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### Tinkerer #### Battlefield Analysis Module **Prerequisite:** *5th level*
When you activate your Infrared Goggles feature, you gain one of the following benefits for its duration: * You gain temporary hit points equal to 1d10 + your Intelligence modifier. * Once on each of your turns, you gain a bonus to an attack you make equal to your Intelligence modifier. * Once between your turns when you take damage, you can reduce that damage by an amount equal to your Intelligence modifier. #### X92 Crosshair Reticle **Prerequisite:** *5th level, Siegecrafter*
Attacks that you make which benefit from your Enhanced Targeting Systems feature critically hit on a roll of 19 or 20 on the d20. Creatures that fail a saving throw augmented by your Enhanced Targeting Systems feature critically fail on a 1 or 2 on the d20. #### Target Designation Projector **Prerequisite:** *5th level, Demolitions*
When you use your Smoke Screen feature, you can designate a number of creatures up to your Intelligence modifier that are able to see through the smoke and are unaffected by it for its duration. Once you use this talent, you cannot use it again until you finish a short or long rest. #### Protective Resonator **Prerequisite:** *5th level, Medic*
When a creature regains hit points from your Healbot 1.0 feature, they also gain temporary hit points equal to your Intelligence modifier. #### Kinetic Dampening Field **Prerequisite:** *10th level*
When you use your Personal Defense Matrix feature, damage that is dealt to creatures of your choice within 5 feet of you is reduced by an amount equal to your Intelligence modifier for the duration of the feature. #### Disruptive Munitions **Prerequisite:** *10th level, Siegecrafter*
When your drone uses its reaction to attack a creature with its Defensive Turret, you can gain a bonus to your AC equal to the damage dealt by your drone. This bonus lasts until the start of your next turn. Once you use this talent, you cannot use it again until you finish a short or long rest. #### Extermination Protocol **Prerequisite:** *10th level, Demolitions*
As a bonus action, you can cause your drone to unload a staggering amount of rockets at a point you can see within 60 feet of the drone. Creatures within 20 feet of the point must make a Dexterity saving throw, taking fire damage equal to 2d10 + your tinkerer level on a failure or half as much on a success. Once you use this talent, you cannot use it again until you finish a short or long rest. #### Arclight Vital Correctors **Prerequisite:** *10th level, Medic*
You create magical devices that can turn the tides of battle. Whenever a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause the creature to regain hit points equal to 1d10 + your Intelligence modifier. You can use this talent a number of times equal to your Intelligence modifier and regain expended uses when you finish a long rest. You can use your action and expend 3 charges of this talent to replicate the effects of the *revivify* spell. #### Wyrmhole Generator **Prerequisite:** *15th level*
A small magical device that can reproduce the effects of a *teleportation circle* spell. When you create this device, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. Once you use this talent, you cannot use it again until you finish a long rest. #### Super-Heated Vents **Prerequisite:** *15th level, Siegecrafter*
Creatures that fail their saving throw against your Vent Core feature and take damage become overheated until the end of your next turn. Overheated creatures lose resistance to fire damage and gain vulnerability if they were not resistant already. While overheated, a creature takes additional fire damage from all attacks against it equal to your Intelligence modifier. #### Goblin Explosives **Prerequisite:** *15th level, Demolitions*
The explosives in your Mini Iron Star become a little more unstable and violent. The target of your Mini Iron Star feature makes their saving throw at disadvantage. Additionally, you gain a +1 bonus to attack and damage rolls you make until the end of your next turn equal to the amount of creatures that failed their saving throw against your Mini Iron Star feature. #### Untested Adrenaline Booster **Prerequisite:** *15th level, Medic*
When your drone restores hit points to a creature, it restores an additional amount equal to your Intelligence modifier. When a creature regains hit points from your drone, you can use your reaction to cause the target to become emboldened until the end of their next turn. While affected by this talent, the target gains a bonus to attack rolls, saving throws, and ability checks they make equal to your Intelligence modifier. You can use this talent a number of times equal to your Intelligence modifier and regain expended uses when you finish a long rest. \pagebreak ### Warlock #### Accrued Vitality **Prerequisite:** *5th level*
While you have temporary hit points from your Dark Pact feature and you receive healing, you recover additional hit points equal to your proficiency bonus. If this healing would restore you to your hit point maximum, any excess is added to your Dark Pact temporary hit points. #### Writhe in Agony **Prerequisite:** *5th level, Affliction*
