criminals, Killers, and bodyguards who have had many brushes with authorities. Due to possessing a wide variety of skills related to criminal or subversive activities, Inquisitor's will sometimes recruit Ganger Warriors's (willing or otherwise) into their retinue.

The Ganger Warrior focuses on the Development experience honed to deadly perfection. Those who model themselves on this martial path combines Brute Tactics with physical excellence to deal devastating blows.


When you choose this Combatant type you gain Proficiency in Survival, Athletics Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

The Muscle

Starting at 3rd level, you gain the Warrior Traits, Exploit and the Improved Critical abilities below.

Warrior Traits: in your pursuit of combat superiority, you gain several beneficial traits:

  • Your arms strength and precision to allow you to deal an additional 1D4 damage on your melee attacks.
  • You pick one more Combat style from the list in the combatant class.
  • You gain proficiency with unarmed strikes, they deal 1D6 bludgeoning damage and can deal lethal damage if you choose.

Exploit: you are able to recognize momentary weaknesses in your enemies’ defenses. Once per use of this feature, you can give yourself advantage on a single attack roll. You have a number of uses of this feature equal to half your Dexterity modifier (minimum 1) and all expended uses are regained after a short or long rest.

Furthermore at level 11 you increase the total number of uses to your intelligence modifier per short or long rest.

Improved Critical: your attacks score a critical hit on a natural roll of one better the you would have needed.

Veteran Warrior

At 7th level, you regain a Superiority die when you crit with any attack roll and you gain the Survivor.

Survivor: you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to your Proficiency bonus + your Constitution modifier if you have no more than half of your Hit Points left. You don't gain this benefit if you have 0 Hit Points.

Superior Critical

Starting at 11th level, your weapon attacks score a critical hit on a natural roll of and additional 1 better then you would and at 15th level this is increased by an additional 1 better, making it 3 better ten normal.

Survivor

At 15th Level, You gain the Extra attack (3) feature.

Gladiator

Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal underground fighters who treat each match as a life or death struggle, while others are professional duelists who command huge fees but rarely fight to the death.


When you choose this Combatant type you gain Athletics in Athletic, Survival Skills as well as CHarisma saves and with the following weapons -.

For the Show

At 3rd level, you gain the Remarkable Athlete, Brawler and Blood sport abilities below.

Remarkable Athlete: you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check or save you make. This increases to your whole proficiency at level 10. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Furthermore you gain the Improved Critical feature below.

Brawler: you become adept with the bare knuckle combat often found in the arena. Your unarmed strike uses a d4 for damage, and when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or you may attempt to grapple or shove a creature as a bonus action.

At 6th level, your unarmed strike die increases to a d6. At 14th level, it increases to a d8.

Blood Sport: The thrill of pits feeds back into your ability. When you reduce a hostile creature to 0 hit points, a friendly creature within 60 feet of you that can see you, and that you can hear, can use their reaction to cheer you on. If they do so, you gain temporary hit points equal to your Charisma modifier + half your level (minimum of 1), which last for 10 minutes.

Spectacle Fighter

Starting at 7th level you develop your own signature moves, devastating maneuvers that can only be performed with ideal skill and timing. You learn the following moves

Leaping Open. As part of an attack action , you can leap onto a creature within 15 feet of you, landing in an unoccupied space within 5 feet of it. If the target is no more than one size larger than you, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone and become grappled by you.

Savage Finisher. When you reduce a creature to 0 hit points with a critical hit, you can use your reaction to tear a trophy from it and strike terror into those you face. Each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened for a number of rounds equal to your charisma bonus.

Furthermore you have mastered the use of brawn to awe spectators and to intimidate your foes. Whenever you make a Charisma (Intimidation) or Charisma (Performance) check, you gain a bonus to the check equal to your Strength, Dexterity or Constitution modifier your choice.

You're Next

At level 11 You can make an example out of your victims in order to demoralize your enemies. When you make a melee weapon attack against a creature, if you score a critical hit or reduce the creature to 0 hit points, you can force one creature of your choice within 60 feet of the victim to make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature is frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you must finish a short or long rest before you can use it again.

Cull the Weak

Starting at 15th level You are immune to being frightened, and you have advantage on attack rolls against creatures that are frightened.

Hell Rider

You are host to a powerful being of Mortis and within it, ties you to both Life and death. Hell riders are a creation of Fyrah the dread flame to work as a work around for Mortis to clam the souls of those how illude his reaping. Hell riders serve a roll similar to that of a reaper but more as a usher of death, when one alters the fates and cheats death, Mortis will know, but he can not dispatch a reaper to claim the soul because the soul is not yet split from the body, a process that happens when death take hold of ones self. In this case he will call on Fyrah to choose a hell rider to take this life. A hell rider must finish this deed 3 times before you can have your soul back, a bargen set forth when Fyrah grants her power to a Rider.

Few people seek the power of the Hell rider by choice, as it is as much a curse as it is a blessing. Most commonly, mortals become Hell Riders as a gambit for their salvation, Perhaps you sold your soul out of selfless desparation, or you died a terrible and unfare death, perhaps you called out to the gods in a time of sincere need. No matter the cause, you were imbued with the power of the Hell Rider by the Dread flame, who saw you as a worthy soldier for the cause of absolute end.

The Order Mortalius of the Empires Inquisition try to keep tabs on any known hell riders, keeping track of there Unholy corruption and dealing with any that falter in the eyes of Imperial Law and regulation, most in the Empire Fear the hell rider for many reasons but most do not know to be marked as a Hell riders target is to set the universe back in balance.


When you choose this Combatant type you gain Proficiency in Arcana, Deception Skills as well as Charisma saves and with the following weapons -.


Hell Rider
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

The Dread Flame is my Source

At 3rd level, you gain the innate caster mutation if you don't already have it. See mortal mutations section of chapter 7 (Mutations), you will use your charisma as your spell casting bonus. Hell Riders are given power by Eldur and Fyrah, and with this they may take spells from the Necromancy, Shadomancy and Pyromancy Disciplines and the Pyromancy discipline is considered to be associated with the Unholy powers. See chapter 4 (The Arcane) for details.

Hellish Firebolts

Your Arcane bolts deal Fire damage instead of Force.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Hell rider spellcasting. Cantrips may be cast without having to be Prepared.

Power Slots.

The Hell Rider table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You know a number of spells as shown in the spells known column of the Hell Rider table, choosing from the Hell Rider disciplines you are allowed. The spells⁠ must be of a level for which you have Spell Slots. As you level you will learn new powers this in indicated in the Spells known column of the hell rider table, anytime you learn a new spell you may swap an already known spell with a new spell of with you can learn and cast.

For example, if you are a 5th level Hell Rider, you have 3 1st level an 2nd level Spell Slots and you know 3 spells this may be of 1st or 2nd Level, in any combination. You may also cast a lower level spell by using a higher level spell slot.

Ritual Casting You can cast a Hell Rider spell as a ritual if that spell has the ritual tag and you don't need to Know the spell.

Spellcasting Focus Any you are in your mantle of the Hell Rider, the spells you cast do not need material components.

Spellcasting Ability Charisma is your Spellcasting ability for your Priest Spells. The power of your spells⁠ comes from your devotion to your deity. You use your Charisma whenever a Priest spell refers to your spellcasting⁠ ability. In addition, you use your Charisma modifier when setting⁠ the saving throw DC for a Priest spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Hellish Repentance

Starting at 3rd level those that except the contract and power of a hellrider are to be marked by Fyrah, You gain the Mark of Fyra as seen in the Godly Marks section of Chapter 4 (The Arcane), under Marks of Mortis.

As a Hellrider you must always remember that the power you have now is born from death but it may be used for good. The hell rider is bound to the powers of the unholy but most Hellriders are created out of a desperate act of selflessness where there life was considered forfeit, fighting the unholy nature of there new self and because of this you may treat your Necromancy, Shadowmancy and Pyromancy spells as if they are associated with the Neutral powers for the purposes of the condition benefits so long as you have a Neutral condition. (note you will still gain unholy corruption for casting spells associated with the unholy powers, to include your Pyromancy spells)


Furthermore if you witness innocent blood spilled, you must enter your Mantel of the Hell Rider and attack the creature that attacked the innocent creature unless you pass a Wisdom save DC equal to the amount of damage dealt to creature of 20 if the innocent dies as a result to the attack. This transformation does counts against the amount of time you can transform into your Hell Rider form, and you cannot revert to your normal form until you defeat the offender.


In addition each time you fulfill one of the below Tenants you will add a number of points of the listed type of corruption equal to your Proficiency bonus.


Flame of Righteousness (Divine): the evil deeds you have witnessed and the contract you signed make your heart burn with anger. You must stand for the weak and oppressed and use their emotions to fuel your ghostly flames for righteous and not the unholy.


Flame of Repentance (Unholy): you have turned away from your days of war and violence, wishing only to find peace. Each time you must use violence without it being in the protection of the week is to except the emotionless unholy nature you possess.

Mantle of the Hell Rider

Starting at 3rd level, you gain the ability to assume the legendary form of the Hell Rider. As a bonus action on your turn, you transform into an infernal form. Fire erupts from within you and seems to burn away your flesh, leaving only a blazing, skeleton. While in this form, you gain the following benefits.

  • You have Resistance to Necrotic damage and vulnerability to radiant damage.
  • You are considered undead instead of human. You are affected by any spells and abilities that damage, detect, or repel undead.
  • You are infused with the dark energy of Undeath, which frees you from some frailties of mortality. If you are reduces to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant. On a success, you drop to 1 hit point instead.
  • When you are hit with a melee attack the target takes an additional 1d4 fire damage, this extra damage increases to 2d4 at 6th level and 3d4 at 9th level and a 4d4 at 12th.
  • You gain advantage on all intimidation checks. Additionally, when you use the intimidation skill to intimidate a creature, that creature must make a wisdom saving throw with a DC equal to your Spell Save DC; on a failed save, the target becomes stunned until you revert to your mortal form. The target can repeat this saving throw on each of its turns, ending the effect on a successful save, but they are now frightened of you for 1 min. If the test is passed they are just frightened for 1 min They can repeat this saving throw on each of its turns, ending the effect on a successful save. a creature effected by this may not be again for the next 24 hours.
  • You burn with spectral flame that sheds bright light in a 10ft radius and low light for 10 more feet, this is coverable with clothing.

You can remain in your Ghost Rider form for 1 Min, and you may end it early as a free action. Your Ghost Riders form also ends early if you fall unconscious or die.

You can use this feature once after witch, you cannot use it again until you finish a long rest. At levels 7, 11 and 15 you can use this feature one additional time per long rest.

Furthermore you gain the Born in the Saddle and Blazing mount abilities below.

Born to the Saddle: Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

Blazing Mount: Whenever your Mantel is active, you may have a motor bike or a animal mount have a similar transformation if your within 120ft, when done the mount gains the following traits below.

Furthermore if your mount is more then 30ft from you and you mantel is active you may summon your mount to a space within 30ft of you as a bonus action or reaction

  • The mount gains resistance to Fire and Necrotic damage.
  • Any form of attacks it makes deal an additional 1d4 fire damage, this extra damage increases to 2d4 at 6th level and 3d4 at 9th level and a 4d4 at 12th.
  • The Mounts gains a bonus to its AC equal to your charisma bonus.
  • If the mount is a Animal it HP is equal to 10 or your Level x 5 and it like you is infused with the dark energy of Undeath, which frees it from some frailties of mortality. If it reduces to 0 hit points and is within 120ft of you, it must make a Constitution saving throw adding your proficiency bonus to the roll, with a DC equal the damage taken, unless the damage is radiant. On a success, it drops to 1 hit point instead and you may cast the revivify spell on it at will without the need in material components.
  • If your mount is a Motor Bike you may Dash as a bonus action and the bike gains +15ft base movement and 15 miles Per hour over land.

Death ride

Beginning at 7th level, You gain 2 of the below trait while you are mounted. At levels 11 and 15 you gain one more pick of your choice.

  • You gain advantage on Dexterity (Vehical Handling) checks.
  • You gain advantage on Wisdom (Animal Handling) checks.
  • you may use a Two handed weapon in one hand while mounted on a Motor bike or animal mount.
  • Gain a +2 to all melee attack rolls made.
  • Gain a +2 to all Ranged attack rolls made.
  • Your mount gains an additional 10ft movement

Greater Mantle of the Hell Rider

Beginning at 11th level, when you assume the form of the Hell rider you gain the following abilities, in addition to the benefits granted by the Mantle of the Hell rider feature.

  • You have Resistance to Piercing slashing and bludgeoning damage as well as immunity to Fire and Necrotic damage.
  • the additional fire damage dealt in your mantel will be d6 instead of d4.
  • Your base speed increases by 10.
  • When you are drop to 0 hit points but are not killed outright while in your Hell rider form, you revert to your normal form and drop instead to 1 hit point.
  • Your Strength and Constitution scores increase by 2, to a maximum of 22

Furthermore your blazing mount ability gain the following abilities, in addition to the benefits granted by the blazing mount feature

  • The mount gains Resistance to Piercing slashing and bludgeoning damage as well as immunity to Fire and Necrotic damage.
  • The mounts additional fire damage dealt by the mount within 120ft while you are in your mantel will be d6 instead of d4.
  • The Mounts Hit Point maximum increases by a number equal to 3x your Hell Rider level.
  • If your mount is an animal mount it gains a fly speed equal to its walk speed.
  • If your mount is a Motor Bike it gains the efects of Spider climb being able to ride on walls and upside down.

Hells Rider

Beginning at 14th level, you have become the paragon champion of death. You may now remain in your Hell rider form for as long as you wish.

Additionally, you are much harder to kill than most hell riders. You may reroll any Death Saving Throws you make as well as the constitution save made to , but must use the new roll.

Biker

Many a Ganger will choose the life of a biker as a motorbike is an cheeper and very maneuverable vehicle for the tight confines of the big hive cities, but many bikers have adapted to live on the road jumping from one place to another.


When you choose this Combatant type you gain Proficiency in Athletics, Land Vehicles Skills as well as Dexterity saves and with the following weapons Thunder Hammer, Power Fist.

Assault Bike and Basic Bike Training

When you choose this path at 3rd level, you acquire a Motor , refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.

Undercity Afilliate: Your reputation and connections within the undercity is growing, once per day you may attemped a Persuasion, Deception or Intimidation check (DC 15) on a lower city citizen, to Learn the location of a undercity supplier and what affiliations the supplier may be a part of, or the location of a nearby gang affiliation. The type of skill used during the test could have positive or negative effects on your reputation with that specific undercity suppliers and any affiliations they may be a part of, this is all at DM discretion.

Born to the Saddle: Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

Drive By: While mounted you may gain advantage on one attack as long as you moved more the half your mounts speed this turn.

Veteran in the Saddle

Beginning at 7th level, you gain the following Maneuvers.

Full Throttle: you hammer on the throttle and gain speed at a cost of handling. at teh cost of one superiority die, until the start of your next turn you gain a bonus to your vehicles Speed equal to half is original speed rounded up to nearest 5 or 10s but you have disadvantage on vehicle handling checks. Furthermore if you are hit by an attack during tis time you may roll your superiority die and reduce the damage by that amount.

Graceful Maneuvers: Whenever you are made to make a maneuver check while mounted you may use one superiority die, if you do you may roll your superiority die and add in to the check, this may be done after the roll was made but before the result is determined.

Bike Jump: Using the suspension of your motorcycle you may jump your bike, during your movement you may spend one superiority die to make a jump with your bike. this requires a maneuver check DC 15, the jump is 5ft you may increase the hight by 5ft if you do the DC increases by 5 as well, when making this check, roll one superiority die and add it to the result.

Bike Maneuvers

At 11th level You gain 2 of the below trait while you are mounted. At levels 11 and 15 you gain one more pick of your choice.

  • You gain a bonus on Dexterity (Vehicle Handling) checks equal to your Wisdom or intelligence (your choice when you get this feature).
  • You gain a bonus on Wisdom (Animal Handling) checks equal to your Dexterity or intelligence (your choice when you get this feature).
  • you may use a Two handed weapon in one hand while mounted on a Motorcycle or assault bike.
  • you may dash as a bonus action.
  • You and your mount gain a +1 to ac while you are mounted.
  • Gain a +2 to all melee attack rolls made.
  • Gain a +2 to all Ranged attack rolls made.
  • Your mount gain an additional 10ft movement

Master Maneuvers

At 15th level -.

Heavy Gunner

A Heavy Weapons Team is a small unit that is outfitted with heavy weapons intended to provide close or heavy fire support to standard infantry.

Though much of an infantry regiment is made up of rank and file troops, those soldiers with an affinity for bulky and more complicated weaponry are often gathered together within a dedicated Heavy Weapons team.

This allows an infantry troops to bring devastating weaponry to bear without relying on the armored fighting vehicles with other assets.

Those who serve in a Heavy Weapons teams have but one, straightforward role to obliterate any enemies who cannot be overwhelmed by massed Small arms fire.


When you choose this Combatant type you gain Proficiency in Athletics, Perception Skills as well as Strength saves and with the following weapons Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

Gunner Training

Beginning at 3rd level, you gain the Controlled Fires and Quick Clean abilities below.

Controlled Fires: When making attacks with any weapon with the Auto fire weapons property in any auto fire mode or a weapon that has the Heavy weapon property that you are proficient with, You may add double your proficiency bonus when calculating attack rolls and the DC against weapon attacks with those weapons.

Quick Clear: Your training with heavy and auto weapons you have learned to keep them in the fight. You may re-roll a missfire when firing a weapon with the Auto fire weapon property in any auto fire mode or if the weapon has the Heavy weapon property, you may not re-roll the same die. You may use this a number of times equal to half your Intelligence Modifier (rounded down to a minimum of 1), You regain the use of this after you complete a long rest.

At level 11 you may now use this feature a number of time equal to your whole Intelligence modifier.

Advanced Training

At 6th level, you gain one feature from below of your choice. At level 14 you gain one more.

Give em Hell: when you are using a Automatic weapon you may treat it as having the Automatic weapon property double.

Big Game Hunter: When you are using any heavy, When you roll damage for a Issued weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice you rolled the highest on. this includes the dice rolled from this ability.

Fire for Effect: When you are using a Mortar, you have advantage with the scatter die when deviating during the firing of a mortar.

Corrective Fires

Starting at 11th level You have learned to control your fires resulting in a better hit ratio. A number of times per short rest, equal to your Intelligence Modifier (minimum of 1), you may as a reaction to missing an attack with or a target passes its dex save against attacks made with weapons with the Auto fire weapons property in any auto fire mode or a weapon that has the Heavy weapon property.

You may re-roll the missed attack or the target must re-roll there save. You may only use this feature a number of times equal to your 1 + your Intelligence bonus, Regaining all uses after completing a long rest.

Master Gunner

Beginning at 15th level you have grown custom to carrying around the biggest baddest gun in the squad. You no longer suffer the effects of the heavy weapon property.

Furthermore during any turn, if you have not moved yet, You may use your action to fire a heavy weapon in a mode of firing allowed by that weapon. When done the weapons attack will deal the full value of the dice, without a roll required. Note this damage will not trigger the Big game hunter rule. When this is done you may not move until the start of your next turn unless you are pushed of likewise effected by an outside means.

Combat Medic

The combat medic is not meant to be stuck in a clinic, they do their best work when on the battlefield. While still an expert healer they focus just as much on how to hurt as how to heal.


When you choose this Research path you gain Proficiency in Athletics, Survival Skills as well as Wisdom saves and with the following weapons Martial Weapon and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

First Aid

Starting at 3rd level you get a Medical Bag, The Medical bag has 2 parts this first is an Medi-pak with 10 uses, the second part is Truma Kit with 5 uses, you also gain the Paramedic and Render Aid abilities below, as well you gain the Medic Feature as describer in Homebrew features section of Chapter 5 (Rules).

Paramedic: You have become experienced at reaching the injured without taking damage. when a friendly creature within 60ft is reduces to 0 HP or a critical hit is made against them, you may use your reaction to move up to your movement in the quickest route toward that creature, this movement does not Provoke an attack of opportunity.

Render Aid: As an action you may expend one use of the Truma Kit and Roll a Intelligence (Medicine) check DC. 15 and a Dexterity (surgical Tools) check DC 15. If both test are passed you may heal one creature for 2d6 + 4 points. If one of the two test are failed the heal is only for 1d6+2 points, if both tests are failed the target does not heal anything. The creature can’t regain hit points from this feature again until it finishes a short or long rest. This does not effect Undead, Constructs, Plants, Celestials and aberitions. At 10th level this increases to 4d6+8 or 2d6+4 on one fail and at 20th level it is 6d6+12 or 3d6+6 on one fail.

Casualty Collection Point (CCP)

beginning at at 7th level you have learned that there is always another fight around the corner, and it's best to be ready for it. Select up to 6 willing creatures that you can touch. You spend the next 10 minutes quickly stitching up any open wounds and applying painkillers where needed, whatever it takes to get them to the next battle. This cures them of any non-magical ailments and restores a number of hit points equal to half of their maximum rounded up.

You can use this feature a number of times equal to your Intelligence modifier divided by two, round down (minimum of one). You regain any expended uses when you finish a Long Rest. This increases to your whole intelligence bonus at 11th level.

Survival Tactics

Beginning at 11th level,

Frantic Strike. When surrounded by foes you lash out wildly. You can use your action to make a basic melee attack roll against any number of creatures within 5 feet of you, with a separate attack roll for each.

Ooh no you wont. As a bonus action you do anything in your power to distract evade any creature attacks. Any attacks made against you until the start of your next turn are made at disadvantage. You cannot do this again until your next short rest.

Ignore the Fires of war

At 15th level any creature who targets you with an attack or harmful spell must first make a Wisdom saving throw or choose a new target. Furthermore you are immune to the Frightened and routed conditions.

Guardian / Knight / Warrior / Brute / Deadblade (Magi)

The Magi hold an interesting place within the world, as a Magi you are train in a highly devote way of life. Each specific temple follows a specific system of belief referred to as a "Way". Each way has it own ideals and beliefs, The Magi are devote groups of religeous that are based around the focuses of Discipline and Balance, they do not focus on any one specific lessor god or even greater God, as the magi believe in an abssolute balance within the realm of Terahime, but just like the All Creator Nohesis soon realized him self, balance is not easily achieved and this is why the five Ways exist. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Most Magi try to stay balanced but many become graced and start to follow a more Divine and Disciplined path. But there are always those that cant control themselves and fall to the more darker powers, thus the reason for the "Ways" of Ruin, Rage and Death.

Each Magi is a highly trained martial combatant and Skilled Crafters of the arcane. each magi can manipulate the arcane like other arcane casters. Having the ability to draw from any Discipline allows the magi to be a powerful being and because of there "Ways" they hone the ability to keep the risk involved with the arcane to a minimum or the completely embrace the Darker powers and become a reckoning of Balance. Each Magi earns a magic blade


called an Arcane Saber. A Magis right of passage for a new apprentice within a Temple to graduate to Magi, is to find the parts and craft there first Arcane Saber

within the temples secret forge, using a secret mix ancient Technology and Magic that not even the Machine host knows. Once this task is complete the Apprentice Becomes a Magi and may now be given tasks by the Temple Counsel. The blade may come in varying size and style, but all consist of a Hilt built around a arcanium

crystal, on command by the one that is bound to the blade, the blade will sprout forth a beam of arcane energy that is resistant like a blade and deals slashing damage but it also deals an amount of damage of a type of damage dependent on the color of the blade and that has to do with the ritual that was preformed when created, the blade also emits a small amount of light in a color like the blades.

The Guardian/Knight/Warrior/Brute/Deadblade (Magi) is the most potent Swordsman a Defender of the Magi, Focusing on Heavier armors and a more Aggressive fighting style using physical Prowess of that of Finesse.


Prerequisites: To be a Magi you must have the Innate Caster mutation as described in the Mortal mutations section of Chapter 7 (Mutations).


When you choose this Combatant type you gain Proficiency in Arcana, Insight Skills as well as Wisdom saves and with the following weapons Force Saber.

Warrior amongst the Mage

Starting at level 3 you focus on a more martial approch to the Magi way and due this you gain the Passive Arcane and Passive Combat abilities below.

Passive Arcane: you gain 2 Arcane traits of your choice, chosen for a list you are allowed to pick from. You gain 1 additional arcane trait at levels 6, 10 and 14. as well as you gain one additional spell slot of each slot you possess.

Passive Combat: you gain 2 Auras of your choice, chosen for a list you are allowed to pick from. Your aura rang is 10ft this increases by 1 at levels 6, 10 and 14.

Magi Way

Starting at 3rd level as a Magi you have a "Way" to follow. each way has it own ideals and beliefs. The Magi are devote groups of religeous that are based around the focuses of Discipline, Balance, Ruin, Rage and Death. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Your way is dependent on your currant corruption Condition, if you are Graced you are of the Way of Discipline, Neutral you are of the way of Balance, Tainted you of the way of Ruin, Enraged you are of the way of Rage and if you are Darkened you are of the way of Death. Each discipline has a set of Benefits and disadvantages that the individual must follow.

Each of the following Ways have a special ability each of these abilities may only be done a number of time per day equal to you charisma bonus, replenishing all uses when you finish a long rest


The way of Discipline (Guardian):

  • Your Arcane bolts Spell deals radiant damage instead of force.
  • When allowed, you may preform any Disciplined Arcane Saber ritual color.
  • During a Long rest you may add a number of Divine corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of 50% or less.
  • You gain the Wave of positive energy ability below.

Wave of Positive energy: as a bonus action you may send out a wave of positive energy in a 15 foot cone each non Tainted, Darkened or Enraged creature heals 1d10 + you charisma bonus and each Tainted, Darkened or Enraged creature takes that amount of damage.

The way of Balance (Knight):

  • Your Arcane Bolts Spell deals Force damage.
  • When allowed, you may preform any Balanced Arcane Saber ritual color.
  • During a Long rest as long as you are Neutral corruption, you may choose the use your shift any amount of Arcane corruption of any types to the pool of any other type Provided that you still remain Neutral.
  • You only suffer Arcane Peril on rolls of natural 1.
  • You gain the Arcane Push ability below.

Arcane Push: You know how to hit your enemies with a wave of pure force energy. As an attack, you can fire a blast of force energy in a 15 foot cone, a 30 foot line 5ft wide or a single ranged Spell attack 60/120 foot range. Targeted creatures must make a Strength saving throw equal to your spell save DC on a fail they take Bludgeoning damage equal 1d10 + your charisma modifier and be pushed back 10 feet and knocked prone, on a pass they take no damage and is not knocked prone but is still pushed 5ft. If you make an attack with a weapon you are proficient with, you can make another attack with this feature as a bonus action.

The way of Ruin (Warrior):

  • Your Arcane bolts deals lightning damage instead of Force.
  • When allowed, you may preform any Ruinous Arcane Saber ritual color.
  • During a Long rest you may add a number of Ruinous corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of Greater then 50%.
  • You gain the Force Choke ability below.

Force Choke: While the arcane connects everything in existence, you have found away to make it stop the connection of air to the lungs. As an attack, you may attempt to Choke a target within 60ft. The target must make a constitution save, on a fail, the creature begins to suffocate and is Stunned until the start of your next turn, during your turn you may choose to maintain the Choke


as if you where concentrating on a spell though this does not count as a concentration spell. At the end of each of the target creatures turns it may retake the Con save returning to normal on a pass. This ability cant be used on creatures that don't breath. Furthermore you may use this as a reaction to someone/somthing is speaking, if you do use this ability when someone/something is speaking it gains disadvantage on its saving throw.

The way of Rage (Brute):

  • Your Arcane bolts deals Piercing, slashing or Bludgeoning damage instead of Force, your choice.
  • When allowed, you may preform any Primal Arcane Saber ritual color.
  • During a Long rest you may add a number of Primal corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls.
  • You gain the Primal might ability below.

Primal Might: You use the Primal Arcane to enhance your fighting abilities. During combat, you can take a bonus action to add 1d4 force damage to each of your attacks until the end of your next turn. When you activate this ability.

The way of Death (Deadblade):

  • Your Arcane bolts deals Necrotic instead of Force.
  • When allowed, you may preform any Unholy Arcane Saber ritual color.
  • During a Long rest you may add a number of Unholy corruption equal to your Wisdom modifier.
  • You only suffer Arcane Perils on a roll of a natural 20.
  • You gain the Necrotic wave ability below.

Necrotic Wave: as a bonus action you may send out a wave of Necrotic energy in a 15 foot cone each undead creature heals 1d10 + you charisma bonus and each Living creature take that amount of damage. this may be done a number of time per day equal to you charisma bonus.

Arcane Saber Ritual

you have learned how to preform the arcane saber ritual and gained the components to craft your first Arcane saber. You gain Proficiency with Arcane Sabers. and you learn to craft 2 of the below types of arcane saber. The first time you create an Arcane saber the cost is free and you have all the Piece, you just need access to Tech tools, Artificers Tools and Archamancy supply and 12 hours. If you are crafting a second or replacing a lost arcane saber you may but crafting one of these is like crafting a Intricate device requiring Tech tools, Artificers Tools and Archamancy supplies, which

Arcane Saber Colors/Dmg. Types

you are considered to be proficient in for the purposes of the creation of this weapon along with, (1) 1500Gp Piece of Arcanium crystal, (5) wires, (1) computer chip and (1) Premium Alloy, See crafting compendium for details on crafting items. Refer to charts below for the stats of each type or arcane saber and what color blade does what damage type.

Arcane Saber Profile

Name Damage Weight Properties
Arcane Saber dagger 1d4/1d4 Force/Color type 1 lb light, Finesse
Arcane Saber 1d6/1d4 Force/Color type 2 lb Versatility (1d8/1d6), Finesse
Arcane Saber Claymore 1d10/1d6 Force/Color type 3 lb Two-Hannded, Large, Bulky
Arcane Saber Double 1d6/1d4 Force/Color type 3 lb Two-Hannded, Finesse, Double: using this weapon gives you the ability to fight as if you had a weapon in each hand and the of hand is lite.
Disciplined Colors Damage type
White-Gold Lightning
Gold Fire
White-Blue Cold
Balanced Colors Damage type
White Force
Silver Force
Pink Force
Ruinous Colors Damage type
Red Fire
Yellow Lightning
Pale-Blue Cold
Pale-Green Poison
Primal Color Damage type
Purple Lightning
Orange Fire
Green Poison
Blue cold
Unholy Colors Damage type
Black Necrotic
Black-Green Poison
Black-Red Fire
Black-Blue Cold

Saber Techniques

Below are three abilities that may be used as long as you are wielding any type of arcane saber.

Saber Deflection: you can use your reaction and your mastery over your mind and Saber to deflect or even redirect a ranged attack. When you are hit from a ranged or thrown weapon and you have your arcane saber on you. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level.

If you reduce the damage to 0, and the attack was energy based, you can redirect the bolt. Make a ranged attack with the weapon or piece of Ammunition you just redirected, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencise, and the missile counts as a monk weapon for the attack.

Saber Perry: you have furthered your Saber Skills, if you are the target of a melee weapon attack, you can use your reaction to Perry and attempt to block the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC.

Arcane Swordsman: when you take the attack action on your turn, if you have the Extra attack feature, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action or less. This may only be done once per turn.

Magi Trait

Beginning at 7th level, you gain one of the below traits. At levels 11 and 15 you gain one more.

Magi Manipulation: you count as always having the Telekinesis spell active at all times. but with the following changes.

  • Objects and Creatures may only be Large or smaller.
  • Object must weigh 200 x your proficiency bonus of less and only moves 20ft.
  • Objects and creatures can only be moved 20ft.

At Level 11 you have gain the full use of the Telekinesis spell and level 15 the weight is increased to 300 x Proficiency and at level 20 its 400 x Proficiency.

At Levels 7, 11, 15 and 20 you may effect one additional target with the Telekinesis spell though you may not exceed a combined weight equal to you total weight allowed fro the Telekinesis spell.

Sense Arcana: you count as having the Detect magic spell active at all times. Furthermore at levels 11 and 15 you increase the range by 30ft and at level 15 the only thing that that can block it is lead.

Magi Senses: You have blind sight at 20ft. At levels 11 and 15 this increases by 20ft

Read Mind: you count as having the Detect Thoughts spell active at all times. Furthermore at levels 11 and 15 you increase the range by 30ft.

Mind Trick: you may cast the Command Spell at will, without needing material components or requiring to harness the arcane. Furthermore at levels 11 and 15 you increase the range by 30ft.

Arcane Leap: you count as having the Jump spell active at all times. Furthermore at levels 10 and 14 you increase the hight by an additional multiplier.

Arcane Speed: Your speed is increased by 10 ft. At levels 11 and 15 you gain an additional 10ft.

Magi Foresight: your foresight gives knowledge of tactical situations and allows you to act quickly in battle. You can give yourself a bonus to your Initiative rolls equal to your Intelligence modifier. This increases by 2 at levels 11 and 15.

Master Magi

Starting at 11th level, fighting against the balance of arcane energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Furthermore You gain a Magi Apprentice of your Choosing. See Minions section of this book for the stats and how to use them.

Grandmaster Magi

At 15th level, your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.

Legionnaire

The Legionnaire are foremost amongst the defenders of Humanity, the greatest of the Empires warriors. They are barely Human at all, but superhuman, being gene born, made superior in all respects to a normal man by a harsh regime of genetic modification, psycho conditioning and rigorous training.

The Legionnaire are physically stronger, far more resilient and often mentally far removed from the lot of most normal Human beings. In the presence of a Legionnaire, most people feel a combination of awe and fear, and many cultures on the more primitive worlds simply worship them outright as demigods or angels of Order made flesh.

Many Legionnaire feel little compassion for those they have sometimes termed "mortals" in comparison to themselves, seeing the very people they were created to protect as little more than obstacles to a more efficient eradication of the Imperium's enemies.

This is an attitude sometimes taken by whole Legions. They see normal Humans as frail, weak creatures given to the follies of temptation, greed, lust and cowardice, all emotions they rarely feel, if ever.

Yet there are some Legionnaire who remember why they were created fpr the Emperor, who avoid the trap of hubris which the Legionnaire are so prone to and which has seduced so many of their number to serve the Ruinous Powers of Havoc. They are the final guardians of Mankind, the saviours of last resort.

Potential Gene Born are usually, but not always, recruited from the worlds where a Legionnaire has established its fortress monasteries, although some Legionnaire are known to recruit from a collection of different worlds in an area of space that they protect or frequent.

Recruiting methods vary from Legionnaire to Legionnaire. Some select their neophytes from feral tribes roaming the surface of inhospitable worlds, while others draw upon eager volunteers who have been groomed from birth to become a Legionnaire.

Still others watch and kidnap potential warriors, turning them into gene born whether they will it or not. Whatever the method, all Legionnaire will only accept those who successfully pass the grueling initiation trials and prove themselves worthy of becoming a Legionnaire.

However a man becomes a Legionnaire does not matter, once his body has survived the forging of a transhuman gene born, he must forever stand apart from the people to whom he was once kin and who he is now sworn to protect. Once a man becomes a Legionnaire, he is no longer mortal, his genetic heritage is now that of the first Emperor Himself, and a spark of the same divine majesty flows in his veins.


Prerequisites: To be a Legionnaire class you must be an Gene Born Race.


When you choose this Martial path you gain Proficiency in Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

Wrath of the Emperor

Beginning at 3rd level, as a legionnaire, you where raised to hate the foes of the Emperor it is as much in your heart as it is in your blood, as a result, you may as a bonus action enter a state of wrath, gaining the below abilities

  • You gain a bonus to all strength and Wisdom saves and ability checks equal to your Proficiency bonus.
  • You gain a bonus to all damage dealt by a legionnaires weapon attacks Equal to your proficiency bonus.
  • Gain Temporary hit points Equal to your Warth bonus + your Level x2

Your Emperors Wrath lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your Emperors Wrath on Your Turn as a Bonus Action.

Once you have used you Emperors Wrath the number of times shown for your legionnaire level in the Emperors Warth column of the legionnaire table, you must finish a Long Rest before you can use the Emperors Wrath again.

Power Frame

Starting at 3rd level Each legionnaire is issued a Power Frame, the type of Frame varies from story to story of Faction to Faction, so with this said the frame type is determined by your GM, in accordance to the current Game setting. At level 10 and 15 this frame gets an upgrade, this is also determined by you GM. But an example is; at level 3 you where issued a MK-4A and at level 10 your legion faction upgraded you to a MK-4A1 as a veteran of the legion and possible at level 14 it could be a MK-5A1 power frame as you may have been promoted again. See Power frames in Chapter 8 (Equipment) for details.

Battlefield Role

When you choose this Battlefield path at 3rd level you fill a specific roll within the Legions of the Empire. This is called a Battlefield Role, you must pick a Battlefield Roll from the choices below. Each roll gives you some individual benefits, once this is chosen you may not choose another.

Scout

Scout are Legionnaire the do not where the .

Scout Save: you gain proficiency in Wisdom saves.

Scout Skills: you gain proficiency with the Stealth, Survival.


Scout Traits: in the pursuit of ranged combat superiority speed and stealth you no longer are issued an MK-4A1 but instead it is a Spartan MK-4A and you gain the below benefits:

  • You gain advantage on dexterity saves.
  • Advanced perceptions training gives you advantage on all Investigation and Perception checks that rely on sight or hearing.
  • Your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Vanguard

Vanguard are the front line rank and file Legionnaire, hardened by the wars and battles of the Empire.

Vanguard Save: you gain proficiency in Str saves.

Vanguard Skills: you gain proficiency with the Athletics, Intimidation.


Vanguard Traits: in your pursuit of combat superiority, you gain several beneficial traits:

  • Your arms strength and precision to allow you to deal an additional 1D4 damage on your melee attacks.
  • You pick one more Combat style from the list in the combatant class.
  • You gain proficiency with unarmed strikes, they deal 1D6 bludgeoning damage and can deal leathal damage if you choose.

Commander

Commanders lead the Legionnaire, .

Commander Save: you gain proficiency in Cha saves.

Commander Skills: you gain proficiency with the Athletics, Intimidation.


Command presence: Your presence as a commander creates petter soldiers around you.

you gain 2 auras of your choice, chosen from the the Command auras list in the auras section of chapter 5 (Rules). Your Aura range is 10ft.

Furthermore You gain an additional Aura of your choice at levels 6, 10 and 14 Theses are chosen from the Command auras list. Your aura range also increases by an additional 5ft at levels 6, 10 and 14.

Chaplain

A chaplain leads the legionnaire in Prayer and Combat.

Chaplain Save: you gain proficiency in Wisdom saves.

Chaplain Skills: you gain proficiency with the Persuasion, Religion.


Battle Sermon: You gain the use of Hymns, Litanies and Chants as described in the Hymes litanies and cants section of Chapter 5 (Rules), you may use these Chant a number of times per day equal to your Wisdom bonus. You start knowing 3 Chants of your Choosing from the Holy Chants section of Hymns, Litanies and Chants, You learn one additional chant known and can use one additional chant per rest at levels 6, 10 and 14.

Fire Support

Vanguard are the front line rank and file Legionnaire, hardened by the wars and battles of the Empire.

Fire Support Save: you gain proficiency in Str saves.

Fire Support Skills: you gain the control Fires and the Quick Clear.


Controlled Fires: When making attacks with any weapon with the Auto fire weapons property in any auto fire mode or a weapon that has the Heavy weapon property that you are proficient with, You may add double your proficiency bonus when calculating attack rolls and the DC against weapon attacks with those weapons.


Quick Clear: Your training with heavy and auto weapons you have learned to keep them in the fight. You may re-roll a missfire when firing a weapon with the Auto fire weapon property in any auto fire mode or if the weapon has the Heavy weapon property, you may not re-roll the same die. You may use this a number of times equal to your Intelligence Modifier (minimum of 1), You regain the use of this after you complete a long rest.

Resourceful Warrior

At 7th level, you gain the Adamant Focus and Prescience abilities below.

Exploit: Because of a combination of your Divine Blood and Enhanced Combat training given by the legions, you are able to recognize momentary weaknesses in your enemies’ defenses. Once per use of this feature, you can give yourself advantage on a single attack roll. You have a number of uses of this feature equal to half your intelligence modifier (rounded up) and all expended uses are regained after a short or long rest.

Furthermore at level 13 you increase the total number of uses to your intelligence modifier per short or long rest.

Resistance Training: through the use of extensive training, you have learned unique ways to increase your chance of success when subject to certain attacks. Whenever you are the target of an attack or spell that requires you to roll a saving throw, you can add half your Wisdom modifier rounded up in addition to any other modifiers on the saving throw.

At 11 level in this class you increases the number of uses to your whole intelligence modifier instead of just half.

Greater Wrath

At 15th level, level, you may pick on of the below Upgrades to your Wrath of the emperor. At level 14 you gain this ability again and you may pick a second upgrade.

  • You gain a bonus to all strength and wisdom saves and ability checks equal to 2x your Proficiency Bonus.
  • You gain a bonus to all damage dealt by Space marine weapon attacks Equal to 2x your Proficiency Bonus.
  • Gain Temporary hit points Equal to 4x your Proficiency bonus + your Level

Eternal Wrath

Starting at 14th you gain the Death is the end to my Wrath and Wrath Beyond Death abilities below.

Death is the end to my Wrath: your Emperors Wrath is so true that it ends early only if you fall Unconscious or if you choose to end it.

Wrath Beyond Death: your honor fuels your rage and allows you to shrug off Mortal blows.

While you’re in a Warth, having 0 Hit Points doesn’t knock you Unconscious. You still must make Death Saving Throws, and you suffer the normal Effects of taking damage while at 0 Hit Points. However, if you would die due to failing Death Saving Throws, you don’t die until your Wrath ends, and you die then only if you still have 0 Hit Points.

Faith Militant

The Faith Militant are an all Divine borne division of the Imperial Faith and the strong arm of the High Church. The Orders of the faith Militant serve as the Churches military might and holy Protection, mercilessly rooting out corruption and heresy within humanity and every organisation of the Empire.

There is naturally some overlap between the duties of the Faith militant and the Imperial Inquisition, although the Inquisition and the Faith Militant remain entirely separate organisations, the Faiths Militant also act as the Chamber Militant of the Inquisition's Ordo Demonius and sometimes used by Orders Justicus.


Prerequisites: To be a Faith militant class you must be a Divine Born Race.


When you choose this Martial path you gain Proficiency in Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

Power Frame

Starting at 3rd level Each legionnaire is issued a Power Frame, the type of Frame varies from story to story of Faction to Faction, so with this said the frame type is determined by your GM, in accordance to the current Game setting. At level 10 and 15 this frame gets an upgrade, this is also determined by you GM. But an example is; at level 3 you where issued a MK-4A and at level 10 your legion faction upgraded you to a MK-4A1 as a veteran of the legion and possible at level 14 it could be a MK-5A1 power frame as you may have been promoted again. See Power frames in Chapter 8 (Equipment) for details.

Act of Faith

Starting at 3rd level your faith allows you to gain the ability to perform acts of faith. You gain a resource called Devotion. Your Devotion point maximum is equal to your wisdom bonus plus your Proficiency bonus. You regain all devotion die after completing a long rest.


You know a number of the below Acts of faith equal to 1 + your Wisdom Bonus. You may expend Devotion to use one of the abilities that you know, the devotion costs are in the descriptions. These abilities can be used in which they are described.

Furthermore at levels 6, 10 and 14 you Know 1 additional act of faith and you gain 2 additional Devotion.


Speed of the Emperor: As a free action you may spend 1 Devotion on your turn and you may move twice your speed this turn.


Spirit of the Martyr: As bonus action, You heal yourself an amount of faith dice + Wisdom modifier equal to the number of Devotion you spent on this Act. at Level 8 you may spend 2 devotion to heal 2 faith dice. at 16th level you may spend 3 devotion to heal 3 faith dice worth of hit points.


Agise of the Emperor: As an action and an amount of Devotion you may call on the emperors Protection, you gain a resistance to any damage done by the effects of Psychic powers and magic. You also gain advantage on saving throws against arcane powers and magical effects. This last for a number of minutes equal to the number of devotion you used for this Act.


Divine Guidance: For 1 Devotion You may get a bonus on all attack rolls you make until the start of your next turn equal to a single roll of a devotion die.


The Passion: For 2 Devotion gain an extra attack when you use the attack action this turn. you may only use this act once per turn.


Purge: As a free action and 1 devotion you may end one spell effect on you.


Spirit of of the Emperor: For an amount of minutes equal to the number of Devotion you used for this Act, you are immune to the frightened, and Routed Conditions.


Renounce Heresy: As a bonus action you Heal one Imperial target of 1d4 Corruption for each devotion point you use.

Battlefield Role

When you choose this martial path at 3rd level you fill a specific roll within the Faith Militant. This is called a Militant Role, you must pick a Militant Roll from the choices below. Each roll gives you some individual benefits, once this is chosen you may not choose another.

Dominator

Scout are Legionnaire the do not where the .

Dominator Save: you gain proficiency in Wisdom saves.

Dominator Skills: you gain proficiency with the Stealth, Survival.


Dominator Traits: in the pursuit of ranged combat superiority speed and stealth you no longer are issued an MK-4A1 but instead it is a Spartan MK-4A and you gain the below benefits:

  • You gain advantage on dexterity saves.
  • Advanced perceptions training gives you advantage on all Investigation and Perception checks that rely on sight or hearing.
  • Your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Crusaders

Faithguard are the front line rank and file faith militant, hardened by the wars and battles of the faith.

Crusaders Save: you gain proficiency in Str saves.

Crusaders Skills: you gain proficiency with the Athletics, Intimidation.


Crusaders Traits: in your pursuit of combat superiority, you gain several beneficial traits:

  • Your arms strength and precision to allow you to deal an additional 1D4 damage on your melee attacks.
  • You pick one more Combat style from the list in the combatant class.
  • You gain proficiency with unarmed strikes, they deal 1D6 bludgeoning damage and can deal leathal damage if you choose.

Superior

Superior lead the Faith militant.

Superior Save: you gain proficiency in Cha saves.

Superior Skills: you gain proficiency with the Athletics, Intimidation.


Superior presence: Your presence as a commander creates petter soldiers around you.

you gain 2 auras of your choice, chosen from the the Command auras list in the auras section of chapter 5 (Rules). Your Aura range is 10ft.

Furthermore You gain an additional Aura of your choice at levels 6, 10 and 14 Theses are chosen from the Command auras list. Your aura range also increases by an additional 5ft at levels 6, 10 and 14.

Apostle

A apostle leads the Faith Militant in Prayer and battle.

Apostle Save: you gain proficiency in Wisdom saves.

Apostle Skills: you gain proficiency with the Persuasion, Religion.


Battle Sermon: You gain the use of Hymns, Litanies and Chants as described in the Hymes litanies and cants section of Chapter 5 (Rules), you may use these Chant a number of times per day equal to your Wisdom bonus. You start knowing 3 Chants of your Choosing from the Holy Chants section of Hymns, Litanies and Chants, You learn one additional chant known and can use one additional chant per rest at levels 6, 10 and 14.

Composer

Vanguard are the front line rank and file Legionnaire, hardened by the wars and battles of the Empire.

Composer Save: you gain proficiency in Str saves.

Composer Skills: you gain the control Fires and the Quick Clear.


Controlled Fires: When making attacks with any weapon with the Auto fire weapons property in any auto fire mode or a weapon that has the Heavy weapon property that you are proficient with, You may add double your proficiency bonus when calculating attack rolls and the DC against weapon attacks with those weapons.


Quick Clear: Your training with heavy and auto weapons you have learned to keep them in the fight. You may re-roll a missfire when firing a weapon with the Auto fire weapon property in any auto fire mode or if the weapon has the Heavy weapon property, you may not re-roll the same die. You may use this a number of times equal to your Intelligence Modifier (minimum of 1), You regain the use of this after you complete a long rest.

Greater Acts of faith

At 7th level, you gain the Holy strike and Holy Terror acts of faith below.


Holy Strike: As a bonus action and 1 Devotion you may add 1 damage die to any damage roll you make, this extra damage is radiant. you may spend up to 2 devotion to deal 2 additional damage dice. at 10th level you may spend 3 devotion to deal 3 additional damage dice and at level 14 you may use up to 4 devotion adding an additional 4 damage dice.


Holy Terror: As an action, you can spend 1 devotion, if done you target one creature within 60ft of you, that target must make a wisdom saving throw DC 8 + your proficiency bonus + you Wisdom Modifier, or be Frightened for 1 min. they may test again at the end of each round ending the effect on a pass. Creatures cant be effected again by this ability for 24 hours. Furthermore when you use this act of faith you may use a number of devotion equal to your wisdom bonus (Minimum 1), Targeting a number of creatures equal to the devotion spent.

Grand Acts of faith

Starting at 14th you gain the Branding Light and Retribution acts of faith below.


Branding Light: As an action, you can spend 2 devotion to create a blinding light from a holy symbol that shines out in a 15 ft cone in front of you. All Abrrant, Fiend, Undead, Demon, Tainted, Darkened or Enraged creatures within the cone must make a Dex saving throw DC 8 + your Proficiency bouns + your wisdom Modifier or be blinded for a number of rounds Equal to your Wisdom modifier and take 6d6 Radiant damage if the test was passed they are not blind and take half damage. You may spend additional devotion equal to your Wisdom bonus, gaining an additional 2d6 damage for each devotion spent in this way


Retribution: as a reaction and one devotion, when you take damage you can deal radiant damage back to the target equal to 2d6. you may spend up to 2 devotion to deal 4d6.

Machina Trooper

The Machina Trooper is the name given to the rank and file individual of the military forces of the Technokian Machine Host Empire.

To a man, the Machina Trooper are warriors born without fealing with a determinat goals. They take pride in their protecting of the holy work, glorying in the power of the Technocus as He drives them to ever greater feats of technological advances. Reticules and calibrators pick out targets with uncanny accuracy, Rifles bark and guided bullets find the skulls of the foe.

The machin host birthed the first Rad Weapons with martyr's strength turn the battlefield ever more toxic until it is as befouled as the Red Planet's own wastes. On titanium limbs the Machina Trooper stalks the war zones of the Cosmos, looking from above like the columns of Fire Formarian that hunt the dunes of there home worlds.

Their boundless faith in the Techno God, Technocus drives them on without sleep. Their meditations on divinity are rest enough.

Once the Machine host makes contact with the enemy their pace does not slacken, yet neither does it increase. With the barest of shivers the Machina Trooper receive doctrina imperatives from Machine priest masters. Rifles and carbines are raised to shoulders in perfect unison, and bloody war begins.

Machina Troopers are used to defend Technokian worlds as well as of world territories and manufacturing installations elsewhere in the Cosmos and often accompany high ranking Machine priests and Magi as their bodyguards. Machina Trooper also serve as the armed forces that defend the Machine Hosts Exploration vessels that explore the Cosmic frontier.


Prerequisites: To be a Machina Trooper class you must be an Technokian Race.


When you choose this Martial Path type you gain Proficiency in Technology, Science Skills as well as Intelligence saves and with the following weapons Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

Adaptive Combat Protocols

Beginning at 3rd level, You know a number of the protocols from below equal to your intelligence bonus + 1, if you should increase or decrease intelligence you will adjust this number. You may only have one protocol active at a time.

You gain one additional active Protocol at levels 6, 10 and 14 gaining the benefits of each active Protocol. As a bonus action you may switch any of your active Protocols with any of your known Protocols.

Hunter Protocols:

While this protocol is active you may as an action you may choose to fire a single shot regardless of the amount of extra attacks you may have and provided the weapon does not have the shotgun or automatic property, if you do and the attack hits you may roll 2 additional Damage dice when rolling for damage. Increase the extra damage by in additional 2 damage dice at levels 6, 10, 14 and 18.

Rapid Fire Protocols:

While this protocol is active you gain +2 additional attacks when firing a rapid fire weapon within is rapid fire range insead of one.

Ballistic Protocols:

While this protocol is active you have advantage on one Ranges attack roll per turn.

CQB Protocols:

While this protocol is active all Rapid fire and Assault weapons have the pistol property as well.

Attack Protocols:

While this protocol is active you have advantage on one Melee attack roll per turn.

Maneuver Protocols:

While this protocol is active you may use the Dash or Dodge action as bonus action

Assault Protocols:

While this protocol is active All pistols and rapidfire weapons have the Assault Property as well.

Stalker Protocols:

While this protocol is active you may use the Hide and Disengage action as a bonus action.

Precision Protocols:

While this protocol is active you, you Score critical hits on a natural roll of one better then you would have normally needed.

Assassin Protocols

While this protocol is active you know how to strike with deadly precision and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll or the target is within 5 ft of a friendly creature. The Attack must use a Finesse or a ranged weapon. The damage of this increases by 2d6 at levels 6, 10 and 14.

Robotic Reflexes

Beginning at 6th level, you get uncanny dodge and evasion rouge ability as described on below. Furthermore you gain advantage on all stealth skill checks.

Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

Evasion: You can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Corrective Programing

Beginning at 10th level you may Re-roll a number of critical misses Equal to you Intelligence modifier. You regain all uses of this feature after you complete a long rest.

Reaction Enhancement

Beginning at 14th level, your enhancements allow attackers to rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated and you can not suffer disadvantage on any dexterity saves.

Terror (Mutant)

Mutants are the tens of thousands of people across terrahime who have been deformed from some state of mutation. These mutations can be caused by environmental factors like Radiation or by arcane means like exposure to the raw Arcane powers.

These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body.

Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.

Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind.

While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the corruptive energies of the arcane can also lead to rampant mutation.

Because those who secretly worship the ruinous powers as Cultists are known to be granted mutational "gifts" by their dark masters, arcanic mutation can be an indicator of inner spiritual corruption.

This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled material plane.

Silver Helmsmen or "Silver Eye" are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel. Because they are absolutely vital to the Empires commerce and defense, they, alongside Imperial Sanctioned caster and certain species of humans, are the only officially tolerated form of mutants.


Prerequisites: To be a Terror Beast (Mutant) you must be one of the Sapien races and have at least 2 mutations.


When you choose this Combatant type you gain Proficiency in Athletics, Intimidation Skills as well as Strength saves and with the following weapons -.

Starting at 3rd you gain the Mutant Abomination, Terrify and the Reckless Recovery abilities below.

Mutant Abomination: You gain 1 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the GM allows, you may use one mutation to take a Mark of Havocus. You gain one additional mutation at levels 7,10 and 14

Reckless Recovery: you can use an action while in combat to regain 1d4 Superiority dice. When you do so, enemies have advantage on attack rolls against you and you have disadvantage saves made against enemy attacks and abilities until the start of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1 time), and you regain all expended uses when you finish a long rest.

Frightener: you may use Strength rather than Charisma when determining your Intimidation score.

If any of your abilities refer to a Fright DC, it will be calculated as followed 8 + your Intimidation score.

Terrify MonsterRun Them Down

Beginning at 7th level,

Terrify: As an action you unleash an act of a frighting nature to scare anyone with your menacing presence. When you do so, choose a number of creature that you can see within 30 feet of you equal to you Proficiency bonus + your Charisma bonus. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency 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 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 out of Line of Sight or more than 120 feet away from you.

At levels 10 and 14 the range at witch you can frighten creatures is increased by 10 feet.

Mutant Savagery: whenever you reduce a creature to 0 HP or score a Critical Hit, you can force any number of creatures equal to your Strength bonus within 30 feet of you that witnessed the attack to make a Wisdom Saving Throw against your Fright DC. A creature that fails the save is Frightened by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fear Fuel: When making attacks against a target that is frightened by you

Cul thy Weak: when you hit a Frightened creature with an attack you deal one additional damage die with weapon attack and they score a critical hit on one greater then it would normally. You gain gain in additional damage die and crit on an additional 1 better at levels 11 and 15 making it 3 additional damage dice and you crit on a natural role of 3 better then you would normally at level 15.

*Powered by Fear: when you hit a Frightened creature with an attack, you gain an amount of Temporary Hit Points equal to your Constitution modifier. Temporary Hit Points gained from this feature stack with themselves, to a maximum of twice your Constitution.

Fear Monger

At 11th level, you become immune to the Frightened condition.

Frozen in Fear: your terrifying presence freezes those locked in your gaze in their tracks. As a bonus action, you may target one frightened creature within 30 feet of yourself. That creature has its movement speed reduced to 0 until the start of your next turn.

Intimidating Presence: whenever you roll initiative, you can force any number of creatures you can see within 30 feet of you to make a Wisdom Saving Throw against your Fright DC. Any creature that fails is Frightened by you until the end of their first turn.

Master of Fear

When you reach 15th Level, your proficiency bonus is doubled for your Intimidation score.

In addition, all attacks you make against Frightened creatures are made with advantage.

Vas'Samurite

The "Vas" in high Imperial or "Vessels" in Common imperial are a secret organization of Astrogeists, these beings are also known as Avatars by many. The Astrogiests of the Vas are given a special containment suit called an Avatar. These avatars are created much like a Technokian creates there robotic body or a college Anamationist molds a golems form, though these vessels are made of a completely alien material only known by and found in the endless expanses of the cosmos by the Vas. The Vas are deadly Warriors that have an agenda that is very unknown an mored in rumor and secrets, The Empire tries to keep its dealings with the Vas to a minimum, leaving most of the dealing to the Order Adveintus on a classified basis, although the High Elven empire of Kilithikadia Eldar and the Xenarians of the Adlientus system have closer relations with the Vas.


Prerequisites: To be a Vas'Samurite you must be the Astrogiest race.

Vas Avatar Warsuit

Starting at 3rd level you must find a location to Build a Vas Base this Base must be at least a space 30ft x 30ft this base take around 48 hours of work to create and it can be concealed or not, if concealed the GM may have you make some rolls to determine success of your concealment. In the building of this Base you build a Warsuit Configurations Unit within it. this Allows you to create a Vas Avatar Warsuit, this acts as your new containment suit and operates the same as a containment suit with the following additional benefits.

  • Warsuit Save: Gain one save of your choice, this may be changed during a long rest at the warsuit configurations unit.
  • Warsuit Skills: Gain two skills of your choice, these may be changed during a long rest at the warsuit configurations unit.
  • Warsuit AC: You may not were your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. you can not wear armor or shield generators as well as use devices, though you may still attune to magic items
  • Double Jump: once per round you may jump of a point that has no physical point, meaning you can jump of a point that is suspended in the air.
  • Wall runner: you gain the ability to move up, down, and across vertical surfaces but not upside down or along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
  • Grav Flux: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.

Furthermore: When making your Warsuit you must also pick a Warsuit class. Each of these Warsuit classes further refine the effects of your Vas Avatar Warsuit. You Start knowing 2 Warsuits Classes, gaining one additional Warsuit class known at levels 7, 10 and 14. During a long rest you may enter the Warsuit Configurations Unit, when done you may pick any of your known Warsuit Classes and remove any previous warsuit benefits and apply the new warsuit benefits. You may only have one Warsuit Class applied at a time. Each Warsuit class has an attribute modifier and passive buff/s, as well as four abilities or features that may be activated or passive dependent on the ability. At level 3 you gain 1 warsuit level, gaining 1 additional warsuit level at levels 7, 10 and 14. All the Warsuit descriptions and how to use them is described in Chapter 5 (Rules), in the War suit section.

Warsuit Tuning

Starting at 7th level, During any long rest you may not only use your Warsuit Configurations Unit to pick a Warsuit class, you may use it to fine tune your Avatar warsuit. During any long rest you may enter your Warsuit configurations unit and shift any of your ability scores with any other ability score. Furthermore you gain your choice of 4 of the below Avatar adaptations, this increases by 2 at levels 10 and 14. During this time you may also swap out any of your current choices with another.

  • Quick Frame: gain a +5ft walk speed
  • Armor up: Gain a +1 AC. This trait may be taken up to four times, gaining one additional AC each time.
  • Resilience: Gain advantage on a save or your choice, This trait may be taken more then once, choosing a different save each time.
  • Resistance: Gain resistance to your choice of either slashing, Piercing or Bludgeoning damage, This trait may be taken more then once, choosing a different damage type each time.
  • Hypercharged: You gain a +5 bonus to all Initiative rolls. This may be taken twice stacking the effect.
  • Reverse joint legs: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greater 5 or 10), with or without a running start.
  • Grav Slam: Once per turn when you drop down onto a position from a hight greater the 10ft, each creature within 5ft of you must make a strength save with a DC equal to 8 + your constitution + your proficiency bonus or be knocked prone. This trait may be taken more then once increasing the range of the ability by 5ft each time.
  • Grav Glide: You may as a bonus action hold you current elevation and move forward in any direction from your current position for an amount of rounds equal to your Dexterity modifier, after that duration you start to descend slowly at a rate of to 60 feet per round until it lands taking no falling damage and can land on its feet. You can not use this feature again until you have been grounded for 1 full round.
  • Triple Jump: Like double jump but you may connect with a second additional point or contact.
  • Arcane Tuning: you may ignore 1 Arcane Peril, the use of this recharges after you have preformed a short rest. This trait may be taken more then once, gaining an additional use of this feature before needing to rest.
  • Arcane Resonator: You gain 1 additional cantrip, 1 spell slot of a level you can cast. This trait may be taken more then once, gaining 1 additional cantrip, 1 spell slot of a level you can cast each time.
  • Shield Booster: Increase your shield capacity by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time.
  • Quick Shield: reduce your shield Recharge delay by 1, if this should bring it to 0, you gain the recharge rate even if you got hit during that turn. This trait may be taken more then once, reducing the shield recharge delay by 1 each time.
  • Shield charge: Increase your shield Recharge rate by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time. This trait may be taken more then once, gaining an additional 5 Shield Recharge rate each time.
  • Shield Resistance: Gain resistance with your shield to your choice of either Poison, Force, Psychic, Necrotic, Radiant or Thunder damage, This trait may be taken more then once, choosing a different damage type each time.

Prime Warsuit

Starting at 11th Level, you may know use the Prime ability for each Warsuit class you know, Each prime ability, is a very powerful special feature, this feature may be an activated feature or it may be a passive style trait.

Avatar Class Meld

Starting at 15th Level, you may pick 2 Warsuit Classes, gaining the benefits of both Warsuit Classes, with one exception you may only have 1 ability per choice you have and only one Prime ability, Picking one ability from between the two warsuit classes for each ability choice you have and one prime ability from between the two as well.

Sentinel (Eldrye)

The old Eldrye nation is without equal in may eyes, and they consider themselves among the masters of the stars. In the earliest days before the first Emperor, the old elven Nations of Kilithicadia covered most of the Realm of Terra. Despite their boundless power, following extinction of the Sumera and the Age of destruction the elves fled the realm of terra in to the astral sea using ancient portals called astral gates.

it wasn't until the Elves emerged from the astral sea to aid the Emperor in the demon wars, these elves have come to be known as the Eldar and since they have been reconstructing there former nations.

The Eldrye are not a specific nation or organization, but more a way of belief, a belief in the old ways, these warriors agendas change in many cases usually dependent on subraces. These warriors can opporate on a vere independent level like Mercenaries or Freelancers but sometimes they will form into Empires.


Prerequisites: To be a Eldrye (Sentinel) class you must be a Brightrye, Darkrye, Arquey, Woodrye or Umbrye Eldar subrace.


When you choose this Brawler type you gain Proficiency in Arcana, Athletics Skills as well as Wisdom saves and with the following weapons -.

Battle Focus

Starting at 3rd level, In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.

While in the battle focus, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Dexterity Checks and Dexterity Saving Throws.

  • When you make a Ranged weapon or spell Attack or a dexterity based weapon attack, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.

  • you gain advantage on all saves to resist the effects of charmed, routed and frightened conditions.

  • If you are able to cast Spells you have advantage on concentration Skill checks While in the battle focus.

  • you may use the Dash action as a bonus action.

Your Battle focus lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.

Once you have battle focused the maximum number of times for your Asuryani level, you must finish a Long Rest before you can Battle focus again. You may battle focus 2 times at 3rd Level, 3 at 6th, 4 at 10th, and 5 at 14th.

Furthermore you gain the Passive Arcane ability below.

Passive Arcane: you gain 2 Arcane traits of your choice, chosen from the neutral arcane traits or a list you are allowed to pick from.

Sentinel Traits

At 7th level, you gain the Cunning and Spell Weave abilities below.

Cunning: your instincts are so honed that you gain you wisdom bonus to all Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.

Improved Critical: your firearm attacks score a critical hit on a natural roll of one better the you would have needed, and you regain a Superiority die when you crit with a ranged attack roll.

Eldrye Heart

At 11th level, you gain the Adamant Focus and Prescience abilities below.

Adamant Focus: Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.

Prescience: your ability as an Eldrye allows you to glimps the future and gives you a unatural ability to see attacks coming even in areas you don't focus much on. You can add half your Wisdom bonus, rounded up, to any Dexterity ability check you make. At level 14 you may add your whole Wisdom bonus to dex saves.

Additionally, This has 2 Charges. On you turn after being hit by a Melee or Ranged attack you may choose to have avoid the hit, roll a D6 you gain a bonus to your AC equal to that roll. This may also be used to to ignore an attack from a Blast, engulf, or Burst weapon, adding the die roll to your save made against the effect, but this must be done before the save result is determined. You regain all charges of this after completing a short rest. you gain one additional charge of this at level 10 and 14.

Eternal Soul

Starting at 15th level you gain the Eternal Body and Aethreal Walk abilities below.

Eternal Body: you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however it will be in about double the normal time it would take. In addition, you need Very minimum food or water, like a drink a week and food every month.

Aethreal Walk: you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage and you can cast the Astral Projection spell, without needing material Components or the need to pass a harness the arcane test. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal to your Wisdom Modifier.

Fireguard (Una'cadre)

The Una'cadre was founded by the Una'vea, who lead the Una'cadre in the name of and in accordance with the Xenarian philosophy they have named the "Greater Goal" (Una'Galar in the Xenarian language). A large and growing number of other intelligent, alien and animalkin races have allied themselves with the Una'cadre and there empire.

The Una'cadre claim to be a peaceful species when possible, asking if others will join their Una'Galar voluntarily instead of fighting against them. However, if their peaceful overtures are refused, the T'au may well decide to conquer and add the territory it to their growing Cosmic Empire.

Una'cadre society is divided into a number of guard, each responsible for managing a specific aspect of their empires. The Una'cadre central motivating ideal is the Una'galar, a concept that everyone in their Empire, regardless of their species or culture of origin, will work for the collective betterment of everyone else, an almost mystical philosophy that is embodied in the Greater Goal.

The Una,vea are the dominant species of the Una'cadre Empire, an interstellar counsel which is also composed of several other different intelligent species, including the other subspicies of xenarian of Adlentus Dominus, the insectoid Vespids of the world of Vespid and many others.

However, there are now several Human septs in the Una'cadre Empire derived from conquered of forgoten of world Imperial Humans territories or Humans who voluntarily joined the Una'cadre Empire because they were impressed by the concept of the Greater Goal. These actions haves lead to a newly formed Empire of Mixed Races that is now known as the Free Star Cluster.

These people are known as Una'puls or greater people in the Una'vea language and they are often considered amongst the Traitors and Heretics within the Imperium. Though the Una'galar concept and collective movement has lead to the lightening of some deep routed imperial prejudices

Prerequisites: To be a Una'Cadre (Fireguard) class you must be the Una'vea, Una'Vin or Una'var Xenarian subrace Race.


When you choose this Brawler type you gain Proficiency in History, Acrobatics Skills as well as Strength saves and with the following weapons Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

Techno Warrior

Starting at 3rd level when you take this martial path you gain proficiency with Artificers Equipment as well as Tech Equipment.

Tech Gadgets

Starting at 3rd level all Un'cadre has access to many powerful weapons and tools. During each long rest you may prepare a number of the following gadgets equal to you intelligence bonus + your proficiency bonus. To do so you must have access to a minimum of tech tools and Smiths tools. You may prepare multiple of the same gadget allowing more then one use of that gadget.

As an action you may choose a gadget you prepared and use it. The DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier.

Photon Grenade: Throw a Photon grenade that blinds any in the blast. You may throw the grenade 10 + (Strx5) feet. Anyone within 20 feet of the target square must make a constitution saving throw. Those who fail are blinded and deafened for 1d4 rounds.

Tactical Support Turret: You construct a mobile support turret that protects you and your allies. Lasts for 1d4 + 2 rounds and counts as a light caliber machine gun with 100 rounds and has one action each turn.

Plasma Grenade: Throw a Plasma grenade that damages any in the blast. You may throw the grenade 10 + (Strx5) feet. Anyone within 20 feet of the target square must make a reflex saving throw or take a number of d6’s equal to your proficiency bonus + your int modifier as fire damage.

EMP Grenade: Throw a EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet. Any constructs or vehicles within 20 feet must make a Constitution saving throw or be incapacitated for a number of rounds equal to your proficiency bonus.

Nano Bio-foam: Healing a living creature by filling there wounds with curative foam. You may heal a willing creature for a number of d6’s equal to your proficiency bonus + your int modifier

Combat Drones

Starting at 3rd level you gain a special device that is warn as a head band this device allows only you to connect to the nero link in a drone that assists and protects you. You gain a number of drones equal to 1 + half your intelligence bonus of your choosing from the list of drones, see the minions descriptions section of chapter 3 (Minions) for the list of drones as well as there stats. These count as a unit/s, the rules for units and how to use them can be found in Chapter 5 (Rules). At level 3 one drone you have may be an elite minion.

If a drone would be lost or destroyed, you may replace at a cost of time and resources talk to your GM for details.


Furthermore at level 10 you may use your whole intelligence bonus when calculating the number of drones you may have. You also gain 1 additional drones at Levels 6, 10 and 14 as well as one additional elite at level 10.

Ranged master

Starting at 6th level, you gain the Ranged Specialist and the Fighting Retreat abilities below.

Ranged Specialist whenever you take the attack action with a ranged weapon, you may make one additional attack as a part of that same attack action.

Fighting Retreat: When you Disengage you also dash.

Tech Improvements

Starting at 10th Level, you gain the Improved Tech Gadgets and the Shining Marker abilities below.

Improved Tech Gadgets: If you would roll a dice for any gadget while using greater good, improve that dice by one step. i.e. d4 becomes d6, d6 becomes d8 etc. your grenades affect an additional 10 feet and the DC to save against the effect is increased by 2.

Shining Marker: Enemies with Marker lights count as having 1 more Marker light than they have to you (allies don’t gain this bonus). i.e. an enemy with 1 Markerlights counts as having 2, an enemy with 2 counts as having 3 etc. an enemy with zero Markerlights still counts as having zero.

Cadre Master

At 14th level, you gain the Volly Fire and the Drone Commander abilities below.

Volley Fire: Whenever you take an attack action with a ranged weapon, allies within 30 feet may also make an attack as a reaction against any enemy targeted by you.

Drone Commander you may command an additional amount of drones equal to your intelligence bonus.

Night Warrior (Dark Knight)

Bats are at home in the darkest places, deep inside caves, in shadowy alleyways, in damp dark forests, and wherever else the light dims. Most folk enter such places with trepidation, because a Bat perches menacingly in the darkness, seeking to ambush threats before they can reach the broader world. Such individuals are often found in the terretires of Morthime, but they will go any place where evil lurks in the shadows.


Prerequisites: To be a Dark Knight class you must be any Vampire Subrace with the exception of Half Breed.


When you choose this Martial path type you gain Proficiency in Slight of hand, Stealth Skills as well as Wisdom saves and with the following weapons All Thrown weapons.

Dark Justice

Starting at 3rd level when you take this Brawler Path you gain proficiency in the Insight and Investigation skills, and you gain proficiency with the Thieves tools, Tech Tools and Tech Equipment.

House Steward

Starting at 3rd level You gain a House Steward. The minions type is an Assistant. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work.

This minion is a special type of Assisstant and Knowns all Jobs that an Assisstant can as seen in the minions description for details.

Bat Gadgets

Starting at 3rd level you gain the following Bat equipment below and each day you may acquire a number of the below Bat gadgets equal tou your Charisma

Bat Equipment

Bat Grapnel: You gain a special Grapnel Launcher that functions both like a Hand Crossbow and a Whip, it does 1d4 damage, it is considered a Finesse, Hand Crossbow and a Monk weapon for the purpose of class and feat features.

It can project the line at a point you can see within 60 feet, you can pull yourself to that point in a straight line. This expends movement and provokes opportunity attacks normally. You can use the Grapnel Launcher as a reaction when you fall to pull yourself up to 10 feet in any direction, or create a rope up to 60 feet in length and anchor it to a point you choose.

Bat Glider: Your cape becomes rigid and forms gliding wings. As a reaction while falling, this may be activated to slow descent speed to 10 ft per round and remove falling damage. You can control fall for an indefinite duration.

Batarangs x 3: You gain 3 Battarangs, these are thrown weapons with the following profile.

Name Damage Properties
Batarang 1d6 Slashing Thrown 40/80ft, One-Hannded, light, Tiny, This weapon teleports back to you at the end of the turn it was used.

Bat Gadgets


Flashbang Grenade: As an action you may Throw a Flashbang grenade that disorients enemies in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any creatures within 20 feet must make a Dexterity saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be Blinded and Defend for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


EMP Grenade: As an action you may Throw an EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any constructs or vehicles within 20 feet must make a Constitution saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be incapacitated for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


Breaching Foam (one use): This hand held device may be used as an action, to be Sprayed in a door sized oval, within seconds this volatile foam detonates in a controlled manner dealing 50 fire damage, that has the Potent (+++) weapon property. due to the natuer of this foam it can not be used as an attack, the foam only deals damage to a surface.


Stunning Batarang x 2: If this batarang hits its target it deals a bonus D6 lightning damage and gains the Stunning (4) weapon property. This batarang is consumed after use.


Disabling Batarang x 5: If this batarang hits its target the target must make a dexterity save DC equal to DC = 8 + proficiency bonus + Dex modifier, if the test is failed You choose either; the target drops a chosen held weapon, device or object or the target is Knocked Prone. This batarang is consumed after use.


Frag Batarang x 2: If this batarang hits its target it deals 2d4 Piercing damage and 2d4 Bloudgeioning damage instead of its normal damage type and gains the Burst weapon property. This batarang is consumed after use.


Homing Batarang x 3: does not require an attack roll, the attack automatically hits.


Incendiary Batarang x 5: Deals fire damage and has the AP (-2) and Potent (+) weapon properties.


Razor Batarang x 10: gains the AP (-3) and Potent (+) weapon properties.

Unseen Striker

Starting at 6th level, you gain the Dark Distraction and the One with Shadow abilities below.

Dark Distraction: you excel at leading ambushes and acting first in a fight. You add your proficiency bonus to your initiative.

In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike, attack after the first roll against that target have advantage until the start of your next turn.

One with Shadow: you have learned to become one with the shadows and adept at evading creatures even those that rely on darkvision. When you are in an area of dim light or darkness, you can become invisible to any creature including those that rely on darkvision to see you in that darkness. You remain invisible until you make an attack or are in an area of bright light

I am the Night

At 10th level, you have become adept at Striking fast and hard and then quickly escaping danger. You can take two turns during the first round of any combat and you may disengage that turn as a free action, this may only be done if it is night or you start and end your turn in a shadow or low light. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Shadow Knight

Starting at 14th your Dark Knight Steward gives you a secret piece of Tech that can as a bonus action teleport you up to 60 feet to an unoccupied space you can see. you can bring one creature you are grappling, teleporting that creature to an unoccupied space it you can see within 5 feet of your destination. The start point and destination spaces of this teleportation must be in dim light or darkness.

Collegiate Arcana (Support)

Prerequisites: To be a Collegiate Arcana you must have the Innate caster mutation as described in the Mutations section of this book on Pg ___,


Collegiate arcana are supreme arcane users, defined and united by that concept. Drawing on the subtle weave of the arcane that permeates the cosmos, Collegiate Arcana cast spells⁠ of explosive fire, arcing lightning, subtle Deception, and brute force mind control. Their magic conjures Monsters from other realms of existence, glimpses the future, or turns slain foes into Zombies. Their mightiest spells⁠ change one substance into another, call meteors down from The Sky, or open Portals to other places.

In the Empire and its sanctioned lands the use of Arcane magics are strictly prohibited unless you graduate from a College of the Arcana and have prof of sanctioned rights and even then some teritories will require formal investigation into the use of a spell. In most areas necromancy is easily outlawed dew to the nature of its dark magics, unless they Major in the necromatic arts or are an agent of the Ordo Mortalius as they are sanctioned by the Empire to study and use Necromatic arts.

The collegiate Teaches the students to remain balanced a neutral as the learn to wield the arcane arts. The collegiate Knows that once before the Hovocus the god of chaos and ruin corrupted the astreal sea, man had full access to the arcane power without the the fear of Corruption or unpredictable outcome. The collage of the arcane knows not to allow the raw innate powers of the arcane to be wielded by one person as that is a rout to ruin and darkness. Instead the Empire takes all Innate Casters that show arcane traits as soon as it is discovered and they live with the Mothers of the arcane, a Motherhood of caretakers that have understanding of the arcane arts. The children then are raised by the mothers of the arcane until they are schooled and Ready to attend the Collegiate Arcana. At the collage the students will learn to harness the powers of a limited number of Arcane disciplines, learning to control its power and protect themselves form its corruption

Members of the Collegiate Usually keep the arts to themselves, Keeping there conversations for more refine ears, usually others in the field of the arcane, but even a Phycisions or engineers can interest a Collegiate, as the sciences of the Material world and the Science of the Arcane are not as different as one would believe.

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Collegiate Supply, Electives 3 2
2nd +2 Collegiate Major 3 3
3rd +2 Arcane Recovery 3 4 2
4th +2 Ability Score Improvement 4 4 3 1
5th +3 Awakened Spell Tomb 4 4 3 2
6th +3 Collegiate Major feature 4 4 3 3
7th +3 - 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Adept Scribe 4 4 3 3 3 1
10th +4 Collegiate Major feature 5 4 3 3 3 2
11th +4 Adept Concentration 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Bound Tomb 5 4 3 3 3 2 1 1
14th +5 Collegiate Major feature 5 4 3 3 3 2 1 1
15th +5 - 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Master Scribe 5 4 3 3 3 2 1 1 1 1
18th +6 Master Concentration 5 4 3 3 3 3 1 1 1 1
19th +6 Master Scholar 5 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement 5 4 3 3 3 3 2 2 1 1

Class Feature

As a Collegiate arcana you gain the following class features.

Hit Points


  • Hit Dice: 1D6 per Collegiate Arcana level
  • Hit points at 1st level: 6 + your constitution modifier.
  • Hit Points at Higher Level: 1D6 (or 3) + your Constitution modifier per Collegiate Arcana level after 1st

Proficencies


  • Armor: light
  • Weapons: All simple Weapons.
  • Artisans Tools: Imbuing Kit, Herbalists Kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: You gain the Arcana Skill then Choose 2 skills from, Deception, Insight, Intimidation, Investigation, Perception, Slight of Hand, Stealth

Equipment

Collegiate Arcana starter kit and a Psychic Hood

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Collegiate Minors

Collegiate Arcana focus on a limited number of Arcane Disciplines they are called collegiate minors, equal to your Intelligence modifier. These disciplines can be any Disciplines with the exception of the Divine Craft and any arcane disciplines associated with the Ruinous or Unholy Powers with the exception of Necromancy. See Arcane Disciplines At the end of the classes section and background.

Furthermore due to you extensive study of the collegiate arcana, when casting spells from a Collegiate Minor you treat these spells as if they where considered to be associated with the Neutral Powers instead of there original association and each spell from this Discipline requires one less page in your tomb to a minimum of 1 and you need half the time needed to wright them in your spell tome.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the Collegiate Arcana spellcasting. Cantrips may be cast without having your spell tomb and use one pages within it. If you should want to learn new more cantrips you may write them in your book at one page per cantrip.

Arcanic bolt

You gain the Eldrich blast cantrip. This spell does not count toward you spells known and does not required you to wright it into a Spell tomb.

Power Slots.

The Collegiate Arcana powers table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast. To do so, choose a number of spells⁠ from your Spell tomb equal to your Intelligence modifier + your Collegiate Arcana level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level Collegiate Arcana, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your spell tomb and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Your Spell Tomb:

The Spells that you add to your Spell tomb as you gain levels reflect the arcane Research you conduct on your own, as well as intellectual breakthroughs you have had about the Nature of the multiverse. You might find other spells⁠ during your Adventures. You could discover a spell recorded on a scroll in an rouge caster’s chest, for example, or in a dusty tome in an ancient library⁠.

As you level your tomb gets more filled out through you constant study. At level 1 your first spell tomb is free and you already have six 1st level spells written in it. Each spell in the tomb uses an amount of pages equal to the spell level.

Copying a Spell into the tomb⁠. When you find a spell of 1st Level or higher, you can add it to your Spell Tomb if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it. This spell does not have to be within one of your Collegiate Minors or even your Major. Tread lightly when doing so, this is how many have fallen to the corruptive powers of the Arcane

Copying that spell into your Spell Tomb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the Sounds or gestures required, then transcribe it into your spell Tomb⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to Master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Tomb⁠. You can copy a spell from your own spell tomb into another book—for example, if you want to make a backup copy of your spell tomb⁠. This is just like copying a new spell into your spell tomb⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spell tomb, you may purchase more tomes to fill out, See gear for details. you can use the same procedure to transcribe the Spells that you have prepared into a new spell tomb⁠. Filling out the remainder of your spell tomb requires you to find new spells⁠ to do so, as normal. For this reason, many collegiate keep backup spell tombs in a safe place.

The Book’s Appearance. Your spell tomb is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your Master, a finely bound gilt-edged tome you found in an ancient library⁠, or even a loose collection of notes scrounged together after you lost your previous spell tomb⁠ in a mishap.

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spell tomb. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spells.

Learning Spells of 1st Level and Higher Each time you gain a Collegiate Arcana level, you can add two Spells of your choice from a Minor you know to your spell tomb for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Collegiate Arcana table. On your Adventures, you might find other Spells that you can add to your spell tomb (see the “Your spell tomb”)

Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Collegiate Supply

Starting at level 1 you may as a Bonus Action, you can magically create a Tiny Arcane quill in your free hand. The Arcane quill has the following properties.

  • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time and gold you must spend to write a spell into your Spell tomb is reduced by half if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a Bonus Action, provided the text is within touch range of you.

This quill disappears as a free action if you wish, it will also disappear if you create another one or if you die or become Unconscious.

Enchanted Spell tomb. Using your quill, specially prepared inks and ancient incantations passed down by the Collegiate Congress, you enchant your Spell tomb.

While you are holding the tomb, it grants you the following benefits:

  • You can use the book as a arcane focus.
  • This book has a number of pages equal to your level x 10, if this becomes full you must resort to normal spell tombs.
  • When you cast a spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your Spell tomb, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
  • When you cast a spell as a ritual, you can use the spell's normal Casting Time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a Long Rest.

If necessary, you can replace the book over the course of a Short Rest by using your Arcane Quill to write arcane sigils in a new Spell tomb or any book, to which you're attuned. At the end of the rest, your spell tomb's consciousness is summoned into the new book, which the consciousness transforms into your Spell tomb, along with all its Spells. If the previous book or a copy of it still existed somewhere, all the Spells Vanish from its pages and move to the new tomb.

Elective

Starting at 1st level you may choose to start studying 2 of the below Ability Electives, At level 2 you gain one Artisan Elective below. At levels 4 you gain one more Artisan Electives and at levels 3 and 5 you gain 2 more ability electives.

Artisan Electives

  • Enchanting: You gain Proficiency in Imbuing Supply and 3 plains of your choice.
  • Herbology: You gain Proficiency in the Herbalists Kit and 3 plains of your choice.
  • Engineering Basics: You gain Proficiency in Tinkers tools Supply and 3 plains of your choice.
  • Chemistry Basics: You gain Proficiency with the Science Kit and 3 plains of your choice.
  • Smithing and Forging: You gain Proficiency in Smiths tools and 3 plains of your choice.
  • Tailoring and Tanning Basics: You gain Proficiency in Tailors Tools and 3 plains of your choice.
  • Basics of Wood Working: You gain Proficiency in Wood Working Tools and 3 plains of your choice.
  • Masonry and Stone Work Basics: You gain Proficiency in Masons Tools and 3 plains of your choice.
  • Nursing and Bedside care: You gain Proficiency in Medical Tools and 3 plains of your choice.

Ability Electives

  • Strength and Fitness: You gain Proficiency in Strength Saves.
  • Aerobics and Yoga: You gain Proficiency in Dexterity Saves.
  • Cross Country Team: You gain Proficiency in Constitution Saves.
  • Etiquette and Professionalism: You gain Proficiency in Charisma Saves.
  • Gymnastics: You gain Proficiency in the Acrobatics skill.
  • Track and Field: You gain Proficiency in the Athletics Skill.
  • Basics of Animal Handling: You gain Proficiency in the Animal Handling Skill.
  • Modern and Ancient Histories: You gain Proficiency in the History Skill.
  • Basics First Aid: You gain Proficiency in the Medicine Skill.
  • Ecology: You gain Proficiency in the Nature Skill.
  • Performing Arts: You gain Proficiency in the Performance Skill.
  • Bartering and Marketeering: You gain Proficiency in the Persuasion Skill.
  • Godly Practices: You gain Proficiency in the Religion Skill.
  • Survival Basics: You gain Proficiency in the Survival Skill.
  • Material Sciences: You gain Proficiency in the Science Skill.
  • Basic Fundamentals of Technology: You gain Proficiency in the Technology Skill.
  • Musical Arts: You gain Proficiency With two Instruments of your choice.
  • Maritime Basics: You gain Proficiency With Small Water vehicles, both Traditional and Mechanical.
  • Drivers Education: You gain Proficiency With Land vehicles, both Traditional and Mechanical.
  • Flight Basics: You gain Proficiency With Small Air vehicles, both Traditional and Mechanical.
  • Knightly Games: You gain Proficiency With Medium Armor, Shields and Martial melee weapons.
  • Archery and Marksmanship: You gain Proficiency With all Martial ranged weapons.

Collegiate Major

At 2nd level you have completed roughly you first year at your collage, you now pick a Major to focus on, this will decern what you focus most of your academics. you may choose from ___

Arcane Recovery

Starting at level 3, during a short rest the collegiate arcana gains its level worth of Arcane charges that can only be used for Arcane conversion as seen on PG 292, you may use some or all of these charges during the short rest. These charges are recovered after you complete a long rest.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Awakened Spell Tomb

Starting at 5th level You can conjure forth a sentience within your enchanted Spell tomb. Your spell tomb is now bound to the soul of a former collegiate Wizard, the tomb is now a tiny construct that has an Intelligence of 17 and can speak any language you can, both aloud and telepathically to its owner. The tomb can fly at a speed of 40ft it has 10 + Collegiate Level HP and a AC of 13 + Collegiate Proficiency bonus, Blind sight 20ft and the tomb usually hovers within the same space as its owner so it can be available for an arcane focus.

Your Awakened Tomb acts independently of you, but it always obeys your commands. In Combat, it acts on your turn. A familiar can’t Attack, but it can take other Actions within its capabilities as normal.

If you tomb should be reduced to 0 HP it snaps out of existence to a pocket realm within the Purple Sea, You may during a long rest Summon the tomb back to you service.

As an action, you can temporarily dismiss the Awakened Tomb to a pocket realm. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

While your Awakened Tomb is within 400 feet of you, you can communicate with it telepathically.

Additionally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your Awakened Tomb must be within 400 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your atta⁠ck modifier for the roll.

Furthermore when you cast any spell other then a touch spell on your turn, you can cast it as if you were in the Awakened tombs space, instead of your own, using its Senses. You can do so a number of times per day equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

If your tomb is ever more than 400 feet away from you, it will make every effort of your turn to close the distance.

Adept Scribe

At 9th-level Whenever you finish a Long Rest, you can create a number of magic scrolls equal to your half your intelligence bonus (Round down minimum of 1),

by touching your Arcane Quill to a blank piece of paper or Parchment and causing one spell from your Awakened Spell tomb to be copied onto the scroll. The Spell tomb must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st Level and must have a Casting Time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next Long Rest.

You are also adept at Crafting spell Scrolls, which are described in the Treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Arcane Quill.

Adept Concentration

Starting at level 11 you may concentrate on two spells at once, though both spells are lost if concentration is lost, and you have disadvantage on concentration skill checks made to sustain a spell.

Bound Tomb

At level 13 your connection to your Awakened Spell tomb has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the Spell tomb helps you remember magical lore.

Furthermore as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any sp⁠ecial sense⁠s that the familiar has. During this time, you are deaf and blind with regard to your own sen⁠se

Master Scribe

At 17th-level Whenever you finish a Long Rest, you can create a number of magic scrolls equal to your whole intelligence bonus, and the chosen spell may be of 1st or second Level.

You are also a master at Crafting spell Scrolls, which are described in the Treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are 1 quarter if you use your Arcane Quill.

Master Concentration

Starting at 18th level you may still concentrate on two spells at once, though you no longer have disadvantage on concentration skill checks made to sustain a spell.

Furthermore you may concentrate on a number of spells at once equal to your half your intelligence bonus (minimum 1), if this is done, you have disadvantage on concentration checks and you gain a -5 to Concentration skill checks for each spell concentrated one beyond the third.

Master Scholar

At level 19 you gain an additional 10 Arcane Charges.

Collegiate Major

Telekinesis (Psionics)

The Study of Psionics was a focal point of the first Emperors agenda resulting in the study of the Psionic arcane being two of the Largest and most studied of all the arcane disciplines. Those Majoring in Psionics emphasizes magic that originates from the minds of all living beings, The Empire believes that the mind allows for a connection to the Arcane that does not need to be tethered by the gods. Psionic Magics are broke into three different sub groups, all are call psions but Telekinesis focuses on magics that blocks, protects and sometimes Physically effect its targets.

Psion Student

Beginning when you select this Major at 2nd Level, you gain the Telekinesis discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Bludgeoning damage.

Psy Shield

Starting at 2nd Level, you gain the Psy Ward and Projected ward.

Psy Ward: you can weave arcane energy around yourself for Protection. When you cast an Telekinesis spell of 1st Level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a hit point maximum equal to 5x your Collegiate Arcana level. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 Hit Points, you take any remaining damage. You must use the your ward before any shield generators or Temporary Hit points.

While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains. Whenever you cast an telekinesis spell of 1st Level or higher, the ward regains a number of Hit Points equal to 5x the level of the spell to its maximum. You may also recharge the ward with arcane charges as a bonus action, each charge refills 10 hp of the ward.

Once you create the ward, you can’t create it again until you finish a Long Rest.

Projected Barrier: when a creature that you can see within 30 feet + 5 feet x your intelligence bonus of you takes damage, you can use your Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the original target creature takes any remaining damage.

Adept Transposition

Starting at 6th Level, you can use your action to teleport⁠ up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport⁠, swapping places.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Improved Psion

Beginning at 10th level, when you cast a spell of the Telekinesis discipline that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your Proficiency Bonus to that ability check.

Arcane Resistance

Starting at 14th level, you have advantage on Saving Throws against Spells and you have Resistance against all damage from Spells.

Divination (Psionics)

The Major of a Diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner⁠, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to Master Spells of discernment, remote viewing, supernatural knowledge, and Foresight.

Divination Student

Beginning when you select this Major at 2nd Level, you gain the Divination discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Force damage.

Foresight

Starting at 2nd Level when you choose this Major, glimpses of the future begin to press in on your awareness. When you finish a Long Rest, roll one d20s and record the number rolled. You can replace any Attack roll, saving throw, or ability check made by you or a creature that you can see within 120ft with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls. at levels 6,10,14 and 18 you gain one more foretelling roll

Expert Divination

Beginning at 6th Level, casting Divination Spells comes so easily to you that it expends only a fraction of your Spellcasting efforts. When you cast a Divination spell of 2nd Level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th Level.

The Third Eye

Starting at 10th level, you can gain one the following benefits, as long as you are not Incapacitated or you die. at Levels 14 and 18 you gain one additional choice.

Darkvision. You gain Darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal realm within 30 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see Invisible Creatures and objects⁠ within 10 feet of you that are within Line of Sight.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. each time you roll for a fore telling roll you may roll 2 dice picking witch on you want.

Telepathy (Psionics)

The Study of Psionics was a focal point of the first Emperors agenda resulting in the study of the Psionic arcane being two of the Largest and most studied of all the arcane disciplines. Those Majoring in Psionics emphasizes magic that originates from the minds of all living beings, The Empire believes that the mind allows for a connection to the Arcane that does not need to be tethered by the gods. Psionic Magics are broke into three different sub groups, all are call Psions but Telepaths focuses on magics that effect the minds of there targetsi.

Telepathy Student

Beginning when you select this Major at 2nd Level, you gain the Telepathy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Psychic damage.

Hypnotic Gaze

Starting at 2nd Level when you choose this major, your soft words and enchanting gaze can magically Enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your Wizard spell save DC or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this Effect, extending its Duration until the end of your next turn. However, the Effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the Effect ends, or if the creature succeeds on its initial saving throw against this Effect, you can’t use this feature on that creature again until you finish a Long Rest.

Instinctive Charm

Beginning at 6th Level, when a creature you can see within 30 feet of you makes an Attack roll against you, you can use your Reaction to divert the Attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple Creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a Long Rest.

You must choose to use this feature before knowing whether the Attack hits or misses. Creatures that can’t be Charmed are immune to this Effect.

Split Charm

Starting at 10th level, when you cast an Telepathy spell of 1st Level or higher that Targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical Influence on it. When you cast an Enchantment spell to charm one or more Creatures, you can alter one creature’s understanding so that it remains unaware of being Charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the Duration of your Enchantment spell.

Fantasmology

Fantasmologists, Also know as "Silver summoner"⁠, favor Spells that produce objects and fantastical creaturer, Summoned from a magical arcane plane of the Feywilds.

Fantasmology Student

Beginning when you select this Major at 2nd Level, you gain the Fantasmology discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Force damage.

Fey Handler

Beginning when you select this major at 2nd Level, you gain the Basic Conjuration, Speach of the fey and the Feyries abilities below.

Basic Conjuration: when you select this major, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Speach of the Fey: you gain the Mystirial Exotic language. Mystirial is the enchanting language of the Fey.

Feyries: you add the Find Familiar spell from the Fantasmology discipline to your spell tomb and to your list of prepared spells, this does not count toward your allowed prepared spells. When casting the Find Familiar spell you may preform it as a ritual that takes 1 hour, if this is done the spell does not require concentration and is only broken if the caster is dead. When this is done the spell gains the following differences.

  • you may summon an amount of Fey familiars equal to 1 + your wisdom bonus.
  • Your familiar can be a Fey of CR 1/4 or less.
  • you cant unsummon your Fey familiar until it dies, you die or you preform the ritual again.
  • Your Fey familiars cant be change after summoning and are considered corporal.

If at any point you loose a Fey familiar. you may preform the ritual again to gain the lost Fey familiars back. you may also dismiss some or all summoned Feys as a free action.

Note: All Summons and creatures you control will count as a mob unit unless it is huge or larger it counts as a Monster, See units and mobs section of Chapter 5 (rules).

Fey Summoner

When you reach 6th Level, you add the Conjure animals and Find steed spells from the Fantasmology discipline to your spell tomb and to your list of prepared spells, this does not count toward your allowed prepared spells.

Pack Summoner: When casting the Conjure animals spell from the fantasmology discipline you may preform it as a ritual that takes 5 min per summoned beast, if this is done the spell does not require concentration, lasts a number of hour equal to your Intelligence bonus (Minimum 1) and is only broken if the caster is dead. When this is done you always count as casting the spell at one level increase greater then you did, if cast at 9th level you may have 5 times the allowed creatures.

Furthermore you may summon one selection from the conjure animals spell chart per spell level increase. For example if a level 6 Fantasmologist casts conjure animals at level 3, they choose to summon 2 Fey of CR 1 or lower, and because of the Fey summoner feature they count as casting at one level increase allowing for another pick from the conjure animals chart, so the Fantasmologist chooses with the increased level cast, to summon 8 CR 1/4 or lower instead of just multiplying there first choice of 2 CR 1's or lower by 2.

At 10th level, when you ritually cast the spell it last for a number of days equal to your intelligence bonus.

At level 14 you can make the spell permanent until dispelled.

Heard Summoner: When casting the Find steed spell from the Fantsmology discipline you may preform it as a ritual that takes 5 min per summoned Fey, if this is done the spell does not require concentration, lasts a number of hour equal to your Intelligence bonus (Minimum 1) and is only broken if the caster is dead. When this is done you summon 1 stead plus an additional number of steads equal to your Intelligence bonus.

Powerful Summons

Beginning at 10th level, any creature that you summon or create with any spell from the Fantasmology discipline or an ability from this class have the following benefits

  • Fey have + 10 Hit Point per CR. Creatures under CR 1 gain + 5 HP instead.
  • Fey have + 1 AC per CR, Creatures under CR 1 gain +1 as well
  • Fey make one additional attack per turn.
  • Fey may dash, disengage, Dodge or Hide as a bonus action.

Master Summoner

Starting at 14th level, while you are concentrating on any Fantasmology spells, your Concentration can’t be broken as a result of taking damage.

Elemental Arts

You focus your study on magic that creates powerful elemental Effects such as bitter cold, searing flame, Rolling Thunder, crackling lightning, and burning acid. Some evokers find employment in Military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, Adventurers, or aspiring tyrants.

Elemental Student

Beginning when you select this Major at 2nd Level, you gain your pick of a number of the following disciplines equal to your Intel bonus: Terramancy, Galamancy, Hydromancy, Pyromancy, Cryomancy and Electromancy to be treated as if it where a minor you chose. If you already have any of these you may pick a new Minor available to you.

Furthermore your Arcane bolts deal Fire, Cold, Lightning or Bludgeoning damage, you pick each time you cast it and at higher level you may switch the type between each bolt.

Sculpt Spells

Beginning at 2nd Level, you can create pockets of relative safety within the Effects of your Evocation Spells. When you cast an Evocation spell that affects other Creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen Creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Powerful Cantrip

Starting at 6th Level, You may add your proficiency bonus to all damage rolls made or increase the DC (Your choice) of any of your cantrip spells.

Empowered Element

Beginning at 10th level, you may re roll a number of Damage dice equal to your Intelligence modifier or increase the DC (your choice) to one Pyromancy, Cryomancy, Electromancy, Galamancy or Terramancy spell you cast per turn.

Overchannel

Starting at 14th level, you can increase the power of your simpler Spells. When you cast a spell of 1st through 5th Level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you take 2d12 Psychic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the psychic damage per Spell Level increases by 1d12. This damage ignores Resistance and immunity.

Illudamancy

You focus your studies on magic that dazzles the Senses, befuddles the mind, and Tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen⁠ mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their Spells to entertain. Others are more sinister Masters of Deception, using their illusions to frighten and fool others for their personal gain.

Illudamancy Student

Beginning when you select this Major at 2nd Level, you gain the Iludamancy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Force damage.

Improved Minor Illusion

When you choose this school at 2nd Level, you learn the minor Illusion cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of Cantrips known.

When you cast minor Illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th Level, when you cast an Illusion spell that has a Duration of 1 minute or longer, you can use your action to change the Nature of that Illusion (using the spell’s normal parameters for the illusion), provided that you can see the Illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual Reaction to danger. When a creature makes an Attack roll against you, you can use your Reaction to interpose the illusory duplicate between the attacker and yourself. The Attack automatically misses you, then the Illusion dissipates.

Once you use this feature, you can’t use it again until you finish a short or Long Rest.

Illusory Reality

By 14th level, you have learned the Secret of weaving warm⁠ magic into your illusions to give them a semi-reality. When you cast an Illusion spell of 1st Level or higher, you can choose one inanimate, nonmagical object that is part of the Illusion and make that object real. You can do this on Your Turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an Illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

Biomancy

You are a Student of Spells that modify energy and biology. To you, the Phyisical body is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation⁠ and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith of the body.

Biomancy Student

Beginning when you select this Major at 2nd Level, you gain the Biomancy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts now heal living none Construct creatures with each bolt. Attack rolls must still be made, you gain advantage on attacks against willing targets within 5ft of you otherwise its treated as a normal ranged spell attack.

Life Orbs

Starting at 2nd Level when you select this major, you learn to create a few small green glowing, Grape Fruit sized motes that can be Distributed in the surrounding area.

As an action you may create and amount of orbs equal to 3 + you intelligence bonus, each orb may be placed in a space within a 30ft cone originating from you. If the space is occupied the orb hits the occupant and heals them for 1d6 + your intelligence bonus. if the space is not occupied the orb lands in the space and remains there for up to one minute, any creature that occupies the same space as a mote they may use an object interaction to consume the orb and heal 1d6 + your intelligence bonus. Only one orb per turn can be consumed by a single character

You may use this feature a number of times equal to half you intelligence bonus Round up, regaining all uses after completing a long rest. At level 10 you may do this a number of time each day equal to your whole intelligence bonus.

Aid Stone

Starting at 6th Level, you can spend 8 hours creating an aid stone that stores Biomancy magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet.
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Strength, Dexterity and Constitution Saving Throws, (your choice whenever you choose this benefit).
  • Resistance to Poison, acid, cold, fire, lightning, or thunder damage
  • Gain 10 + the creators level temporary HP, if this is lost it is recharged at the completion of a long rest, as long as the stone is sill in your possession.
  • +1 AC
  • Gain immunity to one conditionc (your choice whenever you choose this benefit).

If you create a new aid stone, the previous one ceases to function. at levels 10, 14 and 18 you may make one extra stone.

Adept Biomancer

At 10th level, you gain the potent Biomancer and the Bio-twine abilities below.

Potent Biomancer: Your Healing Spells are more effective. Whenever you use a spell of 1st Level or higher to restore Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the spell’s level.

Bio-twine: The Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level. if you are at maximum hit points you gain temporary hit points, in an amount equal to what went over your hit point maximum. you may only gain an amount of temporary hit points equal to your level.

Master Biomancer

Starting at 14th level, you can use your action to consume the reserve of Biopathy magic stored within one of your aid stones, the stone must be in your hand. When you do so, choose one of the following Effects. Your aid stone is destroyed and can’t be remade until you finish a Long Rest.

Cleanse. You cast the Greater restoration spell on a creature you touch with the aid stone, without expending a spell slot or needing to have the spell in your Spellbook.

Invigorate. You cast the Heal spell on a creature you touch with the aid stone, without expending a spell slot or needing to have the spell in your Spellbook.

Restore Life. You cast the Revivify spell on a creature you touch with the aid stone, without expending a spell slot or needing to have the spell in your Spellbook.

Restore Youth. You touch the Aid stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This Effect may only be used once every 10 years of so as it strains the very being of the user.

Necromancy

The School of Necromancy explores the cosmic forces of life, death, and Undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Student

Beginning when you select this Major at 2nd Level, you gain the Necromancy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Necrotic damage.

Raise Skeletons

At 2nd Level, you can perform a 1 hour ritual to create a Skeleton Warrior. This creature uses the statistics of a Skeleton warrior as seen in the minions section of this book. when this is done you choose one or more piles of bones of Medium or Small creature's within 60 feet these may be a geneborn or ogyn bones resulting in a Magna Skeleton. Undead created by your ritual come equipped with any items they had prior to being raised or what you give them. You can summon one additional Skeleton Warrior at 6th level, and again at 10th, and 15th level. Summoning a total of 2, 3, and 4 Skeleton Warriors

respectively. These undead are permanently under your command. It is possible to modify your Skeleton Warriors weapon, at the discretion of the DM.

Adept Necromancer

At 6th Level, you add the Animate Dead spell to your Spell tomb if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another Zombie or Skeleton, as appropriate.

Whenever you create an Undead using your raise skeleton ability or any Necromancy spells, it has additional benefits, as seen below.

  • The creature’s hit point maximum is increased by an amount equal to your collegiate arcana level.
  • The creature adds your Proficiency Bonus to its weapon Damage Rolls.
  • You can't lose control of undead by magical means.

Furthermore When you reassert this spell you may do it to an additional amount of targets equal to half Your Intelligence bonus (Round up).

Undead Usher

Beginning at 10th level, you gain the Skeletal Army and Sacrifice for thy Master abilities below.

Skeletal Army: when you use your Raise Skeleton feature you are able to summon a number of additional skeletons equal to your Intelligence bonus. At 13th level, this number increases by one more. This does not count towards the maximum number you may summon.

Sacrifice for thy Master: when one of your Skeleton Warriors remains alive and is within 5 ft of you, the Skeleton Warrior can be directed to use its reaction to step in the path of an attack. When you are targeted by an attack, you can direct a Skeleton Warrior to step in the path of the blow, any remaining damage is directed back to you.

Master of the Undead

Starting at 15th As an action you can choose one Undead that you can see within 60 feet of you. That creature must make a Charisma saving throw DC equal to 8 + Pro + Charisma bonus. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent Undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Furthermore When you reassert your animate dead spell you may do it to an additional amount of targets equal to Your Intelligence bonus.

Technomancy

The school of Technomancy is a blending of Technology and magic not as often seen. While some would argue that all Spells of this so-called school are simply applications of the more traditionally acknowledged branches of Arcane Magic, Technomancers understand that there is qualitative difference in thought between casting, say, a Technomancy (evocation) spell and an ordinary Evocation. The school thrives alongside industry, using a small number of Spells, compared to the older schools, to create a wide range of styles. Fool is he who fails to notice arcane glyphs and wands and mistakes a Tchnomancer for a Common Mechanic or Tech Priest.

Technomancy Student

Beginning when you select this Major at 2nd Level, you gain the Technomancy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Force damage.

Advanced Engineering and Fabrication

Beginning at 2nd level You attend a year of basic Engineering course to further understand the Machine and the ways to manipulate it. You gain Proficiency with Artificers tools and Tech Tools. Furthermore you learn 6 plans at no cost or time.

Novice Technomancer

Starting at 2nd level your Technomancy and Electromancy spells increase in potency. Choose 4 of the below spell modifications each spell will have the following changes while you are in a Primal rage. At levels 6, 10 and 14 you gain 2 additional spell modifications of your choosing.


Mending: Mending now Heals Mechanical Constructs for 1D4 This increases by 1d4 at levels 5, 11 and 17th.


Clockwork bolt (enhanced Round): now deals D10s.


Gear shield: Grants an additional +1 AC at levels 5, 11 and 17.


Grease: Gains an additional 5Ft at levels 5, 11 and 17.


Undermine Armor: when cast at higher level you increases the Range by an additional 10ft instead of 5 and the AC reduction is increased by 1 as well.


Lock Armor: Gain a +1 bonus to the DC, this increases by 1 at levels 5, 11 and 17th.


Repair Metal: heals a D12 now.


Lightning Lure: range and pull increase by 5ft and at levels 5, 11 and 17 this increases by an additional 5ft.


Shocking grasp: Now deals D10s for damage die.


Witch bolt: if used at higher levels the extra damage increases as long as you maintain concentration.

Machine Charm

When you reach 6th Level, as an action on your turn you Mentally dig in to the functions of one Mechanical or Vehicle Construct within 30 feet of you, the Chosen target is now Charmed By you regardless of any immunities. You may use this ability a number of times equal to half your intelligence bonus ( Round down Minimum 1), at level 14 you may use this a number of time equal to your whole intelligence bonus.

Adept Technomancy

Beginning at 10th level, -.

Machine Compulsion

Starting at 14th level, you can use magic to bring Constructs under your control. As an action, you can compel one Mechanical or Vehicle Construct you can see within 60 feet of you to make an Intelligence saving throw against your Wizard spell save DC. This is a magical Effect. If the saving throw fails, the Construct becomes friendly to you and obeys your commands for 1 hour, until you use this ability again, or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the Duration is extended to 6 hours or until one of the other Conditions is fulfilled. When the Effect ends, the Construct is aware it was controlled by you.

Animatology

Animatology is the study and creations of the Golem construct, not like the moderns constucts of the ages, such as the automobile. The golem is a magical animated hunck of material that is magical forced in to shape and serves as a defensive and offensive sentry or combatant.

Animatology Student

Beginning when you select this Major at 2nd Level, you gain one discipline of your choice and threat it as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Force damage.

Golem Animationist

Starting at 2nd level you add the Animate Construct spell to your list of prepared spells, this does not count toward your allowed prepared spells. When casting the Animate Construct spell you may preform it as a ritual that takes 5 min per animated construct, if this is done the spell does not require concentration and is only broken if the caster is dead. When this is done you can target one additional construct of equal or Lessor size, creating another Construct, as appropriate.

Furthermore whenever you create a Construct using the animate construct spell, it has additional benefits as seen below.

  • The cost of each Golem is dependent on material type See below.
  • The spell lasts for a number of hour equal to your Intelligence bonus.

Constructs created by this ritual are treated as a Mob that you control on your initiative. See Units, Units, Cover, Line of sight and Moral in chapter 5 (Rules).

At 6th level, when you ritually cast the spell it last for a number of days equal to your intelligence bonus and you may have it effect an amount of additional constructs equal to 2 or half your Intelligence bonus which ever is higher.

At 10th level you cast the animate construct spell you can have effect an amount of additional constructs equal to 3 or your Intelligence bonus which ever is higher.

At level 14 you can make the spell permanent until dispelled and when you cast the animate construct spell you can have effect as many additional constructs as 4 or your whole intelligence bonus witch ever is higher.

At no point may you ever have more golem constructs active then the maximum allowed during the casting of the spell (This does not count for extra constructs created by Golem Army). Furthermore when casting at higher levels, you may not create a construct beyond the first construct that is of any size larger then Large, though if you cast the spell multiple times at higher level you may do so replacing another golem with the larger one.

When you cast the animate construct spell, your golem construct will have some other effects dependent on the material used to create the creature, see below.

Wood

A Wood golem costs 1SP per Hit point.

  • Half the HP as listed
  • Has resistance to Piercing and Bludgeoning
  • Is immune to Psychic damage and to the Charmed, Frightened and Exhaustion
  • Gains resistance to Piercing, Slashing and Bludgeoning damage
  • Has Vulnerability to Fire damage
  • You Melee Attacks deal Bludgeoning damage
  • Gains +5ft movement per spell slot used.
  • gains the following ability

Regenerative Growth: At the start of each of your turns you regain a number of health equal to your proficiency bonus per size category.

Stone

A Stone golem costs 1GP per Hit point.

  • plus 5 HP per Spell slot used.
  • -5ft movement.
  • Is immune to Psychic and Poison damage and to the Charmed, Frightened, Exhaustion, Poisoned, Petrified, Paralyzed
  • Gains resistance to Piercing, Slashing, Bludgeoning and Cold damage
  • You Melee Attacks deal Bludgeoning or Piercing damage (your choice at creation)
  • gains the following ability

Weighted Attacks: You add 1 damage die to all damage roll.

Metal

A Metal golem costs 10GP per Hit point.

  • AC increases by +1 for each spell slot used.
  • Is immune to Psychic and Poison damage and to the Charmed, Frightened, Exhaustion, Poisoned, Petrified, Paralyzed
  • Gains resistance to Piercing, Slashing, Bludgeoning, Fire, damage
  • Has Vulnerability to Acid damage
  • You Melee Attacks deal Bludgeoning, Piercing or Slashing damage (your choice at creation)
  • gains the following ability

Precise Offense: You now add your proficiency to Attack roll.

Transmutation

Starting at 2nd Level when you select this Major, you can temporarily alter the physical Properties of one nonmagical object, changing it from one substance into another. You perform a special⁠ alchemical procedure on one object composed entirely of wood, stone (but not a gemstone) or iron/steel transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After a number of hours equal to your intelligence bonus, the material reverts to its original substance. this effect can be dispelled.

At level 6 you may effect 5 cubic feet, at level 10 it lasts for a number of day equal to your intelligence bonus and 14 you may effect 10 cubic feet and it last for a number of weeks equal to your intelligence bonus.

Shape Material

When you reach 6th Level, you gain the ability to reshape Metal, Wood or Stone with a touch. When you grasp a piece of wood, stone (but not a gemstone) or iron/steel of Small size or smaller, you can alter its form into any shape that suits your Purpose. The item must be in your hands and under your control; you can't, for example, reshape a piece of armor or a weapon that's being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, you must be completely familiar with it. Thus you could replicate a key that you had in your possession for an extended period of time, but you could not create a working key based on seeing the lock alone. Objects you create can have up to two hinges and a latch, but finer mechanical detail is not possible.

This Effect can be used to cast the Repair Metal spell without needing to harness the arcane or use material components. You may use this feature once before completing a Short Rest.

Furthermore the cost to create a construct for the purposes of the animate construct spell is reduced by an amount determined by the DM if you can Provide an amount of appropriate grade of material, consult DM for details.

At level 10 you may do this to an object of large or smaller and your repair metal is cast at level 2 and at level 14 this may be done on a huge or smaller target, Repair metal is cast at level 3 and you may effect advanced materials.

Awakened Tomb Golem

Beginning at 6th Level, you may move your spell book to a Golem Construct you create. This Golem construct functions the same as the awakened tomb but it can not fly and has the stats and profile of a medium animated construct of a material of your choosing. any time you need your book the construct Morphs a portion of itself into your tomb.

Golem Army

Starting at 6th level, when ritually casting the animate construct spell you may reduce the allowed golem size to allow for greater numbers of golems created as per the chart below, Note: All golems created are minions and will follow the rule for units located in chapter 5 (Rules). Golems of size large or smaller will count as Mob's and sizes larger then large count as a Monster.

Number of Golems created Tiny Small Medium Large Huge Gargantuan
Golem size
Tiny - - - - - -
Small 2 - - - - -
Medium 3 2 - - - -
Large 5 3 2 - - -
Huge 10 5 3 2 - -
Gargantuan 20 10 5 3 2 -

Golem Morph

Starting at 10th level, because of your masterful arcane crafting of materials, you have crafted a master blend of metal and arcane, creating a construct with the capability to be quickly melded and manipulated by you to change the golems attacks or Characteristics and using an ancient binding ritual you bind this Special Golem permanently to your will and consciousness. You gain one Golem Morph as detailed in the golems section of Chapter 3 (Minions). this creature counts as Hero type unit.

Golem Form

Beginning at 14th level, you can transform yourself as an action into a living Construct for up to 1 minute per level. You retain your Intelligence, Wisdom, and Charisma and the ability to speak and cast Spells. You can transform into a golem or a clockwork creature whose CR is less than or equal to half your current level in this class (round Down). Otherwise, this ability functions as the polymorphologist Wild Shape ability. You may do this a number of times per day equal to your Intelligence bonus. At level 10 you may do this to an object of large or smaller and at level 14 this may be done on a Gargantuan or smaller target.

