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MARVEL 5E
\pagebreak > ##### Marvel 5e > This content was created in accordance with the Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc: System Reference Document 5.1 Copyright 2018, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. This unofficial edition was developed by Luan Simjang with contributions listed below over more than 1 year of testing and revisions. ## Credits ㅤ**Copyright Holder:** *Marvel*, *Disney*, *and all associated partners*. **Art:** All illustrations in this content are derived from Marvel's official media. If you wish your artwork to be removed, please contact our team. ㅤㅤ **Author and Editor:** Luan Simjang **Collaborative Editor:** Leonardo Honório **Contributors:** Diego Lunardi, Leonardo Honório **Testing Team:** Diego Lunardi, Diogo Texeira, João Pedro Assis, Leonardo Honório, Juan "Nuven" Pedro ㅤㅤ **Dedication:** Stan Lee & Jack Kirby and Gary Gygax & Dave Arneson \columnbreak > ##### Discord > Join our official Discord community [Marvel 5e Discord](https://discord.gg/tPVdeTzDv8) > #### Considerations > Marvel 5e is an adaptation of the Marvel universe for tabletop RPGs, inspired by various sources and using original ideas. The main inspirations for this book were the **Dungeons & Dragons 5e** system, a work by Wizards Of The Coast, and [**Runarcana**](https://wiki.runarcana.org/Página_principal), a work by Arddhu. It is worth noting that this is a non-profit project. It is a fan project for fans, and its content is entirely free of charge.
\pagebreak # Table of Contents ### Introduction #### Chapter 1: Character Creation.....3 #### Chapter 2: Races..............................5 **Asgardian.............................................................................7** **Eternal......................................................................................8** **Human..................................................................................9** **Inhuman..................................................................................10** **Kree..........................................................................................11** **Mutant....................................................................................12** **Synthezoid................................................................................13** **Skrull........................................................................................14** #### Chapter 3: Classes..........................15 **Agent....................................................................................16** **Sharpshooter..................................................................................26** **Bruiser.......................................................................................38** **Conjurer.............................................................................49** **Inventor..................................................................................63** **Guardian.................................................................................93** **Fighter....................................................................................108** #### Chapter 4: Origins and Occupations.....116 **Character Details............................................116** **Origins.............................................................................127** **Occupations.....................................................................133** #### Chapter 5: Equipment.....142 **Armor........................................................................144** **Weapons..............................................................................146** **Equipment...............................................................151** **Trades.......................................................................153** #### Chapter 6: Customization Options.....................161 **Leveling Up............................................161** **Feats...............................................................162** #### Chapter 7: Powers.....173 **List of Powers............................................174** \pagebreak # Chapter 1: Character Creation The first step to starting an adventure in the Marvel 5E universe is to bring to life a unique superhero. Your character will be a mix of game statistics, roleplaying hooks, and imagination, representing your presence in the vast world of Marvel superheroes. You choose a type of hero (like mutant, enhanced human, or alien) and a class (like fighter, telepath, or energy manipulator). Additionally, you create your hero’s personality, appearance, and backstory. Once completed, your character becomes your alter ego in the game, a powerful presence in the Marvel 5E universe. Before diving into the first step, take a moment to think about the kind of superhero you want to play. You might choose to be a brave combat hero, a stealthy infiltrator, a dedicated defender, or a manipulator of cosmic powers. Or perhaps you prefer something less conventional, like a brutal anti-hero who favors melee combat or a long-range master who eliminates threats from afar. If you're inspired by stories featuring mutants, aliens, and superhuman beings, you can create a character with those origins. If you're unsure where to start, browse through the illustrations in this book for inspiration. Once you have your superhero in mind, follow the steps below and make choices that reflect your vision. Character creation can evolve with each decision you make, and the goal is to arrive at the game table with a hero that excites you for action. Throughout this guide, we’ll use the term "character sheet" to refer to everything you need to control your character, whether it’s a formal hero sheet (similar to the one found at the end of the D&D 5e Player's Handbook), a digital record, or even a simple sheet of paper. #### Building Spider-Man Each step of the character creation process includes an example, with a player building Spider-Man Peter Parker's sheet. ### 1. Choose a Race The race you choose contributes significantly to the identity of your superhero, determining their unique appearance and supernatural feats acquired from their culture and lineage. Each race grants certain traits, such as enhanced senses, proficiency with specific skills or tools, mastery in one or more superhuman disciplines, or the ability to manipulate special powers. These traits often align with certain classes. For instance, the Eternals from Titan often specialize in cosmic manipulation, while Mutants are known for their distinct genetic abilities. However, challenging these conventions can result in truly unique heroes, like Mutants with extraordinary healing abilities or Humans with advanced technology integrated into their bodies. Your origin also enhances one or more power characteristics, which you determine in the first step. It is crucial to record these enhancements and remember to apply them during the game. Record the special traits granted by your origin on your hero sheet. Don't forget to note the specific languages of your origin and your superhuman capabilities. #### Building Spider-Man, Step 1 Considering all possible races, choosing Human is the most faithful to the original character. The race's traits, including languages and a movement speed of 30 feet, are then recorded on the sheet. ### 2. Choose an Origin What is the source of your hero’s powers? It can be anything, from being born with the potential for powers to gaining them due to an accident—exposure to radiation, genetic engineering, or something similar. Origins can provide various advantages, such as equipment, skills, and even powers. Some characters may have more than one origin for their various powers; for this, some feats grant the addition of an origin as a benefit for character creation. You should record this information, along with the personality you developed for the character, on your character sheet. #### Building Spider-Man, Step 2 As primarily a Human who received most of his abilities after being bitten by a radioactive spider, Peter Parker’s origin is Enhanced. In the future, it may be interesting to include a new origin, such as Technology or Training, as a coherent combination. But remember, during creation, only one origin is available for each character unless otherwise stated. ### 3. Determining Ability Scores Much of what your character does in the game depends on their six abilities: **Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma**. Each ability has a score that must be recorded on your character sheet. You generate your character’s six ability scores randomly. Roll four six-sided dice (4d6) and write down the sum of the three highest results. Repeat this process five more times until you have six numbers. If you prefer to save time or dislike the idea of chance determining your ability scores, you can use the following values: 15, 14, 13, 12, 10, 8. Now, you must assign each of the six numbers to the six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Then, apply the adjustments to these ability scores based on your chosen race (and subrace, if applicable). After assigning the scores, determine your ability modifiers using the Ability Score and Modifier table. To calculate an ability modifier without consulting the table, subtract 10 from the ability score, then divide the result by 2 (rounding down). Write down the modifiers next to each ability score. \pagebreak ### 4. Describe Your Character After understanding the basic game mechanics of your character, it’s time to bring them to life as a person. A character needs a name. Spend some time thinking about how your character looks and behaves in general terms. Using the information in Chapter 4, you can