You gain 1 additional use of your curses between long rests. Additionally, when you use your bonus action to cast Shadow bolt spell using your Nightfall feature, creatures within 30 feet of the target affected by one of your curses take damage equal to your Charisma modifier. #### Soul Link **Prerequisite:** *5th level, Demonology*
Every time you deal damage to a creature, your demonic servant gains temporary hit points equal to half the damage dealt to that creature. Every time your demonic servant deals damage to a creature, you gain temporary hit points equal to half the damage dealt. Each time a Wild Imp under your control deals damage to a creature, it adds 1 to temporary hit points you have from this talent. While your demonic servant has temporary hit points from this talent, it deals an additional 1d4 damage on its attacks. #### Scalding Flames **Prerequisite:** *5th level, Destruction*
When your Ruin feature deals extra fire damage, it deals it to the target and all creatures within 5 feet of it. Additionally, the range of your Fire and Brimstone feature is extended to 10 feet from each other. #### Teachings of the Black Harvest **Prerequisite:** *10th level*
While you are within 10 feet of your demonic servant or benefiting from your Sacrificial Pact feature, you gain one of the following benefits depending on the demon. **Imp.** You add your Charisma modifier to Stealth checks you make. If you cast a spell or use an ability that deals damage against a creature that is unaware of your presence, it deals additional damage equal to you warlock level. **Void Walker.** You add your Charisma modifier to Strength ability checks and saving throws you make. **Fel Hunter.** You add your Charisma modifer to Arcana checks you make. Any check made to counter your spells or dispel an effect of yours gains a +1 to the DC required to do so. **Succubus.** You add your Charisma modifier to Deception checks you make. Additionally you become immune to the charmed condition. **Felguard.** You add your Charisma modifier to Intimidation checks you make. Additionally, you and allies within 10 feet of your Felguard become immune to the frightened condition. \columnbreak #### Demonic Expedience **Prerequisite:** *10th level, Affliction*
Creatures using your Demonic Gateway feature gain an additional 10 feet of movement and the first attack they make before the end of their next turn has a bonus to the attack and damage roll equal to your Charisma modifier. Additionally, when you use your Demonic Circle feature to teleport yourself, you gain a bonus to attack rolls, saving throws, and ability checks you make before the end of your next turn equal to your Charisma modifer. #### Call Dreadstalkers **Prerequisite:** *10th level, Demonology*
As an action, you can sacrifice a spell slot to summon 2 Dreadstalkers. The Dreadstalkers appear in an unoccupied space you can see within 30 feet and last for a number of rounds equal to your Charisma modifier. They act at the end of your turn in initiative and have the statistics of a *dire wolf* with following changes: * It is a demon * Its hit points and hit point maximum is increased by an amount equal to your warlock level. * It gains a bonus to attack and damage rolls it makes equal to your proficiency bonus. * Demons under your control benefit from the Dreadstalkers Pack Tactics as long as the Dreadstalkers are within 5 feet of the target of their attack. #### Pandemonium **Prerequisite:** *10th level, Destruction*
Your Havoc feature now lasts a number of turns equal to your Charisma modifier and can now duplicate up to 5 levels of spells before it expires. Cantrips count as 1 level and your Chaos Bolt feature counts as 5 for the purposes of using Havoc. #### Shadowfury **Prerequisite:** *15th level*
As an action, you can conjure a vortex of chaotic magic from the twisting nether at a point you can see within 60 feet. Creatures of your choice within 15 feet of that point must make a Wisdom saving throw. A creature takes psychic damage equal to you warlock level and are stunned until the end of their next turn on a failed save. A creature takes half as much damage on a success and is not stunned. Once you use this talent, you cannot use it again until you finish a short or long rest unless you expend a spell slot to use it again. \pagebreak #### Soul Rot **Prerequisite:** *15th level, Affliction*
As an action, you can fire a bolt of nether magic at a creature you can see within 60 feet. Make a spell attack roll against the target, on a hit they take necrotic damage equal to 1d10 + your warlock level. The target and up to 3 creatures within 10 feet of them then must succeed on a Constitution saving throw or take additional necrotic damage equal to your warlock level and gain Soul Rot until the end of your next turn. When you use this talent, it triggers your Nightfall feature and when you cast Shadow Bolt, it targets any creatures with Soul Rot. Once you use this talent, you cannot use it again until you finish a short or long rest unless you expend a spell slot to use it again. #### Nether Portal **Prerequisite:** *15th level, Demonology*
As an action, you can summon a portal to the twisting nether at a point you can see within 30 feet. The portal remains open for a number of turns equal to your Charisma modifier. Whenever you expend a spell slot while the portal is open, a random demon a summoned from it until the end of your next turn. Roll on the following table to see what demon is summoned. Demon's summoned by this talent act at the end of your turn before they are pulled back to the twisting nether. | d8 | Demon | |:---:|:-----------:| | 1 | Imp | | 2 | Void Walker | | 3 | Fel Hunter | | 4 | Succubus | | 5 | 1d4 Wild Imps | | 6 | Felguard | Once you use this talent, you cannot use it again until you finish a long rest. #### Summon Infernal **Prerequisite:** *15th level, Destruction*