Floramancy

Those arcanists that revere Nature above all find themselves majoring in Floramist, gaining their Spells and other Magical Powers from the force of Nature itself. Many Floramist pursue a mystic spirituality of transcendent union with Nature rather than devotion to a divine entity. Floramist are often reffered to by there peers as Green Thumbs, Hippies or Flower children

Floramists Spells are oriented toward Nature and the powers of growth and plants, they are concerned with the delicate ecological balance that sustains plant life

Floramancy Student

Beginning when you select this Major at 2nd Level, you gain the Floramancy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Poison damage.

Speech of Flora

Starting at 2nd level, you have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Floral Symbiote

Beginning when you select this major at 2nd Level, you gain the ability to use your connection to nature and imbue your body with Natural energies, allowing you to as an Action gain the following benefits. This Transformation last for 1 minute or until you are incapacitated, you may also end this as a bonus action.

  • Resistance to bludgeoning, piercing, slashing and poison damage.
  • When you hit a creature with an attack roll, you may apply an extra 1d4 damage once per turn, this may be Poison or Piercing (your choice). this increases to a d6 at level 6, D8 at 12, D10 at 16 and a D12 at level 20.
  • Gain a + 1 AC if not wearing medium of heavy armor. this increases to a + at level 6, +3 at 12, + at 16 and a +5 at level 20.
  • You cannot be moved, pushed, pulled or knocked prone while you are standing in Soil or sand.

Floral Attunement

When you reach 6th Level, you may communicate with plants more effectively, you can speak telepathically or verbally to any plant within 30 feet of you, and both you and the plant can understand one another. Furthermore, you have Expertise on all Charisma checks made to interact with plants. Plants are able to convey simple concepts and emotions to you, even being able to answer yes or no questions. Each plant has its own disposition and whether a plant is willing to help you or not is entirely up to the DM's discretion. Additionally, you ignore difficult terrain caused by natural Flora effects, such as Underbrush, plants or roots and may move without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Furthermore when in your Form Symbiote you may cast the Daylight, Sunbeam and Sun burst spells if you have the spell slot available, you dont have to have this spell prepared or written in your spell tomb.

Regrowth

Beginning at 10th level, upon being reduced to zero hit points or below, you can spend a spell slot to instantly stabilize yourself and regain hit points equal to the level of the slot x your wisdom modifier. You can use this feature once per long rest.

Flora Master

Starting at 14th level, all plant beings respect you as a Flora master. All plants that come within 30 feet of you must make a Wisdom saving throw or they immediately become friendly as if charmed. This save is made at advantage if you or your allies are currently engaged in combat with them. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sympathy of the Woods for the next 24 hours.

In addition, all of your summoned plant creatures are stronger, hardier and more intelligent. All summoned plant creatures add your Wisdom modifier to their stats, gain hit points equal to your level, and can communicate with you telepathically 100ft.

Faunamancy

Faunamany Student

Beginning when you select this Major at 2nd Level, you gain the Faunamancy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deals Slashing or Piercing damage in the form of bestial bites or claws, though the damage dice is now a d12.

Pets Handler

Beginning when you select this major at 2nd Level, you gain the Small Messenger, Speach of Fauna and the Small Pets abilities below.

Small Messenger: you can call upon a tiny bird, insect, or animal to convey a message. This effect is similar to the animal messenger spell with the following differences. Though this is not cast as a spell.

  • The duration of the effect, and therefore the distance which the messenger can travel, increases by a day per Collegiate Arcana level.
  • No spell slot is expended, but you will need a long rest before this can be attempted again.
  • may include an additional 5 words per collegiate arcana level.

Speach of Fauna: you have the ability to communicate in a limited manner with Beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Small Pets: you add the Find Familiar spell from the Fuanamancy discipline to your spell tomb and to your list of prepared spells, this does not count toward your allowed prepared spells. When casting the Find Familiar spell you may preform it as a ritual that takes 1 hour, if this is done the spell does not require concentration and is only broken if the caster is dead. When this is done the spell gains the following differences.

  • you may summon an amount of beast familiars equal to 1 + your wisdom bonus.
  • Your familiar can be a beast of CR 1/4 or less.
  • you cant unsummon your beast familiar until it dies, you die or you preform the ritual again.
  • Your beast familiars cant be change after summoning and are considered corporal.

If at any point you loose a beast familiar. you may preform the ritual again to gain the lost beast familiars back. you may also dismiss some or all summoned beasts as a free action.

Note: All Summons and creatures you control will count as a mob unit unless it is huge or larger it counts as a Monster, See units and mobs section of Chapter 5 (rules).

Beast Summoner

When you reach 6th Level, you add the Conjure animals and Find steed spells from the Faunamancy discipline to your spell tomb and to your list of prepared spells, this does not count toward your allowed prepared spells.

Pack Summoner: When casting the Conjure animals spell from the Faunamancy Discipline you may preform it as a ritual that takes 5 min per summoned beast, if this is done the spell does not require concentration, lasts a number of hour equal to your Intelligence bonus (Minimum 1) and is only broken if the caster is dead. When this is done you always count as casting the spell at one level increase greater then you did, if cast at 9th level you may have 5 times the allowed creatures.

Furthermore you may summon one selection from the conjure animals spell chart per spell level increase. For example if a level 6 Fuanamancer casts conjure animals at level 3, they choose to summon 2 beasts of CR 1 or lower, and because of the Beast summoner feature they count as casting at one level increase allowing for another pick from the conjure animals chart, so the Faunamancer chooses with the increased level cast, to summon 8 CR 1/4 or lower instead of just multiplying there first choice of 2 CR 1's or lower by 2.

At 10th level, when you ritually cast the spell it last for a number of days equal to your intelligence bonus.

At level 14 you can make the spell permanent until dispelled.

Heard Summoner: When casting the Find steed spell from the Faunamancy discipline you may preform it as a ritual that takes 5 min per summoned beast, if this is done the spell does not require concentration, lasts a number of hours equal to your Intelligence bonus (Minimum 1) and is only broken if the caster is dead. When this is done you summon 1 stead plus an additional number of steads equal to your Intelligence bonus.

Powerful Summons

Beginning at 10th level, any creature that you summon or create with any spell from the Faunamacy discipline or an ability from this class have the following benefits.

  • Beast summons have + 10 Hit Point per CR. Creatures under CR 1 gain + 5 HP instead.
  • Beast summons have + 1 AC per CR, Creatures under CR 1 gain +1 as well
  • Beast summons make one additional attack per turn.
  • Beast summons may dash, disengage, Dodge or Hide as a bonus action.

Master Summoner

Starting at 14th level, while you are concentrating on any Faunamancy spells, your Concentration can’t be broken as a result of taking damage

Polymorphology

Polymorphers gain the ability to take on animal forms, and some make a particular study of this practice, even to the point where they prefer animal form to their natural form.

Polymorphology Student

Beginning when you select this Major at 2nd Level, you gain the Faunamancy discipline as if it where a minor. If you already have This minor you may pick a new minor available to you.

Furthermore your Arcane bolts deal Slashing or Piercing damage in the form of bestial bites or claws, though the damage dice is now a d12.

Novice Polymorph

Beginning at 2nd level, you gain the Transmorgify ability and the Transfiguration spell below.

Transmogrify: you may spend 1 minute to transform an object within 5 feet of you smaller than a 1 by 1 foot cube into another object of similar size and function, this item may not be magical and the item retains all its normal functions and traits. The new object must be within 5g value of the original object. this effect lasts indefinitely or until dispelled.

At 6th level, this cube increases to 2x2 and the value must be within 15gp,

At 10th level, this cube increases to 3x3, the value must be within 25gp and the item may be magical.

At 14th level, this cube increases to 4x4, the value must be within 50gp and you may use an action instead of spending one minute.

At 18th level, this cube increases to 5x5 and the value must be within 100gp.

After you use this feature, you may not use it again until you complete a short or long rest.

Transfiguration

1st level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is 1 or less and dose not have a fly or swim speed. The target’s game s⁠tatistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit po⁠ints it had before it transformed. If it reverts as a result of dropping to 0 h⁠it points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit poin⁠ts, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or s⁠peech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

At higher levels: when casting this spell at 2nd level, the CR increases to 2 and it may have a swim speed, and when casting at 3rd level the CR increases to 3 and it may have a Swim or Fly speed.

Adept Shifter

Beginning at 6th level, you have gained a firm grasp on maintaining Transmutation magics, you may maintain concentration of one transmutation spell as if you were not concentrating.

Furthermore you may gain one of the below abilities, at levels 10 and 14 you gain on additional.

Enhanced Polymorph: WHen you cast the Polymorph Spell you may either, make the casting time a bonus action or you may make the duration up to a number of hours equal to 1 + your wisdom hours.

Gaseous Retreat: You may cast the Gaseous Form Spell as a Reaction or a bonus reaction and it does not require Somatic or Material component.

Metamorph ability: When you cast Enhance ability on just yourself you may gain the benefit of two of the effects provided by the Enhanced Ability spell.

Enhanced Alter: WHen you cast the Alter self Spell you may either, make the casting time one action or you may make the duration up to 24 hours.

Powerful polymorph

At 10th level, you gainthe Immutable and the Refined Polymorphology abilities below.

Immutable: your form has become ever more resilient to outside influences. You become immune to any spell or effect that would alter your form against your will

Refined Polymorphology: any time you are in a new form from the Tranfiguration or polymorph spell spell. it gains the below bonuses.

  • +2 AC

  • +5 hit point per CR

  • 10ft movement, 20 for swim and fly speeds

  • Resistance to a damage type of your choice

Master Polymorphology

At 14th level, you can take the shape of any specific Humanoid. If you wish to transform into a player character, treat their level as if it were their CR.

Audimancy

The Audamancer or most commonly called a "Bards" stands Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a Half-Elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.

A gnome weaves her subtle magic over the assembled nobles, as she performs an authentic dance, ensuring that her companions’ words and actions will be well received.

Most Audimancers weaves magic through words, music and performance to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. This is Taught at the collegiate level just like most Wizards of the Arcane. most all Performers are Sanctioned with Collegiate Rites. Though many of the arts taught at the College are steeped in Imperial History, many learn and gain a proper sanction from the college and then move on to less traditional arts like Carnies, Street Performers and Freak show host, Many other culture have the own forms of Audimancers serving there own rolls within there societies, like the Tetrigodian crickets use there ability natural ability to create music and un turn this us how many find the innate arcane abilities.

Audimancy Student

Beginning when you select this Major at 2nd Level, you gain The Performance skill as well as you gain proficiency in 2 instruments of your choice.

Furthermore your Arcane bolts deal Thunder damage.

Sonic Blast

starting at 2nd level you gain the ability to bring harm with your sound. You can use your action to play a harsh, violent note on an instrument. Choose a target within 60 feet. You force that creature to make a constitution saving throw, that creature takes 2d8 thunder damage on a failed saving throw, or half as much on a success.

you may use this a number of times equal to half your charisma bonus (round up), you regain all uses after performing a long rest. At level 10 this increases to you whole charisma bonus.

The thunder damage increases when you reach certain levels in this class, increasing to 3d8 at 6th level, 5d8 at 10th level, and 8d8 at 14th level.

Song of Rest

Beginning at 2nd Level, you can use soothing magics of music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly Creatures who can hear your Performance regain Hit Points at the end of the Short Rest by spending one or more Hit Dice, each of those Creatures regains an extra 1d6 Hit Points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 6th level, to 1d10 at 10th level, and to 1d12 at 14th level.

Arcane Performance

Starting at level 2 you gain the ability to use the arcane musical notes or words of power to disrupt mind-influencing Effects. As an Action, you can start a Performance that lasts for 1 min. During that time, you and any friendly Creatures within 30 feet of you that can hear you gain the below benefits. Any Enemies within the range gain the below effects The Performance ends early if you are, interrupted, Incapacitated or silenced or if you voluntarily end it (no Action required). After using this feature you must perform a short rest before you may use it again.

Friendly

  • targets have advantage on Saving Throws against being Frightened or Charmed.
  • targets have a + 1 AC
  • targets gain your Cha bonus to all saves made.

Enemy

  • targets have disadvantage on Saving Throws against being Frightened or Charmed.
  • targets have a -1 AC
  • targets subtracts your Cha bonus from all saves made.

Bolstering Notes

At 6th Level, whenever someone benefits from your song of rest they will also gain temporary hit points equal to 2 x your collegiate arcana level + your Charisma bonus

Additionally your Sonic Blast can now be fired as a 30 foot line. Each creature in the path of the blast must make a constitution saving throw, and take half damage on a successful save.

Grand Performance

By 10th level, Your Arcane Performance gains some new effects, see bellow, these are in addition to the normal effects.

Friendly

  • targets have advantage on Saving Throws against all magic effects.
  • targets gain your Cha bonus to all damage rolls made.

Enemy

  • targets have disadvantage on Saving Throws against all magic effects.
  • targets subtracts your Cha bonus from attack rolls made.

Sonic Flux

Starting at 14th level, your Sonic Blast can now be made as an effect with a 15 ft radius at a point within 60 feet, a 40 ft line, or a 15 ft cone, with a constitution save for half. Additionally, sonic blast now deals full damage to creatures who are resistant to thunder damage, and half damage to creatures who are immune to thunder damage.

Archemancy

The Archemists desire to create is ubiquitous amongst the arcane wielders. Be it the wands man, Hood maker or a baubles & Trinketeer. The Archemist is a staple to any civilized culture as well as sought after as a resource to the Imperial Arcane administrations.

Archamancy Student

Beginning when you select this Major at 2nd Level, you gain The Science skill and you gain one extra minor of your choice.

Adept Archemist

When you choose this Major at 2nd level, you have made crafting devices a daily part of your life and it takes considerably less time and effort.

You gain Proficiency in Imbuing kit and Enchanting supply. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Enchanters Station, This kit is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Enchanter Station counts as having Imbuing Kit and Enchanters Supply.

Shop Workers

starting at 2nd level you gain a Crew of Necrobots or Apprentices or a mix of both equal to half your charisma (round down, minimum 1), as described in chapter 3 (Minions). Discuss the cost and time required to acquire the minion with your DM. See Necrobots or Apprentices in the Minions section for the stats and how to use them. One of these minions may be an Elite from the appropriate type. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Archemists Traits

Starting at 2ndd level you gain the Enchanters eye, Repurpose and Effective Supplier abilities bellow.

Enchanters Eye: you've become so acquainted with enchantments. You gain advantage on any rolls to tell if an object, creature, drink, or meal has an or been effected by a enchantmment, as well as the details of the enchantment involved, simply by taking an action to examine it.

Repurpose Components: You make the most out of what is around them and the love to maintain dens full of magic items and archamancy materials. When You use your downtime to scavenge for enchanting materials in any area, you gain one additional resource of your choice, chosen from any one Enchanting material you found. This increases by one at levels 7, 11 and 15.

Effective Magic Supplier: When creating a item using a imbuing Kit or Enchanting supplies, it takes half the normal time it would to create items, Though this does not count during the learning of a plan.

Enhanced Enchantment

Once you have reached 7th level after countless hours of work you have found a way to increase efficiency in the crafting of your enchantments. A number of times Per long rest equal to your Intelligence Bonus, you may apply one of the below features to a enchanted you or your team created.

Quantity Over Quality. Whenever you would create one Tech or Artificers item, you instead create two.

Volatile Enchantment. once per short rest, if the chosen device involves rolling dice, it now automatically produce the maximum. effect for one use.

Potent Enchantment. Once per short rest the, if the chosen enchantment has an ability that involves a DC, has the DC increased by your Proficiency bonus for one use.

Cohesive Work

Starting at 11th level, You gain the Well studied crew and the Expedite abilities below.

Well studied Crew Each time you or one of your crew creates a an item using Imbuing Kit or Enchanters Supplies, you reduce the DC to create the item by 1 per helper used in the creation.

Expedite: When you or one of your crew you may Expedite 1 Enchantment per long rest, this allows that device to be created in minimum time it would normally take.

Master Archemist

At 15th level you gain the Double Check then Triple Check ability below.

Double Check then Triple Check. You no longer need to make checks when creating enchantments, you may simply succeed but it takes you the longest time required to make the Enchantment. This may not be done with a expedited item.

Improved Expedite: when you expedite a creation it costs the minimum required cost and you may expedite one additional item per long rest.

Engineer (Support)

Not every scholar or inventor has the skills it takes to become an engineer. Engineers are not only students of science, but they are masters of turning scientific principles into new technology that has practical applications in the material world. Most have some education, though for many this education is the result of years of experimentation and tinkering rather than formal study. An engineer might be a member of a guild of like minded craftspeople, they could simply be a self taught loner with a talent for working with machinery. Engineers can do a little bit of everything. Whatever the challenge, they can invent, build, and adapt their gadgets to be the right tools for the job. Mechanical Affinity. Few engineers come from uncivilized lands, but that doesn’t mean that they are comfortable in social situations. In fact, most engineers find that mechanical devices make more sense than people. Gears and engines are infinitely more predictable than the average person could ever be. For this reason, engineers are sometimes seen as aloof or awkward, and some can even be downright abrasive.

Level Proficiency Bonus Features
1st +2 Machinist
2nd +2 Engineering Specialty, Signature Device
3rd +2 Augmetic Affinity
4th +2 Ability Score Increase
5th +3 Expertise
6th +3 Signature Device Upgrade (1)
7th +3 Techno Specialty feature
8th +3 Ability Score Increase, Academic Literacy
9th +4 -
10th +4 Signature Device Upgrade (2)
11th +4 Extra Attack, Techno Specialty feature
12th +4 Ability Score Increase
13th +5 -
14th +5 Signature Device Upgrade (3)
15th +5 Techno Specialty feature-
16th +5 Ability Score Increase
17th +6 -
18th +6 Brilliant Mind, Signature Device Upgrade (4)
19th +6 -
20th +6 Ability Score Increase

Class Feature

As a Engineer you gain the following class features

Hit Points


  • Hit Dice: 1D8 per level
  • Hit points at 1st level: 8 + your constitution modifier.
  • Hit Points at Higher Level: 8 + your Constitution modifier per Tech priest level after 1st

Proficiencies


  • Armor: Light, Medium
  • Weapons: All Simple weapons.
  • Artisans Tools: Tinker Tools and Smiths Tools
  • Saving Throws: Intelligence, Strength

  • Skills: Choose 4 skills from, Athletics, Deception, History, Insight, Investigation, Perception, Religion, Technology, Science

Equipment

Engineer starter Kit

Machinist

Starting at 1st level you gain 6 plans of your choice that can learn, this is at no cost or time. Furthermore you gain the Mechanic Feat located in Chapter 5 (Rules), in the Homebrew feats section.

Signature Device

At 2nd level, you build an archetype of the invention that would contribute to science, your signature device. Your creation is a versatile, and customizable weapon, that proves your utter genius. You can choose one between the Flamecaster, the Multi-Wrench, the Magitech staff, the Power Gauntlet, the Nondescript Active Destruction Device (N.A.D.E.), the Bio Molecular Reconfigurer or the Technokiian Axe. If you lose your signature device, you can create a new one over the course of three days of work (8 hours each day) by expending 100 gp worth of metal and other raw materials. Repairing it requires a DC = 15 Intelligence check, and half the money and time it takes to build it.

this device has a number of energy Points equal to your Engineers Level + you intelligence bonus that may be used to fuel upgrade effects from the signature device. You start knowing your starter trait and a number of other traits of your choice equal to your intelligence bonus, if your Intelligence bonus should change permanently, you adjust the amount of traits you know. You regain all spent Energy points when you complete a long rest. Some of the traits you gain increasing effects as you level called a signature device upgrades. This happens at levels 6, 10, 14 and 18.

Note the Signature Device directly effects what Engineering Specialty you may pick, as each one is tied to specific signature Device.

Flamecaster

A machine that replicates the breath of a dragon. This device has is consisting of a tank full of alchemical/Chemical fuel worn as a backpack, and a single hand held flame caster, which projects and ignites the fuel. You project extremely effective and destructive fire. It's useful for clearing bunkers and caves. This device serves as a Flame gun or Flame Pistol your choice, see the below profiles for details.

Name Damage Weight Properties
Flame Gun 4d6 Fire - Ammunition\ 10 Charges = 1 Energy, Extensive Action, Two-handed, Assault, Engulf (30ft), Ignite
Flame Pistol 4d6 Fire - Ammunition\ 5 Charges = 1 Energy, Extensive Action, one-handed, Pistol, Light, Engulf (15ft), Ignite

Furthermore Each time you gain a Signature device Upgrade the damage of this weapon increases by 1d6.

Fuel Enhancement (Starter): Your device is fitted with a super fuel that may be added when making an attack with you flame thrower. You may during any attack with your Flamecaster, before any saves are made you may raise the damage of the attack by (1) damage die per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. This may also be done in addition to another upgrade.

Flame Spew: You concentrate the chemical fire in your device and sear your enemies in a line. you may spend (2) Energy points to have your flame throwers range become a line 5ft wide as long as double the original range.

Smokescreen: As a bonus action, spend (2) Energy point to exhaust smoke from your flamethrower. A swirling dark cloud of hot embers appears in a 20-foot-radius sphere around you. The area filled with smoke is heavily obscuring all creatures except you. The smokescreen persists for 1d6 rounds, or until a strong wind disperses it. Creatures inside the cloud have disadvantage on attacks and cant speak to cast spells.

Napalm: For (3) Energy, you hurl a napalm mote of alchemical fire at a position within 4 x the weapons original range. make one ranged attack, this weapon has Deviation (1d6), once hit place a 10ft radius area around that point, that point boils in response to its temperature, transforming into difficult terrain and flammable materials with a low melting point, ignite if it isn't being worn or carried. After the initial damage any creatures that starts its turn caught in the area or when a creature first enters the Area receive 1d6 fire damage each round. The affected area persists for 1d4+1 rounds before the ground cools off. The Napalm's damage per round increases by 1d6 and the radius increases by 5ft each time you gain the signature device upgrade.

Flame Pulse: You cause your Flame thrower to shoot small Fireballs. you may spend (1) Energy points to have your flame throwers Damage die becomes a d6, the range is 90/320ft and looses the extensive action property and gains the (BF 4) firing mode. This effect last for 1 minute.

Multi-Wrench

It's a wrench, it's a weapon, it's a gadget or It's a Fix-r-Upper! It doesn't matter what you need. This device has it for every situation. Wrenches were commonly used as a mechanic's tool for turning bolt cranks and repairing mechanical constructs, but this device can also be used as a melee weapon to deliver powerful attacks. It is a large wrench that holds a spinning metallic shell at its top. This item counts as a warhammer witch you are proficient with, you gain a +1 bonus to attack and damage rolls made with this device. Additionally, when you make a craft check to build or repair something, you add a +1 bonus to the roll while in possession of the multi wrench, as it also functions as a tool. You may increase the bonus to attacks, damage and checks by 1 each time you gain the signature device upgrade.

Fix it (Starter): as long as you have your Multi tool you may Spend (1) Energy point an have it count as having a use of a Maintenance Kit.

Ricochet: Your wrench has the Thrown property, with a normal range of 30 feet and a long range of 60 feet. While wielding the wrench, you can spend (2) Energy to make a ranged attack against a creature, dealing normal damage + 1d4 lightning damage + Intelligence modifier on hit, and it gains the Potent (+) weapon property. Immediately after the attack, the wrench propels back to your hand. You can target a second creature if you have an additional attack, for no additional energy cost, as long as the creature is within 15 feet of the first target and in range. The wrench's damage increases by 1d4 each time you gain the signature device upgrades.

Efficient Repair: Any time you heal a vehicle or construct and have your multi tool. You may during any healing ability increase the heal by (1) die per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. This may also be done in addition to another upgrade.

Thunder Pulse; For (3) Energy, as an action, you can deal 3d8 thunder damage to all creatures within 10 feet and force all creatures (size: Tiny to Large) within that range to make a Strength save. On a failure, they take the full damage and they are deafened and knocked prone until the end of your next turn on a failure they are deafened and take half damage. The pulse's range increases by 5ft as well as this gains an additional 2d8 damage each time you gain the signature device upgrade feature.

Lockpick: For (3) Energy, attempt to open a mechanical lock or disarm a mechanical trap that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that prevents access. You can attempt to pick the lock with your wrench and add to your roll 1d4 If the object has multiple locks, only one of them is unlocked. The wrench's lockpicking bonus increases by 1d4 each time you gain the signature device upgrade feature.

Lightning Slam: For (4) Energy you slam your Multi-Wrench on the ground in front of you causing a line of lightning so stream out and devestate your foes. Each enemy in a 40ft line that is 10ft wide must make a Dex save, on a fail they take 1d12 lightning damage and they must then make a Con save or be Stunned for one round, on a passed dex save they take half damage and are not stunned. This ability gains an additional 1d12 damage each time you gain the signature device feature. You may spen an additional 1 energy to make this effect have the potent (+) weapon property, 2 points for Potent (++) and 3 additional energy points for potent (+++)

Magictech Conductor

The Magictech Conductor houses an Arcanium crystal at its top this may be in the form of a staff or a scepter, which maximizes and stores energy output to generate the most of it. This weapon has the basic functions of a staff or for a scepter/(light hammer) and it may be used as a ranged weapon as well, use the below profiles. Successful melee weapon attacks against vehicles or constructs, made with this device, deals an additional 1d4 lightning damage and gains stunning (1+ number of weapon property). Whenever you suffer lightning damage, as a reaction, you regain 1d4 Energy points. This can be done up to three times per day in total.

Name Damage Weight Properties
Conductor Rod 2d4 Lightning - Range 60ft/240ft, One-handed, Reloading, Ammunition 30/1 Energy point, Pistol, Misfire (1), Stunning (1)
Conductor staff 2d4 Lightning - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/1 Energy Point, Rapidfire, Stunning (1), Misfire (1)

Furthermore Each time you gain a Signature device Upgrade the damage of this weapon increases by 1d4.

Increased Amps (Starter): Your device can be overcharged resulting in a much greater chance of stunning its target, before any attacks are made you may raises the stunning Profile of the attack by (+1) per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. This may be done in addition to another upgrade.

Lightning Web: By harnessing its stored Energy points, the Conductor's arcanium crystal unleashes a 30-feet radius lightning burst in all directions. Each creature in the area suffers 1d4 lightning damage with the stunning (1) weapon property per Energy point used + your intelligence bonus on a failed Dexterity saving throw, or take half and becomes dazed for 1 round on a successful one.

Spell Dampener: as a reaction or a bonus action and 3 Energy, you gain +1d4 bonus in saving throws against the effects of spells until your next turn. When you succeed on the save against a spell that targets only you, the staff can redirect the spell's effect to its original caster using their slot level, spell save DC, attack bonus, and spellcasting ability. The spell deflector's bonus increases by 1d4 each timeyou gain the sign.

Magitech staff Spells: at the cost of Energy you may cast a few spells, when done you use your intelligence bonus as your spell casting ability and the do not require a harness the arcane check or require material components, see chart below for what spells may be cast and there energy cost. if the spell is a concentration spell it will last the duration as long as you are conscious and are holding your Magitech Conductor. The listed cost will allow you to cast the spell at its base level. you may increase the spell level by 1 at a cost of an additional cumulative 1 energy.

Spell Cost
Identify 1
Detect magic 1
Shield 2
Tireless 3
See invisibility 4
lightning bolt 5

Force Barrier: As an action and (4) Energy, your Conductor releases from it a semi-solid barrier of Force energy in all directions forming a 10ft sphere around you, which can absorb substantial damage equal to 2d8 + your level, before it is destroyed. Although you can protect yourself and your companions behind the barrier, you cannot attack while sustaining it and you must be conscious and holding the conductor. When a foe attempts to step in the barrier, you can use you reaction to repel it up to 5 feet away from the barrier with a successful opposed test using your intelligence bonus

against there strength, this repel uses your reaction the first time but you may do it a number of times equal to your intelligence bonus. Additionally, if any enemy gets within the sphere, you can as an action expend the rest of your remaining shield hit points as a damaging attack equal to the shield's remaining hit points spread evenly amongst all the creatures. The conductors barrier increases by 1d8 each time you gain the signature device upgrade.

Power Gauntlets

These powered gloves, made to cover your arms, gives you a +1 bonus on all Grapple checks and any checks to force open a stuck, locked or barred door with ease and on all attacks and damage rolls made with the gauntlets. Each time you gain the signature device upgrade you gain an additional + 1 on all attacks, damage, Grapple checks, and checks to force things. The Gauntlet use the Below Profile for its two functions one being a melee attack and one a ranged.

Name Damage Properties
Power Gauntlets 1d6 Bludgeoning One-handed, Unarmed, Light
Palm Blaster 1d10 Fire Range 25ft/50ft, Reloading, Ammunition 15/1 energy point, Pistol, Supercharge, AP (-3), Potent (++) Misfire (1)

Power Punch (Standard): Your device is fitted with small rocket boosters to increase the impact. You may during any attack with your Power fist, before any attacks are made you raises the damage of the attack by (1) damage die per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time, this may be done in addition to another upgrade, furthermore this may also be used to enhance palm blaster shots.

Amplify Blasters: At the cost of 2 Energy points you may double your palm blasters range for 1 minute, during the duration each shot from your blaster consumes 1 additional ammunition.

Auto shield: As a reaction to a Melee or ranged attack attack and (1) Energy point you may increase your AC by 1. you may for on additional energy point you can increase it by another +1. This may only be done a number of times equal to your Proficiency bonus.

Rocket Grab: Ever wanted to unfairly armlock an ogre? Grappling can help you do all this and more. For (2) Energy, the Gauntlet's mechanical fist can disconnect itself and perform a ranged grapple attack to a target, up to 10-feet afar, pull it towards you. The device itself contains an amount of rolled up metallic chain which allows you to recall it. Requires a full-round action. If a grappled creature does not try to escape, you automatically maintain the grapple from turn to turn. Additionally, you can reach and hold distant objects and pull yourself towards them. The Gauntlet's grapple range increases by 5ft each time you gain the signature device upgrade.

Servo strength: You may at the cost of (2) Energy points increase your strength by 2 and you gain advantage on grapple checks, you may spend 1 additional energy points to increase your strength by an additional 2. You may only increase an ability by a number equal to your proficiency bonus multiplied by 2.

Push Master: Your foe might be expecting a strike of the sword, but instead, it gets a powered fist in the face. For (2) Energy, when you hit a target You push the target 10ft and knock it prone. The push range increases by 5ft each time you gain the signature device upgrade.

Nondescript Active Destruction Equipment (NADE)

This man portable unit that is usually worn on the back, is actually a mobile chemical lab, When not worn and open this unit can be used as Chemistry Tools.

Furthermore when closed and it may be stocked with ingredients to make Nondescript Active Destruction Equipment (N.A.D.Es). The backpack contain many empty containers, which are passed trough a device built into the interior of the unit and get filled with preloaded volatile chemicals. Each grenade is filled with a different substance capable of producing a wide variety of effects by reaching the target. Essentially creating a grenade like object a NADE. Creating one of these is a bonus action, and most will be used as Thrown weapons. Additionally, NADE's can be launched by other means (per DM discretion). Each NADE you create from this device lasts until you preform a long rest. You do not gain your Energy points back with this signature device like normal, you must during a long rest provide 1GP worth of raw chemicals per Energy replenished to the unit.

Popper (Starter): For (1) Energy you create and grab a small Grenade like device. Use the below Profile for the weapon.

Name Damage Properties
Popper 1D6 Bludgeoning, 1D6 Piercing Throw 50ft/100ft, Knockback (1), Blast (10ft), Deviation (1D4)

The damage increases by 1d6 each time you gain the signature device upgrade.

Overfill: you may add a bit more to the mixture making it much more effective. You may during the creation of the NADE, raises the damage of the attack by (1) damage die or the DC by 1 per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. If the NADE has a split damage increase each damage type by 1, if the spell has both a DC and a damage roll you must pick witch one will increase.


Snapper: For (2) Energy you create a Small Frag grenade, use the Standard Frag grenade profile with the exception of the range.

Name Damage Properties
Snapper 2D10 Piercing Throw 50ft/100ft, Burst, Deviation (1D4)

The damage increases by 1d10 each time you gain the signature device upgrade.


Elemental NADE: - This NADE is a thrown weapon that has a range of 50/100 and a blast of 10ft, on a fail the target takes 1d8 damage of the chosen type and suffers the effect of that type. On a pass they take half damage and theres no effect. Your elemental grenades can deal different types of damage with different effects. Choose one of the below types when you create the NADE. The damage, cost and effect on a fail are noted on the table below.

Type Energy Cost Effect on failed save
Acid 3 The creature now has acid eating through its armor, you reduce the creatures AC by 1, this is may only reduce AC provided by metallic and Natural Armors.
Cold 2 Creatures halve there speed until the end of your next turn, unless they are immune to cold.
Fire 1 has the ignite Property
Lightning 4 gains the Stunning (equal to the number of damage die)
Poison 2 Con save or be Poisoned for one min, retaking test at end of each turn.

The damage increases by 1d8 each time you gain the signature device upgrade.


Flash NADE: For (3) Energy, you create and Grab a NADE filled with explosive flash powder. As a thrown attack with deviation (1d4) the vial explodes on impact, producing a bright flash. Each creature within the 10-feet radius of the point of impact must succeed on a Constitution saving throw or become blinded 1d4 rounds. The blast's radius increases each time you gain the Signature device upgrade.


Heavy Fume: For (3) Energy, you can create and Grab up to three smoke NADE's with a single action. Each fume grenade creates a cloud that is a 10ft sphere that lasts for 1d4 rounds and blinds creatures who attempt moving through it, upon starting their turn. The round limit increases by 1d4 and the radius increases by 5ft each time you gain the signature device upgrade feature.


Auto Luncher: For (2) Energy when you create a grenade you instead of grabbing it you use it as a part of another action.


Double Throw: For (2) energy, two grenades can be created in a bonus action, and both can be thrown with a single action. Additionally, they can be thrown at different targets. this cost must be in addition to the cost of the 2 NADE's

Bio Molecular Reconfigurer

This man portable unit that is usually worn on the back, is actually a mobile Surgical, When not worn and open this unit can be used as Surgical Tools.

Furthermore when closed and on your back you have you may with a small hand held device attached to it kinnda like a tattoo gun, heal a patient within touch range. at the cost of energy points you may now use the Bio Reconstruction feature. You do not gain your Energy points back with this signature device like normal, you must during a long rest provide 5GP worth of Bio materials per Energy replenished to the unit. You may also with this device cast the Spare the dying cantrip.

Bio Reconstruction (Starter) At the cost of (1) Energy point you may as an action you touch a creature and restore 1d8 + your intelligence bonus hit points to that creature. You may spend an additional 1 energy point adding another D8 to the heal, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time.

Immno Support: you can expend (1) Energy point and as a bonus action you cure one target in touch range of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of this, by expending 1 additional energy point for each one.

Hypo Launcher: at the cost of (1) Energy point you may make any one ability have a range of 30ft. this coast is in addition to the triggering action.

Necrotic Slurry: You may have the unwanted and spoiled Bio materials that have been collecting in your bio molecular Reconfigurer. As an attack action or as one attack during an attack action you may spend (2) Energy to make a melee touch attack witch uses your Dex bonus and you are proficient with this attack. On a hit the target takes 2d8 + Your intelligence bonus necrotic damage. You may spend an additional 1 energy point adding another D8 to the damage, , before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done one additional time.

Bio Enhancement: You may at the cost of (2) Energy points to have one target within touch range increase one ability of your choice by 2, you may spend 2 additional energy points to increase the chosen ability by an additional 2. You may only increase an ability by a number equal to your proficiency bonus multiplied by 2.

Technokiian Axe

This Large Axe with a half Cog shaped head, delivers might blows in the name of Tecnokus, this type of axe was founded by the Teknokii people and any who do not posses the honors given by the Machine Priesthood to wield such an axe is to disgrace the gods of Technology and is meet with often Aggressive negotiations. You gain a +1 to all attacks and damage rolls made with this weapon. Each time you gain the signature device upgrade you gain an additional + 1 on all attacks and damage. Furthermore when you have this weapon in hand any of your Machine Litinys, Hymens and chants or and Machine Auras increase by 5ft, this increases by 1 each time you gain the signature device upgrade feature. You must choose one of the axe types below upon creation, see Below, there are two type of Tteknokiian axes the Pole Axe and the Full axe versions.

Name Damage Properties
Pole Axe 2d8 Slashing Two-handed, Vibro, Bulky, Reach, Large)
Full Axe 1d10 Slashing Bulky, Vibro, Versatility (1d12)

Heavy Strike (Starter): You use the weight and heft of your axe to deliver a mighty blow. You may during any attack with your Teknokiian axe, before any attacks are made you raises the damage of the attack by (1) damage die per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time, this may be done in addition to another upgrade.

Sweeping Strike: As an action and (2) Energy Points Make one attack on each creature within range, if this is done with the Pole axe version all targets must be within 5ft of you or 10ft of you but not both.

Melta edge: at the cost of (2) Energy point you may give your axe the AP (1) property, each time you gain the signature device upgrade you gain an additional + 1 to the AP property.

Bolster Machine: at the cost of (3) Energy points you may Give one Construct within 30ft of you the following benefits until the end of your next turn.

  • Gains advantage on the next attack roll made.
  • +1 AC
  • Gain 5 Temporary hit points, this increases by 5 each time you get the signature device upgrade feature.

Machine Spark: At the cost of (4) energy points you may return an unconscious Construct to 1 HP, this may only be done once to a construct, needing a long rest to receive again.

Machine Sooth: you wave your axe and allow the in built salt and sages to burn while omitting a prayer at the cost of (1) energy point you may heal on construct within 5ft of you by 1d8, you may

Engineer Specialty

Starting at 2nd level, different Engineers choose different ways to express there brilliant minds. Pick a Techno specialty listed later in this class. you gain an additional feature at levels 7, 11 and 14.

Augmetic Affinity

Starting at 3rd level the engineer understands the gain in the intergration of biology and technology. You gain 2 Cybernetic Augmentations of your choice provided you have meet the prerequisites, a list of augmentations and how to use them can be found in chapter 6 (Cybernetics and Augmentations). Furthermore at Level 6, 10, 14 and 18 you gain one additional Cybernetic Augmentaion of your choice.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Expertise

Starting at level 5 you choose one of your skill Proficiencies, or one of your proficiency with Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 10th and 20 level, you can choose one more of your Proficiencies (in Skills or tools) to gain this benefit.

Academic Literacy

Starting at 8th level, you can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus. at 14th level this increases to your whole proficiency bonus.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th level.

Brilliant Mind

Beginning at 18th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.

Techno Specialty

Fabricator

A Constructor is a master crafter set to the tasks of crafting advanced technological devices like all Engineers, but a fabricator knows allot about making the most of the materials they use to amplifying the Actions of the devices they create.


When you choose this Engineer Specialty you gain Proficiency in Investigation, Survival Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav).

Adept Fabricator

When you choose this Engineer Specialty at 2nd level, you have made crafting devices a daily part of your life and it takes considerably less time and effort.

You gain Proficiency in Artifices Equipment and Tech Equipment. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Field Engineer Station, This kit is usually warn on the back or carried by an assistant weighs about 75 pounds. When disassembled and set up this Field Engineer Station counts as having Smiths Tools, Tech Tools, Artificers Equipment and Tech Equipment.

Servo Crew

starting at 2nd level you gain a Crew of Necrobots or Apprentices or a mix of both equal to half your charisma (round down, minimum 1), as described in chapter 3 (Minions). Discuss the cost and time required to acquire the minion with your DM. See Necrobots or Apprentices in the Minions section for the stats and how to use them. One of these minions may be an Elite from the appropriate type. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Fabricator Traits

Starting at 3rd level you gain the Fabricators eye, Repurpose materials and Effective Tech Supplier abilities bellow.

Fabricators Eye: you've become so acquainted with tech and alloys. You gain advantage on any rolls to tell if an object, creature, drink, or meal has tech or been affected by tech, as well as the details of the alloys involved, simply by taking an action to examine it.

Repurpose Materials: You make the most out of what is around them and the love to maintain dens full of Devices and tech Materials. When You use your downtime to scavenge for Tech or Artificers materials in any area, you gain one additional resource of your choice, chosen from any one tech or Artificer material you found. This increases by one at levels 7, 11 and 15.

Effective Tech Supplier: When creating a item using a Tech tools, Smiths Tools, Tech Equipment or Artificers Equipment, it takes half the normal time it would to create items, Though this does not count during the learning of a plan.

Enhanced Device

Once you have reached 7th level after countless hours of work you have found a way to increase efficiency in the crafting of your devices. A number of times Per long rest equal to your Intelligence Bonus, you may apply one of the below features to a device you or your team created.

Quantity Over Quality. Whenever you would create one Tech or Artificers item, you instead create two.

Volatile Device. once per short rest, if the chosen device involves rolling dice, it now automatically produce the maximum. effect for one use.

Potent Device. Once per short rest the, if the chosen device as an ability that involves a DC, has the DC increased by your Proficiency bonus for one use.

Cohesive Work

Starting at 11th level, You gain the Well studied crew and the Expedite abilities below.

Well studied Crew Each time you or one of your crew creates a an item using Tech tools, Smiths Tools, Tech Equipment or Artificers Equipment, you reduce the DC to create the item by 1 per helper used in the creation.

Expedite: When you or one of your crew you may Expedite 1 Device per long rest, this allows that device to be created in minimum time it would normally take.

Master Fabricator

At 15th level you gain the Double Check then Triple Check ability below.

Double Check then Triple Check. You no longer need to make checks when creating devices, you may simply succeed but it takes you the longest time required to make the item. This may not be done with a expedited device.

Improved Expedite: a creation it costs the minimum required cost and you may expedite one additional device per long rest.

Chemical

A Chemical Engineer is one who sticks to the language of chemicals and there reactions, Chemical engineers have the capability to create Alchemical/chemical concoctions.


Prerequisites: you must have taken the Nondescript Active Destruction Equipment (NADE) as your signature device.


When you choose this Engineer specialty you gain Proficiency in Investigation, Stealth Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Adept Chemist

When you choose this Engineer Specialty at 2nd level, you have made crafting Chemical solutions a daily part of your life and it takes considerably less time and effort.

You gain Proficiency in Chemistry supplies. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Field Chemists Station, This kit is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Chemists Station counts as having Science kit and Chemistry Supplies.

Hazmat Team

starting at 2nd level you gain a Crew of Necrobots or Apprentices or a mix of both equal to half your charisma (round down, minimum 1), as described in chapter 3 (Minions). Discuss the cost and time required to acquire the minion with your DM. See Necrobots or Apprentices in the Minions section for the stats and how to use them. One of these minions may be an Elite from the appropriate type. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Chemists Traits

Starting at 3rd level you gain the Chemists eye, Repurpose Chemicals and Effective Chemistry Supplier abilities bellow.

Chemists Eye: you've become so acquainted with chemicals that you can tell when they're in places they shouldn't be. You gain advantage on any rolls to tell if an object, creature, drink, or meal has been affected by a Chemical, as well as the details of the Chemical, simply by taking an action to examine it.

Repurpose Chemicals: You make the most out of what is around them and the love to maintain dens full of Chemicals and Materials. When You use your downtime to scavenge for Chemical materials in any area, you gain one additional resource of your choice, chosen from any one Chemical material you found. This increases by one at levels 7, 11 and 15.

Effective Chemistry Supplier: When creating a item using a Science Kit, Chemistry Supply, it takes half the normal time it would to create items, Though this does not count during the learning of a plan.

Enhanced Concoction

Once you have reached 7th level after countless hours of work you have found a way to increase efficiency in the crafting of your concoctions. A number of times Per long rest equal to your Intelligence Bonus, you may apply one of the below features to a chemical concoction you or your team created.

Quantity Over Quality. Whenever you would create one Chemical Concoction, you instead create two.

Volatile Compounds. Chemical Concoctions you craft that involve rolling dice now automatically produce the maximum effect.

Potent Compounds. Chemical Concoctions you craft that involve a DC, have the DC increased by your Proficiency bonus.

Cohesive Work

Starting at 11th level, You gain the Well studied crew and the Expedite abilities below.

Well studied Crew Each time you or one of your crew creates a an item using a Science Kit or Chemistry Supplies, you reduce the DC to create the item by 1 per helper used in the creation.

Expedite: When you or one of your crew may Expedite 1 Chemical Concoction per long rest, this allows that concoction to be created in minimum time it would normally take.

Master Chemist

At 15th level you gain the Double Check then Triple Check ability below.

Double Check then Triple Check. You no longer need to make checks when creating Chemical Creations, you may simply succeed but it takes you the longest time required to make the potion. This may not be done with a expedited concoction.

Improved expedite: a creation it costs the minimum required cost and you may expedite one additional Concoction per long rest.

Bio-Science

A bio Scientist is an engineer that studies all matters genetic and biological rather then Mechanical and technological. Sometimes referred to as a Geneologist. A Bio-Scientists professional obsession with organic life often makes them seem strange in comparison to their more mechanically inclined Peers. For the most part, Bio-Scientists differ little from other Engineers, they are all exemplary minds and a knack for the complex and intricate analysas. The difference is that they are not so quick to judge flesh and blood as inferior to steel and energy and view living creatures as extremely complex and adaptable machines. Where some are content to make this observation distantly, others embrace it, seeking to improve their forms not with steel, but with better flesh and better blood. To an unknowing observer, a Bio-Scientists may appear little different to any other though they may have augmented himself with vat-muscle, toughened skin, organic reinforced bones or even Gills.


Prerequisites: you must have taken the Bio molecular Reconstructor as you signature device.


When you choose this Engineer specialty you gain Proficiency in Medicine, Science Skills as well as Dexterity saves and with the following weapons -.

Bio Scientist

Starting at 2nd level You gain proficiency with the Science Kit, Chemistry Supplies, Medical Tools and Surgical Equipment. You also gain 6 plans associated with any of these artisans tools. Additionally you get a Field Gene Station, This station is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Gene Station counts as having Chemistry Supplies and Surgical Equipment.

Furthermore when you gain the Augmetic affinity feature and each time after that you may pick one Bio modifacation rather then a Cybernetic augmentation.

Bio Research Team

starting at 2nd level you gain a Crew of Necrobots or Apprentices or a mix of both equal to half your charisma (round down, minimum 1), as described in chapter 3 (Minions). Discuss the cost and time required to acquire the minion with your DM. See Necrobots or Apprentices in the Minions section for the stats and how to use them. One of these minions may be an Elite from the appropriate type. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Genetic Eye

Starting at level 2 you've become so acquainted with genetic modification and mutations that you can tell when they're in places they shouldn't be. You gain advantage on any rolls to tell if an object, creature, drink, or meal has been affected by a mutation or genetic modification, as well as the details of the mutation or modification, simply by taking an action to examine it.

Modify Biology

Starting at 7th level, you are able to Inject your allies with medical and alchemical concoctions you create, to give them inhuman abilities or restore their vigor.


You Learn a number of Biomancy cantrips equal to your intelligence bonus, if it should change and you take a long rest you adjust the number accordingly. During each long rest you may prepare yourself with a number of spells equal You to half your intelligence modifier (Round Down) + your proficiency bonus These Spell may be Picked From Biomancy Discipline and may only be of 3rd level or lower, you always cast these spells at 3rd level with proficiency using your Intelligence as your Spell Casting Bonus and all the spells will have a range of touch and 1 target, if its a concentration spell it lasts for the entire length of the spell.

Once a spell is used you must prepare it again during the next long rest, you may however prepare the same spell more then once allowing you to use is more than once before having to prepare it again. Although you use spell they are considered nonmagical, because the are actual advanced tools and procedures you use on your patients. Theses spell do not require material components or a harness the arcane test.

At 11th level you may now prepare a number of spells each long rest equal to twice your Intelligence bonus and you may Prepare Biomancy spells of level 4 or lower and you cast all spells at level 4. At level 14 you may Prepare Biomancy spell of level 5 of lower and you cast all spells a level 5.

Bio Science Specialty

At 11th level by this point in your studies you find a knack for a specific type of Bio Science, pick one of the Below Bio Specialties below

Gene Doc: Gene docs focus on the gene sciences the growing and installation of things like vat muscles, genetic gills or a second heart. you gain a reduction to the DC of each test made when you are or a part of a team that is creating/implanting a Bio modification equal to your Intelligence bonus.

Cyber Doc: Cyber docs focus on the enhancement of the biological form, augmenting once biological parts with new mechanical parts, usually resulting in better function then the original. You gain reduction to the DC of each test made when you or you are a part of team that is creating/instaling a cybernetic Augmentation equal to your Intelligence bonus.

Necro Doc: you have reached the apex of the medical profession and have found a way to create life rather than just preserve it. You now have the ability to create a Necrobot from the bodies of the recently deceased and some cybernetics. To do this requires a body that have died within the last 1 days and you must work without interruption, resting no more than 8 hours per day, for 3 days. Treat this process as if you where creating a Intricate device, using Artificers tools, Tech Tools and Surgical Tools.

The Necrobot appears as a augmented humanoid. The creature can talk with limited capacity but understands you and follows your instructions. A Necrobot is the closest thing in the Empire to a real Autonmus Intelligence or AI because a Necrobot utilizes the former brain of a hominoid and keeps it alive, able to preform jobs on its own without much guidance, these bot have a limited free will and do not feel pain or understand emotion just the programed tasking.

See necrobots in the NPC section of this book for there stats.

Master Bio Scientist

Starting at 15th level, you may now prepare one 6th level spell and one 7th level Spell in addition to all your normally allowed Spells, at level 17 you may prepare one 8th level spell and at level 20 one 9th level.

Mechanical

The Mechanical engineer focuses on maintenance and repairing the vehicles and constructs, becuase of this the Mechanical engineers tend to be very strong and resilient


Prerequisites: you must have taken the Multi-Tool as you signature device.


When you choose this Engineer specialty you gain Proficiency in Athletics, Science Skills as well as Constitution saves and with the following weapons -.

Mechanical and Electrical Training

Starting at 2nd level when you take this Engineer specialty you gain proficiency with Artificers tools as well as Tech Equipment.

You gain Proficiency in Artifices Equipment and Tech Equipment. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Field Engineer Station, This kit is usually warn on the back or carried by an assistant weighs about 75 pounds. When disassembled and set up this Field Engineer Station counts as having Smiths Tools, Tech Tools, Artificers Equipment and Tech Equipment.

Maintenance Crew

starting at 2nd level you gain a Crew of Necrobots or Apprentices or a mix of both equal to half your charisma (round down, minimum 1), as described in chapter 3 (Minions). Discuss the cost and time required to acquire the minion with your DM. See Necrobots or Apprentices in the Minions section for the stats and how to use them. One of these minions may be an Elite from the appropriate type. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Field Maintenance

Starting at 2nd level as a mechanical engineer you know what you might need in the field to repair constructs on the fly. You store in this kit special repair equipment and materials used for quick field repairs. This can hold 5 uses of the Field Repair ability below. you regain uses of this feature by Providing (4) Scrap metal, (1) wires and (1) Rubber during a Short Rest.

Field repair: As an action you may expend one use of the Advanced maintenance kit and Roll a Intelligence (Artificers tools) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch range. This increases by one d12 at levels 6, 11, 15. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit but no healing is granted.

Rebuild

Starting at 7th level, your knowledge of the machine and is spirit has reached a new plateau. If a Mechanical, Vehicle, Device or Construct is not too far gone, you can bring it back to life or repair a major component. You may now use the spells below, use your intelligence as your spell casting ability modifier. Each of these spells are cast without the need of material components or a need to harness the arcane and take an amount of time to preform, see chart below. These spells may only target a Mechanical, Vehicle or Device Construct regardless of what the Spell says.

Before any of these spells are used, you must have present a set of Tech Equipment and a set of Artificer Equipment and you must take an amount of time to preform the task and then you must complete a skill challenge with or without aid (Maximum of 4), the number of successes and failures that is required as well as the skills involved with challenge. If the challenge is success the spell goes off, if failed the spell fails and the target gains 1 point of exhaustion for each 1/2 hour the procedure was. see chart below for the time required and the number of successes and failures needed for the skill challenge.

Spell Time Skill Challenge S/F Skills involved
Cure Wounds (Lvl 1-4) 15 mins per level 3/2 +2/1 per level Artificers Equipment, Tech Equipment
Revivify 30 Mins 3/2 Technology, Tech Equipment
Heal 1, 1/2 hours 9/5 Technology, Tech Equipment, Artificers Equipment, Science, Athletics
Restoration 1 hour 5/3 Technology, Tech Equipment, Artificers Equipment
Regenerate 2 hours, limb must be available if severed 7/4 Technology, Tech Equipment, Artificers Equipment, Science
Power word Heal 3 11/6 Technology, Tech Equipment, Artificers Equipment, Science, Athletics, Perception

Although you use spell they are considered nonmagical, because you use ancient Teknokii Rituals to do your work.

Job well done

By 11th level you have become so graceful when rendering aid to the injured, each time you you heal a Mechanical, Vehicle, Device or Construct target with a ability you may maximize they nominal value of each dice rolled. Furthermore You have found many means of restoring a belligerent machine spirit, you may now use the greater restoration spell with you surgery ability, see below.

Spell Time Skill Challenge S/F Skills Involved
Greater Restoration 4 11/6 Technology, Tech Equipment, Artificers Equipment, Science, Athletics, Perception

Master Technician

Starting at level 15, you gain the Preparation and the Clean Work abilities Below.

Preparation: before you start a skill challenge to rebuild something. you may spend an amount of time equal to what is required for the rebuild you are preforming, to prepare and prep the Job ahead, When done all participants and all artisans tools required must be present. if this is done all participants gain advantage on Skill youls made during the skill challenge

Clean Work: you have performed the same jobs countless times. Whenever you use a healing ability on a Vehicle, Device or Mechanical construct that involves a die roll you can add an additional healing die of the same type to that result.

Magitech

Those engineers that have an innate arcane connection become Magitech. Magitech engineers are usually trained and sanctioned for arcane writs by the Empire. Magitech engineers are ussually trained in an Imperial engineering college which the magitech program has closes ties to the Arcane colleges technomancy programs. Sometime Arcane colleges will have very advanced engineering programs able to train Magitech Engineers and sometimes big engineering colleges will support some arcane college cariculum able to train certan Arcane Majors.


Prerequisites: To be a Macitech you must have the Innate caster mutation as described in the mortal mutations section of Chapter 7 (Mutations). and chose the Magitech Conductor as a signature device.


When you choose this Combatant type you gain Proficiency in Arcana, History Skills as well as Wisdom saves and with the following weapons -.

Magitech
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
2nd 2 3 2
3rd 2 3 2
4th 2 4 3
5th 2 5 3 2
6th 2 6 4 2
7th 2 7 4 3
8th 3 8 4 3
9th 3 9 4 3 2
10th 3 10 4 3 2
11th 3 11 4 3 3
12th 3 12 4 3 3
13th 3 13 4 3 3 1
14th 4 14 4 3 3 1
15th 4 15 4 3 3 2
16th 4 16 4 3 3 2
17th 4 17 4 3 3 2 1
18th 4 18 4 3 3 2 1
19th 4 19 4 3 3 2 2
20th 4 20 4 3 3 2 2

Arcane User

At 2nd level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arjuous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Disciple of the Magitech

Magitech rely on a sort of faith in the machine lord and with this the may only take spells from they Telekinesis, Telepathy, Electromancy, and Technomancy Disciplines. The Electromancy Discipline counts as associated with the neutral powers instead of Primal, see chapter 4 "The Arcane", for details.

Electro Bolt

Your arcane bolts deal lightning damage instead of Force.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magitech spellcasting. Cantrips may be cast without having your spell tomb and use one pages within it. If you should want to learn more cantrips you may write them in your book at one page per cantrip.

Power Slots.

The Magietch powers table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast. To do so, choose a number of spells⁠ from your Spell tomb equal to your Intelligence modifier + your Engineer level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level Magitech engineer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your spell tomb and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Your Spell Tomb:

The Spells that you add to your Spell tomb as you gain levels reflect the arcane Research you conduct on your own, as well as intellectual breakthroughs you have had about the Nature of the multiverse. You might find other spells⁠ during your Adventures. You could discover a spell recorded on a scroll in an rouge caster’s chest, for example, or in a dusty tome in an ancient library⁠.

As you level your tomb gets more filled out through you constant study. At level 1 your first spell tomb is free and you already have six 1st level spells written in it. Each spell in the tomb uses an amount of pages equal to the spell level.

Copying a Spell into the tomb⁠. When you find a spell of 1st Level or higher, you can add it to your Spell Tomb if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it. This spell does not have to be within one of your Disciple of the Magitech. Tread lightly when doing so, this is how many have fallen to the corruptive powers of the Arcane.

Copying that spell into your Spell Tomb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the Sounds or gestures required, then transcribe it into your spell Tomb⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to Master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Tomb⁠. You can copy a spell from your own spell tomb into another book for example, if you want to make a backup copy of your spell tomb⁠. This is just like copying a new spell into your spell tomb⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spell tomb, you may purchase more tomes to fill out, See gear for details. you can use the same procedure to transcribe the Spells that you have prepared into a new spell tomb⁠. Filling out the remainder of your spell tomb requires you to find new spells⁠ to do so, as normal. For this reason, many Magitech keep backup spell tombs in a safe place.

The Book’s Appearance. Your spell tomb is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your Master, a finely bound gilt edged tome you found in an ancient library⁠, or even a loose collection of notes scrounged together after you lost your previous spell tomb⁠ in a mishap.

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spell tomb. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spells.

Learning Spells of 1st Level and Higher Each time you gain a Magitech level, you can add two Spells of your choice from a Discipline of the magitech to your spell tomb for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Magiteck table. On your Adventures, you might find other Spells that you can add to your spell tomb (see the “Your spell tomb”)

Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Arcane Science

Starting at 2nd level when you take this Engineer specialty you gain proficiency with Herbolists kit as well as Enchanters Supplies.

Furthermore you get a Field Archemists Station, This kit is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Engineering Station counts as having herbolium Kit and Imbuers kit.

Technommancer

Starting at 2nd level your Technomancy and Electromancy spells increase in potency. each spell listed below has the following changes.


Mending: Mending now Heals Mechanical Constructs for 1D4 This increases by 1d4 at levels 5, 11 and 17th.


Clockwork bolt (enhanced Round): now deals D10s.


Gear shield: Grants an additional +1 AC at levels 5, 11 and 17.


Grease: Gains an additional 5Ft at levels 5, 11 and 17.


Undermine Armor: when cast at higher level you increases the Range by an additional 10ft instead of 5 and the AC reduction is increased by 1 as well.


Lock Armor: Gain a +1 bonus to the DC, this increases by 1 at levels 5, 11 and 17th.


Repair Metal: heals a D12 now.


Lightning Lure: range and pull increase by 5ft and at levels 5, 11 and 17 this increases by an additional 5ft.


Shocking grasp: Now deals D10s for damage die.


Witch bolt: if used at higher levels the extra damage increases as long as you maintain concentration.

Machine Charm

At 7th level as an action on your turn you Mentally dig in to the functions of one Mechanical or Vehicle Construct within 30 feet of you, the Chosen target is now Charmed By you regardless of any immunities. You may use this ability a number of times equal to half your intelligence bonus ( Round down Minimum 1), at level 14 you may use this a number of time equal to your whole intelligence bonus.

Machine Compulsion

Starting at 11th level, you can use magic to bring Constructs under your control. As an action, you can compel one Construct you can see within 60 feet of you to make an Intelligence saving throw against your Wizard spell save DC. This is a magical Effect. If the saving throw fails, the Construct becomes friendly to you and obeys your commands for 1 hour, until you use this ability again, or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the Duration is extended to 6 hours or until one of the other Conditions is fulfilled. When the Effect ends, the Construct is aware it was controlled by you.

Master of Magic and Tech

Starting at 15th level -

Rocketeer

The rocketeer is an engineer that focuses on the Power guantlets and a Rocketpack that gives flight, the rocketeer is used in many different way through out the lands, most commonly seen as mercenaries and used in armies as shock troops and scouts.


When you choose this Combatant type you gain Proficiency in Athletics, Acrobatics Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Flame).

Rocket Pack

Starting at 2nd level You gain a Jet pack witch is a Intricate Device this means you cannot build a new one until level 15 when you can learn the Schematic at no cost or time. if you damage your jet pack you may repair it or have it repaired and if you should loose it entirely you may be able to procure a new one at cost and usually not a small sum, consult your GM.

Jetpack (Advanced)

Intricate complexity device schematic

Equipment Type: Tiny Construct (Backgear) / Integrated Armor (Torso no Power frame)

Activation Type: 1 object interaction + Continuos

Energy: 4 Hours

Charges: None

Recharge: 4 hours the Arcanium core should need changing after 100 hours of flight and the Chemical replaced after 4 hours of flight.

Material: 50GP Chemicals, Chemistry tools DC 15, 1 Arcanium Core, Tech tools DC 15

When you take an object interaction to activate or deactivate this device, you gain or lose a flying speed of 50 feet. If you are still airborne when this effect ends, you fall.

Rocketpack Maneuvers

Starting at 7th level you gain the Thruster Evasion and Thruster Dodge features below.

Thruster Evasion: your instinctive agility and jump pack lets you dodge out of the way of certain area Effects, such as a Grenade or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Thruster Dodge: you can use your Reaction to dodge out of the way of a missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your engineer level.

Crushing Decent: On a turn you have moved more then 40ft with your Jump pack you may make one melee attack as a bonus action, with your power gauntlets you have proficiency with it and it deals an additional 1d6 damage. This damage is increases by 1d6 at levels 11, 15 and 20.

Advanced Rocketpack Maneuvers

Starting at 11th level

Power Slam: if you jump more than 50ft in the air and make a Crushing decent you cause a small tremor, each creature within 10 ft of you, including the target must make a strength save DC 8 + Proficiency + Strength or be pushed 10ft and Knocked Prone if the test is passed they are just pushed 5ft.

Improved Thrusters: you have mastered movement with a Jetpack, You gain + 10ft Jet packs movement and gain a 1d4 bonus to all Dex saves and ability checks while wearing your jet pack and it has fuel.

Meteoric Slam

Staring at 15th level anyone that is in your Tremor will suffer the damage for your Power slam if they fail the save and if they passed the save they take half the damage.

Pyrotech

Pyrotechs tend to stick to all things fire, keeping his flamcaster close the Pyrotech can unleash gouts of intense flame that they are always trying to get Hotter and more ferocious.


Prerequisites: you must have taken the Flame Caster as you signature device.


When you choose this Engineer specialty you gain Proficiency in Intimidation, Survival Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Flame).

Pyro Adept

Starting at 2nd level you gain resistance to fire damage and you gain the Evasion ability below. Furthermore you may add you Proficiency bonus to all fire damage you deal.

Evasion: you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Premium fuel

Starting at 7th level, you have a greater understanding of the chemical reaction required to create your flame casters fire, granting you the following benefits

  • When you use your flamecaster, you may spend (1) energy point to use the super heated ability below

Super heated: your flame caster gains the Potent (+) weapon Property. If you spend 2 points this becomes Potent (++) and with 3 points Potent (+++)

  • When you use your flamecaster, you may spend (1) energy point to increase its range by 5ft per point spent, 10ft if fired with flame spew, 20ft if fired with Flame Pulse and Napalm is at 6x base range.

No Pain no Flame

Starting at 11th level when you are struck by a Melee or ranged attack, you may as a reaction, and 1 Energy point, fire an unmodified attack with your Flame caster this attack does not provoke an attack of opportunity and is not done at disadvantage. This attack must include the triggering creature, if this can not be done then you may not use this ability.

Super Fuel

Staring at 15th level you increase the potency and destructive capacity of your flame with thickeners, adhesives, and reactive chemicals, granting the following benefits.

  • You may add twice the value of your Proficiency bonus to all fire damage you deal.

Mechrobot Handler

Due to the out law of Autonamis Intelligence or AI in the Empire the Mechrobot handler creates mechanical constructs and links them neurpathically to there own brain allowing the subconscious to Animate and guide the construct. The mechrobot handler is used in many ways ranging from common civilian implementation, like controlling labor bots in a wear house, to the most elite military units using them for security and war, like the Cybernetica of the Teknokiian Machine priesthood.


Prerequisites: To be a Mechrobot handler you must have chosen the Multi-tool as a signature device.


When you choose this Engineer specialty you gain Proficiency in Persuasion, Insight Skills as well as Charisma saves and with the following weapons Choose one: Exotic Ranged Weapon (Disintegrator), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav),.

Mechanical and Electrical Training

Starting at 2nd level when you take this Engineer specialty you gain proficiency with Smith and Artificers tools as well as Tinker and Tech Tools.

Battle Class Robot

Starting at 2nd level, you gain a Robotic construct which you control via telepathic link. Discuss the cost and time required to acquire this construct with your DM. You can only control a single Robot at a time. Use the Battle class Robot stats in Chapter 3 Vehicles and Minions.

Bot Tether

Beginning at 7th level, you form a more potent connection to your Robot. On your turn you may use your bonus action and make your battle class or War Class Robot, use the Dash, dodge, Disengage or Help action.

Furthermore If you are attacked on your turn, you may use your reaction to have your robot make one attack against the target that attacked you.

Battle Class Upgrade

At 11th level, your Battle Class robot gets the the Multi Attack feature, your robot may make 2 Attacks each turn and it gains Reactive Plating ability the Kastelan class Robot has. furthermore you gain the Coordinated Attack ability below

you and your robot form a Perfect fighting team, one that Teknocus would be Proud of. When you use the Attack action on your turn, if your Robot can see you, you may use your bonus action to have you robot make one attack against the same target.

War Class Robot

Beginning at 15th level you gain a War class robot which you control via telepathic link. Discuss the cost and time required to acquire this construct with your DM. You can only control a single Robot at a time. Use the War Robot Stats in chapter 4 Vehicles.

Machine Priest

Those engineers that worship the machine god of Teknocus and his lessor goods, usually inducted into a Machine Priesthood and trained in the ways of the machine. The Machine Priest learns to tame and calm the most benevolent machine spirits. through Pray and ancient ritual the machine priest entices the Spirits of the Construct breathing life into the weakest of spirits.


Prerequisites: To be a Machine Priest you must have chosen the Teknokian Axe as a signature device.


When you choose this Engineer specialty you gain Proficiency in Religion, History Skills as well as Wisdom saves and with the following weapons -.

Whispers of the Machine Spirits

Starting at 2nd level you gain the Machine Speech and the Entice the Machine spirits abilities below.

Machine Speech: you have the ability to communicate in a limited manner with mechanical, Vehicle and Device Constructs and vehicles. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Intelligence, Wisdom and Charisma checks you make to influence or manipulate them.

Entice the Machine Spirits: you gain the use of Hymns, Litanies and Chants as described on Pg ___. of this book, you may use these Chant a number of times per day equal to 1 + half your Wisdom bonus (round down). You start knowing 3 Chants of your Choosing from the Machine Chants section of Hymns, Litanies and Chants portion of this book.

You learn on additional chant known at levels 7, 11 and 15.

At level 7 you may use your chants a number of times per day equal to 1 + your whole Wisdom instead of half.

Blessing of Technokus

At 7th level you gain one of the following traits below. As an action you may make one Vehicle or Construct within 30ft of you gain the Chosen benefits for a number of rounds Equal to You your Wisdom bonus (minimum 1). you regain the use of this after you complete a Short rest.

  • The target on each of its turns may make one extra attack or a move as a free action.
  • The target suffers no penalty from the Heavy weapon property.
  • The target gains Your level x 5 Temporary Hit points
  • The target Gains a bonus to AC equal to you Wisdom bonus
  • The target has a bonus on all save equal to your Wisdom bonus made by the Vehicle or the Driver of it.

At levels 11 and 15 you gain one more of these Traits, when you use your Blessing you apply all the traits you know to the target for the duration.


Sacred Repair: Rituals level, your knowledge of the machine and is spirit has reached a new plateau. If a Mechanical, Vehicle, Device or Construct is not too far gone, you can bring it back to life or repair a major component. You may now use the spells below, use your intelligence as your spell casting ability modifier. Each of these spells are cast without the need of material components or a need to harness the arcane and take an amount of time to preform, see chart below. These spells may only target a Mechanical, Vehicle or Device Construct regardless of what the Spell says.

Before any of these spells are used, you must have present a set of Tech Equipment and a set of Artificer Equipment and you must take an amount of time to preform the task and then you must complete a skill challenge with or without aid (Maximum of 4), the number of successes and failures that is required as well as the skills involved with challenge. If the challenge is success the spell goes off, if failed the spell fails and the target gains 1 point of exhaustion for each 1/2 hour the procedure was. see chart below for the time required and the number of successes and failures needed for the skill challenge.

Spell Time Skill Challenge S/F Skills involved
Cure Wounds (Lvl 1-4) 15 mins per level 3/2 +2/1 per level Artificers Equipment, Tech Equipment
Revivify 30 Mins 3/2 Technology, Tech Equipment
Heal 1, 1/2 hours 9/5 Technology, Tech Equipment, Artificers Equipment, Science, Athletics
Restoration 1 hour 5/3 Technology, Tech Equipment, Artificers Equipment
Regenerate 2 hours, limb must be available if severed 7/4 Technology, Tech Equipment, Artificers Equipment, Science
Power word Heal 3 11/6 Technology, Tech Equipment, Artificers Equipment, Science, Athletics, Perception

Although you use spell they are considered nonmagical, because you use ancient Teknokii Rituals to do your work.

Machine Sooth

By 11th level you have become so graceful when rendering aid to the injured, each time you you heal a Mechanical, Vehicle, Device or Construct target with a ability you may maximize they nominal value of each dice rolled. Furthermore You have found many means of restoring a belligerent machine spirit, you may now use the greater restoration spell with you surgery ability, see below.

Spell Time Skill Challenge S/F Skills Involved
Greater Restoration 4 11/6 Technology, Tech Equipment, Artificers Equipment, Science, Athletics, Perception

Gifts of Teknocus

Starting at 15th level as a 1 hour ritual you may give one vehicle within 10ft the effects of the Blessings of Technokus for 24 hours. You regain the used on this after you preform a long rest.

Vehicle Operator

Those engineers that have a knack for operating the very constructs they strive so much to learn and master. It is because of the deep understanding of the machine construct allows the vehicle operator to master the controlls and operations of whatever vehicle there maintain.

Vehicle operators varies in there use within the universe some are independent workers that craft these constructs for utiliti means like construction and transportations, but there is alsow great need in these vehicles in the time of war or when a good defense is needed.

These vehicles vehicles can be in the form of a walking mech with articulated arms, some come with tracks and massive weapons of war to something as simple as a four wheeled sports car, what ever it may be, allows anyone that supports the use of these constructs, to find value amongst any society.


Prerequisites: To be a vehicle Operator you must have chosen the Muti-Tool as a signature device.


When you choose this Engineer specialty you gain Proficiency in Athletics, Survival Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor)..

Basic Vehicle Operator

When you choose this Engineer specialty at 2nd level, you have gained experience in piloting of vehicle constructs, you gain proficiency with Vehicle (Battlemech), Vehicle (War Rig), Vehicle (Air Rig), Vehicle (Motor Bike) and all basic Mechanical land, Air and sea Vehicles and you gain the following benefits when you are operating a vehicle you are proficient with.

  • You may apply your proficiency bonus to any saves or skill made when operating a vehicle, if you are proficient with them, though Str, Dex and Con will use the vehicls ability bonuses instead of the operators.
  • When operating a vehicle you are considered to be proficient with any weapons fired as the driver/pilot.
  • When operating a vehicle you do not suffer disadvantage when you fire ranged weapons in close combat as long as your not firing at a target that your engaged with.
  • You may make an attack action with one of the pilot or Driver weapon as your bonus action.
  • you do not suffer negatives to movement for climbing your Mech.

Vehicle Build

Beginning at 3rd level, you either are issued a vehicle from your commanding faction or you have made the schematics and sourced the parts to construct a Vehicle.

This Vehicle may either be a Battlemech, a War Rig, an Air rig or a Motor Bike. The rules for these vehicles and how they are created as well as there stats is detailed in Vehicle creation section of gear in Chapter 8 (Equipment).

Furthermore at level 3 you pick a number of the appropriate vehicle Upgrades equal to 1 + your intelligence bonus, as detailed in the Battlemech, War Rig, Air Rig or Motor Bike Upgrades section of the vehicle creation section of Chapter 8 (Equipment). You gain 2 additional upgrades at levels 7, 11 and 15.

Adept Vehicle Operator

Beginning at 7th level, You gain 3 of the below trait while you are operating a vehicle you are proficient with.

  • You gain a bonus on Dexterity (Vehicle Handling) checks equal to your Wisdom or Intelligence (your choice when you get this feature).
  • You may dodge as a bonus action
  • You may Disengage as a bonus action.
  • you may Dash as a bonus action.
  • Once per turn, the first time you make a opportunity attack it does not use your reaction.
  • you may make one additional attack when you use the attack action when piloting a battle mech or Warrig.

Furthermore you either are issued another vehicle from your commanding faction or you have made the schematics and sourced the parts to construct another Vehicle. This vehicle is created and built in the same way and with the same number of upgrades and features as your other vehicle or vehicles. At levels 11 and 15 you create or are issued 1 additional Vehicle Build.

Advanced Vehicle Upgrades

At 11th level you craft or acquire advanced vehicle parts, that further refine your vehicle. You gain 2 of the appropriate Battlemech, War rig or air rig Advanced Upgrades, as detailed in the Battlemech, War Rig or Air rig advanced Upgrades section of vehicle creation section of Chapter 8 (Equipment), if any of these advanced upgrades replace a upgrade you already have you may chose a new upgrade from the appropriate list of upgrades. At level 15 you gain 2 additional Advanced upgrades.

Master Pilot

At 15th level you know all 7 Adept vehicle operator traits and you have mastered vehicle controls. When operating a vehicle you may make one additional attack during your attack action.

Tech Gunner

Tech Gunner are engineers that employ the Hailfire Cannon. This is a colossal, quad-barrelled artillery gun designed to excel in a static point defence. Hailfire Cannons are capable of firing and reloading at a punishing rate, unleashing salvo after salvo of high explosive shells, pounding the enemy into oblivion. Only the brave or the foolish dare advance forwards in the face of such overwhelming firepower.

Common tactics are to strike hard and fast, and a unit that cannot maintain a rapid advance swiftly becomes a liability. For this reason, most heavy infantry support weapons are mounted on hard points that can keep pace with the rest of the force, as can be seen with the tanks and transport vehicles, but the Hailfire Cannon is one exception to that rule.

Mounted on rugged track units, Hailfire Cannons can traverse almost any terrain to reach the optimum firing position. Though they can move under their own power, they are normally deployed from gunships or by Drop Pod.

Those enemies that get too close will soon be engulfed in a wave of explosions that never seems to cease. Each Hailfire Cannon is tended to by a single Engineer Gunner who uses his engineering knowledge to reload the artillery piece whilst calculating optimal firing trajectories.

The Gunner manning a Hailfire Cannon can set its shells to detonate in a variety of different ways, depending on the tactical situation.

Surface detonations are employed against numerous enemies in comparatively clear terrain, airburst shells are used to scour a foe from cover, and the Techmarine can even program the shells to burrow deep into the ground before detonating; though the force of the blast from such Tremor Shells is greatly reduced, the resulting shockwave is sufficient to leave the foe sprawling, making them easy prey for his brother Space Marines


Prerequisites: To be a Tech Gunner you must have chosen the Muti-Tool as a signature device.


When you choose this Engineer Specialty you gain Proficiency in Investigation, Survival Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav).

Mechanical and Electrical Training

Starting at 2nd level when you take this Engineer specialty you gain proficiency with Artificers tools as well as Tech Equipment.

Furthermore you get a Field Engineer Station, This kit is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Engineering Station counts as having Tech tools and Artificers tools.

Hailfire Cannon

At 2nd level when you gain one Manipulation Servo arm as described the spinal augmetics in Chapter (6 Cybernetics). At Level 7 you gain a second Manipulation servo arms on your other shoulder.

Furthermore you are issued a Hailfire cannon which you control. You can only control a single Cannon at a time. Use the below profile for your Hailfire Cannon.


Hailfire Cannon

Large, (Construct)


  • Armor Class 14
  • Hit Points 10 x your level
  • Speed 20ft.

STR DEX CON INT WIS CHA
18 (+4) 10(+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
  • Skills Perception +5
  • Damage Vulnerabilities Lightning
  • Damage Resistances Slashing, Bludgeoning, Piercing, Cold, Fire
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion, Petrified
  • Senses None
  • Languages None

Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Gunner Controlled. Only a Tech Gunner may fire the Hailfire Cannon. A Techmarine or tech Priest must be within 5ft of the cannon to fire it and it is used in replace of one attack.

Actions

Hailfire Shot. ranged Weapon Attack: range 240\960ft., Reloading, Ammunition 1/Hailfire shot, blast (20ft), Indirect, Deviation (1d6) Hit 11 (3d6 Bludgeoning 3d6 Piercing damage).

Leveled Shot. ranged Weapon Attack: 4 + Users Proficiency to hit, range 120ft\480ft., Reloading, Ammunition 1/Hailfire shot, Blast (10ft), Hit 11 (3d6 Bludgeoning 3d6 Piercing damage).

Special: If the the gun does not fit somewhere, you may disassemble it, this takes 10 rounds and it becomes 4 medium sized peaces, 2 parts to the cannon and 2 parts to the tracks each peace weighs about 150 pounds each, it will then take 10 rounds to reassemble.

Advanced Multi Detonation Rounds

At 7th level You have designed a multi functioning universal round that your hailfire cannon can select it detonation effect changing may functions of the rounds fired, You may as a bonus action you select any one of the below round types and apply the changes to your Hailfire Shot.

Some round types have additional effects, if this effect requires a save to be made the DC will be calculated as such (8 + Proficiency bonus + Intelligence bonus)

Round Type Damage Effect
Frag 5d6 Bludgeoning 5d6 Piercing damage None
Napalm Deal 6d6 Fire damage Has the ignite weapon property and the Blast is increased by 10ft for hailfire shot and 5ft for leveled shot.
Cryo Burst Deals Cold targets that fail the dex save must make a con save of be stunned until end of there next turn
Stormfire Shot Deals 4d6 Lightning and 4d6 Thunder None
Banefire Deals 10d6 Poison Damage and Ignores Cover targets that fail the dex save must make a con save or be poisoned for one minute, making a new test at end of each round
Concussion Deals 6d8 Bludgeoning targets that fail the dex save must make a con save or be Defend for one minute, making a new test at end of each round
Illumination No damage in a open area with ceilings higher then 150ft or outdoors. you pick 5 points within 100ft of each other and within range. This Provides bright illumination a 100ft area and low light for an additional 100ft from each of those points, this effect lasts for 1 min
Air Burst Deals Piercing damage Has the Ignores Cover weapon property
Anti Mater Shell Deals 8d4 Necrotic damage, Losses Blast and gains Burst None
Inciendary Deals 6d6 Fire damage Has the AP (-2) and Potent (+) weapon property

Loader Harness

At 11th level, You gain a special Augmetic arm that is used specifically to increase the reload time of the Cannon. you may preform a reload as a bonus action as well ass it only takes 3 rounds to assemble or reassemble.

you also gain one Ballistic Augmetic arm with a plasma pistol on it witch you are proficient.

neither of theses are will count as a spinal augmetic slot, allowing you to have 4 augmetic arms.

Cannon Upgrade

At 15th level, Your Thunder shot does 6D6 damage of each type and now has the blast (20ft) instead of 10ft. you craft an auto loader on your cannon, it now Reloads as a free action.

You may have your gun fire when you are up to 15ft from it.

Inquisitor (Support)

An Inquisitor is a clandestine agent, a sort of secret policemen and intelligence expert of the Empire. They are driven by ancient order of the first Emperor of Mankind to ensure the security of the Empire from the taints of Havoc, the demonic threats of the Arcane, internal dissension and the dangers presented to by intelligent species like the Orks, Drucarians, Arborians, Anamalkin, Tyranids, Half Ghouls, Undead, elves and the Technokiians.

Split into Five main Orders, the Order Adveintus (Alien Hunters), the Order Daemonium (Demon Hunters), Order Justicus (Chaos Hunter), Order Setarius (Wardens of Nature) and the Order Mortalius (Ushers of Death) as well as many smaller, more specialised ones, the Inquisition is ruthless in uncovering and snuffing out Chaos corruption, heresy, and mutation wherever they may be found among the million worlds of Mankind.

The relentless and deadly agents of the Inquisition have infiltrated every facet of many societies to ensure that corruption and rebelion can never take root in the Empire.

Level Proficiency Bonus Features
1st +2 Authority of the Inquisition, Order
2nd +2 Imperial Lore
3rd +2 Interrogate, Inquisitorial Aid
4th +2 Ability Score Increase
5th +3 Order Feature,
6th +3 Extra Attack
7th +3 Arcane Resistance
8th +3 Ability Score Increase
9th +4 Mental Fortitude
10th +4 Order Feature
11th +4 Inquisitorial Agent
12th +4 Ability Score Increase
13th +5 Arcane Resistance Improvment
14th +5 -
15th +5 Order Feature
16th +5 Ability Score Increase
17th +6 Order Feature
18th +6 Seasoned Inquisitorial Agent
19th +6 Backlash
20th +6 Ability Score Increase, Improved Deny the witch

Class Feature

As a Inquisitor you gain the following class features

Hit Points


  • Hit Dice: Dependant on Order, each order has its own hit die per level, see chart below,
Ordo Hit Die
Justicus 1D12
Demonius 1D8
Adveintus 1D6
Mortalius 1D10
Setarius 1D8
  • Hit points at 1st level: Max hit die + your constitution modifier.
  • Hit Points at Higher Level: Order Hit die + your Constitution modifier per Inquisitor level after 1st

Proficiencies


  • Armor: Light, Medium and Shields
  • Weapons: All Simple and Martial Weapons.
  • Artisans Tools: Disguise kit
  • Saving Throws: Wisdom and your choice of one.

  • Skills: Choose 4 skills from, Acrobatics, Athletics, Arcane, Deception, History, Insight, Investigation, Medicine, Persuasion, Performance, Perception, Religion, Stealth, Science, Technology

Equipment

Inquisitor starter kit

Authority of the Inquisition

Starting at 1st level You gain advantage on any skill checks used to Intimidate, Persuade or Deceive Civilians using the athority of the inquisition, at higher levels your authority grows in the inquisition.

  • At 5th level You are now a Inquisitor and gain advantage on any skill checks used to Intimidate, Persuade or Deceive members of the Militarum/ministorum.

  • At 10th level You are now a Lord inquisitor and gain advantage on any skill checks used to Intimidate, Persuade or Deceive Astartes, Imperial local law and Imperial Government law, using the authority of the inquisition.

  • At 15th level you are now a High Inquisitor You gain advantage on any skill checks used to Intimidate, Persuade or Deceive Inquisition/Alien, Imperial local law, Imperial Government law and Imperial Military law, using the authority of the inquisition.

  • At 20th level You are now a Master Inquisitor and you gain advantage on any skill checks used to Intimidate, Persuade or Deceive any creature.

Order

At 1st level, you join an Order Choose either one of the Order, all detailed at the end of the class description. Your class grants you features at 1st level and again at 5th, 10th and 15th level.

Imperial lore

Beginning at 2nd level years of study has allowed you to determine the origin of ancient reliqury. You gain a +5 bonus to all checks when noticing or recaling imperial relics, lore, history, so on, also you gain proficiency in the history skill or double the proficiency bonus if you are already proficient.

Interrogate

Starting 3rd level, you are trained to pull all the information out of someone. You can use an action to target a creature to interrogate, the creature must be restrained.

The interrogation lasts for one minute, during this time you may ask up to 3 Questions, after a creature has been asked a question, the creature must make a wisdom save DC 8 + Pro + your Charisma bonus. if the test is failed you find out the answer to the question if it is known by the creature and you can understand it. If the test is passed the creature Suffers an amount of damage equal to 1d4 + Proficiency bonus in a type you can deal or Psychic damage.

  • Starting 5th level, you may ask 4 questions and the damage increases to 2d4.

  • Starting 11th level, you may ask 5 questions and the damage increases to 3d4.

  • Starting 15th level, you may ask 6 questions and the damage increases t0 4d4

Inquisitorial Aid

Beginning at 3rd level You gain a team of minions Equal to half your charisma (round down, minimum 1). The minions type is determined by your chosen Inquisitorial Order. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work. One of these minions may be an Elite from an appropriate type you may choose. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Resistance

Beginning at 7th level fighting against the rouge practitioners of the arcane energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Mental Fortitude

At 9th level your minds walls have been trained to deny entry of those who wish to break in. You are immune to being charmed, frightened or routed.

Inquisitorial Agent

At 11th level you have trained to extract information from all sources, with expediency. gain advantage when making Insight, Investigation, or perception skill checks.

Improved Arcane Resistance

At 14th level your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.

Seasoned Inquisitorial Agent

At 18th level when making Insight, Investigation, or Intimidation skill checks to seek information you know if information is being withheld from you or more can be extracted.

Backlash

At 19th level your thoughts appears as slivers of pure agony to the those who intrude into the sanctuary of your mind, any attempts to read your mind, charm or frighten you results in a backlash to the assailant and they take 4d10 psychic damage.

Undisputable Leadership

Begining at 20th level Your Inquisitorial Aid Detachment is now 2 x your Charisma bonus.

Orders

Order Justicus

The Order Justicus is one of the six orders of the secretive organisation known as the Imperial Inquisition. They are tasked with protecting the Empire from itself, by combating such internal threats to the Empire as treason, mutation, heresy, apostate members of the faith and unsanctioned Arcanists, also known as "witches" across much of the Empire.

It is this that has earned the Inquisitors of the Order Justicus the name "Witch Hunters." Order Justicus also rout out and hunt unruly mutants, rebels, Gangers and Renegades. The Orer has no qualms at all about acting against threats in any of the Empires teritories and many a Rouge Arcanist, Renegade Priest or corrupt Technopriest has met his end at the hands of a Witch Hunter.

These Inquisitors are some of the most feared individuals in the entire Empire, and like all Inquisitors they have ultimate authority over any other Imperial organisation in the empire and can demand assistance from any other source of authority in the Empire.


The Inquisitors of the Order Justicus are generally considered darker and more sinister than their counterpart Orders because of their focus on eliminating the internal enemies of the Empire, which have transformed them into a grim, paranoid and unforgiving lot.

The Ordo Justicus' Chamber Militant are the Null maidens and they also help to round up unsanctioned psyker mutants from across the territories of the Empire. The members of the Order justicus can also call upon the military forces of the faith, to help cleans a location of corruption.


When you choose this Combatant type you gain Proficiency in Intimidation, Deception Skills as well as Constitution and with the following weapons Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma) or Exotic Ranged Weapon (Grav).

Inquisitorial Aid type

Your team is made up of Necrobots, Mercenaries, Soldiers or Assistance as described in the Minions descriptions section of Chapter 3 (Minions).

Vast Resources

Due to the fact that no Justicus inquisitors are innate casters they have much more time for training and the vast resources of the Imperial inquisition. At levels 1, 5, 10, 15, and 20, you gain one of the below features Note many of the Magic like Abilities from your class will be imbued to your Order charm and usable as long as you are attuned.

  • Gain one feature of your choice
  • Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • Gain 2 Auras of your choice from the command auras list and your aura rage is 10ft. See Auras for details. If you choose this option again you may either increase your aura range by 5ft or learn one new Aura.
  • Gain d3 Superiority dice after each rest and 2 Maneuvers of your choice, See maneuvers section for details. If you choose this option again you gain an additional D3 Superiority dice and 1 new maneuver.

Accusation

Starting at 1st level you accuse you enemies of a crime against the Empire. As a bonus action you can choose a Heretic, Tainted, Renegade, Cultist, Ganger, Demon or Arcane magic user you can see, they are now Accused of heresy against the Empire and must be sought out and put to justice and judgment, you gain advantage for skill checks to uncover information about its whereabouts and abilities or to subdue or apprehend the accused. You also you gain a bonus on attacks against this creature equal to your Wisdom Bonus, this effect lasts for 24 hours or until the creature dies. You may only have one accused target at a time.

Punish Thy Heretic once per turn you may deals an additional 2D6 Damage to your accused target with a successful weapon attack if they are within 30ft of you. the damage increases by 2D6 and the range increases by 10ft at levels 9, 13 and 17.

Furthermore you gain a Inquisitorial Charm (Justicus) see below

Inquisitorial Order Charm (Justicus)


Wondrous item, uncommon (requires Attunement by an inquisitor)


As long as you are attuned and you have your Inquisitorial Order Charm in your possession, You gain +2 to your strength and Dexterity and you gain additional HP equal to your level x 2.

Shackle of Judgment

Starting at 5th level level as a bonus action you make your Accused target make a Wisdom save DC equal to 8 + proficientcy bonus + wisdom modifier on a fail they are stunned for a number of rounds equal to your wisdom modifier retaking the test at the end of each round until passed or duration ends. You may use this feature a number of times equal to you wisdom modifier, you regain all uses of this feature after you complete a long rest.

Judge thy Criminal

Beginning at 10th level as an action if you are within 5ft. you may Make a Judgment on your Accused target, they must take another Wisdom save with the Same DC, and take an amount of Psychic damage equal to your Wisdom modifier in D10 and they are stunned for 1 Minute taking a new test at the end of each of there turns, on a pass they suffer half as much damage and are only frightened instead of stunned, the target may then test at the end of each other turn, if the test is passed they lose the frightened condition. this ability may only be done on a creature more than once per day. You may use this feature a number of times equal to you wisdom modifier, you regain all uses of this feature after you complete a long rest.

All shall be Judged

Beginning at 15th level you may use the Accusation ability on any target not just a Chaos, Renegade, Cultist, Ganger or rouge Arcanist.

Order Demonius

The Order Demonius, whose Inquisitors are often referred to as "Demon hunters", is the sub-division of the Imperial Inquisition tasked with protecting the Empire from the demonic dangers of Havoc.

Aided by the Faith and the church, mainly the sisters of war who serve as the Order Demonius Chamber Militant, it is the task of the Inquisitors and Acolytes of the Order Demonius to destroy the physical manifestation of Havoc entities and daemons, in the material plain as well as any other agents of Havoc who threaten both the peace and the souls of the Empire.


Prerequisites: To pick this Order you must have the Innate caster mutation as described in the Mutations section of Chapter 7 (Mutations), If you do not, see Non arcane Inquisitors below for details.


When you choose this Combatant type you gain Proficiency in Religion, History Skills as well as Wisdom saves and with the following weapons All Demonslayer weapons and Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma) or Exotic Ranged Weapon (Grav).

Order Demonius powers
Level Cantrips Known 1st 2nd 3rd 4th 5th
2nd 2 2
3rd 2 2
4th 2 3
5th 2 3 2
6th 2 4 2
7th 2 4 3
8th 3 4 3
9th 3 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 2 1
18th 4 4 3 3 2 1
19th 4 4 3 3 2 2
20th 4 4 3 3 2 2

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Holy Scriptures

Casters of Order Demonius tend to stick to the prayers and incantations of following disciplines, Telekinesis, Telepathy, Divination, Divine craft, Ruinous Craft, Necromancy, Pyromancy. See Psychic Disciplines At the end of the classes section and background.

Holy Bolts

Your arcane bolts deal Radiant damage instead of Force.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Order demonius spellcasting. Cantrips may be cast without having your spell tomb and use one pages within it. If you should want to learn new more cantrips you may write them in your book at one page per cantrip.

Power Slots.

The Order Demonius powers table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast. To do so, choose a number of spells⁠ from your Spell tomb equal to your Intelligence modifier + your Inquisitor level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level inquisitor, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your spell tomb and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Your Spell Tomb:

The Spells that you add to your Spell tomb as you gain levels this reflects the Research you conduct on your own, as well as Ritual and Prayers you have learned. You might find other spells or rituals⁠ during your Adventures. You could discover a spell recorded on a scroll in an rouge caster’s chest, for example, or in a dusty tome in an ancient library⁠.

As you level your tomb gets more filled out through you constant study. At level 1 your first spell tomb is free and you already have six 1st level spells written in it. Each spell in the tomb uses an amount of pages equal to the spell level.

Copying a Spell into the tomb⁠. When you find a spell of 1st Level or higher, you can add it to your Spell Tomb if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it. This spell has to be within one of your allowed disciplines. Tread lightly when doing so, this is how many have fallen to the corruptive powers of the Arcane.

Copying that spell into your Spell Tomb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the Sounds or gestures required, then transcribe it into your spell Tomb⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to Master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Tomb⁠. You can copy a spell from your own spell tomb into another book—for example, if you want to make a backup copy of your spell tomb⁠. This is just like copying a new spell into your spell tomb⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spell tomb, you may purchase more tomes to fill out, See gear for details. you can use the same procedure to transcribe the Spells that you have prepared into a new spell tomb⁠. Filling out the remainder of your spell tomb requires you to find new spells⁠ to do so, as normal. For this reason, many collegiate keep backup spell tombs in a safe place.

The Book’s Appearance. Your spell tomb is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your Master, a finely bound gilt-edged tome you found in an ancient library⁠, or even a loose collection of notes scrounged together after you lost your previous spell tomb⁠ in a mishap.

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spell tomb. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spells.

Learning Spells of 1st Level and Higher Each time you gain a inquisitor level, you can add two Spells of your choice from a discipline your allowed to your spell tomb for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Collegiate Arcana table. On your Adventures, you might find other Spells that you can add to your spell tomb (see the “Your spell tomb”)

Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Inquisitorial Order Charm (Demonius)


Wondrous item, uncommon (requires Attunment by an inquisitor but does not count as an attuned item)


As long as you are attuned and you have your Inquisitorial Charm in your possession, you gain a +2 to your Wisdom. As an action you may touch a living creature and heal it for 3d4 HP or 1d6 corruption points taking from Ruinos or Unholly first, you may use this a number of times equal to the attuned characters proficiency bonus, regaining all uses of this after completing a long rest. Furthermore as a Str or Dex based touch attack you may deal 3d4 radiant damage to any Demon or Fiend.

Vast Resources

You do not need to be a wielder of the arcane arts to an inquisitor there are many amongst the ranks that do not possess the innate abilities to do so and in turn usually allows the inquisitor more time to train in other areas. As a result you instead of having the ability to cast spells and due to that fact they have much more time for training and the vast resources of the Imperial inquisition. At levels 1, 5, 10, 15, and 20, you gain one of the below features Note many of the Magic like Abilities from your class will be imbued to your Order charm and usable as long as you are attuned.

  • Gain one feature of your choice
  • Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • Gain 2 Auras of your choice from the command auras list and your aura rage is 10ft. See Auras for details. If you choose this option again you may either increase your aura range by 5ft or learn one new Aura.
  • Gain d3 Superiority dice after each rest and 2 Maneuvers of your choice, See maneuvers section for details. If you choose this option again you gain an additional D3 Superiority dice and 1 new maneuver.

Inquisitorial Aid Type

Your team is made up of Holy Acolytes or Holy Necrobots as described in the Minion descriptions section of Chapter 3 (Minions).

Exortaic Rites

Starting at 1st level, you gain the ability to channel holy energy, using that energy to fuel an effect, turn Heretic.

Dark Censorship: As an action, you present your holy sym⁠bol and speak a prayer censuring the dark Powers each Devil, Fiend or aberrant that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

The Saving Throws DC when you use such an effect is equal to 8 + Proficiency + Wis.

Furthermore at level 2, you gain an enhanced effect when you use your Turn Heretic feature.

Dark Banishment When a Devil, Fiend or Aberrant of CR 2 or lower fails its saving throw against Your Turn Heretic feature, the creature is instantly destroyed. This increases to CR 3 at 15th level and CR4 at 20th level.

Beginning at 5th level, you can use your Turn twice between rests, and beginning at 10th level, you can use it three times between rests and at 15th four times. When you finish a short or Long Rest, you regain your expended uses.

Smite Darkness

Starting at 5th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a Devil, Fiend or Aberrant with a melee weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach levels 10, 15 and 20th, the extra damage increases by 1d8.

Ward Against the Dark

At 10th level, as long as you are attuned to your inquisitorial charm you gain the effects of your Arcane resistance against any Attacks, spells or abilities used by and Fiend, Devil or Aberration.

Defender of the light

Beginning at 15th level, as long as you are attuned to your inquisitorial charm your strength and courage against dark abomination know no bounds. While a Fiend, Devil or Aberration creature is within 10ft of you, every time it makes an attack, you may use your reaction to make a melee weapon attack against it if it is within range.

Ruinous Inquisitor (Dark Inquisitor)

If a Inquisitor Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deal Force damage now.
  • Channel Divinity (Dark Censorship) is now "(Light Censorship)" it now turns Angels, Fey and Plant targets.
  • Smite Darkness is now "(Smite Divine)" it now only works on Angels, Fey and Plant targets.
  • Ward Against the light is now "Ward Against the Darkness" arcane resistance now works against Angels, Fey and Plants targets instead.
  • Defender of the light is now "Defender of the Darkness" now works while an Angels, Fey and Plant is within 10ft.
Unholy Inquisitor (Fallen Inquisitor)

If a Inquisitor Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deal Necrotic damage now.
  • Channel Divinity (Dark Censorship) is now "(Holy Censorship)" it now turns Angels, Fey and Plant targets.
  • Smite Darkness is now "(Smite the Holy)" it now only works on Angels, Fey and Plant targets.
  • Ward Against the Dark is now "Ward Against the Holy" arcane resistance now works against Angels, Fey and Plants targets instead.
  • Defender of the light is now "Defender of the Unholy" now works while an Angels, Fey and Plant is within 10ft.
Primal Inquisitor (Unbound Inquisitor)

If a Inquisitor Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deal Force damage now.
  • Channel Divinity (Dark Censorship) is now "(Primal Fear)" it now turns all targets.
  • Smite Darkness is now "(Smite All)" it now only works on all targets.
  • Ward Against the Dark is now "Ward Against the Darkness" arcane resistance now works against all targets instead.
  • Defender of the light is now "Defender of the Darkness" now works while an Angels, Fey and Plant is within 10ft.

Order Adveintus

The Order Adveintus "Alien Hunters", is served by its Chamber Militant, the "Watch" legeionares and the Collegiate Counsel, who draw on Veteran legionare from Chapters all across the empire form the Deathwatch's Kill-teams and destroy the many foul Alien threats to the survival of Mankind.

Armed with the best human and alien technology available, extremely knowledgeable about their foe, the Order Adveintus can respond to any alien threat. Their tactics vary depending on the situation and the level of alien taint revealed. Where the threat is subtle, they will use guile and stealth, wielding their power as if it was a scalpel used to cut out a growing malignant cancer. When the alien menace is great, the Inquisitor can commandeer the aid of entire regiments of the Guard and the Deathwatch.


Prerequisites: To pick this Order you must have the Innate caster mutation as described in the Mutations section of Chapter 7 (Mutations), If you do not, see Non arcane Inquisitors below for details.


When you choose this Combatant type you gain Proficiency in Science, Arcana Skills as well as Intelligence saves and with the following weapons Most common xenos Weapons and Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma) or Exotic Ranged Weapon (Grav).

Order Adveintus Powers
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2
2nd 3 3
3rd 3 4 2
4th 4 4 3
5th 4 4 3 2
6th 4 4 3 3
7th 4 4 3 3 1
8th 4 4 3 3 2
9th 4 4 3 3 3 1
10th 5 4 3 3 3 2
11th 5 4 3 3 3 2 1
12th 5 4 3 3 3 2 1
13th 5 4 3 3 3 2 1 1
14th 5 4 3 3 3 2 1 1
15th 5 4 3 3 3 2 1 1 1
16th 5 4 3 3 3 2 1 1 1
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1
19th 5 4 3 3 3 3 2 1 1 1
20th 5 4 3 3 3 3 2 2 1 1

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Order Adveintus Studies

Like the Collegiate Arcana, Order Adveintus focus on a limited number of Arcane Disciplines they called Studies equal to your Intelligence modifier, these may be from any discipline with the exception of the Necromancy, Divine Craft, Floramancy and Faunamancy Disciplines. See Psychic Disciplines for details. Spells from these Disciplines of studies are considered to be associated with the Neutral Powers instead of there normal.

Psy bolt

Your Arcane bolts deal Psichic damage instead of Force. This spell does not count toward you spells known and does not required you to wright it into a Spell tomb.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Order demonius spellcasting. Cantrips may be cast without having your spell tomb and use one pages within it. If you should want to learn new more cantrips you may write them in your book at one page per cantrip.

Power Slots.

The Order Adveintus powers table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast. To do so, choose a number of spells⁠ from your Spell tomb equal to your Intelligence modifier + your Inquisitor level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level inquisitor, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your spell tomb and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Your Spell Tomb:

The Spells that you add to your Spell tomb as you gain levels this reflects the Research you conduct on your own, as well as Ritual and Prayers you have learned. You might find other spells or rituals⁠ during your Adventures. You could discover a spell recorded on a scroll in an rouge caster’s chest, for example, or in a dusty tome in an ancient library⁠.

As you level your tomb gets more filled out through you constant study. At level 1 your first spell tomb is free and you already have six 1st level spells written in it. Each spell in the tomb uses an amount of pages equal to the spell level.

Copying a Spell into the tomb⁠. When you find a spell of 1st Level or higher, you can add it to your Spell Tomb if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it. This spell has to be within one of your allowed disciplines. Tread lightly when doing so, this is how many have fallen to the corruptive powers of the Arcane.

Copying that spell into your Spell Tomb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the Sounds or gestures required, then transcribe it into your spell Tomb⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to Master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Tomb⁠. You can copy a spell from your own spell tomb into another book—for example, if you want to make a backup copy of your spell tomb⁠. This is just like copying a new spell into your spell tomb⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spell tomb, you may purchase more tomes to fill out, See gear for details. you can use the same procedure to transcribe the Spells that you have prepared into a new spell tomb⁠. Filling out the remainder of your spell tomb requires you to find new spells⁠ to do so, as normal. For this reason, many collegiate keep backup spell tombs in a safe place.

The Book’s Appearance. Your spell tomb is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your Master, a finely bound gilt-edged tome you found in an ancient library⁠, or even a loose collection of notes scrounged together after you lost your previous spell tomb⁠ in a mishap.

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spell tomb. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spells.

Learning Spells of 1st Level and Higher Each time you gain a inquisitor level, you can add two Spells of your choice from a discipline your allowed to your spell tomb for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Order adveintus table. On your Adventures, you might find other Spells that you can add to your spell tomb (see the “Your spell tomb”)

Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Inquisitorial Order Charm (Adveintus)


Wondrous item, uncommon (requires Attunment by an inquisitor but does not count as an attuned item)


As long as you are attuned and you have your Inquisitorial Charm in your possession, you gain a +2 to your Intelligence and you gain a bonus to all saves made against magical effects equal to your Proficiency bonus.

Vast Resources

You do not need to be a wielder of the arcane arts to be a inquisitor there are many amongst the ranks that do not possess the innate abilities to cast spells, to do so and in turn usually allows the inquisitor more time to train in other areas. As a result you instead of having the ability to cast spells and due to that fact they have much more time for training and the vast resources of the Imperial inquisition. At levels 1, 5, 10, 15, and 20, you gain one of the below features Note many of the Magic like Abilities from your class will be imbued to your Order charm and usable as long as you are attuned.

  • Gain one feature of your choice
  • Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • Gain 2 Auras of your choice from the command auras list and your aura rage is 10ft. See Auras for details. If you choose this option again you may either increase your aura range by 5ft or learn one new Aura.
  • Gain d3 Superiority dice after each rest and 2 Maneuvers of your choice, See maneuvers section for details. If you choose this option again you gain an additional D3 Superiority dice and 1 new maneuver.

Inquisitorial Aid Type

Your team is made up of Necrobots, Mercenaries, Soldiers, Mercenaries as described in the Minion descriptions section of Chapter 3 (Minions).

Psy Armor

Starting at 1st level, as long as you are attuned to your inquisitorial charm and remain conscious and not Incapacitated, it will protects you from harm. Your body always has an invisible Psionic barrier around it. Your AC equals 10 + your Dexterity modifier + you Intelligence bonus, while you aren’t wearing armor or wielding a shield.

Furthermore while benefiting from psy armor you have Resistance against Psychic and Force damage.

Psychic Redirection

Beginning at 5th level, as long as you are attuned to you inquisitorial Charm you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level. If you reduce the damage to 0, you can redirect the attack. Make a ranged attack with the weapon or piece of Ammunition you just redirected, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencies, and you use you spell casting ability for the attack.

Kinetic Diflection

At 10th level, As long as you are attuned to your inquisitorial charm, when you or a friendly target within 30ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC. You can use this ability a number times equal to your Intelligence modifier, you regain all expended uses after a short or long rest.

Improved Psy Armor

Starting at 14th level, while benefiting from psy armor you start with a base of 12 when calculating your AC and you have Immunity against Psychic damage.

Order Mortalius

The Order Mortalius, whose Inquisitors are often referred to as Death Knights, is the sub-division of the Inquisition they are tasked with protecting the Empire from the threats of the undeath and the shadow realm discovering the many secrets of the undeath. Order Mortalius has an elite Death Squad called the Legion of death, a potant squad made of fallen Spectral Leagionairs.


Prerequisites: To pick this Order you must have the Innate caster mutation as described in the Mutations section of Chapter 7 (Mutations), If you do not, see Non arcane Inquisitors below for details.


When you choose this Combatant type you gain Proficiency in History, Religion Skills as well as Wisdom saves and with the following weapons Deathknight weapons and Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma) or Exotic Ranged Weapon (Grav).

Order Mortalius powers
Level Cantrips Known 1st 2nd 3rd 4th 5th
2nd 2 2
3rd 2 2
4th 2 3
5th 2 3 2
6th 2 4 2
7th 2 4 3
8th 3 4 3
9th 3 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 2 1
18th 4 4 3 3 2 1
19th 4 4 3 3 2 2
20th 4 4 3 3 2 2

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies, Unlike Divine Casting Arcane users are not gifted there power by the Gods but instead they take this power and learn to harness it referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Harnessing the Arcane. To Harness the Arcane is a taxing and dangerous task as every time it is done you could suffer an unforeseen Arcane Peril.

Order Mortalius Studies

Order Mortalius focus on a Specific Arcane Disciplines, called Studies, they are, Telepathy, Telekinesis, Illudamancy, Divination, Shadowmancy and Necromancy. See chapter 4 (The Arcane for details. Spells from the necromancy and shadomancy Disciplines are considered to be associated with the Neutral Powers instead of the unholy.

Death Coils

Your Arcane bolts deal Necrotic damage instead of force.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Order demonius spellcasting. Cantrips may be cast without having your spell tomb and use one pages within it. If you should want to learn new more cantrips you may write them in your book at one page per cantrip.

Power Slots.

The Order Mortalius powers table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast. To do so, choose a number of spells⁠ from your Spell tomb equal to your Intelligence modifier + your Inquisitor level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level inquisitor, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your spell tomb and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Your Spell Tomb:

The Spells that you add to your Spell tomb as you gain levels this reflects the Research you conduct on your own, as well as Ritual and Prayers you have learned. You might

find other spells or rituals⁠ during your Adventures. You could discover a spell recorded on a scroll in an rouge caster’s chest, for example, or in a dusty tome in an ancient library⁠.

As you level your tomb gets more filled out through you constant study. At level 1 your first spell tomb is free and you already have six 1st level spells written in it. Each spell in the tomb uses an amount of pages equal to the spell level.

Copying a Spell into the tomb⁠. When you find a spell of 1st Level or higher, you can add it to your Spell Tomb if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it. This spell has to be within one of your allowed disciplines. Tread lightly when doing so, this is how many have fallen to the corruptive powers of the Arcane.

Copying that spell into your Spell Tomb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the Sounds or gestures required, then transcribe it into your spell Tomb⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to Master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Tomb⁠. You can copy a spell from your own spell tomb into another book—for example, if you want to make a backup copy of your spell tomb⁠. This is just like copying a new spell into your spell tomb⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spell tomb, you may purchase more tomes to fill out, See gear for details. you can use the same procedure to transcribe the Spells that you have prepared into a new spell tomb⁠. Filling out the remainder of your spell tomb requires you to find new spells⁠ to do so, as normal. For this reason, many collegiate keep backup spell tombs in a safe place.

The Book’s Appearance. Your spell tomb is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your Master, a finely bound gilt-edged tome you found in an ancient library⁠, or even a loose collection of notes scrounged together after you lost your previous spell tomb⁠ in a mishap.

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spell tomb. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spells.

Learning Spells of 1st Level and Higher Each time you gain a inquisitor level, you can add two Spells of your choice from a discipline your allowed to your spell tomb for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Order mortalius table. On your Adventures, you might find other Spells that you can add to your spell tomb (see the “Your spell tomb”)

Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Inquisitorial Order Charm (Mortalius)


Wondrous item, uncommon (requires Attunment by an inquisitor but does not count as an attuned item)


As long as you are attuned and you have your Inquisitorial Charm in your possession, you gain a +2 to your Charisma and you have Resistance to Necrotic damage, your hit point maximum can’t be reduced by any means and you gain advantage on con save made to resist and necromatic spells or abilities.

Vast Resources

You do not need to be a wielder of the arcane arts to an inquisitor there are many amongst the ranks that do not possess the innate abilities to do so and in turn usually allows the inquisitor more time to train in other areas. As a result you instead of having the ability to cast spells and due to that fact they have much more time for training and the vast resources of the Imperial inquisition. At levels 1, 5, 10, 15, and 20, you gain one of the below features Note many of the Magic like Abilities from your class will be imbued to your Order charm and usable as long as you are attuned.

  • Gain one feature of your choice
  • Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • Gain 2 Auras of your choice from the command auras list and your aura rage is 10ft. See Auras for details. If you choose this option again you may either increase your aura range by 5ft or learn one new Aura.
  • Gain d3 Superiority dice after each rest and 2 Maneuvers of your choice, See maneuvers section for details. If you choose this option again you gain an additional D3 Superiority dice and 1 new maneuver.

Inquisitorial Aid Type

Your team is made up of Necrobots, Soldiers or Mercenaries as described in the Minion descriptions section of Chapter 3 (Minions).

Soul Magic

Starting at 1st level as long as your attuned to your inquisitorial charm you gain the ability to reap soul energy from creatures that are kill near by. You start knowing the Soul Harvest power and 1 other power of your choice from the below list of Soul Powers, you learn two additional soul powers at levels 5, 10 and 15. Some Soul powers will require a save to be made the DC will be as followed.


Soul Power DC = 8 + Proficiency + Intelligence bonus.

Soul Harvest: When a creature you can see dies within 30ft of you, you may as a Reaction choose to Harvest a portion of there soul called a soul mote, Storing it within your inquisitorial charm for use with Soul powers, See Below for a list of Soul powers. You may not use this power on a creature with no soul like non sentient Constructs and soulless. You increase the range of this Soul Power by 10ft at levels 5, 10 and 15. You may store a number of souls motes equal to your Proficiency bonus + your intelligence bonus.

Consume Soul: As an action you may use 1 soul mote to Regain 1d4 + your constitution Hit Points. You may use 1 additional soul mote to add an additional D4 to the amount healed you may only use an amount of extra dice equal to your proficiency bonus.

Soul Burst: As an action you may use 2 soul motes to unleash a blast of necrotic Energies, Each creature within 5ft must make a Constitution save, taking 1d6 + your Intelligence bonus necrotic damage on a failure and half as much on a success. You may use an additional soul mote to add 1 additional D6 to the damage rolled but you may only use an amount of extra dice equal to your proficiency bonus. You increase the range of this by 5ft at levels 5, 10 and 15.

Sparing Soul: When you or a friendly creature within 30ft would drop to 0 hit points and become unconscious or die, you can as a reaction and 1 Soul mote and roll a Intelligence saving throw with a DC of 10 on a pass you or that creature drops to 1 hit points instead and you do not fall unconscious. Each time you succeed on the on the saving throw, you gain 1 points of exhaustion. Furthermore the DC will increase by 5 each time you pass the save before completing a long rest. You increase the range you may use soul Harvest by 10ft at levels 5, 10 and 15.

Soulful Action: At the cost of 1 soul mote you may Dash, Dodge, Disengage or Hide as a bonus action.

Soul Bind: As a bonus action and 2 Soul motes you may force one creature within 60 ft to make a constitution save or be stunned until the end of your next turn. You increase the range you may use the soul Harvest power at by 10ft at levels 5, 10 and 15.

Enhance Soul As a bonus action and the Cost of 2 soul motes you may increase one attribute of your choice by 2 for 1 minute as long as you are conscious and not dieing. you may end this before the minute as a free action. At levels 5, 10 and 15 you may spend an additional 2 soul motes When using this ability you may spend an additional 2 soul motes an increase the bonus by an additional 2 or you may chose another attribute to increase by 2. At no point can an attribute increase to anything greater then 20.

Focus Soul You may at the cost of 2 Soul mote, make you next attack with advantage.

Soul Armor At the Cost of 3 soul motes you gain the following benefits for for 1 minute as long as you are conscious and not dieing.

  • +2 AC
  • Resistance to Piercing, Slashing, Bludgeoning
  • +20 Temporary hit points

Skilled Soul: At the cost of 1 Soul mote you may as a bonus action or a reaction, make you or a friendly creature within 30ft makes there next skill check with advantage as long as this is done within a minute.

Soul Savior: At the cost of 2 Soul mote you may as a bonus action or a reaction, make you or a friendly creature within 30ft makes there next Save with advantage as long as this is done within a minute.

Soul Infusion: As a bonus action you can spend 3 soul motes you infuse you or a friendly creature with soul energy for 1 minute, when they are infused they can add your Intelligence modifier of Force damage to all their melee damage rolls.

Necro Reaper

At 5th Level, as long as your attuned to your inquisitorial charm, all Necrotic damage dealt by you is dealt normally, even if the creature holds resistance to the necrotic damage type, if the target is immune it becomes resistant. Furthermore once per short rest when you kill a creature and use your Soul harvest Power you may clam the entire soul gaining 1d4 soul motes and that creatures remains unraisable by any means.

Soul Shunt

At 10th level, You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 30 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You may stay in this form for up to 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or you spend 5 Soul motes the bonus action you use to activate Ghost Walk.

Soul Shell

At 15th level when your Charm is at its maximum you Soul motes any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw, the DC is the same as your Soul Power DC. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

Order Setarius

The Ordo Setarius, whose Inquisitors are often referred to as Monster Hunters, is the sub-division of the Imperial Inquisition tasked with protecting Terra and conserving a balance between Mankind and Terra. Bargining with rebirth and Destruction an behalf of the Empire and mankind. Order Setera is now served py the Wolves of the grove Legionairs.