detail your character’s physical appearance, background, and personality traits. You should choose your character’s alignment (the moral compass guiding their decisions) and their ideals. The character's background describes where they come from, their original occupation, and their place in the world. #### Your Character’s Abilities You should consider your character’s ability scores and race when creating their appearance and personality. A very strong character with low Intelligence will think and behave very differently from a highly intelligent character with low Strength. For example: - A high Strength score often corresponds to a muscular or athletic build, while a character with low Strength may be skinny or overweight but physically weak. - A character with high Dexterity is likely agile and lean, while one with low Dexterity might be clumsy, awkward, or heavyset with thick fingers. - A high Constitution score typically indicates a healthy appearance with bright eyes and abundant energy. A character with low Constitution may appear sickly or frail. - A character with high Intelligence might be highly curious and scholarly, while one with low Intelligence may speak simply or forget details easily. - A character with high Wisdom has good judgment, empathy, and awareness of their surroundings. A character with low Wisdom may be distracted, reckless, or forgetful. - A character with high Charisma exudes confidence, often accompanied by a graceful or intimidating presence. A character with low Charisma might seem gruff, inarticulate, or shy. --- ### 5. Choose Equipment Your character’s class and background determine their starting equipment, including weapons, armor, and other adventuring gear. You should record this equipment on your character sheet. All these items are detailed in Chapter 5. Instead of taking the equipment provided by your class and background, you can purchase your starting equipment. You have a set amount of dollars ($) to spend based on your class, as shown in Chapter 5. Extensive equipment lists with prices are also found in that chapter. Your Strength score limits how much equipment your character can carry. Try not to purchase equipment with a total weight (in kilograms) greater than 7.5 times your Strength score. --- ### Armor Class Your Armor Class (AC) represents how well your character avoids being injured in combat. Several factors contribute to your AC, such as armor, a shield, and your Dexterity modifier. However, not all characters can wear armor or use shields. Without armor and a shield, a character’s AC equals 10 + their Dexterity modifier. If the character wears armor, carries a shield, or both, calculate their AC using the rules in Chapter 5. Record your AC on your character sheet. The character must be proficient with armor and shields to wear and use them effectively, and proficiency is determined by their class. There are restrictions on wearing armor or using shields if the character lacks the necessary proficiency, as explained in Chapter 5. Some powers and class features provide alternative ways to calculate AC. If you have multiple features that grant different methods of calculating AC, you choose which one to use. --- ### Weapons For each weapon your character carries, you must calculate the modifier they will use when attacking or dealing damage with it. When you make an attack roll with a weapon, roll a d20 and add your proficiency bonus (only if you are proficient with the weapon) and the appropriate ability modifier. - For melee weapon attacks, use your Strength modifier for attack and damage rolls. Weapons with the finesse property, such as a rapier, allow you to use your Dexterity modifier instead. - For ranged weapon attacks, use your Dexterity modifier for attack and damage rolls. A weapon with the thrown property, such as a handaxe, allows you to use your Strength modifier instead. \pagebreak # Chapter 2: Races A VISIT TO THE GREAT LOCATIONS OF THE MARVEL UNIVERSE – Attilan, Knowhere, Xandar, New York – overwhelms the senses. Voices chatter quickly in countless languages. The aromas of dozens of cuisines blend with the smells of bustling streets and poor sanitation. Buildings in a myriad of architectural styles showcase the diverse origins of their inhabitants. And the inhabitants themselves – people of different sizes, shapes, and colors, dressed in a dazzling spectrum of styles and tones – represent many different races, from the hot-tempered Kree and the robust Asgardians to the ancient Eternals mingling among a wide variety of human ethnicities. ### Choosing a Race Humans are the most common race in the stories, but they live and work alongside mutants, synthezoids, Inhumans, and countless other species. Your character belongs to one of these peoples. Not every intelligent race in the multiverse is appropriate to be a hero controlled by a player. Asgardians, mutants, Inhumans, and humans are the most common races in a typical hero group. Kree, Skrulls, Eternals, and synthezoids are less common heroes. Your character’s race not only affects their ability scores and racial traits but also provides suggestions for building their backstory. The description of each race in this chapter includes information to help you roleplay them as a character, including personality, physical appearance, societal traits, and racial tendencies. These details are suggestions to help you think about your character, although adventurers may vary widely from their race’s standards. It’s worth considering why your character is different as a way to help choose their background and personality traits. --- ### Racial Traits The description of each race includes racial traits common to members of that race. The following topics appear among the traits of most races. #### ABILITY SCORE INCREASE Each race increases one or more of a character’s ability scores. #### AGE The age entry shows the age at which a member of the race is considered an adult, as well as the race's life expectancy. This information can help you decide your character's starting age. You may choose any age for your character, which can explain some of their ability scores. For example, if you play a very young or very old character, their age may explain a particularly low Strength or Constitution score, while advanced age might explain a high Intelligence or Wisdom score. #### SIZE Characters of most races are Medium, a size category that includes creatures between 4 and 8 feet tall. #### SPEED Your speed determines how far you can move when traveling or in combat. #### LANGUAGES By virtue of your race, your character can speak, read, and write certain languages. Chapter 4 lists most common languages. #### Subraces Some races have subraces. Members of a subrace have the traits of the parent race in addition to those specified for their subrace. Relationships between subraces vary significantly from race to race and from one world to another. ---
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## Asgardian *❝ Merciful and just are the laws of Asgard, but woe to those who stray from the path of righteousness! Though thou hast willingly spilled the blood of thine own brother, divine storm! ... Mighty Thor, god of thunder, henceforth thou art banished for all eternity! ❞* ***- Heimdall*** ### Warrior Culture Asgardians resemble humans in appearance but inhabit a small dimension, Asgard, and traverse the Nine Realms through their Bifrost to be known as gods in new worlds. Contact between humans and Asgardians has existed for at least 20,000 years. After countless battles and conflicts, the two peoples established a relationship based on admiration and bravery. Among the Nine Realms, Asgardians tend to dominate and subjugate other beings; their wars against the Jotun, the Frost Giants, shake even the bravest of adventurers. Asgardians have extraordinarily long lives, aging at an extremely slow pace compared to humans. Their organs possess some degree of superhuman resilience. If injured, an Asgardian can recover much more quickly than humans. However, they sometimes require magical assistance to heal severe injuries, such as mutilation, organ damage, or significant blood loss. Even with magic, regenerating limbs or organs is often beyond their capabilities. Only the most physically or mystically gifted Asgardians have the potential to heal such grave injuries. If an Asgardian dies, their place in the afterlife is determined by the circumstances of their death. An Asgardian who dies in battle will have their soul taken to Valhalla, Odin's palace, by the Valkyries, where they will spend eternity in feasting and combat. The souls of Asgardians who do not die in battle are taken to the realm of Hela, the Asgardian Goddess of Death. --- ### Racial Traits ***Ability Score Increase:*** Your Constitution score increases by 2, and your Wisdom score increases by 1. ***Age:*** The life expectancy of an Asgardian is astonishingly long, easily reaching 4,000 years. They age slowly but are resistant to all known terrestrial diseases. Each Asgardian is assigned a golden apple grown from the Yggdrasil tree and cultivated by Idunn. Consuming their apple is essential for maintaining their physical vitality. ***Size:*** Asgardians are slightly larger than humans, ranging from 5’9” to 6’7” (1.75 to 2 meters) tall. ***Languages:*** Thanks to Allspeak, you can speak and understand any racial language, but you cannot read or write them. Additionally, you can speak, read, and write Asgardian. ***Speed:*** Your base walking speed is 30 feet. Your movement is not reduced when wearing heavy armor.. ### Traits ***Darkvision:*** You have superior vision in darkness and dim light. 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. ***Hold Breath:*** You can hold your breath for one hour.