As an action, you call down a fiery meteor from the twisting nether at a point you can see within 90 feet. Creatures within 20 feet of the impact must make a Dexterity saving throw. A creature takes bludgeoning damage equal to half your warlock level plus fire damage equal to half your warlock level on a failed save, or half as much damage on a success. An Infernal emerges from the impact sight and remains under your control for a number of rounds equal to your Charisma modifier. It acts at the end of your turn. The infernal uses the statistics of a *fire elemental myrmidon* with the following changes: * It is large sized and is a demon. * It's attacks have a reach of 10 feet. * Creatures that start their turn within 5 feet of the Infernal take fire damage equal to your Charisma modifier. Once you use this talent, you cannot use it again until you finish a long rest. \pagebreak ### Warrior #### Impending Victory **Prerequisite:** *5th level*
When a creature you can see within 10 feet of you is reduced to 0 hit points or you score a critical hit with a melee weapon attack, you can use your reaction to make a melee weapon attack against a creature you can see within reach. If the attack hits, you regain a number of hit points equal to your Constitution modifier. #### Overwhelming Rage **Prerequisite:** *5th level, Arms*
You now gain 1 Rage when you take damage and you can spend 1 Rage as a bonus action to give the next attack you make advantage. When you score a critical hit with a weapon attack, you gain 1 additional Rage. #### Bloodcraze **Prerequisite:** *5th level, Fury*
When the first attack on each of your turns doesn't score a critical hit, the critical range of further attacks affected by your Bloodthirst feature is reduced by 1 to a maximum of -3. This bonus lasts until you become enraged. #### Brutal Vitality **Prerequisite:** *5th level, Protection*
Once per turn, when you hit a creature with an attack while you have temporary hit points, you gain an additional 1d4 temporary hit points. #### Rallying Cry **Prerequisite:** *10th level*
When you use your Second Wind feature, creatures of your choice within 20 feet of you gain temporary hit points equal to half your warrior level. While a creature has these temporary hit points, they are immune to the charmed and frightened conditions. #### Execute **Prerequisite:** *10th level, Arms*
When you hit a creature with an attack, if they are below 1/4 of their hit point maximum, you can spend 2 Rage to deal additional damage equal to your warrior level. If this attack critically hits, the additional damage is also doubled. #### Rampage **Prerequisite:** *10th level, Fury*
When you hit a creature with a melee weapon attack while you are enraged by your Bloodthirst feature, you can choose to end your rage to have the attack deal an additional 3 dice of damage. \columnbreak #### Thunderous Roar **Prerequisite:** *10th level, Protection*
As an action, you can release a terrifying roar. Creatures of your choice within 20 feet of you must make a Constitution saving throw. A creature takes thunder damage equal to 2d10 + your warrior level on a failed save, or half as much damage on a success. Creatures that fail their save are also shaken until the end of their next turn. Whenever a shaken creature hits another creature with a melee weapon attack, it deals 1d6 less damage and they subtract 1d6 from any Strength or Constitution saving throws they make. Once you use this talent, you can't use it again until you finish a short or long rest. #### Avatar **Prerequisite:** *15th level*
As a bonus action, you transform an avatar of battle until the end of your next turn. While transformed, your melee weapon attacks deal an additional 1d6 damage, you become immune the the charmed, frightened, and restrained conditions, and you gain a +2 bonus to your AC. Once you use this talent, you can't use it again until you finish a short or long rest. #### Battlelord **Prerequisite:** *15th level, Arms*
When you use your Action Surge feature, you gain Rage equal to your Constitution modifier up to 2 allies within 10 feet of you can use their reaction to make a weapon attack against a creature within range. If their attacks hit, they deal additional damage equal to your warrior level. #### Recklessness **Prerequisite:** *15th level, Fury*
When you use your Action Surge feature, you become enraged and until the start of your next turn your attacks deal additional damage equal to half your warrior level. Creatures that you hit with an attack during this time gain a -1 penalty to the next Strength, Dexterity, or Constitution saving throw they make before the start of their next turn. This penalty stacks for each attack they are hit by. #### Violent Outburst **Prerequisite:** *15th level, Protection*
When you use your Action Surge feature, you regain 1 use of your Shield Slam feature and once before the end of your turn, you can substitute one of your attacks as part of the Attack action for a Shield Slam. If you do, you gain temporary hit points equal to the damage dealt by Shield Slam.