Prerequisites: To pick this Order you must have the Innate caster mutation as described in the Mutations section of Chapter 7 (Mutations), If you do not, see Non arcane Inquisitors below for details.


When you choose this Combatant type you gain Proficiency in Science, Nature Skills as well as Wisdom saves and with the following weapons Druid Weapons and Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma) or Exotic Ranged Weapon (Grav).

Order Setarius powers
Level Cantrips Known 1st 2nd 3rd 4th 5th
2nd 2 2
3rd 2 2
4th 2 3
5th 2 3 2
6th 2 4 2
7th 2 4 3
8th 3 4 3
9th 3 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 2 1
18th 4 4 3 3 2 1
19th 4 4 3 3 2 2
20th 4 4 3 3 2 2

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Order Setarius Studies

Order Setarius focus on a Specific Arcane Disciplines called studies, they are Floramancy, Faunamancy, Teramancy, Pyromancy, Cryomancy, Hydromancy, Electromancy, Galamancy, Divination and Biomancy. See Psychic Disciplines for details. Spells from These Disciplines are considered to be associated with the Neutral Powers instead of there normal.

Natures Kiss

Your arcane bolts deal Poison damage instead of force.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Order demonius spellcasting. Cantrips may be cast without having your spell tomb and use one pages within it. If you should want to learn new more cantrips you may write them in your book at one page per cantrip.

Power Slots.

The Order Seterius powers table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast. To do so, choose a number of spells⁠ from your Spell tomb equal to your Intelligence modifier + your Inquisitor level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level inquisitor, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your spell tomb and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Your Spell Tomb:

The Spells that you add to your Spell tomb as you gain levels this reflects the Research you conduct on your own, as well as Ritual and Prayers you have learned. You might find other spells or rituals⁠ during your Adventures. You could discover a spell recorded on a scroll in an rouge caster’s chest, for example, or in a dusty tome in an ancient library⁠.

As you level your tomb gets more filled out through you constant study. At level 1 your first spell tomb is free and you already have six 1st level spells written in it. Each spell in the tomb uses an amount of pages equal to the spell level.

Copying a Spell into the tomb⁠. When you find a spell of 1st Level or higher, you can add it to your Spell Tomb if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it. This spell has to be within one of your allowed disciplines. Tread lightly when doing so, this is how many have fallen to the corruptive powers of the Arcane.

Copying that spell into your Spell Tomb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the Sounds or gestures required, then transcribe it into your spell Tomb⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to Master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Tomb⁠. You can copy a spell from your own spell tomb into another book—for example, if you want to make a backup copy of your spell tomb⁠. This is just like copying a new spell into your spell tomb⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spell tomb, you may purchase more tomes to fill out, See gear for details. you can use the same procedure to transcribe the Spells that you have prepared into a new spell tomb⁠. Filling out the remainder of your spell tomb requires you to find new spells⁠ to do so, as normal. For this reason, many collegiate keep backup spell tombs in a safe place.

The Book’s Appearance. Your spell tomb is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your Master, a finely bound gilt-edged tome you found in an ancient library⁠, or even a loose collection of notes scrounged together after you lost your previous spell tomb⁠ in a mishap.

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spell tomb. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spells.

Learning Spells of 1st Level and Higher Each time you gain a inquisitor level, you can add two Spells of your choice from a discipline your allowed, to your spell tomb for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Order Seterius table. On your Adventures, you might find other Spells that you can add to your spell tomb (see the “Your spell tomb”)

Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Inquisitorial Order Charm (Seterius)


Wondrous item, uncommon (requires Attunment by an inquisitor but does not count as an attuned item)


As long as you are attuned and you have your Inquisitorial Charm in your possession, you gain a +2 to your Wisdom and you have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return and You have advantage on all Charisma checks you make to influence them.

Vast Resources

You do not need to be a wielder of the arcane arts to an inquisitor there are many amongst the ranks that do not possess the innate abilities to do so and in turn usually allows the inquisitor more time to train in other areas. As a result you instead of having the ability to cast spells and due to that fact they have much more time for training and the vast resources of the Imperial inquisition. At levels 1, 5, 10, 15, and 20, you gain one of the below features Note many of the Magic like Abilities from your class will be imbued to your Order charm and usable as long as you are attuned.

  • Gain one feature of your choice
  • Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • Gain 2 Auras of your choice from the command auras list and your aura rage is 10ft. See Auras for details. If you choose this option again you may either increase your aura range by 5ft or learn one new Aura.
  • Gain d3 Superiority dice after each rest and 2 Maneuvers of your choice, See maneuvers section for details. If you choose this option again you gain an additional D3 Superiority dice and 1 new maneuver.

Inquisitorial Aid Type

Your team is made up of Soldiers, Mercenaries or Tribesman as described in the Minion descriptions section of Chapter 3 (Minions).

Herbalist

At 1st level your studies of nature has shown you what bits of nature you can use to you benefit and what one harm, You gain Proficiency with Herbalist kit and the Poisoners Kit and you learn 6 Plains associated with them.

Survivalist

you gain one favored enemy and one Favored Terrain as seen below.

Favored Enemy: you have significant experience studying, Tracking, hunting, and even talking to a certain type of enemy.

Choose a type of Favored enemy: Aberrations, Beasts, Angels, Constructs, Dragons, Elementals, fey, Fiends, Devils, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and Orcs) as Favored enemies.

  • You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence checks to recall information about them.

  • When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.

  • You gain bonus to all attack and damage rolls against your favored enemy equal to your wisdom bonus.

You choose one additional Favored enemy, as well as an associated language, at 10th and 15th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.

Favored Terrain: You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your Favored terrain, you gain the following benefits:

  • Difficult Terrain doesn’t slow your group’s Travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Forage, you find twice as much food as you normally would.
  • While Tracking other Creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

you gain one additional favored Terrain at levels 10 and 15,

Hunters Shot

Beginning at 5th level, As an action you may choose to fire a single shot regardless of the amount of extra attacks you may have and provided the weapon does not have the Automatic or burst fire property, if you do and the attack hits you may roll 2 additional Damage dice when rolling for damage. Increase the extra damage by in additional 1 damage dice at levels 10 and 15.

Monster Slayer

Beginning at 10th level, Gain the following bonuses against you Favored Enemy.

  • Gain a bonus to all save rolls made against your favored enemies, Equal to your Wisdom bonus.
  • Roll double the dice with you hunters shot against your favored enemies.

Nature’s Ward

When you reach 15th level, as long as you are attuned to your inquisitorial charm you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. Furthermore you gain the natures Sanctuary Feature

Nature’s Sanctuary Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

in addition you can use your Wild Shape an unlimited number of times and the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Order Fantasicus

The Order Fantasticus, whose Inquisitors are often referred to as Fey Wardens, is the sub-division of the Inquisition they are tasked with -.


Prerequisites: To pick this Order you must have the Innate caster mutation as described in the Mutations section of Chapter 7 (Mutations), If you do not, see Non arcane Inquisitors below for details.


When you choose this Combatant type you gain Proficiency in Arcana, Nature Skills as well as Charisma saves and with the following weapons Fey Weapons and Choose one: Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma) or Exotic Ranged Weapon (Grav).

Order Fantasicus powers
Level Cantrips Known 1st 2nd 3rd 4th 5th
2nd 2 2
3rd 2 2
4th 2 3
5th 2 3 2
6th 2 4 2
7th 2 4 3
8th 3 4 3
9th 3 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 2 1
18th 4 4 3 3 2 1
19th 4 4 3 3 2 2
20th 4 4 3 3 2 2

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies, Unlike Divine Casting Arcane users are not gifted there power by the Gods but instead they take this power and learn to harness it referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Harnessing the Arcane. To Harness the Arcane is a taxing and dangerous task as every time it is done you could suffer an unforeseen Arcane Peril.

Order Fantasticus Studies

Order Mortalius focus on a Specific Arcane Disciplines, called Studies, they are, Telepathy, Telekinesis, Illudamancy, Conjuration, Biomancy, Floramancy, Faunamancy. See Psychic Disciplines At the end of the classes section. Spells from These Disciplines are considered to be associated with the Neutral Powers instead of there normal.

Fae Bolts

Your Arcane bolts deal Force damage as normal.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Order demonius spellcasting. Cantrips may be cast without having your spell tomb and use one pages within it. If you should want to learn new more cantrips you may write them in your book at one page per cantrip.

Power Slots.

The Order Fantasticus powers table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast. To do so, choose a number of spells⁠ from your Spell tomb equal to your Intelligence modifier + your Inquisitor level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level inquisitor, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your spell tomb and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Your Spell Tomb:

The Spells that you add to your Spell tomb as you gain levels this reflects the Research you conduct on your own, as well as Ritual and Prayers you have learned. You might find other spells or rituals⁠ during your Adventures. You could discover a spell recorded on a scroll in an rouge caster’s chest, for example, or in a dusty tome in an ancient library⁠.

As you level your tomb gets more filled out through you constant study. At level 1 your first spell tomb is free and you already have six 1st level spells written in it. Each spell in the tomb uses an amount of pages equal to the spell level.

Copying a Spell into the tomb⁠. When you find a spell of 1st Level or higher, you can add it to your Spell Tomb if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it. This spell has to be within one of your allowed disciplines. Tread lightly when doing so, this is how many have fallen to the corruptive powers of the Arcane.

Copying that spell into your Spell Tomb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the Sounds or gestures required, then transcribe it into your spell Tomb⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to Master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Tomb⁠. You can copy a spell from your own spell tomb into another book—for example, if you want to make a backup copy of your spell tomb⁠. This is just like copying a new spell into your spell tomb⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spell tomb, you may purchase more tomes to fill out, See gear for details. you can use the same procedure to transcribe the Spells that you have prepared into a new spell tomb⁠. Filling out the remainder of your spell tomb requires you to find new spells⁠ to do so, as normal. For this reason, many collegiate keep backup spell tombs in a safe place.

The Book’s Appearance. Your spell tomb is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your Master, a finely bound gilt-edged tome you found in an ancient library⁠, or even a loose collection of notes scrounged together after you lost your previous spell tomb⁠ in a mishap.

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spell tomb. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spells.

Learning Spells of 1st Level and Higher Each time you gain a inquisitor level, you can add two Spells of your choice from a discipline your allowed, to your spell tomb for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Order Fantasticus table. On your Adventures, you might find other Spells that you can add to your spell tomb (see the “Your spell tomb”)

Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Inquisitorial Order Charm (Fantasticus)


Wondrous item, uncommon (requires Attunment by an inquisitor but does not count as an attuned item)


As long as you are attuned and you have your Inquisitorial Charm in your possession, you gain a +2 to your Charisma and it allows you to mimic the weightless qualities that sprites carry about themselves. You now do not trigger pressure-activated traps, can walk safely on rotting wood, can walk on the surface of water, deep snow, quicksand, etc. As a reaction or an object interaction, you can end the effects of this feature for the sake of exploration.

Vast Resources

You do not need to be a wielder of the arcane arts to an inquisitor there are many amongst the ranks that do not possess the innate abilities to do so and in turn usually allows the inquisitor more time to train in other areas. As a result you instead of having the ability to cast spells and due to that fact they have much more time for training and the vast resources of the Imperial inquisition. At levels 1, 5, 10, 15, and 20, you gain one of the below features Note many of the Magic like Abilities from your class will be imbued to your Order charm and usable as long as you are attuned.

  • Gain one feature of your choice
  • Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • Gain 2 Auras of your choice from the command auras list and your aura rage is 10ft. See Auras for details. If you choose this option again you may either increase your aura range by 5ft or learn one new Aura.
  • Gain d3 Superiority dice after each rest and 2 Maneuvers of your choice, See maneuvers section for details. If you choose this option again you gain an additional D3 Superiority dice and 1 new maneuver.

Inquisitorial Aid Type

Your team is made up of Mercenaries, Soldiers or Tribesman as described in the Minion descriptions section of Chapter 3 (Minions).

Fey Magics

At 1st level, Because of your extensive studies and interaction with the faywilds, you have learned a few Tricks, you gain a special resource pool called Fae magic, you have a number of fey magic points Equal to your Level + your Charisma bonus. You regain all fey magic points after completing a long rest. you May use the charges to fuel various abilities you gain as you level.

Starting at level 1 you know 2 of the below Fey Tricks, you learn two additional Fey tricks at level 5, 10 and 15.

Fey Tricks

Fey Flicker (1): you have learned how to conjure a fairy flame, for the cost of one point of fey magic. The fire is harmless and does not burn, but flares brightly for a moment that it is conjured. As an action, you may conjure this flame in front of any targeted creature within 5 feet of you. The targeted creature must make a saving throw of DC 8 + Wisdom modifier + proficiency. On a successful save, they must make their next attack with disadvantage. On a failed save, they are blinded for one turn.

Pixie Dust (1): you have learned a magical power of the little folk, Though you cannot use it to it's full effect. For the costs 1 point of fey magic, you are able to conjure a handful of pixie dust to throw at your enemies. All targeted creatures within 10 foot Cube of you must make a constitution saving throw with a DC of 8 + charisma modifier + proficiency bonus, or be put to sleep for 1 min taking a new test each round on a pass the target awakens.

Fey Step (2): You have learned to tread lightly from your time in the Fey Wilds as there are Many Fey that wish not to be interpreted or disturbed, at the cost of 2 Fey magic you may cast Pass without trace though this does not count as casting a spell.

Faerie Portal (2) : At the cost of 2 fey magic you teleport yourself from your current location to any other spot within 60ft. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “20 feet straight downward” or “upward to the northwest at a 45-degree angle, 30 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this ability. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Faerie Tracker (3): you have better learned how to follow in the tracks of others. For the cost of 3 points of fey magic, you can cast a magical mark on a creature and know their exact position within 200 feet of yourself. The mark is invisible, and detectable only by yourself and anyone who is sensitive or attuned to magic.

Ring of Feywild (1): you have learned of a place in the Feywild where they fey of the land protect themselves. For the cost of 1 point of fey magic, you can surround yourself with a ring of magic mushrooms for a 15 foot radius. Any enemy creature within this ring takes 1d6 of radiant damage for every turn, until they exit the radius. You may only have two rings active at once.

Fey Howl (1): you have learned of a fearsome hound in the Feywilds that strikes terror into the hearts of brave adventurers. You are able to unleash a fearful cry that forces any enemy creature within 20 feet that can hear you to make a saving throw of DC 8 + Charisma modifier + proficiency bonus. On a successful save, the targeted creatures move 10 feet away from you. On a failed save, they move 10 feet away, and become frightened of you for 1 minute, taking a new test each round, on a pass they are no longer frightened. A creature may only be effected by this ability once every 24 hours. The cost of this feature is 1 point of fey magic.

Beguiling Feline (1): you have learned of a feline trickster and stealer of souls. Though you cannot actually steal the soul of your enemies, you are able to strike one creature within 5 feet of you with a melee attack, and steal 1d8 of HP from them. The HP you steal becomes temporary HP for yourself. You may only use this feature a number of time equal to your Charisma, until your temporary HP is depleted. The cost of this feature is 1 point of fey magic.

Fiery motes (1): you have learned of a mysterious fireball that floats as if it has a mind of it's own. As an action, and for the cost of 1 point of fey magic, you are able to surround yourself with three fireballs. once during your turn as a bonus action any enemy creature of your choice within 5 feet of you will take 1d6 fire damage. this causes one fireball to be extinguished. You may also once per turn as a reaction to an enemies attack within 5ft of you, you may have a mote deal 1d6 fire damage to that enemy You cannot use this feature again as long as at least one fireball is present. when using this you may use 1 extra fey magic to create 6 motes. you may extinguish all motes as a free action.

Lesser Fey Companion

Beginning at 1st Level, you gain a Fey Companion that accompanies you on your Adventures and is trained to fight alongside you. Choose a Fey that is no larger than Medium and that has a Challenge rating of 1/4 or lower. Add your Proficiency Bonus to the Fey’s AC, Attack rolls, and Damage Rolls, as well as to any Saving Throws and Skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Collegiate arcanna level, whichever is higher. Like any creature, the Fey can spend Hit Dice during a Short Rest. The Fey acts as a minion see Minions for details.

You have a Telepathic connection to your lessor companion as long as you are within a number of miles equal to your inquisitor level.

While traveling through any Feywilds or the Fey realm with your Fey, you can move stealthily at a normal pace and you gain advantage on any skill test related to the Feywild.

If you are Incapacitated or absent, the Fey acts on its own, focusing on protecting you and itself. The Fey never requires your command⁠ to use its Reaction, such as when making an opportunity Attack.

If the Fey dies, you can obtain a new Companion by spending 4 hours magically bonding with a Fey that isn’t Hostile to you and that meets the requirements.

At level 5 your lesser Fey may be up to a CR 1/2 and you may now split your alloted CR from your lesser Fey companions, giving you 1/2 CR to split as you would like amongst multiple lesser CR creatures or you may have one Fey at a CR 1/2.

Furthermore at level 15, your lesser Fey may be up to CR 1.

Greater Fey Companion

When you reach 5th Level, You gain the ability to Get another more powerful Fey. This takes 8 hours instead of 4 and may be of a CR 1 or less, this Fey is in addition to your lesser Fey companion. This companion works the same as the lesser companion does.

At level 10 your greater Fey may be up to a CR 2, and at level 14 it may be up to CR 3.

Fey Ward

At 10th level, as long as you are attuned to your inquisitorial charm you gain the effects of your Arcane resistance against any Attacks, spells or abilities used by and Fey, Beast and Monstrosities.

Furthermore you may add your alloted CR from both Lesser and Greater Fey companions and split it amongst multiple companions, though you may only have a total amount of companions equal to your Charisma bonus.

Fey Walk

Finally, at 15th level, you can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, force it to make a Skill test or deal damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.

Once you've used this bonus action, you can't use it again until you finish a Short rest or until you expend a spell slot of 4th level or higher to use it again.

Leader (Core)

leadership involves making critical decisions, often in high pressure situations with consequential risks. Effective leaders ask the right questions and think strategically in making well informed conclusions upon which that they can act. Leaders also build and motivate teams. leadership is the process of influencing others to accomplish the mission by providing purpose, direction, and motivation.

Leadership is a fundamental ingredient of a party, without which the outcome of a a mission cannot be assured. The leader is the brain, the motive power, upon whom subordinates rely for guidance and wisdom, and depend upon for good judgment. The leader must be determined, unflappable and charismatic, confident in delegation of authority, able to combine the various strands of leadership into a common thread; seasoned, intelligent, and thoughtful.

Class Feature

As a Leader you gain the following class features

Hit Points


  • Hit Dice: 1D8 per Leader level
  • Hit points at 1st level: 8 + your Leader modifier.
  • Hit Points at Higher Level: 1D8 (or 4) + your Constitution modifier per Leader level after 1st

Proficencies


  • Armor: light, Medium
  • Weapons: All Simple and Martial weapons.
  • Artisans Tools: 1 gaming set
  • Saving Throws: Dexterity, Charisma

  • Skills: Choose any four

Equipment

leader starter kit

Level Proficiency Bonus Features
1st +2 Inspirational Leader (D6), Leadership Roll, Team
2nd +2 Rallying Words (d6)
3rd +2 Team leader, Expertise (1)
4th +2 Ability Score Increase
5th +3 Seasoned Leader, Inspirational Leader (D8)
6th +3 Leadership Roll feature
7th +3 Expertise (2)
8th +3 Ability Score Increase
9th +4 Rallying Words (d8)
10th +4 Inspirational Leader (D10), Leadership Roll feature
11th +4 Extra Attack, Expertise (3)
12th +4 Superior Insp⁠iration, Ability Score Increase
13th +5 Rallying Words (d10)
14th +5 Leadership Roll feature
15th +5 Inspirational Leader (D12), Expertise (4)
16th +5 Ability Score Increase
17th +6 Rallying Words (d12)
18th +6 Superior Insp⁠iration (2)
19th +6 Expertise (5)
20th +6 Ability Score Increase

Inspirational Leader

At 1st level You can inspire others through stirring words. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Insp⁠ira⁠tion die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Insp⁠iration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiratio⁠n die is rolled, it is lost. A creature can have only one Bardic Inspir⁠ation die at a time.

You can use this feature a number of times equal to 1 + your Charisma modifier. You regain any expended uses when you finish a Long Rest.

Your Inspirational Leader die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.

The duration a creature can wait to use there inspiration die increases as you level, at level 5 it last an hour, 10th level 6 hours, 15th level 12 hours and 20th level it lasts for 24 hours.

Team

Starting at 1st Level, You gain a team of minions Equal to half your charisma (round down, minimum 1). The minions type is determined by your chosen Leadership Roll. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work. One of these minions may be an Elite from an appropriate type you may choose. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Leadership Roll

At 1st level, you choose what style leader you want to be Choose Bard, warlord, Lector, or -, all detailed at the end of the class description. The roll you choose grants you features at 3rd level and again at 6th 10th and 14th level.

Rallying Words

Beginning at 2nd Level, you can use rallying words and actions to help Revitalize your wounded allies during a Short Rest. If you or any friendly Creatures who can hear you regains Hit Points at the end of the Short Rest by spending one or more Hit Dice, each of those Creatures regains an extra 1d6 Hit Points. you may only benefit from one Rallying word at any given time usually the one with the highest die.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Team Leader

Starting at 3rd You gain two Orders chosen from the Orders below, you may use one use of your Inspirational Leadership to use an order. Your Order Range is 30ft You learn one additional order of your choice and your Order range increases by 10ft at levels 6, 10 and 14.

Orders


On may target: after you hit a target with an attack, you may as a bonus action call out to a number of allied creatures or units of your choice within command range, equal to your charisma bonus (minimum 1). turning there eye toward the enemy, chosen creatures or units in range may use there reaction to make one attack against the target or one volley if it was a unit.


Aim small miss small: as a bonus action you call out to a number of allied creatures or units of your choice within command range equal to your charisma bonus (minimum 1). giving them advantage on attack rolls until the start of your next turn.


Hold Position: As a bonus action you speak out words of courage to a number of allied creatures or units of your choice within command range, equal to your charisma bonus (minimum 1), allowing them to hold at all cost. creatures or units gain a bonus to AC equal to your Charisma modifier provided they did not move more than 10ft during its turn. this last until the start of you next turn.


Charge!: As a bonus action you call out to a number of allied creatures or units of your choice within command range of you equal to your charisma bonus (minimum 1), encouraging them to charge into the fight. Creatures or units chosen gain the following effects until the start of your next turn, they may use the dash action as a bonus action and if they do the may add your Charisma bonus to all Attacks and damage rolls made with melee weapons.


Harden Resolve: As a bonus action you call out to a number of allied creatures or units of your choice within command range equal to your charisma bonus (minimum 1). Creatures or units chosen gain advantage on all saves made against the frightened and charmed condition until the start of you next turn.


Give Em Hell As a bonus action you call out to a number of allied creatures or units of your choice within command range of you equal to your charisma bonus (minimum 1), rallying them to fire as fast as they can, chosen creatures or units may make one extra ranged attack when they use the attack action provided they used a ranged weapon, this does not work with weapons that have the heavy property.

Expertise

At 3rd Level, choose one of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses the chosen Proficiencies.

At 7th, 11th, 15 and 19th level, you can choose another skill Proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Seasoned Leader

Beginning when you reach 5th Level, you regain all of your expended uses of Inspirational leader feature when you finish a short or Long Rest.

Superior Insp⁠iration

At 12th level, when you roll Initiative and have no uses of Inspirational Leader left, you regain one use. this increses to 2 uses at level 18.

Performer

A Charismatic Ring master hosting a carnival show with acrobats, musicians staring the famed Hulk the strongest man in the world and the Three armed man.

performers tend to stick with the less traditional arts like Carnies, Street Performers and Freak show host, however there Are some none arcanic schools of the preforming arts within the Empire that do not focus on the arcane but the more artistic arts. Many other culture have the own forms of performers seving there own rolls within there societies, like the Tetrigodian crickets love to sing and dance, the elves are into the fine arts, and elaborat dance. No mater what it is, the Performer always inspires and awes any who may want to watch.


When you choose this Leadership role you gain Proficiency in Acrobatics, Performance Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Team of Performers

Starting at 1st Level, Your team is made up of Necrobots, Performers rf Assistants as described in the Minions descriptions section of Chapter 3 (Minions).

Showman

Starting at 1st Level, you gain the Jack of all trades and Show size abilities below.

Jack of All Trades: you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn’t already include your Proficiency Bonus.

Show size: your team may have one additional standard Minion, these minions do not count as one of your minions when determining how many Minions you can have in your team. This increase by an additional 1 at levels 6, 10 an 14th level.

Unfailing Inspiration

At 6th Level, Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Inspirational leader dice to its ability check, Attack roll, or saving throw and the roll fails, the creature can keep the Inspiration die.

Infectious Inspiration

By 10th level, When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Inspirational leader dice to its ability check, Attack roll, or saving throw and the roll succeeds, you can use your Reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Inspirational leader die without expending any of your Bardic Inspiration uses.

You can use this Reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Peerless Skill

Starting at 14th level, when you make an ability check or save, you can expend one use of Inspirational leader feature. Roll a Inspirational leader die and add the number rolled to your ability check or save. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Kingpin

Gangs are violent, territorial groups that can be found throughout the Empire. Metros are known for their extensive amount of gangs.

Gangs are often part of the powerful rival families or clans of the metros. Some gangs are formed from the young nobility of metros, which descend to attack the lower level gangs. Powerful lower level gangs are sometimes legitimized by the Imperial Government as the metros defensive forces, in order to keep down the most anarchic elements, and even to defend the metro if it is attacked by Alien forces, From there they may even be recruited into the Imperial Army.

Hive gangs often assume a name reflecting whatever they identify themselves with, such their territory, environment or fighting style. On the metro they hail from."

Kingpins are the lords of the under city culture, recruiting members to further strengthen the gang.

learning the ins and outs of street life in the Empires many Metros. The early days of a Ganger's life will consist of working the streets and fighting with other gangs to earn respect enough to earn a following of underlings, that will aid in your criminal enterprising.


When you choose this Leadership Role you gain Proficiency in Intimidation, Deception Skills as well as Strength saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Gang

Starting at 1st Level, Your team is made up of Necrobots or Gangers as described in the Minions descriptions section of chapter 3 (Minions).

The Boss

Starting at 1st level You gain the Undercity affiliate feature as seen in the homebrew feats section of Chapter 5 (Rules) and your your team may have one additional standard Minion, these minions do not count as one of your minions when determining how many Minions you can have in your team. This increase by an additional 1 at levels 6, 10 an 14th level.

Bodyguard

Starting at 6th level, you gain an Ogre bodyguard as described in the mercenaries secition of Chapter 3 (Minions), this dose not count as one of your Gangers when determining how many Minions you can have in your team. at level 14 you may have two ogre bodyguards.

Street Credit

Beginning at 10th level, you strengthen your connections with a network of affluent nobles, smugglers, or traders who are willing to help acquire you some extravagant supplies. When you take long rest in an urban area you can contact them and choose one of the following:


Access: You are granted an invitation or permission to particular location or event. Whether this was through bribery or trickery, is up to you.


Luxury Goods: You can expedite the purchase of non-magical luxury goods like fine wines, luxurious silks, intoxicants, poisons, rare books, etc. (even if they are illegal or taboo) and purchase them for 25% less than they would normally cost to purchase. Safe Harbor. While in a particular town, city, or other similarly sized community (DM's discretion), you and any of your companions can stay for free in a safe house. The safe house provides a wealthy lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.


Transport: When you need to, you can secure free passage on some kind of large scale transport (such as a ship, trade caravan, or train). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go.

Once your contacts acquire these goods, you can’t use this feature again for 7 days. At level 14 this becomes twice a week if the affiliate net work can support it.

Big Time

At 14th level, you are so well known in the undercity affiliations you gain advantage on all intimidation, Persuasion and Deception rolls made on any undercity affiliate you also gain a 25% off discount at undercity suppliers. but you have disadvantage on any ability check made to avoid being recognized

Commander

The commander is a military style leader, a member of a military unit to give guidence and support on the battlefield, this does not however mean that the commander is always gonna be a serviceman. A commander could be the head of security for a Canteen or Casino, or may be the leader of an inquisitors Team whatever it may be, or the lead of a Freelancers Boarding parties.


When you choose this Leadership Role you gain Proficiency in Persuasion, Insight Skills as well as Wisdom saves and saves** and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Team of Combatants

Starting at 1st Level, Your team is made up of Necrobots, Mercenaries or Soldiers as described in the Minion Descriptions section of Chapter 3 (Minions).

Squad Leader

Starting at 1st you gain the Squad size and the Command Presence

Squad size: your team may have one additional standard Minion, these minions do not count as one of your minions when determining how many Minions you can have in your team. This increase by an additional 1 at levels 6, 10 an 14th level.

Command Presence: you gain 2 auras of your choice, chosen from the the Command auras list in chapter Chapter 5 (Rules). Your Aura range is 10ft.

Furthermore You gain an additional Aura of your choice at levels 6, 10 and 14 Theses are chosen from the Command auras list. Your aura range also increases by an additional 5ft at levels 6, 10 and 14.

Special Unit Attachments

Starting at 6th level, you gain either a Ogre bodyguard as described in the mercenaries section of Chapter 3 (Minions) or a heavy weapons gunner and an assistant gunner as described in the Soldiers section of Chapter 3 (Minions), these minions do not count as one of your minions when determining how many Minions you can have in your team.

At level 14 you may have make another choice of a bodyguard or a heavy weapons gunner and assistant gunner, this does not count toward you alloted squad number

Snap Out of It!

Also at 10th level, you gain the ability to help an ally break free of some effects. As a bonus action, you may expend one leadership die to let your ally make a saving throw against an effect they are under, assuming that they are able to make a saving throw against the condition (like being charmed, frightened, or restrained). They immediately get to make a saving throw against the effect (despite the fact that it is not their turn), and get to add one of your leadership die to that roll. You lose the die whether they save or fail.

Squad Commander

At 14th level, you are a seasoned veteran of many battles you now know all the Orders. At level 18 your orders range is 90ft.

Freelancer

Freelancer, are unique individuals who serve as a combination Explorer, conquistador, Mercenary and Merchant for the members of the Empire. They are usually hereditary Imperials servants or nobles, usually given an ship, airship or vehicle, a crew, and sometimes a contingent of armed troops to roam those lands that still lie beyond Imperial control or knowledge.

In their task of exploring and exploiting the still uncharted regions of the material plane, Freelancers might come across lands harbouring long forgotten civilisations, other times they find empty ruins from a forgotten past.

Exploration and trade is what empowers him to journey beyond the boundaries of the empire to do business or make war in the Emperor’s name, a Freelancer is a unique figure in the world and one that is both respected and feared. He may be a newly entitled power on the rise or hail from a long lineage of nobles, but all bear their titles with pride, striking out into the unknown in search of fortune and glory.

A Freelancer is a power unto himself, master of all he surveys, at least as far as his force of arms and sharpness of wits can press the claim. A Freelancer can be many things but whether standing as diplomat before a ruler, cutting a shadowed deal in a metro undercity, bellowing orders amidst an armed host set upon plunder, or striding the bridge of a mighty Airship, they remain one thing above all confident.

Often, Freelancer come from a dynasty of great leaders and visionary commanders, with a renowned (or darkly infamous) lineage stretching back centuries. Other times, they are from younger, more dynamic families, often coming from the ranks of the legionnare, the Imperial Navy, or the Army. Whatever their origins, all Freelancer are first and foremost masters of their own fates, and upon their shoulders can rest the success or failure not only of their endeavours and their bloodlines, but of countless future generations and, often, the fortunes of entire terratories.

Despite the fact that the weight of such responsibility is his to bear alone, a Freelancer invariably surrounds himself with a coterie of allies and retainers. No Freelancer can undertake his mission alone, for no man or woman can be master of every single aspect of trade, exploration and war. As a result, all of the most successful Freelancers have the ingrained ability to recognise the value of others and their motivations and, as a leader, are able to utilise every weapon and ability in their arsenal to their full potential.

Though they must rely on others for the most specialised of skills (not to mention certain needful resources), it falls to the Freelancer to know how and when to exercise his own judgement and how to delegate where needed. He may not steer the helm of his ship nor fire and aim every weapon in person, but the Mercenary selects and commands those who do and it is his orders that are obeyed. Likewise he may know little of the arcane rites, but it is ultimately his decision whether or not to trust the situation.

Freelancer must always look to their own abilities and protection, regardless of the power of their allies, for there will always be those envious of their power and station, and countless rivals to their goals. As a result, most have a penchant for the very finest personal weapons and equipment their fortunes can acquire for even friends can soon become enemies when a large ransom is at stake. Some never leave their bridge without donning a revered custom Power frame, while others secret fiendishly cunning personal shield generators beneath a gaudy uniform. None are ever unarmed, bearing, even aboard their own vessels. However they outwardly comport themselves, Freelancers must be supremely confident in their own abilities, and able to walk away from even the most desperate situation somehow having profited from their perilous adventure, even if that profit must be counted purely by survival.


When you choose this Leadership Role you gain Proficiency in History, Persuasion Skills as well as Strength saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Team of Mercenaries

Starting at 1st Level, Your team is made up of Necrobots, Holy Necrobots, Mercenaries or Assistance as described in the Minion Descriptions section of Chapter 3 (Minions).

Freelancers Ego

Starting at 1st level, Any Freelancer is worth their salt and will have a bit of a cocky attitude, but only the best know how to use that pride to push themselves beyond their limits.

you gain access to a pool of resources called Ego points. These Ego points can be spent to fuel certain abilities that your Freelancer can employ. At 1st level you have 1 + your charisma bonus Ego points, and you get an additional 1 at levels 6, 10 and 14. Any Ego points spent are returned after you take a short or long rest.


Any Ego ability that requires a saving throw uses the following formula.

Ego Save DC = 8 + Your Proficiency Modifier + Your Charisma Modifier

When you get this ability, you have access to three Ego abilities below.

"Did you see it?": You may spend 1 Ego point to make a weapon attack against a creature as a bonus action. furthermore you gain advantage on Slight of hand tests made.

"Here it Goes": You may spend 1 Ego point when you make a weapon attack against a creature you may make an additional attack after that one. The creature you target has advantage on their next attack against you until the start of your next turn.

"Were friends right?": You may spend 1 Ego point as a reaction to grant yourself advantage on one charisma based check or saving throw.

"A word of advice": As a bonus action, you may spend an Ego point to inspire an ally within 30 feet of you. That ally gets advantage on their next attack roll or ability check. If they do not use this benefit before the end of their next turn, it is lost.

"Did that hurt?": your level of pride can push you beyond some of your normal limitations, proving your superiority. When you make an attack, you may spend 1 Ego points to raise your damage by 1 damage die. You may continue to spend Ego points in this way, one point at a time, to continue to raise your damage by 1 damage die. this may be chosen to be done after the hit is scored but number of extra damage die must be determined and rolled with the damage dice of the attack.

Contract Negotiation

Also at 1st level, you have managed to find the proper wording and tactics to get the most out of a contract. When taking a job or contract, you may make a Persuasion (Charisma) check with advantage against the target’s Insight (Wisdom). On a successful check, you may get 25% more money when being paid. You may also make an Insight (Wisdom) check with advantage when reading any sort of contract to determine any sort of misleading information or clauses that will be a detriment.


Furthermore at 10th level, your unbridled machismo never stays down for long. Additionally, you have developed your bargaining skills over time and may now get up to 50% more money from contracts, using Contract Negotiation and you now gain up to 25% more from selling items to vendors affiliated with the contracts host.

Confidant

At 6th Level, you thrive on the battlefield. You shock and awe all those around you, proving once and for all that you are the greatest combatant, Explorer, Leader and Confidant. in the realm and well worth your price.

As a bonus action, you may enter a state of heightened ability as your confidence and self assurance pushes you across the battlefield. While in this state you gain a few different effects.

  • You may add your Charisma Modifier to your attacks and damage rolls.
  • You give off a confident aura, giving allies a bonus on attack rolls and enemies a negative to attack rolls, equal to your Charisma bonus so long as you are within 15 feet of them.
  • You gain advantage on check or saves against being Frightened, Charmed, or compelled by natural or magical means equal to your Charisma bonus.
  • You regain a number of Ego points equal to half your Charisma bonus (rounded up) when you first enter this state.
  • You are not affected by difficult terrain and you gain +5ft movement.

This state lasts for 1 minute, or until it is dismissed. (No action required.)

After you use this ability, you can’t use it again until after you finish a long rest.

Fierce Reputation

By 10th Level, you have earned somewhat of reputation in the land. Allies are inspired by your presence, and enemies dread your arrival. As an action you may spend three Ego points and pick one if the following effects.

Legendary Ally: You may select a number of allies equal to your charisma modifier within 30 feet of you. If these allies can see or hear you, they gain 1d8 + Your Charisma Modifier in temporary hit points, and have advantage on saving throws against being frightened or charmed for 1 minute. You may select yourself as one of the allies. During that 1 minute, you may spend another Ego point to re-apply the Temporary HP to the same allies, so long as they can still see you and are within 30 feet of you

Dreaded Foe: You may select a number of Enemies equal to your Charisma modifier and that are within 30 feet of you. These enemies must make a Wisdom saving throw against your Ego DC or be frightened of you for 1 minute. During this time they may only use their action to dash, and must try to get as far away from you as possible, through the safest route. They may repeat the saving throw at the end of each of their turns. Enemies that succeed on this saving throw can’t be affected by it again for 24 hours.

Proving a Point

At 14th Level, you experience has brought you confidence to a new level, those around you will take notice to you, whether they want to or not.

When you enter you Confidence you gain the improved effects below in replace of the normal bonuses.

  • You add 2x your Charisma Modifier to your attack and damage rolls.
  • Your confident aura gives allies advantage on attack rolls and enemies disadvantage on attack rolls so long as you are within 30 feet of them.
  • You can’t be Frightened, Charmed, or compelled by natural or magical means.
  • You regain a number of Ego points equal to your Charisma modifier when you first enter this state.
  • You are not affected by difficult terrain and you gain +10ft movement.

This state lasts for 1 minute, or until it is dismissed. (No action required.)

After you use this ability, you can’t use it again until after you finish a short rest.

Noble Lord

In the Empire there are many Nobel families and the have held power all a crossed the imperial lands, this is most likely because of how blood line and lineage that trace back to the hero's of the founding Empire. These nobles serve many roles within the Structure of the Imperial Government. like the most notable Nobles come from within the great houses that run most of the Imperial infrastructure, from shiping and wherehouse factory work to the the gold pack bank.


When you choose this Leadership Role you gain Proficiency in Insight, Persuasion Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Team of Combatants

Starting at 1st Level, Your team is made up of Necrobots, Holy Ncrobots, Mercenaries or Assistance as described in the Minion Descriptions section of Chapter 3 (Minions).

One of Words

Starting at 1st you gain the Friends Right? and the Keep trying abilities below.

Friends Right? you become adept with your words, to the point where enemies sometimes lower their guard for you. As a bonus action, you may expend one leadership die to attempt to charm a creature. The target has to be able to see, hear, and understand you. They make a Charisma Saving Throw (DC = 8 + your Proficiency bonus + your Charisma modifier), and on a failure are charmed by you. The charmed creature can not only not attack or

target you with a harmful ability, but also cannot attack or target your allies with a harmful ability. The charm lasts for one minute, but can be saved against at the end of the targets turn. If the creature saves, they are aware that you tried to charm them. If the effect wears off after that minute, they are not aware that you charmed them.

Keep trying: Anytime a friendly character fails an attack roll or a saving throw within your command range you may use may use your reaction and one use of your Inspirational leader feature, if done that friendly creature may use it reaction to make a new attack against the same target.

Do Better my Friend

Beginning at 6th level, you gain the Stay Put, Would Ya? and the Do you trust Him? abilities below.

Stay Put, Would Ya?: you can kindly request a creature to hold still. The target has to be able to see, hear, and understand you. You expend a command die as a bonus action, and they make a Charisma Saving Throw (DC = 8 + your Proficiency Bonus + your Charisma Modifier). On a failure, they are stunned until the end of your next turn, compelled to listen to you. Creatures immune to being charmed are immune to this ability.

Do you trust Him?: you are able to convince your foes that their allies are out to get them. You can expend one Leadership die to force a creature that can see, hear, and understand you to make an Intelligence Saving Throw (DC = 8 + your Proficiency bonus + your Charisma modifier). On a failed save, they regard you and your allies as its allies, and everyone else as its enemy. The affected creature moves and acts as such, but can repeat the saving throw whenever it takes damage. This effect lasts for at most one minute, after which it is aware that you tricked it. Creatures immune to being frightened or charmed are immune to this ability.

Master of Relations

Starting at 10th Level, you become a master of interpersonal relations. You gain proficiency in all Charisma-based skills (and if you already had any of those proficiencies, you may instead pick another skill from the leader skill list to gain proficiency in or you may gain expertise in that skill.

Furthermore you also have advantage on saving throws against being charmed or frightened.

High Lord

At 14th level, you have become a master of communication. Now, you can understand all languages, and speak all languages that can be spoken by your race.

Furthermore, your tactics and commands have such innate, raw power, that your targets don't even need to hear them to take advantage of them. As long as a creature can either see or hear you, you can use any of your abilities on them, where normally they would need to see and hear you.

Lector

Lectors are those religious men that do not posess the arcane powers that seek the light of the Divines. Much like a priest they live a devote life of worship to the gods. Most Lectors travel and recruit people of faith to start comunion and Spread the light among the cultures of the material plane.


When you choose this Leadership Role you gain Proficiency in History, Religion Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Holy Retinue

Starting at 1st Level, Your team is made up of Necrobots, Holy Ncrobots, Soldiers, Holy Acolytes or Assistance as described in the Minion Descriptions section of Chapter 3 (Minions).

Battle Sermon

Starting at 1st you gain the use of Hymns, Litanies and Chants as described on Pg ___. of this book, you may use these Chant a number of times per day equal to your Wisdom bonus. You start knowing 3 Chants of your Choosing from the Holy Chants section of Hymns, Litanies and Chants, You learn one additional chant known and can use one additional chant per rest at levels 6, 10 and 14.

Unyielding Spirit

Starting at 6th level, you have advantage on Saving Throws to avoid becoming Paralyzed or Stunned.

Purity Seal

Beginning at 10th level, you may cast the spell Protection from Evil and Good at will.

Arch Lector

Beginning at 14th level, You can empower yourself with Holy Rites and words of Orders great deeds. As a Bonus Action, you gain the following benefits for 1 minute

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.

  • Once on each of your turns when you make a weapon Attack and miss, you can cause that Attack to hit instead.

  • If you fail a saving throw, you can use your Reaction to re-roll it. You must use this new roll.

Once you use this feature, you can't use it again until you finish a Long Rest

Consular / Sage / Sorcerer / Shaman / Shroud (Magi)

The Magi hold an interesting place within the world, as a Magi you are train in a highly devote way of life. Each specific temple follows a specific system of belief referred to as a "Way". Each way has it own ideals and beliefs, The Magi are devote groups of religeous that are based around the focuses of Discipline and Balance, they do not focus on any one specific lessor god or even greater God, as the magi believe in an abssolute balance within the realm of Terahime, but just like the All Creator Nohesis soon realized him self, balance is not easily achieved and this is why the five Ways exist. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Most Magi try to stay balanced but many become graced and start to follow a more Divine and Disciplined path. But there are always those that cant control themselves and fall to the more darker powers, thus the reason for the "Ways" of Ruin, Rage and Death.

Each Magi is a highly trained martial combatant and Skilled Crafters of the arcane. each magi can manipulate the arcane like other arcane casters. Having the ability to draw from any Discipline allows the magi to be a powerful being and because of there "Ways" they hone the ability to keep the risk involved with the arcane to a minimum or the completely embrace the Darker powers and become a reckoning of Balance.

Each Magi earns a magic blade called a Arcane Saber. A Magis right of passage for a new apprentice within a Temple to graduate to Magi, is to find the parts and craft there first Arcane Saber within the temples secret forge, using a secret mix ancient Technology and Magic that not even the Machine host knows. Once this task is complete the Apprentice Becomes a Magi and may now be given tasks by the Temple Counsel. The blade may come in varying size and style, but all consist of a Hilt built around a arcanium crystal, on command by the one that is bound to the blade, the blade will sprout forth a beam of arcane energy that is resistant like a blade and deals slashing damage but it also deals an amount of damage of a type of damage dependent on the color of the blade and that has to do with the ritual that was preformed when created, the blade also emits a small amount of light in a color like the blades.

The Sage/Consular/Sorcerer/Shaman/Shroud (Magi) is the most potent caster amongst the Magi, but dont underestimate the martiam prowess and sowrdsmanship of a Sage/Consular/Sorcerer/Shaman/Shroud (Magi), leaning toward no armor and elequint flourishes over the heavier and more aggressive styles of some of the other Magi.

Prerequisites: To be a Magi class you must have the Innate caster mutation as described in the Mortal mutations section of chapter 7 (Mutations),


When you choose this Leadership Role you gain Proficiency in Arcana, Insight Skills as well as Wisdom saves and with the following weapons Force Sabers*, and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Magi Assets

Starting at 1st Level, Your team is made up of Necrobots, Holy Necrobots, Soldiers, Mercenaries, Holy acolytes, assistants or Magi Acolytes as described in the Minion Descriptions section of Chapter 3 (Minions).

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arjuous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Consular / Sage / Sorcerer / Shaman / Shroud (Magi)
Level Cantrips Known Powers known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 2
2nd 3 4 3
3rd 3 6 4 2
4th 4 8 4 3
5th 4 10 4 3 1
6th 4 12 4 3 2
7th 4 14 4 3 3 1
8th 4 16 4 3 3 2
9th 4 18 4 3 3 3 1
10th 5 20 4 3 3 3 2
11th 5 21 4 3 3 3 2 1
12th 5 22 4 3 3 3 2 1
13th 5 23 4 3 3 3 2 1 1
14th 5 24 4 3 3 3 2 1 1
15th 5 25 4 3 3 3 2 1 1 1
16th 5 26 4 3 3 3 2 1 1 1
17th 5 27 4 3 3 3 2 1 1 1 1
18th 5 28 4 3 3 3 3 1 1 1 1
19th 5 29 4 3 3 3 3 2 1 1 1
20th 5 30 4 3 3 3 3 2 2 1 1

Magi Power

Although Magi Consular/Sage/Sorcerer/Shaman/Shroud are arcane casters the way they have learned to know and harness its power is more based on a way of life and ritual, an extremely strong belief in the ways of Discipline, Balance, Havoc and rage. The Magi may Pick from any arcane Discipline with the exception of any that require a specific mark. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Magi table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Magi Disciplines spell list.

The Spells Known column of the Magi table shows when you learn more Sorcerer spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the magi disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Magi need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, since you learn your powers through study and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Magi Way

Starting at 1st level as a Magi you have a "Way" to follow. each way has it own ideals and beliefs. The Magi are devote groups of religeous that are based around the focuses of Discipline, Balance, Ruin, Rage and Death. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Your way is dependent on your currant corruption Condition, if you are Graced you are of the Way of Discipline, Neutral you are of the way of Balance, Tainted you of the way of Ruin, Enraged you are of the way of Rage and if you are Darkened you are of the way of Death. Each discipline has a set of Benefits and disadvantages that the individual must follow.

Each of the following Ways have a speacial ability each of these abilities may only be done a number of time per day equal to you charisma bonus, replenishing all uses when you finish a long rest


The way of Discipline (Consular):

  • Your Arcane bolts Spell deals radiant damage instead of force.
  • When allowed, you may preform any Disciplined Arcane Saber ritual color.
  • During a Long rest you may add a number of Divine corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of 50% or less.
  • You gain the Wave of positive energy ability below.

Wave of Positive energy: as a bonus action you may send out a wave of positive energy in a 15 foot cone each non Tainted, Darkened or Enraged creature heals 1d10 + you charisma bonus and each Tainted, Darkened or Enraged creature takes that amount of damage.

The way of Balance (Sage):

  • Your Arcane Bolts Spell deals Force damage.
  • When allowed, you may preform any Balanced Arcane Saber ritual color.
  • During a Long rest as long as you are Neutral corruption, you may choose the use your shift any amount of Arcane corruption of any types to the pool of any other type Provided that you still remain Neutral.
  • You only suffer Arcane Peril on natural rolls of 1.
  • You gain the Arcane Push ability below.

Arcane Push: You know how to hit your enemies with a wave of pure force energy. As an attack, you can fire a blast of force energy in a 15 foot cone, a 30 foot line 5ft wide or a single ranged Spell attack 60/120 foot range. Targeted creatures must make a Strength saving throw equal to your spell save DC on a fail they take Bludgeoning damage equal 1d10 + your charisma modifier and be pushed back 10 feet and knocked prone, on a pass they take no damage and is not knocked prone but is still pushed 5ft. If you make an attack with a weapon you are proficient with, you can make another attack with this feature as a bonus action.

The way of Ruin (Sorcerer):

  • Your Arcane bolts deals lightning damage instead of Force.
  • When allowed, you may preform any Ruinous Arcane Saber ritual color.
  • During a Long rest you may add a number of Ruinous corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of Greater then 50%.
  • You gain the Force Choke ability below.

Force Choke: While the arcane connects everything in existence, you have found away to make it stop the connection of air to the lungs. As an attack, you may attempt to Choke a target within 60ft. The target must make a constitution save, on a fail, the creature begins to suffocate and is Stunned until the start of your next turn, during your turn you may choose to maintain the Choke as if you where concentrating on a spell though this does not count as a concentration spell. At the end of each of the target creatures turns it may retake the Con save returning to normal on a pass. This ability cant be used on creatures that don't breath. Furthermore you may use this as a reaction to someone/somthing is speaking, if you do use this ability when someone/something is speaking it gains disadvantage on its saving throw.

The way of Rage (Shaman):

  • Your Arcane bolts deals Piercing, slashing or Bludgeoning damage instead of Force, your choice.
  • When allowed, you may preform any Primal Arcane Saber ritual color.
  • During a Long rest you may add a number of Primal corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls.
  • You gain the Primal might ability below.

Primal Might: You use the Primal Arcane to enhance your fighting abilities. During combat, you can take a bonus action to add 1d4 force damage to each of your attacks until the end of your next turn. When you activate this ability.

The way of Death (Shroud):

  • Your Arcane bolts deals Necrotic instead of Force.
  • When allowed, you may preform any Unholy Arcane Saber ritual color.
  • During a Long rest you may add a number of Unholy corruption equal to your Wisdom modifier.
  • You only suffer Arcane Perils on a roll of a natural 20.
  • You gain the Necrotic wave ability below.

Necrotic Wave: as a bonus action you may send out a wave of Necrotic energy in a 15 foot cone each undead creature heals 1d10 + you charisma bonus and each Living creature take that amount of damage. this may be done a number of time per day equal to you charisma bonus.

Arcane Saber Ritual

you have learned how to preform the arcane saber ritual and gained the components to craft your first Arcane saber. You gain Proficiency with Arcane Sabers. and you learn to craft 2 of the below types of arcane saber. The first time you create an Arcane saber the cost is free and you have all the Piece, you just need access to Tech tools, Artificers Tools and Archamancy supply and 12 hours. If you are crafting a second or replacing a lost arcane saber you may but crafting one of these is like crafting a Intricate device requiring Tech tools, Artificers Tools and Archamancy supplies, which

you are considered to be proficient in for the purposes of the creation of this weapon along with, (1) 1500Gp Piece of Arcanium crystal, (5) wires, (1) computer chip and (1) Premium Alloy, See crafting compendium for details on crafting items. Refer to charts below for the stats of each type or arcane saber and what color blade does what damage type.

Arcane Saber Profile

Name Cost Damage Weight Properties
Arcane Saber dagger - 1d4/1d4 Force/Color type 1 lb light, Finesse
Arcane Saber - 1d6/1d4 Force/Color type 2 lb Versatility (1d8/1d6), Finesse
Arcane Saber Claymore - 1d10/1d6 Force/Color type 3 lb Two-Hannded, Large, Bulky
Arcane Saber Double - 1d6/1d4 Force/Color type 3 lb Two-Hannded, Finesse, Double: using this weapon gives you the ability to fight as if you had a weapon in each hand and the of hand is lite.

Arcane Saber Colors/Dmg. Types

Disciplined Colors Damage type
White-Gold Lightning
Gold Fire
White-Blue Cold
Balanced Colors Damage type
White Force
Silver Force
Pink Force
Ruinous Colors Damage type
Red Fire
Yellow Lightning
Pale-Blue Cold
Pale-Green Poison
Primal Color Damage type
Purple Lightning
Orange Fire
Green Poison
Blue cold
Unholy Colors Damage type
Black Necrotic
Black-Green Poison
Black-Red Fire
Black-Blue Cold

Saber Techniques

Below are three abilities that may be used as long as you are wielding any type of arcane saber.

Saber Deflection: you can use your reaction and your mastery over your mind and Saber to deflect or even redirect a ranged attack. When you are hit from a ranged or thrown weapon and you have your arcane saber on you. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level.

If you reduce the damage to 0, and the attack was energy based, you can redirect the bolt. Make a ranged attack with the weapon or piece of Ammunition you just redirected, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencise, and the missile counts as a monk weapon for the attack.

Saber Perry: you have furthered your Saber Skills, if you are the target of a melee weapon attack, you can use your reaction to Perry and attempt to block the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC.

Arcane Swordsman: when you take the attack action on your turn, if you have the Extra attack feature, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action or less. This may only be done once per turn.

Magi Trait

Beginning at 6th level, you gain one of the below traits. At levels 10 and 14 you gain one more.

Magi Manipulation: you count as always having the Telekinesis spell active at all times. but with the following changes.

  • Objects and Creatures may only be Large or smaller.
  • Object must weigh 200 x your proficiency bonus of less and only moves 20ft.
  • Objects and creatures can only be moved 20ft.

At Level 10 you have gain the full use of the Telekinesis spell and level 15 the weight is increased to 300 x Proficiency and at level 20 its 400 x Proficiency.

At Levels 6, 10, 14 and 18 you may effect one additional target with the Telekinesis spell though you may not exceed a combined weight equal to you total weight allowed fro the Telekinesis spell.

Sense Arcana: you count as having the Detect magic spell active at all times. Furthermore at levels 10 and 14 you increase the range by 30ft and at level 14 the only thing that that can block it is lead.

Magi Senses: You have blind sight at 20ft. At levels 10 and 14 this increases by 20ft

Read Mind: you count as having the Detect Thoughts spell active at all times. Furthermore at levels 10 and 14 you increase the range by 30ft.

Mind Trick: you may cast the Command Spell at will, without needing material components or requiring to harness the arcane. Furthermore at levels 10 and 14 you increase the range by 30ft.

Arcane Leap: you count as having the Jump spell active at all times. Furthermore at levels 10 and 14 you increase the hight by an additional multiplier.

Arcane Speed: Your speed is increased by 10 ft. At levels 10 and 14 you gain an additional 10ft.

Magi Foresight: your foresight gives knowledge of tactical situations and allows you to act quickly in battle. You can give yourself a bonus to your Initiative rolls equal to your Intelligence modifier. This increases by 2 at levels 10 and 14.

Master Magi

Starting at 10th level, fighting against the balance of arcane energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Furthermore at level 10 you may gain a Magi Apprentice this does not count toward the number of members you are allowed in your team.

Grandmaster Magi

At 14th level, your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.

Alpha (Mutant)

Mutants are the tens of thousands of people across terrahime who have been deformed from the some state of mutation. These mutations can be caused by environmental factors like Radiation or by exposure to the raw Arcane powers.

These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body.

Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.

Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind.

While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the corruptive energies of the arcane can also lead to rampant mutation.

Because those who secretly worship the ruinous powers as Cultists are known to be granted mutational "gifts" by their dark masters, arcanic mutation can be an indicator of inner spiritual corruption by Havoc.

This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled material plane.

Silver Helmsmen or "Silver Eye" are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel. Because they are absolutely vital to the Empires commerce and defense, they, alongside Imperial Sanctioned caster and certain species of humans, are the only officially tolerated form of mutants.


Prerequisites: To be a Alpha Beast (Mutant) you must be one of the Sapien races and have at least 2 mutations.


When you choose this Leadership Role you gain Proficiency in Intimidation, Athletics Skills as well as Constitution saves and with the following weapons Martial Melee Weapons and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Pack Leader

Starting at 1st you gain the Mutant abomination, Mutant pack and the Pack Presence abilities below.

Mutant Abomination: You gain 1 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the GM allows, you may use one mutation to take a Mark of Havocus. You gain one additional mutation at levels 7,10 and 14

Mutant Pack: Your team is made up of Tribesman with a mutant race as described in the Minion Descriptions section of Chapter 3 (Minions).

Pack Presence: you gain 2 auras of your choice, chosen from the the Command auras list in the auras section of Chapter 5 (Rules). Your Aura range is 10ft.

Furthermore You gain an additional Aura of your choice at levels 7, 10 and 14 Theses are chosen from the Command auras list. Your aura range also increases by an additional 5ft at levels 7, 10 and 14.

Mutant Direction

Beginning at 6th level,

Share in the fight: you share in the assault on your foes with your allies. When an allied creature damages a creature that is within 5 feet of you with an attack, you have advantage on your first melee attack roll against that creature before the end of your next turn.

Or when you damage a creature with a melee attack on your turn, one ally you designate that is within 5 feet of that creature, gains advantage on their first attack against that creature before the start of your next turn.

Do Better Chump: When a creature, other than yourself, that can see or hear you within 30 feet fails a saving throw, you can use a reaction to make a Charisma (Intimidation) check against the save DC of the effect that the creature failed. On a successful check, the target passes the save. this may be done

Alpha Beast

Starting at 10th level, you learn to rally others to Violence or make them run in terror with a savage roar. You gain the Primal Roar and the Frightful Roar abilities below Once you use one of these feature, you can’t use either one again until you finish a long Rest. You may spend 5 Brawlers Grit to regain the use of this feature.

Primal Roar: As a Bonus Action, you unleash a battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on Attack Rolls and Saving Throws until the start of your next turn.

Mutant Leadership

At 14th level, you can use an action motivate your allies by making an example out of one of your crew members or giving an inspiring speech.

As an action, choose up to number creatures equal to your proficiency bonus that can see and hear you within 60 feet. Those creatures have advantage on all rolls for a number of turns equal to your proficiency bonus. They also become immune to being frightened for the duration.

Once you do so, you can’t use this feature again until you finish a short or long rest.

Vas'Commandrite

The "Vas" in high Imperial or "Vessels" in Common imperial are a secret organization of Astrogeists, these beings are also known as Avatars by many. The Astrogiests of the Vas are given a special containment suit called an Avatar. These avatars are created much like a Technokian creates there robotic body or a college Anamationist molds a golems form, though these vessels are made of a completely alien material only known by and found in the endless expanses of the cosmos by the Vas. The Vas are deadly Warriors that have an agenda that is very unknown an mored in rumor and secrets, The Empire tries to keep its dealings with the Vas to a minimum, leaving most of the dealing to the Order Adveintus on a classifide basis, although the High elven Eldar of Kilithikadia and the Xenarians of the Adlentus system have closer relations with the Vas.


Prerequisites: You must be an Astrogeist race to be this class.

Commandrite

Starting at 1st Level, Your team is made up of Necrobots or Drones as described in the Minion Descriptions section of Chapter 3 (Minions). The Vas'Commandrites soldiers are similar in function as a necrobot but these beings are more like a Animationists golems. The origins of these creatures are unknown as there is now physical form left after death.

Vas Avatar Warsuit

Starting at 1st level you must find a location to Build a Vas Base this Base must be at least a space 30ft x 30ft this base take around 48 hours of work to create and it can be concealed or not, if concealed the GM may have you make some rolls to determine success of your concealment. In the building of this Base you build a Warsuit Configurations Unit within it. this Allows you to creat a Vas Avatar Warsuit, this acts as your new containment suit and operates the same as a containment suit with the following additional benefits.

  • Warsuit Save: Gain one save of your choice, this may be changed during a long rest at the warsuit configurations unit.
  • Warsuit Skills: Gain two skills of your choice, these may be changed during a long rest at the warsuit configurations unit.
  • Warsuit AC: You may not were your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. you can not wear armor or shield generators as well as use devices, though you may still attune to magic items
  • Double Jump: once per round you may jump of a point that has no physical point, meaning you can jump of a point that is suspended in the air.
  • Wall runner: you gain the ability to move up, down, and across vertical surfaces but not upside down or along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
  • Grav Flux: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.

Furthermore: When making your Warsuit you must also pick a Warsuit class. Each of these Warsuit classes further refine the effects of your Vas Avatar Warsuit. You Start knowing 2 Warsuits Classes, gaining one additional Warsuit class known at levels 6, 10 and 14. During a long rest you may enter the Warsuit Configurations Unit, when done you may pick any of your known Warsuit Classes and remove any previous warsuit benefits and apply the new warsuit benefits. You may only have one Warsuit Class applied at a time. Each Warsuit class has an attribute modifier and passive buff/s, as well as four abilities or features that may be activated or passive dependent on the ability. At level 1 you gain 1 warsuit level, gaining 1 additional warsuit level at levels 6, 10 and 14. All the Warsuit descriptions and how to use them is described in Chapter 5 (Rules), in the War suit section.

Warsuit Tuning

Starting at 6th level, During any long rest you may not only use your Warsuit Configurations Unit to pick a Warsuit class, you may use it to fine tune your Avatar warsuit. During any long rest you may enter your Warsuit configurations unit and shift any of your ability scores with any other ability score. Furthermore you gain your choice of 4 of the below Avatar adaptations, this increases by 2 at levels 10 and 14. During this time you may also swap out any of your current choices with another.

  • Quick Frame: gain a +5ft walk speed
  • Armor up: Gain a +1 AC. This trait may be taken up to four times, gaining one additional AC each time.
  • Resilience: Gain advantage on a save or your choice, This trait may be taken more then once, choosing a different save each time.
  • Resistance: Gain resistance to your choice of either slashing, Piercing or Bludgeoning damage, This trait may be taken more then once, choosing a different damage type each time.
  • Hypercharged: You gain a +5 bonus to all Initiative rolls. This may be taken twice stacking the effect.
  • Reverse joint legs: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greater 5 or 10), with or without a running start.
  • Grav Slam: Once per turn when you drop down onto a position from a hight greater the 10ft, each creature within 5ft of you must make a strength save with a DC equal to 8 + your constitution + your proficiency bonus or be knocked prone. This trait may be taken more then once increasing the range of the ability by 5ft each time.
  • Grav Glide: You may as a bonus action hold you current elevation and move forward in any direction from your current position for an amount of rounds equal to your Dexterity modifier, after that duration you start to descend slowly at a rate of to 60 feet per round until it lands taking no falling damage and can land on its feet. You can not use this feature again until you have been grounded for 1 full round.
  • Triple Jump: Like double jump but you may connect with a second additional point or contact.
  • Arcane Tuning: you may ignore 1 Arcane Peril, the use of this recharges after you have preformed a short rest. This trait may be taken more then once, gaining an additional use of this feature before needing to rest.
  • Arcane Resonator: You gain 1 additional cantrip, 1 spell slot of a level you can cast. This trait may be taken more then once, gaining 1 additional cantrip, 1 spell slot of a level you can cast each time.
  • Shield Booster: Increase your shield capacity by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time.
  • Quick Shield: reduce your shield Recharge delay by 1, if this should bring it to 0, you gain the recharge rate even if you got hit during that turn. This trait may be taken more then once, reducing the shield recharge delay by 1 each time.
  • Shield charge: Increase your shield Recharge rate by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time. This trait may be taken more then once, gaining an additional 5 Shield Recharge rate each time.
  • Shield Resistance: Gain resistance with your shield to your choice of either Poison, Force, Psychic, Necrotic, Radiant or Thunder damage, This trait may be taken more then once, choosing a different damage type each time.

Prime Warsuit

Starting at 10th Level, you may know use the Prime ability for each Warsuit class you know, Each prime ability, is a very powerful special feature, this feature may be an activated feature or it may be a passive style trait.

Avatar Class Meld

Starting at 14th Level, you may pick 2 Warsuit Classes, gaining the benefits of both Warsuit Classes, with one exception you may only have 1 ability per choice you have and only one Prime ability, Picking one ability from between the two warsuit classes for each ability choice you have and one prime ability from between the two as well.

Eldrye (Overseer)

The old Eldrye nation is without equal in may eyes, and they consider themselves among the masters of the stars. In the earliest days before the first Emperor, the old elven Nations of Kilithicadia covered most of the Realm of Terra. Despite their boundless power, following extinction of the Sumera and the Age of destruction the elves fled the realm of terra in to the astral sea using ancient portals called astral gates.

it wasn't until the Elves emerged from the astral sea to aid the Emperor in the demon wars, these elves have come to be known as the Eldar and since they have been reconstructing there former nations.

The Eldrye are not a specific nation or organization, but more a way of belief, a belief in the old ways, these warriors agendas change in many cases usually dependent on subraces. These warriors can opporate on a vere independent level like Mercenaries or Freelancers but sometimes they will form into Empires.


Prerequisites: To be a Eldrye (Overseer) class you must be a Brightrye, Darkrye, Arquey, Woodrye or Umbrye Eldar subrace.


When you choose this Leadership Role type you gain Proficiency in Arcana, Persuasion Skills as well as Charisma saves and with the following weapons With all Swords and Polearm weapons.

Overseer
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd 2 3 2
4th 2 4 3
5th 2 5 3 2
6th 2 6 4 2
7th 2 7 4 3
8th 3 8 4 3
9th 3 9 4 3 2
10th 3 10 4 3 2
11th 3 11 4 3 3
12th 3 12 4 3 3
13th 3 13 4 3 3 1
14th 4 14 4 3 3 1
15th 4 15 4 3 3 2
16th 4 16 4 3 3 2
17th 4 17 4 3 3 2 1
18th 4 18 4 3 3 2 1
19th 4 19 4 3 3 2 2
20th 4 20 4 3 3 2 2

Eldrye Arcane

All Eldrye focus on the natural Arcane talents there elvish selves possess, this lead the Eldrye having very different focuses in arcane disciplines. The Eldrye may Pick from any Discipline listed in there race and subrace descriptions. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Eldrye table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Eldrye Disciplines spell list.

The Spells Known column of the Eldrye table shows when you learn more spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from a disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Eldrye need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, your powers are bound to your ancient blood. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Team of Combatants

Starting at 1st Level, Your team is made up of Mercenaries, Soldiers or Drones as described in the Minion Descriptions section of Chapter 3 (Minions).

Battle Focus

Starting at 3rd level, In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.

While in the battle focus, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Dexterity Checks and Dexterity Saving Throws.

  • When you make a Ranged weapon or spell Attack or a dexterity based weapon attack, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.

  • you gain advantage on all saves to resist the effects of charmed, routed and frightened conditions.

  • If you are able to cast Spells you have advantage on concentration Skill checks While in the battle focus.

  • you may use the Dash action as a bonus action.

Your Battle focus lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.

Once you have battle focused the maximum number of times for your Asuryani level, you must finish a Long Rest before you can Battle focus again. You may battle focus 2 times at 3rd Level, 3 at 6th, 4 at 10th, and 5 at 14th.

Furthermore you gain the Passive Arcane ability below.

Passive Arcane: you gain 2 Arcane traits of your choice, chosen from the neutral arcane traits or a list you are allowed to pick from.

Overseer Traits

At 6th level, you gain the Cunning and Spell Weave abilities below.

Cunning: your instincts are so honed that you gain you wisdom bonus to all Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.

Combat Coordinator: you Know 2 Auras of your choice, chosen form command auras list in the specialists features section of Chapter 5 (Rules). Your aura range is 10ft, this increases by 10ft and you gain one additional known aura at levels 6, 10 and 14

Eldrye Heart

At 10th level, you gain the Adamant Focus and Prescience abilities below.

Adamant Focus: Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.

Prescience: your ability as an Eldrye allows you to glimps the future and gives you a unatural ability to see attacks coming even in areas you don't focus much on. You can add half your Wisdom bonus, rounded up, to any Dexterity ability check you make. At level 14 you may add your whole Wisdom bonus to dex saves.

Additionally, This has 2 Charges. On you turn after being hit by a Melee or Ranged attack you may choose to have avoid the hit, roll a D6 you gain a bonus to your AC equal to that roll. This may also be used to to ignore an attack from a Blast, engulf, or Burst weapon, adding the die roll to your save made against the effect, but this must be done before the save result is determined. You regain all charges of this after completing a short rest. you gain one additional charge of this at level 10 and 14.

Eternal Soul

Starting at 14th level you gain the Eternal Body and Aethreal Walk abilities below.

Eternal Body: you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however it will be in about double the normal time it would take. In addition, you need Very minimum food or water, like a drink a week and food every month.

Aethreal Walk: you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage and you can cast the Astral Projection spell, without needing material Components or the need to pass a harness the arcane test. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal to your Wisdom Modifier.

Una'cadre (Highguard)

The Una'cadre was founded by the Una'vea, who lead the Una'cadre in the name of and in accordance with the Xenarian philosophy they have named the "Greater Goal" (Una'Galar in the Xenarian language). A large and growing number of other intelligent, alien and animalkin races have allied themselves with the Una'cadre and there empire.

The Una'cadre claim to be a peaceful species when possible, asking if others will join their Una'Galar voluntarily instead of fighting against them. However, if their peaceful overtures are refused, the T'au may well decide to conquer and add the territory it to their growing Cosmic Empire.

Una'cadre society is divided into a number of guard, each responsible for managing a specific aspect of their empires. The Una'cadre central motivating ideal is the Una'galar, a concept that everyone in their Empire, regardless of their species or culture of origin, will work for the collective betterment of everyone else, an almost mystical philosophy that is embodied in the Greater Goal.

The Una,vea are the dominant species of the Una'cadre Empire, an interstellar counsel which is also composed of several other different intelligent species, including the other subspicies of xenarian of Adlentus Dominus, the insectoid Vespids of the world of Vespid and many others.

However, there are now several Human septs in the Una'cadre Empire derived from conquered of forgoten of world Imperial Humans territories or Humans who voluntarily joined the Una'cadre Empire because they were impressed by the concept of the Greater Goal. These actions haves lead to a newly formed Empire of Mixed Races that is now known as the Free Star Cluster.

These people are known as Una'pelus or greater people in the Una'vea language and they are often considered amongst the Traitors and Heretics within the Imperium. Though the Una'galar concept and collective movement has lead to the lightening of some deep routed imperial prejudices

Prerequisites: To be a Una'Cadre (Highguard) class you must be a Una'vea, Una'var, Una'Var or Una'Vin Xenarian subrace Race.


When you choose this Leadership Roles type you gain Proficiency in History, Acrobatics Skills as well as Charisma saves and with the following weapons Choose one: Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Radiation), or Exotic Ranged Weapon (Arch).

Team of Fireguard

Starting at 1st Level, Your team is made up of Mercenaries or Soldiers as described in the Minion Descriptions section of Chapter 3 (Minions).

Techno Warrior

Starting at 3rd level when you take this Leadership Role you gain proficiency with Artificers Equipment as well as Tech Equipment.

Tech Gadgets

Starting at 3rd level all Un'cadre has access to many powerful weapons and tools. During each long rest you may prepare a number of the following gadgets equal to you intelligence bonus + your proficiency bonus. To do so you must have access to a minimum of tech tools and Smiths tools. You may prepare multiple of the same gadget allowing more then one use of that gadget.

As an action you may choose a gadget you prepared and use it. The DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier.


Photon Grenade: Throw a Photon grenade that blinds any in the blast. You may throw the grenade 10 + (Str x 5) feet. Anyone within 20 feet of the target square must make a constitution saving throw. Those who fail are blinded and deafened for 1d4 rounds.

Tactical Support Turret: You construct a mobile support turret that protects you and your allies. Lasts for 1d4 + 2 rounds and counts as a light caliber machine gun with 100 rounds and has one action each turn.

Plasma Grenade: Throw a Plasma grenade that damages any in the blast. You may throw the grenade 10 + (Str x 5) feet. Anyone within 20 feet of the target square must make a reflex saving throw or take a number of d6’s equal to your proficiency bonus + your int modifier as fire damage.

EMP Grenade: Throw a EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet. Any constructs or vehicles within 20 feet must make a Constitution saving throw or be incapacitated for a number of rounds equal to your proficiency bonus.

Nano Bio-foam: Healing a living creature by filling there wounds with curative foam. You may heal a willing creature for a number of d6’s equal to your proficiency bonus + your int modifier

Combat Drones

Starting at 3rd level you gain a special device that is warn as a head band this device allows only you to connect to the nero link in a drone that assists and protects you. You gain a number of drones equal to 1 + half your intelligence bonus of your choosing from the list of drones, see the minions descriptions section of chapter 3 (Minions) for the list of drones as well as there stats. These count as a unit/s, the rules for units and how to use them can be found in Chapter 5 (Rules). At level 3 one drone you have may be an elite minion.

If a drone would be lost or destroyed, you may replace at a cost of time and resources talk to your GM for details.


Furthermore at level 10 you may use your whole intelligence bonus when calculating the number of drones you may have. You also gain 1 additional drones at Levels 6, 10 and 14 as well as one additional elite at level 10.

Ranged master

Starting at 6th level, you gain the Ranged Specialist and the Fighting Retreat abilities below.

Ranged Specialist whenever you take the attack action with a ranged weapon, you may make one additional attack as a part of that same attack action.

Fighting Retreat: When you Disengage you also dash.

Student of the Arts

Starting at 10th Level, you gain the Improved Tech Gadgets and the Shining Marker abilities below.

Improved Tech Gadgets: If you would roll a dice for any gadget while using greater good, improve that dice by one step. i.e. d4 becomes d6, d6 becomes d8 etc. your grenades affect an additional 10 feet and the DC to save against the effect is increased by 2.

Shining Marker: Enemies with Marker lights count as having 1 more Marker light than they have to you (allies don’t gain this bonus). i.e. an enemy with 1 Markerlights counts as having 2, an enemy with 2 counts as having 3 etc. an enemy with zero Markerlights still counts as having zero.

Cadre Master

At 14th level, you gain the Volly Fire and the Drone Commander abilities below.

Volley Fire: Whenever you take an attack action with a ranged weapon, allies within 30 feet may also make an attack as a reaction against any enemy targeted by you.

Drone Commander you may command an additional amount of drones equal to your intelligence bonus.

Night Lord (Dark Knight)

Bats are at home in the darkest places, deep inside caves, in shadowy alleyways, in damp dark forests, and wherever else the light dims. Most folk enter such places with trepidation, because a Bat perches menacingly in the darkness, seeking to ambush threats before they can reach the broader world. Such individuals are often found in the terretires of Morthime, but they will go any place where evil lurks in the shadows.


Prerequisites: To be a Dark Knight class you must be any Vampire Subrace with the exception of Half Breed.


When you choose this Leadership role you gain Proficiency in Slight of hand, Stealth Skills as well as Wisdom saves and with the following weapons All Thrown weapons.

Team of the Night

Starting at 1st Level, Your team is made up of Mercenaries, Drones or Necrobots as described in the Minion Descriptions section of Chapter 3 (Minions).

Dark Justice

Starting at 3rd level when you take this Brawler Path you gain proficiency in the Insight and Investigation skills, and you gain proficiency with the Thieves tools, Tech Tools and Tech Equipment.

House Steward

Starting at 3rd level You gain a House Steward. The minions type is an Assistant. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work.

This minion is a special type of Assisstant and Knowns all Jobs that an Assisstant can as seen in the minions description for details.

Bat Gadgets

Starting at 3rd level you gain the following Bat equipment below and each day you may acquire a number of the below Bat gadgets equal tou your Charisma

Bat Equipment


Bat Grapnel: You gain a special Grapnel Launcher that functions both like a Hand Crossbow and a Whip, it does 1d4 damage, it is considered a Finesse, Hand Crossbow and a Monk weapon for the purpose of class and feat features.

It can project the line at a point you can see within 60 feet, you can pull yourself to that point in a straight line. This expends movement and provokes opportunity attacks normally. You can use the Grapnel Launcher as a reaction when you fall to pull yourself up to 10 feet in any direction, or create a rope up to 60 feet in length and anchor it to a point you choose.


Bat Glider: Your cape becomes rigid and forms gliding wings. As a reaction while falling, this may be activated to slow descent speed to 10 ft per round and remove falling damage. You can control fall for an indefinite duration.


Batarangs x 3: You gain 3 Battarangs, these are thrown weapons with the following profile.

Name Damage Properties
Batarang 1d6 Slashing Thrown 40/80ft, One-Hannded, light, This weapon teleports back to you at the end of the turn it was used.

Bat Gadgets


Flashbang Grenade: As an action you may Throw a Flashbang grenade that disorients enemies in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any creatures within 20 feet must make a Dexterity saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be Blinded and Defend for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


EMP Grenade: As an action you may Throw an EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any constructs or vehicles within 20 feet must make a Constitution saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be incapacitated for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


Breaching Foam (one use): This hand held device may be used as an action, to be Sprayed in a door sized oval, within seconds this volatile foam detonates in a controlled manner dealing 50 fire damage, that has the Potent (+++) weapon property. due to the natuer of this foam it can not be used as an attack, the foam only deals damage to a surface.


Stunning Batarang x 3: If this batarang hits its target it deals a bonus D6 lightning damage and gains the Stunning (4) weapon property.


Disabling Batarang x 5: If this batarang hits its target the target must make a dexterity save DC equal to DC = 8 + proficiency bonus + Dex modifier, if the test is failed You choose either; the target drops a chosen held weapon, device or object or the target is Knocked Prone.


Frag Batarang x 2: If this batarang hits its target it deals 2d4 Piercing damage and 2d4 Bloudgeioning damage instead of its normal damage type and gains the Burst weapon property. This batarang is consumed after use.


Homing Batarang x 3: does not require an attack roll, the attack automatically hits.


Incendiary Batarang x 5: Deals fire damage and has the AP (-2) and Potent (+) weapon properties.


Razor Batarang x 10: gains the AP (-3) and Potent (+) weapon properties.

Unseen Striker

Starting at 6th level, you gain the Dark Distraction and the One with Shadow abilities below.

Dark Distraction: you excel at leading ambushes and acting first in a fight. You add your proficiency bonus to your initiative.

In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike, attack after the first roll against that target have advantage until the start of your next turn.

One with Shadow: you have learned to become one with the shadows and adept at evading creatures even those that rely on darkvision. When you are in an area of dim light or darkness, you can become invisible to any creature including those that rely on darkvision to see you in that darkness. You remain invisible until you make an attack or are in an area of bright light

I am the Night

At 10th level, you have become adept at Striking fast and hard and then quickly escaping danger. You can take two turns during the first round of any combat and you may disengage that turn as a free action, this may only be done if it is night or you start and end your turn in a shadow or low light. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Shadow knight

Starting at 14th your Dark Knight Steward gives you a secret piece of Tech that can as a bonus action teleport you up to 60 feet to an unoccupied space you can see. you can bring one creature you are grappling, teleporting that creature to an unoccupied space it you can see within 5 feet of your destination. The start point and destination spaces of this teleportation must be in dim light or darkness.

Priest (Support)


Priests are Divine casters, there power is a gift of the gods, flowing from them into the world. Priests are conduits for that power, manifesting it as miraculous Effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic⁠ doesn’t rely on study or Training. Priest might learn formulaic prayers and ancient rites, but the ability to cast Priest Spells relies on devotion and an intuitive sense of a deity’s wishes.

Priests combine the Helpful magic of Healing and inspiring their allies with Spells that harm and hinder foes. They can provoke awe and dread, lay Curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, a Priest depend on their combat⁠ Training to let them wade into melee with the power of the gods on their side.

Not every Acolyte or officiant at a temple or shrine is a Priest. Some Priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and streng⁠th of arms. In some cities, Priesthood amounts to a political Office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all.

When a Priest takes up an Adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many Priests are also expected to protect their deities’ worshipers, which can mean Fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most Adventuring Priest maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high Priest might be in a position to demand it.


Prerequisites: To be a Priest you must have the Innate caster mutation as described in the Mortal Mutations section of Chapter 7 (Mutations,

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Keeper of Ceremonies 3 2
2nd +2 Channel Divinity, Priests Path 3 3
3rd +2 Acolyte Retinue, Improved Channel (Level 1) 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Channel Divinity (2/rest) 4 4 3 2
6th +3 Priests Path feature 4 4 3 3
7th +3 Improved Channel (Level 2) 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 - 4 4 3 3 3 1
10th +4 Channel Divinity (3/Day), Priests Path feature 5 4 3 3 3 2
11th +4 Improved Channel (Level 3) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 - 5 4 3 3 3 2 1 1
14th +5 Priests Path feature 5 4 3 3 3 2 1 1
15th +5 Channel Divinity (4/rest), Improved Channel (Level 4) 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 - 5 4 3 3 3 3 1 1 1 1
19th +6 Improved Channel (Level 5) 5 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement 5 4 3 3 3 3 2 2 1 1

Class Feature

As a Priest you gain the following class features.

Hit Points


  • Hit Dice: 1D8 per Priest level
  • Hit points at 1st level: 8 + your constitution modifier.
  • Hit Points at Higher Level: 1D8 (or 4) + your Constitution modifier per Priest level after 1st

Proficencies


  • Armor: light
  • Weapons: All simple.
  • Artisans Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 4 skills from Arcana, Insight, History, Investigation, Perception, Technology, Science,

Equipment

Priest starter kit

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

The Gods are my Source

Priest rely on faith and with this the may only take spells from the Divine Craft, Ruinous Craft or Necromancy Disciplines. See Psychic Disciplines for details.

Bolt of Faith

Your Arcane bolts deal radiant damage instead of Force. This spell does not count toward you spells known and does not required you to wright it into a Spell tomb.

Cantrips

You learn 3 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the Priest spellcasting. Cantrips may be cast without having to pe Prepaired.

Power Slots.

The Priest table shows how many Spell Slots you have to cast your Priest Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Priest Spells that are available for you to cast, choosing from the Priest spell you are allowed. When you do so, choose a number of spells⁠ equal to your Wisdom modifier + your level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Priest, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Ritual Casting You can cast a Priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use a Holy symbol as a Spellcasting focus for your Spells.

Spellcasting Ability Wisdom is your Spellcasting ability for your Priest Spells. The power of your spells⁠ comes from your devotion to your deity. You use your Wisdom whenever a Priest spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a Priest spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Prayer to the Gods

You during each Long rest you may take one hour or that time to Set up a small alter to you God or Gods, and pray for your salvation, you choose an association of gods to worship, this may be either Divine, Ruinous, Unholy or Primal. you may then gain an amount of the equivalent corruption equal to half you level Rounded up.

Keeper of Ceremonies

Starting at 1st level you count as always having the Ceremony Spell prepared and it does not count toward your number of prepared spells. Each priest path will have a specific modification or addition to the ceremony that reflect a common ritual or practice that is used by that

Furthermore each time a priest creates a vile of holy water that vile may as an action be splashed upon a target within 5 feet to reduce its corruption by 1d4.

Priests Path

At 2nd level, you have found the source of your faith and power, You must pick a path to follow, this path is heavily intwined with a specific gods plans. you pick either the Path of Life, Path of War, Path of Fire or the Path of War.

Channel Divinity

At 2nd Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: one of the three below and an Effect determined by your domain. Some Domains grant you additional Effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which Effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.

Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Priest spell save DC.

Beginning at 5th Level, you can use your Channel Divinity twice between rests, and again at level 10, and 15, you can use it a total of four times between rests at level 15 and above. When you finish a short or Long Rest, you regain your expended uses.


Channel Divinity (Faith): As an action, you present your holy Symbol and Speak word of encouragement that can alter the fate of you allies.

Choose a number of creatures within 30 feet of you equal to your Half your Wisdom Bonus (round up), each of those characters may re-roll any one attack, ability check or save roll of there choice made withing the next hour. you may choose to re-roll a die after it has been rolled but not before the success of the roll is determined.

  • Level 1: The amount of target you may choose increases to your whole Wisdom bonus.
  • Level 2: The dice may be used within 1 hours instead of 1 hour
  • Level 3: The targets of this channel gains an additional re-roll.
  • Level 4: The dice may be used within 24 hours instead of 1 hour
  • Level 5: when use this re-roll you may roll at advantage.

Improved Channel

As you level you gain additional effects to each channel as seen below the channels description. each channel will have a list of its improvements from level 1-5. At level 3 you gain the first level of Improved Channel.

Acolyte Retinue

Starting at level 2, You gain a team of minions Equal to half your charisma (round down, minimum 1). The minions type may be your choice of Necrobots, Holy Acolytes, Holy Necrobots or Soldiers. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work. One of these minions may be an Elite from an appropriate type you may choose. At level 6 your


team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 14 it may be as large as 2x your charisma bonus.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Priest level, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Priest spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Ruinous Priest (Chaos Apostle)

If a Priest Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Force damage now.
  • Channel Divinity (Faith) is now "(Twisted faith)" cant be used on Graced, Darkened or Enraged targets.
Unholy Crusaders (Death Acolyte)

If a Priest Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals necrotic damage now.
  • Channel Divinity (Faith) is now "(Unholy faith)" cant be used on Graced, Enraged or Tainted targets.
Primal Priest (Primal Shaman)

If a Priest Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Your choice of Slashing, Piercing or Bludgeoning damage now.
  • Channel Divinity (Faith) is now "(Primal faith)" cant be used on Graced, Darkened or Tainted targets.

Priests Path

Path of Life

The Path of Life focuses on the vibrant positive energy, one of the fundamental forces of the univers that sustains all life. The followers of the god of life promotes vitality and health through Healing the sick and wounded, caring for those in need, and driving away the forces of death and Undeath.


When you choose this Priests path you gain Proficiency in Insight, Medicine Skills as well as Constitution saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Life Craft

You may now prepare spell from the Biomancy discipline as well as Divine craft, Ruinous Craft and Necromancy. Furthermore you Arcane bolts now Heal instead of damage.

Ceremony of life

each time a priest of life creates a vile of holy water that vile may as an action be drank to replenish a number of HP equal to 1d4 + Priest level.

Channel Divinity (Life)

Starting at level 2 when you pick this path you gain both of the below channel divinity.

Channel Divinity (Life): As an action, you present your holy Symbol and Speak ritual words that emanate healing energy that can restore Hit Points to you allies.

Choose a number creatures within 30 feet of you equal to half your Wisdom Bonus (round up), each creature gains an amount of health equal to your level + your Wisdom bonus. This feature can restore a creature to no more than its hit point maximum. You can’t use this feature on a Undead, Constructs, or Fiends.

  • Level 1: The amount of target you may choose increases to your whole Wisdom bonus.
  • Level 2: The targets also gains a + 1 to there AC for 1 minute.
  • Level 3: The targets of this channel gains temporary Hit points equal to the same amount that was healed, so if a target only uses a portion of the alloted heath they will only gain an amount of temporary hit points equal to the amount use until you reached your hit point maximum.
  • Level 4: The targets gain an additional +1 AC.
  • Level 5: you may heal each target up to your level x2 + your Wisdom bonus. This will also potentially increase the temporary health received from level 3.

Channel Divinity (Turn Undead): As an action, you present your holy sym⁠bol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

  • Level 1: Gain the destroy undead Feature up CR 1/2. Destroy Undead: when an undead⁠ fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed if its Challenge rating is at or below a certain threshold, in this case its 1/2.
  • Level 2: Destroy undead works on a undead up to CR 1.
  • Level 3: Destroy undead works on a undead up to CR 2.
  • Level 4: Destroy undead works on a undead up to CR 3.
  • Level 5: Destroy undead works on a undead up to CR 4.

Disciple of life

Starting at 6th level your devotion to life has given you valuable healing abilities. You gain the Potent healer and the Twined healer abilities as described below.

Potent Healer: Your Healing Spells are more effective. Whenever you use a spell of 1st Level or higher to restore Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the spell’s level.

Undead Bane: you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a undead creature with a melee

weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach levels 10, 14 and 18, the extra damage increases to 1d8.

Soul Connection

Starting at level 10th level you gain the undead bane ability below.

Soul Bond: The Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level. if you are at maximum hit points you gain temporary hit points, in an amount equal to what went over your hit point maximum. you may only gain an amount of temporary hit points equal to your level.

Supreme Healing

Starting at 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.

Ruinous Priest (Ruin Priest)

If a Priest Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals force damage now.
  • Channel Divinity (Life) is now "Ruin" now Inflicts Force damage instead of heals: for the mark of the Undivided, Poison for Putracus, Psychic for Hayzildir, Force for Crulsila and Slashing, Piercing or Bludgeoning Damage your choice, for Bale'reth. Spell touch attack on none compliant.
  • Channel Divinity (Turn Undead) is now "(Turn Divine)" it now turns Graced and Celestial targets.
  • Potent Healer is now "Potent Ruin" when you deal damage with a spell associated with the ruinous powers it deals extra damage equal to the extra healing.
  • Undead Bane is now "(Divine Bane)" now only works against Graced and Celestial.
  • Bond is now "Dark Bond" Instead when you deal damage with a spell associated with the ruinous powers the target must make a wisdom save or suffer an amount of ruinous corruption equal to what would have been healed.
  • Supreme healer is now "Ruinous Might" replace supreme healer, once Per short rest you may max the damage of one spell you cast that is associated with the ruinous powers, this must be declared before any rolls are made.
Unholy Priest (Death Priest)

If a Priest Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Necrotic damage now.
  • Channel Divinity (Life) is now "Death leach" now deals Necrotic damage instead and heals you for half damage dealt.
  • Channel Divinity (Turn Undead) is now "(Turn Living)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Potent Healer is now "Unholy menace" when you deal damage with a spell associated with the Unholy powers it deals extra damage equal to the extra healing.
  • Undead Bane is now "(Living Bane)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Bond is now "Unholy Bond" Instead when you deal damage with a spell associated with the Unholy powers the target must make a wisdom save or suffer an amount of Unholy corruption equal to what would have been healed.
  • Supreme healer is now "Necrotic Syphon" replace supreme healer, once Per short rest you may regain an equal amount of health as the damage dealt with a spell you cast the is associated with the unholy powers, this must be declared before any rolls are made.
Primal Priest (Primal Priest)

If a Priest Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Your choice of Slashing, Piercing or Bludgeoning damage now.
  • Channel Divinity (Life) is now "Destruction" now deals Force damage instead of heals.
  • Channel Divinity (Turn Undead) is now "(Turn All)" now works on any creature
  • Potent Healer is now "Primal potency" when you deal damage with a spell associated with the Primal powers it deals extra damage equal to the extra healing.
  • Undead Bane is now "(Bane)" now works any creature.
  • Bond is now "Primal Bond" Instead when you deal damage with a spell associated with the Primal powers the target must make a wisdom save or suffer an amount of Primal corruption equal to what would have been healed.
  • Supreme healer is now "Primal Destruction" replace supreme healer, once Per short rest you may max the damage of one spell you cast that is associated with the Primal powers, this must be declared before any rolls are made.

Path of Order

The path of Order represents a devotion to Order and the arborance of all things Chaos activity as well as there dedication to imperial Society and strict obedience to the laws governing it. The God Emperor was created to guided many of the imperial societies to maintain and enforce the law and order as it was an effective means to subduing the call of Chaos.

The ideal of Order is obedience to the law but above all else the banashment of all Chaos and Demon kind, rather than to a specific individual or the passing Influence of emotion or popular rule. Priest of Order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it come to the routing out of Chaos Corruption.

Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows imperial Society to forge order and security in a chaotic realm.


When you choose this Priests path you gain Proficiency in Intimidation, Persuasion Skills as well as Charisma saves and with the following weapons Martial weapons, Heavy Armor, Medium Armor and Shields and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Compelling Forces

You may now prepare spell from the Telepathy and Telekinesis discipline as well as Divine craft, Ruinous Craft and Neromancy.

Ceremony of Order

Each time a priest of Order Preforms the Atonement ceremony the DC of the Shift is now 15.

Channel Divinity (Order)

Starting at level 2 when you pick this path you gain both of the below channel divinity.

Channel Divinity (Turn Heretic): As an action, you present your holy sym⁠bol and speak a prayer censuring chaos. Each Tainted creature or Fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

  • Level 1: Gain the Purge the Heretic Feature up CR 1/2. Purge the Heretic: when an Tainted creature or Fiend⁠ fails its saving throw against Your Turn Heretic feature, the creature is instantly destroyed if its Challenge rating is at or below the threshold, in this case its 1/2.
  • Level 2: Purge the Heretic works on a Tainted creature or Fiend up to CR 1.
  • Level 3: Purge the Heretic on a Tainted creature or Fiend up to CR 2.
  • Level 4: Purge the Heretic on a Tainted creature or Fiend up to CR 3.
  • Level 5: Purge the Heretic works on a Tainted creature or Fiend up to CR 4.

Channel Divinity (Command Heretic): As an action, you present your holy Symbol, and a number of Tainted creatures or Fiends within 30 feet of you equal to half your Wisdom Bonus (round up), must succeed on a Wisdom saving throw or be Charmed by you until the end of your next turn or until the Charmed creature takes any damage. You can also cause any of the Charmed Creatures to drop what they are holding when they fail the saving throw.

  • Level 1: The amount of target you may choose increases to your whole Wisdom bonus.
  • Level 2: The Charmed targets cant target any targets, not just you.
  • Level 3: You may now make the charmed creatures do a basic action as well as dropping a weapon like, get on the ground, put you hands up, walk to me.
  • Level 4: The Charm lasts for a number of rounds equal your Wisdom bonus. on each of your turns as your action you may make one command to each effected target while they are charmed if no command is made the target remains doing what they last did.
  • Level 5: You may make commands to your targets as a bonus action.

Voice of Authority

At 6th Level, you can invoke the power of Law to drive an enemy to stop. If you Cast a Spell with a spell slot of 1st Level or higher on a target thats not an ally, that target must make a wisdom save using you spell DC, on a fail the target is Restrained.

If the spell Targets more than one target, you choose the enemy who takes the test.

Embodiment of Order

Starting at level 10th level you gain the Heretics bane and Quick Enchantment abilities below.

Heretics Bane: you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a Demon or Fiend with a melee weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach levels 10, 14 and 18, the extra damage increases to 1d8.

Quick Enchantment: If you Cast a Spell of the Telekinesis or Telepathy disciplines using a spell slot of 1st Level or higher, you can change the spell’s Casting Time to 1 Bonus Action for this casting, provided the spell’s Casting Time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.

Order’s Wrath

Starting at 14th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your demon bane damage to a creature on Your Turn, you also curse that creature until the start of your next turn. The next time one of your allies hits the Cursed creature with an Attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Ruinous Priest (Chaos Knight)

If a Priest Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Force damage now.
  • Channel Divinity (Turn Heretic) is now "(Turn Imperial)" it now turns Graced and Neutral targets.
  • Channel Divinity (Command Heretic) is now "(Command Imperial)" it now commands Graced and Neutral targets.
  • Voice of Authority is now "Voice of fear" the target is Frightened instead.
  • Heretics Bane is now "(Divine Bane)" now only works against Graced and Celestial.
  • Orders wrath is now "Chaos Wrath" now deals Force damage.
Unholy Priest (Death Knight)

If a Priest Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Necrotic damage now.
  • Channel Divinity (Turn Heretic) is now "(Turn Living)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Channel Divinity (Command Heretic) is now "(Command Living)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Voice of Authority is now "Voice of Fear" the target is Frightened instead.
  • Heretics Bane is now "(Living Bane)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Orders wrath is now "Unholy Wrath" now deals Necrotic damage.
Primal Priest (Primal Knight)

If a Priest Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Your choice of Slashing, Piercing or Bludgeoning damage now.
  • Channel Divinity (Turn All) is now "(Turn All)" you can turn any targets.
  • Channel Divinity (Command Heretic) is now "(Command All)" it now commands any targets.
  • Voice of Authority is now "Voice of fear" the target is Frightened instead.
  • Heretics Bane is now "(Primal Bane)" now only works on any target.
  • Orders wrath is now "Primal Wrath" now deals Force damage.

Path of War

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the God king Emperor watches over his warriors and reward them for their great deeds. The Priests of War excel in battle, inspiring others to fight in the name of Humanity, The God king and Order.

When you choose this Priest type you gain Proficiency in Intimidation, Deception and Charisma saves.


When you choose this Priests path you gain Proficiency in Athletics, Perception Skills as well as Constitution saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

War Craft

You may now prepare spell from the Telekinesis and Pyromancy discipline as well as Divine Craft, Ruinos Craft and Necromancy.

Ceremony of War

Each time a priest of War casts the ceremony spell they may use the War Blessing Ceremony below aswell as the others.

Battle Blessing: You touch one humanoid who wishes to be dedicated to the battles ahead. For the next 24 hours, whenever the target makes a attack roll, it can roll a d4 and add the number rolled to the attack roll. A creature can benefit from this only once per turn and this must be chosen after the roll has been made but before the success was determined.

Channel Divinity (War)

Starting at level 2 when you pick this path you gain both of the below channel divinities.

Channel Divinity (Guided Strike:) Starting at 2nd Level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an Attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice before the roll is made.

  • Level 1: A Guided Strike critical hits happen on a number 1 better the the would normally.
  • Level 2: A Guided Strike Deals one additional damage die of damage.
  • Level 3: A Guided Strike critical hits happen on an additional number 1 better the the would normally, for a total of 2 better.
  • Level 4: A Guided Strike Deals one additional damage die of damage, for a total of 2 extra.
  • Level 5: A Guided Strike critical hits happen on an additional number 1 better the the would normally, for a total of 3 better.

You can use your Channel Divinity to exert an Intimidating Presence over others.

Channel Divinity (Bolster:) Starting at 2nd Level, you can use your Channel Divinity to have all friendly creatures within 30 feet of you, Gain a + 1 to there AC, this last until the start of your next turn. and the gain a 2D6 temporary HP, this HP does not go away until it is used or they preform a long rest

  • Level 1: Bolster gives an additional +1 AC and +2d6 temporary HP.
  • Level 2: Bolster gives an additional +1 AC and +2d6 temporary HP.
  • Level 3: Bolster gives an additional +1 AC and +2d6 temporary HP.
  • Level 4: Bolster gives an additional +1 AC and +2d6 temporary HP.
  • Level 5: Bolster gives an additional +1 AC and +2d6 temporary HP.

Priest of war: Starting at 2nd level, you've been trained to better prepare and adapt your priestly ways to face threats to the Divines. You gain proficiency in all Martial weapons.

You can use any weapon you are proficient with as a spellcasting focus for your druid spells.

Voice of War

At 6th Level, you can invoke the power of War to drive an ally to Attack. If you Cast a Spell with a spell slot of 1st Level or higher and target an ally with the spell, that ally can use their Reaction immediately after the spell to make one weapon Attack against a creature of your choice that you can see.

If the spell Targets more than one ally, you choose the ally who can make the Attack.

Warriors Hand

Starting at 10th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Avatar of Battle

At 14th level, you gain Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Ruinous, Unholy and Primal Priests

Nothing changes with a war priest after being corrupted this is due to the nature of war and all the abilities translate well to all bringers of ruin, death and destruction. With this being said the name would have a more sinister name dependent on the type of corruptions.

Path of Peace

A Priest of peace also know as a Missionary is a priest that attempts to bring conflict with lost souls to rest with non aggressive means. Missionaries spread the Imperial faith and defend it from those that wish it harm. Missionaries spread their belief in the divinity of Order and the First Emperor across the realm of Terra, as well as to recently rediscovered human settlements. They also sometimes take a more active role in defending the Emperor's realm and accompany the faith into battle. These men and women serve as the front line of the Ministorum, guiding the newest followers of the God-Emperor in their day-to-day prayers and observances.

There are many types of Missionary, from the young, fervent hopefuls who spread the word of the faith with little guidance and support from the church, to the ancient, wise and toughened members of the faith. These individuals are at the forefront of the empires expansion, accompanying the crusading armies as they discover new lands, contact lost civilisations and reclame the Emperor's holy domain.

The oldest Missionaries are instinctive survivors. They have fought in battles against heathen and godless savages, and thwarted the designs of Chaos and perhaps even the allien cults of the genestealers. A Missionary must survive the rigours of many years of travel and exploration across Terra.

Whenever a lost human culture is discovered or a new human colony is founded, a Missionary must journey to that land to take responsibility for its spiritual enlightenment, using whatever tools are most expedient. For some colonies, the Missionary's responsibility can be limited, as other servants of the Ecclesiarchy participate in the colonisation effort. For newly recovered human culture, the task is often far more challenging.

In these instances, the Missionary must first absorb and learn the ways of the native society and its religion, if one exists. As he comes to grips with the culture, he must identify practices and teachings that can be refined to become consistent with the ways of the Imperial Creed.

A Missionary's ultimate goal on any new land is to convert its existing populace to the Imperial faith, but this is no trivial matter. Often, a Missionary must work without any support. As the sole representative of the Empire, the Missionary serves as an ambassador for the entire empire. Given the scale of this task, many Missionaries attempt to institute a gradual and subtle reform that can subtly gain traction within the lands culture rather than trying to violently overwhelm the local beliefs immediately by force of arms or raw charisma.

Missionaries frequently begin implementing such changes by integrating portions of the Imperial faith into the native belief system. This might be a simple matter of substituting the Emperor and His Saints for the roles of those deities already within the natives pantheon. In other circumstances, a solution could require more extreme, violent actions or could take long-term planning.


A Missionary might also have to design a system for a far more gradual conversion process. By placing facets of the Imperial faith subversively into the culture, a Missionary can help to lay the groundwork for his successor sometimes one who will arrive years or even decades later. Ideally, the foundation the first Missionary creates opportunities for future Missionaries to exploit in the signs and prophecies the first leaves behind, ensuring that even if he cannot succeed in his lifetime, the Empire will triumph long after his death.

The precise tenets of the Creed that Missionaries espouse can vary substantially. Some are generous to a fault, granting the Emperor's pardon and mercy for past crimes, while winning the population over with charm and assistance. Those who follow this path are often more dependent upon their impassioned speech and vast body of knowledge. Others pursue a more militant course, often with the assistance of particularly zealous converts or even the forces of the Astra Militarum. Missionaries who employ this conversion pattern might initiate a holy war against the planet's native religions or they might use the power of the Imperium as a tool while they ferret out threats to humanity. Still others work from the shadows, acting to subtly introduce the Imperial faith so that the inhabitants never truly realized a change in their culture has occurred.


When you choose this Priests path you gain Proficiency in History, Persuasion Skills as well as Charisma saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Mind Sooth

You may now prepare spell from the Telepathy discipline as well as Divine craft, Ruinous Craft and Neromancy. Furthermore your Arcane bolts now deal no lethal damage.

Ceremony of Peace

Each time a priest of Peace casts the ceremony spell they may use the Peace bond Ceremony below as well as the others.

Peace Bond: You touch one humanoid who wishes to make a bond with peace. For the next 24 hours, the target will gain a +2 bonus to its AC and advantage on all persuasion skill tests made as long as it has not made an attack or caused any damage against a creature within the last round. Once this benefit is lost the ceremony spell must be recast.

Channel Divinity (Turn from your path)

Starting at level 2 when you pick this path you gain both of the below channel divinity.

Channel Divinity (Turn from your path): As an action, you present your holy sym⁠bol and speak a prayer of peaces. Each hostile creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

  • Level 1: Gain the Pacify up CR 1/2. Pacify: when a Creature⁠ fails its saving throw against Your Pacify feature, the creature is instantly stunned for the duration of the Turn. You may command them to continue running if this is done they will not stop running.
  • Level 2: Pacify works on a creature up to CR 1.
  • Level 3: Pacify works on a creature up to CR 2.
  • Level 4: Pacify works on a creature up to CR 3.
  • Level 5: Pacify works creature up to CR 4.

Channel Divinity Flow of Peace: You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, when you move within 5 feet of any other creature during this action, if it is a friendly you can restore a number of Hit Points to that creature equal to 1d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this Healing only once whenever you take this action. if the creature is a hostile and is Tainted, or Neutral then the target must make a Wisdom save or be charmed by you until the start of your next turn. non of this movement provokes attacks of opportunity.

  • Level 1: The amount of health you heal from this is increased by 1d6 at every level, being a total of 6d6 at level 5.
  • Level 2: The Charmed targets cant target any targets, not just you.
  • Level 3: You may now make the charmed creatures do a basic action as well as dropping a weapon like, get on the ground, put you hands up, walk to me.
  • Level 4: The Charm lasts for a number of rounds equal your Wisdom bonus. on each of your turns as your action you may make one command to each effected target while they are charmed if no command is made the target remains doing what they last did.
  • Level 5: You may make commands to your targets as a bonus action.

Encurage Peace not War

At 6th level, you are sent to the Empire hostile lands and its battles to encourage non lethal approches to resolve conflict on behalf of the Imperial faith.

These benefits are active in and out of combat provided you or your retinue in the later levels, have not caused damage since your last long rest. If you should resort to damaging a creature you loose these benefits until you complete a Long rest. As long as you have not caused any damage, you gain the following benefits.

  • Verbal Encuragement: Gain + 5 to all Persuasion, Intimidation and Deception skill checks made to stop violence or conflict or the resilotion of a conflict at hand.

  • Order Protects Me: Your AC increases by +4 if your not wearing any Armor.

  • Power of Order: Your Non damaging spells that require the enemy to roll a save, increase the DC by your Wisdom modifier.

  • Holy binding: You gain a + 5 on all Concentration skill Checks

When there is Nothing Else

At 10th level, Whenever you are not gaining the abilities of your encourage peace not war, you gain a 30ft Aura that allows all Friendly Creatures you wish including you may add a d4 to all attack and damage rolls excluding Psychic Powers.

High Priest

At 14th level, Your Encurage Peace not War abilities are now doubled, use the Enhanced versions below from now on.

  • Enhanced Verbal Encuragement: Gain + 10 to all Persuasion, Intimidation and Deception skill checks made to stop violance or conflict or the resalution of a conflict at hand.

  • Enhanced Order Protects me: Your AC increases by +8 if your not wearing any Armor.

  • Enhanced Power of Order: Your Non damaging spells that require the enemy to roll a save, increase the DC by 2 x your Wisdom modifier.

  • Enhanced Holy binding: You gain a + 10 on all Concentration skill Checks

Ruinous Priest (Provoker)

If a Priest Should become Tainted you gain the following adjustments to the Above Rules

  • Channel Divinity (Turn from your path) is now "(Turn Imperial)" it now turns Graced and Neutral targets.
  • Channel Divinity (Pacify) is now "(Enrage)" an enraged creature must attack the closest target to them friend or foe, if it is not possible the creature will move toward the closest target until the can attack, caster can use cantrips.
  • Channel Divinity (Flow of Peace) is now "(Flow of rage)" Friendly creatures get an additional 1d6+ your wisdom modifier added to there next successful attack and Hostile Graced and neutral creatures you pass will use there next turns to attack there closest ally.
  • Encourage peace not war is now "Encourage war not peace" benefits are only active during combat, Powers or Order is now Powers of Havoc add to all damaging spells instead
  • When there is Nothing Else is now "There is nothing else" benefits are the same
  • High Priest is now "Grand Provoker" benefits are the same with the above changes
Unholy Priest (Dread Bringer)

If a Priest Should become Darkened you gain the following adjustments to the Above Rules

  • Channel Divinity (Turn from your path) is now "(Turn Living)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Channel Divinity (Pacify) is now "(Paralyzing Dread)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Channel Divinity (Flow of Peace) is now "(Flow of the dead)" Friendly creatures get temporary Hp and Hostile non Undead, Celestial, Construct, Fiend or Aberation take necrotic damage.
  • Encourage peace not war is now "Encourage death not peace" benefits are only active during combat, Powers or Order is now Powers of Death add to all damaging spells instead
  • When there is Nothing Else is now "There is only death" benefits are the same
  • High Priest is now "Dread host" benefits are the same with the above changes
Primal Priest (Rage Bringer)

If a Priest Should become Enraged you gain the following adjustments to the Above Rules

  • Channel Divinity (Turn from your path) is now "(Turn Imperial)" it now turns Graced and Neutral targets.
  • Channel Divinity (Pacify) is now "(Enrage)" an enraged creature must attack the closest target to them friend or foe, if it is not possible the creature will move toward the closest target until the can attack, caster can use cantrips.
  • Channel Divinity (Flow of Peace) is now "(Flow of rage)" Friendly creatures get an additional 1d6+ your wisdom modifier added to there next successful attack and Hostile Graced and neutral creatures you pass will use there next turns to attack there closest ally.
  • Encourage peace not war is now "Encourage war not peace" benefits are only active during combat, Powers or Order is now Powers of Exitarr add to all damaging spells instead
  • When there is Nothing Else is now "There is nothing else" benefits are the same
  • High Priest is now "Grand Rage bringer" benefits are the same with the above changes

Path of Death

Those of the path of the death watch over the line between life and death. To these individuals, death and The Afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of this path seek to put wandering spirits to rest, destroy the Undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.


When you choose this Priests path you gain Proficiency in Insimidation, Medicine Skills as well as Constitution saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Spirit Craft

You may now prepare spell from the Spirit craft discipline as well as Divine craft, Ruinos Craft and Necromancy.

True Funeral

Each time a priest of death Preforms the funeral Rite ceremony the subject can’t become undead by any means short of a wish spell, for an amount of years equal to your level times 10.

Channel Divinity (Path to the Grave)

Starting at level 2 when you pick this path you gain both of the below channel divinity.

Channel Divinity (Path to the Grave): As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the Cursed creature with an Attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

  • Level 1: The cursed does not end after the first hit, but after two hits it will end.
  • Level 2: You may target a number of creatures equal to half your Wisdom Bonus (Round douwn).
  • Level 3: The does not end at the end of your next turn, It will only end if the creature is hit twice.
  • Level 4: You may target a number of creatures equal to your whole Wisdom Bonus.
  • Level 5: The Cursed target has Disadvantage on any death saves made.

Channel Divinity (Turn Undead): As an action, you present your holy sym⁠bol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

  • Level 1: Gain the destroy undead Feature up CR 1/2. Destroy Undead: when an undead⁠ fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed if its Challenge rating is at or below a certain threshold, in this case its 1/2.
  • Level 2: Destroy undead works on a undead up to CR 1.
  • Level 3: Destroy undead works on a undead up to CR 2.
  • Level 4: Destroy undead works on a undead up to CR 3.
  • Level 5: Destroy undead works on a undead up to CR 4.

Furthermore you gain the Arboreal Protector abilities below.

Eyes of the Grave: At 2nd Level, you gain the ability to occasionally sense the presence of the Undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect Undead. Until the end of your next turn, you know the Location of any Undead within 60 feet of you that isn’t behind total cover and that isn’t protected from Divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Circle of Mortality: you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore Hit Points with a spell to a creature at 0 Hit Points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn’t count against the number of Cleric Cantrips you know. For you, it has a range of 30 feet, and you can cast it as a Bonus Action.

Sentinel at Death’s Door

At 6th Level, you gain the ability to impede death’s progress. As a Reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any Effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Potent Spellcasting

Starting at 10th level, you add your Wisdom modifier to the damage you deal with any cantrip You cast.

Keeper of Souls

Starting at 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains Hit Points equal to the enemies number of Hit Dice. You can use this feature only if you aren’t Incapacitated. Once you use it, you can’t do so again until the start of your next turn.

Ruinous Priest (Grim Ruiner)

If a Priest Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Force damage now.
  • Channel Divinity (Turn Undead) is now "(Turn Imperial)" it now turns Graced and Neutral targets.
  • Eyes of the Grave is now "(Eyes of the Fiend)" this ability only works to see Fiends or the presence of one.
Unholy Priest (Death Bringer)

If a Priest Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals necrotic damage now.
  • Channel Divinity (Turn from your path) is now "(Turn Living)" now only works against any non Undead, Celestial, Construct, Fiend or Aberation.
  • Eyes of the Grave is now "(Eyes of Arcane)" this ability only works to see Celestials or the presence of one.
Primal Priest (Savage Host)

If a Priest Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Your choice of Slashing, Piercing or Bludgeoning damage now.
  • Channel Divinity (Turn Undead) is now "(Turn All)" it now turns any targets.
  • Eyes of the Grave is now "(Eyes of the enemy)" this ability only works to see any enemy or the presence of one.

Path of Nature

Those of the path of nature have trained to become protectors of the elder forests and ancient groves of the worlds. Equal parts warrior and mystic, these Priests combine their martial skills with the blessings of the trees and plants they protect, becoming a mighty guardian of the woodlands.


When you choose this Priests path you gain Proficiency in Nature, Survival Skills as well as Strength saves and with the following weapons, Druid Weapons and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Natures Craft

You may now prepare spell from the Floramancy and Faunamancy discipline as well as Divine Craft, Ruinous Craft and Neromancy.

Ceremony of Nature

Each time a priest of Nature casts the ceremony spell they may use the Natures Blessing Ceremony below as well as the others.

Natures Blessing: You touch one humanoid who wishes to be blessed bt the natural forces of the universe. For the next 24 hours, the target will not be effected by difficult terrain do to nature features in nature and they have advantage on survival skill tests.

Channel Divinity (Path of Flora and Fauna)

Starting at level 2 when you pick this path you gain both of the below channel divinity.

Channel Divinity (Nature’s Wrath.⁠): You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an Action, you can cause vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be Restrained. While Restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines Vanish.

  • Level 1: When the creature becomes restrained and at the start of each turn it is restrain, the creature suffers 2d4 Bludgeoning damage.
  • Level 2: The DC of the channel increases by 1.
  • Level 3: The damage increases by 3d4.
  • Level 4: The DC of the channel increases by 1.
  • Level 5: The damage increases by 4d4.

Channel Divinity (Charm Flora and Fauna): As an Action, you present your holy symbol⁠ and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Charmed by you for 1 minute or until it takes damage. While it is Charmed by you, it is friendly to you and other Creatures you designate.

  • Level 1: Gain the Command Flora and Fauna Feature up CR 1/2. Command Flora and Fauna: when an Plant or beast⁠ fails its saving throw against Your Command Flora and Fauna feature, the creature is now under your command if its Challenge rating is at or below a certain threshold, in this case its 1/2. The creatures will act on your command during you initiative, you lose control of the creature if it becomes unconcious.
  • Level 2: Command Flora and Fauna works on a Plant or beast up to CR 1.
  • Level 3: Command Flora and Fauna works on a Plant or beast up to CR 2.
  • Level 4: Command Flora and Fauna works on a Plant or beast up to CR 3.
  • Level 5: Command Flora and Fauna works on a Plant or beast up to CR 4.

Arboreal Protector: Starting at 2nd level, as a defender of the woodlands, you've been trained to better prepare and adapt your priestly ways to face threats to the forests. You gain proficiency in all Martial weapons.