***Asgardian Resilience:*** You have advantage on saving throws against poison, and you have resistance against poison damage. ***Viking Training:*** You are proficient with shields, battleaxes, handaxes, light hammers, and warhammers. Additionally, you are proficient with all types of armor. ***Proficiency in Tools:*** You are proficient with one artisan's tool of your choice: smith's tools, brewer's supplies, or mason's tools. ***Innate Strength:*** You can use the Jump power a number of times equal to your proficiency bonus, without expending a power slot, after a long rest. ***Glacial Nature:*** You have advantage on checks to avoid being frozen, and you have resistance to cold damage. Glacier environments do not impede your movement, and you ignore difficult terrain if it is covered in snow. \pagebreakNum
## Eternal *❝ We do not choose sides. Nations are lines drawn in the sand. Empires rise and fall. We are timeless. We will still be here tomorrow and in a hundred centuries. ❞* ***- Ikaris*** ### Perennial Society The Eternals are an evolutionary branch of humanity endowed with incredible powers and abilities to protect humanity throughout the ages. A million years ago, mysterious epic beings known as the Celestials created a hundred Eternals on Earth and departed for other planets. Since then, the Eternals have lived in isolation on Earth, rarely interfering with humanity, being reborn every time they perish. After two devastating civil wars, the remaining Eternals of Earth chose a path of peace and dedicated their lives to improving themselves and their society. The best example of what they can accomplish when they work together is the power of the Uni-mind, which is created when several Eternals unite their will and intelligence to temporarily become a powerful entity. Recently, some Eternals rebelled and formed their own factions, while others seek to maintain the peace and unity of the immortal warriors. ### Racial Traits ***Ability Score Increase:*** Your Wisdom score increases by 2, and your Strength score increases by 1. ***Age:*** Eternals are immortal with respect to time, they do not age and their appearance does not change. ***Size:*** The average size of the Eternals is equivalent to a human size. Regardless, your size is Medium. ***Languages:*** Your time living on Earth allows you to know, write, and read three ancient languages and two modern languages. You can understand and read Celestial. ***Speed:*** Your base walking speed is 30 feet. Your movement is not reduced when wearing heavy armor. ***Darkvision:*** You have superior vision in darkness and dim light. You can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern colors in darkness, only shades of gray. ***Celestial Resistance:*** You have resistance to necrotic and radiant damage. ***Illumined:*** You know the Light cantrip. ***Flight Movement:*** Eternals have a flying speed of 30 feet at 1st level. By 8th level, your flying speed becomes 60 feet. When using the Fly power, you add your flying speed to your base movement. ***Proficient in Tools:*** You are proficient with one artisan's tool of your choice. ***Uni-mind:*** If six Eternals unite, they are able to collectivize their minds into one. Remaining immobile, they focus only on this ability. They enhance their capacities and powers, gaining the following benefits: - They become immune to any mental damage - They automatically succeed on mental saving throws - They can use telepathy to initiate and maintain telepathic conversations with up to ten creatures simultaneously - They can choose one creature within 60 feet to make an Intelligence saving throw (DC 18) or suffer 32 (5d10 + 5) mental damage and become stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - With recharge (5-6), the Eternals can use the Dominate Beast power without expending power slots. While connected, creatures have advantage on attacks against the Eternals. But even when taking damage, no concentration saving throw is required, and the ability only ends when one Eternal exits the Uni-mind. \pagebreakNum ## Human *❝ He always tries to protect me. That's what he does. He doesn't understand. It's not that I don't want to be protected, because sometimes I do. But sometimes I want to protect him, and I can't do that when he's too busy protecting me. When he's keeping secrets. But I have to respect his secrets. Because that's what we do. I keep people's secrets. ❞* ***- Mary Jane*** ### Diversity Humans are known for their diversity among their many members, with heights ranging from 1.6 m to 1.9 m, but with some individuals exceeding these averages. Their adaptability makes them present in almost every corner of the Earth, having already explored nearly all territory, even though much of it has been lost over time. Social creatures, although some individuals of this origin seek isolation or lead lives completely disconnected from others, they typically organize themselves into societies that can range from a simple romantic (or business) pair to even an empire. ### Racial Traits ***Ability Score Increase:*** Two ability scores of your choice increase by 1. ***Age:*** Humans reach adulthood at the end of adolescence and live less than a century. ***Size:*** Humans vary greatly in height and weight, ranging from almost 5 feet to over 1.8 meters. Regardless of where you fall within these values, your size is Medium. ***Languages:*** You can speak, read, and write one mundane language and another additional language of your choice. ***Speed:*** Your base walking speed is 30 feet. ***Proficiency:*** You gain proficiency in one skill of your choice. ***Craft:*** You have proficiency with a craft of your choice. ***Careers and Ambitions:*** A human's professional life is not easy. You are allowed to choose two different backgrounds, gaining both benefits. ***Feats:*** You gain a feat of your choice. ***Willpower:*** Humans can extract more from their willpower and inspire their allies. You have half of your Proficiency bonus in Inspiration dice per long rest, and these dice are not cumulative. An inspiration die can be used as a reaction when making a test of an ability score, saving throw, or attack roll. You must roll the die corresponding to your Proficiency bonus and add the result to that roll. You can use these dice on an ally you can see and who can hear you within 60 feet, allowing them to use this die once in the next 10 minutes. They can roll this die and add the result to any attribute check, saving throw, or attack roll they make. You can roll the Inspiration die after rolling the d20 and seeing the result, but you must decide before the DM tells you if the roll succeeded or not. You can only use one Inspiration die at a time. \columnbreak
##### Inspiration | Proficiency | Inspiration Die | |:---:|:---:| | 1-3 | 1d6 | | 4-5 | 1d8 | | 6 | 1d12 |
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## Inhuman *❝ Fabulous. Now I’m in trouble too. This must have happened for a reason. I saved a life. Should I stop here or keep going? Maybe this is what I was waiting for. Maybe I’m finally part of something... bigger. ❞* ***- Kamala Khan*** ### Forgotten Nobility At the beginning of the Kree-Skrull War, millions of years ago, the Kree established a station on the planet Uranus, a strategic position between the Kree and Skrull empires. Through their work on this station, they first observed unremarkable life forms, but years later, they discovered that conscious life on Earth possessed genetic potential given to them by the Celestials. The Kree aimed to explore ways of overcoming their own evolutionary stagnation and create a powerful mutant race of soldiers to use against the Skrulls. However, while their experiments successfully created a lineage of humanity with extraordinary abilities, the Kree abandoned their experiments after presenting their findings to the Supreme Intelligence. The super-organic computer predicted a prophecy of a Midnight King emerging from the program, bringing an end to the Kree. The abandoned Kree test subjects on Earth, the Inhumans, formed their own society, which thrived in isolation from the rest of humanity and developed advanced technology. In the first millennium of the Inhumans' existence, the Inhuman geneticist Randac discovered the Terrigen Crystals and created the Terrigenesis process. Randac immersed himself in the Terrigen Mist and gained the ability to manipulate minds. He became the ruler of the Inhumans and selflessly ensured that all Inhumans could undergo Terrigenesis if they wished. However, when about half of those subjected to the Mist developed radically non-human mutations, it was decided that individuals would undergo Terrigenesis only after being genetically tested. The new order was overseen by the Genetic Council, the government of the Inhumans. The Genetic Council was the legislative, judicial, and executive body and consisted of twelve members, each belonging to a different family or House. The Council elects one of its members as both the head of the Council and ruler of the Inhumans. This ruler reigns from their election until their death. The reign does not follow a strict patriarchal or matriarchal progression, although popular rulers are often succeeded by their children. The title "royal family" is a ceremonial designation that passes from House to House with successive kings or queens. ### Racial Traits After being exposed to the Terrigen Mist, they cease to be mere humans and gain the following benefits: ***Ability Score Increase:*** Your Strength score increases by 2. ***Age:*** Inhumans reach adulthood at the end of adolescence and live around 150 years. ***Size:*** Humans vary greatly in height and weight, ranging from nearly 5 feet to over 1.8 meters. Regardless of where you fall within these values, your size is Medium. ***Languages:*** You can speak, read, and write Atillan. If you are originally from Earth, you know one additional mundane language. ***Speed:*** Your base walking speed is 10.5 meters. ***Awakening:*** You gain a cantrip of your choice. ***Mutation:*** You automatically gain the Mutant origin. ***Castes:*** Inhuman society is very strict about its structure. If you are a member of the nobility, you gain proficiency in History and Persuasion. If you are from the lower castes, you gain proficiency in History and Survival. This ability is only valid for Inhumans from Attilan or those who have spent a considerable amount of time in the kingdom. ***Terrible Weakness:*** Inhumans have a much lower resistance to diseases and pollution than regular humans. They have disadvantage on saving throws against poison and are vulnerable to poison damage. \pagebreakNum ## Kree *❝ They call me a terrorist, radical, fanatic because I follow the ancient laws of my people, the Kree... and punish those who do not obey. Because I do not forgive your people for taking the life of my father, and his father, and his father before him. A thousand years of war between us will not be forgotten! ❞* ***- Ronan the Accuser*** ### Supreme Mind The Kree are a humanoid race of blue-skinned extraterrestrial beings from the planet Hala, located in the Pama System in the great Magellanic Cloud. They are technologically advanced and extremely militaristic, conquering all the worlds in their galaxy, forming the Kree Empire. At the center of the Empire is the Supreme Intelligence, also known as Supremor, created over a million years ago by the Kree to help them create a Cosmic Cube similar to the Worldshaper Cube once created by their enemies, the Skrulls. It consists of the brains of the greatest Kree minds (thinkers, generals, philosophers, scientists, etc.), removed after death and assimilated by the supercomputer in a process called "Supremorization." Eventually, the Intelligence developed its own mind and refused to create the cube, knowing the dangers posed by an evolved Cosmic Cube, which had already destroyed large parts of the Skrull Empire. Despite this, it was allowed to continue existing to serve the Kree with its wisdom. Its influence grew to the point of replacing the Kree government, though it has occasionally been deposed for periods of time. Most Kree are fanatically devoted to it, and its worship is an organized religion. ### Racial Traits ***Ability Score Increase:*** Your Intelligence score increases by 2, and your Wisdom or Dexterity score increases by 1. ***Age:*** Kree reach adulthood at 18 years old and can live up to 200 years. ***Size:*** Kree vary in height and weight, ranging from nearly 1.7 meters to over 2.1 meters. Regardless of where you fall within these values, your size is Medium. ***Languages:*** You can speak, read, and write Kree. ***Speed:*** Your base walking speed is 30 feet. ***Devotion:*** Due to your worship of the Supreme Intelligence, you gain proficiency in Religion. ***Kree Training:*** You are proficient with all shields, simple weapons, martial weapons, and firearms. ***Pack 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. ***Seventh Sense:*** Female Kree have the potential for various psychic abilities, collectively called the "seventh sense." This psychic potential manifests as clairvoyance, precognition, or even lethal attributes. Some female Kree can enter the minds of male species to manipulate their desires or completely drain another person's life force. Since then, Kree technology has been developed to discover and surgically remove these powers, and cybernetic Bloodhounds have been used to track women who reach adulthood with these abilities. Upon choosing a female Kree, you may choose to become capable of using this magical ability that allows a creature to communicate mentally with another creature within a specified range. The contacted creature does not need to share a language with the creature to communicate, but must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages, but cannot initiate or end a telepathic conversation. A telepathic creature does not need to see the contacted creature and can end the telepathic contact at any time. Contact is interrupted once the two creatures are no longer within range of each other, or if the telepathic creature contacts another creature within range. A telepathic creature can start or end a telepathic conversation without using an action, but while the creature is incapacitated, it cannot start a telepathic contact, and any ongoing contact is interrupted. ***Terrible Weakness:*** Kree have much lower resistance to diseases and pollution than regular humans. They have disadvantage on saving throws against poison and are vulnerable to poison damage. ***Rarefied:*** Kree have a highly sensitive respiratory system compared to other races. Outside of their home planet, Hala, they require special equipment to breathe.
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## Mutant *❝ I think that’s the difference between us and the Avengers. The world already seemed perfect for them. They fought to keep it as it was. We fight to make it better. ❞* ***- Anna Marie*** ### Pursued Gene A mutation occurs due to the X-Gene in the DNA of mutants. Mutations usually manifest during puberty, often as a result of a traumatic event. Some mutants display their mutations at birth, while others do not show their powers until adulthood. There is also a Secondary Mutation, a phenomenon in which an existing mutant gains additional powers or a change in their appearance due to a second mutation. Many people harbor prejudices against mutants. These ideas are often propagated for various reasons, including fanaticism, paranoia, and xenophobia (particularly aimed at mutants with unusual appearances), jealousy of their natural superpowers, and fear of being replaced or wiped out by what is called the next stage of human evolution. Anti-mutant sentiment often leads to mob violence and the alienation of mutants from society. Mutant Town, for example, is a ghetto-like neighborhood in New York City. Some media outlets go against the anti-mutant sentiment, mainly the Daily Bugle, which under editor J. Jonah Jameson, has repeatedly defended the rights and causes of mutants. Just as the X-Men themselves are targets of mutant extremists, it is known that human hate groups like the Friends of Humanity attack humans who sympathize with mutants. Since many people hate mutants, their safety, well-being, and lives are at risk. The X-Men, founded by Professor Charles Xavier, are mutant superheroes who defend a world that hates and fears them and work for peaceful coexistence between humans and mutants. They deal with anti-mutant sentiment, mutant exploitation, and a series of organized anti-mutant campaigns, such as the Sentinel Project and the Friends of Humanity. ### Racial Traits ***Ability Score Increase:*** Your Constitution score increases by 2. ***Size:*** Mutants vary greatly in height and weight, ranging from nearly 5 feet to over 1.8 meters. Regardless of where you fall within these values, your size is Medium unless your mutation states otherwise. ***Languages:*** You can speak, read, and write Krakoan and one additional Mundane language of your choice. ***Speed:*** Your base walking speed is 30 feet. ***Awakening:*** You gain one cantrip of your choice. ***Mutation:*** You automatically have the origin of Mutation. ***Mutant Resilience:*** Mutants possess resistance genes and are immune to diseases and human toxins. You have advantage on saving throws against poisons and resistance to poison damage. ***Relentless Resistance:*** When you are reduced to 0 hit points but not killed outright, you can rise to 1 hit point. You cannot use this feature again until you complete a long rest. ***Pursued:*** Mutants are hated by much of humanity. Humans tend to reject you and avoid contact. Those who look into your eyes can see that you have faced unimaginable horrors and are no stranger to darkness. While they may fear you, some humans will show you every courtesy and will do everything possible to help you. Unless you have proven to be a danger to them, they may even take up arms to fight by your side if you find yourself facing an enemy alone. \pagebreakNum
## Synthoid *❝ You brought a predator among these children, Henry. You gathered them in one place, an irresistible target, and failed to protect them. On the contrary, you put them in danger. This incident graphically proves that the data I gathered showed as an indisputable fact... the Avengers Academy is a mistake. We are here to shut it down. ❞* **- Jocasta** ### Neovida Commonly known as "synthetic humans," Synthoids represent the pinnacle of technology since World War II with the creation of the first artificial being, the Human Torch. In modern times, they now energize themselves by synthesizing solar energy and possess cellular replicas of the human body, containing analogs for virtually every human organ, brain, blood, and tissue, composed of a synthetic substance resembling organic matter: the Horton cells. This substance mimics all the functions of human tissue but is many times stronger, more durable, and resilient. Unlike robots, synthoids possess autonomy and desires beyond what their creators have determined. Their individuality is diverse and often not fully understood by human minds. The rationality of a machine combined with the sensitivity of a living being creates a duality that conflicts within the circuits of their minds. Regardless, synthoids exist in the world, and how far they will go depends on their ambitions. ### Racial Traits ***Ability Score Increase:*** Your Intelligence score increases by 2, and your Constitution score increases by 1. ***Age:*** A synthoid's lifespan is indeterminate. As long as it has an energy source and remains intact, it could potentially live forever. ***Size:*** Most synthoids, whether male or female in appearance, tend to be slightly taller than average humans, ranging from 1.5 to 2 meters in height. Your size can be Small or Medium, depending on your choice. ***Languages:*** You can speak, read, and write three languages of your choice. ***Speed:*** Your base walking speed is 30 feet. ***Alive and Operative:*** Synthoids are made to last, so they gain the following traits: - Advantage on saving throws against poison and resistance to poison damage. - Immunity to diseases. - No need to eat, drink, or breathe. - No need for sleep, does not suffer exhaustion from lack of rest, and is immune to sleep-inducing effects. - Heals only half of its life with healing powers and effects. - Disadvantage on saving throws against harsh climates such as extreme cold or desert. ***Watcher’s Rest:*** When you take a long rest, you do not recover hit points as other races typically do. Instead, you need to repair yourself or find someone to do it for you. This process requires 6 hours of careful work.