You can use any weapon you are proficient with as a spellcasting focus for your druid spells.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Warding Roots

Starting at 10th level, you can now better control the might of nature. When you cast a spell that magically creates or alters plants, such as Entangle or Spike Growth, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) who can ignore the damage and negative effects (such as difficult terrain or being restrained) of the spell.

In addition, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus is equal to your Wisdom modifier (minimum of +1).

Land's Stride

Starting at 14th level, you move effortlessly through the native obstacles of your attuned environment. You gain +10 movment speed and you ignore the effects of natural difficult terrain in your environment.

In addition, you have advantage on saving throws to resist the harmful effects of your environment. Examples include resisting extreme temperatures, magically created or manipulated plants, or other magical environmental effects.

Ruinous Priest (Grim Warden)

If a Priest Should become Tainted you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Force damage now.
  • Channel Divinity (Natures wrath) is now "(Havocs Wrath)" it now deals Force damage.
  • Channel Divinity (Charm Flora and Fauna) is now "(Charm Deamon and Heratic)" this ability only works to on Fiends or Demons.
  • Warding Roots is now "(Warding Ruin)" When you cast a spell that magically creates tentacles of Chaos, such as Arms of Hadar or Warped arms, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) who can ignore the damage and negative effects of the spell.
Unholy Priest (Death Warden)

If a Priest Should become Darkened you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Necrotic damage now.
  • Channel Divinity (Natures wrath) is now "(Deaths Wrath)" it now deals Necrotic damage.
  • Channel Divinity (Charm Flora and Fauna) is now "(Charm Undead)" this ability only works to on any undead.
  • Warding Routs is now "(Necrotic ward)" When you cast a spell that magically deals necrotic damage, such as shadow hands or Black ribbons, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) who can ignore the damage and negative effects of the spell.
Primal Priest (Primal Warden)

If a Priest Should become Enraged you gain the following adjustments to the Above Rules

  • Your Arcane bolts deals Your choice of Slashing, Piercing or Bludgeoning damage now.
  • Channel Divinity (Natures wrath) is now "(Exitarrs Wrath)" it now deals Fire, Cold, Lightning, Poison, Bludgeoning, Slashing or Piercing damage, (you pick this the first time you get this).
  • Channel Divinity (Charm Flora and Fauna) is now "(Charm Flora and Fauna)" this ability only works to on Plants or Beasts.
  • Warding Routs is now "(Ward destruction)" When you cast a spell that magically creates and AOE of either Fire, Cold, Lightning or Poison, such as Burning hands or Blizzard, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) who can ignore the damage and negative effects of the spell.

Scientist (Support)

Scientists aren’t born, they are made, it takes years of study and practice to gain the skills required to be a competent scholar of science, and even then, there is always more to learn. Everything from long lost scrolls to dusty tomes might hold a new secret to preserving life, and it is their responsibility to discover it. It isn’t uncommon for a doctor to spend their down time seeking out the nearest library, only to be dragged away days later by the party in order to move on with their adventure.

The Scientist
Level Proficiency Bonus Features Concoctions Known
1st +2 Medical Motive, Medical Training, First Aid -
2nd +2 Second Opinion, Medical Supply -
3rd +2 Doctor Profession -
4th +2 Ability Score Improvement -
5th +3 - -
6th +3 Vaccination -
7th +3 Doctor Profession feature -
8th +3 Ability Score Improvement -
9th +4 - -
10th +4 - -
11th +4 Doctor Profession feature -
12th +4 Ability Score Improvement -
13th +5 Experienced Healer -
14th +5 - -
15th +5 Doctor Profession feature -
16th +5 Ability Score Improvement -
17th +6 - -
18th +6 Ability Score Improvement -
19th +6 Practiced Hands -
20th +6 - -

Class Features

As a Scientist, you gain the following class features:

Hit Points


Hit Dice: 1d8 per Scientist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per doctor level after 1st

Proficiencies

Armor: Light Armor
Weapons: All simple weapons
Artisans Tools: Science Kit, Herbalism Kit and Medical Tools


Saving Throws: Intelligence, Dexterity
Skills: Science and choose two from History, Insight, Investigation, Perception, and Sleight of Hand.

Equipment

You start with the scientist starter kit.

Experimentation Training

At 1st level you gain 6 plans of your choice that can learn, this is at no cost or time.

Scientific Motive

At 1st level When you completed your Achedemic Studies, you adopted Motive or moral. At 1st level choose one of the following options.


“Subtle work.” The Scientist gains proficiency in Sleight of hand, Stealth and Deception, having learned how to keep your studies out of prying eyes.


“Achedemic Perfection.” The Scientist gains proficiency in History, Science and Technology, having learned how to keep your studies out of prying eyes.


“For the Greater Good.” The Scientist gains proficiency in Persuasion, Intimidation and Performance, having learned what to say and do to stop unnecessary questions.


“The Natural Way is the Only Way” The Scientist gains proficiency in Nature, Survival and Animal handling, preferring to utilize natural ingredients and treatments.


“Healthy, Healthy, Healthy” The Scientist gains proficiency in Athletic, Acrobatics and Medicine, always keeping up with good health and able body.

Expertise

At 1st Level, choose one of your skill Proficiencies, or one of your proficiency with artisans Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 10th and 20 level, you can choose one more of your Proficiencies (in Skills or tools) to gain this benefit.

Research Team

starting at 2nd level you gain a Crew of Necrobots or Apprentices or a mix of both equal to half your charisma (round down, minimum 1), as described in chapter 3 (Minions). Discuss the cost and time required to acquire the minion with your DM. See Necrobots or Apprentices in the Minions section for the stats and how to use them. One of these minions may be an Elite from the appropriate type. At level 5 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 15 it may be as large as 2x your charisma bonus.

Educated Strike

Starting at level 2 you utilize your knowledge of anatomy and science when making your attacks. You now add half your Intelligence modifier (round down min 1) to your attack and damage rolls in addition to all other bonuses.

Furthermore at level 12 this increases to your whole intelligence bonus.

Research Path

At 3rd level, you choose a Research path that you focus on: Biologist, Combat Medic, or Chemist. Each is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Scientific Study

Once you have reached 4th level you have spent enough time studying and analyzing, you may now apply that to field studies, you gain the Ecological and Biological Studies abilities below.

Ecological Study: you have learned to treat hostile Environments as just another day at the office. You may spend some time studying the environment and gain vital insight towards its Ecology. This process take 10 mins and you must have Chemistry or Alchemy Supplies as well as complete a Simple skill challenge using Chemistry or Alchemy Supplies and Science and nature skills to learn one of the below Environment Traits. Or you may take 30 mins to complete a Advanced Skill challenge to learn a number of traits equal to your intelligence bonus.


  • Environmental Hazards
  • Environmental Sureties
  • Hazardous Flora
  • Flora Sureties
  • Hazardous Fauna
  • Fauna Sureties
  • Terrain predictions
  • Weather predictions for the next 24 hours

Biological Study: you have learned to treat hostile scenarios as just another day at the office. You can spend some time studying a living creature and gain vital insight towards its physical state and capabilities. This process take 10 mins and you must have Chemistry or Alchemy Supplies as well as complete a Simple skill challenge using Chemistry or Alchemy Supplies and Science and nature skills to learn one of the below Environment Traits. Or you may take 30 mins to complete a Advanced Skill challenge to learn a number of traits equal to your intelligence bonus.


  • Damage Vulnerabilities,
  • Damage Resistances,
  • Damage Immunities,
  • Highest Saving Throw,
  • Lowest Saving Throw,
  • Attack types,
  • Features,
  • iMovement characteristics,
  • Monster Classification & size or
  • Number of hit Dice & Type and if it is at half health or not.

Furthermore: You can use this feature a number of times equal to half your Intelligence modifier (round down min 1). You regain expended uses when you finish a Short Rest. at level 15 this increases to you whole intelligence bonus.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Academic Literacy

Starting at 5th level, you can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus. at 14th level this increases to your whole proficiency bonus.

Skilled Science

At 13th level you are unlikely to fail at common Scientific tasks. Whenever you make a Science check you can treat a d20 roll of 9 or lower as a 10.

Opportunist

By 15th level you have begun to recognize the weak points common in many Biologies. You attempt to make a precise strike against an enemy in order to weaken it. Choose an effect below and make a regular attack roll. If successful you deal normal damage the target must make a saving throw or suffer your abilities effect. This effect lasts until the target is healed. you may use this feature a number of time equal to your Intelligence bonus (minimum 1). You regain all uses of this after you preform a short or long rest.

Cripple – You target a limb, such as a leg or a wing, in order to inhibit a creature’s movement. On a success the the target's speed is reduced by half.


Blind – You target the eye or eyes of a creature in order to visually impair it. Depending on the creature the DM decides how and if it can be blinded. DEX save.


Disarm – You target an extremity, such as a hand or claw, that is holding an item. On a success the creature drops the item and their extremity is disabled. STR save.


Disable - You target a unique organ in order to disable a creature’s natural ability, such as its fire breath or poisonous sting. Your DM may determine an ability cannot be disabled in this way. CON save.

Practiced Hands

By 17th level -.

Profession

While all Scientists share similar knowledge, they utilize that knowledge in different ways. You choice of profession reflects not only your priority as a Scientist, but the way you make a living as well.

Physician

Physician are the healers of the common man, working tirelessly in places the gods have overlooked. Though they lack the magical abilities of arcane healers or the advanced technologies of the Bio engineers, their results are no less effective. When it comes to saving a life, a doctor utilizes their hard-earned knowledge and there bare hands to achieve their goals.

The Physician fully dedicates themselves to the healing and study of the bodies of mortal beginnings, taking their study of medicine to the limits of accepted medicine, and beyond. Not everyone understands their brilliance, to the point where it is often more practical to keep their more advanced experiments a secret.

Unlike many who can heal simply by calling on the powers that be, Doctors must make do with intelligence, skill, and hard work. Not only that, but healing without magic is far less convenient. Every sedative and healing salve a doctor uses was hand crafted by them. They spend most evenings boiling bandages and refilling syringes, all while trying to get the blood out of their clothes. It can be a hard life, but luckily a Physicians skills are always in high demand.


When you choose this Research path you gain Proficiency in Insight, Medicine Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Medical Training

Starting at level 3 You gain proficiency with the Science Kit, Chemistry Supplies, Medical Tools and Surgical Equipment. You also gain 6 plans associated with any of these artisans tools. Additionally you get a Field med Station, This station is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Med Station counts as having a Medical kit and Surgical Equipment.

Physicians Traits

Starting at 3rd level you gain the Medical Scholar, Second opinion, and Bedside care abilities below.

Medical Scholar: Your meticulous study into the healing arts Allows you to use your Intelligence modifier instead of your Wisdom modifier for Medicine skill checks. In addition you gain the Medic Feat as described in Chapter 5 (Rules) in the Homebrew feats section of this book.

Second Opinion: you have become accustomed the use of healing measures and how to to coordinating with other healers. Whenever an ally within 20ft of you uses a Non Spell healing ability or item, you can use your reaction to increase the amount healed to a single target by half, rounded up. Your ally must be able to see or hear you. This counts for spells described as non magical

Bedside care: you have discovered a number of easy steps to maximize the recovery of an injured individual. When your party takes a short rest whenever they expend a hit die they automatically recover the maximum it allows.

Advanced Studies

At 7th level you gain the Vaccination and Surgery abilities below. Furthermore you gain proficiency with Surgical tools.

Vaccination: you have spent countless hours attempting to aid those suffering from disease and have developed a number of treatments. During any long rest as long as you have access to Chemistry supplies you may create a number of vaccines equal to your Intelligence bonus, As an action you the vaccine may be used to cure a target of a single disease afflicting them. Alternatively, the can be inoculated against none magical disease for the next 24 hours. any unused vaccines are considered inert after 24 hours.

Surgery: you have gained the confidence to delve deeper into the bodies of your patients. You may operate on an injured subject, curing them of any ailments. If a creature is not too far gone, you can bring them back to life or even return a limb to function. You may now use the spells below, use your intelligence as your spell casting ability modifier. Each of these spells are cast without the need of material components or a need to harness the arcane and take an amount of time to preform, see chart below. These spells may only target a biological mortal regardless of what the Spell says.

Before any of these spells are used, you must have present a set of Surgical Equipment and a set of Chemistry Supply and you must take an amount of time to preform the task and then you must complete a skill challenge with or without aid (Maximum of 4), the number of successes and failures that is required as well as the skills involved with challenge. If the challenge is success the spell goes off, if failed the spell fails and the target gains 1 point of exhaustion for each 1/2 hour the procedure was. see chart below for the time required and the number of successes and failures needed for the skill challenge.

Spell Time Skill Challenge S/F Skills involved
Cure Wounds (Lvl 1-4) 15 mins per level 3/2 +2/1 per level Surgical Equipment, Medicine
Revivify 30 Mins 3/2 Medicine, Chemistry Supplies
Heal 1, 1/2 hours 9/5 Medicine, Surgical Equipment, Chemistry supply, Science, Perception
Restoration 1 hour 5/3 Medicine, Surgical Equipment, Chemistry supply
Regenerate 2 hours, limb must be available if severed 7/4 Medicine, Surgical Equipment, Chemistry supply, Science
Power word Heal 3Hours 11/6 Medicine, Surgical Equipment, Chemistry supply, Science, Perception, Insight

Although you use spell they are considered nonmagical, because you use medical supply and chemicals you have created to do your work.

Skilled Hands

By 11th level you have become so graceful when rendering aid to the injured, each time you you heal a Mortal with a ability you may maximize they nominal value of each dice rolled. Furthermore You have found many means of fighting and curing disease, you may now use the greater restoration spell with you surgery ability, see below.

Spell Time Skill Challenge S/F Skills Involved
Greater Restoration 4 11/6 Medicine, Surgical Equipment, Chemistry supply, Science, Perception, Insight

Experienced Physician

At 15th level you gain the Practiced hands, Preparation and Clean work abilities below.

Practiced Hands: you are unlikely to fail at common medical tasks. Whenever you make a Medicine check you can treat a d20 roll of 9 or lower as a 10.

Preparation: before you start a skill challenge to rebuild something. you may spend an amount of time equal to what is required for the rebuild you are preforming, to prepare and prep the Job ahead, When done all participants and all artisans tools required must be present. if this is done all participants gain advantage on Skill youls made during the skill challenge

Clean Work: you have performed the same Procedures countless times. Whenever you use a healing ability that involves a die roll you can add an additional healing die of the same type to that result.

Chemist

The chemist Focuses on the combining and mixing on the physical components of the Material world. These methods of combine materials usually destroys any arcane connections to the astral sea the components may have and results in a non magical effect. Though these effects are no less beneficial or powerful. Chemists are found in all walks of life from you local pharmacist to a machine oil refinery.


When you choose this Scientists Path you gain Proficiency in Science, Nature Skills as well as Constitution saves and with the following weapons Choose one: Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Adept Chemist

When you choose this Scientist Path at 3rd level, you have made crafting Chemical solutions a daily part of your life and it takes considerably less time and effort.

You gain Proficiency in Chemistry supplies. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Field Chemists Station, This kit is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Chemists Station counts as having Science kit and Chemistry Supplies.

Chemists Traits

Starting at 3rd level you gain the Chemists eye, Repurpose Chemicals and Effective Chemical Supplier abilities bellow.

Chemists Eye: you've become so acquainted with chemicals that you can tell when they're in places they shouldn't be. You gain advantage on any rolls to tell if an object, creature, drink, or meal has been affected by a Chemical, as well as the details of the Chemical, simply by taking an action to examine it.

Repurpose Chemicals: You make the most out of what is around them and the love to maintain dens full of Chemicals and Materials. When You use your downtime to scavenge for Chemical materials in any area, you gain one additional resource of your choice, chosen from any one Chemical material you found. This increases by one at levels 7, 11 and 15.

Effective Chemical Supplier: When creating a item using a Science Kit, Chemistry Supply, it takes half the normal time it would to create items, Though this does not count during the learning of a plan.

Enhanced Concoction

Once you have reached 7th level after countless hours of work you have found a way to increase efficiency in the crafting of your concoctions. A number of times Per long rest equal to your Intelligence Bonus, you may apply one of the below features to a chemical concoction you or your team created.

Quantity Over Quality. Whenever you would create one Chemical Concoction, you instead create two.

Volatile Compounds. Chemical Concoctions you craft that involve rolling dice now automatically produce the maximum effect.

Potent Compounds. Chemical Concoctions you craft that involve a DC, have the DC increased by your Proficiency bonus. 1th level You gain one of the following features of your choice.

Cohesive Work

Starting at 11th level, You gain the Well studied crew and the Expedite abilities below.

Well studied Crew Each time you or one of your crew creates a an item using a Science Kit or Chemistry Supplies, you reduce the DC to create the item by 1 per helper used in the creation.

Expedite: When you or one of your crew may Expedite 1 Chemical Concoction per long rest, this allows that concoction to be created in minimum time it would normally take.

Master Chemist

At 15th level you gain the Double Check then Triple Check ability below.

Double Check then Triple Check. You no longer need to make checks when creating Chemical Creations, you may simply succeed but it takes you the longest time required to make the potion. This may not be done with a expedited concoction.

Improved expedite: a creation it costs the minimum required cost and you may expedite one additional Concoction per long rest.

Alchemist

Alchemists study magical chemistry, and the various effects it has on the physiology of those who imbibe potions. While all are skilled in the creation of simple potions, each alchemist can specialize in the particulars of their studies, whether it be through mutating their physical form at the cost of their mind, launching powerful magical explosives, or just being the life of any party.


When you choose this Scientists Path you gain Proficiency in Science, Arcana Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Adept Alchemist

When you choose this Scientist Path at 3rd level, you have made crafting Alchemist solutions a daily part of your life and it takes considerably less time and effort.

You gain Proficiency in Alchemy supplies. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Field Alchemist Station, This kit is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Alchemist Station counts as having Herbalists kit and Alchemy Supplies.

Alchemist Traits

Starting at 3rd level you gain the Alchemist eye, Repurpose Components and Effective Alchemy Supplier abilities bellow.

Alchemist Eye: you've become so acquainted with alchemy components that you can tell when they're in places they shouldn't be. You gain advantage on any rolls to tell if an object, creature, drink, or meal has been affected by a alchemical component, as well as the details of the component, simply by taking an action to examine it.

Repurpose Components: You make the most out of what is around them and the love to maintain dens full of alchemical potions and reagents and Components. When You use your downtime to scavenge for Alchemy materials in any area, you gain one additional resource of your choice, chosen from any one alchemy material you found. This increases by one at levels 7, 11 and 15.

Effective Alchemy Supplier: When creating a item using a Herbalists Kit or Alchemy Supply, it takes half the normal time it would to create items, Though this does not count during the learning of a plan.

Enhanced Concoction

Once you have reached 7th level after countless hours of work you have found a way to increase efficiency in the crafting of your concoctions. A number of times Per long rest equal to your Intelligence Bonus, you may apply one of the below features to a alchemical concoction you or your team created.

Quantity Over Quality. Whenever you would create one Alchemy Concoction, you instead create two.

Volatile Compounds. Alchemy Concoctions you craft that involve rolling dice now automatically produce the maximum effect.

Potent Compounds. Alchemy Concoctions you craft that involve a DC, have the DC increased by your Proficiency bonus. 1th level You gain one of the following features of your choice.

Cohesive Work

Starting at 11th level, You gain the Well studied crew and the Expedite abilities below.

Well studied Crew Each time you or one of your crew creates a an item using a Herbalists Kit or Alchemy Supplies, you reduce the DC to create the item by 1 per helper used in the creation.

Expedite: When you or one of your crew may Expedite 1 Alchemical Concoction per long rest, this allows that concoction to be created in minimum time it would normally take.

Master Alchemist

At 15th level you gain the Double Check then Triple Check ability below

Double Check then Triple Check. You no longer need to make checks when creating Alchemy Creations, you may simply succeed but it takes you the longest time required to make the potion. This may not be done with a expedited concoction.

Improved expedite: a creation it costs the minimum required cost and you may expedite one additional alchemy Concoction per long rest.

Poisoner

Ofter poisoners are hired assassins, others are shunned from their alchemy circles for finding comfort in the uncomfortable. Dedicated to proving themselves the poisoner spends their life experimenting trying to find the perfect poison. Because poisons are frowned upon in most societies, poisoners use their intelligence and their charisma to get them out of trouble, preferring to use subterfuge instead of the brute force like some of their compatriots. Using their sleight of hand to cover a blade or talk their way into someone drinking a poisoned cup. Poisons are your calling card and you will prove their usefulness.

The Nature of a Poisoner leads ussually leads to a life of crime bing mere excepted amongst the lower echelon of life, though some noble houses have been known to use a poisoner to deadly effect, by infiltrating and poisoning key members of a opposing noble house.


When you choose this Scientists Path you gain Proficiency in Science, Arcana Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Adept Poisoner

When you choose this Scientist Path at 3rd level, you have made crafting Poisonous solutions a daily part of your life and it takes considerably less time and effort.

You gain Proficiency in Assassins supplies. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Field Poisoners Station, This kit is usually warn on the back or carried by an assistant weighs about 25 pounds. When disassembled and set up this Field Poisoners Station counts as having Poisoners kit and Assassins Supplies.

Poisoner Traits

Starting at 3rd level you gain the Poisoners eye, Repurpose Reagent and Effective Poison Supplier abilities bellow.

Poisoner Eye: you've become so acquainted with Poisons that you can tell when they're in places they shouldn't be. You gain advantage on any rolls to tell if an object, creature, drink, or meal has been affected by a Poison, as well as the details of the Poison, simply by taking an action to examine it.

Repurpose reagent: You make the most out of what is around them and the love to maintain dens full of poison, as well as poisonous reagents and Components. When You use your downtime to scavenge for Poisonous Reagents in any area, you gain one additional resource of your choice, chosen from any one Poisonous material you found. This increases by one at levels 7, 11 and 15.

Effective Poison Supplier: When creating a item using a Poisoners Kit or Assassins Supply, it takes half the normal time it would to create items, Though this does not count during the learning of a plan.

Enhanced Concoction

Once you have reached 7th level after countless hours of work you have found a way to increase efficiency in the crafting of your concoctions. A number of times Per long rest equal to your Intelligence Bonus, you may apply one of the below features to a concoction you or your team created with Poisoners kit or assassins supply.

Quantity Over Quality. Whenever you would create one Assassin Concoction, you instead create two.

Volatile Compounds. Assassins Concoctions you craft that involve rolling dice now automatically produce the maximum effect.

Potent Compounds. Assassins Concoctions you craft that involve a DC, have the DC increased by your Proficiency bonus. 1th level You gain one of the following features of your choice.

Cohesive Work

Starting at 11th level, You gain the Well studied crew and the Expedite abilities below.

Well studied Crew Each time you or one of your crew creates a an item using a Poisoners Kit or Assassins Supplies, you reduce the DC to create the item by 1 per helper used in the creation.

Expedite: When you or one of your crew may Expedite 1 Assassins Concoction per long rest, this allows that concoction to be created in minimum time it would normally take.

Master Poisoner

At 15th level you gain the Double Check then Triple Check ability below

Double Check then Triple Check. You no longer need to make checks when creating Assassin concoctions, you may simply succeed but it takes you the longest time required to make the item. This may not be done with a expedited concoction.

Improved expedite: a creation it costs the minimum required cost and you may expedite one additional assassins Concoction per long rest.

Inner Beast

by some means you have been touched by mutation weather you spent to much time studying or exposed to biological or radiological materials or it could have been a tragic alchemical or chemical experiment gone wrong it has twisted your mind and body causing an abnormal temporary mutation or shape changes to take place. Your body and mind go feral you become the opposite of what you believe you are.


When you choose this Research path you gain Proficiency in Science, Medicine Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Scientific Hermit

Starting at 3rd level your research team is frightened of your new monster form, Your research team scatters after your first transformation, leaving only one that curiosity has got the best of them. From now on you may only may only have one minion if you have shown your monster form to your research team. you may reform a team but the first time you transform within line of sight of them, they will immediately scatter leaving you with only one.

Monster mode

Starting at 3rd level, you have the ability to use an action to transform into a Mutated Humanoid beast. When this happens any armor you are wearing is destroyed or distorted enough that it is rendered useless, your Size is now one size Larger then it was and your weight doubles. Unless you put new armor on, your new AC is 10 + Con + Dex. You can use you can use a shield and gain its benefit.

In addition to the wardrobe malfunction, your stats change, ability's scores swap like so

  • Str with Intel
  • Dex with Cha
  • Con with Wis

When you enter Monster mode you gain 2 + your Con Modifier x your level temporary hit points, you revert back to normal form if these run out.

You also lose any Proficiencies you had in your normal form (including tools and saves). You are now proficient with unarmed strikes, Unarmed strikes deal 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a 1d8. the damage type can be your choice of Bludgeoning, Slashing or Piercing and they may have the finesse weapon property, this is chosen when you first pick this Archtype and cant be changed after that.

When you successfully start a grapple, you can deal one damage die extra damage with unarmed or melee weapon attacks to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

You also gain the following benefits while in Monster mode

  • You gain Proficiency in athletics, Acrobatics, Perception and Intimidation.
  • You gain Proficiency in Str or Dex and Con Saves.
  • You have Resistance to all damage that is not Psychic, Force, Necrotic, Radiant, Thunder.
  • You gain the Extra attack feature.

You cant cast spells or concentrate on them while in Monster mode, while beginning Monster mode requires a whole action, ending it early only requires a bonus action. Left to is own course, Monster mode will last for a number of minutes equal to your Level times 3. this feature can be used twice between Long Rests, you gain additional uses a levels 7, 11 and 15.

Improvised destruction

Also at 3rd level you gain proficiency in Improvised Weapons and Shields, Work with you DM for details, Examples are a Long sword Sized piece Of wood it would deal d8 Bludgeoning damage in one handed or a D10 in two hands or a massive piece of metal may be 2 handed weapon with 2D6 Slashing damage, maybe a Door could act as a shield. The DM may want to have some improvised weapons break. You may also throw appropriate items at a distance of 40/80 for 1d8 Bludgeoning damage.

Furthermore, if you grapple a creature of a smaller size then you, you may use them as a weapon using the following stats, provided tey are not 2 sizes smaller then you, (1 free hand 1d8, 2 free hands 1D10 bludgeoning), if you hit with the weapon you deal damage to your target as normal but the extra damage die form being grappled is dealt to the grappled creature.

Monstrous Being

Once you have reached 7th you gain the Unleash the Beast and the Mindless Monster abilities below.

Unleash the Beast: you have become attuned to your monster. You have reflexes like lightning as such you gain advantage on Initiative rolls. If you aren't incapacitated you don't get disadvantage in the event a surprise attack happens on first round. You can use your reaction to start changing into the monster form, so you can attack on your turn however, any damage you take until then is applied to your normal form.

Mindless Monster: you can’t be Charmed or Frightened while in monster mode. If you are Charmed or Frightened when you enter your monster mode, the Effect is suspended for the Duration of the Monster mode.

A Beast Within

By 11th level you gain the It wont Let me and the Flip the Switch abilities below.

It wont Let me: your monster can take over when your on the brink of death, if you drop to 0 HP in normal form you return to 1 HP and automatically enter Monster mode Provided you have Monster mode uses left.

Flip the Switch: You have learned to Channel your monstrous side, You may Enter Monster mode as a Bonus action, Furthermore if you are surprised you may as a reaction to immediately activate Monster mode this replaces the second part of Unleash the beast.

Monstrous Embrace

At 15th level you gain

Don't do it:" when you take damage in Monster mode from a creature that is within 5 feet of you, you can use your Reaction to make a melee weapon Attack against that creature.

Now you've done it: You Embrace your monstrous side, rather then fight it. While in Monster mode, you pick Str, Dex or Con, attribute increases by 4, to a new maximum of 24.

Scoundrel (Core)

As a Scoundrel, life has not been easy, but you have figured out how to turn the tables a bit in your favor. You use your smile, quick wits to find your way into and out of trouble. Making friends is easy and even your enemies have trouble resisting your charm. When things go sideways and the time for talk is over, you are fine with fighting your way out of a bad situation too, Some call you a pirate, smuggler, outlaw, or brigand, but you are just doing what you need to stay on the winning side.

Class Feature

As a Scoundrel you gain the following class features

Hit Points


  • Hit Dice: 1D8 per scoundrel level,
  • Hit points at 1st level: 1D8 + your constitution modifier.
  • Hit Points at Higher Level: 1D8 + your Constitution modifier per scoundrel level after 1st

Proficencies


  • Armor: Light
  • Weapons: All simple and Martial Weapons.
  • Artisans Tools: Thieves tools, Slicers tools
  • Saving Throws: Dexterity, intelligence

  • Skills: Choose 4 skills from, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, Performance, Perception, Sleight of hand, Stealth

Level Proficiency Bonus Features Sneak Attack Damage
1st +2 Expertise, Sneak Attack, Scoundrels code 1D6
2nd +2 Cunning Action, Sly words, City Connections 1D6
3rd +2 Scoundrels Lifestyle 2D6
4th +2 Ability Score Increase 2D6
5th +3 Uncanny dodge 3D6
6th +3 Evasion 3D6
7th +3 Scoundrels Lifestyle Feature 4D6
8th +3 Ability Score Increase 4D6
9th +4 Reliable Talent, 5D6
10th +4 Expertise (2) 5D6
11th +4 Extra Attack 6D6
12th +4 Ability Score Increase 6D6
13th +5 Scoundrels Lifestyle Feature 7D6
14th +5 Hightened Senses 7D6
15th +5 - 8D6
16th +5 Ability Score Increase 8D6
17th +6 Scoundrels Lifestyle Feature 9D6
18th +6 Elusive 9D6
19th +6 - 10D6
20th +6 Ability Score Increase, Expertise (3) 10D6

Equipment

scoundrel starter kit

Sneak Attack

Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Imperial assassin table

Expertise

At 1st Level, choose one of your skill Proficiencies, or one of your proficiency with Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 10th and 20 level, you can choose one more of your Proficiencies (in Skills or tools) to gain this benefit.

Scoundrels Code

During your life as a scoundrel you learned a scoundrels code, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message⁠ than it does to speak the same idea plainly.

In addition, you understand a set of Secret signs and Symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for scoundrels like yourself on the run.

Cunning Action

Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Sly words

Starting at 3rd level, your have become adept at using your words to cause confusion, anger, or just to catch someone off-guard. You gain an additional way to use your Sneak Attack: you can use a bonus action on a creature who can hear and understand you that is within 30 feet. The target must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma


modifier. On a failure, you don’t need advantage on the attack roll to you use your Sneak Attack against the target if you are within 30 feet of it and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

City Connections

At 3rd level, you can draw on your connections to locate people and things that are hard to find. You have made some important friends, and your connections go beyond the mere contacts of a common criminal. By spending four hours carousing within a populated area you can gain one of the following (at your GMs discretion):

  • Knowledge of the profession, a recent location, and the affiliates of a humanoid creature who currently resides there.
  • Access to any rare or illegal goods and services that are available.
  • Offer of employment from a criminal enterprise.
  • Access to a hidden pathway or entrance that is known to your connections.

Scoundrel Lifestyle

At 3rd Level, you choose a scoundrels Lifestyle that you emulate in the exercise of your Abilities, such as the -, -, - and -. Your Scoundrel Lifestyle grants you features at 3rd Level and then again at 7th, 13th and 17th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

Evasion

Beginning at 6th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 9th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th level.

Hightened sense

Starting at 14th level, you gain a hightened awarness and mental strength, you gain the Blinsence and slippery Mind features below.
Blindsence: if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.


Slippery Mind: You gain proficiency in Wisdom Saving Throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

Rouge Arcanist


Prerequisites: To be a Rouge Arcanist you must have the Innate caster mutation as described in the Mutations section of Chapter 7 (Mutations),


When you choose this Scoundrels Lifestyle you gain Proficiency in Deception, Insight Skills as well as Charisma saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Rogue Arcanist
Level Cantrips Known Powers known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 3 6 2 1
4th 4 8 3 2
5th 4 10 3 2 1
6th 4 12 4 3 2
7th 4 14 4 3 3 1
8th 4 16 4 3 3 2
9th 4 18 4 3 3 3 1
10th 5 20 4 3 3 3 2
11th 5 21 4 3 3 3 2 1
12th 5 22 4 3 3 3 2 1
13th 5 23 4 3 3 3 2 1 1
14th 5 24 4 3 3 3 2 1 1
15th 5 25 4 3 3 3 2 1 1 1
16th 5 26 4 3 3 3 2 1 1 1
17th 5 27 4 3 3 3 2 1 1 1 1
18th 5 28 4 3 3 3 3 1 1 1 1
19th 5 29 4 3 3 3 3 2 1 1 1
20th 5 30 4 3 3 3 3 2 2 1 1

Arcane User

At 3rd level, you gain the ability to Manipulate Arcane Energies, Unlike Divine Casting Arcane users are not gifted there power by the Gods but instead they take this power and learn to harness it referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Harnessing the Arcane. To Harness the Arcane is a taxing and dangerous task as every time it is done you could suffer an unforeseen Arcane Peril.

Unbound Arcanist

Rouge Arcanists learn whatever powers they can always trying to gather more power, you may pick from any discipline with the exceptions of the 4 specific Havoc gods until you have one of the Marks of Havoc. See makes of the arcane Arcane Disciplines section of this book.

Rouge Arcanist

Your arcanic bolts deals Force damage.

Cantrips

You learn 3 cantrips of your choice from the disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the rouge Arcanist spellcasting.

Power Slots.

The Rouge Arcanists table shows how many Spell Slots you have to cast your Rouge Arcanists Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Rouge Arcanists Disciplines spell list.

The Spells Known column of the Rouge Arcanists table shows when you learn more Sorcerer spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the magi disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Magi need no spellcasting Focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

-

At 3rd level -.

Patron Boons

Starting at 7th level, you gain the Patrons Blessing and the Patrons Luck abilities below.

Patrons Blessing: when you reduce a Hostile creature to 0 Hit Points, you gain temporary Hit Points equal to your Charisma modifier + your Warlock level (minimum of 1). you may gain no more than you level in temporary hit points.

Patrons Fate: you can call on your Patron to alter fate in your favor. When you make an attack roll, ability check or a saving throw, you can use this feature to gain advantage on the roll. Once you use this feature, you can’t use it again until you finish a short or Long Rest. You may use this feature an additional time between rest at levels 10 and 13.

Unnatural Resilience

Starting at 13th level You gain a number of Resistances to any damage type your choosing equal to your Charisma mod.

Unnatural Flicker

Starting at 17th level, when you hit a creature with an Attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a Nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Furthermore if you are corrupted the damage of this power will deal a different type of damage according to what corruption condition you are or if you have a mark of the arcane see chart below for damage types

Corruotion/Mark Damage Type
Graced Radiant
Unholy Necrotic
Mark of Crulsila Force
Mark of Putracus Poison
Mark of Hayzildir Psychic
Mark of Gore'reth Psychic
Mark of the Undivided Force

Burglar

You hone your Skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional Treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth⁠, you learn Skills useful for delving into ancient ruins, reading unfamiliar Languages, and using magic items you normally couldn’t employ.


When you choose this Scoundrels Lifestyle you gain Proficiency in Slight of hand, Stealth Skills as well as Intelligence saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Tricks of the Trade

At 3rd level, you gain the Undercity Affiliate, Fast Hands and Eye for detail features below.

Fast Hands: you can use the Bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to Disarm a trap or open a lock, or take the Use an Object action.

Eye for Detail: you can use a Bonus Action to make a Wisdom (Perception) check to spot a hidden object, compartment, trap or Door or to make an Intelligence (Investigation) check to uncover or find valuable objects.

Thieves Grace

At 7th Level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn and you gain the Second story work feature below.

Second-Story Work: When you choose this archetype at 3rd Level, you gain the ability to climb faster than normal; climbing no longer costs you extra Movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.

Brigand

Roaming the land in gangs, ambushing unsuspecting travellers. Ganger brigands use cheap and dishonourable tactics to get the upper hand against their opponents. Using heavier armour and weapons than a normal rogue, brigands focus on using strength instead of cunning to get the upper hand..


When you choose this Scoundrels Lifestyle you gain Proficiency in Athletics, Intimidation Skills as well as Strength saves and with the following weapons Martial Weapons and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Enforcer Training

At 3rd level, you gain the Undercity Affiliate, Fast Hands and Eye for detail features below.

Bully: you can use the bonus action granted by your Cunning Action to Grapple or Shove a creature that is within 5 ft of you.

Brutal Pummeling: you may perform a sneak attack with any Melee weapon you are proficient with. Also, you don't need advantage on your attack roll to use your Sneak Attack on creatures you have grappled. All the other rules for Sneak Attack still apply to you.

Intimidate

At 7th Level, your presence becomes especially frightening. As an action, you can make a Charisma (Intimidation) check contested by a creature's Wisdom (Insight) check. The creature must be able to see you, and must not be immune to the Frightened condition.

If you succeed on the check and the creature is hostile to you, the creature is frightened of you until the end of your next turn

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you with great fear. This effect ends immediately if the creature cannot see you.

Not just yet

Starting at 13th level, if you or a creature you have grappled would be moved in such a way to break the grapple, you may use your reaction to move with the creature, or to prevent your own movement. The creature remains grappled if you take this reaction, and any movement you make does not provoke opportunity attacks.

Punisher

When you reach 17th level your mere presence strikes fear into the hearts of those around you. When you use your Punishing Gaze, you may target any number of creatures within 30 feet.

Once you use this feature, you may not do so until you finish a short or long rest

Scout

As a Scout, you’ll act as the eyes and ears on there unit, gathering information about enemy positions, vehicles, weapons, and activity. You’ll determine whether to call for reinforcements and when to order a retreat. With the information you’ll gather, commanders can make informed decisions about how to move the unit and where and when to attack.

Scout are experts at tracking and survaliance as well as close quarters harassment and long range ranges engagements. The scout knows his the terrain and there enemy, ussualy moving about the battle space unknown or very quickly leads to a very deadly foe.


When you choose this Scoundrels Lifestyle you gain Proficiency in Nature, Survival Skills as well as Strength saves and with the following weapons Martial Weapons and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Pathfinder

Beginning at 3rd level, you gain one favored enemy and one Favored Terrain. Furthermore while raging you may use you strength instead of dex for attacks and damage and rolls made with Bows and you may add you rage damage to ranged attacks with bow.

Favored Enemy: you have significant experience studying, Tracking, hunting, and even talking to a certain type of enemy.

Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and Orcs) as Favored enemies.

  • You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence checks to recall information about them.

  • When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.

  • You gain a bonus damage die against Favored Enemies with all melee and ranged weapons, this increses by one die at levels 6, 10 and 14.

Favored Terrain: You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your Favored terrain, you gain the following benefits:

  • Difficult Terrain doesn’t slow your group’s Travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Forage, you find twice as much food as you normally would.
  • While Tracking other Creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose one additional Favored enemy, as well as an associated language and one additional Favored Terrain, at 6th, 10th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.

Furthermore you Proficiency in Herbalists Kit and Poisoners Kit as well as you gain the Wayward steps ability below.

Wayward Steps: You move quickly and have discovered the secrets to cover up your tracks and keep yourself hidden from those who might want to find you. You gain a +10 base movement and you gain advantage on all stealth checks made to hide, and can no longer be tracked by non-magical means.

Skirmisher

Beginning at 6th level, During any Round you have on a round when you have moved 10ft or more you gain the below benefits.

  • you gain the ability to make a sneak attack without the need for advantage
  • Gain a temporary +1 bonus to your armor class until your next turn.
  • You do not provoke attacks of opportunity when leaving the reach of another creature

At 10th level,

Camouflage: you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Improved Favored Terrain: While in your any of your favored terrains, you gain the following benefits as well:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Foe Slayer

At 14th level, Once per short rest you may maximize your Sneak attack on one attack made against one of your favored enemy.

Absocundis (Temple Assassin)

The Infiltrator Temple are the most subtle of the assassin tempels, specialising in deceit and the use of artful deception to accomplish their objectives, usually assisted in their bloody tasks by the shape-changing Polymorphine drug.

The Infiltrator Temple's devotion to cunning and subtlety is often used on those missions where overt interference by the Empire in a situation would upset the intricate balance of power maintained by the Hierachy of Terrahime.

A Infiltrator Assassin is the ultimate weapon against those over ambitious officials that would make a mockery of the Empires justice whilst appearing to do no wrong. Those officials that use diplomacy, bribes and corruption to further their positions play a dangerous game within the corridors of powers.

The vast majority of missions undertaken by Infiltrator Assassins involve infiltrating a Cult or other heretical organisation in order to kill its leader along with the other key members of the cult. Once the leadership of such a group has been removed, it is easier for the empires regular armed forces to eliminate the cultists, without having to resort to extreme measures.

However, on less frequent occasions Infiltrator Assassins are called upon to undertake more exotic assassinations, requiring the use of both Polymorphine and surgical cybernetic implants to allow them to assume the form of a wider range of humanoids.

Although they are not typically fielded with a larger army on the field of battle, Infiltrator Assassins can be deployed behind enemy lines in order to infiltrate facilities such as bases or encampments and take out enemy leaders or key personnel. This is usually achieved by the assassin killing an isolated patrol or enemy unit and then assuming the form of one of those slain through the use of Polymorphine also acquiring the armour and wargear of the deceased to complete the disguise.

Most of the Assassins of the Infiltrator Temple are trained in the use of Polymorphine. With this specialised drug allowing a Infiltrator Assassin may masquerade as any human they choose, from a beautiful young woman to a crippled old man. However, in addition, the empire has developed a range of surgical implants to allow Infiltrator Assassins to mimic members of alien races, like the Orks, Dracarian and Beastkin.

Impostor Assassins can impersonate members of humanoid species, including the Dracarians, Orks and many of the Beastkin races, in at least one legendary case, a Hive Hybrid. The implants are often permanent, and restrict the Assassin solely to impersonations of that species. It should be noted that more humanoid species like the Elves can be mimicked without implants through the sole use of Polymorphine.


When you choose this Scoundrels Lifestyle you gain Proficiency in Deception, Persuasion Skills as well as Charisma saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Assassin skills

At 3rd level, you gain the Undercity Affiliate, Lethal Trickery and Assassinate features below.

Assassinate: you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Lethal Trickery: you gain proficiency with the Disguise kit and the poisoner’s supply.

Studied Weakness: if you have observed an enemy for at least a minute, you can reliably strike at a target’s weak points. When you roll damage as part of lethal strike, you can reroll a number of damage dice equal to your Intelligence modifier (minimum one) You must use the new rolls.

Infiltration Expertise⁠

Starting at 7th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the History, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction⁠, and official-looking certification to establish yourself as a member of a Trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other Creatures believe you to be that person until given an obvious reason not to.

Master Impostor⁠

At 13th level, you gain the Impersonate and Impostor abilities below.

Impersonate: you gain the ability to unerringly mimic another person’s speech⁠, writing, and behavior. You must spend at least three hours studying these three Components of the person’s behavior, listening to speech⁠, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature Suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Polymorphine Injection: you may cast the spell Polymorph Spell (Funamancy), with the following changes below.

  • You may only change into a huminoid creature you have seen before of your choice.
  • The range of the spell is touch.
  • If used on an unwilling creature the Save is Constitution DC 8 + your Profiecentcy bonus + your Inteligence bonus.

This may be used a number of time equal to half your Inteligence bonus (rounded up. You regain all uses of this after you have completed a long rest and provided 50gp per use of the Plolymorph spell that was used between your last rest.

At level 18 you may use this a number of time equal to you whole Inteligence insteed of just half.

Advanced Polymorphine Injection

Beginning at 17th level you may cast the spell True Polymorph Spell (Biomancy), with the following changes below.

  • You may not turn an item into a creature.
  • The range of the spell is touch.
  • If used on an unwilling creature the Save is Constitution DC 8 + your Profiecentcy bonus + your Inteligence bonus.

This may be used 1 time. You regain the use of this after you have completed a long rest and provided 500gp, if the true Polymorph spell that was used between your last rest.

Pellentius (Temple Assassin)

The Temple Pellentius create one of the best shots in the realms, known as an Operative. The Operative is the most skilled snipers in the Empire and are usually directed to assassinate targets who are believed to have been possessed by demonic entities or to have been corrupted by the Ruinous Powers of Chaos.

The most prominent feature of the Pellentius Temple operative is that it trains its subjects to near perfection in the art of marksmanship. They aim to kill the Empires worst enemies with a single bullet. In addition to the art of sniping, Operatives are also trained in stealth and evasion techniques in order that they may get into the most advantageous position from which to take their shot and to successfully elude capture and disappear once their target is eliminated. The necessity for these skills is determined by the fact that a kill can only be made from the best position. Indeed, Operative Assassins have been known to occupy a position for days, or even weeks, before taking their shot.

The Operative are often employed in eliminating individuals for the Empire who are suspected of harboring demonic entities. The hope is that they can eliminate the host before the demon is able to manifest itself on the material plane. Characters of great charisma, many false prophets and false messiahs among them, have fallen to the Operatives bullet, most commonly whilst they are preaching their false beliefs to their followers and spreading heresy against the Empire. Upon this swift, brutal, and yet simple death, the erstwhile followers of such a Heretic soon become disheartened and afraid. Countless heresies against the Empire have been prevented with a single, well aimed shot where legions of men would have failed.


When you choose this Scoundrels Lifestyle you gain Proficiency in Stealth, Survival Skills as well as Constitution saves and with the following weapons Martial Weapons and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Master Stalker

Starting at 3rd level, you gain the Assassinate and Meditative Hybernasion ability below.

Assassinate: you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Meditative Hybernasion: if you do not move for 1 min you may start to slow down your matabolisim to an almost hibernatory state over the next hour you fall into a meditative state as long as you remain still. In this state you do not need to eat, sleep, drink urinate or deficate you only breath a shallow breath once every minute and your heart beats once every minute. you are fully aware of you surroundings and what can be seen in the direction you where facing when you meditated every 6 hours you are in this state you must pass a constitution save DC 8 + 2 for each time you have taken this test for each hour. if you fail you lose you position and need to reset the clock.

Chamelionic Armor

Starting at 7th level, Gain a chemelionic armor, with chameleonic armor creatures have disadvantage on perception checks to see. If you do not move for a minute or more you are invisible as long as you remain still. With chemelionic armor you gain one use of the feature below. you regain the use of this after 1 hour.

Spectral Distortion: As a bonus action you becom invisible for 1 minute. The spell ends for a target that attacks or casts a spell.

Lethal shot

starting at 10th level you gain a + 10 to the first shot fired after you end you Meditative Hybernation, if you hit add 2 damage die to the damage of the shoot. This increases by + 5 to hit and + 1 damage Die at levels 13 and 17.

Master sniper

Starting at 17th level You may fire any sniper weapon that has the extensive action fire property as if it didn't have that property and you gain the Death strike Ability below

Death Strike: you become a Master of Instant Death. When you Attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your Attack against the creature.

Nox'timeo (Temple Assassin)

Temple Nox'Timeo produces the The Night Stalker assassin and is possibly the most gruesome Assassins Amongst the Assassins temples. The Night Stalker Assassins specialize in shock and terror tactics, instilling fear into the hearts and minds of all who are targets.

Often in the employ of the Imperial Inquisition's Order Demonium, Night Stalker Assassins are used to solve the problem when the indelible taint of Chaos is believed to have spread throughout the ruling elite of an entire Imperial territories government.

An Night Stalker rarely have just a single target. His mission will be to rip the heart out of the insurgency, wreaking havoc and destruction. Such brutality ensures that the enemies are totally cleansed and that none would be successors may take over. The sheer terror left behind in the wake of an Night Stalkers onslaught ensures that none will dare to oppose the empire.

The Inquisition's Order Justicus has also been known to make use of Night Stalker Assassins from time to time. The Order Justicus uses Night Stalkers to eliminate the entire top echelons of Imperial governments that are believed to have become heretical or turned against the will of the Emperor.


When you choose this Scoundrels Lifestyle you gain Proficiency in Acrobatics, Intimidation Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Night stalker Skill

At 3rd level, you gain the Assassinate, Induce Fear features below.

Assassinate: you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Induce Fear: On each of your turns you may choose a creature within 5 feet from you to frighten as a bonus action. on a failed wisdom save the target is Frightened. distance becomes 15 feet at 9th level 30 feet at 13th and 60 feet at 17th. You must remain within the creature sight in order to maintain such condition. The DC Save is 8 + Charisma bonus + proficiency bonus. The creature has disadvantage on the Saving Throw if you have attacked and hit it in the last 10 rounds.

Your worst Nightmare

At 7th level you have learned how to inflict damage to the mind through the use of fear, Choose a creature you have effected with you Induce fear ability. you are a constant nightmare in that persons mind, as a nightmare that lasts a 24 hour duration of the target's life preventing the target from gaining any benefit from that rests. In addition, the target takes 1d4 psychic damage every hour, over the course of the 24 hours provided you make contact with the target every hour, by no means may this damage be healed and they have disadvantage on saves made to resist fear effects for 24 hours after the first. You may use this action once per long rest.


the damage of this ability goes up by 1 dice at levels 10, 13 and 17th to a max of 4d4

Shadow Puppets

By the 13th level you know how to shape fear itself. You can create a copy of yourself which moves independently from you but always obeys to you. The copy can not attack but will hunt creatures you want to scare, so you can be out of their sight. The target is frightened by the copy as if it were you. The copy last for up to 24 or until a new copy is used, You can use this ability only once per short or long rest. you gain one extra copy at level 15 and another at 20.


Furthermore, gain a Fear Caster ability below.

Fear Caster: you may cast the Phantasmal Killer a 5th level Illudamancy spell, a number of times equal to half your Charisma bonus (rounded down to a minimum of 1). You regain all uses of this feature after you complete a long rest. at 17th level you may use this a number of times equal to your whole Charisma bonus.

Fear Monger

At 17th level, you are so scary that some cant even run and attempt to tear you out of the thoughts. On each of your turns, you may use the disabling fear ability. you may use this feature a number of times equal to your Charisma bonus. You regain all uses of this feature after you complete a long rest.

Disabling Fear as a bonus action make any creature you choose within 30ft Take a wisdom save DC 8 + your Proficiency bonus + your Charisma bonus. on a pass The target is Stunned until for one round, but if the creature failed it takes 2D10 Psychic damage and is stunned taking a new test at the end of each of its turns, until passed At level 17 this abilities damage increases to 4D10. Furthermore you gain the Nightmare stalker ability below.

Nightmare Stalker, your worst nightmare ability deals double damage now and you may now choose to try and keep your target asleep if you chose to do so they may attempted to resist by making a wisdom save DC 8 + your Proficiency bonus + your Charisma bonus, if the test is passed the target wakes, if the test is failed, the target stays asleep for 12 more hours and takes the damage again. The test is then taken again and the process is continued until the target passes the test if the target stays asleep for 5 consecutive days and has not died or passed the test, the target dies instantly as fear itself consumes there very mind.

Magus'Ventor (Temple Assassin)

The Magus'Ventor Temple is one of the most sinister and feared orders of the Imperial assassin temples. the members of Magus'ventor are also referred to as witch seekers, these Assassins have been described by Eldar as nothing short of the embodiments of pure evil. Even amongst the upper echelons of the imperial authority this temple is always viewed with extreme caution. The reason for this is not because of the way that the Magus'ventor Assassins carry out their operations, or the heinous methods of killing they employ. It is because of the very nature of the soulless one behind there speculum.

The Assassins of this particular temple are not chosen because of their innate savagery, cunning or combat skills. First and foremost, potential candidates are chosen to be because they are born as a soulless human which means they have no presence within the astral sea like all other sentient beings, and thus no soul. These assassins exploit this with deadly precision, the temple has crafts these rare and out casted species into a deadly Aint mage assassin.


Prerequsites: You must be a Sinanima sub race to go to this temple.


When you choose this Scoundrels Lifestyle you gain Proficiency in Athletics, Intimidation Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Animus Speculum

At 3rd level you gain a special helmet. The entire helmet is designed to look as monstrous as possible to strike fear into the hearts of the Assassin's enemies. The Animus Speculum has many functions. As you level you hone your abilitys to wheild the Animus Speculum. When whering the animus, you gain the below ablities

  • Analysis Array: Gain a + 2 to all Perception skill checks and gain a + 2 to all attack rolls.
  • Rebreather: you can now breath underwater.
  • Nightvision: you gain dark vision out to 60ft. and lowlight out to 120ft.
  • Aura Dampener: You may restrict you antimagic aura to 5ft or effecting just yourself this may be done as a bonus action.

Furthermore you gain Assassinate ability below.

Assassinate: you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Arcane Eye

At 7th level you gain accsess to your Arcane Eye of the Animus Speculum, this enables the Witch Seekern to focus there potent negative psychic energy through a single eye that is emitted as powerful blast at the Assassin's will. Such a blast is capable of burning out a target's brain. While lethal to anyone, it inflicts particularly terrible damage on psykers, daemons and psychically-active creatures, whose psychic defences crumble quickly before its onslaught. You may now use the abilitys below.

Psy bolts: Gain the Eldrich blast cantrip, it deals Psychic damage instead of force.


Furthermore, If the a target of this ability has the ability to cast spells this ability deals double damage to them.

Arcane Eye Upgrades

By the 10th level, you may now focus your negative warp energy into a blast. You may now use the ability below.

Psy blast: As an action you may focus you negative psychic energy, any creatures in a 15ft cone must pass a Wisdom save DC 8 + your Proficiency bonus + your Intelligence bonus, creatures that faild take 3D10 psychic damage and on a pass they take half. You may use this ability a number of times equal to half your Intelligence bonus, you regain all uses of this ability after you preform a long rest.


Furthermore, If the a target of this ability has the ability to cast spells this ability deals double damage to that target. at level 13 you may use this ability a number of time equal to you whole Intelligence insteed of just half and the cone size increases to 30ft.


the damage of this ability goes up by 1 dice at levels 10, 13 and 17th to a max of 10D8.

Animus Upgrades

At 13th level, The Arcane Eye of the Animus Speculum can also draw power from nearby arcane users as a power source. The weapon also serves as a form of psychic restraint and as a dampener the Witch Seekers own negative psychic aura and preventing it from affecting any nearby allies as strongly. gain the following abilities.

Psy Tap If you are within 30ft of a arcane magic user, As a bonus Action you may atempet to take a Spell slot of level 2 or greater if this is done you replenish one charge of your Arcane eye ability. If the target is friendly he may willingly give you the spell slot but if the target is not willing the may make a Wisdom save DC equal to 8 + your proficiency bonus + you Intelligence on a fail you take the lowest avilible spell slot that is above 2, if the target does not have a level 2 slot you still sap a level 1 spell but it does not have the power to replenish a use of Arcane Eye. This may be done a number of time Equal to your Intelligence bonus, you regain all uses after you have completed a long rest.

Psyocculum The built-in Psyocculum allows the Assassin to clearly see individuals and objects obscured by psychic powers. you count as having the trues sight spell on at all times.

Animus Counter: when a creature within 30ft of you casts a spell, you may uses your reaction to attempet to cancel it. Roll a D12 if the number is greater then the spells level, the spell fails and has no effect. this can be used a number of times equal to your inteligence bonus, you regain all uses after you have completed a long rest.

Sentinel / Gray / Assassin / Mutilator / Deathmark (Magi)

The Magi hold an interesting place within the world, as a Magi you are train in a highly devote way of life. Each specific temple follows a specific system of belief referred to as a "Way". Each way has it own ideals and beliefs, The Magi are devote groups of religious that are based around the focuses of Discipline and Balance, they do not focus on any one specific lessor god or even greater God, as the magi believe in an abssolute balance within the realm of Terahime, but just like the All Creator Nohesis soon realized him self, balance is not easily achieved and this is why the five Ways exist. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Most Magi try to stay balanced but many become graced and start to follow a more Divine and Disciplined path. But there are always those that cant control themselves and fall to the more darker powers, thus the reason for the "Ways" of Ruin, Rage and Death.

Each Magi is a highly trained martial combatant and Skilled Crafters of the arcane. each magi can manipulate the arcane like other arcane casters. Having the ability to draw from any Discipline allows the magi to be a powerful being and because of there "Ways" they hone the ability to keep the risk involved with the arcane to a minimum or the completely embrace the Darker powers and become a reckoning of Balance. Each Magi earns a magic blade

called an Arcane Saber. A Magis right of passage for a new apprentice within a Temple to graduate to Magi, is to find the parts and craft there first Arcane Saber

within the temples secret forge, using a secret mix ancient Technology and Magic that not even the Machine host knows. Once this task is complete the Apprentice Becomes a Magi and may now be given tasks by the Temple Counsel. The blade may come in varying size and style, but all consist of a Hilt built around a arcanium crystal, on command by the one that is bound to the

blade, the blade will sprout forth a beam of arcane energy that is resistant like a blade and deals slashing damage but it also deals an amount of damage of a type of damage dependent on the color of the blade and that has to do with the ritual that was preformed when created, the blade also emits a small amount of light in a color like the blades.

The Sentinel / Shadow / Assassin / Mutilator / Deathmark (Magi) is a subtle but efective Magi tending to keep quiet then make a big seen.


Prerequisites: To be a Magi you must have the Innate caster mutation as described in the Mutations section of Chapter 7 (Mutations),


When you choose this Scoundrels Lifestyle you gain Proficiency in Arcana, Insight Skills as well as Wisdom saves and with the following weapons Arcane Sabers and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Sentinel / Gray / Assassin / Mutilator / Deathmark (Magi)
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd 2 3 2
4th 2 4 3
5th 2 5 3 2
6th 2 6 4 2
7th 2 7 4 3
8th 3 8 4 3
9th 3 9 4 3 2
10th 3 10 4 3 2
11th 3 11 4 3 3
12th 3 12 4 3 3
13th 3 13 4 3 3 1
14th 4 14 4 3 2 1
15th 4 15 4 3 2 2
16th 4 16 4 3 2 2
17th 4 17 4 3 3 2 1
18th 4 18 4 3 3 2 1
19th 4 19 4 3 3 2 2
20th 4 20 4 3 3 2 2

Arcane User

At 3rd level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arjuous task and some times result in failure to cast the

spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Magi Powers

Although Magi Sage / Consular / Sorcerer / Mutilator / Deathmark are arcane casters the way they have learned to know and harness its power is more based on a way of life and ritual, an extremely strong belief in the ways of Discipline, Balance, Havoc and rage. The Magi may Pick from any arcane Discipline with the exception of any that require a specific mark. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Magi table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Magi Disciplines spell list.

The Spells Known column of the Magi table shows when you learn more Sorcerer spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the magi disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Magi need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, since you learn your powers through study and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Magi Way

Starting at 3rd level as a Magi you have a "Way" to follow. each way has it own ideals and beliefs. The Magi are devote groups of religeous that are based around the focuses of Discipline, Balance, Ruin, Rage and Death. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Your way is dependent on your currant corruption Condition, if you are Graced you are of the Way of Discipline, Neutral you are of the way of Balance, Tainted you of the way of Ruin, Enraged you are of the way of Rage and if you are Darkened you are of the way of Death. Each discipline has a set of Benefits and disadvantages that the individual must follow.

Each of the following Ways have a speacial ability each of these abilities may only be done a number of time per day equal to you charisma bonus, replenishing all uses when you finish a long rest


The way of Discipline (Sentinel):

  • Your Arcane bolts Spell deals radiant damage instead of force.
  • When allowed, you may preform any Disciplined Arcane Saber ritual color.
  • During a Long rest you may add a number of Divine corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of 50% or less.
  • You gain the Wave of positive energy ability below.

Wave of Positive energy: as a bonus action you may send out a wave of positive energy in a 15 foot cone each non Tainted, Darkened or Enraged creature heals 1d10 + you charisma bonus and each Tainted, Darkened or Enraged creature takes that amount of damage.

The way of Balance (Gray):

  • Your Arcane Bolts Spell deals Force damage.
  • When allowed, you may preform any Balanced Arcane Saber ritual color.
  • During a Long rest as long as you are Neutral corruption, you may choose the use your shift any amount of Arcane corruption of any types to the pool of any other type Provided that you still remain Neutral.
  • You only suffer Arcane Peril on natural rolls of 1.
  • You gain the Arcane Push ability below.

Arcane Push: You know how to hit your enemies with a wave of pure force energy. As an attack, you can fire a blast of force energy in a 15 foot cone, a 30 foot line 5ft wide or a single ranged Spell attack 60/120 foot range. Targeted creatures must make a Strength saving throw equal to your spell save DC on a fail they take Bludgeoning damage equal 1d10 + your charisma modifier and be pushed back 10 feet and knocked prone, on a pass they take no damage and is not knocked prone but is still pushed 5ft. If you make an attack with a weapon you are proficient with, you can make another attack with this feature as a bonus action.

The way of Ruin (Assassin):

  • Your Arcane bolts deals lightning damage instead of Force.
  • When allowed, you may preform any Ruinous Arcane Saber ritual color.
  • During a Long rest you may add a number of Ruinous corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of Greater then 50%.
  • You gain the Force Choke ability below.

Force Choke: While the arcane connects everything in existence, you have found away to make it stop the connection of air to the lungs. As an attack, you may attempt to Choke a target within 60ft. The target must make a constitution save, on a fail, the creature begins to suffocate and is Stunned until the start of your next turn, during your turn you may choose to maintain the Choke as if you where concentrating on a spell though this does not count as a concentration spell. At the end of each of the target creatures turns it may retake the Con save returning to normal on a pass. This ability cant be used on creatures that don't breath. Furthermore you may use this as a reaction to someone/somthing is speaking, if you do use this ability when someone/something is speaking it gains disadvantage on its saving throw.

The way of Rage (Mutilator):

  • Your Arcane bolts deals Piercing, slashing or Bludgeoning damage instead of Force, your choice.
  • When allowed, you may preform any Primal Arcane Saber ritual color.
  • During a Long rest you may add a number of Primal corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls.
  • You gain the Primal might ability below.

Primal Might: You use the Primal Arcane to enhance your fighting abilities. During combat, you can take a bonus action to add 1d4 force damage to each of your attacks until the end of your next turn. When you activate this ability.

The way of Death (Deathmark):

  • Your Arcane bolts deals Necrotic instead of Force.
  • When allowed, you may preform any Unholy Arcane Saber ritual color.
  • During a Long rest you may add a number of Unholy corruption equal to your Wisdom modifier.
  • You only suffer Arcane Perils on a roll of a natural 20.
  • You gain the Necrotic wave ability below.

Necrotic Wave: as a bonus action you may send out a wave of Necrotic energy in a 15 foot cone each undead creature heals 1d10 + you charisma bonus and each Living creature take that amount of damage. this may be done a number of time per day equal to you charisma bonus.

Arcane Saber Ritual

you have learned how to preform the arcane saber ritual and gained the components to craft your first Arcane saber. You gain Proficiency with Arcane Sabers. and you learn to craft 2 of the below types of arcane saber. The first time you create an Arcane saber the cost is free and you have all the Piece, you just need access to Tech tools, Artificers Tools and Archamancy supply and 12 hours. If you are crafting a second or replacing a lost arcane saber you may but crafting one of these is like crafting a Intricate device requiring Tech tools, Artificers Tools and Archamancy supplies, which

you are considered to be proficient in for the purposes of the creation of this weapon along with, (1) 1500Gp Piece of Arcanium crystal, (5) wires, (1) computer chip and (1) Premium Alloy, See crafting compendium for details on crafting items. Refer to charts below for the stats of each type or arcane saber and what color blade does what damage type.

Arcane Saber Profile

Name Cost Damage Weight Properties
Arcane Saber dagger - 1d4/1d4 Force/Color type 1 lb light, Finesse
Arcane Saber - 1d6/1d4 Force/Color type 2 lb Versatility (1d8/1d6), Finesse
Arcane Saber Claymore - 1d10/1d6 Force/Color type 3 lb Two-Hannded, Large, Bulky
Arcane Saber Double - 1d6/1d4 Force/Color type 3 lb Two-Hannded, Finesse, Double: using this weapon gives you the ability to fight as if you had a weapon in each hand and the of hand is lite.

Arcane Saber Colors/Dmg. Types

Disciplined Colors Damage type
White-Gold Lightning
Gold Fire
White-Blue Cold
Balanced Colors Damage type
White Force
Silver Force
Pink Force
Ruinous Colors Damage type
Red Fire
Yellow Lightning
Pale-Blue Cold
Pale-Green Poison
Primal Color Damage type
Purple Lightning
Orange Fire
Green Poison
Blue cold
Unholy Colors Damage type
Black Necrotic
Black-Green Poison
Black-Red Fire
Black-Blue Cold

Saber Techniques

Below are three abilities that may be used as long as you are wielding any type of arcane saber.

Saber Deflection: you can use your reaction and your mastery over your mind and Saber to deflect or even redirect a ranged attack. When you are hit from a ranged or thrown weapon and you have your arcane saber on you. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level.

If you reduce the damage to 0, and the attack was energy based, you can redirect the bolt. Make a ranged attack with the weapon or piece of Ammunition you just redirected, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencise, and the missile counts as a monk weapon for the attack.

Saber Perry: you have furthered your Saber Skills, if you are the target of a melee weapon attack, you can use your reaction to Perry and attempt to block the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC.

Arcane Swordsman: when you take the attack action on your turn, if you have the Extra attack feature, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action or less. This may only be done once per turn.

Magi Trait

Beginning at 7th level, you gain one of the below traits. At levels 13 and 17 you gain one more.

Magi Manipulation: you count as always having the Telekinesis spell active at all times. but with the following changes.

  • Objects and Creatures may only be Large or smaller.
  • Object must weigh 200 x your proficiency bonus of less and only moves 20ft.
  • Objects and creatures can only be moved 20ft.

At Level 13 you have gain the full use of the Telekinesis spell and level 17 the weight is increased to 300 x Proficiency and at level 20 its 400 x Proficiency.

At Levels 7, 13, 17 and 20 you may effect one additional target with the Telekinesis spell though you may not exceed a combined weight equal to you total weight allowed fro the Telekinesis spell.

Sense Arcana: you count as having the Detect magic spell active at all times. Furthermore at levels 13 and 17 you increase the range by 30ft and at level 17 the only thing that that can block it is lead.

Magi Senses: You have blind sight at 20ft. At levels 13 and 17 this increases by 20ft

Read Mind: you count as having the Detect Thoughts spell active at all times. Furthermore at levels 13 and 17 you increase the range by 30ft.

Mind Trick: you may cast the Command Spell at will, without needing material components or requiring to harness the arcane. Furthermore at levels 13 and 17 you increase the range by 30ft.

Arcane Leap: you count as having the Jump spell active at all times. Furthermore at levels 13 and 17 you increase the hight by an additional multiplier.

Arcane Speed: Your speed is increased by 10ft. At levels 13 and 17 you gain an additional 10ft.

Magi Foresight: your foresight gives knowledge of tactical situations and allows you to act quickly in battle. You can give yourself a bonus to your Initiative rolls equal to your Intelligence modifier. This increases by 2 at levels 13 and 17.

Master Magi

Starting at 13th level, fighting against the balance of arcane energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Furthermore You gain a Magi Apprentice of your Choosing. See Minions section of this book for the stats and how to use them.

Grandmaster Magi

At 17th level, your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.

Stalker (Mutant)

Mutants are the tens of thousands of people across terrahime who have been deformed from the some state of mutation. These mutations can be caused by environmental factors like Radiation or by exposure to the raw Arcane powers.

These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body.

Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.

Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind.

While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the corruptive energies of the arcane can also lead to rampant mutation.

Because those who secretly worship the ruinous powers as Cultists are known to be granted mutational "gifts" by their dark masters, arcanic mutation can be an indicator of inner spiritual corruption by Havoc.

This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled material plane.

Silver Helmsmen or "Silver Eye" are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel. Because they are absolutely vital to the Empires commerce and defense, they, alongside Imperial Sanctioned caster and certain species of humans, are the only officially tolerated form of mutants.


Prerequisites: To be a Stalker Beast (Mutant) you must be one of the Sapien races and have at least 2 mutations.


When you choose this Scoundrels Lifestyle you gain Proficiency in Stealth, Survival Skills as well as Strength saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Skulking Mutant

Starting at 3rd you gain the Mutant Abomination, Stalkers Prey and the Me First abilities below.

Mutant Abomination: You gain 1 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the GM allows, you may use one mutation to take a Mark of Havocus. You gain one additional mutation at levels 7,10 and 14

Stalkers Prey: you mark a creature as your prey for a time. As a bonus action, you can mark a creature that you can see within 60 feet of you. You can use your Sneak Attack against a marked target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you use this feature against a different target or the target dies.

Me first: you are used to jumping into action without much forethought, You can add your proficiency bonus to Initiative rolls.

You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, at least one more hostile creature is within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Lie and Wait

Beginning at 7th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Lethal Ambush

Starting at 13th level, the first attack made during a surprise round that you where benefiting from the Lie an Wait ability, will automatically score a critical hit if it is a sucsesfull hit if it should be a critical any way roll 3x the number of damage dice..

Deadly Stalker

At 17th level, you become an unparalleled hunter of your prey. Once on each of your turns, you can add your Wisdom modifier (minimum of 1) to the attack roll of an attack you make against a creature marked as your prey. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Vas'Ninjarite

The "Vas" in high Imperial or "Vessels" in Common imperial are a secret organization of Astrogeists, these beings are also known as Avatars by many. The Astrogiests of the Vas are given a special containment suit called an Avatar. These avatars are created much like a Technokian creates there robotic body or a college Anamationist molds a golems form, though these vessels are made of a completely alien material only known by and found in the endless expanses of the cosmos by the Vas. The Vas are deadly Warriors that have an agenda that is very unknown an mored in rumor and secrets, The Empire tries to keep its dealings with the Vas to a minimum, leaving most of the dealing to the Order Adveintus on a classifide basis, although the High elven Eldar of Kilithikadia and the Xenarians of the Adlentus system have closer relations with the Vas.


When you pick this Scoundrels Lifestyle you become Proficient with the following weapons and they become Brawler weapon Nun-chuk, sai, katana, tanto, Tonfa, Kama, Fan, Halberd, Long spear.


Prerequisites: You must be an Astrogeist race to be this class.

Vas Avatar Warsuit

Starting at 3rd level you must find a location to Build a Vas Base this Base must be at least a space 30ft x 30ft this base take around 48 hours of work to create and it can be concealed or not, if concealed the GM may have you make some rolls to determine success of your concealment. In the building of this Base you build a Warsuit Configurations Unit within it. this Allows you to creat a Vas Avatar Warsuit, this acts as your new containment suit and operates the same as a containment suit with the following additional benefits.

  • Warsuit Save: Gain one save of your choice, this may be changed during a long rest at the warsuit configurations unit.
  • Warsuit Skills: Gain two skills of your choice, these may be changed during a long rest at the warsuit configurations unit.
  • Warsuit AC: You may not were your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. you can not wear armor or shield generators as well as use devices, though you may still attune to magic items
  • Double Jump: once per round you may jump of a point that has no physical point, meaning you can jump of a point that is suspended in the air.
  • Wall runner: you gain the ability to move up, down, and across vertical surfaces but not upside down or along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
  • Grav Flux: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.

Furthermore: When making your Warsuit you must also pick a Warsuit class. Each of these Warsuit classes further refine the effects of your Vas Avatar Warsuit. You Start knowing 2 Warsuits Classes, gaining one additional Warsuit class known at levels 7, 13 and 17. During a long rest you may enter the Warsuit Configurations Unit, when done you may pick any of your known Warsuit Classes and remove any previous warsuit benefits and apply the new warsuit benefits. You may only have one Warsuit Class applied at a time. Each Warsuit class has an attribute modifier and passive buff/s, as well as four abilities or features that may be activated or passive dependent on the ability. At level 3 you gain 1 warsuit level, gaining 1 additional warsuit level at levels 7, 13 and 17. All the Warsuit descriptions and how to use them is described in Chapter 5 (Rules), in the War suit section.

Warsuit Tuning

Starting at 7th level, During any long rest you may not only use your Warsuit Configurations Unit to pick a Warsuit class, you may use it to fine tune your Avatar warsuit. During any long rest you may enter your Warsuit configurations unit and shift any of your ability scores with any other ability score. Furthermore you gain your choice of 4 of the below Avatar adaptations, this increases by 2 at levels 10 and 14. During this time you may also swap out any of your current choices with another.

  • Quick Frame: gain a +5ft walk speed
  • Armor up: Gain a +1 AC. This trait may be taken up to four times, gaining one additional AC each time.
  • Resilience: Gain advantage on a save or your choice, This trait may be taken more then once, choosing a different save each time.
  • Resistance: Gain resistance to your choice of either slashing, Piercing or Bludgeoning damage, This trait may be taken more then once, choosing a different damage type each time.
  • Hypercharged: You gain a +5 bonus to all Initiative rolls. This may be taken twice stacking the effect.
  • Reverse joint legs: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greater 5 or 10), with or without a running start.
  • Grav Slam: Once per turn when you drop down onto a position from a hight greater the 10ft, each creature within 5ft of you must make a strength save with a DC equal to 8 + your constitution + your proficiency bonus or be knocked prone. This trait may be taken more then once increasing the range of the ability by 5ft each time.
  • Grav Glide: You may as a bonus action hold you current elevation and move forward in any direction from your current position for an amount of rounds equal to your Dexterity modifier, after that duration you start to descend slowly at a rate of to 60 feet per round until it lands taking no falling damage and can land on its feet. You can not use this feature again until you have been grounded for 1 full round.
  • Triple Jump: Like double jump but you may connect with a second additional point or contact.
  • Arcane Tuning: you may ignore 1 Arcane Peril, the use of this recharges after you have preformed a short rest. This trait may be taken more then once, gaining an additional use of this feature before needing to rest.
  • Arcane Resonator: You gain 1 additional cantrip, 1 spell slot of a level you can cast. This trait may be taken more then once, gaining 1 additional cantrip, 1 spell slot of a level you can cast each time.
  • Shield Booster: Increase your shield capacity by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time.
  • Quick Shield: reduce your shield Recharge delay by 1, if this should bring it to 0, you gain the recharge rate even if you got hit during that turn. This trait may be taken more then once, reducing the shield recharge delay by 1 each time.
  • Shield charge: Increase your shield Recharge rate by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time. This trait may be taken more then once, gaining an additional 5 Shield Recharge rate each time.
  • Shield Resistance: Gain resistance with your shield to your choice of either Poison, Force, Psychic, Necrotic, Radiant or Thunder damage, This trait may be taken more then once, choosing a different damage type each time.

Prime Warsuit

Starting at 13th Level, you may know use the Prime ability for each Warsuit class you know, Each prime ability, is a very powerful special feature, this feature may be an activated feature or it may be a passive style trait.

Avatar Class Meld

Starting at 17th Level, you may pick 2 Warsuit Classes, gaining the benefits of both Warsuit Classes, with one exception you may only have 1 ability per choice you have and only one Prime ability, Picking one ability from between the two warsuit classes for each ability choice you have and one prime ability from between the two as well.

Shadowseer (Eldrye)

The old Eldrye nation is without equal in may eyes, and they consider themselves among the masters of the stars. In the earliest days before the first Emperor, the old elven Nations of Kilithicadia covered most of the Realm of Terra. Despite their boundless power, following extinction of the Sumera and the Age of destruction the elves fled the realm of terra in to the astral sea using ancient portals called astral gates.

it wasn't until the Elves emerged from the astral sea to aid the Emperor in the demon wars, these elves have come to be known as the Eldar and since they have been reconstructing there former nations.

The Eldrye are not a specific nation or organization, but more a way of belief, a belief in the old ways, these warriors agendas change in many cases usually dependent on subraces. These warriors can opporate on a vere independent level like Mercenaries or Freelancers but sometimes they will form into Empires.


Prerequisites: To be a Eldrye (Shadowseer) class you must be a Umbrye Eldar subrace.


When you choose this Scoundrels Lifestyle you gain Proficiency in Arcana, Acrobatics Skills as well as Wisdom saves and with the following weapons With all Swords and Polearm weapons.

Shadowseer
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd 2 3 2
4th 2 4 3
5th 2 5 3 2
6th 2 6 4 2
7th 2 7 4 3
8th 3 8 4 3
9th 3 9 4 3 2
10th 3 10 4 3 2
11th 3 11 4 3 3
12th 3 12 4 3 3
13th 3 13 4 3 3 1
14th 4 14 4 3 3 1
15th 4 15 4 3 3 2
16th 4 16 4 3 3 2
17th 4 17 4 3 3 2 1
18th 4 18 4 3 3 2 1
19th 4 19 4 3 3 2 2
20th 4 20 4 3 3 2 2

Eldrye Arcane

All Eldrye focus on the natural Arcane talents there elvish selves possess, this lead the Eldrye having very different focuses in arcane disciplines. The Eldrye may Pick from any Discipline listed in there race and subrace descriptions. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Eldrye table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Eldrye Disciplines spell list.

The Spells Known column of the Eldrye table shows when you learn more spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from a disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Eldrye need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, your powers are bound to your ancient blood. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Battle Focus

Starting at 3rd level, In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.

While in the battle focus, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Dexterity Checks and Dexterity Saving Throws.

  • When you make a Ranged weapon or spell Attack or a dexterity based weapon attack, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.

  • you gain advantage on all saves to resist the effects of charmed, routed and frightened conditions.

  • If you are able to cast Spells you have advantage on concentration Skill checks While in the battle focus.

  • you may use the Dash action as a bonus action.

Your Battle focus lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.

Once you have battle focused the maximum number of times for your Asuryani level, you must finish a Long Rest before you can Battle focus again. You may battle focus 2 times at 3rd Level, 3 at 6th, 4 at 10th, and 5 at 14th.

Furthermore you gain the Passive Arcane ability below.

Passive Arcane: you gain 2 Arcane traits of your choice, chosen from the neutral arcane traits or a list you are allowed to pick from.

Shadoseer Traits

At 6th level, you gain the Cunning and Spell Weave abilities below.

Cunning: your instincts are so honed that you gain you wisdom bonus to all Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.

Bonesinger: You learn the basics of counjureing Wrathbone, in the form of a wraithbone sword and Armor with armor, the Shadow blade necromancy spell becomes the Waithbone spell. The Wraithbone spell: is the same as the Shadow blade spell with the following changes.

  • You add +2 to your AC while the spell is active
  • When casting at higher levels, gain an additional +1 AC for each increase in damage.

Eldrye Heart

At 10th level, you gain the Adamant Focus and Prescience abilities below.

Adamant Focus: Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.

Prescience: your ability as an Eldrye allows you to glimps the future and gives you a unatural ability to see attacks coming even in areas you don't focus much on. You can add half your Wisdom bonus, rounded up, to any Dexterity ability check you make. At level 14 you may add your whole Wisdom bonus to dex saves.

Additionally, This has 2 Charges. On you turn after being hit by a Melee or Ranged attack you may choose to have avoid the hit, roll a D6 you gain a bonus to your AC equal to that roll. This may also be used to to ignore an attack from a Blast, engulf, or Burst weapon, adding the die roll to your save made against the effect, but this must be done before the save result is determined. You regain all charges of this after completing a short rest. you gain one additional charge of this at level 10 and 14.

Eternal Soul

Starting at 14th level you gain the Eternal Body and Aethreal Walk abilities below.

Eternal Body: you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however it will be in about double the normal time it would take. In addition, you need Very minimum food or water, like a drink a week and food every month.

Aethreal Walk: you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage and you can cast the Astral Projection spell, without needing material Components or the need to pass a harness the arcane test. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal to your Wisdom Modifier.

Bladeguard (Una'cadre)

The Una'cadre was founded by the Una'vea, who lead the Una'cadre in the name of and in accordance with the Xenarian philosophy they have named the "Greater Goal" (Una'Galar in the Xenarian language). A large and growing number of other intelligent, alien and animalkin races have allied themselves with the Una'cadre and there empire.

The Una'cadre claim to be a peaceful species when possible, asking if others will join their Una'Galar voluntarily instead of fighting against them. However, if their peaceful overtures are refused, the T'au may well decide to conquer and add the territory it to their growing Cosmic Empire.

Una'cadre society is divided into a number of guard, each responsible for managing a specific aspect of their empires. The Una'cadre central motivating ideal is the Una'galar, a concept that everyone in their Empire, regardless of their species or culture of origin, will work for the collective betterment of everyone else, an almost mystical philosophy that is embodied in the Greater Goal.

The Una,vea are the dominant species of the Una'cadre Empire, an interstellar counsel which is also composed of several other different intelligent species, including the other subspicies of xenarian of Adlentus Dominus, the insectoid Vespids of the world of Vespid and many others.

However, there are now several Human septs in the Una'cadre Empire derived from conquered of forgoten of world Imperial Humans territories or Humans who voluntarily joined the Una'cadre Empire because they were impressed by the concept of the Greater Goal. These actions haves lead to a newly formed Empire of Mixed Races that is now known as the Free Star Cluster.

These people are known as Una'puls or greater people in the Una'vea language and they are often considered amongst the Traitors and Heretics within the Imperium. Though the Una'galar concept and collective movement has lead to the lightening of some deep routed imperial prejudices


Prerequisites: To be a Bladeguard (Una'Cadre) class you must be a Una'vex or Una'Var Xenarian subrace Race.


When you choose this Brawler type you gain Proficiency in Acrobatics, Survival Skills as well as Wisdom saves and with the following weapons All knives and Swords.

Blade Trained

Starting at 3rd level you may gain your Sneak attack damage with any Knife, dagger or sword, provided you meat the other requirements when making the attack.

Techno Warrior

Starting at 3rd level when you take this Scoundrels Lifestyle you gain proficiency with Artificers tools as well as Tech Equipment.

Combat Drones

Starting at 3rd you gain a special device that is warn as a head band this device allows only you to connect to the nero link in a drone that assists and protects you. You gain a number of drones equal to 1 + half your intelligence bonus of your choosing from the list of drones, see the minions descriptions section of chapter 3 (Minions) for the list of drones as well as there stats. These count as a unit/s, the rules for units and how to use them can be found in Chapter 5 (Rules). At level 3 one drone you have may be an elite minion.

If a drone would be lost or destroyed, you may replace at a cost of time and resources talk to your GM for details.


Furthermore at level 10 you may use your whole intelligence bonus when calculating the number of drones you may have. You also gain 1 additional drones at Levels 6, 10 and 14 as well as one additional elite at level 10.

Tech Gadgets

Starting at 3rd level all Un'cadre has access to many powerful weapons and tools. During each long rest you may prepare a number of the following gadgets equal to you intelligence bonus + your proficiency bonus. To do so you must have access to a minimum of tech tools and Smiths tools. You may prepare multiple of the same gadget allowing more then one use of that gadget.

As an action you may choose a gadget you prepared and use it. The DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier.

Photon Grenade: Throw a Photon grenade that blinds any in the blast. You may throw the grenade 10 + (Str x 5) feet. Anyone within 20 feet of the target square must make a constitution saving throw. Those who fail are blinded and deafened for 1d4 rounds.

Tactical Support Turret: You construct a mobile support turret that protects you and your allies. Lasts for 1d4 + 2 rounds and counts as a light caliber machine gun with 100 rounds and has one action each turn.

Plasma Grenade: Throw a Plasma grenade that damages any in the blast. You may throw the grenade 10 + (Str x 5) feet. Anyone within 20 feet of the target square must make a reflex saving throw or take a number of d6’s equal to your proficiency bonus + your int modifier as fire damage.

EMP Grenade: Throw a EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet. Any constructs or vehicles within 20 feet must make a Constitution saving throw or be incapacitated for a number of rounds equal to your proficiency bonus.

Nano Bio-foam: Healing a living creature by filling there wounds with curative foam. You may heal a willing creature for a number of d6’s equal to your proficiency bonus + your int modifier

Ranged master

Starting at 6th level, you gain the Ranged Specialist and the Fighting Retreat abilities below.

Ranged Specialist whenever you take the attack action with a ranged weapon, you may make one additional attack as a part of that same attack action.

Fighting Retreat: When you Disengage you also dash.

Tech Improvements

Starting at 10th Level, you gain the Improved Tech Gadgets and the Shining Marker abilities below.

Improved Tech Gadgets: If you would roll a dice for any gadget while using greater good, improve that dice by one step. i.e. d4 becomes d6, d6 becomes d8 etc. your grenades affect an additional 10 feet and the DC to save against the effect is increased by 2.

Shining Marker: Enemies with Marker lights count as having 1 more Marker light than they have to you (allies don’t gain this bonus). i.e. an enemy with 1 Markerlights counts as having 2, an enemy with 2 counts as having 3 etc. an enemy with zero Markerlights still counts as having zero.

Cadre Master

At 14th level, you gain the Volley Fire and the Drone Commander abilities below.

Volly Fire: Whenever you take an attack action with a ranged weapon, allies within 30 feet may also make an attack as a reaction against any enemy targeted by you.

Drone Commander you may command an additional amount of drones equal to your intelligence bonus.

Nightblade (Dark Knight)

Bats are at home in the darkest places, deep inside caves, in shadowy alleyways, in damp dark forests, and wherever else the light dims. Most folk enter such places with trepidation, because a Bat perches menacingly in the darkness, seeking to ambush threats before they can reach the broader world. Such individuals are often found in the terretires of Morthime, but they will go any place where evil lurks in the shadows.


Prerequisites: To be a Dark Knight class you must be any Vampire Subrace with the exception of Half Breed.


When you choose this Scoundrels Lifestyle type you gain Proficiency in Slight of hand, Stealth Skills as well as Wisdom saves and with the following weapons All Thrown weapons.

Dark Justice

Starting at 3rd level when you take this Brawler Path you gain proficiency in the Insight and Investigation skills, and you gain proficiency with the Thieves tools, Tech Tools and Tech Equipment.

House Steward

Starting at 3rd level You gain a House Steward. The minions type is an Assistant. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work.

This minion is a special type of Assisstant and Knowns all Jobs that an Assisstant can as seen in the minions description for details.

Bat Gadgets

Starting at 3rd level you gain the following Bat equipment below and each day you may acquire a number of the below Bat gadgets equal tou your Charisma

Bat Equipment


Bat Grapnel: You gain a special Grapnel Launcher that functions both like a Hand Crossbow and a Whip, it does 1d4 damage, it is considered a Finesse, Hand Crossbow and a Monk weapon for the purpose of class and feat features.

It can project the line at a point you can see within 60 feet, you can pull yourself to that point in a straight line. This expends movement and provokes opportunity attacks normally. You can use the Grapnel Launcher as a reaction when you fall to pull yourself up to 10 feet in any direction, or create a rope up to 60 feet in length and anchor it to a point you choose.


Bat Glider: Your cape becomes rigid and forms gliding wings. As a reaction while falling, this may be activated to slow descent speed to 10 ft per round and remove falling damage. You can control fall for an indefinite duration.


Batarangs x 3: You gain 3 Battarangs, these are thrown weapons with the following profile.

Name Damage Properties
Batarang 1d6 Slashing Thrown 40/80ft, One-Hannded, light, Tiny, This weapon teleports back to you at the end of the turn it was used.

Bat Gadgets


Flashbang Grenade: As an action you may Throw a Flashbang grenade that disorients enemies in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any creatures within 20 feet must make a Dexterity saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be Blinded and Defend for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


EMP Grenade: As an action you may Throw an EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any constructs or vehicles within 20 feet must make a Constitution saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be incapacitated for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


Breaching Foam (one use): This hand held device may be used as an action, to be Sprayed in a door sized oval, within seconds this volatile foam detonates in a controlled manner dealing 50 fire damage, that has the Potent (+++) weapon property. due to the natuer of this foam it can not be used as an attack, the foam only deals damage to a surface.


Stunning Batarang x 3: If this batarang hits its target it deals a bonus D6 lightning damage and gains the Stunning (4) weapon property.


Disabling Batarang x 5: If this batarang hits its target the target must make a dexterity save DC equal to DC = 8 + proficiency bonus + Dex modifier, if the test is failed You choose either; the target drops a chosen held weapon, device or object or the target is Knocked Prone.


Frag Batarang x 2: If this batarang hits its target it deals 2d4 Piercing damage and 2d4 Bloudgeioning damage instead of its normal damage type and gains the Burst weapon property. This batarang is consumed after use.


Homing Batarang x 3: does not require an attack roll, the attack automatically hits.


Incendiary Batarang x 5: Deals fire damage and has the AP (-2) and Potent (+) weapon properties.


Razor Batarang x 10: gains the AP (-3) and Potent (+) weapon properties.

Unseen Striker

Starting at 6th level, you gain the Dark Distraction and the One with Shadow abilities below.

Dark Distraction: you excel at leading ambushes and acting first in a fight. You add your proficiency bonus to your initiative.

In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike, attack after the first roll against that target have advantage until the start of your next turn.

One with Shadow: you have learned to become one with the shadows and adept at evading creatures even those that rely on darkvision. When you are in an area of dim light or darkness, you can become invisible to any creature including those that rely on darkvision to see you in that darkness. You remain invisible until you make an attack or are in an area of bright light

I am the Night

At 10th level, you have become adept at Striking fast and hard and then quickly escaping danger. You can take two turns during the first round of any combat and you may disengage that turn as a free action, this may only be done if it is night or you start and end your turn in a shadow or low light. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Shadow knight

Starting at 14th your Dark Knight Steward gives you a secret piece of Tech that can as a bonus action teleport you up to 60 feet to an unoccupied space you can see. you can bring one creature you are grappling, teleporting that creature to an unoccupied space it you can see within 5 feet of your destination. The start point and destination spaces of this teleportation must be in dim light or darkness.

Tribesman (Core)

A Tribesman comes from a tribal cultures, territory whose population is composed of nomadic hunter-gatherers or members of early societies of terra. These people possess pre-industrial technology equivalent to the Stone Age, Bronze Age or early Iron Age cultures.

Tribesman are populated by tribal peoples largely living without the assistance of advanced technology or even agriculture in some cases and the population is usually quite low as a result.

This may be due to an ancient failed Human colonisation project from crusades, ingrained religious preferences, cultural choice, harshness of the environment or some other reason.

tribes, like their Feudal counterparts, will have little direct political or economic interference from the Empire and will pay only the lowest grades of tithes. Tribal people populations may be aware of the Empires existence in some fashion but are unlikely to know much more than something about a large group of distant people living among gods and angels.

These territory are frequently unsuitable for later Imperial colonisation, either due to the circumstances which drove the natives feral or because the natives themselves actively resist new people settling on their lands.

These Tribesman can range widely in culture, from Beast hunting Stone Age tribes of ancestor worshippers who only recognised the Emperor of Mankind in the most rudimentary of ways, to wild-eyed, post-apocalyptic road warriors, fighting endlessly amongst the toxic, sand-strewn ruins of their civilisation, or Frozen Northmen tribes of ancient Terrans, fighting to stay alive in the harshness of Fenris.

Tribesman might leave their lands, either taken as part of manpower tithes or as part of an Inquisitor's warband, but still retain the primal essence their upbringing provided.

The harsh conditions which Tribesman populations have adapted to make them ideal recruitment sources for the regiments of the gaurd and the legions of the empire since they produce more people with experience in war.

Occasionally the inhabitants of tribe lands have been pressed into the service of the empire when their land lay inside a war zone, and the chosen warriors have been given rudimentary training in the operation of laser or projectile weaponry. It is more common, however, for tribal natives to be selected for the various Legionnare recruitment programs.

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defence 2 +2
2nd +2 Reckless Attack, Danger sense 2 +2
3rd +2 Feral World Savage path 3 +2
4th +2 Ability Score Increase 3 +2
5th +3 Extra Attack, Fast Movement 3 +3
6th +3 Feral World Savage path Feature 4 +3
7th +3 Savage instinct 4 +3
8th +3 Ability Score Increase 4 +3
9th +4 Brutal Critical (1 die) 4 +4
10th +4 Feral World Savage path Feature 4 +4
11th +4 Savage Endurance 4 +4
12th +4 Ability Score Increase 5 +4
13th +5 Brutal Critical (2 dice) 5 +5
14th +5 Feral World Savage Path Feature 5 +5
15th +5 Savage presistence 5 +5
16th +5 Ability Score Increase 5 +5
17th +6 Brutal Critical (3 dice) 5 +6
18th +6 Feral World Savage Feature 6 +6
19th +6 - 6 +6
20th +6 Ability Score Increase Unlimited +6

Class Feature

As a Tribesman you gain the following class features

Hit Points


  • Hit Dice: 1D12 per Tribesman level
  • Hit points at 1st level: 12 + your constitution modifier.
  • Hit Points at Higher Level: 1D12 + your Constitution modifier per Tribesman level after 1st

Proficencies


  • Armor: Light, Medium, Bucklers and Shields
  • Weapons: All simple and martial weapons.
  • Artisans Tools: Herbalists kit
  • Saving Throws: Strength, Constitution

  • Skills: Choose 2 skills from, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Equipment

Tribesman starter kit

Rage

starting at 1st level, you fight with Savage ferocity. On Your Turn, you can enter a Rage as a Bonus Action.

While in the rage, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on strength Checks and Strength Saving Throws.

  • When you make a melee weapon Attack using strength, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.

  • You have resistance to all damage types with the exceptions of Force, Necrotic, Psychic and Radiant.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your Feral World Savage level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, 6 at 17th and unlimited at Level 20.

Unarmored Defense

While you are not wearing any armor, your Armor⁠ Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Danger Sense

At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Reckless Attack

Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until the start of your next turn.

Tribesman Path

At 3rd level, you choose a Tribesman path that you life by and follow. you Pick a Tribesman path to Persue. Choose either Beserker, Feral World Witch, War Rigger and Techno Barbarian all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by 1 when you reach 11th level in this class.

Fast Movement

Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your primal rage before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack and when you are in a rage you gain Immunity to slashing, Piercing and Bludgeoning damage that does not have AP.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Feral Endurance

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

Presistant

Beginning at 15th level, your Primal rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.

Primal Champion

Beggining at 19th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Tribesman Path

Chief

Leaders of the tribal communities of the material plane. The chief is not only Savage warrior but a cunning leader always having a group of trusted fighters close at hand. Chief can range in there size of there command, from large orc warbosses leading a warband to Eldest able Beverfolk of his family in charge of a streams dam.


When you choose this Tribesman Path you gain Proficiency in Persuasion, Intimidation Skills as well as Charisma saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Tribe

Starting at 3rd level You gain a team of minions Equal to half your charisma (round down, minimum 1). The minions type may be your choice of Tribsman. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work. One of these minions may be an Elite from an appropriate type you may choose. At level 6 your team increases to a size equal to its whole Charisma bonus, at level 10 your team may have 2 elites in it and be a size equal to your Charisma bonus + Half your charisma bonus (round down, minimum 1) and at level 14 it may be as large as 2x your charisma bonus.

Tribe Leader

Starting when you choose this Terran path at 3rd Level you gain 2 auras of your choice, chosen from the the Command auras list in the auras section of Chapter 5 (Rules). Your Aura range is 10ft.

You gain an additional Aura of your choice at levels 6, 10 and 14 Theses are chosen from the Command auras list as well. Your aura range also increases by an additional 5ft at levels 6, 10 and 14.

Commanding Rage

Beginning at 6th level, you Aura range doubles while you are raging and any creatures you wish in your Aura range gains your rage bonus damage to all Melee attack damage rolls they make

Chieftains Call

Beginning at 10th level, When you start a rage you may pick one of you known command auras, that aura stay active for the duration of your rage, and then you may activate one as normal giving you the effects of both auras, you may not change the aura you chose when the rage started.

War Chief

At 14th level All creatures you chose within your command Aura range are immune to the effects of the frightened and charmed conditions while you are conscious.

Berserker

For some Deathworld Savages, rage is a means to an end, that end being violence. The Deathworl Savage Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the primal rage, you thrill in the violance of battle, heedless of your own health or well-being.


When you choose this Tribesman Path you gain Proficiency in Athletics, Intimidation Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Frenzy

Starting when you choose this Terran path at 3rd Level, You gain the frenzy feature below you.

Frenzy: When you choose to rage you may choose to make it a frenzied rage. If you do so, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).


Furthermore, at level 10 this feature becomes Devestating Frenzy, during the frenzy you also may score a critical hit on a natural roll of one better the you would have needed.

Mindless Rage

Beginning at 6th level, you can’t be Charmed Frightened or Routed while raging. If you are Charmed, Frightened or Routed when you enter your primal rage, the effect is suspended for the Duration of the rage.

Force to be Reckoned

Beginning at 10th level, You gain the Intimidating Presence and the retaliate abilities below.

Intimidating Presence: As an action you unleash an act of a frighting nature to scare anyone with your menacing presence. When you do so, choose a number of creature that you can see within 30 feet of you equal to you Proficiency bonus + your Charisma bonus. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency 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 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 out of Line of Sight or more than 120 feet away from you. At levels 7, 10 and 14 the range at witch you can frighten creatures is increased by 10 feet.

Retaliate: when you take damage from a creature that is within your reach, you can use your Reaction to make a melee weapon Attack against that creature.

Devastating Berserker

At 14th level, While raging, you have resistance to all damage except Psychic, Radiant, Necrotic and Force damage and you deal + 12 bonus damage instead of +6.

Shape Shifter

Some Feral savage find themselves called by the beast, if an ancient believes the call to be strong enough they may elect the Savage to undergo the Ritual of the walker, the ritual is a very old and and violent ritual that is preformed is 3 stages over a 24 hour period of time, if the Ritual takes to the Tribesman, they will able to turn into any beast known to them, but if the ritual does not take to the subject, they become a malformed beast and loose there mind to the unbridled fearal beahviors of The beast and must be put down as to not unstable the balance with unneeded savagery.


When you choose this Tribesman Path you gain Proficiency in Survival, Athletics Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor)..

Wild Shape

Beginning at 3rd level, your ritual was sucsessful and the ancient druidic magics take hold, you can use your action to magically alter your Physical form to assume the shape of a beast that you have seen before. You have 2 charges each giving one use of this feature. You regain expended charges when you finish a long rest.

Your level determines the beasts you can transform into, as shown in the Wild Shape table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.

Wild Shape
Level Max CR Limitations
3rd 1/2 or lower No Swimming, No Flying
6th 1 or lower No Flying
10th 2 or lower -
14th 4 or lower -
18th 6 or lower -

You can stay in a Wild Shape for a number of hours equal to half your tribesman level (rounded up). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

At levels 6, 10 and 14 you gain 2 additional charges of your Wild Shape.

Raging Shift

You may rage while shifted, gaining the bonus to damage rolls, advantage on strength and constitutions and have the Resistance to damage as well as you may use the reckless attack feature. If you should be knocked out of your wiled shape while you are raging your rage will end as well. Furthermore you when you choose to shape shift you may rage as a part of the same Action.

Like Minded

Starting at 3rd level while you are wild shaped you have the ability to communicate in a limited manner with creatures of similer type to you wildshape. They can understand the meaning of your words and you can understand them with similar capability. You have advantage on all Charisma checks you make to influence them.

Enhanced Shift

Beginning at 6th level, you can expend Extra uses of your Wild Shape to modify its effect see list bellow for the changes and the number of charges needed to get that effect. As you level and have more charges you may use multiple buffs stacking the effects, though you may only apply each effect once per use of your Wild Shape. The effects and the total charge cost must be determined before the shift is completed.

Extra charges needed Effect
1 you may transform into a Elemental of a CR of which you can change to.
1 you may transform into a Plant of a CR of which you can change to.
1 You may transform into an allowed creature type with a challenge rating 2 higher then you normally can, you can further increase this by an additional 2 CR for each extra charge used beyond the first.
2 You may turn into a Dragon of a CR of which you can change to.
2 You stay turned indefinetlly or until dropped or dispelled

Adept Shifter

At 10th level, your Wild Shape last for a number of hours equal to your whole Tribesman level and you gain the ability to speak telepathically while Wild Shaped provided you are in line of sight.

Master Shifter

At 14th level, When wild shaped your new form gains the below bonuses.

  • +2 AC

  • +5 hit point per CR

  • 10ft movement, 20 for swim and fly speeds

  • Resistance to a damage type of your choice Furthermore, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Master

The Beast master is a master of beast and the wild. They are usually the hunter gatherers of there tribes, maintaining there balance with nature. Beast masters spend so much time in the wilds hunting and stalking animals, they learn there ritual habits and life style. Eventually learning to bond with usually untamable beasts. The ranger almost always has a beast by its side.


When you choose this Tribesman Path you gain Proficiency in Acrobatics, Survival Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Survivalist

Beginning at 3rd level, you gain one favored enemy and one Favored Terrain. Furthermore while raging you may use you strength instead of dex for attacks and damage and rolls made with Bows and you may add you rage damage to ranged attacks with bow.

Favored Enemy: you have significant experience studying, Tracking, hunting, and even talking to a certain type of enemy.

Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and Orcs) as Favored enemies.

  • You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence checks to recall information about them.

  • When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.

  • You gain a bonus damage die against Favored Enemies with all melee and ranged weapons, this increses by one die at levels 6, 10 and 14.

You choose one additional Favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.

Favored Terrain: You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your Favored terrain, you gain the following benefits:

  • Difficult Terrain doesn’t slow your group’s Travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Forage, you find twice as much food as you normally would.
  • While Tracking other Creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

you gain one additional favored enemy and one additional favored Terrain at levels 10 and 14,

Furthermore you gain the Lesser beast Companion feature below.

Lesser Beast Companion: you gain a Beast Companion that accompanies you on your Adventures and is trained to fight alongside you. Choose a Beast that is no larger than Medium and that has a Challenge rating of 1/2 or lower. Add your Proficiency Bonus to the Beast’s AC, Attack rolls, and Damage Rolls, as well as to any Saving Throws and Skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Collegiate arcanna level, whichever is higher. Like any creature, the Beast can spend Hit Dice during a Short Rest. The Fey acts as a minion see Minions for details.

You have a Telepathic connection to your lessor companion as long as you are within a number of miles equal to your collegiate arcana level.

While traveling through any favored terrain, you can move stealthily at a normal pace and you gain advantage on any skill test related to that terrain of environment.

If you are Incapacitated or absent, the Beast acts on its own, focusing on protecting you and itself. The Fey never requires your command⁠ to use its Reaction, such as when making an opportunity Attack.

If the Beast dies, you can obtain a new Companion by spending 4 hours magically bonding with a Beast that isn’t Hostile to you and that meets the requirements.

At level 6 your lesser Beast may be up to a CR 1 and you may now split your alloted CR from your lesser Beast companions, giving you 1 CR to split as you would like amongst multiple lesser CR creatures or you may have one Beast at a CR 1.

Furthermore at level 14, your lesser Beast may be up to CR 1.

While traveling through your Favored terrain with only the beast, you can move stealthily at a normal pace.

Greater Beast Companion

Beginning at 6th level, You gain the ability to get another more powerful Beast. This takes 8 hours instead of 4 and may be of a CR 2 or less, this Beast is in addition to your lesser Beast companion. This companion works the same as the lesser companion does.

At level 10 your greater Beast may be up to a CR 3, and at level 14 it may be up to CR 4.

Powerful Beasts

At 10th level, Your may add an additional amount of CR to your alloted CR equal to your Wisdom bonus. You may add your alloted CR from both Lesser and Greater companions and split it amongst multiple companions, though you may only have a total amount of companions above CR 1 equal to your Charisma bonus.

Furthermore you gain the Improved Favored Terrain ability below.

Improved Favored Terrain: While in your any of your favored terrains, you gain the following benefits as well:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Beast Lord

At 14th level, you gain the Beast sence and the Beast Trance abilities below.

Beast Sence: Because of your intense connection to your beast companions, you gain preternatural se⁠nses that help you fight Creatures you can’t see. When you Attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your atta⁠ck rolls against it.

You are also aware of the Location of any Invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t Blinded or Deafened. further more you pet may communicate with you telepathically, up to 1000ft away.

Beast Trance: you can assume full control of the mind of a beast. You enter a trance, during which your skin grows cold and you appear to be sleeping. While in this state, you cannot take actions, but you may instantly dominate the mind of a beast with an intelligence score of 3 or less within a radius of 5 miles per collegiate arcana level. You assume control of the creature and are able to use all of its senses and special traits. This domination effect lasts for a number of minutes equal to your collegiate arcanna level or until the creature dies, after which you exit from your trance. Once you use this feature, you can’t use it again until you finish a short or long rest.

At level 18 this lasts for a number of hours equal to half you level (round up), at level twenty it lasts a number of hours equal to your whole collegiate arcana level.

Ancient

A Terran that has the old blood within there vains will start to show an ability to inately conjure warp energies. Nature Ancients are able to manipulate the plants, beasts and even the earth itsself. they retain there savgery on the battlefeild but gain an enlightend druidic sence understanding the balanece of nature. The nature Ancients are the ones that developed the Walkers ritual wich is preformed to allow some one to walk as the animals do. This is the same ritual that was adopted by the Ordo Seterius to allow there transformations aswell.


Prerequisites: To be a Ancient you must have the Innate caster mutation as described in the Mutations section of chapter 7 (Mutations),


When you choose this Tribesman Path you gain Proficiency in Arcana, Nature Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Arcane User

At 1st level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Ancient Powers
Level Cantrips 1st 2nd 3rd 4th
3rd 2 2 - - -
4th 2 3 - - -
5th 2 3 - - -
6th 2 3 - - -
7th 2 4 2 - -
8th 2 4 2 - -
9th 2 4 2 - -
10th 3 4 3 - -
11th 3 4 3 - -
12th 3 4 3 - -
13th 3 4 3 2 -
14th 3 4 3 2 -
15th 3 4 3 2 -
16th 3 4 3 3 -
17th 3 4 3 3 -
18th 3 4 3 3 -
19th 3 4 3 3 1
20th 3 4 3 3 1

Nature is my Source

Ancients rely on there belief in Nature and Material plane and its life, and with this they may only take spells from the Divine, Craft, Ruinous craft, Floramancy, Faunamancy, Pyromancy, Cryomancy, Hydromancy, Electromancy, Terramancy and Galamancy Disciplines. See Arcane Disciplines in the casting a spell section of this Book pg ___.

Primordial Bolts

Your Arcane bolts deal your pick of Fire, Cold, Lightning, Poison or Bludgeoning damage in the form of Air or Earth, each blast may be of a different element if you choose. This spell does not count toward your cantrips known.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Priest spellcasting. Cantrips may be cast without having to be Prepaired.

Power Slots.

The Ancient table shows how many Spell Slots you have to cast your ancient Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Priest Spells that are available for you to cast, choosing from the Ancient spell you are allowed. When you do so, choose a number of spells⁠ equal to your Wisdom modifier + your level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Ancient, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Ritual Casting You can cast a Priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use a Holy symbol or Staff as a Spellcasting focus for your Spells.

Spellcasting Ability Wisdom is your Spellcasting ability for your Priest Spells. The power of your spells⁠ comes from your devotion to your deity. You use your Wisdom whenever a Priest spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a Priest spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ancient Crafts

At 3rd level Do to your knowledge of nature and magic You gain proficiency in Alchemy Supply and Imbuing Kit and you learn 6 plans associated with these crafts at no cost of time.

Rage Caster

Beginning at 3rd level, you you may now cast spells while you are in a rage, but concentration checks are made at disadvantage. While in a rage, you may add your extra damage value to all spell attacks and spell DC's, as well as to all Harness the arcane rolls made.

Primordial Wrath

Beginning at level 3, your nature spells increase in potency when you are raging. Choose 4 of the below spell modifications each spell will have the following changes while you are in a Primal rage. At levels 6, 10 and 14 you gain 4 additional spell modifications of your choosing.

  • Entangle spell now deals 1d4 piercing damage and adds your wisdom modifier to the damage for each turn a creature spends in it.
  • Barkskin spell now increases to 18 AC.
  • Conjure animals is always casted as 1 level higher then it was origanly casted at.
  • Hunters mark uses a D8 damage now.
  • Burning Hands deals an extra 2D6 damage insteed of 1, for each spell level used above 1st used to cast.
  • Fire ball deals an extra 2D6 damage insteed of 1, for each spell level used above 1st used to cast.
  • Armor of Agathys increses you HP by 10 and deal 10 damage instead of 5 and casting at higher level increses by both by 10 aswell.
  • Snilloc's snowball swarm Deal an extra 2D6 damage.
  • Witch bolt deals an additional D12 damage with the initial jolt and the subsequent jolts.
  • Call lihtning deals an additional 2D10 damage
  • Zephyr Strike deals an Extra D12 instead of a D8 and you increas your movement by 40ft insteed of 30.
  • Dust devil deals a D12 damage now and pushes 15ft
  • Maximilians Earthen grasp deals 2D8 now.
  • Earth tremor deals D10 damage now.
  • Cure Wounds heals D10 damage now.
  • Aid Gives 10 Hit points now.

Rage Entwined

Beginning at 6th level, when in a rage and you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action.


Furthermore, you no longer have disadvantage on concentration checks when you are raging.

Arcanic Rage

At 10th level, Each time you enter a Rage you gain a number of spell slot levels equal to your rage damage bonus. These slot may be in any combination of levels but they must be of a level at witch you have spell slots. if your rage ends and you have not used the additional spell slots gained there are lost.

Natural Ward

When you reach 14th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. Furthermore you gain the Natures Sanctuary Feature.

Nature’s Sanctuary Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

Primordial Shield: you may cast the Primordial Ward spell a number of times equal to half you Wisdom rounded up, you regain all uses of this feature after you complete a long rest. when casting the spell you may also chose poison damage.


Furthermore, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Ruinous Ancient (Ruin)

If a Tribesman ancient should be com Tainted you gain the following adjustments to the Above rules. as well as any corruption conditions or Arcane mark effects.

  • Your Primordial wrath is now Arcanic Wrath you gain the below differences to the following spells as well as all spells changes from Primordial Wrath, while you are in a Primordial rage.

Chaos Bolt deals an extra d10's for the elemental damage instead of a d6 and for each spell level used above 1st used to cast.

Dark Blessing bane is now a D6 instead of a d4.

Dark Curse Hex now deals a D10 damage instead of a d6.

Warped Arms Writhing Arms now deals a 2d6 instead of a d10

Touch of the Sea Hunger of Hadars range is now 30ft the voices can be heard at 60ft and the tenticals deal 3d6 instead of 2d6.

Baleful Hunger Vampiric touch now heals an amount equal to the amount of damage dealt instead of half.

Demon Cloak The range of Cloak Of Fiendish Menace is now 10ft.

Blood of the fiend Caustic Blood now deals 2d6 damage.

Volatile Arrow Melf's Acid arrow deal an additional d4 damage on the initial damage and on the secondary damage.

  • Your Natures sanctuary is now Fiendish Renown and it now only works against Fiends and Tainted creatures.

  • Your Primordial Shield spell can be used to protect against Radiant damage as well.

Unholy Ancient (Death)

If a Tribesman ancient should be com Darkened you gain the following adjustments to the Above rules. as well as any corruption conditions or Arcane mark effects.

  • Your Primordial wrath is now Necrotic Wrath you gain the below differences to the following spells as well as all spells changes from Primordial Wrath, while you are in a Primordial rage.

Shadow hands deals an extra d8's for the damage instead of a d4 and for each spell level used above 1st used to cast.

Conjure Spectral dead always counts as if it where cast one spell level higher then it was.

Bolster Undead always counts as if it where cast one spell level higher then it was.

Darkness The radius of this spell is now 30ft

Shadow blade deal + 1d8 extra damage.

Black ribbons the target is Stunned if they fail the save.

Bleed gain advantage on concentration checks made to prevent this spell from ending.

Bloody smite Deals a d10 damage instead of a d6.

lacerate always counts as if it where cast one spell level higher then it was.

  • Your Natures sanctuary is now Undead Renown and it now only works against Undead and Darkened creatures.

  • Your Primordial Shield spell can be used to protect against Radiant damage as well.

Gunzerker

Tribesman that live in the underbellys of citys or on the outskirts of the Empire in the watses, are known as the Tecno barbarian, the name is given because as they often raid civilized settlements, the tecno barbarian picks up a bit of Imperial tech as they loot the settlements. Often referred to as Raiders, junkers or Scavs. Tecno barbarian have populations of berserker's and War Riggers amongst them, though most tribes have maybe one Witch to guide them, some take imperial slaves during raids. Not all clans are as savage as some of the others forming indipendant nomadic tribes of scavengers. the Empire tollarates this as to not intice a war on some of it industrial citys as there are countless barbarian tribes all around the realm of Terrahime.


When you choose this Tribesman Path you gain Proficiency in Intimidation, Technology Skills as well as Dexterity saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Savage Arms

Starting at 3rd level when you pick this path, you may still gain the benefits of Rage and Unarmored movement while wearing armor and you may still add your constitution bonus to your AC.


Furthermore, you may use your strength bonus instead of your dexterity when calculating the Attack and Damage rolls with Revolvers, Shotguns and Automatic weapons. Furthermore you gain the benefits of your rage bonus damage with such weapons.

Gunzerker

Starting at 6th Level, You gain the Gunzerker feature below.

Gunzerk: When you choose to rage you may choose to make it a Gunzerk. If you do so, for the Duration of your rage you can make a single ranged weapon Attack as a Bonus Action on each of your turns. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).


Furthermore, at level 10 this feature becomes Devistating Gunzerk, during a the Devistating Gunzerk you also score a critical hit on a natural roll of one better the you would have needed.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action 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 out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Reactive Shot

Starting at 14th level, when you take damage from a creature that is within your reach, you can use your Reaction to make a ranged weapon Attack against that creature.

War Rigger

War Riggers are Tribesman that have knack for machinery mainly Tinkering and fixing vehicles and constructs, Most Tecno barbarian tribes have War Rigger. The orc have a version of the War rigger they call a Mech boy.


When you choose this Tribesman Path you gain Proficiency in Intimidation, Technology Skills as well as Intelligence saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Tribe of the Machine

Beginning at 3rd level you gain one Augmetic arm and you gain the Mechanic Feature as describe in the Homebrew feats section of this book. At Level 11 you gain a second Augmetic arm of your choice on your other shoulder, nether one of these count toward your allowed 2 Spinal Augmetics.


Furthermore you gain 2 Cybernetics as described in the Cybernetics section of this book, you gain another cybernetic at levels 6,10,14 and 18.

Mechanical and Electrical Training

Starting at 2nd level when you take this Engineer specialty you gain proficiency with Artificers tools as well as Tech Equipment.

You gain Proficiency in Smiths Tools, Artifices Equipment, Tech Tools and Tech Equipment. You gain 6 plans of your choice that you can learn, this is at no cost or time. You get a Field Engineer Station, This kit is usually warn on the back or carried by an assistant weighs about 75 pounds. When disassembled and set up this Field Engineer Station counts as having Smiths Tools, Tech Tools, Artificers Equipment and Tech Equipment.

Field Maintenance

Starting at 2nd level as a mechanical engineer you know what you might need in the field to repair constructs on the fly. You store in this kit special repair equipment and materials used for quick field repairs. This can hold 5 uses of the Field Repair ability below. you regain uses of this feature by Providing (4) Scrap metal, (1) wires and (1) Rubber during a Short Rest.

Field repair: As an action you may expend one use of the Advanced maintenance kit and Roll a Intelligence (Artificers tools) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch range. This increases by one d12 at levels 6, 11, 15. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit but no healing is granted.

Rebuild

Starting at 7th level, your knowledge of the machine and is spirit has reached a new plateau. If a Mechanical, Vehicle, Device or Construct is not too far gone, you can bring it back to life or repair a major component. You may now use the spells below, use your intelligence as your spell casting ability modifier. Each of these spells are cast without the need of material components or a need to harness the arcane and take an amount of time to preform, see chart below. These spells may only target a Mechanical, Vehicle or Device Construct regardless of what the Spell says.

Before any of these spells are used, you must have present a set of Tech Equipment and a set of Artificer Equipment and you must take an amount of time to preform the task and then you must complete a skill challenge with or without aid (Maximum of 4), the number of successes and failures that is required as well as the skills involved with challenge. If the challenge is success the spell goes off, if failed the spell fails and the target gains 1 point of exhaustion for each 1/2 hour the procedure was. see chart below for the time required and the number of successes and failures needed for the skill challenge.

Spell Time Skill Challenge S/F Skills involved
Cure Wounds (Lvl 1-4) 15 mins per level 3/2 +2/1 per level Artificers Equipment, Tech Equipment
Revivify 30 Mins 3/2 Technology, Tech Equipment
Heal 1, 1/2 hours 9/5 Technology, Tech Equipment, Artificers Equipment, Science, Athletics
Restoration 1 hour 5/3 Technology, Tech Equipment, Artificers Equipment
Regenerate 2 hours, limb must be available if severed 7/4 Technology, Tech Equipment, Artificers Equipment, Science
Power word Heal 3 11/6 Technology, Tech Equipment, Artificers Equipment, Science, Athletics, Perception

Although you use spell they are considered nonmagical, because you use ancient Teknokii Rituals to do your work.

Twice Over

By 11th level you have become so graceful when rendering aid to the injured, each time you you heal a Mechanical, Vehicle, Device or Construct target with a ability you may maximize they nominal value of each dice rolled.


Furthermore You have found many means of restoring a belligerent machine spirit, you may now use the greater restoration spell with you surgery ability, see below.

Spell Time Skill Challenge S/F Skills Involved
Greater Restoration 4 11/6 Technology, Tech Equipment, Artificers Equipment, Science, Athletics, Perception

-

Starting at level 15,

Avenger / Martialist / Ruiner / Savage / Gravemaker (Magi)

The Magi hold an interesting place within the world, as a Magi you are train in a highly devote way of life. Each specific temple follows a specific system of belief referred to as a "Way". Each way has it own ideals and beliefs, The Magi are devote groups of religious that are based around the focuses of Discipline and Balance, they do not focus on any one specific lessor god or even greater God, as the magi believe in an absolute balance within the realm of Terrahime, but just like the All Creator Nohesis soon realized him self, balance is not easily achieved and this is why the five Ways exist. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Most Magi try to stay balanced but many become graced and start to follow a more Divine and Disciplined path. But there are always those that cant control themselves and fall to the more darker powers, thus the reason for the "Ways" of Ruin, Rage and Death.

Each Magi is a highly trained martial combatant and Skilled craftsman of the arcane. each magi can manipulate the arcane like other arcane casters. Having the ability to draw from any Discipline allows the magi to be a powerful being and because of there "Ways" they hone the ability to keep the risk involved with the arcane to a minimum or the completely embrace the Darker powers and become a reckoning of Balance. Each Magi earns a magic blade

called an Arcane Saber. A Magis right of passage for a new apprentice within a Temple to graduate to Magi, is to find the parts and craft there first Arcane Saber

within the temples secret forge, using a secret mix ancient Technology and Magic that not even the Machine host knows. Once this task is complete the Apprentice Becomes a Magi and may now be given tasks by the Temple Counsel. The blade may come in varying size and style, but all consist of a Hilt built around a arcanium crystal, on command by the one that is bound to the blade, the blade will sprout forth a beam of arcane energy that is resistant like a blade and deals slashing damage but it also deals an amount of damage of a type of damage dependent on the color of the blade and that has to do with the ritual that was preformed when created, the blade also emits a small amount of light in a color like the blades.

The Avenger / Martialist / Ruiner / Savage / Gravemaker (Magi) is a subtle but efective Magi tending to keep quiet then make a big seen.


Prerequisites: To be a Magi class you must have the Innate caster mutation as described in the Mortal mutations section of chapter 7 (Mutations),


When you choose this Tribesman Path you gain Proficiency in Persuasion, Intimidation Skills as well as Charisma saves and with the following weapons Arcane Sabers and Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Avenger / Martialist / Ruiner / Savage / Gravemaker (Magi)
Level Cantrips Spells Known 1st 2nd 3rd 4th
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Arcane User

At 3rd level, you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it an producing it in the Material plane. With havocs corruption of the Astral sea conjuring such magics is an arjuous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril, attempting to cast a spell is referred to Harnessing the Arcane, this acts the same as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, with some modifications as Seen in chapter ___, The Arcane.

Magi Powers

Although Magi Avenger / Martialist / Ruiner / Savage / Gravemaker are arcane casters the way they have learned to know and harness its power is more based on a way of life and ritual, an extremely strong belief in the ways of Discipline, Balance, Havoc and rage. The Magi may Pick from any arcane Discipline with the exception of any that require a specific mark. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Magi table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Magi Disciplines spell list.

The Spells Known column of the Magi table shows when you learn more Sorcerer spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the magi disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Magi need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, since you learn your powers through study and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Magi Way

Starting at 3rd level as a Magi you have a "Way" to follow. each way has it own ideals and beliefs. The Magi are devote groups of religeous that are based around the focuses of Discipline, Balance, Ruin, Rage and Death. The Magi follow five specific "Ways" The Way of Discipline, the Way of Balance and the Way of Ruin, The Way of Ruin, The Way of Rage and the Way of Death. Your way is dependent on your currant corruption Condition, if you are Graced you are of the Way of Discipline, Neutral you are of the way of Balance, Tainted you of the way of Ruin, Enraged you are of the way of Rage and if you are Darkened you are of the way of Death. Each discipline has a set of Benefits and disadvantages that the individual must follow.

Each of the following Ways have a speacial ability each of these abilities may only be done a number of time per day equal to you charisma bonus, replenishing all uses when you finish a long rest


The way of Discipline (Avenger):

  • Your Arcane bolts Spell deals radiant damage instead of force.
  • When allowed, you may preform any Disciplined Arcane Saber ritual color.
  • During a Long rest you may add a number of Divine corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of 50% or less.
  • You gain the Wave of positive energy ability below.

Wave of Positive energy: as a bonus action you may send out a wave of positive energy in a 15 foot cone each non Tainted, Darkened or Enraged creature heals 1d10 + you charisma bonus and each Tainted, Darkened or Enraged creature takes that amount of damage.

The way of Balance (Martialist):

  • Your Arcane Bolts Spell deals Force damage.
  • When allowed, you may preform any Balanced Arcane Saber ritual color.
  • During a Long rest as long as you are Neutral corruption, you may choose the use your shift any amount of Arcane corruption of any types to the pool of any other type Provided that you still remain Neutral.
  • You only suffer Arcane Peril on natural roles of 1.
  • You gain the Arcane Push ability below.

Arcane Push: You know how to hit your enemies with a wave of pure force energy. As an attack, you can fire a blast of force energy in a 15 foot cone, a 30 foot line 5ft wide or a single ranged Spell attack 60/120 foot range. Targeted creatures must make a Strength saving throw equal to your spell save DC on a fail they take Bludgeoning damage equal 1d10 + your charisma modifier and be pushed back 10 feet and knocked prone, on a pass they take no damage and is not knocked prone but is still pushed 5ft. If you make an attack with a weapon you are proficient with, you can make another attack with this feature as a bonus action.

The way of Ruin (Ruiner):

  • Your Arcane bolts deals lightning damage instead of Force.
  • When allowed, you may preform any Ruinous Arcane Saber ritual color.
  • During a Long rest you may add a number of Ruinous corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls of Greater then 50%.
  • You gain the Force Choke ability below.

Force Choke: While the arcane connects everything in existence, you have found away to make it stop the connection of air to the lungs. As an attack, you may attempt to Choke a target within 60ft. The target must make a constitution save, on a fail, the creature begins to suffocate and is Stunned until the start of your next turn, during your turn you may choose to maintain the Choke as if you where concentrating on a spell though this does not count as a concentration spell. At the end of each of the target creatures turns it may retake the Con save returning to normal on a pass. This ability cant be used on creatures that don't breath. Furthermore you may use this as a reaction to someone/somthing is speaking, if you do use this ability when someone/something is speaking it gains disadvantage on its saving throw.

The way of Rage (Savage):

  • Your Arcane bolts deals Piercing, slashing or Bludgeoning damage instead of Force, your choice.
  • When allowed, you may preform any Primal Arcane Saber ritual color.
  • During a Long rest you may add a number of Primal corruption equal to your Wisdom modifier.
  • You may re-roll any Arcane Peril rolls.
  • You gain the Primal might ability below.

Primal Might: You use the Primal Arcane to enhance your fighting abilities. During combat, you can take a bonus action to add 1d4 force damage to each of your attacks until the end of your next turn. When you activate this ability.

The way of Death (Gavemaker):

  • Your Arcane bolts deals Necrotic instead of Force.
  • When allowed, you may preform any Unholy Arcane Saber ritual color.
  • During a Long rest you may add a number of Unholy corruption equal to your Wisdom modifier.
  • You only suffer Arcane Perils on a roll of a natural 20.
  • You gain the Necrotic wave ability below.

Necrotic Wave: as a bonus action you may send out a wave of Necrotic energy in a 15 foot cone each undead creature heals 1d10 + you charisma bonus and each Living creature take that amount of damage. this may be done a number of time per day equal to you charisma bonus.

Rage Caster

Beginning at 3rd level, you you may now cast spells while you are in a rage, but concentration checks are made at disadvantage. While in a rage, you may add your extra damage value to all spell attacks and spell DC's, as well as to all Harness the arcane rolls made.


Furthermore, at Level 10 you no longer have disadvantage on concentration checks when you are raging.

Arcane Saber Ritual

you have learned how to preform the arcane saber ritual and gained the components to craft your first Arcane saber. You gain Proficiency with Arcane Sabers. and you learn to craft 2 of the below types of arcane saber. The first time you create an Arcane saber the cost is free and you have all the Piece, you just need access to Tech tools, Artificers Tools and Archamancy supply and 12 hours. If you are crafting a second or replacing a lost arcane saber you may but crafting one of these is like crafting a Intricate device requiring Tech tools, Artificers Tools and Archamancy supplies, which

you are considered to be proficient in for the purposes of the creation of this weapon along with, (1) 1500Gp Piece of Arcanium crystal, (5) wires, (1) computer chip and (1) Premium Alloy, See crafting compendium for details on crafting items. Refer to charts below for the stats of each type or arcane saber and what color blade does what damage type.

Arcane Saber Profile

Name Cost Damage Weight Properties
Arcane Saber dagger - 1d4/1d4 Force/Color type 1 lb light, Finesse
Arcane Saber - 1d6/1d4 Force/Color type 2 lb Versatility (1d8/1d6), Finesse
Arcane Saber Claymore - 1d10/1d6 Force/Color type 3 lb Two-Hannded, Large, Bulky
Arcane Saber Double - 1d6/1d4 Force/Color type 3 lb Two-Hannded, Finesse, Double: using this weapon gives you the ability to fight as if you had a weapon in each hand and the of hand is lite.

Arcane Saber Colors/Dmg. Types

Disciplined Colors Damage type
White-Gold Lightning
Gold Fire
White-Blue Cold
Balanced Colors Damage type
White Force
Silver Force
Pink Force
Ruinous Colors Damage type
Red Fire
Yellow Lightning
Pale-Blue Cold
Pale-Green Poison
Primal Color Damage type
Purple Lightning
Orange Fire
Green Poison
Blue cold
Unholy Colors Damage type
Black Necrotic
Black-Green Poison
Black-Red Fire
Black-Blue Cold

Saber Techniques

Below are three abilities that may be used as long as you are wielding any type of arcane saber.

Saber Deflection: you can use your reaction and your mastery over your mind and Saber to deflect or even redirect a ranged attack. When you are hit from a ranged or thrown weapon and you have your arcane saber on you. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level.

If you reduce the damage to 0, and the attack was energy based, you can redirect the bolt. Make a ranged attack with the weapon or piece of Ammunition you just redirected, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencise, and the missile counts as a monk weapon for the attack.

Saber Perry: you have furthered your Saber Skills, if you are the target of a melee weapon attack, you can use your reaction to Perry and attempt to block the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC.

Arcane Swordsman: when you take the attack action on your turn, if you have the Extra attack feature, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action or less. This may only be done once per turn.

Magi Trait

Beginning at 6th level, you gain one of the below traits. At levels 10 and 14 you gain one more.

Magi Manipulation: you count as always having the Telekinesis spell active at all times. but with the following changes.

  • Objects and Creatures may only be Large or smaller.
  • Object must weigh 200 x your proficiency bonus of less and only moves 20ft.
  • Objects and creatures can only be moved 20ft.

At Level 10 you have gain the full use of the Telekinesis spell and level 15 the weight is increased to 300 x Proficiency and at level 20 its 400 x Proficiency.

At Levels 6, 10, 14 and 18 you may effect one additional target with the Telekinesis spell though you may not exceed a combined weight equal to you total weight allowed fro the Telekinesis spell.

Sense Arcana: you count as having the Detect magic spell active at all times. Furthermore at levels 10 and 14 you increase the range by 30ft and at level 14 the only thing that that can block it is lead.

Magi Senses: You have blind sight at 20ft. At levels 10 and 14 this increases by 20ft

Read Mind: you count as having the Detect Thoughts spell active at all times. Furthermore at levels 10 and 14 you increase the range by 30ft.

Mind Trick: you may cast the Command Spell at will, without needing material components or requiring to harness the arcane. Furthermore at levels 10 and 14 you increase the range by 30ft.

Arcane Leap: you count as having the Jump spell active at all times. Furthermore at levels 10 and 14 you increase the hight by an additional multiplier.

Arcane Speed: Your speed is increased by 10 ft. At levels 10 and 14 you gain an additional 10ft.

Magi Foresight: your forsight gives knowledge of tactical situations and allows you to act quickly in battle. You can give yourself a bonus to your Initiative rolls equal to your Intelligence modifier. This increases by 2 at levels 10 and 14.

Master Magi

Starting at 10th level, fighting against the balance of arcane energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Furthermore You gain a Magi Apprentice of your Choosing. See Minions section of this book for the stats and how to use them.

Grandmaster Magi

At 14th level, your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.

Rager (Mutant)

Mutants are the tens of thousands of people across terrahime who have been deformed from the some state of mutation. These mutations can be caused by environmental factors like Radiation or by exposure to the raw Arcane powers.

These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body.

Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.

Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind.

While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the corruptive energies of the arcane can also lead to rampant mutation.

Because those who secretly worship the ruinous powers as Cultists are known to be granted mutational "gifts" by their dark masters, arcanic mutation can be an indicator of inner spiritual corruption by Havoc.

This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled material plane.

Silver Helmsmen or "Silver Eye" are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel. Because they are absolutely vital to the Empires commerce and defense, they, alongside Imperial Sanctioned caster and certain species of humans, are the only officially tolerated form of mutants.


Prerequisites: To be a Rage Beast (Mutant) you must be one of the Sapien races and have at least 2 mutations.


When you choose this Tribesman Path you gain Proficiency in Athletics, Intimidation Skills as well as Charisma saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Rampager

Starting at 3rd you gain -.

Mutant Abomination: You gain 1 Mutation as described in chapter 7 (Mutations) these may be chosen from the Mortal Mutations list. If your GM should allow it these may be chosen from the Demonic Mutations list instead. Furthermore if the GM allows, you may use one mutation to take a Mark of Havocus. You gain one additional mutation at levels 7,10 and 14

You'll pay for that: when a creature makes an attack against you, you may use your reaction to allow the creature to make all there attacks with advantage, if you take damage from any of the attacks then you gain 1 additional rage level. this may only be done once per turn.

Monstrous Rage: When you rage you now enter a Monstrous Rage, when done you reach a form of rage few can achieve. When raging you gain Rage levels, You gain 1 Level of rage if any of the following are done.

  • As an action while raging.
  • You score a critical hit with a melee attack
  • You reduce a Creature to zero hp or a mob to 0 creatures
  • If a critical hit is scored against you.
  • The first time you are reduced to half or less then your total Hp during an encounter.

Rage levels are lost upon your rage being ended and if you have any amount of rage levels when your rage involuntarily ends then you gain 1 rank of exhaustion per two levels of rage for.

Rage levels are listed Below, if gain more rage levels than your proficiency bonus, then you must make a Wisdom saving throw each round or lose one level of rage.

In addition to the below benefits you will also gain an amount of hit points when you achieve each new rage level equal to your Level, this also increses you total HP temporaraly while you maintain that rage level. if you should loses a level of rage you decrease any increase of total hp given by rage level by an amount equal to your level.

d8 Loot
0 Normal rage benefits.
1 Add a bonus on all melee attack rolls equal to your rage damage bonus.
2 Deal an additional 1d4 weapon damage this increases by one dice at rage levels 4, 6, 8 and 10.
3 Ignore the effects of Exhaustion while raging, the effects of these are suspended until the end of the rage.
4 Add a bonus on all Strength, Dexterity and Constitution saving throws equal to your rage damage bonus.
5 If you have two different forms of advantage on a single roll you may choose to not roll and treat that roll as if you had naturally rolled a 10.
6 Deal 1d6 instead of 1d4 with your 2nd rage level power
7 Reduce all damage by a number equal to your rage bonus, this may not reduce damage to less the 1.
8 Regain an amount of hit points at the start of each round equal to your Rage bonus.
9 Melee attacks score a critical hit on 1 better then it would normally.Deal 1d8 instead of 1d4 with your 2nd rage level power.
10 Deal 1d8 instead of 1d4 with your 2nd rage level power

Anger Management

Beginning at 7th level, you may temper your fury in exchange for a brief Benefit, you may choose to lose one level of rage to gain the benefit of one of the below abilities.

Reprieve: As a bonus action lose 1 Rage level and regain a number of HP equal to your Rage damage modifier x your new Rage level.

Resist: As a reaction to being attacked you may lose one level of rage and ad a bonus to your AC equal to your new rage level, this may be done after the attack roll is made.

Adapt: At the cost of one level of rage you may either Dodge, Disengage, Hide or Dash as a bonus action.

Off the Handle

Starting at 10th level, while you are not raging you may as a reaction fly into a terrible rage. When you do you immediately start a rage and you roll 1d4+1, the result of this roll is level of rage you start in. this may only be done once, regaining its use after you complete a long rest.

Perfect Beast

At 14th level, if your total for a Strength, Dexterity or Constitution check is less than the equivalent score, you can use that score in place of the total and Your choice of Strength, Dexterity or Constitution increase by 4. Your maximum for those scores is now 24.

Vas'Destorite

The "Vas" in high Imperial or "Vessels" in Common imperial are a secret organization of Astrogeists, these beings are also known as Avatars by many. The Astrogiests of the Vas are given a special containment suit called an Avatar. These avatars are created much like a Technokian creates there robotic body or a college Anamationist molds a golems form, though these vessels are made of a completely alien material only known by and found in the endless expanses of the cosmos by the Vas. The Vas are deadly Warriors that have an agenda that is very unknown an mored in rumor and secrets, The Empire tries to keep its dealings with the Vas to a minimum, leaving most of the dealing to the Order Adveintus on a classifide basis, although the High elven Eldar of Kilithikadia and the Xenarians of the Adlentus system have closer relations with the Vas.


Prerequisites: You must be an Astrogeist race to be this class.

Vas Avatar Warsuit

Starting at 3rd level you must find a location to Build a Vas Base this Base must be at least a space 30ft x 30ft this base take around 48 hours of work to create and it can be concealed or not, if concealed the GM may have you make some rolls to determine success of your concealment. In the building of this Base you build a Warsuit Configurations Unit within it. this Allows you to creat a Vas Avatar Warsuit, this acts as your new containment suit and operates the same as a containment suit with the following additional benefits.

  • Warsuit Save: Gain one save of your choice, this may be changed during a long rest at the warsuit configurations unit.
  • Warsuit Skills: Gain two skills of your choice, these may be changed during a long rest at the warsuit configurations unit.
  • Warsuit AC: You may not were your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. you can not wear armor or shield generators as well as use devices, though you may still attune to magic items

  • Double Jump: once per round you may jump of a point that has no physical point, meaning you can jump of a point that is suspended in the air.

  • Wall runner: you gain the ability to move up, down, and across vertical surfaces but not upside down or along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

  • Grav Flux: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.


Furthermore: When making your Warsuit you must also pick a Warsuit class. Each of these Warsuit classes further refine the effects of your Vas Avatar Warsuit. You Start knowing 2 Warsuits Classes, gaining one additional Warsuit class known at levels 6, 10 and 14. During a long rest you may enter the Warsuit Configurations Unit, when done you may pick any of your known Warsuit Classes and remove any previous warsuit benefits and apply the new warsuit benefits. You may only have one Warsuit Class applied at a time. Each Warsuit class has an attribute modifier and passive buff/s, as well as four abilities or features that may be activated or passive dependent on the ability. At level 1 you gain 1 warsuit level, gaining 1 additional warsuit level at levels 6, 10 and 14. All the Warsuit descriptions and how to use them is described in Chapter 5 (Rules), in the War suit section.

Warsuit Tuning

Starting at 6th level, During any long rest you may not only use your Warsuit Configurations Unit to pick a Warsuit class, you may use it to fine tune your Avatar warsuit. During any long rest you may enter your Warsuit configurations unit and shift any of your ability scores with any other ability score. Furthermore you gain your choice of 4 of the below Avatar adaptations, this increases by 2 at levels 10 and 14. During this time you may also swap out any of your current choices with another.

  • Quick Frame: gain a +5ft walk speed
  • Armor up: Gain a +1 AC. This trait may be taken up to four times, gaining one additional AC each time.
  • Resilience: Gain advantage on a save or your choice, This trait may be taken more then once, choosing a different save each time.
  • Resistance: Gain resistance to your choice of either slashing, Piercing or Bludgeoning damage, This trait may be taken more then once, choosing a different damage type each time.
  • Hypercharged: You gain a +5 bonus to all Initiative rolls. This may be taken twice stacking the effect.
  • Reverse joint legs: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greater 5 or 10), with or without a running start.
  • Grav Slam: Once per turn when you drop down onto a position from a hight greater the 10ft, each creature within 5ft of you must make a strength save with a DC equal to 8 + your constitution + your proficiency bonus or be knocked prone. This trait may be taken more then once increasing the range of the ability by 5ft each time.
  • Grav Glide: You may as a bonus action hold you current elevation and move forward in any direction from your current position for an amount of rounds equal to your Dexterity modifier, after that duration you start to descend slowly at a rate of to 60 feet per round until it lands taking no falling damage and can land on its feet. You can not use this feature again until you have been grounded for 1 full round.
  • Triple Jump: Like double jump but you may connect with a second additional point or contact.
  • Arcane Tuning: you may ignore 1 Arcane Peril, the use of this recharges after you have preformed a short rest. This trait may be taken more then once, gaining an additional use of this feature before needing to rest.
  • Arcane Resonator: You gain 1 additional cantrip, 1 spell slot of a level you can cast. This trait may be taken more then once, gaining 1 additional cantrip, 1 spell slot of a level you can cast each time.
  • Shield Booster: Increase your shield capacity by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time.
  • Quick Shield: reduce your shield Recharge delay by 1, if this should bring it to 0, you gain the recharge rate even if you got hit during that turn. This trait may be taken more then once, reducing the shield recharge delay by 1 each time.
  • Shield charge: Increase your shield Recharge rate by 5. This trait may be taken more then once, gaining an additional 5 Shield capacity each time. This trait may be taken more then once, gaining an additional 5 Shield Recharge rate each time.
  • Shield Resistance: Gain resistance with your shield to your choice of either Poison, Force, Psychic, Necrotic, Radiant or Thunder damage, This trait may be taken more then once, choosing a different damage type each time.

Prime Warsuit

Starting at 10th Level, you may know use the Prime ability for each Warsuit class you know, Each prime ability, is a very powerful special feature, this feature may be an activated feature or it may be a passive style trait.

Avatar Class Meld

Starting at 14th Level, you may pick 2 Warsuit Classes, gaining the benefits of both Warsuit Classes, with one exception you may only have 1 ability per choice you have and only one Prime ability, Picking one ability from between the two warsuit classes for each ability choice you have and one prime ability from between the two as well.

Warlock (Eldrye)

The old Eldrye nation is without equal in many eyes, and they consider themselves among the masters of the stars. In the earliest days before the first Emperor, the old elven Nations of Kilithicadia covered most of the Realm of Terra. Despite their boundless power, following extinction of the Sumera and the Age of destruction the elves fled the realm of terra in to the astral sea using ancient portals called astral gates.

it wasn't until the Elves emerged from the astral sea to aid the Emperor in the demon wars, these elves have come to be known as the Eldar and since they have been reconstructing there former nations.

The Eldrye are not a specific nation or organization, but more a way of belief, a belief in the old ways, these warriors agendas change in many cases usually dependent on subraces. These warriors can operate on a very independent level like Mercenaries or Freelancers but sometimes they will form into Empires.


Prerequisites: To be a Eldrye (Warlock) class you must be a Darkrye Eldar subrace.


When you choose this Brawler type you gain Proficiency in Arcana, Athletics Skills as well as Wisdom saves and with the following weapons -.

Warlock
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Eldrye Arcane

All Eldrye focus on the natural Arcane talents there elvish selves possess, this lead the Eldrye having very different focuses in arcane disciplines. The Eldrye may Pick from any Discipline listed in there race and subrace descriptions. See Arcane Disciplines section of this book for a list of spell within the disciplines.

Cantrips

You learn 2 cantrips of your choice from any Disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Magi table. Cantrips may be cast without material components.

Power Slots.

The Eldrye table shows how many Spell Slots you have to cast your Magi Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands⁠ using either slot.

Spells⁠ Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Eldrye Disciplines spell list.

The Spells Known column of the Eldrye table shows when you learn more spell⁠s of your choice. Each of these spell⁠s must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from a disciplines you know, which also must be of a level for which you have Spell Slots.

Spellcasting Focus Eldrye need no spellcasting focus but are always treated as having one.

Spellcasting Ability Wisdom is your spellcasting ability for your spell powers, your powers are bound to your ancient blood. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Deadly Focus

Starting at 3rd level, the Warlock combines the Aspects of rage to its understanding of focus, you fight with Focus and cunning as well as brute strength and Rage. On Your Turn, you can enter a Focused Rage instead of a normal rage, while raging you gain the following benefits as well as any from your rage while you aren't wearing heavy armor.

  • You have advantage on Dexterity Checks and Dexterity Saving Throws.

  • When you make a Ranged weapon or spell Attack or a dexterity based weapon attack, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.

  • you gain advantage on all saves to resist the effects of charmed, routed and frightened conditions.

  • you may cast spells while in this focused Rage.

  • you may use the Dash action as a bonus action.

Furthermore you gain the Passive Arcane ability below.

Passive Arcane: you gain 2 Arcane traits of your choice, chosen from the neutral arcane traits or a list you are allowed to pick from.

Warlock Traits

At 6th level, you gain the Cunning and Spell Weave abilities below.

Cunning: your instincts are so honed that you gain you wisdom bonus to all Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.

Spell Weave: You may still use the multi strike brawlers technique on a turn you used your action to cast a spell, with a casting time of 1 action.

Eldrye Heart

At 10th level, you gain the Adamant Focus and Prescience abilities below.

Adamant Focus: Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.

Prescience: your ability as an Eldrye allows you to glimps the future and gives you a unatural ability to see attacks coming even in areas you don't focus much on. You can add half your Wisdom bonus, rounded up, to any Dexterity ability check you make. At level 14 you may add your whole Wisdom bonus to dex saves.

Additionally, This has 2 Charges. On you turn after being hit by a Melee or Ranged attack you may choose to have avoid the hit, roll a D6 you gain a bonus to your AC equal to that roll. This may also be used to to ignore an attack from a Blast, engulf, or Burst weapon, adding the die roll to your save made against the effect, but this must be done before the save result is determined. You regain all charges of this after completing a short rest. you gain one additional charge of this at level 10 and 14.

Eternal Soul

Starting at 14th level you gain the Eternal Body and Aethreal Walk abilities below.

Eternal Body: you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however it will be in about double the normal time it would take. In addition, you need Very minimum food or water, like a drink a week and food every month.

Aethreal Walk: you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage and you can cast the Astral Projection spell, without needing material Components or the need to pass a harness the arcane test. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal to your Wisdom Modifier.

Savageguard (Una'cadre)

The Una'cadre was founded by the Una'vea, who lead the Una'cadre in the name of and in accordance with the Xenarian philosophy they have named the "Greater Goal" (Una'Galar in the Xenarian language). A large and growing number of other intelligent, alien and animalkin races have allied themselves with the Una'cadre and there empire.

The Una'cadre claim to be a peaceful species when possible, asking if others will join their Una'Galar voluntarily instead of fighting against them. However, if their peaceful overtures are refused, the T'au may well decide to conquer and add the territory it to their growing Cosmic Empire.

Una'cadre society is divided into a number of guard, each responsible for managing a specific aspect of their empires. The Una'cadre central motivating ideal is the Una'galar, a concept that everyone in their Empire, regardless of their species or culture of origin, will work for the collective betterment of everyone else, an almost mystical philosophy that is embodied in the Greater Goal.

The Una,vea are the dominant species of the Una'cadre Empire, an interstellar counsel which is also composed of several other different intelligent species, including the other subspicies of xenarian, and many others.

However, there are now several Human septs in the Una'cadre Empire derived from conquered of forgoten of world Imperial Humans territories or Humans who voluntarily joined the Una'cadre Empire because they were impressed by the concept of the Greater Goal. These actions haves lead to a newly formed Empire of Mixed Races that is now known as the Free Star Cluster.

These people are known as Una'puls or greater people in the Una'vea language and they are often considered amongst the Traitors and Heretics within the Imperium. Though the Una'galar concept and collective movement has lead to the lightening of some deep routed imperial prejudices

Prerequisites: To be a Una'Cadre (Vor Savage) class you must be a Una'vor, Una'vex or Una'Var Xenarian subrace Race.


When you choose this Tribesman path type you gain Athletics in Acrobatics, Survival Skills as well as Wisdom saves and with the following weapons Choose one: Exotic Ranged Weapon (Arc) Exotic Ranged Weapon (Disintegrater), Exotic Ranged Weapon (Plasma), Exotic Ranged Weapon (Grav), Exotic Ranged Weapon (Radiation) or Exotic Ranged Weapon (Phosphor).

Savage Arms

Starting at 3rd level when you pick this path, you may still gain the benefits of Rage and Unarmored movement while wearing armor and you may still add your constitution bonus to your AC.

Furthermore, you may use your strength bonus instead of your dexterity when calculating the Attack and Damage rolls with Revolvers, Shotguns and Automatic weapons. Furthermore you gain the benefits of your rage bonus damage with such weapons.

Techno Warrior

Starting at 3rd level when you take this Tribesman Path you gain proficiency with Artificers tools as well as Tech Equipment.

Combat Drones

Starting at 3rd level you gain a special device that is warn as a head band this device allows only you to connect to the nero link in a drone that assists and protects you. You gain a number of drones equal to 1 + half your intelligence bonus of your choosing from the list of drones, see the minions descriptions section of chapter 3 (Minions) for the list of drones as well as there stats. These count as a unit/s, the rules for units and how to use them can be found in Chapter 5 (Rules). At level 3 one drone you have may be an elite minion.

If a drone would be lost or destroyed, you may replace at a cost of time and resources talk to your GM for details.


Furthermore at level 10 you may use your whole intelligence bonus when calculating the number of drones you may have. You also gain 1 additional drones at Levels 6, 10 and 14 as well as one additional elite at level 10.

Tech Gadgets

Starting at 3rd level all Un'cadre has access to many powerful weapons and tools. During each long rest you may prepare a number of the following gadgets equal to you intelligence bonus + your proficiency bonus. To do so you must have access to a minimum of tech tools and Smiths tools. You may prepare multiple of the same gadget allowing more then one use of that gadget.

As an action you may choose a gadget you prepared and use it. The DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier.

Photon Grenade: Throw a Photon grenade that blinds any in the blast. You may throw the grenade 10 + (Str x 5) feet. Anyone within 20 feet of the target square must make a constitution saving throw. Those who fail are blinded and deafened for 1d4 rounds.

Tactical Support Turret: You construct a mobile support turret that protects you and your allies. Lasts for 1d4 + 2 rounds and counts as a light caliber machine gun with 100 rounds and has one action each turn.

Plasma Grenade: Throw a Plasma grenade that damages any in the blast. You may throw the grenade 10 + (Str x 5) feet. Anyone within 20 feet of the target square must make a reflex saving throw or take a number of d6’s equal to your proficiency bonus + your int modifier as fire damage.

EMP Grenade: Throw a EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet. Any constructs or vehicles within 20 feet must make a Constitution saving throw or be incapacitated for a number of rounds equal to your proficiency bonus.

Nano Bio-foam: Healing a living creature by filling there wounds with curative foam. You may heal a willing creature for a number of d6’s equal to your proficiency bonus + your int modifier

Ranged master

Starting at 6th level, you gain the Ranged Specialist and the Fighting Retreat abilities below.

Ranged Specialist whenever you take the attack action with a ranged weapon, you may make one additional attack as a part of that same attack action.

Fighting Retreat: When you Disengage you also dash.

Tech Improvements

Starting at 10th Level, you gain the Improved Tech Gadgets and the Shining Marker abilities below.

Improved Tech Gadgets: If you would roll a dice for any gadget while using greater good, improve that dice by one step. i.e. d4 becomes d6, d6 becomes d8 etc. your grenades affect an additional 10 feet and the DC to save against the effect is increased by 2.

Shining Marker: Enemies with Marker lights count as having 1 more Marker light than they have to you (allies don’t gain this bonus). i.e. an enemy with 1 Markerlights counts as having 2, an enemy with 2 counts as having 3 etc. an enemy with zero Markerlights still counts as having zero.

Cadre Master

At 14th level, you gain the Volley Fire and the Drone Commander abilities below.

Volly Fire: Whenever you take an attack action with a ranged weapon, allies within 30 feet may also make an attack as a reaction against any enemy targeted by you.

Drone Commander you may command an additional amount of drones equal to your intelligence bonus.

Nightrage (Dark Knight)

Bats are at home in the darkest places, deep inside caves, in shadowy alleyways, in damp dark forests, and wherever else the light dims. Most folk enter such places with trepidation, because a Bat perches menacingly in the darkness, seeking to ambush threats before they can reach the broader world. Such individuals are often found in the terretires of Morthime, but they will go any place where evil lurks in the shadows.


Prerequisites: To be a Dark Knight class you must be any Vampire Subrace with the exception of Half Breed.


When you choose this Tribesman path type you gain Proficiency in Slight of hand, Stealth Skills as well as Wisdom saves and with the following weapons All Thrown weapons.

Dark Justice

Starting at 3rd level when you take this Brawler Path you gain proficiency in the Insight and Investigation skills, and you gain proficiency with the Thieves tools, Tech Tools and Tech Equipment.

House Steward

Starting at 3rd level You gain a House Steward. The minions type is an Assistant. Discuss the cost and time required to acquire the minion with your DM. See Minions descriptions section of Chapter 3 (Minions) for the stats and Chapter 5 (Rules) for details on how minions and units work.

This minion is a special type of Assistant and Knowns all Jobs that an Assistant can as seen in the minions description for details.

Bat Gadgets

Starting at 3rd level you gain the following Bat equipment below and each day you may acquire a number of the below Bat gadgets equal tou your Charisma

Bat Equipment


Bat Grapnel: You gain a special Grapnel Launcher that functions both like a Hand Crossbow and a Whip, it does 1d4 damage, it is considered a Finesse, Hand Crossbow and a Monk weapon for the purpose of class and feat features.

It can project the line at a point you can see within 60 feet, you can pull yourself to that point in a straight line. This expends movement and provokes opportunity attacks normally. You can use the Grapnel Launcher as a reaction when you fall to pull yourself up to 10 feet in any direction, or create a rope up to 60 feet in length and anchor it to a point you choose.


Bat Glider: Your cape becomes rigid and forms gliding wings. As a reaction while falling, this may be activated to slow descent speed to 10 ft per round and remove falling damage. You can control fall for an indefinite duration.


Batarangs x 3: You gain 3 Battarangs, these are thrown weapons with the following profile.

Name Damage Properties
Batarang 1d6 Slashing Thrown 40/80ft, One-Hannded, light, Tiny, This weapon teleports back to you at the end of the turn it was used.

Bat Gadgets


Flashbang Grenade: As an action you may Throw a Flashbang grenade that disorients enemies in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any creatures within 20 feet must make a Dexterity saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be Blinded and Defend for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


EMP Grenade: As an action you may Throw an EMP grenade that Incapacitates any constructs or vehicles in the blast. You may throw the grenade 10 + (Str x 5) feet, this has the deviation (D4) weapon property. Any constructs or vehicles within 20 feet must make a Constitution saving throw, the DC for any saving throws are, DC = 8 + proficiency bonus + Int modifier. or be incapacitated for a number of rounds equal to your proficiency bonus. The target may reroll the test at the end of each of there turns, ignoring the effect on a pass.


Breaching Foam (one use): This hand held device may be used as an action, to be Sprayed in a door sized oval, within seconds this volatile foam detonates in a controlled manner dealing 50 fire damage, that has the Potent (+++) weapon property. due to the natuer of this foam it can not be used as an attack, the foam only deals damage to a surface.


Stunning Batarang x 3: If this batarang hits its target it deals a bonus D6 lightning damage and gains the Stunning (4) weapon property.


Disabling Batarang x 5: If this batarang hits its target the target must make a dexterity save DC equal to DC = 8 + proficiency bonus + Dex modifier, if the test is failed You choose either; the target drops a chosen held weapon, device or object or the target is Knocked Prone.


Frag Batarang x 2: If this batarang hits its target it deals 2d4 Piercing damage and 2d4 Bludgeoning damage instead of its normal damage type and gains the Burst weapon property. This batarang is consumed after use.


Homing Batarang x 3: does not require an attack roll, the attack automatically hits.


Incendiary Batarang x 5: Deals fire damage and has the AP (-2) and Potent (+) weapon properties.


Razor Batarang x 10: gains the AP (-3) and Potent (+) weapon properties.

Unseen Striker

Starting at 6th level, you gain the Dark Distraction and the One with Shadow abilities below.

Dark Distraction: you excel at leading ambushes and acting first in a fight. You add your proficiency bonus to your initiative.

In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike, attack after the first roll against that target have advantage until the start of your next turn.

One with Shadow: you have learned to become one with the shadows and adept at evading creatures even those that rely on darkvision. When you are in an area of dim light or darkness, you can become invisible to any creature including those that rely on darkvision to see you in that darkness. You remain invisible until you make an attack or are in an area of bright light

I am the Night

At 10th level, you have become adept at Striking fast and hard and then quickly escaping danger. You can take two turns during the first round of any combat and you may disengage that turn as a free action, this may only be done if it is night or you start and end your turn in a shadow or low light. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Shadow knight

Starting at 14th your Dark Knight Steward gives you a secret piece of Tech that can as a bonus action teleport you up to 60 feet to an unoccupied space you can see. you can bring one creature you are grappling, teleporting that creature to an unoccupied space it you can see within 5 feet of your destination. The start point and destination spaces of this teleportation must be in dim light or darkness.

Chapter 3 (Minions)

Chapter 3 (Minions in Empires of War)

Some classes may have Minions that they command, these are basic Npc's that they have control of. The amount and type of Minions you may have is dependent on your Class or archetype, this will be located in the Class or archetypes description. Refer to the Monster manual for all minion and

Minions operations

On each of your turns you can command the Minion with verbal commands (no action required) or hand and arm signals (Bonus Action required), in some cases you may have a telepathic or like ability to allow this to happen without noticable traits, if you do you decide What action the Minion will take and where it will move during its Movement, or they can issue a general command with limited complexity, such as to guard a particular chamber or corridor. If they issue no commands, the Minion only defends itself against hostile creatures. Once given an order, the Minion continues to follow it until its task is complete. The Minion uses your Proficiency bonus when determining Attacks, Saves, Skills and Spell DC.

Multiple Minions

So long as you have more then one minion of large or smaller you may have them form a unit and act as a Mob, see mobs in the Units, section of this chapter. If you have 2 to 4 minions you may split them into 2 separate units of any combination, if you have more then 5 to 7 you may have 3 units and if you have 8 or more you may have 4 units. This does not count for Monsters or Hero's.

Minion Tiers

As a Minions Owner levels up, Some minions will not only benefit from there Proficiency bonus increasing, they may have some abilities that will scale with there owner, this is referred to as a Minion Tier there are 4 Minion Tiers See table below.

Owners Level Minion Tier
1-5 1
6-10 2
11-15 3
16-20 4

Outfitting Minions

Some Minions may be given different weapons and armor by the player, in some cases the race or some upgrades may be chosen when the player first gains control of the minion or when you gains a Minion Tier, in other cases the DM may decide for you or roll randomly in a case where you are a freelancer acquiring worthy mercenaries to fill out the ranks of there team, or maybe you find a Mutant to add to your gang. If this is allowed the details will be noted in the Minions profile. If the race should be one that can change you may apply the racial attribute modifiers, Speed and Size as well as You may also add any proficiencies it may have and any special abilities as well, Consult GM for details and if you have questions ask.

Minion Death

If a Minion dies you can usually procure a new member with an amount of time and resources, consult the DM for details.

Minion profiles

Below is a list of the Minions that are avalible and there stats, but if a class or Archetype has a Minion thats is only for its class it will be listed in the class or Archetype description.

Necrobots


MU-L3, Laborer Unit

Medium, Construct


MU-L3: The M3-L3 necrobot is often called a L3 unit, Loborbot or a Mule. L3 units are stupid and essentially mindless slaves ideal for menial work with little multi tasking and simple instruction, like that of loading or unloading storage, opening or closing a door, hold an object and follow, move material for construction, etcetera.


  • Armor Class 14
  • Hit Points 14 or 7 x owners level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies Strength

  • Skills Proficiencies Athletics

  • Damage Vulnerabilities Lightning.

  • Damage Resistances Necrotic, Psychic.

  • Damage Immunities Poison

  • Condition Immunities Poison, Diseased, Exhaustion

  • Senses passive Perception 10, Darkvision 60ft, lowlight 120ft

  • Languages Imperial.

  • Challenge: 1/8 (25 XP)


Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Powerful Build. Due to the robotic actuators used to make a L3 unit, it count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.

Actions

Slam. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 4 (1D4 + Str) Bludgeoning damage.


CL-3N, Custodian and Sanitations unit

Medium, Construct


The CL-3N or Custodian bot is a common asset for much of imperial life, this bot is used as a maid or custodian to clean and reorganize both Public and private habitation and common areas.


  • Armor Class 14
  • Hit Points 10 or 5 x owners level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 14 (+2) 10 (+0)
  • Saves Proficiencies Dexterity +4
  • Skills Proficiencies Acrobatics +4, Perception +4
  • Damage Vulnerabilities Lightning.
  • Damage Resistances Necrotic, Psychic.
  • Damage Immunities Poison
  • Condition Immunities Poison, Diseased, Exhaustion
  • Senses passive Perception 14, Darkvision 60ft, lowlight 120ft
  • Languages Imperial and one other that can be spoken by a human.
  • Challenge: 1/8 (25 XP)

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Attention to detail: This unit gains advantage on any saves, checks or tests made that are made to clean or maintain an object or place, or to notice or recall something out of place or different from its baseline directives.

Actions

Slam. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 2 (1D4 + Str) Bludgeoning damage.


T3-RP, Interpretations and Linguistics Unit

Medium, Construct


A T3-RP necrobots are often called T3 Units or Terp Bots. The T3 unit is an Interpretations and linguistics necrobot that knows and can speak as well as transcribe all registered common languages within the imperial database.


  • Armor Class 12
  • Hit Points 10 or 5 x owners level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 14 (+2)
  • Saves Proficiencies Intelligence +6

  • Skills Proficiencies History +6, Persuasion +4

  • Damage Vulnerabilities Lightning.

  • Damage Resistances Necrotic, Psychic.

  • Damage Immunities Poison

  • Condition Immunities Poison, Diseased, Exhaustion

  • Senses passive Perception 10, Darkvision 60ft, lowlight 120ft

  • Languages Read and Transcribe all known common languages.

  • Challenge: 1/8 (25 XP)


Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Synthetic Voice module: This unit may speak languages that are not speakable by other races like some of the Animalkin Laguages.

Actions

Fist. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 2 (1D4 + Str) Bludgeoning damage.


Utility and Maintenance units.

Medium, Construct


Utility and maintenance units service various machines and infrastructural utilities and services, such as transportation infrastructures as well as most of the Metropolises utility, Power and construction infrastructures needs. There are many different types of utility and maintenance units, each one focusing on a specific aspect of infrastructural support. The 3 most common types are the T3-K unit that focuses on Technology and maintenance, the B1-D3R unit focusing on Construction and Structural repairs and the M3-D1 unit used in many Imperial Infrastructures to provide medical aid, Support and assistance.


  • Armor Class 15
  • Hit Points 12 or 6 x owners level
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0)
  • Saves Proficiencies Dexterity +4

  • Skills Proficiencies (T3-K: Technology +4, Science +4), (B1-D3R: Athletics +4, Acrobatics +4), (M3-D1: Science +4, Medicine +4)

  • Tool Proficiencies (T3-K: Tech Tools +4, Artificers Tools +4), (B1-D3R: Construction tools +4, Carpentry Tools +4), (M3-D1: Chemistry Supplies +4, Surgical Tools +4)

  • Damage Vulnerabilities Lightning.

  • Damage Resistances Necrotic, Psychic.

  • Damage Immunities Poison

  • Condition Immunities Poison, Diseased, Exhaustion

  • Senses passive Perception 11, Darkvision 60ft, lowlight 120ft

  • Languages Imperial and one other that can be spoken by a human.

  • Challenge: 1/2 (100 XP)


Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Assistance. This creature may use the help action when used to help with a check they have proficiency bonus.

Actions

Fist: Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 4 (1D6 + Str) Bludgeoning damage.

Assist: This Necrobot may use the help action on specific actions as described above.



H0-L0, Holographic Communications and Projections Unit.

Medium, Construct


The H0-L0 necrobot or Holobot, acts as mobile holographic communications devices, used for recording or playing back as well as sending and receive Holo communications, This is a medium scale projections using advanced image arrays in the optics of the necrobot projecting life size images of the holo transmission.


  • Armor Class 15
  • Hit Points 10 or 5 x level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0)
  • Saves Proficiencies Intelligence +4
  • Skills Proficiencies Technology +4, Science +4
  • Damage Vulnerabilities Lightning.
  • Damage Resistances Necrotic, Psychic.
  • Damage Immunities Poison
  • Condition Immunities Poison, Diseased, Exhaustion
  • Senses passive Perception 11, Darkvision 60ft, lowlight 120ft
  • Languages Imperial and one other that can be spoken by a human.
  • Challenge: 1/8 (25 XP)

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Holo Unit. This creature is capable of recording audio and the projection of a 5x5ft or 10x10ft area, this can then be sent with access to the Net, this unit can also record send and receive live transmissions as well, provided this unit has access to the appropriate networks of communications.

Actions

Fist: Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 4 (1D6 + Str) Bludgeoning damage.

Holo Transmission: As an action you may record and transmit a holo transmission of 6 seconds or less, during this time the Holo units may only move at half its speed.


M3-L33, Melee Protection and Security Unit.

Medium, Construct


The M3-L33 necro bot is commonly called a M3 unit or a Brawlerbot. The M3 is a melee combat bot that is capable of effective unarmed and melee combats with all simple weapons.


  • Armor Class 13
  • Hit Points 14 or 7 x owners level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies Strength +3
  • Skills Proficiencies Athletics +3, Perception +2
  • Damage Vulnerabilities Lightning.
  • Damage Resistances Necrotic, Psychic.
  • Damage Immunities Poison
  • Condition Immunities Poison, Diseased, Exhaustion
  • Senses passive Perception 12, Darkvision 60ft, lowlight 120ft
  • Languages Imperial and one other that can be spoken by a human.
  • Challenge: 1/4 (50 XP)

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Higher Tier: Tier 2 M3-L33 necrobots gain +2 AC, Tier 3 gain gains +2 AC and resistance to Bludgeoning, Piercing and Slashing damage and tier 4 gains +4 AC and Immunity to Bludgeoning, Piercing, Slashing.

Weapon/Armor Proficiency. All simple Melee weapons. M3-L33 units usually only have one Melee weapon like a Sword, Mace or Axe.

Actions

Melee Weapon. Melee Weapon Attack: Str + Owner Proficiency to hit, reach as weapon, one target. Hit Damage as weapon.


GU-N3R, Ranged Protection and Security Unit.

Medium, Construct


The GU-N3R necro bot is commonly called a N3 unit or a Gunbot. The M3 is a ranged combat bot that is capable of effective ranged and thrown weapon combats with all simple weapons.


  • Armor Class 13
  • Hit Points 12 or 6 x owners level.
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies Dexterity +3
  • Skills Proficiencies Acrobatics +3, Perception +2
  • Damage Vulnerabilities Lightning.
  • Damage Resistances Necrotic, Psychic.
  • Damage Immunities Poison
  • Condition Immunities Poison, Diseased, Exhaustion
  • Senses passive Perception 12, Darkvision 60ft, lowlight 120ft
  • Languages Imperial and one other that can be spoken by a human.
  • Challenge: 1/4 (50 XP)

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Higher Tier: Tier 2 Gu-N3R necrobots gain +2 AC, Tier 3 gain gains +2 AC and resistance to Bludgeoning, Piercing and Slashing damage and tier 4 gains +4 AC and Immunity to Bludgeoning, Piercing, Slashing.

Weapon Proficiency. All simple ranged weapons. GU-N3R units usually only have one ranged weapon like a pistol or rifle.

Actions

Ranged Weapon. Ranged Weapon Attack: Dex + Owner Proficiency to hit, reach 5ft, one target. Hit damage as see equipped weapon.



C0M-B4T, Combat Operations Unit (Elite)

Medium, Construct


The C0M-B4T necrobot it often called a B4 unit or a Battlebot. B4 units are a perfectly tireless, obedient and fearless soldier ready for your command. these necrobots can be outfitted and modified to specialize in many combat styles both melee and ranged being able to switch between the two.


  • Armor Class 15
  • Hit Points 14 or 7 x owners level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies Strength +4, Dexterity +4,
  • Skills Proficiencies Athletics +4, Perception +2, Intimidation +2, Persuasion +2
  • Damage Vulnerabilities Lightning.
  • Damage Resistances Necrotic, Psychic.
  • Damage Immunities Poison
  • Condition Immunities Poison, Diseased, Exhaustion
  • Senses passive Perception 12, Darkvision 60ft, lowlight 120ft
  • Languages Imperial and one other that can be spoken by a human.
  • Challenge: 1/2 (100 XP)

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Higher Tier: Tier 2 C0M-B4T necrobots gain +2 AC, Tier 3 gain gains +2 AC and resistance to Bludgeoning, Piercing and Slashing damage and tier 4 gains +4 AC and Immunity to Bludgeoning, Piercing, Slashing.

Weapon Proficiency. All simple and Martial weapons. C0M-B4T units can have multiple weapons, like a rifle and a pistol or pistol and baton or any combo seen fit by its owner, regardless its not usually more then two.

Actions

Multiattack. The C0M-B4T Necrobots may make two attacks each turn.

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.



D4-T4, Cognitive Processing and Data analysis Unit (Elite)

Medium, Construct


The D4-T4 necrobot is also known as a T4 unit or Databot. The T4 unit serves as mobile computers with tremendous calculating powers for record keeping and data storage, capable of recording and playing back audio and video as well as Transcribe data to Scroll. The T4 unit can be modified to serve many functions from a automated bank teller to a full functional intergation with a starship allowing it to be piloted unmanned.


  • Armor Class 12
  • Hit Points 10 or 5 x owners level.
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 14 (+2)
  • Saves Proficiencies Intelligence +6

  • Skills Proficiencies Arcane, History +6, Science +6, Technology +6, Religion +6

  • Damage Vulnerabilities Lightning.

  • Damage Resistances Necrotic, Psychic.

  • Damage Immunities Poison

  • Condition Immunities Poison, Diseased, Exhaustion

  • Senses passive Perception 10, Darkvision 60ft, lowlight 120ft

  • Languages Read and Transcribe all known common languages.

  • Challenge: 1/8 (25 XP)


Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Synthetic Voice module: This unit may speak languages that are not speakable by other races like some of the Animalkin Languages.

Imperial Functions Processor: This unit gains advantage on all skill checks and save made to process informations regarding Imperial tech, science, history ext.

Actions

Fist. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 2 (1D4) Bludgeoning damage.

Mechroobots


Battle Class Mechrobot (Special)

Large, Construct


  • Armor Class 18
  • Hit Points 16 or 8 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 10 (0) 10 (+0) 5 (-3)
  • Saves Proficiencies Constitution
  • Skills Proficiencies Athletics, Intimidation (Str), Perception
  • Damage Vulnerabilities Lightning.
  • Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic, Psychic
  • Damage Immunities Poison,
  • Condition Immunities Poison, Diseased, Frightened, Exhaustion.
  • Senses passive Perception 1-, Drakvision 60ft, lowlight 120ft
  • Languages None

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.

Actions

Multi-Attack: this creature may make one fist attacks and one ranged attack.

Impact Fist. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft., one target. Hit 6 (2D8 + 4)

Minigun with Ammo pack. Ranged Weapon Attack: Dex + Owner Proficiency to hit, Use Assault cannon Stats with ammo 640.


War Class Mechrobot (Special)

Huge, (Constuct)


  • Armor Class 20
  • Hit Points 20 or 10 x owners Level
  • Speed 50ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+5) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies Constitution
  • Skills Proficiencies Athletics, Acrobatics, Perception, Intimidation (Str)
  • Damage Vulnerabilities Lightning.
  • Damage Resistances Slashing, Bludgeoning, Piercing, Fire, Cold, Lightning, Acid, necrotic, Psychic
  • Damage Immunities Poison,
  • Condition Immunities Poison, Diseased, Frightened, Exhaustion.
  • Senses passive Perception 1-, Darkvision 60ft, lowlight 120ft
  • Languages None

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.

Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.

Frightening Size. This creature has a + 5 to Intimidation skill checks.

Reactive Plating. This creature has immunity to Fire, Cold, Lightning and Acid Damage

Actions

Multi-Attack: this creature may make two fist attacks and one ranged attack.

Massive impact fists. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 10ft., one target. Hit 15 (2D12 + 7) Bludgeoning damage.

Heavy Phosphor Blaster. ranged Weapon Attack: 3 + controllers Proficiency to hit, use heavy Phosphor blaster with ammo 60,

Holy Necrobots


Necrobot Flagulant

medium, (Constuct)


  • Armor Class 14
  • Hit Points 14 or 7 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies - +-
  • Skills Proficiencies Religion +5
  • Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Poison, Exhaustion
  • Senses passive Perception 10, Darkvison 30ft, lowlight 60ft
  • Languages Gothic, High Gothic

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Multiattack. The Necrobot Flagalant may make 3 Flail attacks.

Acro-Flail. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft., one target. Hit 8 (1D6 + 3)


Relic Bearer Necrobot (Elite)

medium, (Constuct)


  • Armor Class 14
  • Hit Points 10 or 6 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies - +-
  • Skills Proficiencies Religion +5
  • Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Poison, Exhaustion
  • Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
  • Languages Gothic, High Gothic

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Holy Relic. Any creature that has a faith in, Choose one: Ordinatus or Life within 20ft of the relic gain a +2 to the AC.

Actions

Slam. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft., one target. Hit 3 (1D4 + 3)


Diology Necrobot (Elite)

medium, (Constuct)


  • Armor Class 14
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  • Saves Proficiencies - +-
  • Skills Proficiencies Religion +5
  • Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Poison, Exhaustion
  • Senses passive Perception 10, Drakvision 30ft, lowlight 60ft
  • Languages None

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Holy Words. Any creature that has a faith in Ordinatus within 20ft of the relic are immune to the effects of the Frightened and charmed Condition.

Actions

Fist. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft., one target. Hit 3 (1D4 + 3)

Holy Acolytes


Acolyte

medium, (Imperial)


  • Armor Class 10 + armor
  • Hit Points 12 or 6 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
  • Saves Proficiencies Wisdom +3
  • Skills Proficiencies Religion +5
  • Damage Resistances Slashing
  • Damage Immunities none
  • Condition Immunities None,
  • Senses passive Perception 13
  • Languages Gothic, High Gothic

Weapon/Armor Proficiency. Clubs, Flails, Hammers, Maces, Whips, Spears, Staff, Simple Pistols and Light armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Acolyte Relic Bearer (Elite)

medium, (Imperial)


  • Armor Class 10 + armor
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
  • Saves Proficiencies Wisdom +3
  • Skills Proficiencies Religion +5
  • Damage Resistances Slashing
  • Damage Immunities none
  • Condition Immunities None,
  • Senses passive Perception 13
  • Languages Gothic, High Gothic

Weapon/Armor Proficiency. Clubs, Flails, Hammers, Maces, Whips, Spears, Staff, Simple Pistols and Light armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Imperial Relic. Any creature that has a faith in Ordinatus within 20ft of the relic gain a + 2 to the AC.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Acolyte Lector (Elite)

medium, (Imperial)


  • Armor Class 10 + armor
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2)
  • Saves Proficiencies - +-
  • Skills Proficiencies Religion +5
  • Damage Resistances Slashing
  • Damage Immunities none
  • Condition Immunities None,
  • Senses passive Perception 13
  • Languages Gothic, ____

Weapon/Armor Proficiency. Clubs, Flails, Hammers, Maces, Whips, Spears, Staff, Simple and martial Pistols and Light and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Holy Words. When the owner of this creature is level is 1-5 this creature is a Tier one Lector see below. the Tier increases when the owner becomes higher: 6-10 is Tier 2, 11-15 is tier 3 and 16-20 is Tier 4, This creature hspecialist features as one Holy Aura chosen (By Owner) form the Holy aura list on PG ____, the aura range of this is 10ft and you use this creatures Charisma bonus. this creature gains +5ft to is aura and gains one additional aura at each tier beyond the first.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Mercenaries


Grunt

Varies, any Race


  • Armor Class 10 + armor
  • Hit Points 12 or 6 x owners Level
  • Speed Varies per race.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Saves Proficiencies Dexterity +2
  • Skills Proficiencies Athletics +1, Perception +1, Stealth +2, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11 + owners Proficiency
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Medic (Elite)

Varies, any Race


  • Armor Class 16
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 12 (+1) 16 (+3) 10 (+0)
  • Saves Proficiencies Wisdom +3
  • Skills Proficiencies Perception +3, Stealth +2, Survival +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 13
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Med Kit (Recharge 5-6). as an action heal one creature within 5ft of you 2D6 per minion tier + 4 hit points. this does not work on Aberrant, Celestials, Plants, Undead, Constructs, Demons and Fiends.


Veteran (Elite)

Varies, any Race


  • Armor Class 17
  • Hit Points 14 or 7 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0)
  • Saves Proficiencies Wisdom +2 Dexterity +2
  • Skills Proficiencies Athletics +2, Perception +2, Stealth +4, Survival +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12 + Owners proficiency
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon plus plasma, Arc and Disintegration weapon, Light and medium armor.

Multi attack: you may make two attacks when using the attack action.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Gunner (Elite)

Varies, any Race


  • Armor Class 10 + armor
  • Hit Points 10 or 5 x owners Level
  • Speed Varies per race.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Saves Proficiencies Dexterity +3
  • Skills Proficiencies Athletics +2, Perception +1, Stealth +3, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11 + owners Proficiency
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon plus plasma, Arc and Disintegration weapon, Light and medium armor.

Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Assistant Gunner

Varies, any Race


  • Armor Class 15
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Save Proficiencies Dexterity +2
  • Skill Proficiencies Athletics +2, Perception +1, Stealth +1, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common

Assistant Gunner: If this assistant gunner is within 5ft of a gunner with a heavy weapon the gunner may ignore the massive parts property, if this is done the assistant may not use its action. if the weapon is moved by the gunner, as a reaction the Assistant gunner will follow and assist in the disassembly and assembly of the weapon.

Ammo Bearer: this creature can carry an extra load of ammo

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Ogryn Bodyguard (Special)

large, Ogre

  • Armor Class 16
  • Hit Points 16 or 8 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 8 (-1) 11 (+0) 9 (-1)
  • Save Proficiencies Strength +5 constitution +3
  • Skill Proficiencies Athletics +5, Intimidation (Str) +5,
  • Damage Resistances slashing, piercing and bludgeoning.
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 9
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Angry: you may make 2 Melee attacks.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Soldiers


Soldier

Medium, Imperial


  • Armor Class 10 + armor + Dex
  • Hit Points 12 or 6 x owners level
  • Speed Varies per race.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 10 (+0)
  • Save Proficiencies Dexterity +2
  • Skill Proficiencies Athletics +1, Perception +1, Stealth +3, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11 + owners Proficiency
  • Languages Imperial

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Frag grenade (Recharge 6). Use standard Frag Stats.


Combat Medic (Elite)

Medium, Imperial


  • Armor Class 16
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 10 (+0)
  • Save Proficiencies Dex +2, Wisdom +2
  • Skill Proficiencies Athletics +2, Perception +3, Stealth +2, Survival +3, Medicine +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 13
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Frag grenade (Rechage 6). Use standard Frag Stats.

Med Kit (Recharge 5 - 6). as an action heal one creature within 5ft of you 2D6 + 4 hit points. this does not work on Undead, Constructs and Fiends.


Radio Man

Medium, Imperial


  • Armor Class 16
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1)
  • Save Proficiencies Dexterity +2, Intelligence +2
  • Skill Proficiencies Stealth +2, Survival +1, Technology +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common
  • Challenge 1 (250)

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Radio: -.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Frag grenade (Rechage 6). +2 to hit Use standard Frag Stats.


Standard Bearer (Elite)

Medium, Imperial


  • Armor Class 16
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
  • Save Proficiencies Dexterity +2 Charisma +2
  • Skill Proficiencies Perception +2, Stealth +2, Survival +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Frag grenade (Rechage 6). +2 to hit Use standard Frag Stats.

Rallying Standard (Recharge 5 - 6). as an action, all friendly creatures within 15ft of the standard gain 1D10 + 2 temporary Hit points.

Plant Standard (Recharge 6). as an action, the bearer may plant the standard in the ground on a space of the choosing, all friendly creatures within 30ft of the standard gain + 2 to all attacks, damage and save rolls until the bearer picks up the standard or goes unconcious. The bearer will not go more the 10ft from the Standard, if given an order to move the bearer will pick up the standard first.


Veteran Soldier (Elite)

Medium, Imperial


  • Armor Class 17
  • Hit Points 14 or 7 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0)
  • Save Proficiencies Dexterity +2, Strength +2
  • Skill Proficiencies Perception +2, Stealth +4, Survival +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Multi attack: you may make two attacks when using the attack action.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Frag grenade (Recharge 6). Use military grade Frag Stats.

***Special Weapon, *** Pick One of the Below Special Weapons. The veteran must Keep this weapon you may not change it unless the Veteran dies or you replace him through higher command.

Plasma Rifle. ranged weapon attack Hit Dex + Proficiency, Use Plasma Rifle stats.

Flamer. ranged weapon attack* Hit DC 8 + Dex + proficiency to hit, Use Flamer stats.

Grenade Launcher. ranged weapon attack +4 to hit, Use Grenade launcher MK1 stats.


Gunner (Elite)

Varies, any Race


  • Armor Class 10 + armor
  • Hit Points 10 or 5 x owners Level
  • Speed Varies per race.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Saves Proficiencies Strength +2 Dexterity +2
  • Skills Proficiencies Athletics +2, Perception +1, Stealth +3, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11 + owners Proficiency
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon plus plasma, Arc and Disintegration weapon, Light and medium armor.

Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Heavy Gunner. the heavy gunner gain a bonus to all DCs of attacks made with the Heavy weapon property or the autofire property equal to the owners Proficiency.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Assistant Gunner

Medium, Imperial


  • Armor Class 15
  • Hit Points 12 or 6 x owners Level
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Save Proficiencies Str +2, Dexterity +2
  • Skill Proficiencies Athletics +2, Perception +1, Stealth +2, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Assistant Gunner: If this assistant gunner is within 5ft of the Weapon system the gunner may ignore the massive parts property, if this is done the assistant may not use its action. if the weapon is moved by the gunner, as a reaction the Assistant gunner will follow and assist in the disassembly and assembly of the weapon.

Ammo Bearer: this creature can carry 40lbs of ammo

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Gangers


Ganger

Varies, any Race

  • Armor Class 14
  • Hit Points 12 or 6 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
  • Save Proficiencies Strength +2
  • Skill Proficiencies Athletics +2, Intimidation +1, Stealth +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 10
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Beat down: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated or is part of a unit of more then 3.

Elite Version: This minion may be upgraded to an elite, if this is done this creature Hit points are 10 or 5 x owners level, and its Strength increases by 2 and it may attack twice each round.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Molitov (Rechage 6). ranged Weapon Attack: +4 to hit, range 30\60ft., Sphere 10Ft, deviation (3). Hit Dexterity save DC 15, on fail take 4D6 fire damage. on a pass take half as much.

Performers


The Acrobat

Varies, any Race

  • Armor Class As armor
  • Hit Points 12 or 6 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
  • Save Proficiencies Dexterity +3
  • Skill Proficiencies Acrobatics +2, Performance +2, Stealth +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 10
  • Languages Common

Weapon/Armor Proficiency. simple weapon, Light armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Acrobat: As part of your movement you can make a Long Jump up to a number of feet equal to five times your Dexterity modifier or a High Jump up to twice your Dexterity modifier. Also, when you fall you can use your reaction to reduce any falling damage you take by an amount equal to five times your Dexterity modifier.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Strongman/woman (Elite)

Varies, any Race

  • Armor Class As armor
  • Hit Points 14 or 7 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
  • Save Proficiencies Strength +4
  • Skill Proficiencies Athletics +4, Performance +2, Intimidation (Str) +4
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 10
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light Armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

The Brawn: When using a melee weapon, you can ignore the large, Bulky or Two-Handed property. You can't hold two weapons that have the Bulky or Two-Handed property at same time.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Ring Master (Special)

Varies, any Race

  • Armor Class As armor
  • Hit Points 12 or 6 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 17 (+3)
  • Save Proficiencies Charisma +1
  • Skill Proficiencies Persuasion +3, Performance +3, Deception +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 10
  • Languages Common

Weapon/Armor Proficiency. simple weapon, Light Armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Ring Master: Whenever you hit with a melee attack using a whip, you gain a bonus to the damage roll equal to your Charisma modifier. In addition, when you hit a creature with a melee attack using a whip, you can use your bonus action to attempt to grapple the creature with it. You can make a Dexterity (Sleight of Hand) or Charisma (Performance) instead of Strength (Athletics) when grappling this way.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Musician (Elite)

Varies, any Race

  • Armor Class As armor
  • Hit Points 10 or 5 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 11 (+0) 14 (+2) 16 (+3)
  • Save Proficiencies Charisma +1
  • Skill Proficiencies Persuasion +3, Performance +3, Deception +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Weapon/Armor Proficiency. simple weapon, Light Armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Enchanting Song: As an action you start a Song with your chosen instrament. This song lasts for up to 3 minutes, All friendly creatures that can see and hear you may add a d4 to any Saves they make and non friendly creatures that can see and hear you must subtract a d4 from any save the make.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Freak (Elite)

Varies, any Race

  • Armor Class As armor
  • Hit Points 14 or 7 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 9 (-1)
  • Save Proficiencies Charisma +1
  • Skill Proficiencies Choose one: Athletics or Acrobatics +2, Performance -1, Intimidation (Str or CON) +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light Armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Mutation: This creature gains 1 Mutation of yours or the GMs choice and another at each tier.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Archemist (Elite)

Varies, any Race

  • Armor Class 14
  • Hit Points 12 or 6 x owners Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+1) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 11 (+0)
  • Save Proficiencies Intelligence +4
  • Skill Proficiencies Arcane +4, Performance +0, Science +4
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Weapon/Armor Proficiency. simple weapon, Light Armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Archemist: This creature Has Proficiency with Archemy Supply and knows 3 Trivial/Common Plans gaining 3 new plans at each tier beyond the first these new plans may be of the next crafting Tier or of a previous crafting tier.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Tribesman


Barbarian

Varies, any Race

  • Armor Class As armor
  • Hit Points 10 or 5 x owners Level
  • Speed Race +10ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
  • Save Proficiencies Constitution +3
  • Skill Proficiencies Athletics +3, Intimidation (Str) +3, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon but no Firearms, Light armor and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Rage: The Tribesman enters a state of rage for 1 minute. During that time they gains +10 temporary HP, resistance to bludgeoning, piercing, and slashing damage. She also gains a +2 damage bonus to all of her melee attacks and attacks of opportunity are at disadvantage against them.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.


Gunzerker

Varies, any Race

  • Armor Class As armor
  • Hit Points 14 or 7 x owners Level
  • Speed Race +10ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
  • Save Proficiencies Constitution +3
  • Skill Proficiencies Athletics +2, Intimidation (Str) +2, Survival +1
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common

Weapon/Armor Proficiency. simple and martial weapon, Light armor and medium armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Gunzerk: The Tribesman enters a Gunzerk for 1 minute. During that time they gains +10 temporary HP, resistance to bludgeoning, piercing, and slashing damage. She also gains a +2 damage bonus to all of their Ranged weapon attacks and attacks of opportunity are at disadvantage against them.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Assistant



Assistant.

Varies, Any race

Assistance service various machines and infrastructural utilities and services, such as transportation infrastructures as well as most of the Metropolises utility, Power and construction infrastructures needs. There are many different types of Apprentices, each one focusing on a specific aspect of service. The most common types are the Technician that focuses on Technology and maintenance, the Foreman focusing on Construction and Structural repairs, the Nurse used in many Imperial Infrastructures to provide medical aid, Support and assistance, Hazmat that is used in many chemical industries or a Magewrightused with Imbuing and enchanting.


  • Armor Class 10 + armor
  • Hit Points 8 or 4 x owners level
  • Speed as race.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0)
  • Saves Proficiencies Dexterity +4
  • Skills Proficiencies (Technician: Technology +4, Science +4), (Foreman: Athletics +4, Acrobatics +4), (Nurse: Science +4, Medicine +4, Hazmat: Science +4, Acrobatics, Magewright: Arcana, Science +4)
  • Tool Proficiencies (Tecnician: Tech Tools +4, Artificers Tools +4), (Foreman: Construction tools +4, Carpentry Tools +4), (Nurse: Medical Tools +4, Surgical Tools +4), (Hazmat: Science Kit +4, Chemistry +4), (Magewright: Imbuing Kit, Enchanters Supplies)
  • Damage Vulnerabilities -
  • Damage Resistances -
  • Damage Immunities -
  • Condition Immunities -
  • Senses passive Perception 11, Darkvision 60ft, lowlight 120ft
  • Languages Imperial and one other that can be spoken by a human.
  • Challenge: 1/2 (100 XP)

Weapon/Armor Proficiency. Simple weapon and light armor.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Assistance. This creature may use the help action when used to help with a check they have proficiency bonus.

Actions

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Assist: This creature may use the help action on actions on actions related to a skill or Artificers tool they have proficiency with.

Golems



Golem Morph (Special)

Medium, Construct, Animaton

  • Armor Class 14
  • Hit Points 7 x owners level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)
  • Saves Proficiencies Special
  • Skills Proficiencies Special
  • Damage Vulnerabilities Special
  • Damage Resistances Piercing, Slashing, Bludgeoning.
  • Damage Immunities Psychic, Poison
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned, Petrified, Paralyzed
  • Senses passive Perception 10 +, Darkvision 60ft, lowlight 120ft
  • Languages None.
  • Challenge: -

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Morph Physiology. when created and During any long rest you must choose or change some or all of the following features of this creature.

  • Pick any 2 abilities to gain a +4.
  • pick any 2 save proficiencies of your choice
  • pick any 4 skills proficiencies of your choice
  • Pick any 2 damage resistances of your choice
  • pick 1 Immunity of your choice
  • Pick 1 Vulnerability
  • Your weapon deals your pick of either: Bludgeoning, Piercing, Slashing
  • Pick one; You may either Dash, Hide, Dash, Dodge or Disengage as a bonus action.

Morph Equipment. when created and During any long rest you must choose or change some or all of the following features of this creature. You gain 3 of the following Traits;

  • + 10ft movement,
  • + 4 AC
  • +5ft reach
  • Weapon is no a D10
  • + 1 Attack
  • +2HP per owners level
  • Weapons have finesse
  • Gain a ranged weapon range 30/120, 1d6 damage, Pistol weapon property
  • Gain a ranged weapon range 60/240, 1d6 damage, Assault weapon property

Actions

Multiattack. The Golem morph may make 3 attacks each turn.

Weapon attack. Weapon Attack: Str + Proficiency to hit, range 5ft, one target. Hit 1d8 + str.

Magi Acolytes



Magi Acolyte (Elite)

medium, (Imperial)


  • Armor Class 10 + armor
  • Hit Points 10 or 5 x your level
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 10 (+0)
  • Saves Proficiencies Dexterity +3, Wisdom +2
  • Skills Proficiencies Arcana +2, Religion +2, Perception, +2
  • Damage Resistances none
  • Damage Immunities none
  • Condition Immunities None,
  • Senses passive Perception 12+
  • Languages Common

Weapon/Armor Proficiency. Light Armor, Simple weapons and Long swords.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Sworsmanship. Long swords count as Fineness

Magi Acolyte (Balance). The magi acolyte only suffer perils of the Arcane on natural 1s.

Arcane Hood (Novice). See rare gear for details.

Spellcasting. The magi acolyte they have 3 first level spell slots to use and there spell casting ability is intelligence. Furthermore The magi acolyte only suffer perils of the Arcane on natural 1s.

Tier 1

  • Cantrips (at will): Mage Hand, Message, Friends, Arcane bolts,
  • 1st level (3 slots): Shield, Catapult, Charm person, Arcane denial

Actions

Long sword. Melee Weapon Attack: Dex + Proficiency bonus to Hit, Reach See Longsword, one target, Hit see longsword + dex

Arcane Bolt. Ranged Spell Attack: Wis + Proficiency bonus to Hit, Reach See Longsword, one target, Hit see longsword + Wis



Magi Apprentice (Special)

Varies, any Race

  • Armor Class As armor
  • Hit Points 16 or 7 x your level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 10 (+0)
  • Save Proficiencies Dexterity +4 Wisdom +2
  • Skill Proficiencies Acrobatics +4, Arcana +4, Religion +2, Perception, +2
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12+
  • Languages Common

Weapon/Armor Proficiency. Light Armor, Medium Armor, Simple weapons, Long swords and Arcane sabers.

Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.

Spellcasting. When the owner of this creature is level is 1-5 this creature is a Tier one caster see below. the Tier increases when the owner becomes higher: 6-10 is Tier 2, 11-15 is tier 3 and 16-20 is Tier 4. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Shaman Ancient has following Divine spells prepared.

Tier 1

  • Cantrips (at will): -, -, -
  • 1st level (3 slots): -, -, -

Tier 2

  • Cantrips (at will): -, -, -, -
  • 1st level (4 slots): -, -, -, -
  • 2nd level (2 slots): -, -, -

Tier 3

  • Cantrips (at will): -, -, -, -, -
  • 1st level (4 slots): -, -, -, -, -
  • 2nd level (3 slots): -, -, -, -
  • 3rd level (2 slots): -, -, -

Tier 4

  • Cantrips (at will): -, -, -, -, -
  • 1st level (5 slots): -, -, -, -, -, -
  • 2nd level (4 slots): -, -, -, -, -
  • 3rd level (3 slots): -, -, -, -

Actions

Arcane Saber. Melee Weapon Attack: +4

Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.

Drones


Utility Drone

Tiny, (Constuct)

  • Armor Class 16
  • Hit Points 5 or 2 x owners Level
  • Speed Fly 40ft. (Hover no more then 30ft off the ground)

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 4 (-3) 10 (+0) 10 (+0) 10 (+0)
  • Save Proficiencies Dexterity +2
  • Skill Proficiencies Stealth +5
  • Damage Vulnerabilities: Lightning.
  • Damage Resistances Necrotic
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 16, Darkvision 60ft, lowlight 120ft
  • Languages Common

Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.

Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it then it acts on there turn.

Utility Function: Utility drones have many different functions though each utility drone is locked to few or even a single function, see below for the different types of utility drone. Each utility drone has different abilities, each of which may have different requirements to fulfill. See Drones in Chapter 8 (Equipment). For a list of types and descriptions of the different drone types

Actions

Utility Function: This creature may use any appropriate action to use or help with a basic task or tasks specific to the utility Drone type.


Gun Drone

Tiny, (Constuct)

  • Armor Class 16
  • Hit Points 6 or 3 x owners Level
  • Speed Fly 40ft. (Hover no more then 30ft off the ground)

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 6 (-2) 10 (+0) 10 (+0) 10 (+0)
  • Save Proficiencies Dexterity +3
  • Skill Proficiencies Stealth +3
  • Damage Vulnerabilities: Lightning.
  • Damage Resistances Necrotic
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 16, Drakvision 60ft, lowlight 120ft
  • Languages None

Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.

Nero Link. If a Creature controlled via a Nero link, on each of the controllers turns they can command the creation telepathically (no action required). This may not be done if you are farther then 1 mil. you can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete.

Elite Version: This minion may be upgraded to an elite, if this is done this creature Hit points is 8 or 4 x owners level, and its Dex and Con increases by 2, AC by 1, may fire it laser twice per turn and it damage dice is now 1d8.

Actions

laser. Ranged Weapon Attack: Dex + Owners Proficiency to hit, 1d6 Fire damage, Range 60/240ft, Assault



Tracker Drone

Tiny, (Constuct)

  • Armor Class 15
  • Hit Points 5 or 3 x owners Level
  • Speed Fly 40ft. (Hover no more then 30ft off the ground)

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 6 (-2) 10 (+0) 16 (+3) 10 (+0)
  • Save Proficiencies Dex +3
  • Skill Proficiencies Stealth + 3, Perception +3
  • Damage Vulnerabilities: Lightning.
  • Damage Resistances Necrotic
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 13, Darkvision 60ft, lowlight 120ft
  • Languages None

Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.

Nero Link. If a Creature controlled via a Nero link, on each of the controllers turns they can command the creation telepathically (no action required). This may not be done if you are farther then 1 mil. you can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete.

Elite Version: This minion may be upgraded to an elite, if this is done this creature Hit points are 8 or 4 x owners level, +2 AC and a +2 con as well as you apply 2 tracker lights each time it uses the spot ability.

Actions

Spot. As an action this creature designates a target with a Trackerlight. You gain the ability to “paint” enemies with a specialized laser that helps you and your allies pinpoint threats. When this is done you apply a Trackerlight to one enemy creature or unit within 250ft. These Trackerlights grant abilities to any allies with a Trackerlight tracker and those benefits stack. An enemy creature or unit can only have up to five Trackerlights on them at a time and a Trackerlight lasts until the beginning of your next turn. Only ranged weapons can benefit from Trackerlights. see chart below for Trackerlight benefits, these benefits stack with each other

Number of Markerlights Effects
1 +1 Hit
2 Rapid Fire weapons get additional shot at any range and Assault weapons do not suffer penalty from dashing.
3 Ignores cover and effects of long range
4 +1 Damage die to all attacks
5 Gain advantage

Chapter 4 (Arcane & Corruption)

Chapter 4 (Spell Casting)

once a reviered ability to be born with but now its one of the most feared things as any connection to the now corrupted astral sea is a ticking time bomb if not handled with care, In most cases in the Empire when a child is found to be a Arcane caster They are immediately taken and raised by the mothers of the Arcane until they come

of age to join the Collegiate Arcana. there are few other sanctioned groups of Arcane wielders. One is known as the Magi, The Magi believe in a balance amongst the universe, Like the Machine Host the Magi follow there own religious belief outside the Emperor, the Imperial faith and law, but they have played many important roles within the Empire over the course of imperial history. Now that the Silver sea has been corrupted any arcane user must choose how they wish to use there powers of the purple sea wisely or you may find the godly powers twist you into a Mindless beast.

Harnessing the Arcane

Do to the arjuious task it takes on the soul and mind, to use arcane power, before any power can be cast the Caster must First attempt to manifest it, Roll an Spell ability check With a DC equal to the formula bellow.


Harness the Arcane DC: = 10 + Spell level + 1 for each Arcane charge used during the casting of the spell if any, Cantrips add 0 to the DC.

  • If the save is passed the spell goes off with no issue, follow the spell rules from there on, If the test is failed then the spell fails and nothing happens, Spell slots and any Arcane charges are still used if a spell fails.

  • If you roll a natural 1 or a natural 20 on this roll you Suffer Perils of the Arcane as described below, you must then roll on the Perils of the Arcane table (see on next page), in a case of a natural 20 the spell will still manifest.

Astral corruption

As a result of unpredictable nature of the Arcane, your mind is always at risk of its corruption. Each time any arcane caster sucsesfully Harnesses the arcane it makes them vulnerable to the Corruption of the Havoc's taint, use the rules below.

  • Whenever you cast a spell Associated with a type of corruption other then neutral you gain 1 point of that corruption per spell level, cantrips count as 1 and if it is associated with the Neutral powers nothing Happens, See Discipline Associations on the next page for what disciplines are associated with what Powers. Note some classes and abilities will change what association the discipline may have, for example the Collegiate arcane train in specific studies so they make most spells they cast associated with the neutral powers, they have trained to not build corruption from casting.
  • If you use an arcane charge for Arcane Manipulation on a spell, the amount of corruption you gain is increased by 1
  • If you convert a Spell slot into arcane charges or vice versa you must make a Wisdom Save DC equal to 10 + the spell slot used or created, or suffer 1 point of corruption per charge or spell level gained.

Spell Requirements

Arcane Spells require the proper material component, a Component pouch or a Spell focus to cast and if the spell requires a material with a nominal gold value you must instead have a Piece of Arcanium crystal of equal value as well.

Spellcasting ability

If you should gain levels in a class that has arcane spell casting you may use your class Spell ability in replace of you innate caster spell ability, Furthermore you may use Spell slots from your class to cast your innate abilities and vice versa.

Arcane Bolts

All Arcane Caster quickly learn how to focus and harness the arcane into orbs of focused energy. All Arcane casters gain the Eldritch Blast cantrip, some classes may alter what damage type it will do, this will be noted in the class description. This does not count toword your spells known and you don't need a spell book of like object to cast.

Arcane Conversion

You can use your Arcane Charges to gain additional Power Slots, or sacrifice Spell Slots to gain additional Arcane Charges. You learn other ways to use your warp charges as you reach higher levels.

Creating Spell Slots. You can transform unexpended Arcane Charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, to do this in addition to the arcane charges you must also harness the Arcane with a DC equal to 10 + spell slot level created, if the test is failed nothing happens and the charges are still used.

Creating Spell Slot
Spell slot level Arcane charge cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 12
8th 13
9th 15

Converting a Spell Slot to Arcane charges. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of arcane charges equal to the slot's level, to do this in addition to the spell slots you must also harness the Arcane with a DC equal to 10 + spell slots used, if the test is failed nothing happens and the spell slots are still used.

Arcane Imbuing

All Arcane Caster start to learn how to imbue your weapons with Arcanic energy. You may as an action sacrifice an amount of Spell levels to have one held melee weapon gains the following Benefits see chart below for


the cost in spell levels and the benefits involved, to do this in addition to the spell slots you must also harness the Arcane with a DC equal to 10 + spell slots used, if the test is failed nothing happens and the spell slots are still used. this manifestation is still seceptable to Perils of the arcane just like casting a Spell.

Spell Slots Used Duration Effects
1 5 rounds The weapon counts as a +1 Magic weapon and it deals the same type as your arcane bolt
3 1 minute The weapon counts as a +2 Magic weapon and it deals the same type as your arcane bolt
5 2 Minutes The weapon counts as a +3 Magic weapon and it deals the same type as your arcane bolt
7 5 Minutes The weapon counts as a +4 Magic weapon and it deals the same type as your arcane bolt
9 1 Hour The weapon counts as a +5 Magic weapon and it deals the same type as your arcane bolt

Deny the Arcane

All Arcane casters learn the ability to Attempt to surpress another casters abilities, you gain the Arcane suppression spell below, this does not count toward your spells known and you don't need a spell book or like object to cast.

Arcane Denial

1st level Innate caster spell


  • Casting Time: 1 reaction, which you take when you see a creature within range of you casting a spell
  • Range: 30ft + 30ft at levels 5, 10, 15 and 20
  • Target: A creature in the process of casting a spell
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 1st level or lower, Both you and the target make an ability check using there spellcasting ability modifiers and compare the two rolls if your roll is higher then the targets, the targets spell fails and has no effect. If the Spell you are attempting is of 2nd level or higher you have a negative to the test equal to the difference between 1st level and the level of the spell you targeted.

When you cast this spell using a spell slot of 2nd level or higher, reduces the penalty to the test made against higher level spells. If the spell you are attempting to deny is of lesser level then the spell slot level used to cast this spell the caster gains a bonus to the test made against the target equal to the difference between the slot level used and the targets spells level.

Discipline Associations

All the spells are broke down into Arcane disciplines as see later in this chapter, below is a list of each discipline and what Association it belongs to.


Neutral

The following arcane Disciplines are associated with the Neutral powers: Divination, Telekinesis, Telepathy, Biomancy, Illudamancy, Technomancy, Conjuration, Universal powers.

Divine

The following arcane Disciplines are associated with the Divine powers: Divine Craft, Terramancy, Galamancy, Hydromancy, Floramancy.

Ruinous

The following arcane Disciplines are associated with the Ruinous powers: Ruinous Craft, Ecxess, Putricology, Hayzilian, Demonology.

Unholy

The following arcane Disciplines are associated with the Unholy powers: Necromancy, Shadowmancy, Hemomancy, Spirit Craft

Primal

The following arcane Disciplines are associated with the Primal powers: Pyromancy, Cryomancy, Electromancy, Faunamancy,

Perils of the Arcane

Arcane magic comes from the purple sea (acting as the Astral Plane)⁠. You might have endured exposure to Magic energies, perhaps through a rift between plains. Perhaps you were born a innate caster, touched by the arcane or with no apparent cause of you learned to wield it through intense study. However it came to be, this magic churns within you, waiting for any outlet and it must be subdued or let free.

Long ago the Astral sea and arcane knowledge was much more balanced until a deal was struck allowing Havoc to gain complete control of the Astral sea, and now thosands of years later the once enchanting Astral sea is now a realm of churning madness of unpredictability and demonic Enccursion, any who lay mortal eyes into the Purple Sea must stand against it corruption.

When an arcane caster uses one of their powers, they invariably draw from the essense of the Purple sea, to manifest powerful abilities that would be otherwise impossible to perform. However, using Arcane powers sometimes yields unexpected and unpleasant results, because the corruption Havoc has spread, and the purple sea is now filled with unpredictability and demons who are drawn to the smell of the Casters soul when using there powers, as each time an arcane power is use a small rift between the two plains is torn.

While the perils of the Arcane are as wild and unpredictable as any other Arcane phenomena, some races such as the Elves have managed to mitigate their effects using magic devices. However, the Empire has yet to master their understanding of these items, and so the common policy with dealing with caster who suffer the Perils of the arcane is to provide the Emperor's mercy (execution) to them as soon as their powers become out of hand referred to as the "Arcanic Salvation".

If a caster should survives an attack from the purple sea, their souls can be permanently marked by the close contact with the arcane energies, becoming more susceptible to the forces of Havoc in future, or.

When an arcane caster attempts to Harness the Arcane and you roll a natural 1 or a natural 20 on the roll you must then roll on the Perils of the Arcane table, in a case of a natural 20 the spell will still be harnessed.

d100 Effect
1 Demonhood: One of the most dangerous perils; the caster is possessed by a daemon, becoming an unbound demonhost Effect: when you roll this you must then roll a d100 again on a roll of 1-10 you must make a Wisdom save DC 25 or turn into a Greater demon, on a 11-25, you must make a Wisdom save DC 20 or turn into a Demon Prince on a 26-50 you must make a Wisdom save DC 15 or turn into a demon herald and on a 51-100 you must make a Wisdom save DC 10 or turn into a lessor demon. If at any point a wisdom save is fail the target will suffer 2d10 Psychic damage on a roll of 51-100, 4d10 on 26-50, 6d10 on 11-25 and 8d10 on 1-10
2 Arcanic Feast: The uncontrolled Arcane energies rip a hole in reality, centering on the caster' sucking him or her into the Astreal sea to be consumed forever. Effect: your are now targeted by the banishment spell as if you had the banishment spell cast on you, the DC for the test is 10 + casters level and the banishment last forever
3 Unpredictable outcome: This Perils of the Arcane is potentially one of the most devastating effect an Arcanist can endure, let alone one Perils but 2 at once. Effect: Roll Twice on this chat re-rolling this result if you should get it again.
4 Astral Purge: Arcanic Energies attempt to tear your body apart. Effect: the caster takes 10d6 force damage.
5-6 Cataclysmic Blast: The caster is immolated with psychic energy, burning their possessions, equipment and the area around them for a few metres. Effect Cast immolation spell centered on you this lasts for 1D4 rounds
7-8 Blood Rain: A cloud of psychic energy envelops the area, causing storm winds and rain of blood. Effect: The storm is centered on the caster and has a 50ft Radius, While a caster is in this storms effect, any psychic powers cast in the area always cause perils of the warp.
9-10 Ethereal Storm: The excess psychic energy lashes the minds of nearby sentient creatures. Effect: Each creature within 25 ft of the caster must make a intelligence Save DC 15, on a fail they take 4D10 psychic damage and half as much on a pass.
11-12 Dark Summoning: 1 or more lesser demon physically manifests for a short period. Effect: 1d4 lesser demons jump through a rift in the plains, under the GM's control
13-14 Vice Versa: The soul of the caster is cast out and swaps bodies with a nearby being for a short period of time, if there is no nearby other, the soul wanders the warp for the same period and returns slightly less sane. Effect: When this happens if there is a creature within 120ft of the caster, the caster randomly picks one. That creature must pass a will Save equal to the Psykers Spell DC, on a fail, swap Character sheets with the creature this last for 1D4 rounds. If there is no creatures in range or the wisdom save was passed then the caster goes catatonic for 1D4 rounds and must make a wisdom save DC 15, taking 4D8 Psychic damage on a fail and half as much on a pass.
d8 Effect
15-16 Warp Whispers: The voices of demons fill the area, speaking into the minds of others and corrupting their souls. Effect: All sentient Creatures within 30ft must make a Wisdom save DC 15 of suffer 2D4 Corruption Points
17-18 Psychic Mirror: The psychic power targets the caster himself Effect: Change the target of the spell to yourself if it was not and if ti was then one random creature within 60ft.
19-20 Chronological Incontinence: The caster vanishes as time bends around them, they reappear a few moments later. Effect: You are cast into the warp if you fail a Intelligence save DC 15, you disappear for 1D4 rounds during witch time you cannot act or be acted apon in any way. you return to the exact spot you vanished from.
21-22 Locked In: The excess energy remains in the casters mind, locking them into a coma until it is overcome by sheer willpower. Effect: you are stunned 1D4 Rounds
23-24 Soul Sear: The casters soul is overpowered by warp energy, scarring their spirit and preventing them from using their powers Effect You may not manifest Powers for 1D4 rounds
25-26 Psy-Blast: There is a sudden explosion, casting the caster several meters into the air. Effect: Cast catapult on self in a random direction
27-28 Psychic Concussion: The violent energies knock the caster unconscious and cascade outwards, also stunning those nearby. Effect: you are now unconscious for 1D4 round and all creatures within 30ft must make a intelligence save DC equal to the psykers spell save, or be stunned for 1D4 rounds
29-30 Warp Burn: The energies of the warp manifest, striking the casters mind sometimes stunning him temporarily. Effect: the caster must make a intelligence save DC 15, on a fail you Take 4D10 Psychic damage and half as much on a pass.
31-32 The Gibbering: Uncontrolled warp energy surges through the casters mind, burning out their minds and driving them insane. Effect: Cast Feeblemind on yourself
33-34 Warp Madness: A psychic backlash of emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm. Effect: Cast the Enemies Abound spell on all creatures within 30ft.
35-36 Tech Scorn: All tech devices and weapons nearby malfunction or jam. Effect: all vehicals and constructs are Stunned for 1d4 Rounds, all electronics stop working within 30ft of the caster.
37-38 Shadow of the Warp: (not to be confused with the Tyranid ability) The world changes appearance, causing people to glimpse the warp for an instant. Potentially destroying minds. Effect: The psyker must make an Wisdom save DC equal to the Psykers Spell DC, on a fail the caster takes 3D8 Psychic damage and be blinded for 1D4 rounds, on a pass they take half damage and are not blinded
d8 Loot
39-40 The Furies: The caster is assaulted by an invisible force, causing himself and nearby objects to be thrown around viciously. Effect: cast Phantasmal Killer on self, it lasts for 1D4 rounds
41-42 Banshee Howl: A very loud screech fills the area out to almost a kilometre, causing people to be deafened. Effect: All creatures Within 3000ft must pass a dexterity save DC 15 or be defend for 1 Minute
43-44 Falling Upwards: Gravity reverses for a few seconds Effect: cast Reverse Gravity on your self.
45-46 Warp Ghosts: Howling ethereal apparitions fill the area, flying around unnerving the living and potentially causing insanity. Effect: cast Dissonant whispers on all creatures within 60ft, the whispers are found foaming from spectral spirits
47-48 Psy Discharge: Static electricity fills the area, causing the caster to float for a short period Effect: Gain a fly speed of 30ft and creatures starting or ending within 5ft of you Suffer 3D6 Lightning damage
49-50 The Earth Protests: The ground shakes violently, causing a local earthquake. Effect: cast earthquake centered on self.
51-52 Bloody Tears: Images or statues appear to weep blood. Chipped wood appears to ooze blood rather than sap. Effect: the caster must make a wisdom save DC15 or gain 2 corruption points
53-54 Spectral Gale: Very strong winds envelop the area, knocking people to the ground. Effect: Cast gust of wind centered on self it last for 1D4 rounds and moves with the caster.
55-56 Unnatural Decay: All plants in the area wither. Effect:* Cast blight on all plant life within 30ft
57-58 Daemonic Mask: The caster channels a daemon for an instant, causing them to take on a frightful appearance for a moment, but corrupting their body permanently. Effect: Any creature that can see you must make a wisdom save DC 15 or be frightened until the end of the next turn.
59-60 Breath Leech: The air in nearby individuals lungs becomes lost, causing them to pause.
61-62 Distorted Reflection: Any reflective surfaces nearby break or distort.
63-64 Veil of Darkness: The area becomes devoid of natural light for a few seconds.
65-66 Haunting Breeze: Winds surround the caster strong enough to move around small objects.
67-68 Spoilage: Any perishable goods within 20ft become stale and useless
69-70 Memory Worm: Anyone in the vicinity of the caster forgets something minor.
71-72 Unnatural Aura: Any nearby animals become frightened and attempt to get away.
73-74 Grave Chill: The area around the caster becomes cold and frost covered out for several metres.
75-76 Mounting Paranoia: The caster gets an itchy back, as if there is someone behind them.
d8 Loot
77-78 Ethereal Stench: The air around the caster becomes either pleasant or noxious DM Choice.
79-80 Warp Echo: For a short period, any sounds cause strange echoes.
81-82 Dark Foreboding: A faint breeze surrounds the area, giving nearby individuals an unsettling feeling
83-84 Mocking Laughter: A sinister chorus or low laughter swirls around the caster and those around them
85-86 The Crawling: The caster is overcome with the sensation of tiny creatures moving just under the skin.
87-88 Flickering Lights: For a brief moment, all light sources within 25 metres of the caster flicker and go out (if during the day or in a similar environment, this light source too seems to flicker for a moment).
89-90 Roiling Mist: A clammy mist roils up from the ground, surrounding the caster for a radius of 25 metres.
91-92 Tears of the Martyrs: All paintings, statues, or equivalent effigies within 25 metres of the caster begin to weep blood. If no such features exist within range, then walls or similar surfaces begin to drip with blood. This bleeding persists for 1 minute.
93-94 Hunting Music: You are surrounded by faint, ethereal music for the next minute
95-96 Ethereal Float: Your hair Floats around you as if you where floating in water
97-100 Nothing happens:

Corruption

Many things will cause corruption, this will cause different condition. Corruption is measured in five levels, see below. there are three types Ruinous, Divine and Unholy Corruption each coming from different sources like casting certain types of spells or perhaps you touched a unholy relic what ever it may be you must always be aware of you corruption levels should you become to corrupt just once you will be marked by the arcane and may have to live with it, as cleansing the soul of an arcane mark is no easy task.

  • Do not apply Ruinous, Divine, Unholy or Primal Corruption to the target character’s hit points, but is rather accumulated over time until its healed.

  • Each time a character suffers 1 or more points of Corruption, check to see what their current Corruption total for that specific corruption, if it exceeds the next levels threshold, they must make a Wisdom save, this save’s DC is shown on Table see below. With failure, the character suffers the listed condition. If the total is 0 or less then the 1st threshold you are considered Neutral. while Neutral you gain some benefits, see Neutral condition below.

  • If a character gains any points of Ruinous corruption and they have points of Divine, Primal or Unholy Corruption you then subtract that many points from there current Corruption from Divine first then Primal and last from Unholy.

  • If a character gains any points of Divine corruption and they have points of Ruinous, Primal or Unholy Corruption you then subtract that many points from there current Corruption from either Ruinous or Unholy, you may split the amount as you choose, if you gained more the one. if you have only have primal corruption then reduce Primal corruption.

  • If a character gains any points of Unholy corruption and they have points of Ruinous, Primal or Divine Corruption you then subtract that many points from there current Corruption from Divine first then Primal and last Ruinous.

  • If a character gains any points of Primal corruption and they have points of Ruinous, Unholy or Divine Corruption you then subtract that many points from there current Corruption from Divine first then Ruinous and last Unholy.

  • If you should go below a Threshold, your corruption level drops.

Corruption

Threshold DC Ruinous Corruption Divine Corruption Unholy Corruption Primal Corruption
15 10 Tainted 1 Graced 1 Darkened 1 Enraged 1
50 15 Tainted 2 Graced 2 Darkened 2 Enraged 2
100 20 Tainted 3 Graced 3 Darkened 3 Enraged 3
250 25 Tainted 4 Graced 4 Darkened 4 Enraged 4
750 30 Tainted 5 Graced 5 Darkened 5 Enraged 5
1500 35 Tainted 6 Graced 6 Darkened 6 Enraged 6

Neutral Condition

A Neutral Character has the following Traits.

  • You gain + 1 on all saves and skill checks made of one attribute you choose you may switch this attribute at the end of a long rest
  • You gain -1 on all saves and skill checks made of one attribute you choose you may switch this attribute at the end of a long rest
  • If you Remain neutral for 2 full Levels you may choose a Neutral Arcane mark.

Furthermore if you are Caster.

  • You gain one Neutral Arcane Traits.
  • Gain a +1 to the Attack or DC on any Spells that are associated with Neutral Powers.
  • you suffer a -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous, Divine, Unholy or Primal Powers.
  • Gain two Arcane Manipulation of your choice and 2 Arcane Charges.

The Neutral condition does not have levels but the longer you stay neutral the more powerful you become. as you gain levels with the Neutral condition you gain the following benefits.

  • You gain an additional +1 on all saves and skill checks made of the attribute you choose at levels 4, 8, 12, 16 and 20.
  • You gain and additional -1 on all saves and skill checks made of the attribute you choose at levels 4, 8, 12, 16 and 20.
  • You gain one additional Neutral Arcane trait of your choice at levels 4, 8, 12, 16 and 20.
  • you gain an additional +1 to attacks and DCs of spells from spells associated with Neutral Disciplines at levels 4, 8, 12, 16 and 20.
  • you gain an additional -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous, Divine, Unholy or Primal Powers at levels 4, 8, 12, 16 and 20.
  • you gain an additional 1 Arcane charges every level.
  • You gain one additional Arcane manipulation of your choice at levels 4, 8, 12, 16 and 20.

If you should lose the Neutral condition you lose all Benefits gained from the condition until you become Neutral again.

Tainted Condition


Tainted Level 1

  • Choose a mark of Havoc, see arcane marks
  • gain a +1 on all Saves and skill checks made on all your Marks favored Attribute.
  • you suffer a -1 on all saves and skill checks made on all your Marks Hated Attribute.
  • You gain a +1 to all attacks and weapon damage rolls against Hated targets.
  • The first time your Taint level raises to this level you must roll a D100 on 25% or less you gain one Gift of Mutation.
  • You cant become Graced, Darkened or Enraged while you are Tainted

Furthermore if you are Caster.

  • you gain a +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous power, See below.
  • you suffer a -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Divine Powers, Unholy or Primal.
  • You Know 1 Ruinous Or Neutral Arcane Trait.
  • you know the Quickened Spell arcane manipulation and 4 Arcane charges to use with it.

At higher level 2-6

  • You gain an additional +1 on all Saves and skill checks made on all your Marks favored Attribute
  • You suffer an additional -1 on all saves and skill checks made on all your Marks Hated Attribute.
  • You gain an additional +1 to all attacks and weapon damage rolls against Hated targets.
  • The first time your Taint level raises to the new level you must roll a D100 on +25% then the last level, until maxed at 100%, you gain one Gift of Mutation.

Furthermore if you are Caster.

  • You gain an additional +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous power, See below
  • you suffer a additional -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Divine, Unholy or Primal Powers.
  • You Know 1 additional Ruinous or Neutral Arcane Trait.
  • you know the Extended Spell arcane manipulation in addition to all other levels
  • You gain an additional 4 Arcane charges to use.
  • At Tainted level 3 you gain Subtle Spell, Level 4: Empowered Spell and level 5: Heightened spell 6: you know all Arcane manipulations.

Graced Condition


Graced Level 1

  • Choose an Arcane mark from
  • gain a +1 on all Saves and skill checks made on all your Marks favored Attribute.
  • you suffer a -1 on all saves and skill checks made on all your Marks Hated Attribute.
  • You gain a +1 to all attacks and weapon damage rolls against Tainted or Darkened targets.
  • The first time your Graced level raises to this level you must roll a D100 on 25% or less you gain one Divine arcane trait.
  • You cant become Tainted, Darkened or Enraged while you are Graced

Furthermore if you are Caster.

  • you gain a +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Divine power, See below.
  • you suffer a -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous, Unholy or Primal Powers.
  • You Know 1 Divine Trait.
  • you know the Careful Spell arcane manipulation and 4 Arcane charges to use with it.

At higher level 2-6

  • You gain an additional +1 on all Wisdom and Charisma Saves and skill checks made.
  • You gain an additional +1 to all attacks and weapon damage rolls against Tainted or Darkened targets.
  • The first time your Graced level raises to the new level you must roll a D100 on +25% then the last level, until maxed at 100%, you gain one Divine Arcane trait.

Furthermore if you are Caster.

  • You gain an additional +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Divine power, See below and
  • You suffer an additional -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous, Unholy or Primal Powers.
  • You Know 1 additional Divine Trait.
  • You know the Distant Spell arcane manipulation in addition to all other levels
  • You gain an additional 4 Arcane charges to use.
  • At Graced level 3 you gain Extended Spell, Level 4: Twined Spell and level 5: Heightened spell 6: you know all Arcane manipulations.

Darkened Condition


Darkened Level 1

  • Choose a mark of Mortis see arcane marks
  • gain a +1 on all Saves and skill checks made on all your Marks favored Attribute.
  • you suffer a -1 on all saves and skill checks made on all your Marks Hated Attribute.
  • You gain a +1 to all attacks and weapon damage rolls against Graced targets.
  • The first time your Darkened level raises to this level you must roll a D100 on 25% or less you gain one Unholy arcane trait.
  • You cant become Graced or Tainted while you are Darkened.

Furthermore if you are Caster.

  • you gain a +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Unholy power, See below.
  • you suffer a -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous, Divine or Primal Powers.
  • You Know 1 Unholy Trait.
  • you know the Subtle Spell arcane manipulation and 4 Arcane charges to use with it.

At higher level 2-6

  • You gain an additional +1 on all Wisdom and Constitution Saves and skill checks made.
  • You gain an additional +1 to all attacks and weapon damage rolls against Tainted or Graced targets.
  • The first time your Darkened level raises to the new level you must roll a D100 on +25% then the last level, until maxed at 100%, you gain one Unholy Arcane trait.

Furthermore if you are Caster.

  • You gain an additional +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Unholy power, See below
  • You suffer an additional -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Divine, Ruinous or Primal Powers.
  • You Know 1 additional Unholy or Neutral Arcane Trait.
  • You know the Empowered Spell arcane manipulation in addition to all other levels
  • You gain an additional 4 Arcane charges to use.
  • At Darkened level 3 you gain Quickened Spell, Level 4: Twined Spell and level 5: Heightened spell and 6: you know all Arcane manipulations.

Enraged Condition


Enraged Level 1

  • Choose a Primal Mark of the Gods see marks of the gods
  • gain a +1 on all Saves and skill checks made on all your Marks favored Attribute.
  • you suffer a -1 on all saves and skill checks made on all your Marks Hated Attribute.
  • You gain a +1 to all attacks and weapon damage rolls against all enemy targets.
  • The first time your Enraged level raises to this level you must roll a D100 on 25% or less you gain one Primal magic trait.
  • You can't become Tainted, Darkened or Graced while you are Enraged

Furthermore if you are Caster.

  • you gain a +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Primal power, See below.
  • you suffer a -1 to the Attack or DC on any Spells that are part of any disciplines associated with the Ruinous, Unholy or Divine Powers.
  • You Know 1 Primal magic Trait.
  • you know the Empowered Spell arcane manipulation and 4 arcane Charges to use with it.

At higher level 2-6

  • You gain an additional +1 on all Saves and skill checks made on all your Marks favored Attribute.
  • You suffer an additional -1 on Saves and skill checks made on all your Marks Hated Attribute.
  • The first time your Enraged level raises to the new level you must roll a D100 on +25% then the last level, until maxed at 100%, you gain one Primal Arcane trait.

Furthermore if you are Caster.

  • You gain an additional +1 to the Attack or DC on any Spells that are part of any disciplines associated with the Primal powers.
  • You suffer an additional -1 to Magic tests on any Spells that are associated with the Ruinous, divine or Unholy Powers.
  • You Know 1 additional Primal arcane Trait.
  • You know the Quickened Spell arcane manipulation in addition to all other levels
  • You gain an additional 4 Arcane charges to use.
  • At Enraged level 3 you gain Quicken Spell, Level 4: Twined Spell and level 5: Heightened spell and 6: you know all Arcane manipulations.

Godly Marks

Should a person gain favor with one of the gods they may be blessed with a mark as proof of being one of their loyal followers. Mind you being their servants comes at a price as every mark bears a set of tenets and if the are not upheld you can lose favor with the Gods and eventually they will take there mark back and most of the time one may never gain that mark again

Gift: Each mark comes with its own unique gift.

Tenets: Each Mark has a set of Tenets that must be upheld by the Marked individual or you will lose favor when blessed or further suffer the curse. Each time a receiver of a Mark with a divine association does not preform what there tenet is, they will gain 1 point of opposed corruption type, Ruinus, Unholy or Primal. Though the dark gods are not as forgiving, if you do not preform a tenet for one of the gods associated with the Ruinous, Unholy or Primal powers they further corrupt you and you must pass a wisdom save DC equal to 12 + your corruption level or gain another point of that type of corruption.

Hatred: Whenever you see a target you have hatred against you must make a DC 10 Wisdom saving throw. If you fail the save you must fight, subdue of bring to justice that creature.

Getting rid of a Godly mark

If a character with a Godly mark falls below 15 points of the appropriate corruption they will not lose there mark, you retain the mark and your currant corruption condition but you will loose all its positive gifts and you will not return the neutral condition. if the mark gives something like mutations or unsightly apperance will remain.

A character may removed a mark with a greater restoration spell for Corruption of level 1, at higher you must cast the greater restoration spell at one level higher for each level greater the 1, for example corruption level 2 would be a spell slot level of 6, Corruption level 3 would be Slot level 7 and so on, ending at level 5 using a 9th level spell slot. If a creature is corrupted level 6 it cant be removed.

Once a Mark is removed you may not gain that mark again unless you do remarkable things to right your wrongs, though this is rare.

The Marks of Havoc

all Individuals with any mark of Havoc have Hatred toward any Graced target at DC 15.

The Mark of Crulsila

Gift. you Gain immunity to being Charmed, and gain resistance to Bludgeoning, Piercing and Slashing damage.

Tenets.

False Ambition: You may only tell lies (mixing truth with lies is acceptable however). You auto pass any save against zone of truth,

Excessive Desire: Must always indulge in your deepest Desires.

Normality of Pain: You must experience some sort of pain on a regular, you must suffer hp damage of at least 1 point during every hour of a day with the exception of a Long rest.

Prolong Suffering: There is no purpose to killing those that oppose you. Death teaches nothing, only through suffering can they learn.

Hatred: You also incur Hatred against any Graced target and any followers of Bale'reth.

Favored Attributes: Dex and Charisma

Hated Attributes: Strength and Constitution

Casters: Your Arcane bolts deal Force Damage and you gain access to all spell in the following disciplines Ruinous powers, Electromancy and Excess.

The Mark of Hayzildir

Gift. You gain immunity to being Blinded and Deafened, and gain resistance to Fire, Force and Psychic damage.

Tenets.

Change Bringer: You govern Change, anytime you may make a change to something you must do so.

Illusitory: Misdirection, Trickery and illusion must be the way.

Mutation: You would rather have the company of a Mutant or Demon over that of an ordinary creature.

4: -

Hatred: You also incur Hatred against any Graced target and any followers of Puticus.

Favored Attributes: Intelligence and Charisma

Hated Attributes: Strength and Con

Casters: Your Arcane bolts deal Psychic Damage and you gain access to all spell in the following disciplines Ruinous craft, Pyromancy, Electromancy, Hayzilin and illudamancy and it counts as associated with the ruinous powers instead of Unholy

The Mark of Putracus

Gift. you gain immunity Poison damage and to the poison condition and you are immune to any negative effects of a disease (although you are still a host for it and may pass it on to other). Your body is drench in a rotting stench, any creature friend or foe within 5 ft must pass a Constitution save DC 10 + Pro + Con or be poisoned until they move more then 5 ft away.

Tenets.

Natural Order: In time, everything decays and ends, this must be way.

Punish the Undying: Those who refuse the natural order will learn your wrath.

Joyful Rot: You cant help but revile and rejoice in the decay and Rot of organic matters.

4: -

Hatred: You also incur Hatred against any Graced target and any followers of Hayzildier.

Favored Attributes: Constitution and Wisdom

Hated Attributes: Charisma and Dexterity

Casters: Your Arcane bolts deal Poison Damage and you gain access to all spell in the following disciplines Ruinous, Hayzilin.

The Mark of Gore'reth

Gifts. you deal combat damage with a melee weapon you add an extra 1d4 damage. You also have advantage on all saves versus magical effects friend or foe.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against any Hayzildier and you also gain hatred against all non Tainted creatures at a DC20.

Favored Attributes: Strength and Constitution

Hated Attributes: Intelligence and Wisdom

Casters: Your Arcane bolts deal Psychic Damage and you gain access to all spell in the following disciplines Ruinous and Hemomancy and it counts as associated with the ruinous powers instead of Unholy.

The Mark of the Undivided

Some may not know the source of the power but they are still followers of Havocus and his ruinous powers.

Gifts. -.

Tenets.

Invoke Fear: All know the terror of death, make it known there are fates far worse.

Embrace the Dark Gods: Let those you punish know that ruin is the only end.

Black Hope: Let those with hope in their heart know, that the Divines are a lie and the is only dispair.

4: -

Hatred: You also incur Hatred against any _ target and _.

Favored Attributes: Pick one attribute when you first pick this mark, this may not be changed again.

Hated Attributes: Pick one attribute when you first pick this mark, this may not be changed again.

Casters: Your Arcane bolts deal Force Damage and you gain access to all spell in the following disciplines Ruinous.

Marks of Mortis

All Individuals with any mark of Death have Hatred toward any creature that is not Undead, Celestial, Construct, Fiend or Aberation at DC 15.

The Mark of Fyrah (Dead Flame)

Gifts. Gain Resistance to fire damage and you may cast the burning hands and Hellish rebuke spell once per short rest, this does not need material components yous your Charisma for the spell ability and is cast at a level equal to your level divided by 4 (round up).

Tenets.

Stoke the Flame: You must always stoke a flame regardless of the collateral damage or death it may cause that may be involved.

Fire until death: Each Hour you are alive and dont make a flame you cannot bare.

Mesmerizing Flame : You must always take a moment (1 Action) to see the beauty of a new flame.

End with fire and ash: all that is dead should be returned to Mortis Through fire and ash.

Hatred: You also incur Hatred against any Tainted, Graced or Enraged target.

Favored Attributes: Strength and Charisma

Hated Attributes: Wisdom and Intelligence

Casters: Your Arcane bolts deal fire Damage and you gain access to all spell in the following disciplines Necromancy and the pyromancy discipline Furthermore pyromancy is counted as being associated with the Unholy powers instead of the primal powers.Furthermore you may take arcane traits from the unholy traits list as well as any others allowed.