***Adjustable Protection:*** Your body has defenses that define your Armor Class. You do not gain benefits from armor, but you can add the Armor Class of a shield normally. During a long rest, you can adjust your body to different armor modules. If you have the Unarmored Defense feature, you will always have the Null module. | Module | Proficiency | Armor Class | Resistance | |:---:|:--------:|:---:|:--:| | Null | None | +1 | - | | Light | None | 13 + Dexterity Modifier | 1 | | Medium | Medium Armor | 16 + Dexterity Modifier | 2 | | Heavy | Heavy Armor | 19 | 4 | ***Geolocation:*** As an action, you can gain Tremor Sense up to 60 feet until the end of your next turn. Additionally, for this duration, this system grants you advantage on perception checks against illusions. You can activate this feature a number of times equal to your proficiency bonus per long rest. You also ignore difficult terrain. \pagebreakNum
## Skrull *“You purged the unworthy from this world, but there are countless galaxies of fossils beyond the Skrulls, trapped in their singular forms and ignorance, waiting—though they don’t know it—for you to save them. For I tell you, the entire universe is a book of worlds with blank pages, on which the altered peoples will write their fate.”* — **Kly'bn** --- ### Divided Empire 100,000 years ago, the Skrull capital was moved to Tarnax IV, now renamed Throneworld. The empire was controlled by an Emperor, and each of the 978 worlds was controlled by a Governor. Throneworld was devoured by Galactus, and the imperial fleet was destroyed. With the destruction of the central government, the Skrull Empire collapsed into hundreds of conflicting factions. Their galaxy is now filled with Governors who have declared themselves Emperor of the Skrulls. ### Kree-Skrull War Then came the problem. The Skrulls traveled to the Milky Way and the Magellanic Clouds. In the latter, they discovered the Kree's homeworld, Hala. The Kree were in the early stages of their culture; at this point, they shared Hala with the plant race, the Cotati. The Skrulls decided to favor one of the races with their advanced technology and devised a test to determine which would be the favored race. The Skrulls created the Blue Area of the Moon and transported groups of Kree and Cotati. Both groups were left to do as they could. The Skrulls considered the Cotati's work superior. This angered the Kree and led to a brutal attack where the Kree group killed the Skrull judges and the Cotati. The Kree stole the Skrull ship and technology. Due to the vast distances involved, decades passed before the Skrulls learned of the Kree's activities. By this time, it was too late. The Kree were now advanced and bold enough to attack the Skrulls in their home galaxy. Over the millennia that followed, the Skrulls developed the perverse tendencies necessary to wage an intergalactic war. Their entire culture was remade in the image of war. --- ### Racial Traits ***Ability Score Increase:*** Your Charisma score increases by 2, and you can increase another ability score of your choice by 1. ***Age:*** Skrulls live the same lifespan as humans. ***Size:*** A Skrull’s size is Medium regardless of their form. ***Languages:*** You can speak, read, and write Skrull and two other languages of your choice. ***Speed:*** Your base walking speed is 30 feet. ***Shapeshifter:*** As an action, you can change your appearance and voice. You determine the specifics of the changes, including your color, hair length, and gender. You can also adjust your height and weight, but not enough to change your size. You can appear as a member of another race, though none of your game statistics change. You cannot duplicate the appearance of a creature you’ve never seen and must adopt a form with the same basic limb arrangement that you possess. Your clothes and equipment are not affected by this trait. You remain in the new form until you use an action to revert to your true form or until you die. ***Double Act:*** You gain proficiency in two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. ***Martial Training:*** You are proficient with two martial weapons of your choice and with light armor. ***Saving Face:*** Skrulls are careful not to show weakness in front of their allies, fearing loss of status. If you miss an attack roll or fail a skill or 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 +5). After using this trait, you cannot use it again until you finish a short or long rest. ***Kinesic Mimicry:*** When you reach 5th level, you gain the **Kinesic Mimicry** feat. \pagebreakNum # Chapter 3: Classes Marvelous of the modern world, heroes are the most inspiring beings, carrying their colors and illustrating the popular imagination with courage. They are compelled to explore the dark places of the world and to accept the challenges that the common citizen cannot endure. Class is the main definition of what a character can do. It is more than a profession: it is a character’s vocation. Classes modify the way a character perceives and interacts with the world, as well as their relationship with other people and the powers of the multiverse. A fighter, for example, may see the world through pure strategic pragmatism or combat maneuvers. A guardian, on the other hand, may see themselves as a being confined by their own power or the center of a conflict that is beginning among several heroes. While the agent has contacts with companies or armies of mercenaries, the conjurer may know various mages, telepaths, and benders of the elements of nature. The class grants you a variety of special features, such as a fighter’s mastery of weapons and armor or a fighter’s powers. At low levels, the class grants only two or three features, but as levels increase, the numbers grow, gaining new features and increasing the power of those already existing. Each class here has a table summarizing the benefits gained at each level and a detailed explanation of each feature. Sometimes, heroes advance in more than one class. A brute may change the direction of their life and discover hidden powers within themselves, thus following the path of a guardian, and may later continue progressing as a brute. Optional rules for combining classes in this way are called multiclassing.