The Mark of Noxima (Spoiled Death)

Gifts. you gain immunity Poison damage and to the poison condition and you are immune to any negative effects of a disease (although you are still a host for it and may pass it on to other). Your body is drench in a rotting stench, any creature friend or foe within 5 ft must pass a Constitution save DC 10 + Pro + Con or be poisoned until they move more then 5 ft away.

Tenets.

Last Days. Your remaining time on the mortal plane is limited. Use your last days wisely, and do not waste them on frivolous pursuits.

Quarantine. Your affliction can serve as a potent weapon, but can also cause extensive suffering if allowed to spread unchecked. Take the necessary steps to ensure that your condition is only spread to those you intend to strike down.

Until Death or Cure. Your oath is intrinsically tied up with the affliction that motivated it. So long as you are afflicted, you must continue your quest, but when the burden of your affliction has been lifted from your shoulders, so too will the burden of your duty.

4: -.

Hatred: You also incur Hatred against any Graced target and _.

Favored Attributes: Strength and Con

Hated Attributes: Dexterity and Charisma

**Casters:**Your Arcane bolts deal fire Damage and you gain access to all spell in the following disciplines Necromancy, illudamancy and the Putricology discipline Furthermore Putricology is counted as being associated with the Unholy powers instead of the Ruinous powers.

The Mark of Eldur

Gifts. You are now a Ghoul, see Ghoul Race for details, you heritage subrace is your current race. If you are already a ghoul nothing happens. Furthermore once Per day when you are reduced to 0 Hp you are instead dropped to 1 Hp instead.

Tenets.

Cold: You Kill with no emotion. Pity is for mortals, you are not one.

Death never stops: When you choose your path, you do not slow; you do not deviate, and you never stop.

Detachment: Never allow personal affairs to get in the way of your goal.

Inevitable: Resurrection of the soul is forbidden, it is disrespectful to the cycle, and denies peace to those at rest. Everyone will die eventually, including those you are closest to, and you must accept that, though the Reanimation of a corpse is just.

Favored Attributes: Pick one attribute when you first pick this mark, this may not be changed again.

Hated Attributes: Pick one attribute when you first pick this mark, this may not be changed again.

Casters: Your Arcane bolts deal Necrotic Damage and you gain access to all spell in the following disciplines Necromancy and Illudamancy.

The Mark of Lilithena

Gifts. You can see in dim light within 100 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray. Furthermore anytime you are in dim light or Darkness you gain a + 1 to all Attacks, skill checks and saves made. Anytime you are in Bright light you suffer a - 2 to all Attacks, skill checks and saves made.

Tenets.

Watch From the Shadows: Make sure you can see all, but none can see you.

Plot From the Shadows: Observe every detail and plan accordingly, being wise, cautious, and steadfast.

Strike From the Shadows: Strike fast and true. Leaving your target oblivious of the dagger in his back and the poison running through their veins.

Disappear Into the Shadows: Leave behind no trace of your presence upon completion of the mission.

Favored Attributes: Dex and Cha.

Hated Attributes: Str and Con.

Casters: Your Arcane bolts deal Necrotic Damage and you gain access to all spell in the following disciplines Necromancy, Shadomancy and Illudamancy.

The Mark of Abraxus

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Slengoth

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Sanguinar


Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

Divine Marks

Marks of Animis

All Individuals with any mark of Order have Hatred toward any Tainted, Darkened or Enraged creature.

The Mark of Agtriss


Gifts. Onece per day you may as a bonus action give yourself an amount of temporary HP equal to your Level + you proficiency bonus, this Hp last until it is depleted or you take a long rest.


Tenets.

Heal: Heal the Wounded and injured.

Defend: Defend the helpless from further pain and injury.

Comfort: Comfort and encourage the bereaved and wayward.

Giude: Guide those to a healthier life.

Hatred: You also incur Hatred against any Tainted or Darkened target.

Favored Attributes: Con and Wis.

Hated Attributes: Int and Cha.

Casters: Your Arcane bolts now heal instead of Damage and you gain access to all spell in the following disciplines Divine Craft.

The Mark of Ikone

Gifts. You can cast Daylight spell, without expending a spell slot or Material Components. a number of times per long rest equal to your Charisma bonus, when casting this spell you do not need to harness the arcane and the spell is treated as if associated with the neutral powers.

Tenets.

Day Soul: The day is anew, you must embrace the day, you never feel good sleeping during the day.

Day bringer: You alway wake early in the day and Loathe the days you dont get to.

Light seeker: You hate to spend much in the low light or darkness when not sleeping, For every hour as such darkens your heart.

-: -.

Hatred: You also incur Hatred against any Tainted or Darkened target.

Favored Attributes: Str and Cha.

Hated Attributes: Con and Wis.

Casters: Your Arcane bolts deal Radiant Damage and you gain access to all spell in the following disciplines Divine Craft.

The Mark of Corvasis

Gifts.

Tenets.

Life is Precious: You are a protector of those who have no protection, you must protect anyones life that has no means of protecting its self, needles lose in life useless.

Continuation of life: you must never stop the creation of life.

-: -.

-: -.

Hatred: You also incur Hatred against any Tainted or Darkened target.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts heals instead and you gain access to all spell in the following disciplines Divine Craft, Biomancy, and Floramancy.

The Mark of Cenara

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts heals instead and you gain access to all spell in the following disciplines Divine Craft, Biomancy, and Floramancy.

The Mark of Amarrana

Gifts. -.

Tenets.

Leave kindness in every step: It is not enough to just simply fight evil. Where there are those who need aid on your travels, you must leave joy and respite in your wake..

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts heals instead and you gain access to all spell in the following disciplines Divine Craft, Biomancy, and Floramancy.

Marks of Ordinatus

The Mark of Baros

Gifts. As an action, you can glean information on a target within 60 feet of you. You learn the creature's type (fiend, celestial, undead, etc) and what damage resistances, immunities or vulnerabilities it has, if any. You may do this a number of times equal to your Charisma bonus, these hard states of advantage/disadvantage cannot be negated by any means. you regain all uses of this feature when you complete a long rest.

Tenets.

Violence Versus War: War is grand and glorious. Killing someone in an alley or poisoning their wine is not. Know the difference, and ensure you do not cross the line.

The Front Lines Await: There is no honor in waiting behind a barricade. Wade into battle and let your foes taste your fury.

Always Be Prepared: Those who let their guard down die before they find glory. Always be ready to fight.

Fight The Worthy: You seek opponents, not victims. Your weapon should only bathe in the blood of those that deserve a glorious death.

Hatred: You incur Hatred against all Tainted, Darkened or Enraged, creatures at a DC20.

Favored Attributes: Strength and Charisma

Hated Attributes: Wisdom and Intelligence

Casters: Your Arcane bolts deal Force Damage and you gain access to all spell in the following disciplines Divine and Pyromancy and the Pyromancy discipline is counted as being associated with the Divine powers not Primal.

The Mark of Neuana

Gifts. You arbitrate the will of The Heeding and bestow fortunes to creatures within 30 feet that you can see. you can grant advantage on all attacks made this turn to an yourself as a bonus action or an ally as a reaction to there first attack, this must be declared before any attack results are calculated. You may do this a number of times equal to your Wisdom bonus. you regain all uses of this feature when you complete a long rest.

Tenets.

-: -.

-: -.

Protect the Unfortunate: You must be a shield for the persistent victims of misFortune.

Punish Abusers of Fortune: Judgment for those perverting the natural order of Fortune.

Hatred: You also incur Hatred against Tainted, Darkened or Enraged.

Favored Attributes: Wisdom and Charisma

Hated Attributes: Strength and Constitution

Casters: Your Arcane bolts deal Radiant Damage and and you gain access to all spell in the following disciplines, Divine craft and Divination.

The Mark of Thaos

Gifts. as a bonus action you can create a Righteous holy spear that is made of light, the spear has a base damage of 1d8 radiant damage on hit, it deals an extra 1d8 radiant damage plus another 1d8 a number of times equal to the maximum spell level available to you. You do not have to sacrifice a spell slot if the spear does not hit. The spear has the thrown property with a normal range of 100 feet and a long range of 300 feet. The spear disappears after it hits a target once or until a number of turns equal to your Charisma modifier after it was created..

Tenets.

Code of Justice:. When living your life, you must honor the code of justice and pursue it, Even at the penalty of death. There is no one that may put themselves above justice, Justice does not discriminate nor distinguish between rich and poor, healthy or sick, it only takes into consideration ones actions in existance.***

Civility and Empathy. It is important to not judge too quickly, giving others a chance to open discord. Perhaps a different view can enlighten ones own views and that should be taken into consideration before judgement is passed.

Without Mercy. Judgement must always be upheld and must never falter. Regardless of who, judgement must be carried out with exact precision once passed.

4: -

Hatred: You also incur Hatred against Tainted, Darkened or Enraged.

Favored Attributes: Str and Wis.

Hated Attributes: Dex and Int.

Casters: Your Arcane bolts deal Radiant Damage and you gain access to all spell in the following disciplines Divine Craft, and __.

The Mark of Codea

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Temberis

Gifts. you gain Resistance to one type of damage of your choice with the exception of Necrotic and radiant, you also gain the Bolster ability below.

Bolster. when another friendly creature within 10 feet of you is targeted by an attack, you can use your reaction to magically shield them, giving them a bonus to their AC equal to your Charisma modifier (minimum of 1) until the end of the current turn, including against the triggering attack.

Tenets. You must follow these tenets.

Shield the Weak: you must Protect those who need to be protected. Once they are gone, you can do nothing more for them.

Become the Wall: Your shield is all encompassing. Do not protect just one, but many.

Hold the Line: Never submit. You are the first, and sometimes the last, line of defense. Do not break, and inspire your allies to continue the fight.

Favored Attributes: Con and Wis.

Hated Attributes: Int and Cha.

Casters: Your Arcane bolts deal Radiant Damage and you gain access to all spell in the following disciplines Divine Craft, __, and __.

Marks of Rennova

The Mark of Dryadia

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: Dex and Wisdom

Hated Attributes: Str and Intelligence

Casters: Your Arcane bolts deal Poison Damage and you gain access to all spell in the following disciplines Floramancy.

The Mark of Oxlier

Gifts. You gain a +1 to all melee attacks you make for each other ally that is within 5ft of your target. You gain +5 Movement speed and gain advantage on all Survival skill tests. Furthermore you gain the Speach of Fauna

Speach of Fauna: you have the ability to communicate in a limited manner with Beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Tenets.

Aid Fuana and Appreciate the Beast: one must aid any fuana in distress and Fauna taken by Exitarr must not be mocked in tis death.

Only whats needed: One must not over use of animal resources and honor the need in them.

Beast Dweller: One must not own Logging or Property in a city or metropolis, Home is in the wilds.

-: -.

Hatred: You also incur Hatred against Primal targets and hatred at DC 20 against Unholy and Ruinous targets.

Favored Attributes: Con and Wisdom.

Hated Attributes: Intel and Charisma.

Casters: Your Arcane bolts deal Piercing or slashing Damage and you gain access to all spell in the following disciplines Faunamancy and it counts as associated with the divines instead.

The Mark of Izdar

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Yenyeir

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Veldur

Gifts. You gain + 10 to you movement speed and You may move the ground underneath one creature you can see within 120ft. If unwilling, they must make a Dexterity save DC equal to 8 + Pro + Wis, or be moved 20 feet in any direction. Creatures moved in this can or cannot trigger reactions, depending on you. you may use this one per short rest.

Tenets.

Never rest, never tire: Evil lurks in every heart, and in every far-flung corner of the world. You must seek it out and vanquish it wherever it may lie.

Stay the path: Many hardships will stand in your way, but no weary bones, no bitter cold, no raging storms of trecherous route can stand in the way of your true path.

Trust in the path: The roads you take may be twisted and unforgiving, but if you honor the path and those who travel it, it will guide you well.

4: -.

Hatred: You also incur Hatred against Tainted and Darkened targets.

Favored Attributes: Con and Wis.

Hated Attributes: Int and Cha.

Casters: Your Arcane bolts deal Bludgeoning Damage and you gain access to all spell in the following disciplines Teramancy.

The Mark of Ohdana

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

Marks of Exitarr

All Individuals with any mark of Exitarr have Hatred toward any Tainted creature.

The Mark of Balgen

Gifts. Gain +2 to Strength and Dex and gain a +5 base movement speed or +10 if it has a flying or Swim speed.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred. You incur hatred against all enemy and neutral creatures at a DC20.

Favored Attributes: Strength and Dexterity

Hated Attributes: Charisma and Intelligence

Casters: Your Arcane bolts deals Piercing Damage and you gain access to all spells in the following disciplines _ and the _ Discipline is counted as being associated with the Primal powers not the __.

The Mark of Iggnos

Gifts. Gain a +2 bonus to your Dex and Con ability scores and Resistance to fire damage. Furthermore you do not need to eat of drink, nor does you body perspire in any way.

Tenets.

From Flame to Ash: Nothing should be keept beyond its worth, all shall return to ash.

Eternal Flame: You must produce a flame in some way or do every thing in your capability to do so every hour of each day.

Fuel the Fire: You must always fuel a flame regardless of the collateral damage or death it may cause that may be involved.

Hatred of Water: the thought of immersing or covering yourself in water is repulsive and frightening. Any time spent in water is not welcomed for long

Hatred. You incur hatred against all enemies and neutral creatures at a DC20..

Favored Attributes: Dexterity and Wisdom

Hated Attributes: Strength and Constitution

Casters: Your Arcane bolts deals Fire Damage and you gain access to all spells in the following disciplines _ and the _ Discipline is counted as being associated with the Primal powers not the __.

The Mark of Lazzion

Gifts: gain the storm chosen ability below.

Strom chosen: you may imbue a single, nonmagical melee weapon of your choice with the fury and might of your God. This process requires eight hours of uninterrupted prayer to your deity, detailing your accomplishments, why you must be granted such power, and how you are worthy of such a weapon. Upon success, lightning strikes the weapon, and becomes attuned to you, but doesn't expend an attunement slot. This weapon becomes a magical weapon, and you may cast Lightning Lure through this weapon when you use an action to attack with it. Additionally, this weapon gains the Thrown (range 30/120) property if it doesn't already possess it. As a bonus action, you may call your imbued weapon to you, which travels at a speed of 90 ft in a straight line, dealing 1d8 lightning damage to anything it encounters along its path. This damage is doubled against structures and objects. If this weapon is on another plane, it appears on your next turn as if using the Plane Shift spell in the same space as you, and returns to your hand. Anyone else attempting to wield or otherwise manipulate this weapon must succeed in a Strength check with a DC equal to your 10 + your level + your charisma modifier. On failure, the weapon is effectively too heavy to move. If your imbued weapon is destroyed, you may repeat the imbuement process. At level 15 when you call your imbued weapon to you, the damage it deals to objects and creatures increases to 2d8 lightning damage.

Tenets.

Thundering Voice: Your voice shall be heard. And like thunder, it shall be heard by all.

Strike like Lightning: Be swift. Be fast. And most importantly of all, be decisive.

Positive Conducting: Like metal conducts electricity, so do the people around you. Let your unwavering energy surge into all those around you, so they may be transformed into something greater.

Eye of the Storm: You are the embodiment of the destruction of a storm, let all around you know.

Hatred: You also incur Hatred against all Graced, Tainted, Darkened and Enraged.

Favored Attributes: Dex and Con.

Hated Attributes: Int and Wis.

Casters: Your Arcane bolts deal Lightning Damage and you gain access to all spell in the following disciplines Electromancy, and Galamancy.

The Mark of Fiborah

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Dracoth

Gifts. -.

Tenets.

Ancient Alpha: Dragons are alpha preditors and should be treated as such, alliance is uncommon.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Aether

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Lecertarr

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You also incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

Neutral Marks

Marks of Magerial

The Mark of Arcannon

Gifts. -.

Tenets.

Magic is the way: one must always use magic to complete a task if possible.

Martial Shun: use of weapons and armor are frowned upon.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Rhyzadum

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Cornautiss

Gifts. -.

Tenets.

Time keepers: One must always know the time or able to quickly acquire it.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Sonusus

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Fortunouss

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Sheshogoth

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Ilusitar

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

Marks of Teknocus

The Mark of Ixellia

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Irberiss

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal ___ Damage and you gain access to all spell in the following disciplines __, __, and __.

The Mark of Cogtar

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal Lightning Damage and you gain access to all spell in the following disciplines Pyromancy and Pyromancy is considered to be associated with the Neutral powers instead of the Primal.

The Mark of Fordumm

Gifts. -.

Tenets.

-: -.

-: -.

-: -.

-: -.

Hatred: You incur Hatred against __.

Favored Attributes: - and -.

Hated Attributes: - and -.

Casters: Your Arcane bolts deal Fire Damage and you gain access to all spell in the following disciplines Pyromancy and Pyromancy is considered to be associated with the Neutral powers instead of the Primal.

Reject Their Prejudices: Though the uneducated will not understand your ways, it is still your duty to protect them.

Reflection. A paladin must reflect upon their judgements and views, meditating at least twice a week to be sure they are always objective.

Pure Defender: Protecting the innocent is your duty, yet stay your shield from aiding an unjust cause.

Living Honesty: Lying creates more injustice in the world, you can't join the ranks of those who lie, nor can you forgive them easily.

Blind Righteousness: You stay your blade against the innocent, and strike down the guilty. Race, appearances, or affiliations matter little to you.

Ward of Dawn. As an action, a 10-foot-radius immobile magical dome of force appears around you, centered on the point you are standing. The dome cannot be moved and remains for a number of rounds equal to your Charisma modifier. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. Any creature can enter or exit the space as if the dome was not there. Friendly creatures that start their turn in the dome or enter for the first time on a turn gain advantage on the next attack roll they make before the end of the turn. Any hostile creature within the dome has disadvantage on attack rolls.

Divine Intevenience when another friendly creature within 10 feet of you is targeted by an attack, you can use your reaction to magically shield them, giving them a bonus to their AC equal to your Charisma modifier (minimum of 1) until the end of the current turn, including against the triggering attack

Arcane Manipulations

You may use Arcane charges to manipulate your spells most arcane casters will have arcane Charges and in the class description it will list an amount of the below manipulations you know as well. See below for what each manipulation does and how Arcane charges it will cost. You regain all spent Arcane Charges when you complete a long rest.

You can use only one Arcane Manipulation option on each spell when you cast it, unless otherwise noted.

Careful Spell

When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 arcane charge per target and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 arcane charge per spell level to double the range of the spell.

When you Cast a Spell that has a range of touch, you can spend 1 arcane charges to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 arcane charge per dice, to re-roll a number of the damage dice up to your inteligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Arcane manipulation option during the casting of the spell.

Extended Spell

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 arcane charge per spell level to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 arcane charges + 1 per spell level Heightened to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 arcane charges to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell

When you Cast a Spell, you can spend 1 arcane charge to cast it without any somatic or verbal Components.

Twinned Spell

When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of arcane charges equal to the spell’s level to target a second creature in range with the same spell (1 arcane charge if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Overchared Spell

When you cast a spell that requiers a creature to make a save against you spell DC. You may choose to spend a number of arcane Charges up to a maximum of 5, if done, raise the spell save DC by the amount of arcane Charges used.

Sniper Spell

When you cast a spell, you may spend one arcane charges to have your next ranged spell effect ignore the Look out Sir rule, as described in the Units and Moral section of this book.

Potent Spell

When you Cast a Spell that deals damage, you can spend 1 arcane charge to have any damage dealt by this spell count as having the Potent (+) Weapon property, you may spend and additional 1 arcane charge to have the damage count as if it had the Potent (++) weapon property and a total of 3 charges to gain the Potent (+++) weapon property on damage dealt.

Arcane Traits

Neutral Arcane Traits

Arcane Resistance

Effect: you are resistant to you choice of on of the following damage types: Slashing, Piercing, Bludgeoning, Force, Psychic

Enhanced Bolt

Prerequisite: Eldritch Blast cantrip

Effect: When you cast Eldritch Blast, add your spellcasting ability modifier to the damage it deals on a hit.

Arcane Armor

Effect: You can cast Mage Armor on yourself at will, without expending a spell slot or Material Components.

Ascendant Step

Prerequisite: 9th level

Effect: You can cast Levitate on yourself at will, without expending a spell slot or Material Components.

Arcane Sight

Effect: You can see normally in darkness⁠, both magical and nonmagical, to a distance of 120 feet.

Arcane Detect

Effect: You can cast Detect Magic at will, without expending a spell slot. Furthermore you can detect if someone is an innate caster or if they have casted a spell within the last 24 hours.

Arcane Spear

Prerequisite: Eldritch Blast cantrip

Effect: When you cast Eldritch Blast, its range is 300 feet.

Gaze of Two Minds

Effect: You can use your action to touch a willing Humanoid and perceive through its Senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s Senses, you benefit from any special⁠ Senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.

Master of Myriad Forms

Prerequisite: 15th level

Effect: You can cast Alter Self at will, without expending a spell slot.

Mire the Mind

Prerequisite: 5th Level

Effect: You can cast slow once. You can’t do so again until you finish a Long Rest. using your Intelligence modifiers as your spellcasting ability modifier.

Arcanic Image

Effect: You can cast Silent Image at will, without expending a spell slot or Material Components.

Repelling Bolt

Prerequisite: Eldritch Blast cantrip

Effect: When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Arcane Denial

Effect: you may now cast Deny the witch with up to a number of levels of casting equal to your level you may break this up, for instance at level 7 you have 7 Deny points, so you may cast a 2nd level deny and then cast 5th level equaling a total of 7 points. once all Points are used you can’t use them again until you finish a Long Rest.

Visions of the Purple sea

Prerequisite: 15th level,

Effect: You can cast Arcane Eye at will, without expending a spell slot.

Divine Arcane Traits

Divine Resistance

Effect: you are resistant to you choice of on of the following damage types: Necrotic, Lightning, Fire, Cold, Poison, this trat can be taken more then once.

Holy Temperance ?

Effect: You can cast the __ spell once, without expending a spell slot or Material Components.. You must finish a Long Rest before you can use this again.

Pure Sight

Prerequisite: 15th level

Effect: You can see the true form of any creature concealed by magic while the creature is within 30 feet of you and within Line of Sight.

Positive Energy

Effect: You can cast Bless once using your Wisdom for a spellcasting ability, without expending a spell slot or Material Components. You can’t do so again until you finish a short Rest.

Chains of submission

Prerequisite: 15th level

Effect: You can cast Hold Monster spell once targeting a Fiend or Demon without expending a spell slot or Material Components. You must finish a Long Rest before you can use this again.

Saints Visage

Prerequisite: 5th Level

Effect: You can cast the Angelic Guardian spell once, without expending a spell slot or Material Components.. You must finish a Long Rest before you can use this again.

Weapon of the Gods

Prerequisite: 11th level

Effect: You can cast Holy weapon spell once, without expending a spell slot or Material Components.. You must finish a Long Rest before you can use this again.

Angelic Beacon

Prerequisites: 5th level

Effect: You can cast beacon of hope spell once, without expending a spell slot or Material Components.. You must finish a Long Rest before you can use this again.

Brand of Retribution

**Prerequisites: hex spell **

Effect: Your hex spell, deals radiant damage instead of necrotic. In addition, when you see the creature make an attack and is within 60 feet of you, you can use your reaction to end the hex and subtract your Wisdom modifier from the attack roll.

Blade of Evil's Bane

Prerequisites: 9th level

Effect: Any Melee weapon you hold in your hands deals an extra 1d4 radiant damage against any Demon, Fiend or anyone with a mark of Havoc.

Blessed Guardian

Prerequisites: 9th level

Effect: Your familiar permanently gains the benefits of the sanctuary spell, and can use an action to pass the spell's effects onto another creature for 1 minute. Upon doing so, your familiar loses the benefits of sanctuary until you finish a long rest.

Crusader's Arcanum

Effect: You can cast any

Ocean Walker

Prerequisite: 15th level

Effect: As an action you produce a sphere of water that extends 5ft from you in every direction. Doing so requires your concentration (as if concentrating on a spell) although this concentration cannot be broken. You can swim in this bubble propelling it horizontally directly above the ground. Or propelling it in any direction if your are flying or swimming. Creatures entirely in this bubble must use their swim speed to move, but the bubble cannot pull unwilling creatures with it. Creatures that attack through it are considered submerged underwater when making their attacks. Finally you can choose whether the bubble is breathable to all creatures. You can use the feature once regaining it after completing a long rest.

Wind Runner

Your walking speed increases by 10 feet and you can cast the Expedetious Retreat spell at will without expending a spell slot.

Ruinous Arcane Traits

Infernal Resistance

Effect: you are resistant to you choice of on of the following damage types: Radiant, Necrotic, Fire, Cold or Poison

Power Surge

Effect: you can store magical energy within yourself to later empower your damaging Spells. In its stored form, this energy is called a Power Surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a Long Rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic, Counterspell or Deny the witch you gain one Power Surge, as you steal magic from the spell you foiled. If you end a Short Rest with no power surges, you gain one Power Surge.

Once per turn when you deal damage to a creature or object with a spell, you can spend one Power Surge to deal extra damage to that target. The extra damage equals your level.

Thousand Fates

Effect: You can cast Bane once without using a spell slot, You can’t do so again until you finish a short Rest.

Thirsting Blade

Prerequisite: 5th Level,

Effect: as a bonus action you make one attack on Your Turn.

Sign of Ill Omen

Prerequisite: 5th Level

Effect: You can cast Bestow Curse once without using a spell slot. You can’t do so again until you finish a Long Rest.

One with Shadows

Prerequisite: 5th Level

Effect: When you are in an area of dim light or darkness⁠, you can use your action to become Invisible until you move or take an action or a Reaction.

Demon Speech

Effect: You can cast Speak with Demons.

Bewitching Whispers

Prerequisite: 7th level

Effect: You can cast Compulsion once using no spell slot. You can’t do so again until you finish a Long Rest.

Minions of Havoc

Prerequisite: 9th level

Effect: You can cast Summon lesser demon once without using a spell slot. You can’t do so again until you finish a Long Rest.

Demonic Leap

Prerequisite: 10th level

Effect: You jump distance is tripled.

Demon Familiar

Effect: You gain a small demon familiar, You can communicate telepathically with your familiar and perceive through your familiar’s Senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s Senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech⁠. ad at will, without expending a spell slot.

Beguiling Influence

Prerequisite: Mark of Sleenesh

Effect: You gain proficiency in the Deception and Persuasion Skills.

Mask of Many Faces

Prerequisite: Mark of Slaanesh

Effect: You can cast Disguise Self at will, without expending a spell slot.

Sculptor of Flesh

Prerequisite: 7th level, Slaanesh

Effect: You can cast Polymorph once without using a spell slot. You can’t do so again until you finish a Long Rest.

Plague weapon

Prerequisite: 12th level, Mark of Nurgle

Effect: When you hit a creature with a weapon, the creature takes extra poison damage equal to your wisdom modifier (minimum 1).

Pestiletual Smog

Prerequisite: 6th level, Mark of Nurgle

Effect: creatures within 5ft of you takes 1d4 poison damage at the start of each round and when entering the 5ft radius from outside of it.

Nurgles Vigor

Prerequisite: Mark of Nurgle

Effect: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or Material Components.

Dreadful Word

Prerequisite: 7th level, mark of Thzeench

Effect: You can cast Confusion without using a spell slot. You can’t do so again until you finish a Long Rest.

Eyes of the lore Keeper

Prerequisite: Mark of Thzeench

Effect: You can read all writing.

Book of Ancient Secrets

Prerequisite: Mark of Thzeench

Effect: You can now inscribe magical Rituals in your Book⁠ of Shadows. Choose two 1st-level Spells that have the ritual tag from any spell list (the two needn’t be from the same list). The spells⁠ appear in the book and don’t count against the number of spells⁠ you know. With your Book⁠ of Shadows in hand, you can cast the chosen spells⁠ as Rituals. You can’t cast the spells⁠ except as Rituals, unless you’ve learned them by some other means. You can also cast a spell you know as a ritual if it has the ritual tag.

On your Adventures, you can add other ritual Spells to your Book⁠ of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours to inscribe it.

Wicked Hex

Prerequisite: hex spell

Effect: Whenever the target of your hex spell makes a saving throw of the ability you chose for that activation of hex, it must roll 1d4 and subtract the result from the saving throw.

In addition, if you would roll a number less than your Charisma modifier on the damage die for your hex spell or other curse that deals necrotic damage, you may replace the die with your Charisma modifier.

Grasping bolts

Effect: When you hit a creature with Eldritch Blast, you can pull the creature up to 10 feet closer you in a straight line.

Unholy Arcane Traits

Unholy Resistance

Effect: you are resistant to you choice of on of the following damage types: Radiant, Necrotic, Poison,

Unholy Binding

Effect: you may cast the spell animate ghoul without using a spell slot or material components, You can’t do so again until you finish a Short Rest.

Creatures of the night

Prerequisite: 10th Level

Effect: you may cast the spell Dread wings without using a spell slot or material components, You can’t do so again until you finish a Long Rest.

Eyes of night

Effect: You can see in dim light within 60 feet as though it were bright light and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Surge of Unlife

You can cast spare the dying as a bonus action. When you target a creature with spare the dying, it regains 1 hit point after 1d4 rounds instead of 1d4 hours.

Hollow Defiance

Prerequisite: 7th level

Effect: When you roll a death saving throw while you are already at two failures or two successes, you can roll with advantage.

In addition, whenever you return to consciousness after gaining at least 1 hit point while at 0 hit points, you can give yourself temporary hit points equal to your warlock level + your Charisma modifier. Once you use this effect, you cannot do so again until you finish a long rest.

Vigorous Suffision

Prerequisites: 12th level

Effect: As long as you are not concentrating on a spell, you emit an aura out to a radius of 10 feet identical to the aura of purity spell.

Lifesapper

Effect: When you score a critical hit with a Melee weapon, the target takes additional necrotic damage equal to your warlock level, and you regain hit points equal to half the necrotic damage dealt in this way.

Master of the Returned

Prerequisite:

Effect: You can cast any necromancy spell from a spell scroll as though it were on the warlock spell list.

In addition, you roll all Intelligence checks made to learn the nature of cursed items with advantage. If the curse was laid by an undead, you learn more of the undead that originally laid the curse than someone who does not have this feature, even if they would have rolled the same number as you on the Intelligence check.

Primal Arcane Traits

Bestial Leap

Effect: Your jump distance is doubled.

Aquatic Movement

Effect: You gain a swim speed equal to your walk speed.

Tree Beast Movement

Effect: You gain a Climb speed equal to your walk speed.

Aerial Movement

Effect: You gain a Fly speed equal to your walk speed.

Strength of the Bear

Effect: gain advantage on all strength saves.

Neutral Disciplines Association

Telepathy / Telamancy

Cantrips (0 Level)
  • Message
  • Friends
  • Bewilderment
  • Encode Thought
  • Encrypt/Decript
  • Enumerate
  • Lesser Charm
1st Level
  • Compelled Dule
  • Charm Person
  • Sleep
  • Command
  • Alter Arrows fortune
  • Adjust position
  • Beguiling Gift
  • Trick Question
  • Slippery Fingers
2nd Level
  • Mind Spike
  • Detect Thoughts
  • Silence
  • Magic Mouth
  • Invisibility
  • Blindness/Deafness
  • Zone of truth
  • Calm Emotions
  • Enthrall
  • Suggestions
  • Bedazzling Charm
  • Charm Of Great Fondness
  • Convoluted Dictum
  • Destructive Resonance
  • Hypnotic Missive
  • Indecision
3rd Level
  • Enemies Abound
  • Sending
4th Level
  • Banishment
  • Mordekainens Private Sanctum
  • Greater Invisibility
  • Charm Monster
  • Confusion
  • Compulsion
  • Staggering Smite
5th Level
  • Planar Binding
  • Modify Memory
  • Geas
  • Dominate Person
  • Synaptic Static
  • Dream
  • Contact other Plane
  • Rarys Telepathic Bond
6th Level
  • Contingency
  • Mental Prison
  • Mass Suggestion
8th Level
  • Mind Blank
  • Glibness
  • Telepathy
  • Antipathy/Sympathy
  • Dominat Monster
  • Feeblemind
  • Power Word Stun
9th Level
  • Imprisonment
  • Weird
  • Void Rift
  • Astal Projection
  • Psychic Scream
  • Black Hole

Telekinesis / Telamancy

Cantrips (0 Level)
  • Blade Ward
  • Mage Hand
  • Prestidgitation
  • Resistance
  • Mending
  • Telekinetic Trip
1st Level
  • Catapult
  • Snare
  • Feather fall
  • Mage Armor
  • Magic Missle
  • Shield
  • Alarm
  • Tensers Floating Disk
  • Broken Charge
  • Protection From The Void
  • Telekinetic Parry
  • Waft
2nd Level
  • Magic Weapon
  • Knock
  • Levitate
  • Arcane Lock
  • Misty step
  • Hold Person
  • Althea's Travel Tent
  • Champion's Weapon
  • Conjure Mantelet
  • Crushing Trample
  • Decelerate
  • Heartstrike
  • instant Snare
  • Mass Blade Ward
  • Power Word Kneel
  • Time Step
  • Weiler's Ward
3rd Level
  • Accelerate
  • Blink
  • Fly
  • Water Walk
  • Nondetection
  • Dispel Magic
  • Glyph of Warding
  • Protection from Energy
4th Level
  • Otilukes Resisient Shpere
  • Dimension Door
  • Fabricate
5th Level
  • Passwall
  • Planar Binding
  • Telikinesis
  • Hold Monster
  • Wall of Force
  • Teleportation Circle
  • Steel Wind Strike
  • Far Step
  • Wall of time
6th Level
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Scatter
  • Drawmijs Instant Summons
  • Arcane Gate
7th Level
  • Reverse Gravity
  • Sequestor
  • Forcecage
  • Plane Shift
  • Teleport
8th Level
  • Demiplane
  • Antimagic Field
  • Maze
  • Disruptive Aura
9th Level
  • Invulnerability
  • Gate
  • Star's Heart
  • Invulnerability

Divination / Foresight

Cantrips (0 Level)
  • True Strike
1st Level
  • Detect Magic
  • Identify
  • Comprehend Languages
  • Detect Magic
  • Anticipate Weakness
  • Avoid Grievous Injury
  • Find Kin
  • Foretell Distraction
  • Insightful Maneuver
  • Pendulum
  • Seer's Reaction
  • Speak With Inanimate Object
  • Voorish Sign
2nd Level
  • Darkvision
  • Find Traps
  • Locate Animals or Plants
  • Locate object
  • See Invisibility
  • Anticipate Attack
  • Discern Weakness
  • Distracting Divination
  • Distraction Cascade
  • Gift Of Luck
  • Grain Of Truth
  • Lair Sense
  • Read Object
  • Warning Shout
3rd Level
  • Clairvoyance
  • Tongues
  • Opportunistic Foresight
4th Level
  • Arcane Eye
  • Locate Creature
  • Reset
5th Level
  • Scrying
  • Legend Lore
6th Level
  • Find the Path
  • True Seeing
  • Time loop
9th Level
  • Foresight
  • Time Stop
  • Time in a bottle

Illudamancy / Illudapathy / Illudakinesis

Cantrips (0 Level)
  • Thaumaturgy
  • Minor Illusion
  • Light
  • Dancing Lights
1st Level
  • Silent Image
  • Illusory Script
  • Unseen Servant
  • Disguise Self
  • Amplify Light
  • Scentless
  • Step Like Me
2nd Level
  • Pass Without Trace
  • Mirror Image
  • Blur
  • Dome Of Silence
  • Phantom Light
3rd Level
  • Hypnotic Pattern
  • Daylight
  • Major Image
4th Level
  • Hallucinatory Terrain
5th Level
  • Living Shadows
  • Shadow Gateway
6th Level
  • Programmed Illusion
7th Level
  • Simulacrum
  • Project Image
  • Mirage Arcane
8th Level
  • Steam Whistle

Biomancy / Biopathy / Biokinesis

Cantrips (0 Level)
  • Spare the Dying
  • Quicken
  • Uncanny Avoidance
  • Brawn boost
  • Nimbleness
  • Exceptional Wit
  • Fortitude
  • Acumen
  • Allure
  • Impotence
  • Clumsiness
  • Bewilderment
  • Frailty
  • Obtuse
  • Abhorrence
1st Level
  • Expiditious Retreate
  • Cure Wounds
  • Detect Poison and Disease
  • False life
  • Jump
  • Longstrider
  • Ancestor's Strength
  • Bloodhound
  • Deep Breath
  • Gliding Step
  • Thunderous Charge
2nd Level
  • Enlarge/Reduce
  • Alter Self
  • Lessor Restoration
  • Aid
  • Protection from Poison
  • Gift Of Resilience
  • Heartstop
  • Iron Stomach
  • Shade
  • Accelerate
  • heartstop
3rd Level
  • Haste
  • Slow
  • Water Breathing
  • Catnap
  • Revivify
4th Level
  • Freedom of movement
  • Death Ward
5th Level
  • Greater Restoration
  • Skill Empowerment
  • Mass Cure Wounds
6th Level
  • Tenser's Transformation
  • Heal
7th Level
  • Regenerate
8th Level
  • Clone
9th Level
  • Shapechange
  • Power word heal

Technomancy / Technopathy / Technokinesis

Cantrips (0 Level)
  • Clockwork bolt (Enhanced Round)
  • Fist of Iron
  • Iron hand
  • Tick Stop
  • Mending
1st Level
  • Grease
  • Analyze Device
  • Animate Construct
  • Armored Heart
  • Armored shell
  • Find The Flaw
  • Gear Shield
  • Hone Blade
  • Machine Speech
  • Machine's Load
  • Ring Strike
  • Tireless
  • Undermine Armor
2nd Level
  • Bitter Chains
  • Boiling Oil
  • Doom Of The Slippery Rogue
  • Gear Barrage
  • Greater Analyze Device
  • Lock Armor
  • Repair Metal
  • Winding Key
3rd Level
  • Gear barrage
  • Overclock
  • Thousand darts
4th Level
  • Absolute Command
  • Fabricate
  • Gremlins
  • Grinding Gears
  • Read Memory
  • Steam Blast
  • Summon Construct
5th Level
  • Mass Repair Metal
  • Magnetize
  • Mechanical Union
6th Level
  • Robe Of Shards
7th Level
  • Timeless Engine
8th Level
  • Power Word Restore
9th Level
  • Time Slippage

Fantasmology

Cantrips (0 Level)
  • Sword Burst
1st Level
  • Conjure Mock Animals
  • Find Familiar (must be a fey of CR 1/4 or less, like, Sprite, Pixie, Lymarien, Nyctli, Mitflit. note: the alignment should represent your current corruption. The spell is no concentration up to one hour)
  • Faerie Fire
2nd Level
  • Cloud of Daggers
  • Rope Trick
  • Cordon of Arrows
  • Glyph Of Shifting
3rd Level
  • Leomunds Tiny Hut
  • Create Food and Water
  • Conjure barrage
  • Impending Ally
  • Conjure Animals
  • Summon Fey
4th Level
  • Leomunds Secret Chest
  • Mordenkainens Faithful Hound
  • Storm of Wings
  • Sudden Stampede
  • Conjure woodland beings
5th Level
  • Conjure Volly
  • Conjure Fey Hound
6th Level
  • Heroes Feast
  • Blade barrier
  • Conjure Fey
7th Level
  • Mordenkainens Magnificent Mansion
  • Mordenkainens Sword
8th Level
  • Mighty Fortress

Universal Craft

Cantrip (0 Level)
  • Eldritch Blast

The following spell are universal Elemental spells you may take any of these spells if you have access to other Disciplines. If you have access to Pyromancy, Cryomancy, Hydromancy, Electromancy, Terramancy or Galeomancy you may take any of the spells below but they only effect the element equivilent to Elemental Disciplines you have acsess to.

1st level
  • Absorb Elements
  • Chromatic Orb
  • Hellish Rebuke
  • Find Familiar (Tiny Elemental)
2nd level
  • Elemental Twist
3rd Level
  • Elemental weapon
4th Level
  • Elemental Bane
  • Conjure Minor Elemental
  • Summon Elemental
5th Level
  • Conjure Elemental
6th Level
  • Primordial Ward

Divine Disciplines Associations

Divine Craft

Cantrips (0 Level)
  • Guidance
  • Resistance
  • Dancing Lights
  • Light
  • Word of Radiance
  • Sacred Flame
  • Message
  • Mending
  • Benediction
  • Star burst
  • Bless the dead
  • Brawn boost
  • Nimbleness
  • Exceptional Wit
  • Fortitude
  • Acumen
  • Allure
  • Thaumaturgy
1st Level
  • Feather fall
  • Jump
  • Longstrider
  • Charm Person
  • Cause Fear
  • Ceremony
  • Cure Wounds
  • Detect Magic
  • Identify
  • Detect Poison and Disese
  • Faerie Fire
  • Purify Food and Drink
  • Wrathful Smite
  • Healing Word
  • Cure Wounds
  • Divine Favor
  • Guiding Bolt
  • Shield of faith
  • Santuary
  • Protection From Evil and Good (Evil Only)
  • Ceremony
  • Detect Evil and Good
  • Bless
  • Heroism
  • Ancestor's Strength
  • Angelic Guardian
  • Feather Field
  • Guest Of Honor
  • Kareef's Entreaty
  • Litany Of Sure Hands
  • Nourishing Repast
  • Protection From The Void
2nd Level
  • Enhance Ability
  • Magic Weapon
  • Locate Object
  • Silence
  • Gentle Repose
  • Calm Emotions
  • Hold Person
  • Zone of Truth
  • See Invisibility
  • Darkvision
  • Protection From Poison
  • Pass Without Trace
  • Augury
  • Aid
  • Branding Smite
  • Healing Spirit
  • Warding Bond
  • Lessor Restoration
  • Prayer of Healing
  • Spiritual Weapon
  • Blessed Halo
  • Blessed Rest
  • Feather Travel
  • Holy Warding
  • Mantle Of The Brave
  • Orb Of Light
  • Prayer Of Resolve
  • Shared Sacrifice
3rd Level
  • Blinding Smite
  • Crusaders Mantle
  • Revivify
  • Mass Healing Word
  • Spirit Guardians
  • Beacon of Hope
  • Aura of Vitality
  • Ceate Food And Water
  • Feign Death
  • Fear
  • Clairvoyance
  • Protection From Energy
  • Nondetection
  • Remove Curse
  • Dispel Magic
  • Sending
  • Daylight
  • Slow
  • Haste
  • Water Breathing
  • Water Walk
  • Entropic damage Field
  • Holy Vow
4th Level
  • Locate Creature
  • Stoneskin
  • Freedom of Movement
  • Banishment
  • Death Ward
  • Guardian of Faith
  • Aura of Purity
  • Divination
  • Aura of Life
  • Deva's Wings
5th Level
  • Greater Restoration
  • Mass Cure Wounds
  • Destuctive Wave
  • Dawn
  • Hallow
  • Crcle of Power
  • Banishing Smite
  • Dispel Evil and Good (Evil Only)
  • Commune
  • Hold Monster
  • Planar Binding
  • Legend Lore
  • Scrying
  • Reincarnate
  • Holy Weapon
  • Wall of Light
  • Summon Celestial
6th Level
  • Heroes Feast
  • Find The Truth
  • True Seeing
  • Guards and Wards
  • Word of Recall
  • Sunbeam
  • Heal
  • Heavenly Crown
  • Celestial Fanfare
7th Level
  • Temple of the Gods
  • Conjure Celestial
  • Crown of Stars
  • Divine Word
  • Regenerate
  • Resurrection
  • Force Cage
8th Level
  • Power Word Stun
  • Antimagic Field
  • Sunburst
  • Holy Aura
  • Quintessence
9th Level
  • Wish
  • Foresight
  • Power word Heal
  • True Resurrection
  • Mass Heal
  • Theogenesis
  • Greater Seal Of Sanctuary
  • Summon Star

Teramancy / Terrapathy / Terrakinesis

Cantrips (0 Level)
  • Mold Earth
  • Magic Stone
  • Pummelstone
1st Level
  • Earth Tremor
  • Guiding Star
  • Land Bond
  • Mud Pack
2nd Level
  • Earthbind
  • Maximilians Earthen Grasp
  • Boulder Toss
  • Ley Disruption
  • Reverberate
  • Spire Of Stone
  • Trench
3rd Level
  • Wall of Sand
  • Erupting earth
  • Meld into Stone
4th Level
  • Stone Shape
  • Stoneskin
  • Phantasmal Killer
5th Level
  • Transmute Rock
  • Wall of Stone
6th Level
  • Bones of earth
  • Investiture of Stone
  • Flesh to Stone
  • Move Earth
  • Fault Line
  • Investiture of Stone
8th Level
  • Earthquake
  • Mighty Fortress
9th Level
  • Unleash Effigy
  • Summon Avatar
  • Ley Surge

Hydromancy / Hydrokinesis

Cantrips (0 Level)
  • Shape Water
1st Level
  • Fog Cloud
  • Create or Destroy Water
  • Tidal Barrier
3rd Level
  • Wall of Water
  • Tidal Wave
  • Quench
  • Riptide
4th Level
  • Control Water
  • Watery Sphere
5th Level
  • Maelstorm
8th Level
  • Tsunami

Galeamancy / Aerokinesis

Cantrips (0 Level)
  • Gust
  • Wind Lash
1st Level
  • Zephyr Strike
  • Breathtaking Wind
  • Circle Of Wind
  • Wind Tunnel
2nd Level
  • Dust devil
  • Gust of Wind
  • Warding Wind
  • Wresting Wind
3rd Level
  • Wind Wall
4th Level
  • Storm Sphere
5th Level
  • Control Winds
6th Level
  • Investiture of Wind
  • Wind Walk
  • Storm Form
8th Level
  • Roaring Winds Of Limbo
7th Level
  • Whirlwind

Floramancy / Florapathy / Florakinesis

Cantrips (0 Level)
  • Shillelagh
  • Thorn Whip
  • Druidcraft
  • Hail of Thorns
  • Tree heal
1st Level
  • Entangle
  • Ensnaring Strike
  • Goodberry
  • Forest Affinity
  • Forest Native
  • Green Mantle
  • Nature's Aegis
  • Tree Speak
  • Find Familiar (must be a Plant of CR 1/4 or less and they are corporeal, This spell is now concentration up to one hour)
  • Hail of thorns
2nd Level
  • Locate Animals or Plants
  • Spike Growth
  • Barkskin
  • Batsense
  • Thorn Cage
  • Tree Running
  • Vine Trestle
3rd Level
  • Plant Growth
  • Speak With Plants
  • Counjure Animals (must be a Plant instead of a beast and they are corporeal)
4th Level
  • Grasping Vine
  • Guardian of Nature (Great tree only)
5th Level
  • Tree Stride
  • Commune With Nature
  • Wrath of Nature (Animate only Plants)
  • Awaken (Only Plants)
  • Conjure Elemental (Must be a Plant, instead of a elemental and they are Corporeal.)
6th Level
  • Wall of Thorns
  • Transport Via Plants
  • Druid Grove
  • Conjure Forest Defender
  • Conjure Fey (Must be a Plant, instead of a Fey and they are Corporeal.)
9th Level
  • Forest Sanctuary

Ruinous Discipline Associations

Ruinous Craft

Cantrips (0 Level)
  • Acid Splash
  • Caustic Touch
  • Crushing Curse
  • Semblance Of Dread
  • Hamstring
  • Hobble
  • Word Of Misfortune
  • Impotence
  • Clumsiness
  • Bewilderment
  • Frailty
  • Obtuse
  • Abhorrence
  • Memento Mori (Demonic Appearance)
1st Level
  • Chaos bolt
  • Inflict Wounds
  • Bane
  • Hex
  • Cause Fear
  • Agonizing Mark
  • Blinding Pain
  • Cause Fear
  • Doom Of The Cracked Shield
  • Grim Siphon
  • Ill-Fated Word
  • Life Transference Arrow
  • Maw of needles
  • Proselytize
  • Roaming Pain
  • Screaming Ray
  • Withered Sight
  • Writhing Arms
  • Hobble Mount
  • Find Familiar (must be a Aberration or Mutant of CR 1/4 or less, like, _ some CR 1/2 may be acceptable, consult GM, This spell is now concentration up to one hour)
2nd Level
  • Ray of Enfeeblment
  • Crown of madness
  • Caustic Blood
  • Chaotic Vitality
  • Clearing The Field
  • Cloak Of Fiendish Menace
  • Crown of Madness
  • Melf's acid Arrow
  • Darkbolt
  • Elemental Horns
  • Exude Acid
  • Furious Hooves
  • Maddening Whispers
  • Negative Image
  • Rolling Thunder
  • Slither
  • Timely Distraction
3rd Level
  • Life Transference
  • Vampiric Touch
  • Feigh Death
  • Hungar of Hadar
  • Mass Hobble
  • Nest Of Infernal Vipers
  • Wave Of Corruption
  • Summon Shadowspawn
  • Summon Lesser demons (must be a Aberration or Mutant, not an elemental.)
4th Level
  • Evard's Black Tentacles
  • Vitriolic Sphere
  • Aura Of Entropy
  • Summon Aberration
  • Caustic waste
5th Level
  • Enervation
  • Negative Energy Flood
  • Acid Rain
  • Summon Greater Demon (must be a Aberration or Mutant, not an elemental.)
6th Level
  • Harm
  • Circle of Death
  • Eyebite (Panicked)
  • Misfortune
  • Conjure Fey (must be a Aberration from the current environment, not a Fey and they are corporeal.)
7th Level
  • Symbol
  • Finger of Death
  • Power Word Pain
8th Level
  • Maddening Darkness
  • Abi-Dalzims Horrid Wilting
  • Maddening Darkness
  • Machine Sacrifice
  • Glimpse Of The Void
  • Deadly Sting
9th Level
  • Power Word Kill
  • Weird
  • Unshackled Magic
  • Storm of Vengeance
  • Mammon's Due

Deamonology

Cantrips (0 Level)
  • Black goats blessing
1st Level
  • Find Familiar (must be a Demon or Fiend of CR 1/4 or less, like, _, This spell is now concentration up to one hour)
2nd Level
3rd Level
  • Summon Lesser Demons
4th Level
  • Summon Greater Demon
  • Conjure Fiends
5th Level
  • Planar Ally (Demon)
  • Conjure Fey Hound
  • Conjure Nightmare
6th Level
  • Create Homunculus
  • Infernal Calling
  • Tenser's Transformation
  • Summon Fiend
7th Level
8th Level
9th Level
  • Form Of The Gods

Putricolagy

Cantrips (0 Level)
  • Decay
  • Hand of doom
  • Infestation
  • Memento Mori
  • Poison Spray
1st Level
  • Ray of Sickness
  • Bottomless Stomach
  • Cobra Fangs (Putrid Fangs)
  • Disquieting Gaze (poison not necrotic)
  • Ray of Sickness
  • Withering Smite
2nd Level
  • Grudge Match
  • Poisoned Volley
  • Poisonous Flesh
  • Plaguebearer
  • Rotting Corpse
  • Stench of Rot
  • Vomit Tentacles
  • Caustic Blood
  • Mephitic Croak
3rd Level
  • stinking cloud
4th Level
  • Blight
  • Sickening Radiance
5th Level
  • Contagion
  • Cloud Kill
6th Level
  • Eyebite (sickened)
7th Level
8th Level
  • Wind Of The Hereafter
  • Malevolent Waves
  • Frailform
9th Level

Exceses

Cantrips (0 Level)
  • Dragon roar
1st Level
  • Earworm Melody
  • Fey Glamer
  • Gordolay's Pleasant Aroma
2nd Level
  • Enhance Greed
  • Heartache
3rd Level
  • Incite
4th Level
5th Level
6th Level
7th Level
8th Level
  • Paragon Of Chaos
9th Level
  • Blade of Disaster

Hazalian

Cantrips (0 Level)
  • Dissonant Whispers
  • Visios mockery
  • Brimstone Infusion
  • Misstep
1st Level
  • Tasha's Hideous Laughter
  • Auspicious Warning
  • Brimstone
  • Chronal Lance
  • Fairy Fire
  • Glamer Of Mundanity
  • Liar's Gift
  • Twist The Skein
  • Unluck On That
2nd Level
  • Phantasmal Force
  • Bad Timing
  • Doom Of Consuming Fire
  • Mist Of Wonders
  • Shifting The Odds
  • Spin
  • Unluck On That
3rd Level
  • Phantom Steed
  • Gaseous From
4th Level
  • Phantasmal Killer
  • Shadow of Moil
5th Level
6th Level
  • Eyebite (Asleep)
7th Level
  • Etheralness
8th Level
  • Move The Cosmic Wheel
  • Maze
  • Lower The Veil
9th Level
  • Void Rift
  • Prismatic Wall
  • Maze, Greater
  • Greater Maze

Unholy Discipline Associations

Necromancy / Necropathy / Necrokinesis

Cantrips (0 Level)
  • Chill Touch
  • Memento Mori
  • Semblance Of Dread
  • Shiver
  • Claws of Darkness
  • Shadow Bite
  • Dark Maw
  • Find Familiar (must be a undead of CR 1/4 or less, like, _.)
1st Level
  • Arms of Hadar
  • Bolster Undead
  • Cloying Darkness
  • Shadow Hands
2nd Level
  • Animate Ghoul
  • As You Were
  • Conjure Spectral Dead
  • Dead Walking
  • Ectoplasm
  • Grave Sense
  • Jerilyn's Cadaverous Uprising
  • Rotting Corpse
  • Unholy Defiance
3rd Level
  • Animate dead
  • Speak with Dead
  • Fatebinding
  • Seeping death
  • Summon Undead
  • Touch of the Unliving
4th Level
  • Dread Wings
  • Evercold
  • Keening Wail
5th Level
  • Danse Macabre
  • Rise Dead
  • Souleater
6th Level
  • Create Undead
  • Extract Knowledge
  • Raise Elder
  • Raise Questing Dead
7th Level
  • Resurection
  • Conjure Greater Spectral Dead
8th Level
  • Malevolent Waves
  • Ghoul King's Cloak
9th Level
  • True Resurrection
  • Umbral Storm

Spirit Craft

Cantrips (0 Level)
  • Toll the dead
1st Level
  • Bane
  • Hex
  • Bless the dead
  • Black Ribbons
  • Extract Essence
  • Gird the Spirit
2nd Level
  • Moonbeam
  • Shadow Blade
  • Gentle Repose
  • By The Light Of The Moon
  • Dark Path
3rd Level
  • Gaseous From
  • Life Transference
  • Vampiric Touch
  • Feign Death
  • Soul Borrowing
  • Spirit Guardians
4th Level
5th Level
  • Creation
6th Level
  • Soul Cage
  • Magic jar
7th Level
  • Etheralness
8th Level
9th Level
  • Cosmic Alignment

Shadomancy / Shadopathy / Shadokinesis

Cantrips (0 Level)
  • Douse Light
  • Semblance Of Dread
  • Silhouette
  • Shadow Blindness
1st Level
  • Cloak Of Shadow
  • Shadow Armor
  • Black Ribbons
2nd Level
  • Darkness
  • Shadow Puppets
  • Shadow Blade
  • Shadow Tree
  • Shadow's Brand
3rd Level
  • Fear
  • Call Shadow Mastiff
  • Shadow Tendrils
  • Shadow Trove
  • Conjure undead
4th Level
  • Hide In One's Shadow
  • Shadow Step
5th Level
  • Living Shadows
  • Shadow Gateway
6th Level
  • Encroaching Shadows
  • Shadow Metamorphosis
7th Level
  • Conjure Shadow Titan
8th Level
  • Steam Whistle (Banshe scream)

Hemomancy / Hemopathy / Hemokinesis

Cantrips (0 Level)
  • Bloodtide
1st Level
  • Bleed
  • Blood Scarab
  • Bloody hands
  • Bloody Smite
  • Heart to Heart
  • Stanch
  • Weapon Of Blood
2nd Level
  • Blood Lure
  • Bloodshot
  • Lacerate
3rd Level
  • Blood armor
  • Vital Mark
  • Hematomancy
4th Level
  • Blood and Steel
  • Blood Puppet
  • Blood Spoor
  • Boiling Blood
5th Level
  • Cruor Of Visions
  • Exsanguinate
  • Exsanguinating cloud
  • Sanguine horror
6th Level
7th Level
8th Level
9th Level
  • Afflict Line
  • Blood To Acid

Primal Discipline Association

Faunamancy / Faunapathy / Faunakinesis

Cantrips (0 Level)
  • Infestation
  • Primal Savagry
1st Level
  • Hunters Mark
  • Beast Bond
  • Speak with Animals
  • Animal Friendship
  • Cure Beast
  • Goat's Hoof Charm
  • Hunter's Endurance
  • Illuminate Spoor
  • Mosquito Bane
  • Scentless
  • Strength Of An Ox
  • Wolfsong
  • Find Familiar (must be a Beast of CR 1/4 or less and they are corporeal, This spell is now concentration up to one hour)
2nd Level
  • Locate Object
  • Beast Sense
  • Animal Messenger
  • Darkvision
  • Find Traps
  • Pass Without Trace
  • Enhance Ability
  • Spider Climb
  • Find Steed
  • Animal Spy
  • Aspect Of The Ape
  • Aspect Of The Ram
  • Bestial Fury
  • Black Swan Storm
  • Call a Roggenwolf
  • Conjure Scarab Swarm (must be from the current environment and they are corporeal)
  • Enhance Familiar
  • Hunter's Cunning
  • Mark Prey
  • Nip at the Heels
  • Revive Beast
  • Snap the Leash
  • Thunderous Stampede
  • Summon Beast (must be from the current environment and they are corporeal)
3rd Level
  • Conjure Animals (must be from the current environment and they are corporeal).
  • Water Breathing
  • Animal polymorph
4th Level
  • Dominate Beast
  • Giant Insect
  • Locate Creature
  • Find Greater Steed
  • Guardian of Nature (Primal beast only)
  • Polymorph
5th Level
  • Insect Plague
  • Awaken (only Beast)
  • Conjure Elemental (must be a beast from the current environment, not an elemental and they are Corporeal.)
6th Level
  • Find the Path
  • Conjure Fey (must be a beast from the current environment, not a Fey and they are corporeal.)
8th Level
  • Animal Shapes
9th Level
  • Mass Polymorph
  • True Polymorph (Beasts Only)

Pyromancy / Pyrokinesis

Cantrips (0 Level)
  • Control flames
  • Fire bolt
  • Green flame blade
  • Produce flame
  • Create Bonfire
  • Puff of smoke
1st Level
  • Hellish Rebuke
  • Burning Hands
  • Searing Smite
  • Hearth Charm
  • Thin The Ice
2nd Level
  • Heat Metal
  • Pyrotecnics
  • Flame Blade
  • Aganazzars Scorcher
  • Continual Flame
  • Scorching Ray
  • Flaming Sphere
  • Ashen Memories
  • Fire Darts
  • Magma Spray
  • Solitary Fireball
3rd Level
  • Fireball
  • Melfs Minute Meteors
  • Slow-Burn Fireball
4th Level
  • Fire Sheild
  • Wall of Fire
5th Level
  • Immolation
  • Flame Strike
6th Level
  • Disintergrate
  • Investiture of Flame
7th Level
  • Delayed Blast Fireball
  • Fire Storm
8th Level
  • Incendary Cloud
9th Level
  • Meteor Swarm
  • Pyroclasm

Cryomancy / Cryokinesis

Cantrips (0 Level)
  • Frostbite
  • Ray of frost
  • Hoarfrost
  • Shiver
1st Level
  • Armor of Agathys
  • Ice Knife
  • Flurry
  • Freeze Potion
  • Icicle Daggers
  • Snowy Coat
2nd Level
  • Snillocs Snoball Swarm
  • Boreas's Breath
  • Creeping Ice
  • Entomb In Ice
  • Ice Hammer
  • Sculpt Snow
  • Sheen Of Ice
  • Snow Fort
3rd Level
  • Sleet Storm
  • Ice burn
  • Protective Ice
4th Level
  • Ice Storm
  • Brittling
  • Fusillade Of Ice
  • Wintry Glide
5th Level
  • Cone of Cold
  • Clash Of Glaciers
  • Control Ice
  • Ice Fortress
6th Level
  • Otilukes Freezing Sphere
  • Wall of Ice
  • Investiture of Ice
  • Icy Manipulation
  • Winterdark
7th level
  • Winterdark
  • Blizzard
8th Level
  • Glacial Cascade

Electromancy / Electrokinesis

Cantrips (0 Level)
  • Thunderclap
  • Shocking Grasp
  • Lightning lure
  • Booming Blade
  • Thunder Bolt
1st Level
  • Thunderwave
  • Witch Bolt
  • Thunderous Smite
2nd Level
  • Shatter
3rd Level
  • Thunder Step
  • Call lightning
  • Lightning Bolt
  • Thundurous Wave
6th Level
  • Chain Lightning

Chapter 5 (Rules)

-.

Homebrew feat

Medic (Rename from Healer)

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a Medi-Pak to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a Medi-pak to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Quick Reload

  • Gain a +1 to Dexterity score. This may not exceed a maximum of 20.
  • With this feat you may reload a weapon as a bonus action. This dose not count for Heavy weapons.

Mechanic

  • When you use a Repair kit to Stabilize a Staling vehicle, that vehicle also regains 10 Hit points.
  • As an action, you can spend one use of a Maintenance kit to tend to a construct and restore 2d6 + 4 hit points to it. The construct can’t regain hit points from this feat again until it finishes a short or long rest.

Ranged Sentinal

  • If your using a Pistol you count as having a weapon with the reach (10ft) feature.
  • Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a ranged weapon attack against the attacking creature.

Grenadier

  • You may now throw grenade 10ft further for short range and 20 feat for long range.
  • You now have advantage on the scatter die when rolling for deviation with a grenade or Grenade Launcher.

Precise Shot

  • Gain a +1 to Dexterity score. This may not exceed a maximum of 20.
  • You no longer suffer disadvantage on ranged attack rolls made when firing into a Melee Combat or through an obscuring unit.

Close Quarters Combat

  • You no longer suffer disadvantage on ranged attack rolls made when firing Assault or Rapidfire weapons within reach of a Melee weapon.
  • Gain a + 2 bonus on ranged weapon attacks within normal range.

Power Frame

  • Increase any Attribute by 1, to a maximum of 20.
  • You gain proficiency with Power Frames.

Machine Gunner

  • Increase your Dex Score by 1, to a maximum of 20.
  • When you fire a weapon with the Automatic property you only suffer -1 for each volley fired or gain 1 to the DC of a Spray.

Sharpshooter (rewrite)

  • Attacking at long range doesn't impose disadvantage on your ranged weapon Attack Rolls
  • Your ranged weapon attacks always count cover as one less then it has, (half becomes no cover and 3/4 counts as half).
  • When firing ranged weapons you score a critical hit on one better then you would normally.

Rifle Discipline

Instead of following the normal rules for the Rapid Fire weapon property, creatures firing Bolt, Auto or Stub weapons with the Semi Auto range, will get the extra attack from Rapidfire if at least one of the below criteria is mete.

  • The shooting creature's target is within half the weapon's normal range
  • The shooting creature remained stationary during this turn.
  • The shooting creature is a Titan armor or the weapon is mounted.

For the purposes of this ability, a Rapid Fire bolt, Auto or Stub weapon is any weapon with bolt, Auto or Stub in its name with the Rapid Fire Property.

Precise Cantrip

Your damaging Cantrips affect even Creatures that avoid the brunt of the Effect. When a creature succeeds on a saving throw against one of your cantrips or you miss with a spell attack against one a target, that creature takes half the cantrip’s damage (if any) but suffers no additional Effect from the cantrip, effects like evasion will apply.

Armor Master (Rewrite)

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing armor, bludgeoning, piercing, and slashing damage that you take from non-magical attacks is reduced by 1 if you are wearing light armor, 2 in medium armor, 3 in heavy armor and in a light power frame, 4 If in a medium frame and 5 in heavy power frames.

Leadership

  • Increase your Cha Score by 1, to a maximum of 20.
  • You may use the inspiration feature below

Inspiration you can inspire others through giving tactical commands, shouting mottos, battle cries or insperational speach. To do so, you use a bonus action on your turn you choose one creature other than yourself within 60ft of you, who can hear you. That creature gains one Inspiration die, the die size is dependant on you charisma modifier see below.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. At level 10 this increases to 2x your Charisma modifier.

Insperation Die type
Charisma Modifier Insperation die
-1 and below 0
+0 1
+1 1D4
+2 1D6
+3 1D8
+4 1D10
+5 1D12

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Officers Inspiration die. you must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

Undercity Affiliate

Your reputation and connections within the undercity is growing, once per day you may attempt a Persuasion, Deception or Intimidation check (DC 15) on a lower city citizen, to Learn the location of a undercity supplier and what affiliations the supplier may be a part of, or the location of a nearby gang affiliation. The type of skill used during the test could have positive or negative effects on your reputation with that specific undercity suppliers and any affiliations they may be a part of, this is all at DM discretion.

List of approved Core Rule Feats

  • Alert
  • Athlete
  • Actor
  • Charger
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Dungeon delver, (Renamed Awereness)
  • Durable
  • Grappler
  • Great Weapon Master
  • Heavily Armored
  • Heavy Armor master, (Rewrite, Armor Master)
  • Inspiring Leader
  • Lightly Armored
  • Lucky
  • Mage Slayer, (Renamed Witch Hunter)
  • Medium Armor Master
  • Mobile
  • Moderately Armored
  • Mounted Combatant
  • Observant
  • Polearm Master
  • Resilient
  • Savage Attacker
  • Sentinel
  • Sharpshooter (Rewrite)
  • Shield Master
  • Skilled
  • Skill Expert
  • Skulker
  • Tavern Brawler, (Renamed Bar Brawler)
  • Tough
  • War Caster
  • Weapon Master

Units types and operations

Often times during a Empires of War session you will have to fight for some reason or another and due to this the initiative tracker can get a bit cluttered, so the GM or a player may choose to group a number of friendly creatures or minions in to a unit.

Unit Types

There are 6 types of units: Hero's, PC's, Monsters, Mobs, Mounts, Vehicles and Crew serves see below for details. Each creature thats has been customized to suit this homebrew setting will have a unit type and the size if needed.

Initiative

When Initiative is rolled The GM will roll Initiative for each Hero, Monster and Mob, mobs will use the Initiative of the Highest Ranking member of that Mob IE a Squad leader. Each Hero, Monster or Mob, must complete its turn before moving on to the next initiative.

Hero's

The hero is a single creature unit that can operate by itself without needing to be in coherency of a unit. Furthermore each Hero gains the Look out sir ability below.

Look out Sir: When a Hero or PC is targeted by with a Ranged attack, the attack will be at disadvantage or the hero has advantage on saves made against attacks if unless any of the below criteria that is met.

  • The Hero is the closest enemy unit to the attacking creature.
  • The Hero is surprised.
  • The Hero is 2 size categories greater then the average size of the Mob.
  • The Hero is in clear line of sight of the Attacker and the hero does not have a friendly unit within 15ft of them.

PC's

The PC or player character is the Players Primary character used in the game, some PC may have Minions witch will operate on the PC's Initiative as seen in the Minion section of the book. The PC will be treated as a Hero for the purposes of features and abilities.

Monsters

Like hero's, Monsters can roam the battlefield independently from any mobs, Though they do not gain the benefits of a Hero's Look out sir benefits.

Mobs

The most common type of unit is a Mob, this will consist of 1 creature to as many as 30 in some cases, in some cases the units may have a leader or other special creatures added to or added in replace of a another creature in the unit. To ease the burden of mass combat, the GM may use a mob you will follow the bellow rules.


Mob Actions: Each creature in a mob must take its turn before the next initiative taken, a Mob may only use the following actions if the whole unit does; Ready, Dash, Disengage and Dodge.


Mob Coherency: Each creature in the mob must stay within 5ft of another creature in the same mob, this applies to creatures of sizes Tiny and below, this is call Mob Coherency. For creatures of sizes Small and smaller in the mob must stay within 5ft of another creature in the same mob and for Sizes Medium and above, the unit must stay within 5+5ft of another creature in the unit for each size category it is above small, for example Medium is 10ft, Large is 15ft, Huge is 20ft and so on.


Mob AC: When a Mob is attacked, the Attacker will use the AC of creature that makes up the majority of the unit if there is a tie use the higher of the two.


Attacking a Mob: When a PC or Hero unit as well as Monster unit with an intelligence greater the 7, attacks a mob with more then 2 creatures in it and they are no greater then one size larger then the attacking unit with an attack, you must choose what type of strike the unit will preform, there is 3 types of strikes, Sweeping Strikes or Precise strikes or Ranged strikes, each type of strike operates differently see below.

  • Precises Strikes: when making Precise Attacks you will roll your attacks against any chosen target within reach as normal rolling against that creatures AC and applying any specific features of the target or yours as normal.

  • Sweeping Strikes: when making sweeping attacks you make all melee attacks against the Mobs majority AC and the damage will be applied to a creature within reach of the attack, chosen by the targets controller until that creature is reduced to 0 hp then apply remaining Spillover Damage to the next viable target chosen by the targets controller, until it is reduced to 0 hp and so on.

  • Ranged Strikes Anytime a mob is attacked by a ranged strike the damage will be applied to the creature that is closest to the direction of the damage source until it is reduced to 0 hp, then apply the remainder to the next viable target within range, until it is reduced to 0 hp and so on.

Furthermore If the damage was a template weapon or spell you will add the total damage from the attack and apply from closest to greatest. Furthermore when applying damage to a mob with a template, the mob may only lose creatures in that mob that were under the template.


Attacks with a Mob: When a mob is making multiple of the same attacks against a target, you may roll them all at once, once all hits are calculated you then roll all the damage of the hits all at once, totaling the damage then you apply that to the target Mob. If a Target should have an ability that can effect a creature in a mobs attack, they may apply it at any time.

Note that because of R20 and its lack of being able to roll multiple dice with a vale added to each die roll, the best way to do this with the advanced dice roller, is to make the target number a number equal to the targets AC reduced by the Attack value of the creatures making the attack, Its a reverse equation to rolling an attack adding a value to it and comparing it to the targets AC, so that you may roll many attack and quickly know hit with out having to do multiple equations.


Mob Saves: If multiple creatures in a mob are subject to an ability that requires a save, the mobs make one save with save bonus of the majority, if theres a tie choose one.


Mob Conditions: A Mob must have 50% or more of its unit effected by the same condition for the effect to apply to the entire mob, note: the individual members are still impaired so this condition rule will only effect the mob if you are doing a mob action IE a group rolling of dice to quicken unit combat, not for things like squad leader or attachment special actions. For example an squad leader is put to sleep the unit will loose the benefits of his aura as he needs to be able to speak but the unit will not count as unconscious as the unit can carry or assist the squad leader, but will not benefit from there leadership.


Mob Moral: When a Mob Gets reduced to half its original numbers it must make a Moral test using the highest wisdom save in amongst the creatures in that unit, the DC is equal to 10 + 1 for each creature lost, if failed all remaining creatures in the mob are routed.

Mounts

Some Units may be mounted or have the option of having a mount, witch in some cases this is a intelligent creature. Mobs that have mounts will usually have HP pool that is both the rider and mount combined. Mounted Mobs

  • If the rider isn’t mounted, the mount acts as a Monster on the riders initiative.

  • While the rider is mounted both the rider and mount act as one.

  • When the rider is hit by a ranged attack on its mount use the mounts AC and if hit the rider chooses whether the mount takes the damage or the rider.

  • When a rider is mounted, melee attacks may be made against the rider or they mount, if the attack is from a none mounted medium creatures or a creature of size small or smaller it is made at disadvantage against the riders.

  • When the rider is mounted, both the rider and its mount take one dexterity save when required to, using the mounts save.

  • When the rider is mounted, you do not prevoke attacks of opportunity from creature of medium or smaller size that is not mounted of has a weapon with reach greater then 5ft.

Vehicles

Some Units may be embarked upon vehicle, when this is done it uses half that creatures movement. Those who are allowed are usually determined by creatures of a particular size category or below.

  • Creatures embarked on a vehicle must fill a position on the vehicle, each position will be described in the vehicle profile.

  • The Vehicle acts on the Drivers Initiative unless it has a commanders position it then act on the initiative of the commander. If the drivers position isn't occupied, the vehicle usually wont act as a separate creature on the owners initiative.

  • Each creatures actions and visibility in each position will be described in the vehicle profile.

  • Each creature occupying a position may use there actions on there initiative to use any of the appropriate action for that position.

Crew Serves

Some weapons require a Crew to move and operate, each action will have a number of crew needed to use that action. Each crew serve usually has a number of crew with it as described on the crew severs Sheet. Follow the rules below when using crew serves.

  • If the action only requires one crew then a single crew member may do the actions on different turns.

  • When the Crew serve is hit by a ranged attack use the crew severs AC and if hit the player chooses whether the crew serve takes the damage or the Crew.

  • Melee attacks against the crew serve may be made against the Crew serve or the crew.

  • The crew serve always fails dexterity saving throws.

Line of Sight, Obsuration & Cover

Line of sight and Obscuration.

Fire into Melee

When making ranged attack against a target within 5ft of a friendly or non hostile target you will make those attacks a disadvantage unless you are using a Pistol within 5ft or are allowed to fire a ranged weapon without disadvantage within 5ft of an enemy unit. Furthermore if a natural one is rolled the shot will hit another random target within 5ft of the target, friend or foe.

Firing Through another unit

When making ranged attacks you may not shot through a unit if you and the Obscuring unit are on the same level and of the same size or you are of a size smaller then the Obscuring unit.

You may shoot through a unit with disadvantage if the target is one size larger then the obscuring unit and you are not smaller then the Obscuring unit, furthermore if you roll a natural 1 the shot hits a random target within the obscuring unit.

If the target is 2 sizes larger then the obscuring unit and you are not smaller you may fire at the target normally with no negatives. If you are smaller then the Obscuring unit you will fire at disadvantage.

Varying Heights

For every 5ft of elevation a subject has in relation to the other units, will count as a plus or minus 1 size category when determining line of sight.

Cover

There are two types of Cover Vertical and Horizontal.

Horizontal Cover: Horizontal cover is cover that covers the Bladed body from shoulder to shoulder, this is usually used when a subject is around the corner of a hard structure like a wall or building. Vertical cover comes in 5 grades as seen below, each giving varying benefits.

Cover grade Benefit
1/4 +1 AC
1/2 +2 AC
3/4 +4 AC
7/8 +5 AC
Full No LOS

Vertical Cover: Vertical cover is cover that covers the body from head to toe or vise versa, this is usually used when a subject is using a low wall or structure as cover. Horizontal cover comes in 5 grades as seen below, each giving varying benefits

Cover grade Benefit
1/4 +1 AC, when prone counts as 3/4
1/2 +2 AC, when prone counts as full cover
3/4 +4 AC, Full cover when crouched or prone
7/8 +5 AC, Full cover when crouched or prone
Full No LOS

New Skills & Moral

Additional Skills


Technology (Int): The Technology skill is used to recall information, identify or operate technologies and advanced machineries


Science (Int): The Science skill will be used to recall information, identify or handle any advanced sciences like chemistry, Physics, Ecology or astrology.

Moral

At the end of a creatures turn after which a creature is brought to half health or they takes damage during a turn while below half health, they must pass a Moral Test witch is a Wisdom save DC equal to half the total damage dealt to there HP during that turn, on a fail the Creature is Routed, the Routed condition is the same as the Frightened condition with one extra feature, if a Routed creature moves it must always end that move farther from any current enemy combatants.

A Routed creature may attempt to retake the Moral test at the end of each turn at the same DC -1 for each round elapsed. If the test is passed they Rally and are not Routed anymore, a rallied unit may as a reaction move up to there total movement. Furthermore if you have already rallied from a moral test since your last Short rest they have disadvantage on a Moral test until a short rest is complete. You automatically rally if you should be healed to above half your health.

Furthermore a creature can automatically Rally if a PC or Hero within 30ft uses its action and a persuasion or a intimidation check DC 20, on a pass the creature immediately rallies and is not frightened anymore.

Natural Healing

Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to half the character’s maximum number of Hit Dice (Minimum 1)), which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 1). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Minions: Once per day during a short rest a minions controller may heal the minion for an amount equal to 25% (Minimum 1).

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A creature can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Minions: During a long rest all minions will heal for an amount equal to 50% of there total hit points (minimum 1).

Variant Hit die Roll

When spending hit die you may roll the die or you may take halve the value of the hit die + your cone instead of rolling each die.

Slow Natural Healing

In Empires of War characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest but you may use a number of hit die equal to your level.

This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical or material healing and works well for grittier, more realistic campaigns.

Source Healing

In the Empires of War setting Healing can come from many different sources and can be directed at different sources. So as a GM you should think of a few things, like what source the heal came from and what type of creature is receiving the healing. Below are some examples healing discrepancies to think of, in many cases these stipulations are not defined and have some flexibility at the GMs discretion.

  • a material healing like a physicians surgery ability should not be used on any non mortals like Clestials, plants, abberants and other non mortal subtypes

  • Magical healing should be effective on just about everything. Though there are some things to consider as a GM, like healing from Divine sources should maybe not heal Undead or Demons or maybe divine cant heal.

Specialist Features

Maneuvers and Superiority die

When you learn Maneuvers from any class, they are fueled by special dice called superiority dice. The number of techniques and superiority dice you gain will be detailed in the feature that gives you maneuvers. The Superiority die type at level 1 is a d4, it increases to a d6 at level 5, then a d8 at level 10, a d10 at 15 and a D12 at level 20.

Maneuvers. Many maneuvers enhance an attack in some way, you can use only one maneuver per attack.

Superiority Dice. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers

Universal Maneuvers

Coordinated Attack. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your Superiority die to the attack's damage roll.


Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add your superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.


Distract. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add your superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.


Evasive Footwork. When another creature damages you with a Melee or Ranged attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your level.


Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add your superiority to the attack's damage roll.


Covering Maneuver. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add your superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.


Menace. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add your superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.


Redirect. When you are hit by a Melee attack or pistol attack within 5ft, you can expend one superiority die, roll a superiority and add the number rolled to your AC against that attack. Furthermore if the attack misses you may use you reaction to force the attacker to make a Strength save on a fail you may move the target to an position within your reach.


Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add a superiority die to the attack roll and damage roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.


Bolster. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of you or one of your companions. When you do so, you or a friendly creature who can see or hear you. gains temporary hit points equal to your superiority die roll + your Charisma modifier + your level.


Riposte. When a creature misses you with a melee or pistol attack within 5ft, you can use your reaction and expend one superiority die to make a melee weapon attack or a ranged pistol attack against the creature. If you hit, you add your superiority die to the attack's damage roll.


Failure to Stop. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add your superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone, if you attack was ranged the target must make a dexterity save instead.


Critical Attack. When you make a weapon attack roll against a creature, you can expend one superiority die, if you do all the attack you make will critically hit on a number 2 better the it would normally and you add your superiority die to the damage roll, when this is done the effects last untill the start of yourr next turn. You must use this maneuver before the attack roll is made. Note; when using this maneuver and an attack criticals you will not double your Superiority die, it is in addition to the critical hit.


Bleed: When you make a weapon attack roll against a creature and the attack hit the target you may spend one superiority die if you do the target must make a constitution save, if the test is failed the target takes damage equal to your superiority die at the start of each of there turns for a number of rounds equal to your superiority die. A creature may only suffer the effects of this once. if you target the same creature with this again and it fails its save you may extend the duration of the current bleed.


Follow up (Prerequisite: 6th level): When you reduce a creature to 0 hit points with a weapon attack on your turn, you can expend one superiority die to allow you to move 10 additional feet this turn if your speed is not 0. You gain an extra action that you can use before the end of this turn, which you can use only to take the Attack action (one weapon attack only). If you use this action to make a weapon attack and hit, add the superiority die to the attack's damage roll.


Attacks on the Run (Prerequisite: 6th level) When you take the Attack action on your turn, you can expend one superiority die and take the Dash action as a bonus action. The first time you hit with a weapon attack this turn, add the superiority die to the attack's damage roll. Opportunity attacks against you are made at disadvantage this turn.


Counter Strike (Prerequisite: 6th level) When a hostile creature you can see moves closer to you and ends the movement within 5 feet of you, you can expend a superiority die and use you reaction to immediately move up to half your speed and make a weapon attack against that creature. If that weapon attack hits, add the superiority die to the attack's damage roll. You can make the weapon attack before or after you move, and this movement doesn't provoke opportunity attacks from the triggering creature.


Rally (Prerequisites: 6th Level): As a reaction when you are making a moral test you may expend on superiority dice and ad the roll to the test, this may be done when attempting to rally a friendly unit as well adding the dice to the Persuasion or Intimidation check.


Unbroken (Prerequisite: 11th level) When you take damage, you can expend one superiority die and use your reaction to steel yourself against the blow. You halve the triggering instance of damage. After you take the damage, roll the superiority die and add your level. You gain that many temporary hit points, which last until you finish a short or long rest.


Unstoppable (Prerequisite: 16th level) When you take the Attack action on your turn, you can expend one superiority die to become a rampaging engine of carnage. Until the end of this turn, each time you reduce a creature to 0 hit points with a weapon attack, you gain an additional weapon attack that can be made as part of the triggering Attack action.

Melee Maneuvers


Lunging Attack (Melee). When you make a Melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add your superiority die to the attack's damage roll.


Pushing Attack (Melee). When you hit a creature with a Melee weapon attack, you can expend one superiority die to attempt to drive the target back. You add your superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.


Grappling Attack (Melee) When you hit a creature with a melee weapon attack and you have a free hand, you can expend one superiority die and use a bonus action to attempt to grapple the creature you hit. The creature must be within your reach and no more than one size category larger than you. Add the superiority die to the Strength (Athletics) check made to grapple the creature you hit.


Cleaving Attack (Melee). When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die + your Strength bonus. The damage is of the same type dealt by the original attack.


Goading Attack (Melee Only). When you hit a creature with a Melee weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add your superiority to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.


Powerful Strikes (Prerequisite: 6th level, Melee Only) When you take the Attack action on your turn, you can expend one superiority die to add extra power to your weapon strikes. The first time you hit with a melee attack this turn, add the superiority die to the attack's damage roll. Each time you hit with a weapon attack this turn, add your proficiency bonus to the attack's damage roll.

Ranged Maneuvers


Leg/Wing Shot (Ranged): When you make a Ranged attack against a creature, you can expend one Superiority die to attempt to topple a moving target. On a hit, you add you superiority die to the damage and the creature must make a Strength saving throw or be knocked prone.


Dead Eye (Prerequisite: 6th level, Ranged Only) You can expend one superiority die and unleash a rain of projectiles upon the area. This maneuver may only be done with Revolver pistol weapons that do not have the Automatic, Burst or extensive action weapon properties. As an action on your turn provided you have enough ammunition in the weapon you may make one attack against a number of creatures equal to your Dexterity Bonus +1 (minimum 2), each creature must be within 10ft of each other. you may add your superiority die to any Attack rolls made.


Beating zone (Prerequisite: 6th level Ranged Only) You can expend one superiority die and choose a point within range of a ranged weapon you wield. You unleash a rain of projectiles upon the area. This maneuver may only be done with weapons that do not have the Automatic, Burst or extensive action weapon properties. On your turn provided you have enough ammunition in the weapon you may treat it as if it had the Automatic (3), you may add your superiority die to any damage rolls made.

Auras

You have a constant Aura Around you, the aura effects anything within its range of you. Any creatures or object you wish in the range gains the aura effect or suffers the effect, you have active. You may only have one aura active at a time, provided you are conscious. You may suppress the effect of all auras as a bonus action and returning it as a bonus action as well. You may also switch Auras as a bonus action if you should know more the one aura.

Note: No creature may benefit from the same aura at any time, if a creature is in the range and benefiting from the effects of the same aura from two different sources, the creature uses the greater value, the effects don't stack.

The range of your aura will be noted when you gain the aura. The range of the aura is per aura, so you may have one aura that can reach farther then another, furthermore you may be restricted to picking from specific Aura types.

(Neutral) Command Auras


Lethal Assault: Any creature you wish Within your Aura range, may add your Charisma Modifier to any of there damage rolls from any ranged or melee attack.


Expert Guidance: Any creature you wish Within your Aura range, may add your Charisma Modifier to all there skill checks made.


Rights of Battle: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there Attack rolls.


Wise Leader: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there saving throws made.


Seize the Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.


Lethal Precision: Any creature you wish Within your command Aura gains a critical with ranged and melee attack on 1 better then they would normally and they gain an additional damage dice for a critical hit.


Defend: Any creature you wish Within your command Aura may add your Charisma Modifier to there Armor class.


Hold line: Any creature you wish Within your command Aura may add your Charisma Modifier to any Moral tests made , as well as you gain this toward any intimidation or persuasion checks made to rally friendly units.

Divine Auras


Warding Aura. the gods rely on you and you companions so heavily that it forms an Divine ward upon you. Any creature you wish within your Aura range of you have Resistance to damage from Spells.


Aura of Courage. Any creature you wish within your Aura range of you can’t be Frightened, while you are conscious.


Aura of Devotion. Any creature you wish within your Aura range of you can’t be Charmed, while you are conscious.


Aura of Faith. Any creature you wish within your Aura range of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier.


Aura of Protection. Any creature you wish within your Aura range of you gains a bonus to there AC equal to your Wisdom modifier.


Aura of Alacrity. You emanate an aura that fills you and your Companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't Incapacitated, the walking speed of any ally who starts their turn within your aura range may increases there speed by 10 feet until the end of that turn.


Healing Aura. You emanate an aura that heals you and your Companions with supernatural power, During combat each creature that starts its turn or ends its turn within your aura range gains an amount of healing equal to your Wisdom Bonus. out of combat during a short rest this allows those around you to heal better, those you wish within your aura range may reroll Hit die rolls during a short rest.


Radiant Cloak: Any creature you wish Within your Aura range, take a number of Radiant damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Cleansing Aura: Any creature in the Aura has resistance to poison damage and immunity to the poisoned condition, if a creature is poisoned on a turn they start there turn in the Aura it is negated.

Havoc Auras


Aura of Control. you constantly emanate a menacing aura while you’re not Incapacitated. If a creature is Frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your level if it starts or ends its turn there.


Vile Shroud: Any creature you wish Within your Aura range, take a number of poison damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.

Unholy Auras


Death shroud: Any creature you wish Within your Aura range, take a number of necrotic damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Noxious Shroud: Any creature you wish Within your Aura range, take a number of poison damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Bolster Undead: Any Undead creature you wish Within your Aura range, gain a bonus to there attacks and there AC equal to your charisma and they gain a bonus to AC.

Primal Auras


Blazing Cloak: Any creature you wish Within your Aura range, take a number of fire damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Freezing Cloak: Any creature you wish Within your Aura range, take a number of cold damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Electro Cloak: Any creature you wish Within your Aura range, take a number of Lightning damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.

Hymns, Litanies and Chants

As an action you may start Litany or Hymn, AKA (Chants) This last for up 10 rounds, as long as you can speak and be heard, any Friendly Creatures you choose within 60ft of you gain the Benefits listed for the chant. The number of chants you may use per day and how many you know will be noted in the feature that gave you the Chant. You regain all expended Chants at the end of a long rest.

Divine


War Hymn: gain a +1 to attack rolls and an extra 1d4 to all damage rolls excluding Arcane Powers.


Catechism of Fire Gain a 1d4 to all Ranged attack rolls.


Writ of Inquisitation Gain Advantage on Intelligence and Charisma saves and ability checks.


Protection Hymn: Gain a +2 to there AC and a + 1d4 on all saves made.


Hymn Of Life Each target within the range of this chant, regains an amount Hp equal the Chanters Wisdom bonus at the end of the Chanters turn. this does not heal Undead, Constructs or Fiend.


Canticle of Wrath Legionnaires in there Wrath may continue there wrath beyond one minute if they are within the range of the Litany.


Recitation of Focus Advantage on Dexterity and Wisdom saves and ability checks.


Divine Rally Gain Advantage on all moral tests, as well as on Intimidation and persuasion skill tests made to rally a friendly unit.

Machine


Incantation of the Iron Soul Each target within the range of this chant, regains an amount Hp equal the Chanters Wisdom bonus at the end of the Chanters turn. Only constructs may Benefit from this litany.


Chant of the Steel Fist Each target within the range of this chant, has a bonus to all Melee attacks and melee damage rolls equal to your Wisdom Modifier.


Benidiction of the Omnissiah Each target within the range this chant, has a bonus to all Ranged attack and ranged damage rolls equal to your Wisdom bonus.


Shroudpslam Enemies attacking any target within range of this chant has disadvantage on all ranged attack rolls made.


Invocation of Machine Fortitude Each target within the range of this chant, temporarly removes all levels of exhuastsion.


Litany of the Electromancer Once per round when this chant starts and during this Chant any Creature that starts or ends its turn within range of the chant takes an amount of lightning damage equal to your wisdom bonus. Only constructs may Benefit from this litany.

Ruinous


Litiny of Despair Enemies in range have disadvantage on saves made to resist being, Routed, Frightened or Charmed.


Omen of Potency your Melee attacks gain a bonus to attacks and damage equal to your Charisma bonus, Furthermore melee attacks count as magical for the purpose of resistances.


Warp sight Plea Each target within the range this chant, has a bonus to all Ranged attack rolls equal to your Wisdom bonus and when this litany is first used all casters have gain 1 Arcane charge and they gain 1 at the start of each round they are within range of your litany


Wrathful Entreati Must have mark of Bale'reth: you gain a +4 to your strength and You may make one attack as a bonus action.


Mutating Invocation Must have mark of Hayzildir: Roll a d4 an consult the list below, the effect lasts untill the start of your next turn, if the chant continues you re roll on the list at the start of each round and applying the new effect and losing the previous.

1: Regain 1d4 Hit points.

2: you gain a fly speed equal to your walk speed.

3: Enemy creatures must make a wisdom save DC 8 + Proficiency bonus + Charisma Bonus or be frightened for the duration of the chant. a creature may not be effected by this more then once per day.

4: Gain + 1d4 damage to all attacks made.


Feculent Beseechment Must have mark of Putricus: At the start of the Litany you gain temporary hit points equal to 2 x your level, losing any remaining when the litany ends. Furthermore you gain 1d4 Temporary Hit Points at the start of each round the chant is being heard.


Blissful Devotion Must have mark of Crulsilia: any friendly creature that can hear this chant gain +10 to there movement you may dash as a bonus action and you have advantage on dexterity saves and checks.

Unholy


Soulteater: each enemy in Range takes necrotic damage.


Illusory Supplication Friendly targets within range have resistance to all damage types except for Radiant, force and Psychic.


Benediction of Darkness: Creatures within the aura are counted as being unlit, only magic can penetrate this darkness.


Benediction of dispair: Enemies in range Have -1d4 to all attack rolls made.

Primal


Litiny of Destruction Gain + 1d4 to all Melee attack rolls.


Pledge of Rage While active the chanter may use a bonus action to make one melee attack on there turn.


Chant of Strength The Chanter Gains Advantage on Strength and Constitution saves and ability checks.


Lethal Portent: each friendly unit within range will score a critical hit with melee attacks on 2 less then they would normally.

Warsuit Classes

Each Warsuit Class has 4 abilities, as Warsuit level 1 you apply the ability Mod, all passive traits and the level 1 shield generator. Furthermore you gain your choice of one of the 4 abilities from your chosen Warsuit class, at Warsuit level 2 you gain another choice, at Warsuit level 3, 3 choices and 4 choices at Warsuit level 4.


Rhino

Ability Mod: you gain a +2 bonus to your Strength and Constitution ability scores, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: Gain Resistance to Piercing, Slashing and Bludgeoning damage. Furthermore your Arcane bolts now deal Thunder damage instead of force damage


Shield Generator

Warsuit Level 1 2 3 4
Shield Capacity 30 50 70 90
Recharge Delay 2 2 2 2
Recharge Rate 20 20 20 20
Special Resistance Force Force Force Force

(1) Impact hit: once per turn If you move your max movement or more (minimum 20ft) in a straight line, You may deal an additional 2D8 Bludgeoning damage to the target with the first attack should it hit. The damage from this ability increases by 2D8 at levels 6, 10 and 14.

(2) Iron Hide: you may as a bonus action gain a Damage reduction of 5 against Piercing, Slashing and Bludgeoning damage. this effect lasts for a number of rounds equal to your constitution bonus (minimum 1). this must be reduced before any shield effects. once this effect is used it cant be used again until a short or long rest is complete. Additionally this effect can be done as a reaction to taking damage, though if this is done it counts as a round of its duration.

(3) Power Roar: As an action you bellow out a roaring warcry all friendly creatures you choose within 30ft of you gain a bonus to all melee or ranged weapon damage rolls equal to you constitution bonus, this effect lasts for a number of rounds equal you constitution bonus as well. you regain the use of this feature after you complete a long or short rest.

(4) Thunderous Stomp: As a bonus action You stomp the Ground causing a destructive shock wave each creature within 10ft of you must make a Strength save, against a DC equal to 8 + your Proficiency bonus + your Strength bonus, on a failure that creature is push back 10ft and knocked Prone, Taking 1d12 Thunder damage for each Strength ability score bonus you have and on a Success they are pushed 5ft back and take half damage.

(Prime) Immunity: You may as a reaction to taking damage, you gain immunity to your choice of one damage type, this lasts until the end of your next turn, you may use this feature a number of times equal to your Constitution, once you use this feature you cant use it again until you complete a short or long rest.


Pyro/Cryo/Strom

This profile counts a 3 individual classes each being focused on a specific element, Pyro is fire, Cryo is Cold and Storm is Lightning

Ability Mod: you gain a +2 bonus to your Constitution and Intelligence ability scores, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: You gain increased arcane abilities you gain more cantrips, spells known and spell slots dependent on what level you are se chatr below, note these are in addition to your innate casting abilities and you may take spells from the Pyromancy/Crypmanc/Electromancy discipline and they count as associated with the neutral powers. Furthermore your arcane bolts now deals Fire/Cold/Lightning damage instead of Force.

Level Cantrips Spells Known 1st 2nd 3rd 4th
1 2 3 1 - - -
2 2 3 1 - - -
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Shield Generator

Level 1 2 3 4
Shield Capacity 15 30 45 60
Recharge Delay 1 1 1 1
Recharge Rate 15 15 15 15
Special Resistance Fire / Cold / Lightning Fire / Cold / Lightning Fire / Cold / Lightning Fire / Cold / Lightning

(1) Potent Element: (Passive) You ignore resistance to Fire/Cold/Lightning damage when making attacks and using spells that deal Fire/Cold/Lightning damage.

(2) Elemental Armor: you may as a bonus action gain a cloak of Fire/Cold/Lightning, this Cloak lasts for a number of rounds equal to your Charisma bonus (minimum 1). while this cloak is active you gain immunity to Fire/Cold/Lightning damage and any creature that enters a space or starts its turn within 10ft of you take an amount of Fire/Cold/Lightning damage equal to half your level. Once this effect is used it cant be used again until a short or long rest is complete.

(3) Intense Element: (Passive) when making attacks and using spells that deal fire damage, you treat Fire/Cold/Lightning immunity as resistance and you ignore Fire/Cold/Lightning resistance.

(4) -: -.

(Prime) Elemental Destruction: when you cast a Pyromancy/Crypmanc/Electromancy spell you may maximize the damage dice of the spell, once you use this feature you cant use it again until you complete a short or long rest.


Boulder

Ability Mod: you gain a +2 bonus to your Constitution and Wisdom ability scores, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: You gain resistance to Slashing, Piercing, Bludgeoning and poison damage as well as you gain Immunity the poisoned and diseased conditions.


Shield Generator

Level 1 2 3 4
Shield Capacity 30 50 70 90
Recharge Delay 2 2 2 2
Recharge Rate 20 20 20 20
Special Resistance Poison Poison Poison Poison

(1) Boulder Shot: (Passive) Your Arcane bolts deals 2d8 Bludgeoning damage instead of a d10 force.

(2) Stone Gaze: you may as a bonus action you gaze at each creature within a 15ft cone must make a Constitution save, the DC is equal to 8 + Proficiency + you Constitution bonus, on a failure the target is Petrified for a number of rounds equal to your Constitution bonus, taking a new test at the end of there turn each round, losing the petrified condition on a pass. You regain the use of this feature after you complete a long or short rest. Furthermore if any of your Golems are in your gaze when you activate it they will heal for 2d6 + you constitution bonus.

(3) Terran Heart: (Passive) Gain a bonus to your AC equal to your Wisdom Bonus.

(4) Earthen Flow: You gain a borrow speed equal to your walk speed, this movement can only be used in earth, rock, stone, sand or similar material and it does not leave an trail behind.

(Prime) Earthquake: You create a seismic disturbance at a point on the ground that you can see within 120ft. For a number of rounds equal to your Wisdom Bonus (Minimum 1), an intense tremor rips through the ground in a 50-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you first use this ability and at the end of each turn its activated, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This ability can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures. Fissures open throughout the area at the start of your next turn after you use this ability. A total of 1d4 such fissures open in locations chosen by the DM. Each is 1d6 × 10 feet deep, 5 feet wide, and extends from one edge of the abilities area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in taking 5d6 Bludgeoning damage. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 30 bludgeoning damage to any structure in contact with the ground in the area when you use this ability and at the start of each of your turns until the earthquake ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 15 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.


Aero

Ability Mod: you gain a +2 bonus to your Dexterity and Wisdom ability scores, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: Your Arcane bolts become Slashing wisps of air that deal 2d8 Slashing damage instead of a d10 force.


Shield Generator

Level 1 2 3 4
Shield Capacity 20 30 40 50
Recharge Delay 2 2 2 2
Recharge Rate 10 10 10 10
Special Resistance Force Force Force Force

(1) Air Slash: (Passive) You may Dash or Disengage as a bonus action.

(2) Flight: you may as a free action or a reaction gain a flying speed of 50ft this last for a number of rounds equal to your Dexterity Bonus. Once this effect is used it cant be used again until a short or long rest is complete.

(3) Air Burst: As a bonus action You cause a burst of air that pushes and knocks targets prone. Each creature within 15ft of a point you choose within 60ft of you must make a Strength save, against a DC equal to 8 + your Proficiency bonus + your Dexterity bonus, on a failure that creature is push back 10ft and knocked Prone on a Success they are just pushed 10ft.

(4) Aero Shield: As a reaction to being damaged by a ranged attack you may gain a bonus to you AC against all ranged attacks equal to your Dexterity bonus (minimum 1) for a number of rounds equal to you wisdom bonus (minimum 1). Once this effect is used it cant be used again until a short or long rest is complete.

(Prime) Tornado: As an action A tornado forms on a point that you can see on the ground within 120ft. The tornado is a 10-foot-radius, 30-foot-high cylinder centered on that point. this lasts for a number of rounds equal to your Wisdom bonus (minimum 1), you can use your bonus action to move the Tornado up to 30 feet in any direction along the ground. The Tornado sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw DC equal to 8 + Proficiency bonus + Wisdom Bonus, the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the tornado until the spell ends. When a creature starts its turn restrained by the tornado, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the tornado and falls when the tornado ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against the same DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction taking 5d6 Bludgeoning damage.


Witch

Ability Mod: you gain a +4 bonus to your Intelligence ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: You gain increased arcane abilities you gain more cantrips, spells known and spell slots dependent on what level you are se chatr below, note these are in addition to your innate casting abilities and you may take spells from the Electromancy and Ruinous Craft disciplines and they count as associated with the Neutral powers. Furthermore your arcane bolts now deals your choice of either Lightning damage or acid damage instead of Force, this choice is chosen each time you apply this Warsuit Class.

Level Cantrips Spells Known 1st 2nd 3rd 4th
1 2 3 1 - - -
2 2 3 1 - - -
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Shield Generator

Level 1 2 3 4
Shield Capacity 20 40 60 80
Recharge Delay 2 2 2 2
Recharge Rate 20 20 20 20
Special Resistance Force Force Force Force

(1) Ruinous Reaction: when you are hit by a melee attack, you can use your reaction to deal your choice of Force, Lightning or Acid damage to the attacker, the damage equals your level. The attacker must also make a Strength saving throw with a DC of 8 + Proficiency bonus + your Charisma bonus. On a failed save, the attacker is pushed in a straight line up to 10 feet away from you.

(2) Arc Rupture: (Passive) you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your level.

(3) Chaos Tide: you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Perils of the Arcane Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

(4) Bend Luck: you have the ability to twist fate using your Chaos magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 arcane charges to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

(Prime) Witch Strike: When you hit a creature with a Melee Attack, you can use this feature to instantly attempt to transport the target through the planes of Havoc. The creature must make a Wisdom save with a DC equal to 8 + Proficiency bonus + your Charisma Bonus, on a failure the target disappears and hurtles through a Nightmare landscape.

At the end of the targets next turn your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a Celestial, it takes 6d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a Short Rest.


Titanus

Ability Mod: you gain a +4 bonus to your Strength ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: Due to the massive size of Titan avatar, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.


Shield Generator

Level 1 2 3 4
Shield Capacity 50 100 150 200
Recharge Delay 5 5 5 5
Recharge Rate 25 25 25 25
Special Resistance Force Force Force Force

(1) Larger Then Most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.

(2) Devastating Blows: When you roll damage for a Melee weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice you rolled the highest on. this includes any extra dice rolled from this ability.

(3) Heavy Support: You may ignore Heavy and Large weapon property.

(4) Hold Ground: You may now dodge as a bonus action.

(Prime) Absolute: A character with this trait gains a +10 bonus on all tests to resist Fear, Routing, Interrogation, and Mind affecting spell powers. Furthermore you always count as having one level of exhaustion less then you have..


Palantius

Ability Mod: you gain a +2 bonus to your Constitution and your wisdom ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: You gain increased arcane abilities you gain more cantrips, spells known and spell slots dependent on what level you are, see chart below, note these are in addition to your innate casting abilities and you may take spells from the divine Craft disciplines and they count as associated with the Neutral powers. Furthermore your arcane bolts now deals radiant damage instead of Force, this choice is chosen each time you apply this Warsuit Class.

Level Cantrips Spells Known 1st 2nd 3rd 4th
1 2 3 1 - - -
2 2 3 1 - - -
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Shield Generator

Level 1 2 3 4
Shield Capacity 25 50 75 100
Recharge Delay 2 2 2 2
Recharge Rate 5 25 25 25
Special Resistance Necrotic Necrotic Necrotic Necrotic

(1) Soul Tether: The Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level. if you are at maximum hit points you gain temporary hit points, in an amount equal to what went over your hit point maximum. you may only gain an amount of temporary hit points in this way equal to your level.

(2) Battle Trance: You touch one humanoid who wishes to be dedicated to the battles ahead. For the next 1 hours, whenever the target makes a attack roll, it can roll a d4 and add the number rolled to the attack roll. A creature can benefit from this only once. Once this effect is used it cant be used again until a short or long rest is complete.

(3) Divine Sway: As a Reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any Effects triggered by a critical hit are canceled.

(4) Smite: when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend, to a maximum of 6d8.

(Prime) Arch Mendrite: when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.


Stalker

Ability Mod: you gain a +4 bonus to your Dexterity, ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: Furthermore arcane bolts become Daggers or arrows of shadow that deal 2d8 Piercing damage instead of a d10 force.


Shield Generator

Level 1 2 3 4
Shield Capacity 15 30 45 60
Recharge Delay 1 1 1 1
Recharge Rate 15 15 15 15
Special Resistance Force Force Force Force

(1) Assassinate: you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

(2) Trade skills: You gain both the Fast hands and the Eye for details abilities below.

Fast Hands: you can use the Bonus Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to Disarm a trap or open a lock, or take the Use an Object action.

Eye for Detail: you can use a Bonus Action to make a Wisdom (Perception) check to spot a hidden object, compartment, trap or Door or to make an Intelligence (Investigation) check to uncover or find valuable objects.

(3) Positive Perception: (Passive) Gain a +5 bonus to all Perception skill checks as well as your passive perception.

(4) Camouflage: you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

(Prime) Reactive Reflexes: you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.


Kalibur

Ability Mod: you gain a +2 bonus to your Dexterity and Wisdom, ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: Your Arcane bolts become small Kinetic rods that deal deals 2d8 Piercing damage instead of a d10 force.


Shield Generator

Level 1 2 3 4
Shield Capacity 30 60 90 120
Recharge Delay 3 3 3 3
Recharge Rate 15 15 15 15
Special Resistance Force Force Force Force

(1) Dead Shot: As an action you may choose to fire a single shot regardless of the amount of extra attacks you may have and provided the weapon does not have the Automatic or burst fire property, if you do and the attack hits you may roll 2 additional Damage dice when rolling for damage. Increase the extra damage by in additional 1 damage dice at levels 10 and 15.

(2) Ballistic Focus: You may as a bonus action enter a stat of ballistic focus, you gain a bonus to all ranged attack rolls and DCs of ranged attack equal to your Wisdom bonus. This effect lasts for a number of rounds equal to your Wisdom bonus. Once you have used this trait you must finish a short or long rest to regain its use.

(3) Lay Down Fire: (Passive) You may fire any Single shot or Semi automatic weapon that does not have the Extensive action weapon property as if it was auto fire (3), provided it has enough munitions loaded.

(4) Escape the Horde: Opportunity attacks against you are made with disadvantage..

(Prime) Ammunition Symbiote: All munitions you fires from a ranged or throw weapon ignore all cover benefits. Furthermore each time you use a source of ammunition you roll a d100 on a 50% or grater you do not use that munition.


Necrotus

Ability Mod: you gain a +2 bonus to your Intelligence and Wisdom, ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: You gain increased arcane abilities you gain more cantrips, spells known and spell slots dependent on what level you are, see chart below, note these are in addition to your innate casting abilities and you may take spells from any disciplines associated with the unholy powers and they count as associated with the Neutral powers. Furthermore your arcane bolts become necrotic Bolts and now deal Necrotic damage Instead of Force.

Level Cantrips Spells Known 1st 2nd 3rd 4th
1 2 3 1 - - -
2 2 3 1 - - -
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Shield Generator

Level 1 2 3 4
Shield Capacity 30 60 90 120
Recharge Delay 3 3 3 3
Recharge Rate 15 15 15 15
Special Resistance Radiant Radiant Radiant Radiant

(1) Necro Touch: You can use an action to attempt to touch a creature via a melee attack roll, upon a hit deal 2d8 necrotic damage, if this damage reduces a creature's hit points to zero then it dies. The damage dealt increases to 4d8 at 5th level, 3d8 at 10th, 4d8 at 15th, and 5d8 at 20th level. When you kill a creature using this ability it is raised from the dead for 24 hours and is under your command for the duration, once this time is up the creature will turn to dust and die. You regain any expended uses when you finish a long rest.

(2) Undead Affinity: you begin to manifest a likeness to undead and cause them to see you as one of their own. You gain a 10 ft. protective aura around you that causes undead with an intelligence of 8 or lower to see you as one of their own. Undead in this aura will not attack you unless you harm it first. Undead that are attacked or are being controlled by a target other than yourself aren’t affected by this feature.

At 10th level, your affinity with undead manifests physically, you are immune to diseases, your hit point maximum can't be reduced, and the range of your protective aura increases to 30 feet and protects your friends too.

At 15th level, you are similar to the undead so much that you take on their undead nature. You are immune to the exhaustion and poisoned conditions.

(3) Undead Controller: Whenever you create an Undead using any Necromancy spells, it has additional benefits, as seen below.

  • The creature’s hit point maximum is increased by an amount equal to your collegiate arcana level.
  • The creature adds your Proficiency Bonus to its weapon Damage Rolls.
  • You can't lose control of undead by magical means.

Furthermore When cast a necromancy spell to raise an undead creature or you reassert any Necromancy spell, you may do it to an additional amount of targets equal to Your Intelligence bonus (Round up).

(4) Inured Death: you have resistance to necrotic damage and immunity to poison damage and to the diseased condition. Furthermore your hit point maximum can’t be reduced.

(Prime) Rez: You have mastered the manipulation of life and death. You can cast Resurrection without expending a spell slot or expending material components as well as roll for Harness the Arcane. Once you cast resurrection this way, you have to finish a long rest before you can do so again.


Psion

Ability Mod: you gain a +4 bonus to your intelligence, ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: You gain increased arcane abilities you gain more cantrips, spells known and spell slots dependent on what level you are, see chart below, note these are in addition to your innate casting abilities and you may take spells from any disciplines associated with the Neutral powers. Furthermore your arcane bolts now deals Psychic damage Instead of Force.

Level Cantrips Spells Known 1st 2nd 3rd 4th
1 2 3 1 - - -
2 2 3 1 - - -
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Shield Generator

Level 1 2 3 4
Shield Capacity 20 40 60 80
Recharge Delay 1 1 1 1
Recharge Rate 10 10 10 10
Special Resistance Psychic Psychic Psychic Psychic

(1) Psy Shield: you can weave arcane energy around yourself for Protection. When you cast a Telekinesis spell of 1st Level or higher, you can simultaneously use a strand of the spell’s magic to create a magical Shield on yourself that lasts until you finish a Long Rest. The Shield has a hit point maximum equal to 5x your level. Whenever you take damage, the Shield takes the damage instead. If this damage reduces the Shield to 0 Hit Points, you take any remaining damage. You must use the your Shield before any shield generators or Temporary Hit points.

While the Shield has 0 Hit Points, it can’t absorb damage, but its magic remains. Whenever you cast an telekinesis spell of 1st Level or higher, the Shield regains a number of Hit Points equal to 5x the level of the spell to its maximum. You may also recharge the Shield with arcane charges as a bonus action, each charge refills 10 hp of the Shield.

Once you create the Shield, you can’t create it again until you finish a Long Rest. Furthermore you gain the Project shield ability below.

Projected Barrier: when a creature that you can see within 30 feet + 5 feet x your intelligence bonus of you takes damage, you can use your Reaction to cause your Shield to absorb that damage. If this damage reduces the Shield to 0 Hit Points, the original target creature takes any remaining damage.

(2) Psy Armor: Your body always has an invisible arcanic barrier around it. Your AC is increased by a number equal to your Intelligence bonus.

(3) Psy Deflection: your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level. If you reduce the damage to 0, you can redirect the attack. Make a ranged attack with the weapon or piece of Ammunition you just redirected, as part of the same Reaction. You make this attack with Proficiency, regardless of your weapon proficiencies, and you use you spell casting ability for the attack.

(4) True Psion: when you cast a spell of the Telekinesis discipline that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your Proficiency Bonus to that ability check.

(Prime) Psy Resistance: Whenever you take damage from a magical source it is reduced by 10 damage. In addition once per Short rest you may choose to end one spell effect on yourself. Furthermore you gain advantage on saving throws against spells and other magical effects.


Warheart

Ability Mod: you gain a +2 bonus to your Strength and Dexterity, ability score, this must be applied after any ability score adjustments made with your Warsuit configurations unit.


Passive Traits: Furthermore arcane bolts become javelins of light that deal 2d8 Piercing damage instead of a d10 force.


Shield Generator

Level 1 2 3 4
Shield Capacity 25 50 75 100
Recharge Delay 3 3 3 3
Recharge Rate 25 25 25 25
Special Resistance Radiant Radiant Radiant Radiant

(1) Divert Strike: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

(2) Swirling Dash: you can use the feature a number of times equal to your Dexterity bonus. you must be holding a melee slashing weapon of witch you are proficient with.

You charge forward in a whirling flourish, this ability hits all enemies within line 20ft long and 10ft wide. Flying creatures cannot be hit unless they are within 5 feet of the ground. All enemies must make a Dexterity save with a DC equal to 8 + your Dexterity bonus ability score + proficiency bonus). If they fail this counts as a successful hit from you and the weapon(s) you choose before attacking.

(3) Improvised War: You become Proficient with improvised weapons each improvised weapon you pick up a improvised weapon the GM will classify the improvised weapon type, to include damage type and die as well as any special properties it may have.

(4) Deadly Strikes: Your arms strength and precision to allow you to deal an additional 1D4 damage on all your melee attacks.

(Prime) Bladestorm: as an action, you can start a Bladestorm. As long as your holding a sword you can turn into a Whirling Death. All creatures of your choosing within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency modifier + your strength modifier. On failure, they take 4d6 damage + your Strength or dexterity modifier.

On subsequent turns, you can use your action to keep the Bladestorm going, forcing all creatures within 20 feet to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier or dexterity bonus. You can use this feature once per short rest.

Chapter 6 (Cybernetics)

Chapter 6 (Cybernetics)

There are all sorts of different Augmetics each takes up different locations on you body and some may require Prerequesits like being a specific race on needing a specific Augmetic. some others are a pair meaning that it will occupy both hands this still uses 1 Augment slot for

hands. Some Augmentations can be upgraded and taken more than once at the cost of another slot Be mindful of what mods your taking and weather or not they will take up the same slot, talk to you DM about your options.

Cybernetic Augmetations

Any individual that is proficient in Medicine, Science and Technology Skills as well as Surgical tools, Tech tools and Artificers Tools, may attempt to install a Cybernetic augmentation. This requires the Phyisical Augmentation or some time in hours and materials (consult GM) to create the Augmentation and a number of hours to install it. Then a number of long rests (consult GM) to recover. You also suffer 1 or more levels of exhaustion for a number days after recovery (consult GM), as your body gets accustomed to the new part. These mods Cannot used to stack with Genetic Modifacations, Nor can they be paired with such tech and in mixing and matching.


This Procedure must be done by anyone that is proficient with all the required skills, we will call them the "Cyber Doc". you may have a team of individuals preform the Procedure as long as all the Skill and tool Proficiency are Present in the "Team", this team may not be more then 4 people. For a Cyber Doc to preform the Procedure they or the team must have between them a set of Artificers tools, a set of Tech tools, sugical tools and a Healing potion or like Item and at least a first aid kit. Alternatively if a member of the team can heal in some way, they can replace the requirement of the healing potion. you must also have the augmentation constructed and present.

The Procedure is treated just like creating a intricate plan, using the Medicine, Tech, Science, Surgical tools

requires you to make 7 sucssesful skill tests 2 Science, 1 Technology, 1 Tech tools (Intelligence), and 1 Artificers tools and 2 Medicine before 3 failures. the DC for these checks is equal to 15 plus twice the number of Augmentations you are attempting to change or install. If all 3 tests are passed you then go into recovery, see below for details. If you fail during any of the three checks, you may attempt a retest with a DC of 16 plus twice the number of Augmentations you are attempting to change or install, if the second test is failed you are unsuccessful in your efforts and The patient must recover.

After recovery make an additional check to attempt to fix your work

during this time the patient will not benefit from any of the Augmentations that where attempted to be changed or installed.

The DC to fix a Augmetic is 20, if this check is also failed, you no longer benefit from it as it is non-functional. You may repeat the repair check after a long rest.

Augmentation Slots

Here is a list of the Augment slots and how many each may have.

Augmentation Slots

  • Head: 4
  • Nero: Maximum Varies
  • Chest: 4
  • Back: 2
  • Arms: 2 on each side
  • Hands: 3
  • legs: 2, on each side
  • Feat: 3
  • Dermal/Exo: 6
  • Spinal: 2
  • Anotomic: 4

Augmetics Casting Some Advanced Augmetics allow you to cast spells, Though a spells is used for the effect the effect its self is not Magical. Intelligence is your spellcasting ability for Augmetics that uses a spell. You use your Intelligence score whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for any spell like ability you cast with Augmetics and when making an attack roll with one.

Augmetics Save DC = 8 + your proficiency bonus + your Intelligence modifier

Augmetics Attack Modifier = your proficiency bonus + your Intelligence modifier

Asscension to the Machine Cult:

If at any point a non Construct, Has an Adamantin Skull, 2x Machine arms, 2x machine legs, 1 chest, 1 Back and a Nero harness they may count themselves as a construct.

Head Augmetics

You may have up to 4 Head Augmetics.

Adamantine Skull'

Effect: You become Immune to the effects of Knocked unconscious by any means other then being reduced to 0HP.

Nero Harness

Effect: You may now have an amount of Nero upgrades Equal to your Intel bonus +1.

Active Sensor Tracking

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Once per short rest, when you are attacked you may as a reaction make one attack with a weapon at that target. At level 9 you can use this twice per long rest.

Intelligence Core

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Permanently gain a +2 to you Intelligence, to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

O2 Converter

Effect: You now have Water Breathing.

Evasion Matrix

Prerequisites: Must have an Adamantine Skull or a Construct.

Effect: You may dodge as a bonus action.

Audio Filter

Effect: Gain Resistance to Thunder Damage and gain advantage on roll against the defend condition.

Night Vision

Effect: Gain darkvision in a radius of 30ft and lowlight at 60 or add this to current darkvision

Sensory Array

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Gain blindsight in a radius of 15ft. At level 9 the radius becomes 30ft

Scryers Node

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Gain 10 reception discs located in a small compartment on your body and a receiver in your head. The discs are aabout the size of a dime and can be placed where required by either placing or throwing or any similar action. Whilst placed, they constantly transmit all sounds up to 100ft and images within 50ft, following normal rules for vision and sound. As long as the receiver is within 1000ft of the disc, these sounds and images can be viewed through the receiver. At level 9 the Reception


discs now have a range of sound at 200ft and vision at 100ft, the disc will transmit up to 2500ft to the receiver. Discs may be upgraded to include darkvision, extended audio and vision range, truesight or any other if the DM has approved.

Reactive Eye shields

Effect: Gain advantage on rolls against the Blinded condition and resistance to any damage done because of looking at something, like intense light.

Retinal Targeters

Effect: Gain a +1 bonus on all attacks and damage rolls with ranged weapons and a +1 to all the DC of ranged weapons that use a DC.

Upgrade At level 10 and above you may take this again staking the effects.

Nero Augmetics (Maximum Varies)

You must be Teknokiian or have the Nero Harness Augmetic which is a Head Augmetic that allows you to have Nero Augmetics, See description.

Satistics Generator

Prerequisites: Nero Harness, or be a Construct.

Effect: Permanently gain a +2 to you Wisdom to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

Emotion Enhancement

Prerequisites: Nero Harness, or be a Construct.

Effect: Permanently gain a +2 to you Charisma to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

Active Combat Protocols

Prerequisites: Nero Harness, or be a Construct.

Effect: You may make one attack as a bonus action on your turn.

Upgrade At level 10 and above you may take this a second time gaining a second attack on that bonus action.

Advanced Reflex Nodes

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain Advantage on acrobatics skill checks.

Precision Combat Module

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a +1 damage to all melee weapon attacks and damage rolls.

Upgrade At level 10 and above you may take this again staking the effects.

Language Modulator

Prerequisites: Nero Harness, or be a Construct.

Effect: Upon hearing a language, that you do not understand for at least a minute and succeeding on an Intelligence saving throw (DC15) allows you to fully speak the language until your next short or long rest. after reviewing a script that you do not understand for a minute and succeeding an Intelligence saving throw (DC20) allows you to fully read and write in the script until the next short or long rest. Only one saving throw per language/script can be made per long rest. If your roll, after modifiers, is 22 or higher, permanently learn the language or script.

Situational awareness module

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a +5 bonus to your passive perception, this is active even when resting.

Central Processor

Prerequisites: Nero Harness, or be a Construct.

Effect: The duration of blinded, deafened, paralyzed and stunned is halved for you and you have advantage on saving throws to end these conditions.

Memory Matrix

Prerequisites: Nero Harness, or be a Construct.

Effect: You always know which way is north, the number of hours left before sunset or sunrise and can accurately recall anything you have seen or heard within the past month and learn one additional language of your choice.

Central Intelligence Core

Prerequisites: Nero Harness, or be a Construct.

Effect: You learn 2 languages of your choice and proficiency in an additional skill.

Pain Responce Sypithizer

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a damage reduction of 3.

Upgrade At level 10 and above you may take this again staking the effects.

Turing Program

Prerequisites: Nero Harness, or be a Construct.

Effect: You have advantage on checks made to detect the presence of secret doors or traps and on savings throws made to avoid or resist traps. In addition gain proficiency in 2 skills or tools of your choice.

Univers Maniplator

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain the benefits of the "Lucky" feat but with only 1 luck point, at level 10 you gain 1 more point and another at level 20.

Analysis Enhancement

Prerequisites: Nero Harness, or be a Construct.

Effect: You can attempt to hide when you are lightly obscured and missing an attack from hiding doesn't reveal your position.

Facial Processing Unit

Prerequisites: Nero Harness, or be a Construct.

Effect: You have advantage on saving throws to resist being Charmed or Frightened and gain proficiency in Persuasion and Intimidation.

Drama Matrix

Prerequisites: Nero Harness, or be a Construct.

Effect: You gain the ability to mimic any speech or sound you have heard within the past week and gain proficiency in Deception and Performance checks.

Camaraderie Core

Prerequisites: Nero Harness, or be a Construct.

Effect: Any allies who take a short or long rest with you gain temporary hit points equal to half your level.

Cerebral Enhancement

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a + 2 to all Intelligence Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Will Enhancement

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a + 2 to all Wisdom Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Emotional Tracing Unit

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a + 2 to all Charisma and skill checks Saves made.

Upgrade At level 10 and above you may take this again staking the effects.

Arcane Generator

Prerequisites: Nero Harness, or be a Construct.

Effect: You are a Born Arcane user, you gain the Innate Caster mutation, see mutations on Pg. ___. These spells can be taken from any Discipline with the exception of the Divine, Ruinous and Necromancy Disciplines to include any that may require a mark. You use your Intelligence for the Spell casting ability. this ability does not need to be taken, always remember and understand how magic is used in Terrahime and the material plane.

Chest Augmetics

You may have 2 Chest Augmetics

Endurence Core

Effect: Permanently gain a +2 to you Constitution to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

Adamantine Plate

Effect: Gain +1 AC when in light or no armor.

Reactive Shield

Prerequisites: Adamantine Plate or be a Construct.

Effect: As a reaction, when you are attacked, you can increase your AC by 5 for 1 minute. You can use this ability once per long rest.

Grappler Core

Effect: You gain advantage on attack rolls against a creature you are grappling.

Healing Matrix

Effect: Gain an inbuilt healing kit with 4 charges per long rest. Each charge can be used to automatically stabilize a dying creature or restore 1d6+4 hit points. A target can only be healed once per short or long rest with this kit.

Bionics

Prerequisites: must be a Construct.

Effect: A character with bionics gains the 1 HP at the start of each round of combat. This does not work if you are unconscious.

Master worked Bionics

Prerequisites: Bionics.

Effect: A character with master worked bionics gains the 1d4 HP at the start of each round of combat. This does not work if you are unconscious instead of just 1.

Back Augmetics

You may only have 2 back Augmetic.

Adamantine Plate

Effect: Gain +1 AC when in light or no armor.

Intergrated Grav Chute

Prerequisites: Adamantine Plate (back) or a Construct.

Effect: As a reaction while falling, this may be activated to slow descent speed to 10 ft per round or hover and remove falling damage. You can hover or control a fall for up to one hour. You can recharge the Grav-Chute’s solar battery by leaving it in sunlight for one hour. At level 9 you no longer requires a reaction to slow descent and remove falling damage.

Flanking Sensor

Effect: Enemies do not have advantage against you as a result of the help action, being unseen, being flanked or other similar effects.

Boosters

Prerequisites: Adamantine Plate (back) or a Construct.

Effect: Gain a fly speed equal to your movement speed. Combination of physical materials and energy based projections. Must be activated as a bonus action before being able to use. After 5 rounds of constant use, they begin to overheat and become inoperable you can vent as an action to remove the overheating effect. you may end this early as a bonus action. at level 10 you may vent as a bonus action and at level 15 you may fly for 10 rounds. If you are in a Zero gravity environment you do not overheat.

Arm Augmetics

You may have 2 Augments on each arm.

Machine Arm (May have one per arm)

Effect: permanently gain a +2 to your Strength to a max of 22.

Upgrade This may be taken once per arm, staking the effects.

Adamantine Plate:

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Gain +1 AC when in light or no armor.

Upgrade This may be taken once per Arm staking the effects.

Enhanced Arm Servos

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Gain 1D4 to damage rolls with melee weapons used by that arm.

Upgrade If you have this on both your left and right the bonus damage becomes 2D4 with Two-Handed melee weapons.

Grapple Gun

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed retractable grappling hook inside your arm. This hook can attach to any surface and holds 60 feet of metallic cable. As a bonus action, you can attempt to attach the hook to any surface in range or reel the hook (bringing you to the attached surface). The attachment can support your weight, for example enabling you to end your turn on the ceiling.

You can attempt to grapple a creature using the hook. The target must make a Strength saving throw (DC = 10 + Strength modifier + your proficiency bonus) and can repeat this save at the beginning of each of their turns. The target is grappled on a failed save and takes 1d8 piercing damage. On a success, the target is not grappled and takes no damage. As bonus action, you can pull the target towards you or move to the target whilst they are grappled. Requires and occupies one free-hand whilst grappling and cannot grapple creatures more than one size larger than you. At level 9 The cable is now 120ft long and grapple damage is increased to 2d8.

Arm Blade

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed, retractable blade inside your arm. It deals 1d10 + Strength modifier slashing damage. No action is required to extend or retract the weapon. At level 9 the Weapon now counts as +1 and magical.

Arm Club

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed, retractable club inside your arm. It deals 1d10 + Strength modifier bludgeoning damage. No action is required to extend or retract the weapon. At level 9 the weapon now counts as +1 and magical.

Arm Spike

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed, retractable Spike inside your arm. It deals 1d10 + Strength modifier piercing damage. No action is required to extend or retract the weapon. At level 9 the weapon now counts as +1 and magical.

Shock Stick

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed, retractable Tazer stick inside your arm. It deals 1d10 + Inteligence modifier lightning damage. No action is required to extend or retract the weapon. At level 9 the weapon now counts as +1 and magical.

Net Launcher

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a retractable net launcher inside your arm. As an action, you can load a net into the net launcher. Extending and retracting the weapon requires a bonus action. the net requires a DC 15 Strength check to break or a 15 slashing damage. At level 9 the Net now require a DC 20 Strength check to break or 30 slashing damage to destroy.

Hand Augmetics

You may have 2 hand augmetics on each hand.

Articulated Phalangies

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Permanently gain a +2 to you Dexterity to a max of 22.

Upgrade This may be taken once per hand staking the effects.

Adamantine Fists (Pair counts as 2 Slot)

Effect you gain Proficiency with unarmed attacks and the now deal 1d6 bludgeoning damage

Fire Flux

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Intergrated Hand flamer reload on short rest.

Cryo Ray

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Gain the ray of frost cantrip.

Tazer Gauntlet

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Gain the shocking grasp cantrip.

Plasma Blaster

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: acts as a plasma pistol.

Effect: Increase the damage of your unarmed strike to 1d6 bludgeoning damage. You may make an additional unarmed strike when you attack and hit with an arm weapon. At level 9 your Unarmed damage increased to 1d8 and you make two extra unarmed attacks.

Hydraulic Ram

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: May sacrifice damage die on each successful unarmed attack to push a target. For each damage die sacrificed, push the target 10 ft backwards for a d4 or d6, 15ft for a d8 or a d10 or 20ft backwards for a d12 upwards. and continue attacking without using your movement speed. May not push a target over an edge. At level 9, If an enemy collides with a wall or hard surface after moving due to this, they take 1d4 damage for each 10ft traveled. If they travel at least 30ft, they must make a Constitution saving throw (DC 8 + Constitution modifier + your proficiency bonus) or be stunned for 1 round.

Energy Snare

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: When a ranged weapon attack hits you, you can use your reaction to activate the energy Sners and reduce the damage by 1d6 + your level. If you reduce the damage to 0, the missile disintegrates. At level 9 The damage is now reduced by 2d6 + your level.

Leg Augmetics

You may have a Maximum of 2 Leg augmetics on each leg,

Machine leg (1 Per leg)

Effect: Permanently gain a +2 to your Strength to a maximum of 22.

Upgrade This may be done once per leg, staking the effects.

Adamantine Plate

Prerequisites: Must have a Machine leg, or be a Construct.

Effect: Gain +1 AC when in light or no armor.

Upgrade This may be taken once per leg, staking the effects.

Enhanced leg Sevos (Pair counts as 2 leg slot)

Prerequisites: Must have 2 Machine legs, or be a Construct.

Effect: Gain advantage on Athletics and Acrobatics skill checks when using your legs.

Anvanced Propulsion System (Pair counts as 2 leg slots)

Prerequisites: Must have 2 machine legs, or be a Construct.

Effect: Gain +5ft to movement speed. Gain +5ft to jump distance, both vertical and horizontal. At level 10 you gain an additional +5ft to movement speed and jump distance.

Heavy support Tracks (Pair counts as 2 leg slots)

Prerequisites: Must have 2 machine legs, or be a Construct.

Effect: You may ignore Heavy property.

Feat Augmentations

You may have 2 foot augmetics on each foot

Articulated Locomotion

Prerequisites: Must have a Machine leg, or be a Construct.

Effect: Permanently gain a +2 to you Dexterity to a max of 22.

Upgrade This may be taken once per foot, staking the effects.

Displacement Pads (Pair Counts as 2 foot slots)

Prerequisites: must have 2 machine legs or be a Construct.

Effect: Gain a climbing speed equal to your movement speed. Climbing does not require additional movement. Gain the ability to walk on water or move across light, thin or narrow surfaces that would not normally bear your weight. Finishing your movement on such surfaces still imposes the normal conditions and a DC15 Dexterity saving throw is needed to avoid normal consequences. At level 9 you can now finish movement on such surfaces without the normal consequences (e.g. finish a turn standing on water).

Hydro Fins (Pair counts as 2 foot slots)

Prerequisites: must have 2 machine legs or be a Construct.

Effect: Gain a swim speed equal to your movement at level 9 gain a swimming speed equal to your movement speed x 2.

Gravity Anchors (Pair counts as 2 foot slots)

Prerequisites: must have 2 machine legs or be a Construct.

Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When active reduce the character’s movement by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.

Durmal/Exo Augmetics

You may have up to 6 Dermal/Exo Augmetics

Dermal/Exo Hardener

Effect: Gain resistance to slashing damage.

Upgrade: You may take this twice gaining immunity Instead.

Dermal/Exo Puncture Guard

Effect: Gain resistance to Piercing damage.

Upgrade: You may take this twice gaining immunity Instead.

Absorbent Dermis/Exo skeleton

Effect: Gain resistance to Bludgeoning damage.

Upgrade: You may take this twice gaining immunity Instead.

Fire Retardant Dermis/Exo Skeleton

Effect: Gain resistance to Fire damage.

Upgrade: You may take this twice gaining immunity Instead.

Rubberized Dermis/Exo Skeleton

Effect: Gain resistance to Lightning damage.

Upgrade: You may take this twice gaining immunity Instead.

Thermo Reactive Dermis/Exo Skeleton

Effect: Gain resistance to Cold damage.

Upgrade: You may take this twice gaining immunity Instead.

Active Camouflage (Counts as 2 slots)

Effect: Gain advantage on all sight based stealth checks. If after modifiers, you roll a 20 or higher, treated as if invisible and cannot be detected by sight. if the character Charges, Runs, or makes an Attack action, the effect immediately ends. GM Note: Because this Augmetic affects the character's skin, it will only have a minimal effect if they're covered in clothing or armor.

Anatomic Augmetics

You may have up to 3 Anatomic Augmetics

Nano-Fibres

Prerequisites: must be a Construct.

Effect: You gain +5ft movement, Climbing no longer costs extra movement and standing up from being prone only uses 5 feet of movement.

Juggernaut Plating

Prerequisites: must be a Construct.

Effect: Your Strength score increases by 1. If you take the dash action on your turn and engage a target, you may use your bonus action to either push the target 10ft for large targets and 15ft for medium in the direction you are traveling, if they are pushed of an edge the the target makes a dex of strength save DC 8 + your STR + Proficiency. if you dont push them you may make a single attack against the target. If the attack connects, it deals an extra 1d4 damage for each 15ft traveled.

Ligament Upgrades

Prerequisites: must have 2 machine arms and 2 machine legs or be a Construct.

Effect: +5 bonus to initiative.

Upgrade At level 10 and above you may take this again staking the effects.

Hyper Drive Field

Prerequisites: must be a Construct.

Effect: When you hit a target in melee with an attack, you may use your reaction to move instantaneously. You can move 5ft in any direction without provoking an attack of opportunity. You may also use this ability to move the target 5ft in a direction of your choice. They make a Constitution saving throw against DC 8 + your proficiency bonus + your Constitution modifier. On a save, nothing happens.

Vital Regulator

Effect: Add a max Hit die to your Hit point Maximum. Furthermore you gain advantage on medicine checks made to learn about an ailment you have. At level 10 you add one more Max Hit die to your Hit point Maximum.

Bionic Respiratory System

Effect: Gain Immunity inhaled poisons, gases and deiseses. and you gain advantage on saves made against being fitigued from running or reduce O2 levels.

Muscle Enhancement

Effect: Gain a + 2 to all Strength Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Endurance Enhancement

Effect: Gain a + 2 to all Constitution Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Response Enhancement

Effect: Gain a + 2 to all Dexterity Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Bionic Heart

Effect: A character with a Bionic Heart may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Upgrade At level 10 and above you may take this again if you do you regain HP equal to half your level.

Heavy Frame

Prerequisites: must be a construct and cannot be taken with a booster

Effect: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.

Spinal Augmetics

You can have up to 2 Augmetic arms

Ballistic Augmetic arm

Prerequisites: must have adamantine plate (back) or be a Construct.

Effect: Gain 1x Ballistic Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).

Manipulation Servo arm

Prerequisites: must have adamantine plate (back) or be a Construct.

Effect: Gain 1x Manipulation Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).

Explorer Servo arm

Prerequisites: must have adamantine plate (back) or be a Construct.

Effect: Gain 1x Explorer Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).

Medic Servo arm

Prerequisites: must have adamantine plate (back) or be a Construct.

Effect: Gain 1x Medical Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).

Medic/Torture Servo arm

Prerequisites: must have adamantine plate (back) or be a Construct.

Effect: Gain 1x Torture Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).

Maintenance Servo arm

Prerequisites: must have adamantine plate (back) or be a Construct.

Effect: Gain 1x Utility Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).

Augmetic arms

Augmetic arm is the term used for a large assortment of bionic tentacle-like and robotic limb prosthetics also called "Servo arms" used by many members of the Empire and the Machine Host. An Augmetic arm is used for construction and repair, maintenance tasks, scientific research and even defensive/offensive attack capabilities. Most Augmetic arms contain a number of tools, devices or weapons that are intended to serve the specific functions required by their use. An Augmetic arms are usually hard wired into the central nervous system of the owner and surgically attached to the spine, so that it is controlled by its user's mind using neural impulses just like a biological limb.

Augmetic arms are constructed from various metallic alloys and have innumerable motors and actuators encased within their structures. A set of Servo arm are normally much longer than the subjects natural limbs and possess multiple joints to allow maximum reach and flexibility.

Techno priests of the Machine host with the rank of Enginseer and above are known to possess and even eagerly seek out the implantation of Servo arm, and although they may often have only a single one of the bionic Arms, it is possible to implant as many of the augmetic limbs as the human body's anatomy will allow but in most casses it is from 1 to 4. Necrobots can also have Augmetic arms implanted so that they can assist a Techno priest or Engineer in their duties.

Augmetic arm action: An Augmetic arm action may be used in replace of an attack during the attack action, or you may use up to two Augmetic arm actions as a bonus action (one per augmetic arm).

Augmetic arm Descriptions

Ballistic Augmetic arm

This solid, shoulder mounted Augmetic arm is designed for self-defence. This 5ft mechanical limb is usually mounted with a Laser pistol. The weapon type may be modified, Consult GM.

Effect As Augmetic arm action you may fire your Ballistic Augmetic arm you have using you intelligence bonus with proficiency to attacks and you intelligence bonus to damage rolls.

Manipulator Augmetic arm

A Manipulator Augmetic arm, is possibly the most common form of Augmetic arm in use. This artificial limb is a great aid to those working in industrial or technical areas. This powerful shoulder mounted Augmetic arm is designed for heavy lifting and the manipulation of industrial gear. Built of hardened Admantine and steel, this limb may extend to a length of 5ft.

The Manipulator is tipped with two sets of gripping and crushing pincers. The viscous gripping and crushing pincers can also tether the user to gantries or suitably heavy objects and may be used in combat to make melee attacks. While powerful, the Augmetic arm is not subtle and attempts to use it for such tasks as Data Slate typing, inscribing holy etchings, handling delicate objects, or the like, will only end with ruined equipment or a failed summoning.

Effect Your new Servo arm can perform any normal task that your biological arms can but are not proficient with any weapons or shields, it is however proficient in unarmed strikes.

As a Servo arm action you may make one unarmed strike with your Servo arm. The attack rolls for these strikes can use either your Constitution or Dexterity modifier and deals 1d8 plus modifier bludgeoning damage for each strike.

Your new arm also give you advantage on any grapple checks you make.

Exploration Augmetic arm

An Exploration Servo arm offers peerless investigation and collection skills to a Explorer. This Specialised, extraordinarily delicate Augmetic arm and collection pods all coordinate together to allow for perfect observation, collection, measurement, and archiving of up to ten separate samples. These samples are then fed through a series of filters and processes all within specially built chambers.

Effect This Augmetic arm has a camera that can hold up to 150 hours of footage that can be played back for the owner or loaded on to a Holo type device for exernal viewing. It also has 10 sample chambers taking a Augmetic arm action to get a sample, this allows for full analysis of the chambers properties and market worth this is done during a short rest. In addition, as part of a backup system to flush out and sterilise the sample chambers, each can be forcefully ejected from a spout on the end of the arm if needed as a Augmetic arm action. This Augmetic arm also contains a built in Life form scanner, clock, Moon lamp, Moon beam and compass, spread throughout the limb.

Augmetic harness (Techno legionnaires only)

A Servo Pack is a special type of augmetic aid often used by a legionnaire Chapter's Master of the Forge or his senior Techno legionnaires. this special legionnaires Power frame pack consists of many 4 mechanical limbs and weapons. With it, Techno legionnaires can make many repairs on any type of vehicle, shore up defences, or assist his legionnaires in combat.

Unlike other Augmetic arm, a Augmetic Harness is attached to the Techno legionnaires Power frame in replace of its original Power pack. It is controlled through the armors systems, it is not permanently or surgically implanted into the Techno legionnaires body but more of a Power frame upgrade.

Effect Counts as 2x Manipulator Augmetic arm, 1x Ballistic Augmetic arm one with a (plasma pistol) and 1x Ballistic Augmetic arm with a (Flamer) and this makes your size is now large.

Medical Servo arm

This two metre long, flexible artificial limb is designed to provide medical and surgical assistance in the field. The Medic Augmetic arm houses six injectors, each one may be filled with one dose of healing Medicines. These must be supplied and replaced separately. In addition to providing first aid, the Medic Servo arm flesh staplers may be used to staunch blood loss. A small scalpel attachment reduces the difficulty of limb amputation.

Effect You gain a Medi pack with 6 uses, these must be supplied and replaced separately during a short rest. as a servo arm action and one use of the medi-pack you may use the Spare the dieing cantrip. Furthermore with one use of the Medi pack you can use a servo arm action to restore 2d6 + 4 hit points to a creature within 5ft. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Medical/Torture Augmetic arm

Employed by evil and hateful Forces, a Medic/Torture Augmetic arm is made of thin, dextrous, two metre long tubes of metal tipped with a variety of fascinating needles and blades. This Augmetic arm can either heal or harm depending on the users intent.

just like the Medic Augmetic arm this houses six injector pistons, each may be filled with one dose of a healing or poison, and must be supplied and replaced separately. Built in flesh staplers may be used to staunch blood loss while the scalpel attachment reduces the difficulty of limb amputation.

Effect This acts the same as a Medic Augmetic arm but you may choose to fill any of the six injectors with either a uses of a med pack or a does of poison. Allowing you to use one use of the poison in this Augmetic arm to make a melee attack against a target within 5ft of you, have Proficiency with the Attack and it deals 1d6 + Intel bonus Poison damage. If you hit a creature with this it must make a con save DC 15 or be Poisoned for 1 min, they may take the test again at the end of each of there turns. if you fail to hit the use of poison is not consumed.

Maintenance Servo arm

This two meter long mechanical limb houses a variety of tools and attachments designed to assist a Mechanic in the course of his duties. The limb also houses six patching kits, each filled with one spare welding supply wires and oils, these must be supplied and replaced separately. In addition to this, the artificial limb contains an electrically powered welder, which can be used to weld the patches. it also generates one "blast" of smoke every 15 minutes. This belches smoke clouds that may be employed in melee combat to distract and choke, affecting all living creatures within a 5ft radius. Those affected by the billowing smoke must rely on their sense of smell to detect the servo arm user. Also useful in combat is the cutting blade found at the end of one tip, which is similar to a knife blade.

Effect You gain a Maintenance Kit with 6 uses, these must be supplied and replaced separately during a short rest. as a servo arm action and one use of the Maintenance Kit you may use the Spare the dieing cantrip on a vehicle or construct. you may also use one use of the Maintenance Kit and a servo arm action to restore 2d6 + 8 hit points to a vehicle or construct within 5ft, plus additional hit points equal to the targets maximum number of Hit Dice. The target can't regain hit points from this feat again until it finishes a short or long rest.

Furthermore you may as a bonus action to cause a plume of smoke to surround you for 1d4 rounds, Creatures in the smoke are Blinded and Ranged attack against you or anyone in the radius of the smoke have disadvantage, this also applies when a creature is shooting through the smoke as well. You regain use of this after 1 hour.

Chapter 7 (Mutations)

Gene Modifications (Mortals Only)

Due to superstition and the uneven availability of technology across the Empire, the sophistication and use of Bio modifications varies widely, as does the reaction to those who display them. Each different kind of bio modification grants the user different benefits (and sometimes penalties) depending on craftsmanship (detailed below). Note that although Best craftsmanship genetic modifications rarely provide additional benefits beyond those of Good craftsmanship, they are far more impressive in the construction and design. This can be reflected in bonuses to Social tests, Influence, or Subtlety at the GM’s discretion. The Availabilities listed in this document represent Common Bio modifications.

Unless otherwise specified, the effects of Bio Modifications, Mutations and Cybernetic Augmentations do not stack and cannot both be applied to the same part of the body. For example, if a character has both vat-muscles and a bionic arm, they do not gain the benefit of vat-muscles for tests taken with the bionic arm.

those that specializes in Bio science and the study of life are known as a Gene slicer they commonly study biological systems, those of the alien in order to defeat them, those of the human body in order to improve it.


These Mods are for sapien and can only be installed by a Gene Slicer, Also these mods Cannot used to stack with Cybernetic Augmentations, Nor can they be paired with such tech and in mixing and matching

This requires some time in hours and the genetic materials (consult GM) to create the modifacation and a number of hours to apply it. Then a number of long rests (consult GM) to recover. You also suffer 1 or more levels of exhaustion for a number of days after recovery (Consult GM), as your body gets accustomed to the new part.

Performing this Proccedure requires Medicine check, the DC for this check is equal to 15 plus twice the number of modifacations you are attempting to change or install. On a failed check, you are unsuccessful in your efforts and must make an additional check to attempt to fix your original modifications.

The DC to fix a modifacation is 20, if this check is also failed, you no longer benefit from it as it is non-functional. You may repeat the check after a long rest.

Bio Modifications Effects

Adaptive Bone Marrow

With the administrations of a skilled Gene Slicer, bone marrow can be recoded to produce stem cells at a much higher rate, significantly improving the body's efficiency at healing.

Effect: When applying healing to a character with Adaptive Bone Marrow, may re-roll any die that is used to heal you.

Muscular Enhancement Genes

This is multi shot hormone treatment that vastly increase muscle growth throughout the body.

Effect: Your extreme Strength imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to your base movement speed.

Narcosean Node

Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the Narcosean node cuts in. The node allows a recipient to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the bodys survivability by allowing perception of the environment while resting. This means that a recipient needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.

Effect: a creature with this needs no more than 4 hours of sleep to complete a long rest, gains a +5 passive perception when sleeping and you ignore your 1st level of exahustsion for up to 14 days.

Cochleaic Enhancments

Not only does this implant make a recipient immune to dizziness or motion sickness, it also allows them to consciously filter out and enhance certain sounds.

Gain advantage on Perception check to do with hearing and save against deafness. Furthermore gain immunities to any type dizziness or motion sickness

Genetic Gills

Skilled Gene Crafters can craft gills to the sides of human neck, or abdomidol wall allowing the bearer to breathe underwater as well as on dry land.

Effect: A character with Collumus Gills gains water breathing.

Enhanced Tongue

Commonly acquired by nobles both to better enjoy their luxurious food and avoid the poisons of their enemies, a Enhanced Tongue nearly quadruples a human body's meager sense of taste.

Effect: A character with a Enhanced Tongue gains +10 to all Perception tests based on taste and smell, and can detect toxins and poisons by taste with an Science test.

Enhanced Lungs

Crafted from the finest gene-stock, detox Lungs replace your normal lungs and are far more effective than their natural counterparts.

Effect: A character with enhanced Lungs gains advantage on con saves made to resist the effects of exhuastsion, Furthermore you always count as having one level less exaustion.

Enhanced senses

A favorite among assassins and bounty hunters, enhanced Eyes drastically increase the range of human vision, making it almost impossible to hide from someone with this enhancement.

Effect: character with Enhanced senses gains advantage on all Perception tests.

Enhanced Ears

Commonly found among hive city bounty hunters, enhanced Ears are significantly more sensitive than their human counterparts, allowing for greater auditory perception.

Effect: A character with enhanced Ears gains advantage to all Perception tests based on hearing.

Hyper Kidneys

Another favorite of the nobility on certain worlds, Hyper-Kidneys exponentially increase the amount of blood the kidneys can filter, as well as enhancing their ability to detect and filter out toxins, making the human body far more resilient to the poisons of the treacherous.

Effect: A character with Hyper-Kidneys advantage on con saves made to Immunity poisons damage. if you also have a secondary heart you may use your entire turn to remove any poison conditions or effects produced by a poison or venom.

Neural Dampening

Dampening the pain centers of the brain makes the body far more resilient when under intense pressure.

Effect A character with Neural Dampening gains a +10 bonus on all tests to resist Fear, Routing, Interrogation, and mind affecting Psychic powers.

Regenator Gland

Among the most ancient and ill-understood gene-crafting techniques lie the secrets of rapid cellular regeneration. It is through the Logan Gland that this miracle of medicae is possible, though the gland can only operate for short periods of time.

Effect: A character with a Logan Gland gains the 1 HP at the start of each round of combat. This does not work if you are unconscios.

Clottiguan Organ

A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Clotigigene cells', which are released into the blood stream


if the recipient is wounded. They attach themselves to white blood cells in the blood and are carried to the site of the wound, whereupon contact with air they form a near instant patch of scar tissue, sealing any wounds the patient may suffer, acting like platelets, only much better and fast acting.

Effect: Once per long rest you may as a bonus Action regain 1d10 + Con Hit Points.

Multi-lung

This additional gene crafted lung activates when a recipient needs to breathe in low or no oxygen and poison enviorments, even under water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted lung takes over breathing operations.

Effect: You can breath under water and you gain resistance to inhaled poisons, gases and deseises and advantage on saves against effects from such things.

Natural Weapons

Grafting sharp teeth and wicked claws onto the human body is a simple matter for most genetors. A character with Natural Weapons gains the Natural Weapons trait.

Effect: Gain a natural weapon that deal 1D8 damage work with your GM to see waht damage type it can be and waht part of the body it may be on.

Ossin Module

A small, complex, gene crafted tubular organ, the ossin module secretes hormones that both affect the ossification of the skeleton. This drastically alters the way the body's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid mass of interlocking plates.

Effect: You develop resistance to bludgeoning damage and advantage on any Constitution saves made to avoid a Broken bone.

Occulobe

This gene implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a recipients eyes to respond to light. The result being that recipient has far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.

Effect: Gain dark vision out to 60ft and lowlight out to 120ft

Parietal Therapy

You can detect your surroundings with flawless precision, even in complete darkness provided you are not Defend.

Effect: A character with Parietal therapy gains blind sight 15ft.

Secondary Heart

An additional gene crafted heart makes the human body significantly more durable.

Effect: A character with a Secondary Heart may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Tardigrade Skin

Extracted from a microscopic life-form found across the galaxy, Tardigrade Skin enables the human body to resist almost any environmental extremes.

Effect: A character with Tardigrade Skin can reroll any failed constitution saves made to resist the effects of environmental extremes, such as extreme heat, vacuum, extreme cold or radioactivity.

Vat Muscles

A favorite of elite warriors as well as nobles wishing for a more intimidating appearance, Vat-Muscles are larger and more powerful than their natural counterparts.

Effect: A character with Vat-Muscles gains a +4 Strength to a Maximum of 22. This genetic modification cannot be taken with unatural/demonic Strength

Cerebellic Enhancement Genes

A favorite of elite rouges and scouts as well as nobles to be a better marksman, Cerebellic Tweeks focus on fine tuning the dexterity of the patient.

Effect: A character with Cerebellic Tweeks gains a +4 Dex to a Maximum of 22. This genetic modification cannot be taken with unatural/demonic agility

Body Conditioning Genes

A favorite of Brutish warriors and Defenders as well as nobles that want the stamina of the gods, body coditioning focuses on fine tuning the constitution of the patient.

Effect: A character with body conditioning gains a +4 Con to a Maximum of 22. This genetic modification cannot be taken with unatural/demonic Stamina

Cerebruic Enhancement Genes

A favorite fro many librarians and lore masters as well as Practitioners of the Scientific and technological concepts.

Effect: A character with Cerebruic enhancement gains a +4 Inteligence to a Maximum of 22. This genetic modification cannot be taken with -

Silver Seed

This Small pea sized organ is placed in the brain and allows the recipient the ability to manipulate the arcane powers much like any innate casters, this is most used by the legionnaire Librarians.

Effect: A character with this bio mod gains the Innate caster mutation as seen in the Mortal Mutations section of this chapter, the spells you gain may be taken from any discipline associated with the neutral powers and the use there Intelligence as the spellcasting ability.

Intuition Refinement Genes

This is used in most cases on acolytes, spiritual leaders and chaplianes.

Effect: A character with Intuition Enhancement Genes gains a +4 Wisdom to a Maximum of 22. This genetic modification cannot be taken with -

Charismatic Refinement Genes

Favored by battlefield leaders and politician as well as rouge traders and ambassadors.

Effect: A character with Charismatic Refinement Genes gains a +4 Charisma to a Maximum of 22. This genetic modification cannot be taken with -

Mortal Mutations (Mortals Only)

Mutations may only be taken any mortals

The Empire greatly fears mutation. First off, many such growths are physically alarming, causing natural revulsion in those who witness them.

Beyond simpler signs of mutation are much more groutesque such as insectoid claws, tentacles or fanged maws.

Rampant growth of meat and bone can create twelve foot high monstrosities whose fists are capable of bending steel, and whose mass can absorb Slug shots that would fell an ordinary person. There have also been many recorded instances of mutants whose flesh has melded with machinery or other inorganic technology, often through the reality warping power of Havoc.

In many Imperial territories, mutants are quickly abandoned by parents and have to learn how to take care of themselves. They are almost always the worst off people in Imperial society. It is very rare to find a territory that will tolerate them and not discriminate against them.

In these territories it is hard for mutants to find a purpose. Desperately seeking some form of acceptance, many mutants join rebellious cults and gangs. Most of these cults simply condemn the faults of empire, but others worship Havocus and plan rebellion against Order.

These cults easily corrupt mutants due to the discrimination they have suffered. On most territories mutants are not allowed to carry weapons for fear of rebellion. The weapons they do come to possess will often be primitive chains, knives, Basic firearms and other simple ballistic weapons like revolvers.

These Mods are for Human characters and can only happen through mean of corruption or an ability grants you one, in some cases a DM may give you one because of sustained exposure to a certain enviorments or chemical or even being brifely exposed to a certain agent. so be mindful of taking mutations because you may become an enemy of the Empire due do you inconsistant human biology.

Mutant Index

The Empire has outlined an official document called the Mutant Index. This documents the differences between Humans and mutants, It describes the subject's deviation from the standard Human according to a point system, the more severe the mutation, the higher its value in points on the Mutant Index.

While on most Imperial territories, a tolerance of up to 3 points is given, some area may be granted exemptions by the Empire due to their strategic value. consult you GM to see if the threshold is higher in your game.

Mutations Effects

Blind

your mutated body has taken your eyes but your other senses have compensated.

Effect: A character with Blind is now blind but it gains blind sight 50ft.

Chemeloionic Skin

The color of their skin will change to match their surroundings. A character with Chemeleonic Skin can become chameleonic and blend in with their environment. Changing their skin color is a bonus action.

Effect: After the change, they gain advantage on all sight based stealth checks. If after modifiers, you roll a 20 or higher, treated as if invisible and cannot be detected by sight. if the character Charges, Runs, or makes an Attack action, the effect immediately ends. GM Note: Because this genetic modification affects the character's skin, it will only have a minimal effect if they're covered in clothing or armor. Gain advantage on all Stealth checks.

Bio-conductive Skin

The nerves in the skin can produce an electric shock, making physical contact potentially dangerous.

Effect: If a character has conductive Skin, their unarmed attacks deal lightning damage so long as they're hitting the target with their bare skin. Additionally, once per round, a character with Bio-Electric Skin can force all characters who are in physical contact with their bare skin to take a constitution saving throw. If the targets fails the, they Stunned for one round.

Mutant resilience

Effect: A character with a mutant resilience may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Fearless

This Mutation makes the creature far more resilient when under intense pressure.

Effect A character with fearless gains a +10 bonus on all tests to resist Fear, routing, Interrogation, and mind affecting Psychic powers.

Gills

Gills that allow you to breathe underwater as well as on dry land. They can be located in many locations.

Effect: A character with Gills gains water breathing.

Mutant Ears

Mutant Ears are significantly more sensitive than their human counterparts, allowing for greater auditory perception.

Effect: A character with bestial Ears gains advantage to all Perception tests based on hearing.

Mutant Endurance

Mutants Lungs are far more effective than their natural counterparts.

Effect: A character with Bestial Endurance gains advantage on con saves made to resist the effects of exquastsion, Furthermore you always count as having one level less exaustion

Mutant Tongue

a Mutant Tongue nearly quadruples a human body's meager sense of taste.

Effect: A character with a mutant tongue gains +10 to all Perception tests based on taste and smell

Mutated Eyes

Raptor Eyes drastically increase the range of human vision, making it almost impossible to hide from someone with this enhancement.

Effect: character with Mutated Eyes gains advantage on all vision-based Perception tests as well as the Dark vision 30ft and low light 60ft, provided you are not blinded.

Mutated Armor

natural armor comes in many forms, ranging from sub-dermal bone armor to Chitanus exo skelitons, allowing their hosts to have at least a modicum of protection.

Effect: A character with Natural Armor gains a +2 when whearing medium or lighter armor and Resistance to your choice of any damage type except for Force damage.

Mutated Weapons

Sharp teeth and wicked claws are a few examples of natural weapons.

Effect: Gain a natural weapon that deal 1D8 damage work with your GM to see what damage type it can be and what part of the body it may be on as well as if it is dexterity based or finesse.

Innate Caster

Some are touched by the Astral sea, or perhaps by the Gods upon birth to this world, in some cases you may be gifted these powers by the Gods or a unknown mutation later in life, Innate casters usually dont know how or why they have powers they just know they do. Most innate casters are monitored or feared because of there arcanic abilities and they do not posses the abilities trained casters have to reduce the Corruption of the Astral sea. Many cultures outside the Empire see this mutation in different ways, some embrace it and use religion and belief to control it, others condemn and fear it.

Effect: you gain the ability to Manipulate Arcane Energies. Arcane users use the power of the astral sea to link to one of the many planes within it, Drawing power from it and producing it in the Material plane. With Havocus's corruption of the Astral sea conjuring such magics is an arduous task and some times result in failure to cast the spell or you could be exposed to the corruption of the Astral sea or worse, suffer an unforeseen Arcane Peril. Attempting to cast a spell is referred to Harnessing the Arcane, this acts the same


as casting a spell, see chapter 10 in the D&D PHB for the general rules of spellcasting. This is done with some modifications as Seen in chapter 4 (The Arcane).

You gain the ability know one cantrip and 2, 1st level spells and you have 1, 1st level spell slot per day at level 1, your spell casting ability is specified in the ability that gives this the innate casting and it may specify what disciplines you must pick from. As you level you gain acsess to more cantrips, Spells known and spell slots of higher level, see chart below. you regain spell slots when you complete a long rest.

Level Cantrips Spells Known 1st 2nd 3rd
1 - 4 1 2 1 - -
5 - 8 2 4 2 - -
9 - 12 3 6 2 1 -
13 - 16 4 8 3 2 1
17 - 20 5 10 4 3 2

If you should gain a level in a casters class you may use these slot on spells learned from that class and you may use spell slots on spells known or Prepared from that class on spells known from this Mutation and vise versa. your spells known from this ability do not need to be prepared or in a spell book to use the are considered to be always prepared.

Furthermore you will use your class Spell ability for all spells cast, this includes the spell from your innate caster mutation.

Regeneration

Among the most odd, this Mutation causes lumps of flesh to heal very fastly over its body allowing for rapid healing in short intervals.

Effect: A character with a Regeneration gains the 1d4 HP at the start of each round.

Regenerative Tissues

This mutation, significantly improving the body's efficiency at healing.

Effect: When applying healing to a character with Adaptive Bone Marrow, may re-roll any die that is used to heal you.

Second Head

you grow a second head usually from your shoulder (usually it is much smaller and grotesque looking most often it can speak but not allways can others understand it)

Effect: you gain advantage on Perception saves made.

Toxic Adaption

This mutation enhances your ability to detect and filter out toxins, making your body far more resilient to the poisons of the treacherous.

Effect: A character with Toxic Adaptations advantage on con saves made to resist Radiations, Poisons, Diseases and drugs.

Environmental Skin

This Skin mutation enables the body to resist almost any one environmental extremes.

Effect: A character with Environmental Skin can reroll any failed constitusion saves made to resist the effects of any one environmental extremes, chosen from the following: Heat, Vacuum, Radiation or poison, Cold, Extreme elevation (IE +22,000 feet), Caustic air/liquid.

Multi armed

you have a third or forth functional arm. the first time you take this you gain 1 new arm, gaining the second when you take this mutation twice.

Effect: your new arm can do any thing your other arms can. you may also as a bonus action use a weapon or item in the hand as long as it is light. if you are dual wielding with your other two arms you get to do this attack and your normal offhand attack as the same bonus action, if you have four arms you may make two attacks as a bonus action

Unnatural Strength

This mutants muscles are larger and more powerful than their natural counterparts.

Effect: A character with Unnatural Strength gains a +4 Strength to a Maximum of 22.

Unnatural Constitution

This gives the mutant a constitution of a Krork.

Effect: A character with Unnatural Strength gains a +4 Constitution to a Maximum of 22.

Unnatural Size

Your body mutates to a size that is around 200% to 300% larger than it was though this tends to slow you down a bit.

Effect: A character with Unnatural Size is now a Large size and gains the Larger then most, Large Frame, Strong and Angry and Unstoppable Destruction, ability as described in the racial traits of the Sapien Gigantus (Ogre) race and you suffer a -10ft movement decrease.

Unnatural Dexterity

You become freakishly fast and dexterius.

Effect: A character with Unnatural Strength gains a +4 Dexterity to a Maximum of 22.

Unnatural Agility

Your body mutates in to a sleek and slender fast frame.

Effect: A character with Unnatural Agility gains +10ft movement, Climbing no longer costs extra movement and standing up from being prone only uses 5 feet of movement. you may jump 5x as far as you would normally.

Venom Glands

Venom Glands make you significantly more lethal.

Effect: If a character has Venom Glands, their unarmed attacks gain +1D4 Poison damage. Additionally, the character can spit venom from special glands in their mouth Once per short rest you may use a ranged attack with a range of 5ft you count as proficient with it and it is considered a pistol. if the attack hits the target must make a Constitution save DC 8 + your proficiency + your Con or they will be Blinded for 1d4 rounds

Mutated Wings

From the earliest days of humanity, people have dreamed of soaring through the skies. this mutation gives you a set of wings, though this often leads to trouble with the authorities due to apparent mutation.

Effect: A character with Wings gains a flying speed equal to there walk speed. The appearance of the wings is up to the character, though the most common variants are insect like or thin, skin-like membranes that resemble bat wing.

Demonic Mutation

Some chaos mutations may only be taken if you have a specific Mark of Chaos, if you do not

Caustic Blood

Your blood becomes a caustic as a high grade acid.

Effect: each time you take damage from a melee source of Piercing or slashing damage, you deal 1D6 points of acid damage to the target.

Club arm

one of you arms turns into a large Maul of flesh and Metal.

Effect: the club arm can't do basic tasks for the owner or wield a weapon, but you may make attacks with it and you are Proficient in them. This weapon may deals bludgeoning damage, it deal 2d6 damage has the light, Large, Knockback (STR Bonus) and AP Properties. you also gain advantage on athletics checks in grapples.

At level 10 the damage increases to 2d8 and you gain the AP+ property.

Breath of Warpflame (Hayzldir)

Effect: once per short rest as an action you may deal 4d6 Fire damage in a 15ft cone with ignight and the DC to save is equal to 8 + You proficiency bonus plus your Wisdom bonus. the damage of this increases by 1d6 at levels 5, 10, 15 and 20.

Demonic (Demon)

Effect: You gain Resistance to Piercing, Slashing, Bludgeoning, Fire, Cold and Poison damage as well as you have Immunity to Force damage and Vulnerability to Radiant damage. Furthermore you have advantage on all saving throws against spells and other magical effects.

Demonic Ears

Effect: A character with Demonic Ears gains advantage to all Perception tests based on hearing.

Demonic Endurance

Effect: A character with Demonic Endurance gains advantage on con saves made to resist the effects of exquastsion, Furthermore you always count as having one level less Exaustion

Demonic Eyes

Effect: character with demonic Eyes gains advantage on all vision-based Perception tests. furthermore you can see in dim light within 100 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 nor in light, only shades of gray.

Demonic Hide

Demonic hide comes in many forms, allowing their hosts to have at least a modicum of protection.

Effect: A character with Natural Armor gains a +2 when wearing medium or lighter armor and Resistance to your choice of any 3 damage types of your choice except for Force damage.

Demonic Regeneration

Effect: A character with a Regeneration gains the 1d4 HP at the start of each round.

Demonic Strength

Effect: A character with Demonic Strength gains a +4 Strength to a Maximum of 22.

Demonic Host

Your body grows to a size that is around 200% to 300% larger than it was though this tends to slow you down a bit.

Effect: A character with demonic host Size gains the Larger then most, Large Frame, Strong and Angry and Unstoppable Destruction, ability as described in the racial traits of the Ogryn and you suffer a -10ft movement decrease.

Demonic Wings

Effect: you have a Flying speed equal to your walking speed. You can’t use this Flying speed if you are wearing medium or Heavy Armor, If you have a strength of 16 or 17 you may wear Medium armor and if you have a Str of 18 or greater you may wear heavy armor. The appearance of the wings is up to the character, though the most common variants are insect like or thin, skin-like membranes that resemble bat wing.

Demonic Motive

the creature is now far more resilient when under intense pressure.

Effect A character with Demonic Motive gains a +10 bonus on all tests to resist Fear, routing, Interrogation, and mind affecting Psychic powers.

Demon Sense

you can detect mortal souls with flawless precision, even in complete darkness provided you are not Defend.

Effect: A character with Mutated Ears gains blind sight 15ft.

Demonic Restoration

Effect: When applying healing to a character with demonic restoration, may re-roll any die that is used to heal you

Disgustingly Resiliant (Putacus)

Effect: Onece per round when you are hit with an attack you may roll a dice if it is a 4+ you ignore that attack.

Endless Rage (Bale'reth)

Effect: A character with a Endless Rage may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn rage surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Flesh Hounds Tongue (Bale'reth)

a Flesh hounds Tongue nearly quadruples sense of taste.

Effect: A character with a demonic tongue gains +10 to all Perception tests based on taste and Smell

Demonic Dexterity

You become slender fast and dexterous.

Effect: A character with demonic dexterity gains a +4 Dexterity to a Maximum of 22.

Demonic Constitution

This gives the subject a constitution of a Demon.

Effect: A character with Unnatural Strength gains a +4 Constitution to a Maximum of 22.

Flesh Metal

An iron hard fusion of muscle, tendon and powered steel, fleshmetal forms a hideous exoskeleton over those devotees of Chaos whose bodies have melded with their Power Armour.

Effect: As long as a character with this trait has at least 1 HP you gain 1d4 Hp at the start of each round of combat. at level 10 this becomes 1d8 and a D10 at level 20. Furthermore when you use a Hit die to heal you may chose to not roll it and treat it as if you rolled half the max that you could roll.

Putrescent Biology (Putracus)

Effect: A character with Putrescent Biology gains immunity to all poison damage regardless of AP and the poisoned condition.

Tentacle arm

one of you arms turns into a Tentacle it may have teeth or a even a barb at the end.

Effect: the Tentacle can do basic tasks for the owner but it may not wield a weapon, it may however, make attacks and you are Proficient in them. This weapon may deals your choice of bludgeoning, Slashing or Piercing damage, it deal 1d8 has the Reach, light and AP Properties. you also gain advantage on athletics checks in grapples.

At level 10 the damage increases to 1D10 and you gain the AP+ property.

Venom Glands

Effect: If a character has Venom Glands, their unarmed attacks gain +1D4 Poison damage. Additionally, the character can spit venom from special glands in their mouth Once per short rest you may use a ranged attack with a range of 5ft you count as proficient with it and it is considered a pistol. if the attack hits the target must make a Constitution save DC 8 + your proficiency + your Con or they will be Blinded for 1d4 rounds

Warped Flesh Appendage

you gain a third arm of a sort, it way be shaped in different ways talk to you GM about opptions.

Effect: Gain a natural weapon that deal 1D8 damage Slashing, Piercing or Bludgeoning damage and when you use a bonus action to make one attack with the weapon, if you are already engageing in two weapoon fighting you may incorporate the Flesh appendage attack with you off hand strike.

You may gain this mutation twice gaining an additional attack with the second Appendage

Chapter 8 (Equipment & Vehicles)

Weapons

Weapon Properties


Ammunition ( - / - ) (New): You may only use a weapon with the ammunition property if you have enough ammo for it. the property will have two numbers the first is the number of rounds in a magazine and the second is the round type.


Assault (New): A user of a weapon with this Property may still make an attack action if they also dashed this turn but there attack will suffer a cumulative -3 penalty to all attack this turn. if you already attacked before you dashed you may not benefit this.


Armor Piercing (AP - ) (New): a weapon with this property will reduce the targets AC or increase the DC of the weapons firing mode with the exception of knockback by an amount equal to the number on the Parentheses. This may only reduce AC that is Provided by Nonmagical or Natural armor.


Blast (-ft) (New): When a weapon with this property is activated all creatures within a Sphere with a radius equal to the size listed in the parentheses on the blast property, must make a Dexterity saving throw DC 8 + users proficiency bonus, if Proficient + the users Dexterity modifier or intelligence bonus if a set device. On a pass the target only suffers half damage on a fail it is takes full damage.


Burst (New): Upon a hit, everything within 5 ft of the piont of impact must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier intelligence bonus if a set device or take half damage dealt. Note upon a miss with a burst weapon, the round may impact near another target, consult GM.


Bulky (Renamed for original Heavy) Small creatures have disadvantage on Attack rolls with Bulky Weapons. A Bulky weapon’s size and Gurth make it too large for a Small creature to use effectively.


Combi (New): combi weapons are guns that have a secondary special weapon firing mode, during a turn a creature with this weapon uses there attack action they may use the secondary mode for one of there attacks during there turn, or the may gain one extra attack as apart of your standard attack action with the secondary fire but they will suffer a - 5 to all attacks and DC's made this turn, this extra attack must be declared during the first attack of the action but may be used later in the turn.


Deviation (-) (New): When a weapon with this property is used, nominate a point within range and roll the scatter die, witch is a D10, treat 1 and 10 as a direct hit, then starting with North on a 2, then going clockwise around the 8 cardinal directions. increased the number by 1, so 9 should end at north west, if you don't hit on the Scatter die, you then roll the Deviation die as listed it the parentheses and subtract your dexterity bonus from the roll (to a minimum of 1), the total is how many 5ft increments the round deviates in the direction of the Scatter die.


If the point you nominated is at long range or you have disadvantage on attack rolls, you roll the deviation die twice taking the higher of the two.


Dispersing (New) When Firing a weapon with this property within Half its normal range you double the damage die of all the attacks damage roll. Furthermore when you fire this weapon at long range you deal half damage die.


Disintegrate (New): When firing a weapon with this property and the target is reduced to 0 hit points it is Disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.


Engulf (-ft) (New): When a weapon with this property is fired the user nominates a cone the size listed in the parentheses on the Engulf property, any creature in the cone must make a Dex save DC 8 + Dex modifier + Proficiency bonus, on a Pass the target takes half damage.


Extensive Action (New): If a weapon has this property you may only attack once per attack action, regardless of the amount of extra attacks you may have.


Grav (New) if a weapon with this property hits a target wearing light armor, no armor or non metal armor you count this weapon as normal, if they are wearing non magical medium armor made of metal this weapon deals + 1 damage die to the target and has an AP (-1) as well as Potent (+), if the target is in non Magical Heavy Metal armor this weapon deal +2 damage dice and has AP (-2) as well as Potent (++) and if the target is in Non magical Power armor or it is a metal construct you add +3 damage dice to the attack and has AP (-3) as well as Potent (+++r).


Heavy (Rewrite) A creature that moves and Fires a heavy weapon fires it at disadvantage, If you fire the Weapon before you move you may not move. or the target has advantage on saves made.


Indirect (New): When a weapon with this property is fired the user may fire at targets out of line of sight, when done you must roll the Scatter dice twice, taking the further result, only getting a direct hit with both scatter dice resulting in a hit, IE Natural 1 or 10. If a friendly Target has seen your impacts in a previous round and can communicate with a gunner of an indirect weapon may uses a bonus action to communicates the enemy position the the gunner, when done you will not have to roll 2 Scatter die. Furthermore a weapon with this weapon property may not be used indoors with cellings shorter then half the weapons long range.


Ignore Cover (New) Attacks with a weapon with this Property Ignore any benefits of cover.


Ignite If dealt damage by a weapon with this Property and is wearing some type of cloth of flamable material, it lights on fire. Dealing 1D6 fire damage at the start of each of there turns. They may use an action to put out the flames.


Knockback (-) (New): Any creature hit with a weapon with this property must pass a Str save DC 8 + Proficiency if Proficient + the number in the parenthesies of the property, or be Knock Prone and pushed back 5ft per number in the Parenthesies, if this would result in the target being pushed of a ledge they may make a Dex save the DC is the same if passed they stop at the edge of the ledge.


Large (New): Attacks with a weapon with this property are made with a negative equal to the wielders current Proficiency bonus. The wielder of a weapon with this property may ignore this properties effects if it has the Larger then most feature, or is of large or larger size. Furthermore small Creatures may not wield large weapons.


Long gun (New): a weapon with this property may is fired at disadvantage unless You use your bonus action to Brace the weapon on a wall or something to stabilize the weapon alternatively you may go prone.


Massive Parts (-) (New): Medium or smaller creatures takes a number of Actions equal to the number in the parentheses before the slash, to Reload or the number after the parentheses to set up or take down the weapon system. doing this may take multiple turns, if you have that ability to use two actions you can use both to reduce the requires time, One other creatures can use the help action, if done this will count as one of the required actions to reload, set up or take down the weapon. Large or Larger creatures count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property. Furthermore any abilities that allow you to reload may be used to fulfill on of the actions required from this property.


Mounted (New): Medium creatures have disadvantage on attacks with a weapon with this property, unless this weapon is mounted on a vehicle or tripod/Mount, Small and smaller creatures cannot wield at all, unless mounted.


Missfire (New) whenever you make an attack with a firearm and the dice roll naturally, is equal to or less then the misfire score the weapon misfires. The attack misses and you must roll a d100 on the chart below to see what happens to the weapon. If you naturally roll equal to or greater then the Critical number, a critical hit is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled.

d100 Result
1% FUBAR, the weapon is FUBAR and must be entirely replaced or reconstructed cost is full value of weapon
2% - 5% The weapon is Destroyed and needs Parts that must be forged or acquired, equal to a percentage of a D100 roll compared to market value, and then may be repaired during a long rest and a successful Tech tools and a successful Artificers tools check, both DC 20,If both tests are failed the weapon is FUBAR, If one test is failed you may attempt the failed test again with a +5 to the DC, if you fail the test again the weapon is FUBAR
6% - 10% The weapon is Broken and requires Short rest and a successful Artificers tools check, DC 20, If the test is failed treat the weapon as if you had rolled a 2 to 5%.
11% - 15% The weapon is Seized and requires your actions and a successful Tech tools check, DC 15, If the test is failed treat the weapon as if you had rolled a 6 to 10%.
16% - 60% The weapon is Jammed and requires you to use a bonus action and a successful dexterity check, DC 15, If the test is failed treat the weapon as if you had rolled a 11 to 15%.
61% - 100% The weapon is Fine it was just bad munitions, or simple you just Missed.

Potent (-) (New): This Property comes in three Levels, Potent +, Potent ++ and Potent +++. If a weapon has this Property and hits a target you apply the below benefits in accordance to what level Potent the weapon has, each level will retain the benefits of the previous levels of AP

Potent (+): If a target hit with Potent (+) and has a Resistance to its type, you ignore it. If it has Immunity it becomes Resistance.

Potent (++): You Ignore Resistances and Immunities to its type.

Potent (+++): You Ignore any damage reduction you armor may have.


Furthermore, there are some changes to the usual ways of using Immunity and Resistance, as noted below

  • If you target a creature that has no resistances, with a weapon that has Potent (+) property or better, the target has Vulnerability to the damage type.

  • If a creature hits with a weapon that does not have any AP and the target has Immunity to the type of damage it deals, they roll a d6, if the result is 4+, meaning on a 4 or higher, the target takes no damage if not the they take half.

  • You may not stack sources of Potent, Resistance or Immunities, for example a Potent (+) weapon will still ignore resistance even if the target has resistance from multiple sources.


Powder (New): A weapon with this property requires a powder horn. this works like a spell component pouch.


Pistol (New): A weapon with this property does not get disadvantage for firing a weapon within 5 ft of a enemy.


Pinpoint (New): A weapon with this property scores a critical hit on natural roll of one better the you normally would and when rolling for damage with critical hits you roll one extra damage die.


Pulse (New): a weapon with this property that is fired in the burst fire or controlled burst firing mode, will score an additional hit for every 2 whole points you beat the targets ac by.


Radiation (New): If a weapon with this property roll the highest roll on a damage die you may roll one additional die, extra damage die from this property do not generate extra dice.


Rate of Fire (-) (New): There are multiple ways for a projectile weapon to fire, some fire shots one at a time possibly with a minor action to be done in between, some fire multiple shots with one press of the trigger and some fire continuously as long as you pull the trigger, this is represented by Four different types of firing.


Single Shot (SS): this is normal firing, one shot per attack


Semi Auto (SA): if a weapon with this property Fires within half its short range you may make one extra attack when using the attack action.


Burst Fire (BF): You May make one normal attack with this weapon per attack action you have, if you hit it deals normal damage, after your hit is determined count how much your hit was greater then the AC of your target, for every 5 points you beat there AC you score an additional hit with that weapon, each hit gains a bonus to the damage equal to the number in the parenthesis. this uses a number of rounds per attack equal to the number in the parentheses per attack, if you do not have the required amount of rounds for the whole burst but more then on it fires as if it was burst (the number of remaining rounds in weapon), if one round remains then fire as if is was single shot.


Automatic (AF): When attacking with a weapon that has the Automatic property, there are three ways to do so you may spray your fires at multiple targets, Focus fire on one target at a time or shoot controlled bursts at the target, see below for the three types of automatic weapon attack actions.

Note when using the Spray or Focus fire you must before any results are decided roll a D20 and if this roll falls within the weapons missfire range the weapon will misfire, you must roll on the missfire chart and then roll an additional d100, if the result is 25% or less the attack does nothing, if the result is 26-50% the attack will deal 1/4 damage, if the result is 51-75% the attack deals half damage and if it is 76-100% it deals damage as normal.

  • Spray: You can as an action spray a cube a size equal to 5ft x the number in the parentheses, within normal range with shots. Each creature in the area must succeed on a Dexterity save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, roll a number of damage dice equal to your weapons damage die multiplied by the number in the parentheses. Each creature that failed the test take the full amount of damage on the die and if they past they take no damage, This action uses a number of your rounds equal to the number in the parentheses x itself, you may not use this action if you have half or less of that amount of rounds needed.

Note: When Firing a spray action at a Mob and the Mob makes its save it will take half damage instead of no damage.

  • Focus fire: You may as an action choose to fire at a single target within range. The target must make a dex save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, roll a number of damage dice equal to your weapons damage die multiplied by the number in the parentheses. on a fail the target takes the weapons damage and on a pass they take half. This action consumes a number of rounds, equal to the number in the parentheses x itself, you may not use this action if you have half or less of that amount of rounds needed.

Note: The Focus fire action can not be used on a Mob.

  • Controlled Bursts: You May make one normal attack with this weapon per attack action you have, if you hit it deals normal damage, after your hit is determined count how much your hit was greater then the AC of your target, for every 5 points you beat there AC you score an additional hit with that weapon, each hit gains a bonus to the damage equal to the number in the parenthesis. this uses a number of rounds per attack equal to the number in the parentheses per attack, if you do not have the required amount of rounds for the whole burst but more then on it fires as if it was burst (the number of remaining rounds in weapon), if one round remains then fire as if is was single shot.

Recoil (-) (New): If the user of this weapon does not have a strength Score equal to or greater then the number in the parentheses, it will take a negative to all attacks rolls equal to the difference between the users strength score and the number in the parentheses. If the weapon is also automatic you reduce the DC your target needs to achieve by the difference. If a weapon with this property is Mounted you may ignore this property or you may braced in some way like bipods or rest the weapon on a wall to reduce this feature by 2.


Reloading (replacment): If a weapon has the reloading property runs out of ammunition in the weapon or magazine the wielder must spend an action to reload the weapon. Some weapons have a number in parentheses after the reloading feature this means you may only load that may rounds Per action you use to load the weapon.


Reliable (New): Whenever you have to roll on the misfire chart with a weapon with this Property you may roll twice and choose the higher of the two.


Sniper (New): When using a weapon with this property your target may not benefit from the Look out Sir rule as described in the Units section of chapter 3 (Units and Minions) and you may designate shot to specific creatures in a Mob.


  • Subdual damage:
  • Do not apply Subdaul damage to the target character’s hit points.
  • Any amout of subdual damage in an amount that exceades the targets Constitution modifier will become the DC for a Constitution save or fall unconscious.
  • If unconscious a new test may be made each round using the same DC that was failed originally.

Supercharge (New): Before firing a weapon with this Property you may choose to supercharge it, if you do, roll double the normal damage dice but you suffer a overheat on natural rolls of 1 - 4, if you also fall within the weapons Missfire you will suffer both effects (Overheat and you roll on the Misfire. Furthermore if you suffer a overheat you roll damage including the extra damage dice and then make a Dexterity save DC 15, on a fail you suffer the damage dealt and on a pass you suffer half as much damage. When you Overcharge you use double the shots it would have used without Overcharging.


Stunning (-) (New) Any creature hit with a weapon with this property must pass a Con save DC 8 + Proficiency if Proficient + the number in the parentheses of the property, or be stunned for one round.


Special Requirement (New): some weapons and items may Require a Specific Race, mod, armor type Ext. This will be described in the Properties of the Item. Example: the Bolt Rifle may only be used by the Masculum Divinus Magna sub race.


Tiny (New) Large creatures and those that have the Larger then most feature, have disadvantage on Attack rolls with Tiny Weapons. A Tiny weapon’s dimunitive size makes it too Small for a Large creature to use effectively.


Twin-barreled (New): you have advantage on attacks made with a twin linked weapon or the enemy has disadvantage on saves against effects caused by twin-linked weapons and you fire twice the number of shoots.


Vibro (New): A weapon with this property scores a critical hit on natural roll of one better the you normally would and when rolling for damage with critical hits you roll one extra damage die.


Volatile (New): If something with this Property is destroyed it will cause its effect to take place, IE if its a explosive it will detonate.


Vehicle (New): A weapon with this property may only be made if it is mounted properly on the appropriate vehicle.

Simple Ranged Weapons
Name Cost Damage Weight Properties Complexity Attachments Slots
Auto weapons
Small Caliber Pistol 100gp 1D6 Piercing - Range 40ft/160ft, Reloading, Ammunition Magazine/Small Cal (P), One-handed, SS, Tiny, Pistol, Light, Misfire (1) Trivial Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Small Caliber Rifle 150gp 1D6 Piercing - Range 60ft/240ft, Reloading, Ammunition Magazine/Small Cal (R), Two-handed, SA, Tiny, Misfire (1), Recoil (9) Trivial Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Small Caliber Carbine 150gp 1d6 Piercing - Range 50ft/200ft, Two-handed, Reloading, Ammunition Magazine/Small Cal (R), Two-handed, SS, Tiny, Assault, Misfire (1) Trivial Scope, Stock, Receiver, Barrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Small Caliber Leaver action Rifle 175gp 2D6 Piercing - Range 100ft/400ft, Reloading (4), Extensive Action, Ammunition 8/Small Cal (R), Two-handed, Tiny, Pinpoint, Long gun Heavy, Misfire (1), Recoil (11) Trivial Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Magazine and Pistolgrip
Small Caliber Sniper Rifle 200gp 1d6 Piercing - Range 80ft/320ft, Reloading, Ammunition Magazine/Small Cal (R), Two-handed, SS, Tiny, Pinpoint, Heavy, Misfire (1), Recoil (10) Trivial Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Magazine and Pistolgrip
UZ-1 300gp 1d6 Piercing - Range 20ft/80ft, Reloading, Ammunition Magazine/Small Cal (P), one-handed, AF (4), Tiny, Pistol, Light, Misfire (1-2), Recoil (11) Simple Compensator, Scope, Pistolgrip, Receiver, Froegrip
Medium Caliber Pistol 200gp 1D8 Piercing - Range 50ft/200ft, Reloading, Ammunition Magazine/Medium Cal (P), one-handed, SS, Pistol, Light, Misfire (1), Recoil (10) Simple Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Medium Caliber Rifle 300gp 1D8 Piercing - Range 100ft/400ft, Reloading, Ammunition Magazine/Medium Cal (R), Two-handed, SA, Misfire (1), Recoil (11) Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Medium Caliber Carbine 300gp 1d8 Piercing - Range 80ft/320ft, Two-handed, Reloading, Ammunition Magazine/Medium Cal (R), Two-handed, SS, Assault, Misfire (1), Recoil (10) Simple Scope, Stock, Receiver, Barrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Medium Caliber Leaver action Rifle 350gp 2D8 Piercing - Range 150ft/600ft, Reloading, Extensive Action, Ammunition 7/Medium Cal (R), Two-handed, Pinpoint, Long gun, Heavy, Misfire (1), Recoil (12) Simple Scope, Stock, Receiver, Underbarrel, Barrel, Compensator, Foregrip, Magazine and Pistolgrip
Medium Caliber Sniper Rifle 400gp 1d8 Piercing - Range 120ft/480ft, Reloading, Ammunition Magazine/Medium Cal (R), Two-handed, SS, Pinpoint, Heavy, Misfire (1), Recoil (11) Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Magazine and Pistolgrip
Submachine Gun 600gp 1d8 Piercing - Range 55ft/220ft, Reloading, Ammunition Magazine/Medium Cal (P), Two-handed, Select Fire AF (4)/SS, Assault, Pistol, Misfire (1-2), Recoil (11) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Simple Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachments Slots
Large Caliber Pistol 300gp 1D10 Piercing - Range 60ft/240ft, Reloading, Ammunition Magazine/Large Cal (P), one-handed, Bulky, SS, Pistol, Misfire (1), Recoil (12) Advanced Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Large Caliber Rifle 450gp 1D10 Piercing - Range 120ft/480ft, Reloading (5), Ammunition Magazine/Large Cal (R), Two-handed, Bulky, SA, Misfire (1), Recoil (13) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Large Caliber Carbine 450gp 1d10 Piercing - Range 100ft/400ft, Two-handed, Reloading, Ammunition Magazine/Large Cal (R), Two-handed, Bulky, SS, Assault, Misfire (1), Recoil (12) Advanced Scope, Stock, Receiver, Barrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Large Caliber Leaver action Rifle 700gp 2D10 Piercing - Range 200ft/800ft, Reloading, Extensive Action, Ammunition 8/Large Cal (R), Bulky, Pinpoint, Long gun, Heavy, Misfire (1), Recoil (15) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Magazine and Pistolgrip
Large Caliber Sniper Rifle 800gp 1d10 Piercing - Range 180ft/720ft, Reloading, Ammunition Magazine/Large Cal (R), Two-handed, Bulky, SS, Pinpoint, Heavy, Misfire (1-2), Recoil (14) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Magazine and Pistolgrip
Revolvers
Small Caliber Revolver 150gp 1D8 Piercing - Range 60ft/240ft, Reloading, Ammunition 6/Small Magnum, one-handed, Tiny, SS, Pistol, Light, Knockback (1), Misfire (1), Recoil (12) Trivial Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Medium Caliber Revolver 300gp 1D10 Piercing - Range 80ft/360ft, Reloading, Ammunition 6/Medium Magnum, one-handed, SS, Pistol, Knockback (2), Misfire (1), Recoil (14) Simple Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Large Caliber Revolver 600gp 1D12 Piercing - Range 100ft/400ft, Reloading, Ammunition 6/Large Magnum, one-handed, Bulky, SS, Pistol, Knockback (3), Misfire (1), Recoil (16) Advanced Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Small Caliber Revolver Rifle 200gp 1D8 Piercing - Range 100ft/400ft, Reloading (6), Ammunition 12/Small Magnum, two-handed, Tiny, SS, Pistol, Light, Knockback (1), Misfire (1), Recoil (11) Trivial Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Medium Caliber Revolver Rifle 400gp 1D10 Piercing - Range 120ft/240ft, Reloading (5), Ammunition 10/Medium Magnum, two-handed, SS, Pistol, Knockback (2), Misfire (1), Recoil (13) Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Large Caliber Revolver Rifle 800gp 1D12 Piercing - Range 150ft/600ft, Reloading (4), Ammunition 8/Large Magnum, two-handed, Bulky, SS, Pistol, Knockback (3), Misfire (1), Recoil (15) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Revolver Sniper rifle 700gp 2d12 Piercing - Range 220ft/880ft, Reloading (3), Ammunition 6/Large Magnum (R), two-handed, Sniper, Long gun, SS, Pinpoint, Bulky, Knockback (4), Misfire (1), Recoil (16) Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Arqubus 1,200gp 3d12 Piercing - Range 300ft/1200ft, Reloading (1), Ammunition 6/Magnum (LR), two-handed, Extensive action, Pinpoint, Heavy, Bulky, Mounted, Knockback (4), Misfire (1), Recoil (17) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Simple Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachments Slots
Break action Shotguns
Large Gage Single/Double Barrel 125gp 2d4 Piercing - Range 40ft/160ft, Two-handed, Reloading, Ammunition 1 or 2/Large Gage, Recoil (12), SS, Tiny, Assault, Knockback (1), Misfire (2) Trivial Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Medium Gage Single/Double Barrel 250gp 3d4 Piercing - Range 60ft/240ft, Two-handed, Reloading, Ammunition 1 or 2/Medium Gage, Recoil (14), SS, Assault, Knockback (4), Misfire (1) Simple Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Small Gage Single/Double Barrel 750gp 4d4 Piercing - Range 80ft/320ft, Two-handed, Reloading, Ammunition 1 or 2/Small Gage, Bulky, Recoil (16), SS, Assault, Knockback (6), Misfire (1) Advanced Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Recurve Bow
Shortbow 25gp 1d6 Piercing - Range 60ft/240ft, Two-handed, Ammunition 1/Short Arrow, Recoil (10), SS, Tiny, Misfire (1) Trivial Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Longbow 50gp 1d8 Piercing - Range 100ft/400ft, Two-handed, Ammunition 1/Long Arrow, Recoil (12), SS, Bulky, Misfire (1) Trivial Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Greatbow 100gp 1d10 Piercing - Range 150ft/600ft, Two-handed, Ammunition 1/Great Arrow, Recoil (14), SS, Bulky, Misfire (1) Simple Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Magnabow 200gp 1d12 Piercing - Range 200ft/800ft, Two-handed, Ammunition 1/Great Arrow, Recoil (17), SS, Bulky, Large, Misfire (1) Simple Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Crossbows
Hand Crossbow 75gp 1d6 Piercing - Range 30ft/120ft, One-handed, Reloading, Ammunition 1/light Bolt, Pistol, SS, Light, Misfire (1) Trivial Scope, Receiver and Pistolgrip
Light Crossbow 25gp 1d8 Piercing - Range 80ft/320ft, Two-handed, Reloading, Ammunition 1/Light Bolt, Assault, SS, Knockback (1), Misfire (1) Trivial Scope, Stock, Receiver, Underbarrel, Foregrip and Pistolgrip
Heavy Crossbow 50gp 1d10 Piercing - Range 100ft/400ft, Two-handed, Reloading, Ammunition 1/Heavy Bolt, Assault, SS, Bulky, Knockback (2) Misfire (1) Simple Scope, Stock, Receiver, Underbarrel, Foregrip, and Pistolgrip
Magna Hand Crossbow 100gp 1d8 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition 1/Light Bolt, Pistol, SS, Large, Light, Misfire (1) Simple Scope, Receiver and Pistolgrip
Magna Crossbow 75gp 2d6 Piercing - Range 125ft/500ft, Two-handed, Reloading, Ammunition 1/Great Bolt, SS, Assault, Large, Knockback (3), Misfire (1) Simple Scope, Stock, Receiver, Underbarrel, Foregrip and Pistolgrip
Simple Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachments Slots
Grenade Weapons
Pop Grenade 75gp 3D6 Bludgeoning - Throw 40ft/80ft, Burst, Deviation (1D6) Simple -
Standard Frag Grenade 100gp 3D6 Bludgeoning 3D6 Piercing - Throw 40ft/80ft, Knockback (4), Blast (5ft), Deviation (1D6) Simple -
Standard Krak Grenade 150gp 4D10 Piercing - Throw 40ft/80ft, Burst, AP (-1), Potent (+), Deviation (1D6) Simple -
Pipe Bomb 75gp 2D6 Bludgeoning 2D6 Piercing - Throw 40ft/80ft, Knockback (2), Blast (5ft), Deviation (1D6) Trivial -
Small Homemade Explosives 200gp 4D10 Bludgeoning - Throw 25ft/50ft, Knockback (3), Volatile, Blast (10ft), Deviation (1D6) Trivial -
Large Homemade Explosives 400gp 6D10 Bludgeoning - Throw 20ft/40ft, Knockback (4), Volatile, Blast (15ft), Deviation (1D8) Simple -
Alcohol Bomb 50gp 2d6 Fire - Throw 35ft/70ft, Blast (5ft), Ignite, Volatile, Deviation (1D6) Trivial -
Martial Ranged Weapons
Name Cost Damage Weight Properties Complexity Attachments Slots
Compound Bow
Compact Compound bow 175gp 2d6 Piercing - Range 100ft/400ft, Two-handed, Ammunition 1/Arrow, Recoil (9), Extensive action, Pinpoint, Tiny, Misfire (1) Trivial Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Compound bow 225gp 2d8 Piercing - Range 150ft/600ft, Two-handed, Ammunition 1/Arrow, Recoil (11), Extensive action, Pinpoint, Misfire (1) Trivial Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Great Compound bow 450gp 2d10 Piercing - Range 200ft/800ft, Two-handed, Ammunition 1/Arrow, Recoil (13), Extensive action, Pinpoint, bulky, Misfire (1) Trivial Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Magna Compound bow 1,200gp 2d12 Piercing - Range 250ft/1000ft, Two-handed, Ammunition 1/Arrow, Recoil (15), Extensive action, Pinpoint, bulky, Misfire (1), Large Simple Scope, Side Rail Receiver and Pistol Grip (no Select fire)
Martial Ranged Weapons
Name Cost Damage Weight Properties Complexity Attachments Slots
Crossbows
Revolving Hand Crossbow 150gp 1d6 Piercing - Range 30ft/120ft, One-handed, Reloading, Ammunition 5/light Bolt, Pistol, SS, Tiny, Light, Misfire (1-2) Trivial Scope, Receiver, Magazine and Pistolgrip
Revolving Crossbow 100gp 1d8 Piercing - Range 80ft/320ft, Two-handed, Reloading, Ammunition 10/Light Bolt, SA, Knockback (1), Misfire (1) Trivial Scope, Stock, Receiver, Underbarrel, Foregrip, Magazine and Pistolgrip
Revolving Magna Hand Crossbow 200gp 1d8 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition 5/ Light Bolt, Pistol, SS, Large, Light, Knockback (1), Misfire (1) Simple Scope, Receiver, Magazine and Pistolgrip
Revolving Magna Crossbow 125gp 2d6 Piercing - Range 125ft/500ft, Two-handed, Reloading, Ammunition 10/Light Bolt, SA, Assault, Large, Knockback (3), Misfire (1) Simple Scope, Stock, Receiver, Underbarrel, Foregrip, Magazine and Pistolgrip
Bolt Thrower 250gp 2d10 Piercing - Range 150ft/600ft, Two-handed, Reloading, Ammunition 1/Great Bolt, Extensive Action, Sniper, Pinpoint, Heavy, Longgun, SS, Bulky, Knockback (4), Misfire (1) Simple Scope, Stock, Receiver, Underbarrel, Foregrip and Pistolgrip
Needler 550gp 1d4 Piercing - Range 80ft/320ft, Two-handed, Reloading, Ammunition 50/Needles, AF (5), Misfire (1-2) Complex Scope, Stock, Receiver, Underbarrel, Foregrip, Magazine and Pistolgrip
Pump Shotguns
Large Gage Pump 200gp 2d4 Piercing - Range 40ft/160ft, Two-handed, Reloading (5), Ammunition 9/Large Gage, Recoil (12), SS, Tiny, Assault, Knockback (1), Misfire (2) Trivial Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Medium Gage Pump 600gp 3d4 Piercing - Range 60ft/240ft, Two-handed, Reloading (4), Ammunition 8/Medium Gage, Recoil (14), SS, Assault, Knockback (4), Misfire (1) Simple Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Small Gage Pump 1,200gp 4d4 Piercing - Range 80ft/320ft, Two-handed, Reloading (3), Ammunition 7/Small Gage, Bulky, Recoil (16), SS, Assault, Knockback (6), Misfire (1) Advanced Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Semi Auto Shotguns
Large Gage Semi Auto 300gp 2d4 Piercing - Range 40ft/160ft, Two-handed, Reloading, Ammunition Magazine/Large Gage, Recoil (12), SA, Tiny, Knockback (1), Misfire (2) Trivial Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Medium Gage Semi Auto 700gp 3d4 Piercing - Range 60ft/240ft, Two-handed, Reloading, Ammunition Magazine/Medium Gage, Recoil (14), SA, Knockback (4), Misfire (1) Simple Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Small Gage Semi Auto 1,200gp 4d4 Piercing - Range 80ft/320ft, Two-handed, Reloading, Ammunition Magazine/Small Gage, Bulky, Recoil (16), SA, Knockback (6), Misfire (1) Advanced Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Auto Shotguns
Large Gage Auto Shotgun 800gp 2d4 Piercing - Range 40ft/160ft, Two-handed, Reloading, Ammunition Magazine/Large Gage, Tiny, Recoil (15), AF (3), Knockback (1), Misfire (2) Simple Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Magazine, Pistolgrip
Medium Gage Auto Shotgun 1,200gp 3d4 Piercing - Range 60ft/240ft, Two-handed, Reloading, Ammunition Magazine/Medium Gage, Recoil (17), AF (3), Knockback (4), Misfire (1) Advanced Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Magazine, Pistolgrip
Small Gage Auto Shotgun 1,600gp 4d4 Piercing - Range 80ft/320ft, Two-handed, Reloading, Ammunition Magazine/Small Gage, Bulky, Recoil (18), AF (3), Knockback (6), Misfire (1) Intricate Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Magazine, Pistolgrip
Martial Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachment Slots
Heavy Shotguns
Heavy Shotgun 2,000gp 5d4 Force - Range 80ft/320ft, Two-handed, Reloading, Ammunition Magazine/Small gage, Bulky, SS, Heavy, Recoil (18), Knockback (6), Misfire (1), Large Intricate Scope, Stock, Receiver, Barrel, Foregrip, Siderail, Pistolgrip
Machine guns
Light Machine gun 500gp 1d6 piercing - Range 180ft/720ft, two-handed, Reloading, AF (4), Ammunition Belt 200/light cal (R), Tiny, Recoil (11), Misfire (1-4) Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Medium Machine gun 1,000gp 1d8 piercing - Range 240ft/960ft, two-handed, Reloading, AF (4), Ammunition Belt 200/Medium cal (R), Bulky, Recoil (13), Long Gun, Misfire (1-4) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Heavy Machine gun 1,500gp 1d10 piercing - Range 300ft/1200ft, two-handed, Reloading, AF (4), Ammunition Belt 100/large cal (R), Heavy, Recoil (15), massive Parts (1/2), Mounted, Misfire (1-4) Intricate Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Auto-Cannon 2,500gp 2d12 Piercing - Range 240ft/960ft, two-handed, AF (2), Ammunition Drum 20/20MM, Heavy, Recoil (13), Misfire (1), Knockback (5), Massive Parts (4), Mounted (2/4), Missfire (1-2) Advanced None
Accelerator Auto-Cannon 5,500gp 2d12 Piercing - Range 240ft/960ft, two-handed, AF (3), Fixed Ammunition Belt 40/20MM, Heavy, Recoil (15), Massive parts (4), Mounted (2/4), Misfire (1-3), Special Requirement (Larger then most) Intricate None
Mini gun 2,750gp 1d4 Piercing - Range 80ft/360ft, two-handed, Automatic (8), Ammunition Drum 200/6MM, Reloading, Heavy, Recoil (14), Misfire (1-4), Massive Parts (2/2), Large Simple None
Heavy Mini gun 5,750gp 1d6 Piercing - Range 100ft/400ft, two-handed, Automatic (8), Ammunition Drum 100/Light Rifle, Reloading, Heavy, Recoil (16), Misfire (1-4), Massive Parts (2/2), Large, Mounted Advanced None
Martial Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachment Slots
Pulse Weapons
Light Pulse Pistol 550gp 1D4 Force - Range 80ft/320ft, Reloading, Ammunition 100/Pulse), one-handed, SS, Pistol, Light, Misfire (1), Pulse Simple Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Light Pulse Rifle 1250gp 1d4 Force - Range 150ft/600ft, two-handed, Reloading, Burst Fire (4), Ammunition 75/pulse, Misfire (1), Pulse, Assault Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Pulse Pistol 900gp 1D6 Force - Range 100ft/400ft, Reloading, Ammunition 75/Pulse), one-handed, SS, Pistol, Misfire (1), Pulse, Special (Counts as Light if Wielder is Large or has the Larger then most feature) Simple Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Pulse Rifle 1750gp 1d6 Force - Range 200ft/800ft, two-handed, Reloading, Burst Fire (4), Ammunition 50/pulse, Misfire (1), Pulse Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Light Auto Pulse Rifle 2000gp 1d4 Force - Range 200ft/800ft, two-handed, Reloading, AF (6), Ammunition 200/Pulse, Misfire (1), Pulse, Assault Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail,
Auto Pulse Rifle 2500gp 1d6 Force - Range 250ft/1000ft, two-handed, Reloading, AF (6), Ammunition 200/Pulse, Misfire (1), Pulse Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail,
Pulse Submachine 2250gp 1d4 Force - Range 55ft/220ft, Reloading, Ammunition 50/Pulse, Two-handed, Select Fire AF (6)/BF (4), Assault, Pistol, Misfire (1) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Martial Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachment Slots
Laser Weapons
Laser pistol 500gp 1D8 Fire - Range 60ft/240ft, One-handed, Reloading, Ammunition 500/Energy Cell, SS, Light, Pistol, Misfire (1) Trivial Scope, Energy Fluctuator, Energy Extender, Focuser, Siderail, Compasitor and Pistolgrip
Enhanced Laser pistol 1,000 1D10 Fire - Range 60ft/240ft, One-handed, Reloading, Ammunition 250/Energy Cell, SS, Pistol, Misfire (1), AP (-1), Potent (+) Advanced Scope, Energy Fluctuator, Energy Extender, Focuser, Siderail, Compasitor and Pistolgrip
Laser Rifle 700gp 1D8 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 250/Energy Cell, SA, Misfire (1) Simple Scope, Stock, Energy Fluctuator, Energy Extender, Underbarrel, Focuser, Foregrip, Siderail, Compasitor and Pistolgrip
Enhanced Laser Rifle 1400gp 1D10 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 125/Energy Cell, SS, Misfire (1), AP (-1), Potent (+) Advanced Scope, Stock, Energy Fluctuator, Energy Extender, Underbarrel, Focuser, Foregrip, Siderail, Compasitor and Pistolgrip
Laser Cannon 10,000gp 6D10 Fire - Range 240ft/960ft, Ammunition 1/Power Cells, Heavy, Extensive Action, Misfire (1), Massive Parts, Mounted (2/4), AP (-3) Intricate None
Auto Laser Rifle 1100gp 1D8 Fire - Range 180ft/720ft, Two-handed, Reloading, AF (4), Ammunition 250/Energy Cell, SA, Misfire (1) Simple Scope, Stock, Energy Fluctuator, Energy Extender, Underbarrel, Focuser, Foregrip, Siderail, Compasitor and Pistolgrip
Auto Enhanced Laser Rifle 2700gp 1D10 Fire - Range 240ft/720ft, Two-handed, Reloading,, AF (4) Ammunition 125/Energy Cell, Misfire (1), AP (-1), Potent (+) Advanced Scope, Stock, Energy Fluctuator, Energy Extender, Underbarrel, Focuser, Foregrip, Siderail, Compasitor and Pistolgrip
Gatling Laser 2700gp 1D6 Fire - Range 100ft/400ft, Two-handed, Reloading, AF (6) Ammunition 500/Power Cell, Misfire (1), Massive Parts (2/2), Large Advanced Scope, Stock, Energy Fluctuator, Energy Extender, Underbarrel, Focuser, Foregrip, Siderail, Compasitor and Pistolgrip
Gatling Laser Cannon 2700gp 1D8 Fire - Range 150ft/600ft, Two-handed, Reloading, AF (6) Ammunition 250/power Cell, Misfire (1), AP (-1), Potent (+), Massive Parts (2/2), Large, Mounted Advanced Scope, Stock, Energy Fluctuator, Energy Extender, Underbarrel, Focuser, Foregrip, Siderail, Compasitor and Pistolgrip
Martial Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachment Slots
Bolter Weapons
Bolter pistol 1,000gp 1d12 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition Magazine/Bolter, SS, Pistol, Bulky, Recoil (13), Knockback (1), Misfire (1), Special (Counts as Light if Wielder is Large or has the Larger then most feature). Simple Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Magna Bolter pistol 1,500gp 2d6 Piercing - Range 90ft/360ft, One-handed, Reloading, Ammunition Magazine/Magna Bolter, SS, Pistol, Large, Recoil (15), Knockback (2), Misfire (1), Large Advanced Scope, Receiver, Compensator, Siderail, Magazine and Pistolgrip
Light Bolter Rifle 1,250gp 1D12 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition Magazine/Bolter, SA, Knockback (1), Bulky, Recoil (14), Misfire (1) Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Magna Bolter Rifle 2,000gp 2d6 Piercing - Range 150ft/600ft, Two-handed, Reloading, Ammunition Magazine/Magna Bolter, SA, Long gun, Large, Recoil (14), Knockback (2), Misfire (1), Large Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Light Bolter Carbine 1,250gp 1D12 Piercing - Range 80ft/260ft, Two-handed, Reloading, Ammunition Magazine/Bolter, SS, Assault, Knockback (1), Bulky, Recoil (13), Misfire (1) Simple Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip,
Magna Bolter Carbine 2,000gp 2d6 Piercing - Range 100ft/300ft, Two-handed, Reloading, Ammunition Magazine/Magna Bolter, SS, Assault, Large, Recoil (14), Knockback (2), Misfire (1) Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, Siderail, Magazine and Pistolgrip
Heavy Bolter 5,000gp 3d6 Piercing - Range 180ft/720ft, Two-handed, Automatic (3), Ammunition Belt 50/Magna Bolter, Heavy, Recoil (18), Misfire (1-2), Knockback (3), Massive Parts (2/4), Mounted Advanced -
Bolter Sniper Rifle 7,500gp 4d6 Piercing - Range 240ft/960ft, Two-handed, Reloading, Ammunition 5/Heavy Bolt, SS, Pinpoint, Heavy, Recoil (17), Misfire (1), Long gun, Large Advanced Scope, Stock, Receiver, Barrel, Underbarrel, Compensator, Foregrip, and Pistolgrip
Martial Ranged Weapons Continued
Name Cost Damage Weight Properties Complexity Attachment Slots
Flame Weapons
Hand Flamer 850gp 4d6 Fire - Ammunition\ 10 Charges = 1/2 gal Promethium, Extensive Action, one-handed, Pistol, Light, Engulf (15ft), Ignite Trivial
Flamer 1100gp 4d6 Fire - Ammunition\ 5 Charges = 1/2 gal Promethium, Extensive Action, Two-handed, Assault, Engulf (30ft), Ignite Trivial
Incinerator 5,200gp 6d6 Fire - Ammunition\ 3 Charges = 1/2 gal Promethium, Extensive Action, Two-handed, Assault, Engulf (40ft), Ignite, AP (-2), Potent (++) Advanced
Heavy Flamer 10,500gp 8d6 Fire - Ammunition\ 1 Charges = 1 gal Promethium, Extensive Action, Two-handed, Heavy, Engulf (50ft) Ignite, Massive Parts (1/2), Mounted, AP (-1), Potent (+) Advanced
Incendiary Ejector 15,750gp 10d6 Fire - Ammunition\ 10 Charges = 00 gal Promethium, Extensive Action, Two-handed, Heavy, Engulf (50ft) Ignite, Massive Parts (2/4), Mounted, AP (-1), Potent (+), Large Intricate
Grenade Weapons
Military Grade Frag Grenade 250gp 4D6 Bludgeoning 4D6 Piercing - Throw 40ft/80ft, Knockback (2), Blast (5ft), Potent (+), Deviation (1D6) Advanced
Military Grade Krak Grenade 500gp 5D10 Piercing - Throw 40ft/80ft, Burst, AP (-2), Potent (++) Advanced
Small Demolitions Charge 1,500gp 4D12 Bludgeoning - Throw 25ft/50ft, Knockback (3), Blast (10ft), Deviation (1D8), AP (-1) Potent (+) Simple
Large Demolitions Charge 4,000gp 6D12 Bludgeoning - Throw 20ft/40ft, Knockback (4), Blast (20ft), Deviation (1D10), AP (-1), Potent (+) Advanced
Promethium Bomb 125gp 4d6 Fire - Throw 25ft/50ft, Blast (10ft), Ignight, Deviation (1D6) Simple
Exotic Weapons
Name Cost Damage Weight Properties Complexity
Explosive Weapons
Rocket Launcher 1,500gp see ammo - Range 240ft/960ft, two-handed, Ammunition 1/Rocket, Reloading, Heavy, Extensive Action, Special Ammo, Massive parts (1/1) Simple
Mag Feed Rocket Launcher 6,500gp see ammo - Range 240ft/960ft, two-handed, Ammunition 5/Rocket, Reloading, Heavy, Extensive Action, Special Ammo, Deviation (1d6), massive parts (2/1), Large Advanced
60MM Mortar 2,750gp see ammo Trivial Range 200ft/800ft, two-handed, Ammunition 1/mortar 60MM, Reloading, Heavy, Indirect, Deviation (1d8), Extensive Action, Massive Parts (1/2). Mounted Simple
81MM Mortar 5,500gp see ammo Simple Range 300ft/1200ft, two-handed, Ammunition 1/mortar 81MM, Reloading, Heavy, Indirect, Deviation (1d8), Extensive Action, Massive Parts (1/3). Mounted Simple
Whirlwind Missile Launcher 10,500gp see ammo - Range 200ft/800ft, Shoulder mount, Reloading, Ammunition 20/Rocket, Heavy, Special Ammo, massive parts (Short rest), Special requirement (Power frame) Advanced
Grenade Launcher 3,500gp see ammo - Range 90ft/360ft, two-hannded Ammunition 6/40mm Grenade, Reloading, Assault, Special Ammo Simple
Ripper gun 8,500pg see ammo 2d6 Range 60ft/240ft, Ammunition 12/Ripper rounds Grenade, Two-handed, Reloading, SS, Assault, Recoil (17), Burst, Intergrated Magna Knife, Large Advanced
Grenadier Gauntlet 2000 see ammo - Range 60ft/120ft, Ammunition 12/40mm Grenade, One-handed, Reloading, Assault, Intergrated Ram (1H, 1d12 Bludgeoning), Special Requirement (power Frame) Simple
Exotic Ranged Weapon (Disintegrator)
Disintegrator Pistol 7,500gp 4d8 Fire - Range 30/60ftft, Ammunition 10/Melta cell, one-handed, Pistol, Melta, Dispersing, Extensive Action, AP (-4), Potent (+++) Special (Counts as Light if Wielder is Large or has the Larger then most feature). Advanced
Disintegrator Rifle 10,000gp 4d8 Fire - Range 60ft/120ft, Ammunition 5/Melta cell, Assault, Two-handed, Melta, Dispersing, Extensive Action, AP (-4), Potent (+++) Advanced
Disintegrator Cannon 25,000gp 6D8 Fire - Range 120f/240ftt, Ammunition 3/Melta core, Heavy, Two-handed, Melta, Dispersing, Extensive Action, AP (-4), Potent (+++), Massive Parts (2/4), Mounted Advanced
Heavy Disintegrator Rifle 50,000gp 8D8 Fire - Range 120ft/240ft, Ammunition 2/Melta core, Heavy, Two-handed, Melta, Dispersing, Extensive Action, AP (-4), Potent (+++), Large, Massive parts (2/-) Intricate
Exotic weapons Continued
Name Cost Damage Weight Properties Complexity
Exotic Ranged Weapon (Plasma)
Plasma Pistol 2,500gp 1d12 Fire - Range 60ft/240ft, one-handed, Reloading, Ammunition 30/plasma cell, Pistol, Supercharge, Misfire (1), AP (-3), Potent (++), Special (Counts as Light if Wielder is Large or has the Larger then most feature). Advanced
Plasma Cutter 4,500gp 1d12 Fire - Range 10ft/40ft, Augmetic arm attachment, Reloading, Ammunition 30/plasma cell, Pistol, Supercharge, AP (-1), Potent (+) Misfire (1), Servo harness Advanced
Plasmagun 8,500gp 1D12 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, SA, Supercharge, Misfire (1), AP (-3), Potent (++) Advanced
Plasma cannon 50,500gp 3D12 Fire - Range 180ft/720ft, Two-handed, Ammunition 5/Plasma core, Heavy, Blast 10ft, Deviation (1d8), Supercharge, Extensive Action, Misfire (1), Massive Parts (2/4), Mounted, AP (-3), Potent (++) Advanced
Technokii Plasma Incinerator 8,500gp 3d4 Fire - Range 150ft/600ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Rapidfire, Supercharge, Misfire (1), AP (-4), Potent (+++) Large Intricate
Teknokii Assault Plasma Incinerator 8500gp 3d4 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Assault, Supercharge, Misfire (1), AP (-4), Potent (+++), Large Intricate
Technokii Heavy Plasma Incinerator 25,500gp 4d4 Fire - Range 180ft/720ft, Two-handed, Reloading, Ammunition 10/Plasma Cell, heavy, Massive Parts (2/-), Supercharge, Misfire (1), AP (-4), Potent (+++), Large Intricate
Tecnokii Plasma Exterminator 45,500gp 6d4 Fire - Range 90ft/360ft, Two-handed, Ammunition 10/Plasma core, Assault, Blast (10ft), Deviation (1d6), Supercharge, Extensive Action, Misfire (1), AP (-3), Potent (++) Large Intricate
Technokii Plasma Caliver 5,000gp 3d4 Fire - Range 90ft/360ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Assault, Automatic (2), Supercharge, Misfire (1), AP (-2), Potent (+) Advanced
Plasma Culverin 38,500gp 5d4 Fire - Range 90ft/360ft, Two-handed, Reloading, Ammunition 5/Plasma Cell, Heavy, Mounted, Massive parts (2/4), Blast (20ft) Deviation (1d6), Supercharge, Misfire (1), AP (-3), Potent (++), Large Intricate
Blaster Pistol 4000gp 2d6 Fire - Range 75ft/300ft, one-handed, Reloading, Ammunition 50/plasma cell, Pistol, Misfire (1), AP (-2), Potent (+), Special (Counts as Light if Wielder is Large or has the Larger then most feature). Advanced
Blaster Rifle 7000gp 2d6 Fire - Range 150ft/600ft, Two-handed, Reloading, Ammunition 25/Plasma Cell, SA, Misfire (1), AP (-2), Potent (+) Advanced
Exotic weapons Continued
Name Cost Damage Weight Properties Complexity
Exotic Ranged Weapon (Grav)
Grav Pistol 4650 1d8 Bludgeoning - Range 60ft/240ft, One-handed, Reloading, Ammunition 30/Grav Pack, Pistol, Grav, Misfire (1), Special (Counts as Light if Wielder is Large or has the Larger then most feature). Advanced
Grav Gun 7600 1d8 Bludgeoning - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Grav Pack, SA, Grav, Misfire (1) Advanced
Grav Cannon 18,000 1d10 Bludgeoning - Range 150ft/300ft, Two-handed, Reloading, Ammunition 5/Grav Pack, Heavy, Blast 10ft, Grav, Massive Parts (2/4), Mounted, Misfire (1) Advanced
Heavy Grav Cannon 28,000 1d12 Bludgeoning - Range 150ft/300ft, Two-handed, Reloading, Ammunition 3/Grav Pack, Heavy, Blast 15ft, Grav, Massive parts, Mounted, Misfire (1), Large Intricate
Exotic Ranged Weapon (Radiation)
Rad Pistol 850 2d6 poison - Range 60ft/240ft, One-handed, Reloading, Ammunition 15/radium rounds, Pistol, Radium, Misfire (1), AP (-5), Special (Counts as Light if Wielder is Large or has the Larger then most feature). Simple
Rad Carbine 2,800 2d6 Poison - Range 120ft/480ft, Two-handed, Reloading, Ammunition 30/Radium rounds, SA, Radium, Automatic (3), Misfire (1), AP (-5), Special Requirement (Cult Mechanicus) Simple
Exotic Ranged Weapon (Arch)
Arch Pistol 5450 3d4 Lightning - Range 60ft/240ft, One-handed, Reloading, Ammunition 30/Arch Pack, Pistol, Misfire (1), Stunning (1), AP (-2), Potent (+) Special (Counts as Light if Wielder is Large or has the Larger then most feature). Simple
Arch Rifle 10,200 3d4 Lightning - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Arch Pack, Rapidfire, Stunning (1), Misfire (1), AP (-2), Potent (+) Special Requirement (Cult Mechanicus) Simple
Heavy Arch Rifle 27,500 5d4 Lightning - Range 120ft/480ft, Two-handed, Reloading, Ammunition 10/Arch Pack, Heavy, Massive parts (2/-), Automatic (2), Stunning (3), Misfire (1), AP (-4), Potent (++), large Advanced
Exotic Ranged Weapon (Phosphor)
Phosphor Blast Pistol 6,750 2d6 Fire - Range 60ft/240ft, One-handed, Reloading, Ammunition 50/plasma cell, Pistol, Ignore Cover, Misfire (1), AP (-3), Potent (++), Special (Counts as Light if Wielder is Large or has the Larger then most feature). Advanced
Phosphor Blaster 21,400 2d6 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 50/plasma cell, SA, Ignore Cover, Automatic (3), AP (-3), Potent (++) Misfire (1), AP (-3) Advanced
Heavy Phosphor Blaster 41,500 2d6 Fire - Range 180ft/720ft, Two-handed, Reloading, Ammunition 50/plasma cell, Heavy, Ignore Cover, Automatic (5), Misfire (1), Massive parts (2/-), AP (-3), Potent (++), Large Advanced
Vehicle only Weapons
Name Cost Damage Weight Properties Complexity
Exotic Ranged Weapon (Vehicle)
Heavy Auto Cannon - 3D12 Piercing - Range 300ft/1200ft, Automatic (2), Ammunition 50/75MM, Special Requirement (Vehicle), Heavy, Knockback (2), Misfire (1-2) Simple
Multi-laser - 2D8 Fire - Range 250ft/1000ft, Automatic (3), Ammunition 300/Energy, Special Requirement (Vehicle), Heavy, Misfire (1) Advanced
Battle cannon - See Battle Cannon Rounds in the Explosive ammunitions - Range 400ft/1600ft, Ammunition 10/105MM Shells, Extensive Action, Special Requirement (Vehicle), Heavy, Misfire (1) Advanced
SimpleMelee Weapons
Name Cost Damage Weight Properties Complexity
Simple Melee Weapon
Combat Knife 5gp 1d4 Slashing/Piercing - One-Hannded, light, Finesse, Tiny Trivial
Magna Combat Sword 10gp 1d8 Slashing/Piercing - One-Hannded, Finesse, Large Trivial
Arch Maul 1,250gp 1d4 bludgeoning 1d4 Lightning - One-Hannded, Versatile (1d6/1d6), Stunting Simple
Taser Goad 850gp 1d6 Lightning - One-Hannded, light, Stunning (2) Simple
Sledge Hammer 25gp 2d6 bludgeoning - Two-Handed, Bulky Trivial
Magna Club/Mace 45gp 1d12 bludgeoning - Versatile (2d8), Two-Handed, Large Trivial
Martial Melee Weapons
Name Cost Damage Weight Properties Complexity
Martial Melee Weapon
Magna Knife/dagger 35gp 1d6 Slashing/Piercing - One handed, Finesse, Large, light. Trivial
Vibro knife/dagger 275gp 1d4 Slashing/Piercing - One handed, light, Finesse, Tiny, Vibro, AP (-1), Potent (+) Advanced
Magna Vibro knife/dagger 400gp 1d6 Slashing/Piercing - One handed, Finesse, Bulky, Vibro, AP (-1), Potent (+), light Advanced
Magna Sword 150gp 1d10 Slashing/Piercing - Versatile (1d12), Large Trivial
Vibro Sword 5500gp 1d8 Slashing/Piercing - Versatile (1D10), Vibro, AP (-3), Potent (++) Special (Counts as Light if Wielder is Large or has the Larger then most feature) Advanced
Magna Vibro Sword 7500gp 1d10 Slashing/Piercing - Versatile (1D12), Large, Vibro, AP (-3), Potent (++) Advanced
Magna Great Sword 150gp 2d6 Slashing/Piercing - Two-handed, Large Trivial
Vibro Great Sword 5500gp 2d6 Slashing/Piercing - Two-Handed, Vibro, AP (-3), Potent (++) Advanced
Magna Vibro Sword 7500gp 1d10 Slashing/Piercing - Versatile (1D12), Large, Vibro, AP (-3), Potent (++) Advanced
Martial Melee Weapons
Name Cost Damage Weight Properties Complexity
Martial Melee Weapon
Magna Greatblade 15,000 3d6 Slashing/Piercing - Two-handed, Large Advanced
Vibro Greatblade 27,500 3d6 Slashing/Piercing - Two-handed, Vibro, Large, AP (-3), Potent (++) Simple
Chain sword 1500gp 2d4 Slashing - One-Hannded, AP (-1), Special (Counts as Light if Wielder is Large or has the Larger then most feature) Simple
Magna Chain sword 2500gp 3d4 Slashing - One-Hannded AP (-1), Large Simple
Magna Katana 150gp 1d10 Slashing/Piercing - Versatile (1d12), Large, Finesse Trivial
Vibro Katana 5500gp 1d8 Slashing/Piercing - Versatile (1D10),, Finesse, Vibro, AP (-3), Potent (++) Special (Counts as Light if Wielder is Large or has the Larger then most feature) Advanced
Magna Vibro Katana 7500gp 1d10 Slashing/Piercing - Versatile (1D12), Large,, Finesse, Vibro, AP (-3), Potent (++) Advanced
Magna Ax 175gp 1D10 Slashing/bludgeoning - Versatile (1d12), Large Trivial
Vibro Ax 4450gp 1D8 Slashing/bludgeoning - Versatile (1d10), Large, Vibro, AP (-2), Potent (+) Special (Counts as Light if Wielder is Large or has the Larger then most feature) Advanced
Magna Vibro Ax 6,750gp 1D10 Slashing/bludgeoning - Versatile (1d12), Large, Vibro, AP (-2), Potent (+) Advanced
Chain Axe 1750gp 2d4 Slashing - Versatile (3d4), AP (-1) Simple
Magna Chain Axe 2750gp 3d4 Slashing - Versatile (4d4), AP (-1), Large Simple
Magna Great Axe 175gp 2d8 Slashing/bludgeoning - Two-handed, Large Trivial
Vibro Great Axe 4450gp 1d12 Slashing/bludgeoning - Two-handed, Vibro, AP (-2), Potent (+). Advanced
Magna Vibro Great Axe 6,750gp 2d8 Slashing/bludgeoning - Two-handed, Large, Vibro, AP (-2), Potent (+) Advanced
Chain Great Axe 1750gp 3d4 Slashing - Two-handed, AP (-1) Simple
Magna Chain Great Axe 2750gp 5d4 Slashing - Two-handed, AP (-1), Potent (+), Large Simple
Magna Sledge 335gp 2d10 bludgeoning - Two-Handed, Large Trivial
Vibro Sledge 8650gp 2d6 bludgeoning - Two-Handed, Bulky, Vibro, AP (-1), Potent (+) Advanced
Magna Vibro Sledge 11,200gp 2d10 bludgeoning - Two-Handed, Bulky, Large, Vibro, AP (-1), Potent (+) Simple
Magna Short Spear 150gp 1d8 Piercing - Versatile (1D10), Finesse, Thrown 1H 40ft/80ft, Large. Trivial
Vibro Short Spear 250gp 1d6 Piercing - Versatile (1D8), Finesse, Vibro, AP (-1), Potent (+) Thrown 1H 40ft/80ft, Special (Counts as Light if Wielder is Large or has the Larger then most feature) Advanced
Martial Melee Weapons Continued
Name Cost Damage Weight Properties Complexity
Martial Melee Weapon Continued
Magna Vibro Short Spear 1050gp 1d8 Piercing - Versatile (1D10), Finesse, Vibro, AP (-1), Potent (+), Thrown 1H 40ft/80ft, Large. Simple
Magna Long Spear 350gp 1d12 Piercing - Two-Handed, Large, Finesse, Reach 10ft, Thrown 1H 30ft/60ft Trivial
Vibro Long Spear 4850gp 1d10 Piercing - Two-Handed, Bulky, Finesse, Reach 10ft, Vibro, AP (-2), Potent (+), Thrown 1H 30ft/60ft Advanced
Magna Vibro Long Spear 6450gp 1d12 Piercing - Two-Handed, Large, Finesse, Reach 10ft, Vibro, AP (-2), Potent (+), Thrown 1H 30ft/60ft Advanced
Chain Long Spear 3450gp 2d4 Slashing - Two-Handed, Bulky, Reach 10ft, AP (-1), Potent (+) Simple
Magna Chain Long Spear 6850gp 3d4 Slashing - Two-Handed, Large, Reach 10ft, AP (-1), Potent (+) Simple
Neural Whip 5,050gp 1d4 Slashing 1d4 Psychic - One-Handed, Light, Finesse, Reach, Vibro, Advanced
Shock Whip 1850gp 1d4 Slashing 1d4 Lightning - One-Hannded, light, Finesse, Reach, Stunning (1) Simple
Exotic Melee Weapons
Name Cost Damage Weight Properties Complexity
Exotic Weapons (Melee)
Lightning hammer 65,500gp 1D8 lightning 1d8 bludgeoning - Versatile (1d10/1d10), Large, Stunning (3) Special Requirement (Large size), AP (-2), Potent (++) Intricate
Human Power Fist 38,500 2d6 Bludgeoning - One-handed, Bulky, AP (-2), Potent (++) Advanced
Magna Power Fist 52,000 2d8 Bludgeoning - One-handed, Large, AP (-2), Potent (+) Advanced
Human Lightning Claw 37,500 1d4 slashing, 1d4 Lightning - One-handed, Vibro, AP (-3), Potent (++) Simple
Magna Lightning Claw 43,000 1d6 Slashing, 1d6 Lightning - One-handed, Vibro, Large, AP (-3), Potent (++) Advanced
Bullet storm Gauntlet 26,000 2d8 Bludgeoning - One-handed, Large, AP (-2), Potent (+), Special Requirement (Powerframe), Integrated bullet Bolter Pistol Advanced
Chain Fist 64,500 4d4 bludgeoning/Slashing - One-handed, Large, AP (-3), Potent (++), Special Requirement (Power frame) Intricate
Eviserator 15,000 5D4 Slashing - Two-handed, Large, AP (-2), Potent (+) Advanced
Exicutioners Greatblade 27,500 5d4 Slashing/Piercing - Two-handed, Vibro, Large, AP (-3), Potent (++) Simple
Lazer Scalpel 11,000 1d12 Fire - 1H, Light, Special Requirement (___) Intricate
Crozius Arcanum 22,500 1D6 Thunder 1d6 bludgeoning - Versatile (1d8/1d8), Bulky, Vibro, Stunning (3), AP (-2), Potent (+), Special Requirement (Chaplain Legionnaire) Advanced
Technokian Axe 23,500 2D8 Slashing/bludgeoning Simple Two-handed, Vibro, Bulky,, AP (-2), Potent (+), Special Requirement (Tecknokian), Techguard) Advanced
Holy Maul 36,500 1D6 Radiant 1d6 bludgeoning - Versatile (1d8/1d8), Bulky, Vibro, AP (-2), Potent (+) Simple
Ballistic Ammunition Types

The following ammunition types are considered to be ballistic in nature.

Ballistic Ammunitions Base Cost Per Unit Properties Complexity
Small Caliber P 1sp, 5cp - Trivial
Medium Caliber P 5gp - Trivial
Large Caliber P 1gp AP (-1) Simple
Small Caliber R 2sp, 5cp - Trivial
Medium Caliber R 9 Sp - Trivial
Large Caliber R 1gp, 5sp AP (-1) Simple
Small Caliber R (Linked) 4sp - Trivial
Medium Caliber R (Linked) 1gp, 3Sp, 5cp - Trivial
Large Caliber R (Linked) 2gp, 5sp AP (-1) Simple
Small Magnum P 5sp, 5cp - Trivial
Medium Magnum P 1gp, 4sp, 5cp AP (-1) Trivial
Large Magnum P 2gp AP (-2) Simple
Small Magnum R 6sp, 5cp - Trivial
Medium Magnum R 1gp, 7sp, 5cp AP (-1) Trivial
Large Magnum R 2gp, 5sp AP (-2) Simple
Magnum LR 3gp AP (-3) Advanced
Large Gage Slug 7sp, 5cp - Trivial
Medium Gage Slug 1gp - Trivial
Small Gage Slug 3gp, 2sp, 5cp -1AP Simple
Large Gage Shot 6sp, 5cp Dispersing Trivial
Medium Gage Shot 8sp Dispersing Trivial
Small Gage Shot 3gp Dispersing Simple
6mm 2 Sp - Trivial
25mm 25gp - Simple
Bolter 2gp - Simple
Magna Bolter 3gp, 5sp AP (-1) Advanced
Needle 1sp - Simple
Light Bolt 4sp - Trivial
Heavy Bolt 8sp - Trivial
Great Bolt 1gp AP (-1) Trivial
Small Arrow 1cp - Trivial
Large Arrow 1sp - Trivial
Great Arrow 5sp AP (-1) Trivial
Match Grade Ammunition

When buying Ballistic ammunitions you must also buy it in a "Grade". There are 4 grades of munitions, each being a bit more effective then the others, the higher the Grade the rarer the rounds are and the more complex there craft becomes. Below is a list of the 4 round Grades, there costs and there effects. these cost are added to the above costs, These may not be applied to any energy based weapons.

Ammunition Additional Cost Per Unit Properties Complexity
Standard 1sp, 5cp - Trivial
Match 5gp Potent (+) Simple
Master 7gp Potent (++) Complex
Artificer 10gp Potent (+++) Intricate
Energy Ammunition Types

he following Ammunition Sources are considered to be Energy based.