##### Classes | Class | Description | Hit Die | Primary Ability | Saving Throws | Weapon and Armor Proficiencies | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Agent | A trickster who uses stealth and cunning to overcome obstacles and enemies | d8 | Dexterity | Dexterity & Intelligence | Light armor, Simple weapons, Martial weapons, and Firearms | — | — | — | — | — | — | — | — | | Sharpshooter | An expert in the use of firearms and ranged combat weapons | d8 | Dexterity | Dexterity & Wisdom | Light armor, Simple weapons, and all Firearms | — | — | — | — | — | — | — | — | | Bruiser | A fierce warrior of primitive origin who can enter a rage during battle | d12 | Strength | Strength & Constitution | All armor and Weapons | — | — | — | — | — | — | — | — | | Conjurer | A wielder of awakened power, capable of manipulating the structures of reality | d6 | Intelligence | Intelligence & Wisdom | Simple Weapons | ─ | ─ | ─ | ─ | — | — | — | — | | Inventor | Experts at using the hidden potential of objects and technologies | d6 | Intelligence | Constitution & Intelligence | Light Armor and Simple Weapons | ─ | ─ | ─ | ─ | — | — | — | — | | Guardian | A powerful warrior bound to a doctrine of self-control | d10 | Wisdom | Wisdom & Charisma | All Armor, Shields, and Simple and Martial Weapons | ─ | ─ | ─ | ─ | — | — | — | — | | Fighter | A master of combat, skilled in a wide range of weapons, armor, and techniques | d10 | Strength & Dexterity | Strength & Dexterity | All Armor and Shields | ─ | ─ | ─ | ─ | — | — | — | — |
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## The Agent Training their bodies and sharpening their minds so that thoughts and actions become almost one. Although they prefer to resort to violence as a last option, the lightness and speed of their strikes ensure a swift resolution. Most heroes have superpowers, whether they are superpowered physiologies, ultra-advanced technology, decades of intensive martial arts training, or, occasionally, a powerful artifact. Some brave mortals have no superpowers, yet still fight alongside other heroes. They bring knowledge, courage, and exclusive training to fight for what they believe in. ### Killer Instinct Agents fight with heroes and against dangerous threats as a career choice. Most begin in military, police, espionage, security, or investigative positions and are later handpicked to join a specialized task force that deals with superpowered friends and foes. Agents dedicate much of their resources to becoming masters of various skills, as well as refining their combat abilities, acquiring vast experience that few characters can achieve. Many focus on stealth and trickery, while others refine their skills to aid them in infiltrating enemy bases, such as climbing, finding and disarming traps, and picking locks. In combat, agents prioritize cunning over brute force. An agent always prefers to deliver a precise strike, right where it hurts most, rather than bringing down an opponent with a flurry of attacks. Agents possess an almost supernatural ability to avoid danger, and a select few learn tricks to enhance their other abilities. ### Lone Wolves Perhaps you have worked for a government and still do. Or perhaps you work for an international organization, publicly known, such as the United Nations, or for a secret group dedicated to protecting Earth from superpowered threats like S.H.I.E.L.D.. As heroes, agents lean toward both sides of the law. Some are hardened criminals who decided to pursue well-filled bank accounts, while others live a life of adventure to escape the law. Some learned and perfected their skills with the explicit purpose of infiltrating powerful fortresses and hidden vaults in search of artifacts. Regardless of your career plan and the nature of your associated organization, you are now, for the most part, a free agent, capable of following your own path and making your own choices. You must check in periodically with your organization and may receive requests, information, and occasional support, but most of the time you are on your own. \pagebreakNum
##### The Agent | Level | Sneak Attack | Features | | :---: | :----------: | :---------------------------------------- | | 1st | 1d6 | Expertise, Sneak Attack, Scheme | | 2nd | 1d6 | Cunning Action, Fighting Style | | 3rd | 2d6 | Expertise, Scheme Feature | | 4th | 2d6 | Ability Score Improvement | | 5th | 3d6 | Extra Attack, Combat Focus, Uncanny Dodge | | 6th | 3d6 | Expertise, Scheme Feature | | 7th | 4d6 | Shadow Effect | | 8th | 4d6 | Ability Score Improvement | | 9th | 5d6 | Supernatural Evasion, Tactical Mist | | 10th | 5d6 | Scheme Feature | | 11th | 6d6 | Holographic Movement | | 12th | 6d6 | Ability Score Improvement | | 13th | 7d6 | Scheme Feature | | 14th | 7d6 | Blindsight | | 15th | 8d6 | Elusive Mind | | 16th | 8d6 | Ability Score Improvement | | 17th | 9d6 | Scheme Feature | | 18th | 9d6 | Stroke of Luck | | 19th | 10d6 | Ability Score Improvement | | 20th | 10d6 | Scheme Feature |
## Class Features As an Agent, you gain the following class features. #### Hit Points **Hit Die:** 1d8 per Agent level
**Hit Points at 1st Level:** 16 + your Constitution modifier
**Hit Points at Higher Levels:** 2d8 (or 8) + your Constitution modifier per Agent level #### Proficiencies **Armor:** Light armor
**Weapons:** Simple weapons, Martial weapons, and Firearms
**Tools:** Chemist’s tools, Locksmith’s tools
**Saving Throws:** Dexterity and Intelligence
**Skills:** Choose four from Acrobatics, Athletics, Performance, Deception, Stealth, Intimidation, Insight, Investigation, Nature, Perception, Persuasion, Sleight of Hand, and Survival. #### Equipment * (a) a light pistol (b) a katana (c) 30 darts or (d) a martial weapon * (a) a staff, (b) two slings, (c) a taser pistol or (d) any simple weapon * Leather vest, two daggers, and locksmith’s tools ### Expertise Starting at 1st level, choose two of your skill proficiencies, or one skill proficiency + one Tool proficiency. You gain expertise in the chosen proficiency(ies), which means your proficiency bonus is doubled for any ability check you make that uses the chosen skill(s) or tool. At 3rd level, you can choose one more of your proficiencies (in skills or tools) to gain this benefit. At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit. ### Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit your enemies’ distractions. Once per turn, you can add 1d6 to the damage roll against a creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don’t need advantage on the attack roll if another enemy of your target is within 5 feet of it, as long as that enemy isn’t Incapacitated and you don’t have disadvantage on the attack roll. The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of The Agent table. ### Scheme Starting at 1st level, you must choose a Scheme that reflects your intentions, one that will instill fear in your enemies and send chills down your allies’ spines at the mere mention of its name. Choose one from the options described in the book, all detailed at the end of this class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, 18th, and 20th levels. ### Cunning Action Beginning at 2nd level, your quick thinking and agility allow you to move and act swiftly. You can use a bonus action on each of your turns in combat. This action can be used only to Dash, Disengage, or Hide. \pagebreakNum ### Fighting Style At 2nd level, you can adopt a fighting style. You cannot choose the same style more than once. Choose one of the following options: #### Defense While you are not wearing heavy armor, you gain a +1 bonus to AC. You gain proficiency with medium and heavy armor. #### Two-Weapon Fighting One weapon in each hand seems balanced enough for you. When using this style, you gain one rank in Two-Weapon Fighting. When you gain the Extra Attack feature, once per turn, you can make an additional attack with your off-hand weapon. #### Dueling When you wield a melee weapon in one hand and no other weapon, you gain +2 to your attack rolls and damage rolls with that weapon. These bonuses increase by +2 at Agent levels 8 and 16. #### Marksmanship You gain a +2 bonus to attack rolls made with a ranged weapon. Additionally, once per turn, you can make a ranged opportunity attack. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 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. ### Combat Focus Also at 5th level, you learn to take advantage of enemies who have not yet seen you or have not yet made an attack, gaining +2 to hit with weapon attacks against creatures that have not yet attacked or that are surprised. ### Uncanny Dodge Starting at 5th level, when an enemy you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. ### Shadow Effect At 7th level, you learn how to enhance the elusive nature of your trail. You gain a +5 bonus to your Stealth and Deception checks. Additionally, you cannot be tracked by non-supernatural means and you have advantage on any saving throw against effects that attempt to read your mind. ### Supernatural Evasion At 9th level, you can nimbly dodge area effects. 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, and only half damage if you fail. ### Tactical Mist Also at 9th level, your rogue abilities have become more technical, allowing you to use high-tech equipment to your advantage. You can deploy a mist capable of blinding your enemies and aiding your allies. As an action, you can activate, for the next minute, a dense cloud of darkness in a 6-meter radius around you. Allies within the mist receive Xd4 healing at the start of each of their turns, where X is your level in this class, and enemies within the area must make a Constitution saving throw; on a failure, the enemy is blinded for the duration of the mist. You can use this feature a number of times equal to your Wisdom modifier per short or long rest. ### Holographic Movement Now at 11th level, your equipment becomes more complex and you are able to use it swiftly. Once per short or long rest, when you are targeted by an attack, you can use your reaction to swap places with a hologram of yourself, switching positions with it and reappearing in a location up to 30 feet away from you. ### Blindsight At 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. ### Elusive Mind At 15th level, you gain great strength of will, gaining proficiency in Wisdom saving throws. ### Stroke of Luck At 18th level, you gain an incredible knack for succeeding when you need it most. If your attack misses a target within your reach, you can turn that miss into a hit. Or if you fail any check, you can treat the roll of that check as a natural 20. Once you use this feature, you can’t use it again until you finish a short or long rest.
\pagebreakNum ## Cunning Schemes Although agents share many similar features, each origin and training ultimately guides their specializations down different paths, causing two agents to differ greatly in their capabilities at higher levels. The Scheme you choose reflects your training and focus, not necessarily your profession, but it outlines the people you are connected with and where you receive your instruction. ### Assassin’s Scheme You focused your training on the macabre art of death. Those who devote themselves to this Scheme are diverse: hired killers, bounty hunters, and even rogues trained to plunder the most protected vaults. Subterfuge, poison, and disguises help you eliminate your opponents with deadly efficiency. #### Additional Proficiency When you choose this Scheme at 1st level, you gain proficiency with the Disguise Kit and the Poisoner’s Kit. Additionally, this Scheme specializes in the use of Assassin Weapons, which are daggers, small chakrams, darts, short clubs, and shortswords, all of which have demonstrated greater effectiveness in assassinations throughout the ages. #### Edge of the Blade Starting at 3rd level, you gain access to specific abilities that reflect your training. Choose one of the following options: **Dagger Cyclone:** Your normal and maximum throwing range with Assassin Weapons increases by 10 feet. Additionally, you can use your action to make a melee attack roll against a target; on a hit, you perform a spinning strike. Each creature within your weapon’s reach must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Dexterity modifier. A creature takes your attack’s damage on a failure, or half as much damage on a success. The creature hit by the initial melee attack is not affected by the spinning strike. **Venomous Edge:** You can use your bonus action to apply poison to your Assassin Weapons. Additionally, you gain expertise with the Poisoner’s Kit, and when creating or extracting a type of poison, you can produce a number of doses equal to your Intelligence modifier (minimum of 1) at no additional cost. **Blade Threshold:** When you hit a creature with an attack using Assassin Weapons, it gains 1 Wound mark. Upon reaching 3 marks, your next attack against that creature deals maximum weapon damage. When this occurs, the counter resets and the creature must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failure, the creature begins Bleeding, taking 1d6 damage at the start of each of its turns. #### Stalk Upon reaching 6th level, you learn more effective ways to ambush your target. Choose one of the following options: **Invisibility:** As a bonus action, you gain the effects of the Invisibility power until the start of your next turn. While Invisible in this way, your movement speed increases by 10 feet. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
**Poison Maiden:** You have a particular favorite poison, knowing enhanced ways to use it and amplify its potential. When you gain this feature, choose one specific poison. When using that poison, the DC of its saving throw increases by half your proficiency bonus, its duration on your Assassin Weapon increases to 2 minutes, and the damage dealt adds your Intelligence modifier. \pagebreakNum **Lightning Step:** Using a bonus action, you can move to within 5 feet of a target or a weapon you have thrown that you can see within 30 feet of you. When moving in this way, you do not provoke opportunity attacks. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest. If you move in this way and reduce a creature to 0 hit points during that round, you can use this feature again until the end of your next turn without expending a use of this ability. Additionally, if you have the Dagger Cyclone ability, you can use your reaction to perform the spinning strike described in that ability. #### Silently Deadly At 10th level, you silence your steps so as not to make noise while pursuing your targets. You gain advantage on Stealth checks that involve sound and cannot be detected by creatures with tremorsense while you are hidden. Additionally, you gain 60 feet of darkvision; if you already have darkvision, its range increases by 30 feet. #### Charging Strike Starting at 13th level, you learn to strike enemies beyond your reach. When you use your Attack action to attack a hostile creature outside your reach with an Assassin Weapon, you can leap 10 feet toward the target. This leap is not considered part of your movement and ignores difficult terrain. If the attack hits the target, you can add your Sneak Attack damage, and regardless of the roll, the damage is treated as a critical hit. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) per long rest. #### Phantom Stalker At 17th level, no target can hide from your sight. Your Stalk feature gains one of the following improvements: * **Invisibility:** You can use your invisibility instantly and can activate it as a reaction when you are targeted by an attack. * **Poison Maiden:** All poison damage you deal is maximized. * **Lightning Step:** You have no usage limits for this feature. Additionally, you can choose a new Stalk feature, but it does not gain the benefit of Phantom Stalker. #### Vampire Assassination Upon reaching 20th level, your ability to assassinate is nearly legendary—only because no one survives to tell the tale. When you reduce a creature to 0 hit points, you regain hit points equal to the result of the d20 roll of the attack that reduced the creature to 0 hit points and, in addition, you can take one additional action and your walking speed is restored. \columnbreak ### Hand Scheme The origins of the Hand clan date back more than four billion years, to ages when the Beast, an entity worshiped by the organization, spread its shadows across the Earth seeking the destruction of light and the corruption of all existing purity. Today, beyond the clan’s most prominent ninjas, other warriors are capable of awakening the silent fury of the Beast. #### Additional Proficiency When you choose this Scheme, you learn to fight while wearing armor and maintaining your Dexterity in combat. You gain proficiency with medium armor and are not limited in the amount of Dexterity that can be applied to your AC calculation. #### Scythe Slash At 3rd level, you learn to improve your movement in combat. You can use your action to move 10 feet in a straight line, dealing damage along the path; creatures in that line must make a Dexterity saving throw. Additionally, at the end of this movement you can perform a circular attack within 10 feet around you, forcing creatures to make a Dexterity saving throw. For each failed save, a creature takes your weapon’s damage + your Wisdom modifier. #### Contempt for the Weak At 6th level, you have advantage on attacks against creatures at less than half their hit points. If you hit the target, your attacks deal an additional 1d8 energy damage. You can use this effect on the same target only once per turn. #### Shadow Tentacles At 10th level, you learn to channel the Beast’s fury to create new limbs from your body. As an action, you can summon a pair of shadowy tentacles that emerge from your back. Your tentacles can make 3 additional attacks as a Bonus Action and deal 2d8 necrotic damage. These additional limbs have a reach of 10 feet and cannot wield weapons. The tentacles last for a number of turns equal to 2 times your Intelligence modifier. You can use this ability a number of times equal to your Intelligence modifier per long rest. Additionally, you gain an extra 30 feet of darkvision. #### Shroud of the Beast Starting at 13th level, the Beast begins to accompany your battles and helps you create forms of pure darkness capable of restraining your enemies. Using an action, you choose where to create 3 tentacles within 60 feet of you. Each tentacle lasts for 1 minute, and whenever an enemy is adjacent to a tentacle, it attempts to grapple them. The target creature must make a Dexterity saving throw with a DC equal to 15 + your Intelligence modifier; on a failure, it is grappled. Each tentacle can restrain only one creature at a time. You can command it to release a creature at any time. A creature restrained by a tentacle can make an Athletics check against the same DC at the end of each of its turns to attempt to break free. You can use this ability a number of times equal to your Wisdom modifier per long rest. \pagebreakNum
#### Loyal Beast At 17th level, the Beast has developed a certain affinity for you. When you are targeted by an attack, you can use your reaction to be protected by a tentacle rising from the ground. It takes the damage in your place and pushes you 10 feet in any direction. Moving in this way does not provoke opportunity attacks. You can use this ability a number of times equal to your Intelligence modifier per long