Energy Ammunitions Base Cost Per Unit Properties Complexity
Micro Cell 5gp - Trivial
Power Cell 10gp - Trivial
Pulse pack 15gp - Advanced
Plasma Cell 25gp - Advanced
Plasma Core 100gp - Intricate
Melta Core 250gp - Intricate
Arch pack 20gp - Simple
Arcanium Core 1500gp - Intricate
Special Ammunition Types

The following rounds may be used with any Ballistic ammunition unless otherwise noted in the round description below. The cost below are for Small Cal, Large gage, Needles, Small arrows and Light Bolts and is in addition to the base cost of the Round. For Medium Cal, Medium gage, Heavy Bolt and Large Arrows, multiply the below cost by 2 and for Large Cal, Small gage, Great Bolts and Great Arrows you multiply by 3.

Ammunition Additional Cost Per Unit Properties Complexity
Armor Piercing 1gp + AP (-1) or gains AP (-1) Trivial
High Velocity AP 2gp + AP (-2) or gains AP (-2) Simple
Conflagration 1gp, 5sp Deals fire damage and gains the Ignite weapon property Simple
Cryo 1gp, 5sp Deals Cold damage and + AP (-1) or gains AP (-1) Simple
Electro Conductive 1/5/20/25gp Deals Lightning damage and gains the Stunning (1-4) weapon property, Equal to the created Tier. Simple
Enhanced 1/5/20/25gp +1-4 damage Trivial
Smart Round 1/5/20/25gp +1-4 Attack rolls Trivial
Incendiary 2gp, 5sp Deals fire damage and + AP (-2) or gains AP (-2) Simple
Explosive Ammunitions
Name Cost Damage Properties Complexity
Grenade Launcher rounds
Frag Mk1 50gp 2D6 bludgeoning 2D6 Piercing Blast 5ft, Knockback (1), deviation (1d6) Trivial
Krak Mk1 75gp 3D10 Piercing Burst, AP (-1), Potent (+) Simple
Frag MK2 100gp 3D6 bludgeoning 3D6 Piercing Blast 5ft AP (-1), Potent (+), Knockback (2), deviation (1d6) Simple
Krak MK2 150gp 4D10 Piercing Burst, AP (-2), Potent (++) Advanced
Incendiary 50 5D6 Fire Blast (10ft), Ignite, AP (-2), Potent (+) Simple
Smoke 20 Special Blast (10ft) Trivial
Name Cost Damage Properties Complexity
Mortar rounds
Frag 60mm 250 4D6 bludgeoning 4D6 Piercing Blast 10ft, Knockback (2) Simple
Krak 60mm 350 5D10 Piercing Burst, AP (-2), Potent (+) Simple
Frag 81mm 500 5D6 bludgeoning 5D6 Piercing Blast 15ft, AP (-1), Potent (+), Knockback (4) Advanced
Krak 81mm 650 6D10 Piercing Burst, AP (-3), Potent (++) Advanced
Incendiary 81/60mm 300 8D6 Fire Blast (20ft), Ignite, AP (-2), Potent (+) Advanced
Smoke 81/60mm 100 Special Blast (20ft) Simple
Name Cost Damage Properties Complexity
Rocket/Missile Launcher rounds
Frag Mk1 250 4D6 bludgeoning 4D6 Piercing Blast 10ft, Knockback (2) Simple
Krak Mk1 350 5D10 Piercing Burst, AP (-2), Potent (+) Simple
Frag Mk2 500 5D6 bludgeoning 5D6 Piercing Blast 10ft, AP (-1), Potent (+), Knockback (4) Advanced
Krak Mk2 650 6D10 Piercing Burst, AP (-3), Potent (++) Advanced
Name Cost Damage Properties Complexity
Battle Cannon Rounds
Frag Mk1 250 4D6 bludgeoning 4D6 Piercing Blast 10ft, Knockback (2) Advanced
Krak Mk1 350 5D10 Piercing Burst, AP (-2), Potent (+) Advanced
Frag Mk2 500 5D6 bludgeoning 5D6 Piercing Blast 15ft, AP (-1), Potent (+), Knockback (4) Intricate
Krak Mk2 650 6D10 Piercing Burst, AP (-3), Potent (++) Intricate
Special Bolt Ammunition Types

The following rounds may be used in any Bolt weapon otherwise noted in the round description below. The cost below are for light bolt rounds an is in addition to the base cost of the Round. For Heavy bolt rounds multiply the below cost by 2 and 3 for bolt sniper round.

Ammunition Cost Per Unit Properties Complexity
HET Rounds 5gp Deal Half bLudgeoning damage gains burst or + 5ft cube or +1 DC Simple
AP-T Rounds 4gp + AP (-2) or gains AP (-2) Simple
APFSDS-T Rounds 10gp +2 to attacks and DC, + AP (-2) or gains AP Advanced
Ammunition Cost Per Unit Properties Complexity
Vengeance Rounds 15gp + AP (-4) or gains AP (-4) and + 3 Misfire Advanced
Silenced Rounds 1gp hard to hear Simple
Seeker Bolts 8gp +1-4 Attack rolls Simple
Phosphor Bolt Rounds 5gp Deals fire damage, gains Ignite and Ignores cover Simple
Incendiary Bolt 3gp Deals fire damage, + AP (-2) or gains AP (-2) Simple
Balefire 5gp Deals Acid damage, now has Burst or +1 cube size and DC Simple
Tempest Bolts 3gp Deals lightning damage, gains stunning (1-4) and + AP (-1) or gains AP (-1) Simple
Tracker Bolt 100gp know target location Intricate
Witchbane bolts 25gp + 1 damage die against casters Advanced
Witchseeker Bolts 35gp advantage against and enemies have dis advantage against casters Advanced
Psycho Defilation 15gp causes disadvantage on arcane harness and denies rolls Advanced
Implosion Rounds (Bolt Sniper Rifle) -gp + 1 damage die, gains burst and + AP (-2) or gains AP (-2) Advanced
Hypercorrosive Rounds (Bolt Sniper Rifle) -gp Deals acid damage, + AP (-3) or gains AP (-3), Ignores Cover Advanced
Executioner Rounds (Bolt Sniper Rifle) -gp Advantage on attacks, + AP (-2) or gains AP (-2), Ignores cover Intricate
Mortis Bolts (Bolt Sniper Rifle) -gp Deals Necrotic damage and + AP (-2) or gains AP (-2) Intricate

Special Round Descriptions

Some special rounds may only be used in Specific Auto, Revolver or shotgun weapons, if this is the case it will be noted in the round description

Armor Piercing:

Just adds a Simple adamantine Penetrator in the ballistic very common around the Empire, mostly used by mortals to overcome Power armor, Constructs, Hard carapace and similar targets

Effect: You treat the weapon as having an AP level of one greater then it dose normaly, If there is no AP, it gains AP (-1).

High Velocity AP:

like the AP round this round has the Adamantine Penetrator and in increases the Grain count of powder to dangerous levels, making this round very effective at penetrating Armor but a bit more prone to missfire, though not as common amongst the lower class of the Imperium this round is moderately common.

Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2) and you add 1 to the Missfire property of the weapon.

Conflagration:

This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of puff of thermal reactivity.

Effect: The damage is now Fire and gains the Ignite weapon property

Cryo:

This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of concentratev Nitrogin.

Effect: The damage is now does cold damage and you treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP (-1)

Electro Conductive:

This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of focused Static electricity.

Effect: The damage is now Lightning damage and gains the Stunning (1-4) weapon property, Equal to the created Tier.

Enhanced:

Moderatly common amongst the Arbities and Gangers of hive cities=

Effect: Gain a bonus to to all damage rolls with these rounds equal to the created tier.

Smart Round:

theres rounds are created by very high ranking members of the Mechanicus, these rounds will move slightly toward its target.

Effect: Gain a bonus to to all Attack roll and DC's with these rounds equal to the created tier.

Incendiary:

This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of Molten slag.

Effect: The damage is now Fire and you treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2)

Special Bolt rounds

Some special rounds may only be used in Specific Bolt weapons, if this is the case it will be noted in the round description.

HET Rounds

High explosive with Tracer Rounds are best used against multiple lightly-armoured targets. They detonate before impact and detonate a small explosive charge victims.

A proximity detonator replaces the mass-reactive cap, and the Adamantine tip and dense metallic core are replaced with an increased charge. They are similar to flak rounds and are used against large clusters of enemies.

Effect: Weapons with the SS and SA rate of fire now have the burst property and the weapon deals half its total damage done as Bludgeoning. If firing in auto fire modes you increase the your cube size by 5ft and you gain a bonus +1 to the DC required.

AP-T Rounds.

The Armor Piercing with Tracer Rounds are armour-piercing rounds for bolt guns. The dense metallic core is replaced by a solid adamantium core.

Effect: You treat the weapon as having two AP level greater then it dose, If there is no AP, it gains AP (-2).

APFSDS-T Rounds.

The Armor Piercing Fin stabilized Discarding Adamantine Sabot with Tracer Rounds are powerful armour piercing rounds. The dense metallic core is replaced by a solid adimantine core and uses a heavier main charge.

Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These rounds are effective against heavily-armoured infantry and lightly-armoured vehicles. The main charge is increased to enable a larger explosion. The standard dense metallic core is replaced by a core of pure adamantium to optimise the penetration of reinforced armour.

Effect: You gain a +2 to all attacks and DC's made with these rounds and You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2).

Vengeance Rounds

Vengeance Round bolts were created using unstable flux core technology that makes them hazardous to use but extremely potent at penetrating through heavily armoured targets. As their name implies, these bolts were developed by the Imperium specifically to target the Chaos Space legionnaire of the Traitor Legions.

Effect: You treat the weapon as having an AP level of 4 greater then it dose, If there is no AP, it gains AP (-4) and add 3 to the misfire chance of the weapon.

Silenced Rounds

Silenced Shells are Bolt Rounds that possess low sound signatures, intended to be used for covert combat and sniping. These rounds are best used in conjunction with a Targeting System and an extended barrel, to produce an effective reconissence and sniping weapon system.

A solidified mercury slug replaces the mass-reactive warhead for lethality at subsonic projectile speeds. A gas cartridge also replaces both the propellant base and main charge for silent firing.

Effect: Enemies cant here this weapon outside 100ft and they have disadvantage on perception rolls to hear the weapon being fired.

Seeker Bolts

Seeker Bolts are unique, hand-crafted rounds created by Chaplain Boreas of the Dark Angels Chapter. Each bolt contains a miniaturised Cogitator that detects the infrared heat signature of a target and then steers the bolt unerringly towards it.

Effaect: Gain a bonus to to all Attack roll and DC's with these rounds equal to the created tier.

Phosphor Bolt Rounds

Phosphor Bolts are hollow shelled bolts used by Veterans that unleash a gout of superheated, volatile gas that explodes moments later.

The use of Phosphor Bolts can eliminate the value of cover for enemy troops as any targets struck receive full damage even when partially protected by cover.

Effect: The damage is now Fire, it gains the Ignite Property and If your target has cover you ignore.

Incendiary Bolt Rounds

Incendiary Bolts are designed to immolate their targets and destroy them with superheated moltan slag. The dense core of the standard bolt is replaced with an Oxy-Thermo penetrator.

Effect: The damage is now Fire and you treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2)

Balefire Rounds:

Balefire Rounds have devastating results on organic matter, as the rounds were developed to combat the Hive organisums of the allien plague called the Swarm. The core and tip are replaced with a vial of acid that is propeled out like an aerosole upon the shattering of the vial, pumping the acid into the air around the detonation.

Effect: The damage is now acid and weapons with the SS and SA rate of fire now have the burst property. If firing in auto fire modes you increase the your cube size by 5ft and you gain a bonus +1 to the DC required.

Tempest Bolts

Tempest Bolts replace the standard mass-reactive core and armour-piercing tip of a bolt round with a fragmentation shell encasing a powerful micro-explosive proximity charge. This has the effect of showering a target with a murderous storm of shrapnel.

These heavier rounds, however, lack range compared to standard bolt shells. Produced only on Mars, Tempest Bolts were designed to be particularly effective at incapacitating machines and other electronic devices.

Such bolts are highly effective against targets like combat robots and cyborgs whose bodies are now more machine than organic tissue.

Effect: Your rounds now have the burst weapon property and deals Lightning damage. Furthermore against constructs and vehicles, the weapon gains the Stunning (1-4) property and you treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP (-1).

Tracker Bolts

Tracker Bolts are bolts which contain a tracking device. Fired into large objects, this type of bolt will accurately report the target's relative position to a hand-held tracking device.

Effect: You know the location of the creature as long as your on the same planet or its low orbit and there is no signal jam.

Witchbane bolts

Witchbane bolts are used by the Inquisition, primarily the Order Demonius and Justicus and the Demon Hunting Leggionarie.

Witchbane bolts are Arcanicaly charged, ritually inscribed silver tipped bolts. The negative Arcane charge and anti demonic ritual inscription on every Witchbane bolts allows them to pass through any defensive shielding, whether it is created by direct psychic energies or generated by manipulation of the Warp, technology employed by Void Shields or Conversion Fields.

When fired, each bolt can be imbued with a portion of a Steal Knight's innate psychic power, causing it to glow with an eerie blue light and strike home with significantly greater force than an ordinary bolt of its type.

Witchbane bolts are difficult to produce and incredibly wearing on a Bolt rifles inner mechanisms.

But Witchbane bolts provide the Steal Knights with a relatively straightforward method of enhancing the power of standard pattern weaponry without resorting to the need to extensively retrofit the weapon itself.

Effect: Gain +1 damage die on attacks against Celestials and Innate casters with theses bolts.

Witchseeker Bolts

With the metal casings forged from the blades of fallen legionnaire brothers of the Demon hunters and blessed by the devout priests of the Adeptus Ministorum, these bolt rounds used as relics by the Ebony knights have an unerring talent for finding their way to the heart of the witch.

Effect: You have advantage on attacks and DC's of attacks against any Celestials and Innate casters with these bolts.

Psycho Defilation Bolts

Based on a obsidian knights design, these bolts release a small core of neuro-inhibitors laced with Arcan-reductive compounds that disrupt a creature's connection to the arcane and can prove to be a potent weapon against magic opponents.

Effect: Any creature hit By this round has disadvantage on all arcane skill test made as well as any harness or deny the arcane rolls made until the end of its next turn.

Implosion Rounds (Bolt Sniper Rifle)

The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimally small amount of antimatter; this creates a violently decompressing vacuum when exposed to matter.

Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round's force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim's body from the inside out enough to debilitate even a geneborn soldier.

Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2), it gains the burst weapon property and you add one damage die to the attack.

Hypercorrosive Rounds (Bolt Sniper Rifle)

Hypercorrosive rounds are used only in the Bolt Sniper Rifle used by legionnaire snipers. HyperCorrosive rounds detonate in a shower of Corrosive acid, sending out a cloud of metal melting liquids.

Effect: The damage is now acid you treat the weapon as having an AP level of Three greater then it dose, If there is no AP, it gains AP (-3). Furthermore they have the Burst property and gains ignores cover.

Executioner Rounds (Bolt Sniper Rifle)

Executioner rounds are used only in Bolt Sniper Rifle used by legionnaire snipers.

Executioner rounds are sophisticated self-guiding missiles slaved to a miniaturised computer that can seek their target behind cover, even changing direction mid-flight with tiny bursts of ballistic propellant.

Effect: You have advantage on attack with theses rounds and You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2). Furthermore it gains the ignores cover weapon property.

Mortis Bolts (Bolt Sniper Rifle)

Mortis bolts are used only in the Bolt Sniper Rifle used by legionnaire snipers. Mortis bolts use an advanced anti mater technology to end material matter.

Effect: The weapon deals Necrotic damage and You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP (-2).

Weapon Attachments

When you acquire a weapon you will find a weapon profile for the weapon as noted in the previous weapons section. this will have a section called Attachment Slots, this will give the locations that you may have attachments or upgrades installed on you weapon. There are 10 total attachment slots, the Receiver, Sights, Magazine, Stock, Muzzle, Barrel, Underbarrel, Foregrip, Pistolgrip and Siderail.

When applying attachments to a weapon you will only be able to put 5 total attachments on a weapon reguardless of howm many attachment slots are allowed on the weapon.

Weapons Attachment

Attachment Name Cost - Complexity
Receiver
Enhanced Receiver 1000gp - Trivial
Custom Receiver 750gp - Simple
Sights
Dot/holo 150gp - Trivial
4x Scope/Acog 250gp - Trivial
4x Hybrid/Rco 650gp - Advanced
6x Mid Range Scope 400gp - Simple
8x long Range Scope 500gp - Advanced
Magazine
Sickle Magazine 20gp - Simple
Straight Magazine 10gp - Trivial
Extended Mag 30gp - Simple
Drum Magazine 75gp - Advanced
Duplus X/ Dual Mag 5gp - Trivial
Stock
Buffer Group 50gp - Trivial
Collapsible Stock 150gp - Simple
Advanced Stock 200gp - Advanced
Auto Stock 350gp - Simple
Quick Stock 300gp - Trivial
Muzzle
Silencer Threads 550gp - Trivial
Flash Hider 50gp - Trivial
Compensator 400gp - Advanced
Advanced Muzzle 850gp - Advanced
Muzzle Break 600gp - Simple
Vented Muzzle 100gp - Trivial
Barrel
Short Barrel 100gp - Simple
Long Barrel 250gp - Simple
Extra Long Barrel 500gp - Simple
Precision Barrel 700gp - Advanced
Attachment Name Cost - Complexity
Underbarrel
Grenade launcher (Rifles Only) 1500gp - Simple
Master Key (Rifles Only) 1250gp - Simple
Bipods 200gp - Trivial
Foregrip
Forward Grip 25gp - Simple
Pod Grip 75gp - Simple
Angeled Fore Grip 50gp - Trivial
Angeled Short Grip 15gp - Simple
Pistolgrip
Comfort Grip 300gp - Simple
No Slip Grip 75gp - Trivial
Select Fire 375gp - Advanced
Side Rails
Flashlight 100gp - Trivial
Laser Sight 350gp - Simple
Dual light 500gp - Advanced
Canted Iron sights 25gp - Trivial

Receivers

Enhanced Receiver

Effect: Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per short rest, it Still counts as a miss.

Custom Receiver

Effect: A weapon with this mod Gains a +2 to all damage rolls.

Sights

Sights come in many forms but most provide similar effects when compared to other types of the same scope

Dot/holo

Effect: +1 to attacks rolls and any DC's of attacks.

4x Scope/Acog

Effect: You no longer have disadvantage at long range.

4x Hybrid/Rco

Effect: You no longer have disadvantage at long range and gain +1 to attacks rolls and any DC's of attacks.

6x Mid Range Scope

Effect: You no longer have disadvantage at long range, +1 to attacks rolls and any DC's of attacks made within long range and -1 to attacks rolls and any DC's of any attacks made within short range. Furthermore this weapon gains the Sniper weapon trait.

8x long Range Scope

Effect: You no longer have disadvantage at long range, +2 to attacks rolls and any DC's of attacks made within long range and -2 to attacks rolls and any DC's of any attacks made within short range. Furthermore this weapon gains the Sniper weapon trait.

Magazines

As well as the different types of ammunition available for the weapon, there have also been several different types of magazines. The standard magazine for the Bolter, autogun/stubgun is the Sickle Magazine. however you may work with your GM on how to upgrade to a different Mag type.

Sickle Magazine:

The standard-issue magazine, seen on most weapons. The magazine's shape is slightly curved to allow rounds to stack more neatly, thus taking up less space for a higher capacity magazine.

Effect: Carries 30 rounds, 12 for Pistols and 8 for Shotguns.

Straight Magazine:

A straight version of the sickle magazine. Holds less ammunition (20 rounds in rifles and 8 for pistols and 6 for Shotguns), but is easier to load in more intense situations.

Effect: This Mag may be reloaded as a bonus action.

Extended Mag:

Extended magazines are a relatively Common within the modern Empire. This is due to the extra rounds needed in a fire fight and in the magazines reliability compared to the Bulkier Drum Mags.

Effect: Carries 45 rounds, 20 for Pistols and 12 for Shotguns.

Drum Magazine (no pistols):

Drum magazines are a relatively rare sight in the modern Empire armies. This is due to their unreliability, the drum magazine having an unfortunate tendency to jam. However, drums can carry incremental amounts of Rounds, negating the need to reload as often. Despite the frequent jamming, they still brook some favour with local Hive Gangs, militia and Rebel or Heratic factions, frequently seen on Bolt guns or in brutal assaults, where running empty in a firefight can mean certain death.

Effect: Drums carry 40, 60 or even 100 Rounds and shotguns are half that, You add a +1 to the Missfire of the weapon by one for each Drum size increase.

Duplus X/ Dual Mag:

This type of magazine is quite popular amongst local planetary law enforcement or hive city gangs. It involves two standard Sickle Magazines which are attached together by some means, usually a band of cloth or tape (similar to the "ready-mags" of ancient Terra). This means when the weapon has to be reloaded, the user can simply flip the magazines around and insert the loaded magazine.

Effect: Every other reload with this Mag may be done as a Bonus action.

Stocks

Buffer Group

Effect: A weapon with this mod reduces the recoil by 2.

Collapsible Stock

Effect: When extended you the weapon operates normally, When collapsed the weapon will count as having the CQC property but you will suffer a negative to the attack roll equal to there users Proficiency bonus and you fire at disadvantage in the Prone position.

Advanced Stock

Effect: A weapon with this mod Gains a +2 to all damage rolls.

Auto Stock

Effect: +1 to attacks rolls and any DC's of attacks made with any Burst fire or Automatic firing modes.

Quick Stock

Effect: If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Muzzle

Silencer Threads

Effect: This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1).

Flash Hider

Effect: Enemies have disadvantage on Perception checks to see the flash from this weapon

Compensator

Effect: A weapon with this mod Gains a +1 to all attack rolls and DC's of attacks made.

Advanced Muzzle

Effect: Hits score a critical hit on 1 better then it would normally.

Muzzle Break

Effect: A weapon with this mod Gains a +2 to all damage rolls.

Vented Muzzle

Effect: A weapon with this mod reduces the recoil by 2.

Barrel

Short Barrel

Effect: Multiply the short range by .75 (rounded to greater 5 or 10), this number multiplied by 4 is the max range and gain + 1 to attacks and DC's of attacks made at short range and a - 1 at long range. Furthermore the weapon gains the Pistol property if does not already.

Long Barrel

Effect: Multiply the short range by 1.50 (rounded to greater 5 or 10), this number multiplied by 4 is the max range and gain -1 to all attacks and DC's of attacks made.

Extra long Barrel

Effect: Multiply the short range by 2, this number multiplied by 4 is the max range and gain -2 to all attacks and DC's of attacks made. Furthermore the weapon gains the Long gun property if if does not already.

Precision Barrel

Effect: Hits score a critical hit on 1 better then it would normally.

Underbarrel

Grenade launcher (Rifles & Carbines Only)

Effect: You attach a Under barrel Grenade launcher to the bottom rail of your AR this may be fired as and action or in replace of an attack. See weapon description for Stats.

Master Key (Rifles & Carbines Only)

Effect: You attach a Under barrel Shot Gun to the bottom rail of your AR this may be fired as and action or in replace of an attack. See weapon description for Stats.

Bipods

Effect: When Prone, you counts as Braced for the purposes of firing weapons with the long gun property, this does not require the use of any action and you gain a +1 to Attacks and DC's of attacks made while braced or Prone.

Tripods

Effect: This base can be placed as a bonus action and allows any weapon with the Mounted weapon property to be mounted, ignoring the Mounted Propert, Note after this is placed the amount of time required by each weapon to set up the weapon, will usually be listed in the weapons massive parts weapon property.

Fore Grips

Forward Grip

Effect: You gain a +1 to single shot attacks rolls made with a weapon with this mod.

Pod Grip

Effect: You gain a +1 to Attacks and DC's of attacks made within short range and When Prone, you counts as Braced for the purposes of firing weapons with the long gun property.

Angeled Fore Grip

Effect: If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Angeled Short Grip

Effect: +1 to attacks rolls and any DC's of attacks made with any Burst fire or Automatic firing modes.

Pistolgrip

Comfort Grip

Effect: If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

No Slip Grip

Effect: gain advantage on saves and checks against being disarmed or dropping your weapon.

Select Fire

The feature may not be used on an weapon that has the SS or SA rate of fire and does not have the extensive action weapon property

Effect: choose one additional firing mode the weapon does not already have. If burst or auto is chosen it may only be Burst (3) or auto (3).

Side Rails

Flashlight

Effect: a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft. this uses 1 micro cell and lasts for 2 hours of constant use.

Laser Sight

Effect: a weapon With this mod may as a free action shine a laser out to 100ft at night and 30ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grants the Wielder a +1 to hit rolls within the lasers range.

Dual light

Effect: This is a combination of the Flashlight and the Laser sight.

Canted Iron sights

Effect: Allows for standard firing of the weapon, this is used for rifles with long range scopes.

Armor and Protective gear

Many armors have been revised, so when creating characters use the below stats for armor.

Armor Variant rule

Any time a creature that is wearing armor make an attack, test or save that involves Dexterity, that character may only add an amount of there Dexterity bonus to that save or test, equal to the maximum allowed dexterity the worn armor provides regardless of your actual dexterity bonus. Note this does not effect the additional damage fro your dex on attacks dealt with dexterity based weapons.

Some armors may have ways to quickly get your dexterity back in limited manor, IE. taking your gauntlets off to allow you to use you fingers in a thieves tools check, talk with you DM on what these may be.

Note: On roll20 the easiest way i have found to represent this is to multiply your allowed Max dex in your current worn armor by 2 and then reduce your Dexterity ability by that amount using the Global ability score modifiers in the settings of the Character sheet and then remember to add the benefits of you dex when making attack macros.

Armor save

Due to the way armor works with 5E, An Alternative to the Dex save a target must make to reduce damage taken from a source dealing slashing, Piercing or Bludgeoning damage, they may choose to make an Armor save roll instead of a dex save. To do this roll a d20 add a number to the dice equal to the amount of AC increase your worn armor gives you before dexterity is added -10. for example someone wearing Scale mail which is a 14 armor, so in this case you may add +4 on an armor save or use your normal Dex save.

Standard Armors
Armor Cost AC Strength Properties Weight Coverage Complexity
Light
Padded/Jumpsuit 5gp 11 + Dex - Stealth Disadvantage 8Lbs Torso, Bracers, Breeches, Sabatons Trivial
Leathers 10gp 11 + Dex Str 9 - 10Lbs Torso, Bracers, Sabatons Trivial
Reinforced/ Studded Leathers 40gp 12 + Dex Str 11 - 15Lbs Torso, Bracers, Breeches, Sabatons Simple
Light Combat 125gp 13 (max 4) 12 armor saves can be used against damage sources of Cold Fire and Electricity as well. 25Lbs Torso, Bracers Advanced
Medium
Carapace/Hide 10gp 12 (max 2) 12 - 12Lbs Torso, Bracers, Breeches, Sabatons Trivial
Chain shirt 50gp 13 + Dex (max + 2) - - 20Lbs Torso Trivial
Scale 65gp 14 + Dex (max + 2) - Stealth Disadvantage 45Lbs Torso, Bracers, Breeches Trivial
Breastplate 400gp 14 + Dex (max + 2) Str 11 - 25Lbs Torso, Bracers, Sabatons Simple
Half Plate 750gp 15 + Dex (max + 2) Str 12 Stealth Disadvantage 40Lbs Torso, Bracers, Breeches, Sabatons Simple
Flack 650gp 14 + Dex (max 3) Str 11 - 35Lbs Torso, Bracers Simple
Armor Cost AC Strength Properties Weight Coverage Complexity
Medium Continued
Combat 950gp 16 + Dex (max + 2) Str 12 Stealth Disadvantage, armor saves can be used against damage sources of Cold Fire and Electricity as well. 40Lbs Torso, Bracers, Breeches, Sabatons Advanced
Scout 750gp 15 + Dex (max + 3) Str 11 - 25Lbs Torso, Bracers, Breeches Advanced
Heavy
Ring Mail 30gp 13 + dex (max 1) - Stealth Disadvantage 40Lbs Torso, Bracers, Breeches, Sabatons Trivial
Chain Mail 75gp 14 + dex (max 2) Str 14 Stealth Disadvantage 55Lbs Torso, Bracers, Breeches, Sabatons Simple
Splint 200gp 17 Str 15 Stealth Disadvantage, -5ft movement 60LBS Torso, Bracers, Gauntlet, Breeches, Sabatons Simple
Plate 1500gp 18 Str 16 Stealth Disadvantage, -5ft movement 85Lbs Torso, Bracers, Gauntlet, Breeches, Sabatons Advanced
Heavy Combat 1850gp 17 + Dex (max + 1) Str 15 Stealth Disadvantage, armor saves can be used against damage sources of Cold Fire and Electricity as well. 65Lbs Torso, Bracers, Gauntlet, Breeches, Sabatons Intricate
Helmets
Leather/Hide/Carapace 3gp - - - 2lbs Helm (Open) Trivial
Combat 550gp +1 - may be used with armor saves and counts against damage sources of Cold Fire and Electricity as well. 5Lbs Helm (Open) Simple
Plate (Alloy) 350gp +1 - Stealth Disadvantage and may be used with armor saves 10Lbs Helm (Closed) Simple
Heavy Combat 750gp +1 - Stealth Disadvantage, may be used with armor saves and counts against damage sources of Cold Fire and Electricity as well. 8Lbs Helm (Closed) Advanced
Sheild
Buckler 5gp +1 - - 3Lbs Held Trivial
Shield 25gp +2 - - 6Lbs Held Trivial
Tower Shield 150gp +2 Str 13 Stealth Disadvantage, -5ft movement, this is added to Armor saves made and armor saves can be made against sources dealing Fire and Cold damage 20Lbs held Simple
Combat Shield 1,200gp +2 Str 11 Integrated Weapon 10+Lbs Held Advanced
Colossus Shield 5,500gp +3 Str 15 Stealth Disadvantage, -10ft movement, may be used with armor saves and counts against damage sources of Cold, Fire and Electricity as well, Special Requirement (Larger then most) 35Lbs Held Intricate
Power Frames
Armor Cost AC Attribute Adjustments Property Additions/Adjustments Type Weight Coverage
Spartan
Mk-1 -gp 14 (+4 Max dex) +2 Str, +4 Dex +5ft movement Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-2 -gp 14 (+4 Max dex) +2 Str, +4 Dex +5ft movement, Adimantite Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-3 -gp 14 (+4 Max dex) +2 Str,, +4 Dex +5ft movement, Adimantite, Environmentally sealed Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-4 -gp 14 (+6 Max dex) +2 Str, +4 Dex +5ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-4A -gp 14 (+6 Max dex) +2 Str, +4 Dex +5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-4B -gp 14 (+6 Max dex) +2 Str, +4 Dex +5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Leaded Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-4C -gp 14 (+6 Max dex) +2 Str, +4 Dex, +5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Insulation Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-5 -gp 14 (+4 Max dex) +2 Str, +4 Dex +10ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-5A -gp 14 (+4 Max dex) +2 Str, +4 Dex +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-5B -gp 14 (+4 Max dex) +2 Str, +4 Dex +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Leaded Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-5C -gp 14 (+4 Max dex) +2 Str, +4 Dex, +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Insulation Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-6 -gp 14 (+6 Max dex) +2 Str, +4 Dex +10ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-6A -gp 14 (+6 Max dex) +2 Str, +4 Dex +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Mk-6B -gp 14 (+6 Max dex) +2 Str, +4 Dex +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators, Leaded Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Standard Power Frames Continued
Armor Cost AC Attribute Adjustments Property Additions/Adjustments Type Weight Coverage
Spartan Continued
Mk-6C -gp 14 (+6 Max dex) +2 Str, +4 Dex, +10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Reactive Servo Actuators, Insulation Light -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Storm Trooper
ST-1 Alpha -gp 15 (+3 Max dex) +2 Str, +2 Dex + 10ft Movement Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
ST-A2 -gp 15 (+3 Max dex) +2 Str, +2 Dex + 10ft Movement, Adamantine Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
ST Bravo -gp 15 (+3 Max dex) +2 Str, +2 Dex + 10ft Movement, Adamantine, Advanced Frame and wiring Harness Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
B-2 -gp 15 (+3 Max dex) +2 Str, +2 Dex + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Charlie -gp 15 (+3 Max dex) +2 Str, +2 Dex + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
C-2 -gp 15 (+3 Max dex) +2 Str, +2 Dex + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Insulation Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
C-3 -gp 15 (+3 Max dex) +2 Str, +2 Dex + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Leaded Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Delta -gp 15 (+5 Max dex) +2 Str, +4 Dex + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Reactive Servo Actuators Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
D-2 -gp 15 (+5 Max dex) +2 Str, +4 Dex + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Reactive Servo Actuators, insulated Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
D-3 -gp 15 (+5 Max dex) +2 Str, +4 Dex + 10ft Movement, Cerasteal, Advanced Frame and wiring Harness, Environmentally sealed, Reactive Servo Actuators, Leaded Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Thunder
T1 -gp 16 (+2 Max dex) - - 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
T1-A -gp 16 (+2 Max dex) +4 Str Overpowered Servo Actuators 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Standard Power Frames Continued
Armor Cost AC Attribute Adjustments Property Additions/Adjustments Type Weight Coverage
Thunder Continued
T2 -gp 16 (+2 Max dex) - Adamantite 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
T2-A -gp 16 (+2 Max dex) +4 Str Adamantite, Overpowered Servo Actuators 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
T3 -gp 16 (+2 Max dex) - Cerasteale 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
T3-A -gp 16 (+2 Max dex) +4 Str Cerasteal, Overpowered Servo Actuators 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
T3-B -gp 16 (+2 Max dex) +4 Str Cerasteal, Overpowered Servo Actuators, Insulated 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
T3-C -gp 16 (+2 Max dex) +4 Str Cerasteal, Overpowered Servo Actuators, Leaded 2 Heavy, 4 Medium -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Gladius
MK-1 -gp 18 (+1 Max dex) +4 Str -5ft movement Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-2 -gp 18 (+1 Max dex) +4 Str -5ft movement, Adamantine Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-3 -gp 18 (+1 Max dex) +4 Str -5ft movement, Adamantine, Environmentally sealed Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4 -gp 18 (+1 Max dex) +4 Str -5ft movement, Adamantite, Environmentally sealed, Advanced Frame and wiring Harness Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4A -gp 18 (+1 Max dex) +4 Str -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4B -gp 18 (+1 Max dex) +4 Str -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Insulated Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4C -gp 18 (+1 Max dex) +4 Str -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Leaded Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Standard Power Frames Continued
Armor Cost AC Attribute Adjustments Property Additions/Adjustments Type Weight Coverage
Gladius Continued
MK-4A1 -gp 18 (+3 Max dex) +4 Str, +4 Dex -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4A2 -gp 18 (+3 Max dex) +4 Str, +4 Dex -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Insulated Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4A3 -gp 18 (+3 Max dex) +4 Str, +4 Dex -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Leaded Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-5 -gp 18 (+3 Max dex) +4 Str, +4 Dex Adamantite, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-5A1 -gp 18 (+3 Max dex) +4 Str, +4 Dex Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-5A2 -gp 18 (+3 Max dex) +4 Str, +4 Dex Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators, Insulated Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-5A3 -gp 18 (+3 Max dex) +4 Str, +4 Dex Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Reactive Servo Actuators, Enhanced Servo Actuators, Leaded Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Titan
MK-1 -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -10ft movement Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-2 -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -10ft movement, Adamantine Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-3 -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -10ft movement, Adamantine, Environmentally sealed Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4 -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -10ft movement, Adamantine, Environmentally sealed, Advanced Frame and wiring Harness Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4A -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4B -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Insulation Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-4C -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -10ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Leaded Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
Standard Power Frames Continued
Armor Cost AC Attribute Adjustments Property Additions/Adjustments Type Weight Coverage
Titan Continued
MK-5 -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -5ft movement, Adamantine, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-5A -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-5B -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Insulation Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm
MK-5C -gp 20 (No Max dex) +4 Str, -2 Dex, +4 Con -5ft movement, Cerasteal, Environmentally sealed, Advanced Frame and wiring Harness, Enhanced Servo Actuators, Leaded Super Heavy -LBS Torso, Bracers, Gauntlet, Breeches, Sabatons, Helm

Basic Power Frame Properties

All power frames will have the following properties.


Servo Actuators: When wearing a power frame you count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. Furthermore you gain the Larger than Most Ability as described Below.


Larger than Most You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.


Recoil Suppression: Provides the ability to fire Non Heavy two handed weapons with one-handed. if this is done attacks are made at a negative equal to your currant Proficiency bonus.


No Manual Dexterity: While protective, armored gloves are not ideal for fine manipulation, you have the following negatives while in power armor.

  • you can not wield any Tiny weapons

  • Suffer a -10 penalty on slight of hand and dexterity based skill tests that rely on fine manipulation of you fingers.


Length per Arcanium Core: Each Frame runs of a single Arcanium core a highly Technological device that borders on the lines of magic and Technology, this core provides a nuculer level of power. the core is placed into the frame gives the frame 30 days of run time as just the frame in normal operations. To install a Arcanium Core it takes about an hour and requires a charged core, Tech tools and a check at DC 15 and Artificers tools and a check at DC 15.if ether test is failed it may be re attempted at a DC of + 5, if the second attempt is failed the process must be done again.


Doning power Armor: To don power armor you must use an object interaction when you are within 5ft of the rear of the armor to open it, at the start of your next turn the armor will be open, you may then as an action climb into the suit, you must then use another object interaction to close the armor. After the armor is opened it will remain that way for 1 min or until you climb in or you use an object interaction on it within 5ft.


Power Armor Frame Parts with the right services a power armor frame may be upgraded and augmented to suit many different operational functions, Like armor plating or grave boots for use in the zero gravity of the Cosmos, whatever it may be you must follow a few guidelines when you upgrade your armor. A frame has 6 major locations the Torso, Left arm, Right arm, Left leg, Right leg and the Head. Each location may have one armor plat and as many integrations as you wish.


Power Armor Drain: Heavier armor and multiple device integrations will require more power as all system that you add to or integrated into your frame are powered by the Arcanium core. This power drain will take from the total days of power you have until your Core needs to be changed. For armor plates this drain will be noted in the Armor plate description.

  • For Device integration you may integrate any amount of systems in any of the 6 Armor location on a frame, but this will be at a cost of 1 days energy for each device that was integrated.

  • if you stay at a sustained Sprint for more than an hour a day you will drain a day of energy for each hour sustained beyond the first

Additional Power Frame Properties

Some power Frames may have one or multiple of the following properties.


Adimantine Plating: If all plates are Adamantite the wearer gains resistance to Bludgeoning, Piercing and Slashing damage. This cant be taken with Cerasteel Plating.

Master Crafted: gains immunity instead of resistance to the listed damage types.

Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.


Cerasteel Plating: If all plates are Ceresteal the wearer gains resistance to Bludgeoning, Piercing, Slashing, Fire and Acid damage. This cant be taken with Adimantite Plating.

Master Crafted: gains immunity instead of resistance to the listed damage types.

Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.


Insulation: the wearer of a frame with Insulation gains resistance to Lightning and Cold damage. This cant be taken with Leaded.

Master Crafted: gains immunity instead of resistance to the listed damage types.

Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.


Leaded: the wearer of a frame with Leaded gains resistance to Poison damage for sources of Radiation. This cant be taken with Insulation.

Master Crafted: gains immunity instead of resistance to the listed damage types.

Artificers: gains immunity instead of resistance and -5 damage reduction to the listed damage types.


Environmentally Sealed: Protects the wearer from the vacuum of space and other environmental hazards, while this suits helm is donned and sealed it gives the wearer immunity to damage and effects from contact related and airborn poisons, carcinogen and disease. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the helm includes an eternal speaker and inbuilt microphone communicator.


Enhanced Servo Actuators: This frame no longer suffers the reduction to its movement ability Enhancement. If this is used with a frame that has 4 or more Super heavy plates you may only suffer no more then a -5 to you movement from your armor.


Reactive Servo Actuators: This frame no longer suffers the reduction to its Dexterity ability Enhancement also you gain a + 1 Max dex for every 2 dex increased to a maximum of +6. Furthermore This may not be used with any Super heavy plate applied.


Bio Enhancement Module: The wearer of this frame gains a + 4 Constitution ability enhancement.


Advanced Frame and wiring Harness: This frame may now have one more device integrations on each of its equipment slots.


Overpowered Servo Actuators: This frame no longer suffers the reduction to its Strength ability Enhancement. This may not be used with any light plate applied.

Gear

Drone

A Drone is a tiny robotic device that appears in different forms like the Empire, fashion them from the skulls of loyal Imperial servants to which robotic components and an antigravitic technology have been added to allow them to hover and drift bodiless through the air. This is so that they may continue their work for the Empire even after death. To have one's skull chosen to serve as a Servo-skull is a great honor in the Empire, for it implies one's service in life has been satisfactory enough to warrant continuation beyond death. Some others resemble more Robotic and sleek designs, that show the engineers individual style.

Drones perform an important roll in much of the technological lands, serving as everything from scribes and video cameras that copy down and recored important moments, to simple moving torches, hovering about their charge with candles and lanterns to illuminate the area.

Drones are used throughout all the Empire and other locations. Each is built to perform a certain task, some are designed for military roles, and among these some are built with enhanced optical sensors that allow them to serve as a reconnaissance scout.

Utility Drones

All utility Drones have a basic Profile as described in Chapter 3 (Minions), with the ability that are described below.

Auto Scribe

This commonly used drone allows one to copy down important conversations and confessions of prisoners word for word.

Effect: this skull records all words spoken by up to 6 targets within 30ft of the skull. This skull has roughly an hours worth of scroll th right on, it may last longer if less people are a part of the conversation and there are frequent Pauses in the conversation.

Audio and Video Drone

This drone is also found quite common amongst most factions and used by most technologically advanced cultures. These Drones have a video camera, microphone and speaker, that has capability of recording as well as play back on a small screen any recorded footage on the device.

Effect: this skull records all audio and video within a 45 degree cone in front of the drone. This Drone has 8 hours worth of recording. the quality of the Video and audio is of moderate quality and degrades with distance from the source.

Service Drone

The most common form of the Drone is the Service Drone. They are designed and equipped to offer assistance with a particular task, and most are fitted

with a basic set of extendable articulating pincers and whatever else by way of gear their duty requires.

Effect: this Drone can preform a rudementery tasks that it was loaded to do. Like changing out torches, delivering a scroll, opening doors, hold a glow beam, Speaker, video or Holo device, though the Service Drone does not have the capacity to be able to preform many different tasks.

Linguistic Drone

Useful to diplomats and explorers, a Linguistic drone is a specially designed drone equipped with an advanced linguistic device. The Linguistic Drone hovers just over the shoulder of its master, aiding him in translating and understanding unfamiliar tongues.

Effect: This Drone can Speak, understand and translate any known language in its records.

Message Drone

A Message Drone is a mobile communications platform used commonly with the Empire to carry recorded messages. The drone is an round or Square metal unit about the size of a citrus fruit that has an anti gravity emitter built within it.

The Message Drone carries messages to people it is programmed to find by using a recorded pheromonal trace to track down the person for whom its message is intended. The drone can record short audio and holographic messages that will only be played for the person whose pheromonal markers match the drone's data set.

Because it carries a relatively small power cell, the Message Drone can only be used for short range communications and is generally used within the spires of wealthy Metros to carry personal or business oriented messages between the members of the nobility.

Effect: This drone can carry a message of up to one minute long to a target you know within 5 miles.

Advanced Drones

Each advanced Drones has its own Profile described in the NPC minions Section of this book.

Gun Drone

Designed with a somewhat reinforced structure and fitted with a single efficient weapon system and targeting selection programs, Guardian-skulls (also known as Gun-skulls and Combat-skulls depending on their armament) are uncommon but prestigious and effective bodyguard devices. Their small size, tireless vigilance, and ability to hover in the shadows silently make them surprisingly discreet and effective servants.

Effect: See Gun drone in the minions section of Chapter 3 (Minions).

Spotter Drone

This advanced recon drone is conected directly to the owners mind by way of nero link. it allows the owner to see and hear through its electronic senses

Effect: See spotter drone in the minions section of Chapter 3 (Minions).

Mounts and Vehicles

Below is a list of mounts and vehicles and the cost of them, refer to the Monster Manual for the profiles.

Item Cost Speed Carrying Capacity seating Fuel type/amount Weight Size
Donkey or Mule 8gp 40ft 420 lbs 1 Veggiterian 8 pounds/day 450 Lbs M
Horse, draft 50gp 40ft 540 lbs - Veggiterian 20 pounds/day 1500 Lbs L
Horse, Riding 75gp 60ft 480 lbs 2 Veggiterian 15 pounds/day 1000 Lbs L
Pony 30gp 40ft 225 - Veggiterian 7 pounds/day 400 Lbs M
Pony Riding 50gp 40ft 200 lbs 1 Veggiterian 5 pounds/day 350 Lbs M
Warhorse 400gp 60ft 540 lbs 2 Veggiterian 17 pounds/day 1200 Lbs L
Dune Strider 500gp 70ft 450 Lbs 1 Omniverous 16 pounds/day 900 Lbs L
Bicycle 10gp 40ft 200 lbs 1 man powered 15 Lbs M
Mo-ped/Scooter 125gp 50ft 280 lbs 1 Refined Machine Oil 3GT/100MPG 250 Lbs M
Motor Bike 450gp 80ft 300 lbs 2 Refined Machine Oil 5GT/75MPG 350 Lbs M
Motor Quad 650gp 60ft 550 lbs 2 Refined Machine Oil 8GT/50MPG 450 Lbs M
Magna Bike 1,050gp 80ft 950 lbs 1 Refined Machine Oil 15GT/25MPG 1250 Lbs L
Magna Quad 1,300gp 60ft 1200 lbs 1 Refined Machine Oil 20GT/20MPG 1800 Lbs L
Small Vehicle 6,500gp 90ft 750 lbs 2 Refined Machine Oil 15GT/25MPG 2500 Lbs H
Medium Vehicle 13,050gp 80ft 1100 lbs 5 Refined Machine Oil 25GT/15MPG 2500 Lbs H
Large Vehicle 22,300gp 60ft 1850 lbs 8 Refined Machine Oil 300GT/25MPG 2500 Lbs H

Vehicle and Mount Use

Anyone may attempt to pilot or use any mount or vehicle provided you can fit within its saddle or cockpit as listen in the mounts description. When riding a mount use the following rules.

  • Animal Mounts will use Animal handling Skill for any vehicle handling rolls made Though you use your Dexterity bonus in replace of wisdom and when doing so you may only benefit from your dexterity bonus to a maximum of your mounts Dexterity bonus.

  • When Riding an animal mount you may make actions that require both hands, though if this presists for more then on round vehicle handling roll DC's will increase by 1 each round.


When piloting a vehicle use the following rules.

  • Vehicles will use the appropriate vehicle tool proficiency for any vehicle handling rolls made, you use your Dexterity bonus and when doing so you may only benefit from your dexterity bonus to a maximum of your vehicle Dexterity bonus.

  • When piloting a vehicle and you make an attack with a pilot or Driver Weapon you will use the pilots dexterity bonus but only to a maximum of the Vehicles Dexterity bonus.

Battlemechs

The Battlemech is a highly customizable vehicle, that is usually seen with articulated arms. These War walker or tank like Mechs come many types, having different means to functionality and support, like different Legs, Arms, weapon systems, hull types and much more.

The Battlemech is most favored when Imperial army patrols must move across rough terrain that would completely immobilize heavier wheeled or tracked vehicles. Battlemech achieve a perfect balance of robustness and mobility, able to negotiate terrain that would immobilize heavier vehicles whilst still able to face down fire that would shred ranks of infantry.

Some Battlemech, appropriately called Armored Mechs, may possess better cockpit armor plating than the norm and are fitted with stabilizers to let them carry heavier weaponry. This transforms the Battlemech's role from one of utility, armed reconnaissance and light infantry fire support to one of full on anti armor or even artillery support.

Many civilian and mercenaries employ the use of a Walker in combat and non combat functions. Some engineers acquire or build a sentinel and outfit it with many different upgrades and functions, causing different modification and models to be developed, like the Lifters and Runner variations.

Battle Mech Creation

When creating a Battle Mech you must pick one Hull, one legs and two arms. Each of these have changes to various stats of the Mech profile in the following pages.

Hull

Standard
Stat Modification
Hull Points: 20 x Con bonus
Armor Class: 13 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 20 Str/16 Dex/18 Con
Movement/round: 35ft
Movemnet/Over Land: 35 Mph
Vehicle handling: 0
Fuel use per Hour: 10 Gal
Fuel tank Size: 300 Gal
Scout
Stat Modification
Hull Points: 10 x Con bonus
Armor Class: 12 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 18 Str/18 Dex/14 Con
Movement/round: 50ft
Movemnet/Over Land: 50 Mph
Vehicle handling: +2
Fuel use per Hour: 5 Gal
Fuel tank Size: 100 Gal

Furthermore a scout body gains the Crew Exposure vehicle position action as well as the Open topped and Open Topped Crew positions Actions vehicle feature below.

Crew Exposure: Anyone in any position is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.

Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.

Open Topped Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.

Armored
Stat Modification
Hull Points: 25 x Con Bonus
Armor Class: 16 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 22 Str/14 Dex/20 Con
Movement/round: 30ft
Movemnet/Over Land: 30 Mph
Vehicle handling: -5
Fuel use per Hour: 20 Gal
Fuel tank size: 400 Gal

Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.

Light weight
Stat Modification
Hull Points: 15 x Con Bonus
Armor Class: 14 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 16 Str/20 Dex/16 Con
Movement/round: 40ft
Movemnet/Over Land: 40 Mph
Vehicle handling: +4
Fuel use per Hour: 10 Gal
Fuel tank size: 200 Gal

Furthermore a Battlemechs with this hull is now Large size, and Battlemech with this hull may not equip any weapons with the Heavy or Large weapon property and its stomp now deals d6's for damage die instead of d8's.

Legs (pick one)


Bipedal: Standard legs with now changes.


Quadrupedal: A Battlemech with these legs is no longer effected by difficult terrain and Pilots gain advantage on any checks Made to avoid being knocked prone.

Furthermore a Battlemech with these legs has -5 ft movement per round and -5 Mph over land and Burns an additional 5 gallons of fuel per hour of operations.


Tracks: Any weapons on a Battlemech withe these legs, to include a gun turret no longer suffers the effects of the heavy weapon property and you are immune being knocked prone and may not use the stomp attack.

Furthermore a Battlemech with these legs has -10 ft movement per round and -10 Mph over land and Burns an additional 20 gallons of fuel per hour of operations.


Grav Plate: A Battlemech with these Legs now floats above most surfaces to include liquids. You are immune being knocked prone. Furthermore a Battlemech with thses legs have an additional -2 vehicle handling, Burns an additional 10 gallons of fuel per hour of operations and cant use the stomp attack.

Arms (pick 2, may have the same)


Grabber Claw: Standard arm with no changes. See Mech Profile for details.


Melee Arm: Your Battlemech gains an arm that can have any Magna melee weapon that does not have the Two handed Property, Melee weapons deal one additional damage dice or 2 if its a chain weapon, IE Magna Chain Ax, Magna Chain spear ext. unless you have a Light weight Body then the damage stays the same. If you have two Melee arms you may use two handed weapons or weapons with the versatile property if you use both arms. Furthermore all weapons on a melee arm gains a +5ft reach.


Ranged Arm: Your Battlemech gains an arm that can have any ranged weapon that does not have the Light or Tiny weapon property mounted to it.


Grapple Arm: you gain a grappling launcher This fires a grappling hook connected to a 90 foot long cable. You may as an action on your turn or as a reaction, activate this arm, causing the grappling hook to shoot outward, unspolling the cable behind it as it goes. to do so you must make a ranged attack with grapple, if it hits it deals 2d8 Piercing damage, with the AP (3) weapon property and the hook remains in the target and the target is grappled.

You can take an object interaction to activate a winch which winds the cable back into the compartment. If the grappling hook has been set, the winch will pull your weight x2 toward the mech at a rate of 30 feet per round.

At any point a creature grappled by this feature may use its action to attempt to remove the hook, the target must make a strength save DC 8 + Pilot Pro + Mech Dex, removing the spear on a successful save.

Mech Upgrades

Below is a list of available Mech Upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.


Shield Generator: Your Battlemech may now install and gain the benefits of any shield generator, on your mech.


Armor plates: Your Battlemech gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.


Cerasteal Plating: Your Battlemech gain resistance to Fire and Acid damage.


Insulation: Your Battlemech gain resistance to Lighting and Cold damage.


Hull Supports: Your Battlemech gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.


Superior Materials: your Battlemechs Constitution is increased by +4


Enhanced Hydraulics: your Battlemechs Strength is increased by +4


Mobility Enhancements: your Battlemechs Dexterity is increased by +4


Turbo Core: your Battlemechs Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations.


Underslung Weapon: You gain a Non heavy weapon that is attached to one of you arms, this may be taken twice, once fro each arm.


Advanced Targeting systems: Ranged weapons on you Mech with the exception of a Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.


Spirit Release: Your Battlemech is now immune to the effects of Charmed and frightened or any effect that targets a machine spirit.


Extra Large Fuel Tank: Your Battlemechs fuel tank now hold double the amount gallons.


Enhanced Fuel System: Your Your Battlemechs fuel consumption is reduced by 1/2 (round down to nearest 5 or 10 gal).


Weapon stabilizers: Your Battlemech no longer suffers from the unstabilized weapons feature.


Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception a mounted gun turret. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.


Maglock Footing (Must have Bipedal or Quadrupedal): Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When when wearing these boots the mechs movement is reduced by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.


Heavy Footed (Must have stomp): your Stomp deals an additional damage die.


Martial Enhancements (Must have a Melee Arm): The weapon on your Melee arm will always use the versatile deals one additional damage dice or two if its a chain weapon, IE Chain Ax, Chain spear ext.


Marine Propulsion Systems (Must have Environmentally sealed and can not have Tracks or Grave plate): Your Battlemech gains a swim speed equal to half your base speed.


Gun Turret (Cant be taken with Larger Storage or Spare Seats) your Battlemech gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The Turret Gunner may on its turn, fire the mounted weapon as a attack action.

Gun Turret (Position): fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.


Shoulder Mounted Artillary: The pilot may now fire a shoulder mounted turret that may have any Missile Launcher, Rocker launcher, Grenade Launcher or Mortar weapon mounted to it. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action. This may be take twice mounting a weapon on each shoulder.

Shoulder Mounted Artillary weapon. The weapon fires in a 180 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.


Heavy Hitter (Requires a Melee arm): You may wiled Two handed weapon or use the versatile damage weapons av a weapon wielded in one Melee arm, Though all attacks will suffer a negative to the attack roll equal to the wielders proficiency.


Spare Seats (Cant be taken with Gun Turret or Larger Storage): you Mech may have 2 passenger of medium size or less, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.


Larger Storage (Cant be taken with Gun Turret or Spare Seats): the Storage compartment in your walker is now 5x5 and can hold 1000 pounds, as well as this vehicle now Burns 10 gallons more fuel per hour of operations.


Environmentally Sealed (Must have standard, Armored body or Light): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and includes an external speaker and inbuilt microphone communicator.


Jump Thrusters (Can not be taken with Tracks or Grav Plate): as an object interaction, You Battlemech may now jump up to your speed in hight and you movement forward. Furthermore you gain the slow fall feature Below, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.


Slow Fall: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.

Advanced Battelmech Modifications

Below is a list of available Advanced mech upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequsites will be listed in the upgrades description, if an ability replace a Basic Battlemech mod you already have you may choose a new battle mech mod from the list of basic battlemech mods above.


Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.


Advanced Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity to Fire, and acid damage.


Advanced Insulations (Replaces Insulation): Gain immunity to Cold, and Lightning damage.


Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.


Holy Icon: Gain Resistance to Radiant damage and Forces damage.


Booster Jets (Requires Jump Thrusters) During a jump, if you don't end the flight on a hard surface you may spend 1 charge and an amount of gallons of fuel equal to 5 x your mechs Constitution bonus (minimum 1) and gain a fly speed equal to your movement, durring this flight you may make one Pivot of 90 degrees per turn. This may only be done for 5 rounds consecutively, spending the same amount of fuel used to initiate the jump each round and then it needs to be vented for 5 rounds. This may be done underwater gaining a swim speed instead of a fly speed with the same restrictions and If your in a zero gravity environment, you can Maneuver normally and no venting is needed and only uses 1 gallon of fuel. This has 5 charges, regaining all on a long rest.

If you have no charges left or you are venting you may not apply the effects of Slow fall.


Arcanium Core: Your Battlemech needs no Fuel, your Mech will not run out of fuel any time soon, your Mech is immune to Exhaustion as long as a core is active and will not die due to running out of power form continuous operations, this core it the equivalent of 10,000 Gallons of Ignas oils. This arcanium core may be replaced during a long Rest.



Mech

Huge/Vehicle Construct (Mount, 15ft. by 15ft.)


Crew One Driver of medium or small size.

Passengers None

Travel pace See Hull Stats


STR DEX CON INT WIS CHA
See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning

Damage Immunities Poison, Psychic, Necrotic

Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious

Hull

Armor Class: See Hull Stats

Hit points See Hull Stats

Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.

Pilot

The Pilot may on its turn, use its action to use Stomp or use one of the arms on the battle Mech in replace of one of the pilots attacks during the pilots attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon is being fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the drive may as there movement action make one move with the Mech.

Arm 1 (Grabber Arm): you now have a robotic manipulations arm, this arm can lift up to 100 pounds x the vehicles Strength bonus and requires the drivers action to operate. Many Battle Mechs have other types of arms like weapons arms or even grappling hooks launchers.

Arm 2 (Grabber Arm): you now have a robotic manipulations arm, this arm can lift up to 100 pounds x the vehicles Strength bonus and requires the drivers action to operate. Many Battle Mechs have other types of arms like weapons arms or even grappling hooks launchers.

Move: The Driver may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.

Stomp. Melee Weapon Attack: reach 5ft., one target. Hit 9 (2D8 + 5), this attack can only be used against medium or smaller creatures.

In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.

Vehicle Features

A Mech has the following features

Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.

Handling. See Hull

Immutable Form. This vehicle is immune to any spell or effect that would alter its form.

Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more then its base movement or made a turn greater then 90 degrees.

War Rigs

The War Rig is a highly customizable vehicle, that is usually seen with weapons of transport capabilities. These War Rig or tank like vehicles come many types, having different means to functionality and support, like different Mobility means, Vehicle turrets, weapon systems, hull types and much more. When creating a War Rig you must pick one Hull, one Mobility and two Utilities. Each of these have changes to various stats of the War Rig profile in the following pages.

Hull

Standard

Stat Modification
Hull Points: 20 x Con bonus
Armor Class: 13 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 20 Str/16 Dex/18 Con
Movement/round: 35ft
Movemnet/Over Land: 35 Mph
Vehicle handling: 0
Fuel use per Hour: 10 Gal
Fuel tank Size: 300 Gal

Scout

Stat Modification
Hull Points: 10 x Con bonus
Armor (Fron/Side/Rear): 12 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 18 Str/18 Dex/14 Con
Movement/round: 50ft
Movemnet/Over Land: 50 Mph
Vehicle handling: +1
Fuel use per Hour: 5 Gal
Fuel tank Size: 100 Gal

Furthermore a scout body gains the Crew Exposure vehicle position action as well as the Open topped and Open Topped Crew positions Actions vehicle feature below.

Crew Exposure: Anyone in any position is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.

Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.

Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.

Armored

Stat Modification
Hull Points: 25 x Con Bonus
Armor Class: 16 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 22 Str/14 Dex/20 Con
Movement/round: 30ft
Movemnet/Over Land: 30 Mph
Vehicle handling: -5
Fuel use per Hour: 20 Gal
Fuel tank Size: 400 Gal

Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.

Light weight

Stat Modification
Hull Points: 15 x Con Bonus
Armor Class: 14 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 16 Str/20 Dex/16 Con
Movement/round: 40ft
Movemnet/Over Land: 40 Mph
Vehicle handling: +4
Fuel use per Hour: 10 Gal
Fuel tank Size: 200 Gal

Furthermore a war riggs with this hull is now Large size, and may not equip any weapons with the Heavy or Large weapon property and its ram now deals d8's for damage die instead of d10's.

Mobility (pick one)


4x4 (Sport): A War Rig with this mobility gains a +20 ft movement per round and + 20 Mph over land, an additional -4 vehicle handling and Burns an additional 5 gallons of fuel per hour of operations

Furthermore a War Rig with this mobility Burns an additional 5 gallons of fuel per hour of operations and your ram deals D8 instead of D10s.


4x4: Standard mobility with now changes.


8x8: A War Rig with this mobility is no longer effected by difficult terrain and Drivers gain advantage on any checks Made to avoid being knocked prone.

Furthermore a War Rig with this mobility is now Huge size, has -5 ft movement per round, -5 Mph over land and Burns an additional 10 gallons of fuel per hour of operations.


Tracks: Any weapons on a War Rig with this mobility, not including a Mounted gun turret no longer suffers the effects of the heavy weapon property and your War Rig is immune being knocked prone.

Furthermore a War Rig with this mobility is now Huge, has -10 ft movement per round and -10 Mph over land and Burns an additional 20 gallons of fuel per hour of operations.


Grav Plate: A War Rig with this mobility now floats above most surfaces to include liquids and your War Rig is immune being knocked prone.

Furthermore a War Rig with this mobility is now Huge, has an additional -2 vehicle handling and Burns an additional 15 gallons of fuel per hour of operations.


Boat Hull: A War Rig with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement though this may only float and may not dive.

Furthermore a War Rig with this mobility is now Huge, has an additional -4 vehicle handling and Burns an additional 5 gallons of fuel per hour of operations.


Boat Hull (Speed): A War Rig with this mobility loses its on land movement and gains a swim speed equal to is movement overland +20ft, though this may only float and may not dive.

Furthermore a War Rig with this mobility has an additional -6 vehicle handling and Burns an additional 10 gallons of fuel per hour of operations.


Submersable (Cant be used with a Scout Frame): A War Rig with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement as well as this mobility gains the Environmentally sealed War Rig upgrade at no cost.

Furthermore a War Rig with this mobility is now Huge, has an additional -4 vehicle handling and Burns an additional 10 gallons of fuel per hour of operations.

Utility (pick 2)


Troop compartment: your War Rig gains 3 additional seats these are usually arranged behind the Driver and front seat passenger. This upgrade may be taken twice.


Main Gun Turret (may not be taken with Scout Hull): your vehicle gains a new position, with a Main gun turret that 1 passenger can man. The turret may have one vehicle weapon mounted to it. When the weapon is in operations, the operator will use the below position profile.

The Main Gun Turret Gunner may on its turn, use its action to use one of the weapons on the Main Gun Turret in replace of one of the Gunners attacks during the Gunners attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon is being fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes.

Main Gun Turret (Position): All weapons attached to the turret fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.


Side Sponson: your vehicle gains a two Additional position, with two small Sponsons that 1 passenger per sponson can man on either side on the vehicles hull. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The sponson Gunner may on its turn, fire the mounted weapon as an attack action.

Right/left Sponson (Position): The weapon fires in a 180 degree arch of the Right/Left of the vehicle and use the profile of the appropriately mounted weapon.


Cargo Bed: Your War Rig gains a 5x5ft truck bed that can hold 500 pounds x war rigs Strength bonus, this space is considered to bey 5ft in hight unless your vehicle has the open toped feature or you choose to have it open like i truck bed, if this is done anything in the space is considered to be visible with 1/2 cover.

If your Hull is huge the bed size is 8x8 and can hold 1000 pound x war rigs strength bonus with a hight of 8ft.

This may be taken twice, if done your War Rig gains a 8x8ft truck bed that can hold 800 pounds x war rigs Strength bonus if your Hull is Large, with an 8ft hight or if your hull is huge the bed size is 12x12 and can hold 1500 pound x war rigs strength bonus with a 12ft hight allowed.

War Rig Upgrades

Below is a list of available War Rig Upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.


Shield Generator: Your War Rig may now install and gain the benefits of any shield generator, on your mech.


Armor plates: Your War Rig gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.


Cerasteal Plating: Your War Rigs gain resistance to Fire and Acid damage.


Insulation: Your War Rigs gain resistance to Lighting and Cold damage.


Hull Supports: Your War Rig gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.


Superior Materials: your War Rigs Constitution is increased by +4


Enhanced Hydraulics: your War Rigs Strength is increased by +4


Mobility Enhancements: your War Rigs Dexterity is increased by +4


Turbo Core: your War Rigs Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations.


Advanced Targeting systems: Ranged weapons on you War Rig with the exception of a Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.


Spirit Release: Your War Rig is now immune to the effects of Charmed and frightened or any effect that targets a machine spirit.


Extra Large Fuel Tank: Your War Rig fuel tank now hold double the amount gallons.


Enhanced Fuel System: Your Your War Rig fuel consumption is reduced by 1/2 (round down to nearest 5 or 10 gal).


Weapon stabilizers: Your War Rig no longer suffers from the unstabilized weapons feature.


Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception of a mounted gun turret and a Dash mounted Gun. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.


Death roller (cant be taken with Light and scout Hulls or with a death roller): your ram deals an additional damage die and if you choose when getting this upgrade, to have your ram deal half its damage dice in your choice of either Piercing or Slashing damage.


Dozer Blade (cant be taken with Light and scout Hulls or with a death roller): your ram deals an additional damage die and you no longer suffer the effects of difficult terrain.


Marine Propulsion Systems: Your War Rig gains a swim speed equal to half your base speed, Though it can not dive, it may only Float.


Enhanced Cockpit (Must have Main Gun Turret): The driver may fire any of the Main Gun Turret weapons on as if they where in the Main Gun Turret seat as well as preform the tasks of a driver.


Maximized Seating (Must have Troop transport): You gain 6 Troop seats for each troop compartment upgrade you take, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.


Larger Storage (Must have Cargo Bed): the cargo bed on your War rig is now 2x2x2ft larger and can hold an additional 200 pounds for large Hulls and 3x3x3ft and an additional 500 pounds for Huge Hulls, as well as this vehicle now Burns 10 gallons more fuel per hour of operations.


Environmentally Sealed (Must have standard, Armored or Light Hull): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the includes an external speaker and inbuilt microphone communicator.


Coaxial Machine Gun (must have Main Gun Turret): Your Main Gun Turret may now have a medium or light machine gun mounted next to the main gun and can be operated by the Main Gun Turret gunner during there turn.


Dash Mounted Gun: The occupant of the Front Passenger seat may now fire forward mounted turret that may have any non pistol or non heavy weapon mounted. When the weapon is in operations you will use the below position profile. The Dash Mounted Gunner may on its turn, fire the mounted weapon as an action.

Dash Mounted Gun (Position). This can be operated by the front seat passenger and fires in a 180 degree arch of the front of the vehicle.


Mounted Gun Turret (Cant be taken with Main Gun Turret) your War Rig gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The mounted gun turret Gunner may on its turn, fire the mounted weapon as an attack action.

Mounted Gun Turret (Position): The weapon fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.


Forward Mounted Gun: The Driver may now fire forward mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon but not Mortars. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action.

Forward Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.

Advanced War Rig Modifications

Below is a list of available Advanced rig upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequsites will be listed in the upgrades description, if an ability replace a Basic War Rig mod you already have you may choose a new War Rig mod from the list of basic War Rig mods above.


Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.


Advanced Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity to Fire, and acid damage.


Advanced Insulations (Replaces Insulation): Gain immunity to Cold, and Lightning damage.


Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.


Holy Icon: Gain Resistance to Radiant damage and Forces damage.


War Fortress You War Rig gains one utility upgrade in addition to your chosen 2 utility upgrades, when this is done you vehicle is now one size larger and burns an additional 20 gallons of fuel per hour of operations.


Arcanium Core Generator (Replaces Extra large fuel tank): Your War rig needs no Fuel, your War rig will not run out of fuel any time soon, your mrig is immune to Exhaustion as long as a core is active and will not die due to running out of power form continuous operations, this core it the equivalent of 10,000 Gallons of Ignas oils. This arcanium core may be replaced during a long Rest.



War Rig

Large/Construct (Mount, 10ft. by 10ft.)


Crew One Driver of small or Medium size.

Passengers 1 Medium or smaller

Travel pace Refer


STR DEX CON INT WIS CHA
See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning

Damage Immunities Poison, Psychic, Necrotic

Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious

Hull

Armor Class: See Hull

Hit points See Hull


Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the occuping creatures turn choosing from the options below.

Driver

The Driver may on its turn, use its action to use Ram or use one of the Driver weapons in replace of one of the drivers attacks during the drivers attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon that is being used is fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the drive may as there movement action make one move with the vehicle.

Move: The Driver may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.

Ram. Melee Weapon Attack: reach 5ft., one target. Hit 14 (2D10 + 6) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 3D10 + 12 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 4D10 + 18, the DC is 20 and you push them 15ft.

In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.

Front seat

The Front passenger may on its turn, attack as normal from its position, ranged weapon may be fired in a 90 degree arch of the front and of the vehicle and 180 degree arch off the right side of the Vehicle.

Vehicle Features

The war has the following features

Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.

Handling. See Hull.

Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more then 60ft or made a turn greater then 90 degrees.

Immutable Form. This vehicle is immune to any spell or effect that would alter its form.

Air Rig

The Air Rig is a highly customizable air vehicle, that is usually seen with weapons or transport capabilities. These Air Rig or plane like vehicles come many types, having different means to functionality and support, like different Mobility means, Vehicle turrets, weapon systems, hull types and much more. When creating a Air Rig you must pick one Hull, one Mobility and two Utilities. Each of these have changes to various stats of the Air Rig profile in the following pages.

Hull

Standard

Stat Modification
Hull Points: 20 x Con bonus
Armor Class: 12 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 16 Str/14 Dex/16 Con
Movement/round: Min 80 Max 200ft
Movemnet/Over Land: 200 Mph
Vehicle handling: 0
Fuel use per Hour: 10 Gal
Fuel tank Size: 150 Gal

Scout

Stat Modification
Hull Points: 10 x Con bonus
Armor Class: 10 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 16 Str/16 Dex/14 Con
Movement/round: Min 60ft - Max 150ft
Movemnet/Over Land: 150 Mph
Vehicle handling: +1
Fuel use per Hour: 5 Gal
Fuel tank Size: 100 Gal

Furthermore a scout body gains the Crew Exposure vehicle position action as well as the Open topped and Open Topped Crew positions Actions vehicle feature below.

Crew Exposure: Anyone in any position is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.

Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.

Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.

Armored

Stat Modification
Hull Points: 25 x Con Bonus
Armor Class: 15 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 20 Str/14 Dex/20 Con
Movement/round: Min 100ft - Max 250ft
Movemnet/Over Land: 250 Mph
Vehicle handling: -5
Fuel use per Hour: 40 Gal
Fuel tank Size: 400 Gal

Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.

Light weight

Stat Modification
Hull Points: 15 x Con Bonus
Armor Class: 14 + Pilots Dex bonus to max of vehicles Dex bonus
Ability Scores: 20 Str/16 Dex/16 Con
Movement/round: Min 50ft - Max 300ft
Movemnet/Over Land: 300 Mph
Vehicle handling: +4
Fuel use per Hour: 20 Gal
Fuel tank Size: 200 Gal

Furthermore an Air rigg with this hull is now Large size and may not equip any weapons with the Heavy or Large weapon property.

Mobility (pick one)


Fixed Wing (Jet): A Air Rig with this mobility gains a +20ft miniumum and a +50ft Maximum movement per round and multiply the Mph over land by 2, gains an additional -4 vehicle handling, as well as it Burns an additional 5 gallons of fuel per hour of operations


Fixed Wing (Rotor): Standard movement with now changes.


Fixed Wing (Air Bus): Any weapons on a Air Rig with this mobility, not including a Mounted gun turret no longer suffers the effects of the heavy weapon property and your Air Rig is immune being knocked prone.

Furthermore a Air Rig with this mobility is now Huge, has -10ft minimum and a -25ft movement per round as well as -50 Mph over land and Burns an additional 20 gallons of fuel per hour of operations.


Rotary Wing (Heavy): A Air Rig with this mobility now floats or hovers, you no longer have the Fast Mover vehicle feature and your Movement per round and Movement over land is equal to the minimum Movement. You may now turn 180 degrees with this vehicle during each movement action taken.

Furthermore an Air Rig with this mobility is now Huge size, has an additional -2 vehicle handling and Burns an additional 20 gallons of fuel per hour of operations.


Rotary Wing (Light): A Air Rig with this mobility now floats or hovers, you no longer have the Fast Mover vehicle feature and your Movement per round and Movement over land is equal to the minimum Movement. You may now turn 180 degrees with this vehicle during each movement action taken.

Furthermore a Air Rig with this mobility Burns an additional 10 gallons of fuel per hour of operations.

Utility (pick 2)


Troop compartment: your Air Rig gains 3 additional seats these are usually arranged behind the Driver and front seat passenger. This upgrade may be taken twice.


Main Gun Turret (may not be taken with Scout Hull): your vehicle gains a new position, with a Main gun turret that 1 passenger can man. The turret may have one vehicle weapon mounted to it. When the weapon is in operations, the operator will use the below position profile.

The Main Gun Turret Gunner may on its turn, use its action to use one of the weapons on the Main Gun Turret in replace of one of the Gunners attacks during the Gunners attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon is being fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes.

Main Gun Turret (Position): All weapons attached to the turret fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.


Wing/Door Sponsons: your vehicle gains a two Additional position, with two small Sponsons that 1 passenger per sponson can man on either side of the vehicles hull or wing. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The sponson Gunner may on its turn, fire the mounted weapon as an attack action.

Right/left Wing/Door Guns (Position): The weapon fires in a 180 degree arch of the Right/Left of the vehicle and use the profile of the appropriately mounted weapon.


Cargo Space: Your Air Rig gains a 5x5ft cargo space that can hold 500 pounds x Air rigs Strength bonus, this space is considered to be 5ft in hight unless your vehicle has the open topped feature or you choose to have it open like i deck or open stern, if this is done anything in the space is considered to be visible with 1/4 cover.

If your Hull is huge the bed size is 8x8 and can hold 1000 pound x Air rigs strength bonus with a hight of 8ft.

This may be taken twice, if done your Air Rig gains a 8x8ft truck bed that can hold 800 pounds x Air rigs Strength bonus if your Hull is Large, with an 8ft hight or if your hull is huge the bed size is 12x12 and can hold 1500 pound x Air rigs strength bonus with a 12ft hight allowed.

Air Rig Upgrades

Below is a list of available Air Rig Upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.


Shield Generator: Your Air Rig may now install and gain the benefits of any shield generator, on your Air rig.


Armor plates: Your Air Rig gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.


Cerasteal Plating: Your Air Rigs gain resistance to Fire and Acid damage.


Insulation: Your Air Rigs gain resistance to Lighting and Cold damage.


Hull Supports: Your War Rig gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.


Superior Materials: your Air Rigs Constitution is increased by +4


Enhanced Hydraulics: your Air Rigs Strength is increased by +4


Mobility Enhancements: your Air Rigs Dexterity is increased by +4


Turbo Core: your Air Rigs Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 20 gallons more fuel per hour of operations.


Advanced Targeting systems: Ranged weapons on you Air Rig with the exception of a Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.


Spirit Release: Your Air Rig is now immune to the effects of Charmed and frightened or any effect that targets a machine spirit.


Extra Large Fuel Tank: Your Air Rig fuel tank now hold double the amount gallons.


Enhanced Fuel System: Your Your Air Rig fuel consumption is reduced by 1/2 (round down to nearest 5 or 10 gal).


Weapon stabilizers: Your Air Rig no longer suffers from the unstabilized weapons feature.


Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception a mounted gun turret and a Reae mounted gun turret. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.


Marine Landing Systems: Your Air Rig can now Float and land on water as well as hard surface.


Enhanced Cockpit (Must have Main Gun Turret): The driver may fire any of the Main Gun Turret weapons on as if they where in the Main Gun Turret seat as well as preform the tasks of a driver.


Maximized Seating (Must have Troop transport): You gain 6 Troop seats for each troop compartment upgrade you take, as well as this vehicle now Burns 5 gallons more fuel per hour of operations.


Larger Storage (Must have Cargo Space): the cargo space on your War rig is now 2x2x2ft larger and can hold an additional 200 pounds for large Hulls and 3x3x3ft and an additional 500 pounds for Huge Hulls, as well as this vehicle now Burns 10 gallons more fuel per hour of operations.


Environmentally Sealed (Must have standard, Armored or Light Hull): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the includes an external speaker and inbuilt microphone communicator.


Coaxial Machine Gun (must have Main Gun Turret): Your Main Gun Turret may now have a medium or light machine gun mounted next to the main gun and can be operated by the Main Gun Turret gunner during there turn.


Rear Mounted Gun: The occupant of the Front Passenger seat may now fire a Rear mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon but not Mortars. When the weapon is in operations you will use the below position profile. The Rear Mounted Gunner may on its turn, fire the mounted weapon as an action.

Rear Mounted Gun (Position). This can be operated by the front seat passenger and fires in a 180 degree arch of the Rear of the vehicle.


Mounted Gun Turret (Cant be taken with Main Gun Turret) your Air Rig gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon and Mortars but the range becomes anywhere within 10ft of your Air Rig regardless of your hight. When the weapon is in operations, the operator will use the below position profile. The mounted gun turret Gunner may on its turn, fire the mounted weapon as an attack action.

Mounted Gun Turret (Position): The weapon fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.


Nose/Wing Mounted Gun: The Driver may now fire a Nose/Wing mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon and Mortars but the range becomes anywhere within 10ft of your Air Rig regardless of your hight. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action. This upgrade may be taken up two additional times as long as you dont have the Rotary Wing (Heavy) and Rotary Wing (light) Mobility upgrades.

Forward Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.

Advanced Air Rig Modifications

Below is a list of available Advanced rig upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequsites will be listed in the upgrades description, if an ability replace a Basic Air Rig mod you already have you may choose a new Air Rig mod from the list of basic Air Rig mods above.


Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.


Advanced Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity to Fire, and acid damage.


Advanced Insulations (Replaces Insulation): Gain immunity to Cold, and Lightning damage.


Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.


Holy Icon: Gain Resistance to Radiant damage and Forces damage.


Air Fortress You Air Rig gains one utility upgrade in addition to your chosen 2 utility upgrades, when this is done you vehicle is now one size larger and burns an additional 20 gallons of fuel per hour of operations.


Arcanium Core Generator (Replaces Extra large fuel tank): Your War rig needs no Fuel, your War rig will not run out of fuel any time soon, your rig is immune to Exhaustion as long as a core is active and will not die due to running out of power form continuous operations, this core it the equivalent of 10,000 Gallons of Ignas oils. This arcanium core may be replaced during a long Rest.



Air Rig

Large/Construct (Mount, 10ft. by 10ft.)


Crew One Driver of small or Medium size.

Passengers 1 Medium or smaller

Travel pace Refer to Hull


STR DEX CON INT WIS CHA
See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning

Damage Immunities Poison, Psychic, Necrotic

Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious

Hull

Armor Class: See Hull

Hit points See Hull


Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the occuping creatures turn choosing from the options below.

Pilot

The Pilot may on its turn, use its action to use one of the Pilot weapons in replace of one of the drivers attacks during the drivers attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon that is being used is fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the Pilot may as there movement action make one move with the vehicle.

Move: The Pilot may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.

In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.

Front seat

The Front passenger may on its turn, attack as normal from its position, ranged weapon may be fired in a 90 degree arch of the front and of the vehicle and 180 degree arch off the right side of the Vehicle.

Vehicle Features

The war has the following features

Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.

Handling. See Hull.

Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 90 degrees.

Immutable Form. This vehicle is immune to any spell or effect that would alter its form.

Fast Mover: A vehicle with this feature Must move at least its Minimum movement, if this can not be none the vehicle starts to fall at a rate of 60ft per round and has dis advantage on all Skill checks, saves and attacks made.

War Bike

The War Bike is a highly customizable personal vehicle, that is usually seen with weapons or a limited transport capabilities. These Motor Bike or ATV like vehicles come many types, having different means to functionality and support, like different Mobility means, side cars, weapon systems, hull types and much more. When creating a War Bike you must pick one Hull, one Mobility and two Utilities. Each of these have changes to various stats of the Motor Bike profile in the following pages.

Hull

Standard

Stat Modification
Hull Points: 10 x Con bonus
Armor Class: 12 + Drivers Dex to max of vehicle Dex bonus
Ability Scores: 18 Str/16 Dex/16 Con
Movement/round: 60ft
Movemnet/Over Land: 60 Mph
Vehicle handling: 0
Fuel use per Hour: 5 Gal
Fuel tank Size: 30 Gal

Scout

Stat Modification
Hull Points: 5 x Con bonus
Armor Class: 10 + Drivers Dex to max of vehicle Dex bonus
Ability Scores: 16 Str/18 Dex/14 Con
Movement/round: 80ft
Movemnet/Over Land: 80 Mph
Vehicle handling: +1
Fuel use per Hour: 3 Gal
Fuel tank Size: 25 Gal

Armored

Stat Modification
Hull Points: 20 x Con Bonus
Armor Class: 14 + Drivers Dex to max of vehicle Dex bonus
Ability Scores: 20 Str/14 Dex/18 Con
Movement/round: 40ft
Movemnet/Over Land: 40 Mph
Vehicle handling: -5
Fuel use per Hour: 7 Gal
Fuel tank Size: 40 Gal

Furthermore any crew that is enclosed in this vehicle gains advantage on any save against any effects that cause the Blinded, Deafened as well as disadvantage on perception skill test.

Light weight

Stat Modification
Hull Points: 15 x Con Bonus
Armor Class: 11 + Drivers Dex to max of vehicle Dex bonus
Ability Scores: 14 Str/20 Dex/12 Con
Movement/round: 50ft
Movemnet/Over Land: 50 Mph
Vehicle handling: +4
Fuel use per Hour: 2 Gal
Fuel tank Size: 20 Gal

Furthermore a Motor Bike with this hull is now Large size, and motor bikes with this hull may not equip any weapons with the Heavy or Large weapon property.

Mobility (pick one)


2x2 (Sport): A War Bike with this mobility gains a +20 ft movement per round and + 20 Mph over land, an additional -4 vehicle handling and Burns an additional 2 gallons of fuel per hour of operations


2x2: Standard mobility with now changes.


4x4: A War Bike with this mobility is no longer effected by difficult terrain and Drivers gain advantage on any checks Made to avoid being knocked prone.

Furthermore a War Bike with this mobility is now Large size, has -5 ft movement per round, -5 Mph over land and Burns an additional 2 gallons of fuel per hour of operations.


Tracks: Any weapons on a War Bike with this mobility, not including a Mounted gun turret no longer suffers the effects of the heavy weapon property and your War Rig is immune being knocked prone.

Furthermore a War Bike with this mobility is now large, has -10 ft movement per round and -10 Mph over land and Burns an additional 5 gallons of fuel per hour of operations.


Grav glide: A War Bike with this mobility now floats above most surfaces to include liquids and your War Rig is immune being knocked prone.

Furthermore a War Bike with this mobility is now Large, has an additional -2 vehicle handling and Burns an additional 2 gallons of fuel per hour of operations.


Marine Hull: A War Bike with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement though this may only float and may not dive.

Furthermore a War Bike with this mobility is now Large, has an additional -4 vehicle handling and Burns an additional 1 gallons of fuel per hour of operations.


Marine Hull (Speed): A War Bike with this mobility loses its on land movement and gains a swim speed equal to is movement overland +20ft, though this may only float and may not dive.

Furthermore a War Bike with this mobility has an additional -6 vehicle handling and Burns an additional 2 gallons of fuel per hour of operations.


Submersable (Cant be used with a Scout Frame): A War Bike with this mobility loses its on land movement and gains a swim speed equal to is movement overland movement as well as this mobility gains the Environmentally sealed War Bike upgrade at no cost.

Furthermore a War Bike with this mobility is now Large, has an additional -4 vehicle handling and Burns an additional 5 gallons of fuel per hour of operations.

Utility (pick 2)


Passenger seat: your War Bike gains an additional seat this is usually in the form of a side car next the Driver. This upgrade may be taken twice gaining an additional seat in the side car behind the other passenger.


Cargo Bed: Your War Bike gains a 3x3ft truck bed that can hold 100 pounds x war rigs Strength bonus, this space is considered to bey 3ft in hight unless your vehicle has the open toped feature or you choose to have it open like i truck bed, if this is done anything in the space is considered to be visible with 1/4 cover.

If your Hull is Large the bed size is 5x5 and can hold 250 pound x War Bike strength bonus with a hight of 5ft.

This may be taken twice, if done your War Bike gains a 5x5ft truck bed that can hold 250 pounds x War Bike Strength bonus with an 5ft hight, if your Hull is Large, the bed size is 8x8 and can hold 750 pound x War Bike strength bonus with a 8ft hight allowed.


Side Mounted Gun: The Driver may now fire side mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon but not Mortars. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action. This Upgrade may be take twice.

Side Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.

War Bike Upgrades

Below is a list of available War Bike Upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequisites will be listed in the upgrades description.


Shield Generator: Your War Bike may now install and gain the benefits of any shield generator, on your mech.


Armor plates: Your War Bike gains a +2 bonus to your AC on all sides an you suffer a -2 to all vehicle handle checks and a -5ft movement and -5 miles an hour over land as well as the vehicle now Burns 10 gallons more fuel per hour of operations. This may be taken twice.


Cerasteal Plating: Your War Bike gain resistance to Fire and Acid damage.


Insulation: Your Motor Bike gain resistance to Lighting and Cold damage.


Hull Supports: Your War Bike gains additional Hull points equal to 5 x your mechs constitution bonus for a light Hull, 10 x your mechs constitution bonus for Scout Hull, 15 x your mechs constitution bonus for Standard Hull and 20 x your mechs constitution bonus for Armored Hull. as well as the vehicle now Burns 5 gallons more fuel per hour of operations for a Light body, 10 for Scout, 15 for standard and 20 for Armored.


Superior Materials: your War Bike Constitution is increased by +4


Enhanced Hydraulics: your War Bike Strength is increased by +4


Mobility Enhancements: your War Bike Dexterity is increased by +4


Turbo Core: your War Bike Speed increases by 20ft and gains 20 miles an hour over land as well as the vehicle now Burns 5 gallons more fuel per hour of operations.


Advanced Targeting systems: Ranged weapons on you Motor Bike with the exception of a mounted Gun turret, do not suffer the Effects of long range as well as you may use your pilots entire dex bonus when making weapon attacks with driver or pilot weapons regardless of the vehicles dex.


Spirit Release: Your War Bike is now immune to the effects of Charmed and frightened or any effect that targets a machine spirit.


Extra Large Fuel Tank: Your War Bike fuel tank now hold double the amount gallons.


Enhanced Fuel System: Your War Bike fuel consumption is reduced by 1/2 (round down to nearest gal).


Weapon stabilizers: Your War Bike weapons no longer suffers from the unstabilized weapons feature this includes mounted gun turret.


Auto Loader: You may reload any vehicle weapons system you have as a bonus action with the exception a mounted gun turret. This may only be done 1 time for each weapon between rests. This upgrade may be taken more then once allowing one additional reload per weapon between rests.


Environmentally Sealed (Must have standard, Armored or Light Hull): Protects the occupants from the vacuum of space and other environmental hazards, while inside the vehicle it gives Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced form outside the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the includes an external speaker and inbuilt microphone communicator.


Mounted Gun Turret (Must be taken with Side car or Cargo bed) your War Rig gains a new position with a turret that 1 passenger can man. The mounted gun turret may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations, the operator will use the below position profile. The mounted gun turret Gunner may on its turn, fire the mounted weapon as an attack action.

Mounted Gun Turret (Position): The weapon fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.


Forward Mounted Gun: The Driver may now fire forward mounted turret that may have any non heavy or pistol weapon mounted to it. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon as an attack action.

Forward Mounted weapon. The weapon fires in a 45 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.

Advanced War Bike Modifications

Below is a list of available Advanced rig upgrades, Some upgrades may be taken more then onces and others may require another specific upgrade or ability and others my require you to not have a specific upgrade, if this is the case, these changes and any prerequsites will be listed in the upgrades description, if an ability replace a Basic War Rig mod you already have you may choose a new War Rig mod from the list of basic War Rig mods above.


Advanced Advanced Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.


Advanced Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity to Fire, and acid damage.


Advanced Insulations (Replaces Insulation): Gain immunity to Cold, and Lightning damage.


Full Audio Dampeners (Must have Environmentally sealed: Gain Immunity to Thunder damage.


Holy Icon: Gain Resistance to Radiant damage and Forces damage.


War Bike You War Bike gains one utility upgrade in addition to your chosen 2 utility upgrades, when this is done you vehicle is now one size larger and burns an additional 5 gallons of fuel per hour of operations.


Arcanium Core Generator (Replaces Extra large fuel tank): Your War Bike needs no Fuel, your War rig will not run out of fuel any time soon, your Motor Bike is immune to Exhaustion as long as a core is active and will not die due to running out of power form continuous operations, this core it the equivalent of 10,000 Gallons of Ignas oils. This arcanium core may be replaced during a long Rest.



Motor Bike

Medium/Vehicle Construct (Mount, 5ft. by 5ft.)


Crew One Driver of Medium or small size.

Passengers One of Medium or Small size.

Travel pace See hull stats


STR DEX CON INT WIS CHA
See Hull See Hull See Hull 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning

Damage Immunities Poison, Psychic, Necrotic

Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious

Hull

Armor Class: See Hull stats

Hit points: See Hull Stats

Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.

Driver

The Driver may on its turn, use its action to attack with a held weapon or use one of the Driver weapons in replace of one of the drivers attacks during the drivers attack action, These actions may include auto fire like action that usually use your whole action, Though each Ranged weapon system may only be fired once per turn unless the weapon that is being used is fired in single shot, Semi-automatic, Burst Fire, or Controlled Burst firing modes. Furthermore the driver may as there movement action make one move with the vehicle.

Move: The Driver may move the vehicle up to the vehicles movement on its turn, the vehicle can not be turned greater the 90 during any given movement, meaning you may turn 90 during your normal movement but if you use another action or gain another movement action you may turn another 90 degrees.

In control: If the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.

Driver Exposure: Anyone in the drivers seat is considered fully exposed to targets within a 90 degree arc of the flanks and rear of the vehicle and you get 1/4 cover against targets in a 90 degree arc of the front of the vehicle.

Crew positions Actions any crew may on its turn, attack as normal from its position with non heavy ranged weapon, they may be fired in a 180 degree arch off the Front of the Vehicle if you are the driver the though this may not be done if the driver has moved or used an action with the mech this may not be done. if you have the spar seats upgrade the other crew may fire from there positions like the drive.

Vehicle Features

The Motor bike has the following features

Fuel: This vehicle has a Ignas oil tank with an amount of gallons as listed in your Hull Stats and burns an amount of gallons each hour of operations as listed in the Hull stats, after witch the vehicle gains 1 level of Exhaustion every rounds after empty.

Handling. see hull stats.

Immutable Form. This vehicle is immune to any spell or effect that would alter its form.

Unstabalized Weapons Any attacks made while on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 90 degrees, with the exception of a ram attack

Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss the targets AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.

Common Advanced gear

Item Cost
Entrenching Tool 5gp
Clock/Watch (Basic) 5gp
Common imperial Clothes 7gp, 5sp
Compass 25gp
Chemical Testing Strips (5 Pack) 10gp
Fiber Rope (50ft) 25hp
Glow Beam 35gp
Holy icon 10gp
Holy Text 25gp
Manacles 80gp
Incense 1sp
Microphone and Speaker 150gp
Ration Pack (1 Day) 1gp
Purification Filters 15gp
Mechanical Messenger 250gp
Purified Water 1/2 Gallon 3sp
Writers Supply 30gp
Refined Ignas Oils 1 Gallon 1gp

Common Gear Descriptions

Entrenching Tool

More than a simple trowel, the composite edge of this tool can break up even the hardest packed earth.

Effect: A entrenching tool halves the time needed to dig trenches, foxholes, and other earthen fortifications. It also makes for a sturdy improvised weapon it serves as a hand ax, as many a Guardsman can attest.

Clock/watch

This small timepiece also known as a Crono can be worn strapped to the wrist or held comfortably in the hand. Settings on the chrono’s display allow for the accurate tracking of Imperial standard, shipboard, and local time.

Common Clothes

Basic imperial Clothes

Compass

See Compass in the device descriptions

Chemical Testing Strips

Basic means of testing chemical nature of liquids or solvable chemicals

Glow Beam

Directional line of light pointed in held direction bright 40ft, Dim 80ft

Fiber Rope (50ft)

This rope is Basic fiber rope it has 2 hit points and can be burst with a DC 23 Strength check. 50' of Fiber rope weighs 10 lbs and has a load rating of 1200 lbs.

Holy icon

A Cherish holy symbol

Imperial Creed

Much like a bible many Imperials interact with it daily

Manacles

No bounty hunter or Enforcer would be without several sets of these solid restraints, though they are often used to ensure sacrificial offerings do not stray from a cult’s altar or for other, darker purposes.

Incense

Basic incense and sage for clensing

Portable Microphone and speaker

this held device is used to amplify your voice

Purification Filters

This is usually attached to a small manual pump that filters water for consumption, but the filter its self may be used as a straw, filtering the liquid as it moves through.

Effect: 1 filters, filters up to 5 gallons of water. If the water is very concentrated with contaminent particles it may degrade the filter faster (consult your GM).

Ration Pack

Filling but unappetising, the bars, bricks, powders, and pastes in a standard Ration Pack contain enough nutriment to feed an adult Human for one day.

Vox Drone

See Servo skulls section of this book.

Water 1/2 Gallon

Simple clean Potable H2O.

Writers Supply

This satchel contains inks, quills, parchment, and other tools necessary to craft a missive on scrolls.

Uncommon Advanced gear

Item Cost Weight
Advanced Personal Assets Display (A.P.A.D.) 500gp 2lb
Advanced Positioning Node 850gp .5lb
Auto Quill 550gp 35lb
Auto Scribe 4,500gp 18lb when not in flight
Ballistic Appeasement 350gp .5lb
Renown Clothing 150gp -
Combi-Tool 225gp 9lb
Chaplet Ecclesiasticus 100gp 1lb
Data Scroll 1,250gp 3lb
Lamp pack 85gp 8lb
Grapnel & line 650gp -
Hand-held targeter 1,750 -
Army issued Mess Kit 80gp
Binoculars 1,200gp
Magnetic lock Boots 3,450gp
Medpack 25gp
Vissual audio Recorder 850gp
Night vision Goggles 1,800gp
Recoil Glove 8,500gp
Rebreather 4,500gp
Gas mask 450gp
Gas mask Filter 50gp
Repair kit 350gp
Sisters of War Decreae 35gp
Sacred Machine Oil 50gp
Screamer 1000gp
Signal Jammer 9,500gp
Biometric Scanner 12,000gp
Spell Tomb 50gp
Stim Mk 1 50gp
Stim Mk 2 150gp
Stim Mk 3 450gp
Stim Mk 4 1,800gp
Stim Mk 5 9,000gp
Stummer 6,500gp
Symbol Of Authority 100gp
Radio Communicator 750gp
Web Shooter 10,000gp

Uncommon Advanced gear

Advanced Personal Assets Display

An Advanced Personal Assets Display is a device that the Early Techno crafters created during the Techno reviloution after seeing the monitoring systems of the Machine Host on Mechrohime they encountered during the Cosmic Crusade. This single hand held Tiny construct is linked to the Net, each registered APAD, can display many functions of ones life on the APAD. The APAD is capable of making text communications (like email or text) to any known APAN ID number, it holds a Contact list of IDs after first contact or the manual entering of the ID.

Another major function of the APAD is it can Be linked to an account with the Gold Trust Bank Allowing Quick transfers of funds from person to person, Many individuals use this device for that function only, as the gold trust bank will not devulge an individuals Personal economic information and that concept has been well guarded by House Khrysos since its founding. This however does not cover the security of any other information that may be passed over the net through the APAD. An APAD can be upgraded with other functions as well, like the functions of a APN, Voice and holo comunication as well as Visual/audio recorder or even a Bio monitor system. The APAD has an Energy life of 7 days after that you must plug it to a Power source and regain its energy at a rate of a day every 10 mins on charge.

Advanced Positional Node

An advance map and GPS unit, if uploaded with plenetery data you can plot grids and routes, see terrain maps and you may text other APN's over a encrypted or non encrypted networks. if plenetery data is not installed you can still plot routs and points with limited capability.

Advancerd Fiber Rope (50ft)

This rope is made of synthetic fibers it has 5 hit points and can be burst with a DC 30 Strength check. 50' of Fiber rope weighs 5 lbs and has a load rating of 6000 lbs.

Life form Scanner

An Life form scanner is a versatile hand held scanner that can detect numerous phenomena with a high degree of accuracy.

Effect: Activated as a Combat Action to detect energy emissions, motion, and other life signs within 150ft.

Auto-Quill

Often said to be the true weapon of the scribe, the arcane inner workings of an Auto-Quill can quickly and accurately copy, produce, or forge documents.

Effect: gain advantage on any checks made to forge or alter documents.

Auto Scribe

an auto scribe is a literature Servo skull

Effect: See Auto scribe in the sevo skull section of this book.

Ballistic Appeasement

this device contains sophisticated machine spirits that interface with and enact the Technocus’s blessings upon a weapon. This helps restore a jammed weapon to function and appeases the weapon’s war spirit.

Effect: you may ignore 1 Misfire, you regain the use of this after a short rest and a brief Prayer.

Renown Clothing 1-5

Common clothing consists of religious vestments, uniforms, or protective worker’s overalls. It is unusual for an individual to have a choice in their clothing, tied as it is to their purpose in serving the Empire. Clothing of a higher Rarity is a sign of status, and may grant small situational bonuses when making social Skill checks

Effect: add a +1 bonus for each level of clothing to all Persuasion, deception and intimidation checks made when wearing them.

Combi-Tool

Ubiquitous among the Machine host, Mountian Haflings and the Dwarfs, these versatile devices are the right tool for virtually every technical job.

Effect: You gain a +2 on all checks made to, repair, maintain, and sabotage technology.

Chaplet Ecclesiasticus

This religious symbol is an holy icon hung upon a cord of adamantine beads. Some orders of the Sisters of war place each bead on the cord as a representation of acts of penance.

Effect: The Chaplet can be used as a Symbol of Authority, see Symbol of authority. Furthermore this may be used as a grotte.

Data Scroll

Common throughout the Empire, but originaly found with the machine host on Mechrohime, the simple cogitation engine within a Data Scroll can hold a wealth of information, from personal journals to Historical texts to the collected tech patterns of the Machine host.

Effect: You can record any information transferable from a cogitator, such as local maps, familial records, or Factory outputs, onto your Data scroll as well as you can bring up a key pad to type and right notes on a blank page or use a stylist to wright and the its translated to text. each Data Scroll can hold a small library worth of text on just one Data Scroll.

Biometric Scanner

This sensitive medical devise that monitors a patient’s health and biorhythms and aids in the diagnosis of virtually any physical ailment.

Effect: Gain advantage on Tests to detect and diagnose diseases, injuries, and ailments, and to determine cause of death

Lamp pack

Most portable glow-globes, sometimes called "lamp packs," are roughly the size of a clenched fist and can shine strong, yellowish light a dozen or so metres in width, lasting roughly five solar hours before their power pack needs recharging or replacing.

Effect: this emits bright light in all directions out to 30ft and dim light out to 60ft, this takes a charge pack and lasts for 8 Hours of constant use and 1 hour to charge.

Grapnel & line

A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 300ft away.

Effect: an attack roll it required if the target is more then 150ft you have disadvantage on the attack, if the attack hit the grapnel attaches to the desired spot such as a rooftop, a user can manually climb the line or activate a powered winch that can lift the user roughly 15ft per round. Common sets can hold 250Lbs.

Hand-held targeter

A hand-held targeter is a small device used in most forces of the Empire. It is capable of detecting ranges to targets using optical sights for zooming, prediction systems for firing, and so on. It is commonly used by spotters assisting with artillery fire.

Effect: A creature with a hand-held targeter may spend its action to grant another character advantage on its next ranged attack.

Army Issue Mess Kit

This compact kit unpacks into a bowl, plate, microstove, canteen, and full set of utensils, allowing the user to reheat ration packs or cook simple meals from ingredients scavenged in the field. A mess kit also contains a week’s worth of ration packs and water purification tablets.

Effect: Gain advantage on Survival checks made to find or prepiar food and water.

Spyglass/Telescope/Binoculars

This advanced arrangement of lenses and prisms functions as a visual aid.

Effect: Gain Advantage on Perception checks that rely on sight made with Magnoculars.

Maglock Boots

Heavy and bulky, these oversized boots contain electromagnets. They allow the wearer to adhere to metallic surfaces such as exterior hull plating, and are often found in voidship emergency lockers. Magboots reduce the character’s movement by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon

Effect: Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When when wearing these boots the character’s movement is reduced by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.

Medi-pack

This is essentialy the basic first aid kit of the Imperium

Effects: This kit has five uses. as an action you may expend one use to get a + 5 on the wisdom (Medicine) check to stabalize a dying creature.

Visual Audio Recorder

A relatively simple recording device, Video recorders or pictuers can capture audiovisual media. Most models can also display recorded data on integrated screens, with advanced models using holographic imagery. There are also Specialised mono task servitors called Holo mechrobots are essentially ambulatory recorders, brought on hazardous events or missions to autonomously capture occurrences for later codifying.

Night vision goggles

These can be worn as corneal lenses or as outer eyewear, and amplifies any low-level light to allow the wearer to see as if normal lighting was present.

Effect: Characters wearing these may see in the dark at 60ft as if it where bright light and dim light out to 120ft.

Recoil Glove

This heavy gauntlet uses interlocking plates laced with memory wire to stiffen in a protective grip, absorbing the shock from powerful hand weapons

Effect: you may fire two-Handed Rapidfire and assault weapons with one hand

Respirator

Respirators take many forms: a flexible polyplas hood, a visored helmet, or a sophisticated face-mask. They use replaceable oxygen canisters and internal breath recyclers to protect the wearer from hostile atmospheres and toxic gasses.

Effect: A Respirator canister lasts for 2 hours of continuous breathing. Whilst breathing through the Respirator, you are immune to breathable poisons and toxic atmospheres.

Rebreather

These devices store and recycle breathable air via a mask and external supply tank.

Effect The user to immune to toxic atmospheres, even allowing him to survive underwater. The air canister lasts only for about one hour and then must be replaced, which takes a Full Action.

Repair kit/Tool Bag

a basic kit for Vehicle and construct stabilization.

Effect: This kit has five uses. as an action you may expend one use to get a + 5 on whatever artisans tools is used to make the check to Normalize a dying Vehicle or construct.

Sisters of war decree

This small book details the traditions and beliefs of the Sisters of war. Many customise the books to reflect the individual nature of their Order.

Effect: If you are sister of War, you can read the Rule of the sisters as part of a short rest to Gain 1 Divine Corruption point.

Sacred Machine Oil

Blessed by Tecknocus, this oil has considerable value to the Machine host. It is said that this oil has properties to soothe an agitated machine spirit.

Effect: as an action you may apply one use of this to an Imperial construct or device, ignore the first critical failure when making checks involving the technology, in any scene (including combat missfires).

Screamer

These proximity alarms set off a piercing wail when they detect intruders. Screamers can detect sound, movement, and even odours.

Effect: To activate, the player must succeed on a DC 10 Tecnology test, but the GM rolls this test in secret; players will not know how well the device is working until later on. Once set, a screamer has a passive Perception of 20 for the purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to 1/2 Mile. Doors, walls, and other barriers reduce the alarm’s range.

Signal Jammer

As the name suggests, Basic models are overt and obvious, such that the transmitting agencies know they are being jammed. Sophisticated versions emit precisely-tuned frequencies that dampen out transmissions without anyone detecting the action.

Effect: This device acts to overpower local vox, data, or other transmissions within a range of roughly 1/2 Mile.

Bio Monitor

This Data-Slate is typically incorporated into an armoured forearm bracer or gauntlet. It monitors the wearer’s vital signs, showing the pulse rate and health matrix of the wearer.

Effect: Targets healing you may Add + 1HP per die to all healing the bearer received.

Spell tomb

This well crafted leather bound book often with a clasp. usually made by its writer tombs very in size shape and craftsmanship.

Stim Mk 1-5

A cocktail of high-tech combat drugs, often stored in a single-use injector, come in different grades of potency.

Effect: If in hand can be used as a bonus action to heal 1D4+4 Hit points per MK level, to a creature within touch range.

Stummer

The reverse of a screamer, a stummer blankets sound within 15ft through sonic detection and dampening projectors.

Effect: A character carrying an active stummer gains a +10 bonus to Stealth checks. A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged, a process that takes about one hour and requires a power source.

Symbol Of Authority

A badge, ring, seal, rosette, amulet or otherwise to indicate that the bearer should be taken seriously by those familiar with the hierarchy of their culture.

Effect: you gain +2 on all Persuasion, deception and intimidation. versus targets who would respect your position.

Radio Communicator

Portable wireless communications technology is often a necessity for operatives that split up or report to a higher power. comes in a short wave and a long wave versions

Local Comms

This hand held walkie talky like Device may be set to different frequencies, upon keying of the rune you may speack into the device and it will be broadcasted on that frequency.

Effect: As a object interaction You can communicate with anyone within 10 kilometer (6 Mile ) that has a Radio Communicator unit tuned to the same frequency.

This device can also be found in a ear piece Small enough to fit comfortably in an ear canal and sensitive enough to pick up the wearer’s voice, operatives often use these devices to communicate in whispers over distances to coordinate actions.

Long Range Comms

A bulging backpack of wireless and radio technologies, these communications units operate over large distances and on multiple wave bands simultaneously, and as such are favored by battlefield commanders and assistants to large Imperial retinues.

Effect: You can communicate with anyone within 100 Kilometers (around 62 Miles) that has a Radio Communicator unit tuned to the same frequency.

Web shooter

Effect: When this device is used, you can use an object interaction in conjunction with an attack action to shoot a stream of sticky Adhesive out of a gun. Make a ranged attack against a creature of size large or smaller that is within 30 feet of you. You add your proficiency bonus and Dexterity modifier to this attack roll. If you hit, the creature is restrained by the webbing. As an action, the restrained creature can make a Strength saving throw to break free from the webbing. The effect ends if the adhesive is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Rare Gear

Item Cost
Arcane Focus Varies
Arcane Hood (Novice) 7,000gp
Arcane Hood (Adept) 18,000gp
Arcane Hood (Master) 34,000gp
Camo clock 14,000gp
Comm leech 16,000gp
Grav Chute 25,000gp
Jump Pack 45,500gp
Null Rod 18,000gp
Thermo Goggles 22,000gp
Thermo Balancing suit 55,500gp
Void Suit 80,000gp

Arcane Focus

The Arcane Focus vary wildly in appearance, some may take the form of a rod or staff, while others may simply appear to be a ‘lucky charm’ or a special deck of the Emperor’s Tarot. Arcane focuses allow a caster to focus there arcane powers through an item allowing for greater success in harnessing the proper arcane energies needed to manifest the spell. This item has 3 grades, increasing it potency an visual adornments with each grade.

Effect: The user of an Arcane focus may add + 1 to all harness the arcane tests for each level your focus is.

Arcane Hood

The Arcane Hood is an Imperial arcane device that is utilized by many Arcane users to protect the wearer against the unpredictable and corrupt nature of the Arcane. An Arcane Hood renders the wearer capable of nullifying the effects that other casters have on the astral sea. Most importantly, Distinguished by the trademark metal hood and arcanium inlay, an Arcane Hood uses a set of interwoven, intricately-aligned arcanium crystals to nullify the effects of an arcane peril. This item has 3 grades, increasing it potency an visual adornments with each grade.

Arcane Hood (Novice): The Bearer of a Novice Arcane hood may use Arcane charges at the cost of one charge to add +1 to the ability check made during any arcane denial, weather to counter or resist a counter, when this is done you may only use a number of charges on this feature equal to half your intelligence bonus (round up). Furthermore when wearing a Novice Arcane Hood you may ignore 1 Arcane Peril, the use of this recharges after you have preformed a short rest.

Arcane Hood (Adept): The Bearer of a Adept Arcane hood may use Arcane charges at the cost of one charge to add +2 to the ability check made during any arcane denial, weather to counter or resist a counter, when this is used you may use a number of charges on this feature equal to half your intelligence bonus (round up). Furthermore when wearing a Adept Arcane Hood you may ignore 2 Arcane Peril, the use of this recharges after you have preformed a short rest.

Arcane Hood (Master): The Bearer of a Master Arcane hood may use Arcane charges at the cost of one charge to add +3 to the ability check made during any arcane denial, weather to counter or resist a counter, when this is used you may use a number of charges on this feature equal to your intelligence bonus. Furthermore when wearing a Master Arcane Hood you may ignore 3 Arcane Peril, the use of this recharges after you have preformed a short rest.

Camo clock

Camo-cloaks are hooded cloaks composed of a mesh backing, woven with thousands of ribbons of colour shifting and light-absorbing material, weaved for its durability and ability to help hide the wearer.

The Camo Cloak is coated with an absorbent material called Cameleoline which takes on the colouration of the surroundings giving, the wearer a great deal of individual concealment and when used by elite stealth experts it can give the wearer near perfect concealment.

Effect: You gain advantage on all stealth checks against sight based perception checks. If after modifiers, you roll a 20 or higher, treated as if invisible and cannot be detected by sight. if the character Charges, Runs, or makes an Attack action, the effect immediately ends.

Comm leech

A somewhat heretical item in the eyes of the machine host, these tap into Coms signals or data transmissions.

Effect: After making a successful Technology check (with the GM setting the difficulty based on the situation and signal), the user can use it to receive a signal or transmission within 1 mile for a number of minutes equal to his intel bonus. If the character fails by a number greater than his Intelligence bonus, the sender and receiver of the signal become aware that someone is attempting to tap in.

Grav-Chute

A backpack sized anti-gravitic device that can control a fall from nearly any height, including sub-orbital altitudes. It allows Imperial troops to float safely to a landing on a column of anti-gravitic force. A gravchute emits a suspensor field that counters the force of gravity at the particle level, and two small Petroleum fueled thrusters to provide some directional control.

Effect: As a reaction while falling, this may be activated to slow descent speed to 10 ft per round or hover and remove falling damage. You can hover or control a fall for up to one hour. You can recharge the Grav-Chute’s solar battery by leaving it in sunlight for one hour.

Jump pack

A large backpack sized thruster device that can control a fall like a grave chute but it may be used to make controlled trust in in a direction, It allows Troops to manuver with fast and savage attacks.

You may now jump up to 60ft up and 60ft forward and you gain the slow fall feature Below. During your turn, If you don't end the flight on a hard surface you may fly 30ft up and 30ft forward and make one Pivot per turn this may only be done for 5 rounds consecutively and then the Pack needs to be vented for 1 rounds. If your in a zero gravity environment, you can fly up to 60ft normally and no venting is needed. At level 10 you may vent as a bonus action.

Slow Fall: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level. If you are venting you may not apply the effects of Slow fall.

Null Rod

null rod Few things invoke terror as much as a rouge arcanist calling on the unholy or ruinous powers of the astral sea to twist reality and rend souls. While faith in the Emperor and the Divines is always essential, a null rod can also be effective in negating such threats. Most null rods appear as short obsidian cylinders, often crawling with arcane icons and glyphs.

Effect: Each Rod has 5 Charges and as a reaction can dampen the powers of any psykers within 30ft, allowing you to deny the witch at the cost of one charge it is always cast at level 1 and you may add the wielders Wisdom bonus to the test made to resist a spell of levels higher then 1st.

Thermo Goggles

The thermo sensitive technology within these goggles grants the wearer the ability to see heat signatures even in the dark.

Effect: You ignore any penalties to Tests due to visual conditions aginst targets with a body temp sgnificntly different then its surroundings.

Thermo Balancing Suit

Synskin is a bio-reactive body glove with an inert non-reflective surface that moulds itself to the wearer’s form.

Effect: You gain advantage on all stealth checks against sight based perception checks. It also renders the wearer invisible to the use Thermal vision. This counts as clothes that have an AC of 11 no Max Dex, some armors can be worn over a void suit omitting the armor value of it, for the armor worn over it.

Void Suit

Found in various styles and states of disrepair in voidship storage compartments, a Seald Suit protects the wearer from the rigors of low atmospheric pressure and hard vacuum.

Effect: Protects the wearer from the vacuum of space, with enough oxygen for five hours of continuous use and it Includes a radio communicator. This counts as clothes that have an AC of 11 no Max Dex, some armors can be worn over a void suit omitting the armor value of it, for the armor worn over it.

Nothing beyond this point is Used as of now

DO NOT USE.....

Starter Kits

All starter Kits come with a standard backpack

Missionary Kit

  • Sacred texts of the Imperial Creed
  • Holy icon
  • Incense
  • Portable hymn-caster
  • Liturgical pamphlets translated into several derivations of Low Gothic

Lorekeepers Kit

  • Chrono
  • Data-Slate
  • Magnoculars
  • 2 Ration Packs
  • Vox-bead

Adventure Kit

  • 1 Hand axe
  • Compass
  • Gasmask
  • 100ft Advanced Fiber Rope
  • 2 gall purifide Water
  • Purification Filters
  • Chemical Testing Strips

Soldier Kit

  • Combat Armor
  • Large gage Pump Shotgun/ Light Bolter
  • Light Bolt Pistol
  • Combat Knife or Magna Combat knife
  • 32x Shotgun Bolt Rounds / 120x .75 cal Bolt Rounds

Collegiate Mage Kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes

Knight Kit

  • Pick one; Great sword, Short sword, Longsword or Magna longsword
  • 1 Set splint male
  • 1 Plate alloy helm
  • Pick one; Buckler, Shield or tower shield.
  • 1, Symbol Of Authority
  • 1, Renown Clothing

Underhive Kit

  • Pick one; Great sword, Short sword, Longsword or Magna sword
  • 1 Set splint male
  • 1 Plate alloy helm
  • Pick one; Buckler, Shield or tower shield.
  • 1, Symbol Of Authority
  • 1, Renown Clothing

Outlander kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes

Tribesman kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes

Engineer kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes

Scoundrel kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes

Inquisitor kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes

Physician kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes

Engineer kit

  • 1 Wand
  • 1 Rapier
  • Blank Spell Book
  • 1 Quill and ink well
  • component pouch
  • 1, 1st-year Collegiate Robes