rest. #### Transgression of the Cult Also at 17th level, you learn to fully devote yourself, allowing your body to be possessed by tentacles of pure darkness and launching yourself toward your enemy. Using your action, you can take the form of an incorporeal being made of shadows and dash toward an enemy within 30 feet of you. Moving in this way does not provoke opportunity attacks. When you take this action, you make a single attack; this attack has advantage and deals 10d10 necrotic damage. The target must succeed on an Intelligence saving throw; on a success, it takes half damage. After using this ability once, you must complete a short or long rest before using it again. #### Beast Possession At 20th level, the Beast claims you as its vessel on the material plane, transforming you into a misshapen and nearly untouchable form. Using your action, your body is altered and you become a true monster for the next hour. While in this form, you can pass through cracks and crevices. Additionally, while in this form, you become immune to physical attacks, gain an additional 30 feet of movement, and have full vision in darkness, though you do not gain vulnerability to radiant damage. You can use your bonus action to return to your normal form before the duration ends. You can use this ability a number of times equal to your Intelligence modifier per long rest. Additionally, if you hit a creature with your Shadow Tentacles or with Transgression of the Cult, the creature must make a Constitution saving throw; on a failure, the damage from your weapon or ability is doubled against that creature. \columnbreak
### Spy Scheme Information is power. But stealing information is only effective when the stolen knowledge can be used to its fullest without anyone knowing it was taken. Spies possess boundless courage and audacity, preferring to resolve matters through improvisation, relying partially on their talent, but far more on their luck and knowledge. #### Without Barriers Upon choosing this Scheme at 1st level, you learn two additional languages of your choice from the list of common languages. Additionally, choose four more languages; you are not able to speak, read, or write them, but you can identify them, whether by hearing or reading them. Upon reaching levels 7, 13, and 19, you may learn one language of your choice (you can speak, read, and write it). Additionally, you gain the ability to climb faster than normal. Climbing costs no extra movement for you. Furthermore, when you move at least 10 feet immediately before making a jump, the distance you can jump increases by a number of feet equal to your Dexterity modifier. And while traveling with your group for one hour or more, your group’s travel pace is doubled. #### Versatile Attacks Additionally at 1st level, your adaptability extends to the battlefield. When you make a successful attack against a target, you may switch the weapon you are using for another weapon you are carrying as a free action. If you have the Extra Attack feature, you may make the following attack with the weapon you drew using this ability. Alternatively, you may choose to use your bonus action to make an attack with the new weapon. Whenever you hit an enemy with a different weapon than the one you used for your last attack, you add half of your attack ability modifier for that weapon to both the attack roll and the damage roll on a hit. \pagebreakNum #### Skillful Exchange Starting at 3rd level, you gain a special effect during your weapon exchanges. When you switch weapons after an attack, your next attack against the same target gains an additional effect based on the damage types of both attacks. * **Bludgeoning followed by Bludgeoning.** On a hit with the second attack, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + the attack’s ability modifier) or fall Prone until the start of your next turn. * **Bludgeoning followed by Slashing.** The second attack deals additional damage equal to your proficiency bonus. * **Bludgeoning followed by Piercing.** The second attack increases its critical multiplier by 1. * **Slashing followed by Bludgeoning.** The second attack ignores an amount of the target’s AC equal to half the ability modifier used for the first attack. * **Slashing followed by Slashing.** The target of the second attack suffers Bleeding equal to your proficiency bonus. * **Slashing followed by Piercing.** The damage die of the second attack increases by one category. * **Piercing followed by Bludgeoning.** On a hit with the second attack, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + the attack’s ability modifier) or have its speed reduced by a number of feet equal to 5 times half your proficiency bonus until the start of your next turn. * **Piercing followed by Slashing.** The second attack gains a bonus to hit equal to half the ability modifier used for the first attack. * **Piercing followed by Piercing.** On a hit with the second attack, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + the attack’s ability modifier) or become Weakened until the start of your next turn. --- #### Advanced Knowledge Also at 3rd level, you are able to attune your intuition and perception in extraordinary ways, recalling building layouts, gear schematics, and similar details. You can use the bonus action granted by Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, take the Use an Object action, or reload a weapon with the Capacity property. Additionally, you gain proficiency in Sleight of Hand. If you already have proficiency, you instead gain Expertise in that skill. You also gain proficiency with one Artisan’s Tool of your choice. --- #### Forensic Sense At 6th level, your investigative experience reaches new heights. You not only notice footprints, tire marks, or fibers that others overlook, but you also recognize their origin. For example, you can identify the shoe brand, the make and model of a car, or the type of material responsible for such clues. When you examine evidence, you can draw accurate conclusions that a forensic investigator might need a week to uncover. If a check is required to analyze evidence you have found, you have advantage on the roll and gain Expertise, meaning you add your proficiency bonus twice. The DM may provide the relevant details. Additionally, when you are targeted by powers or abilities that attempt to forcibly extract information from you, you may add your Intelligence modifier to saving throws made to resist. If you succeed on such a saving throw, instead of preventing the information from being gathered, you may choose to implant false information of your choice. Furthermore, you have advantage on checks to detect lies and to infiltrate thoughts, whether through powers or otherwise. --- #### Cunning Combat Beginning at 10th level, on your turn when you take the Attack action, you may use one combat technique from the Fighter class for which you meet the prerequisites, a number of times equal to your proficiency bonus per long rest. Additionally, you become proficient with improvised weapons and may use them as part of your Versatile Attacks feature. Moreover, you have advantage on Stealth checks if you move no more than half your speed on your turn. --- #### Reliable Talent Also at 10th level, you have refined your skills to near perfection. Whenever you make an ability check that allows you to add your proficiency bonus, you treat a d20 roll of 9 or lower as a 10. Additionally, you may choose one skill in which you are proficient to gain Expertise. --- #### Silver Tongue Upon reaching 13th level, your ability to infiltrate both physical and electronic spaces stands out. You gain proficiency with the disguise kit and the forgery kit. If you spend a day researching a location or organization, you can establish a false identity and credentials that deceive everyone unless they are given an obvious reason to doubt your work. Anyone who makes a check to determine whether your identity or identification is forged does so with disadvantage. Furthermore, you can now hack computer networks and electronic security systems like a professional, leaving no trace. If you spend 1 minute accessing the relevant computer or security panel, you can hack any connected system or device, except those protected by encryption or biometric security. When you hack or disable such security systems, you are not detected unless someone uses an action to make an Investigation check against a DC equal to 8 + your Intelligence modifier + your proficiency bonus. Additionally, when you take the Disengage action, you gain the effects of the invisibility power until the end of your next turn. --- #### Deadly Precision Upon reaching 13th level, your attunement to the battlefield intensifies, increasing the accuracy of your attacks and the danger they pose to your enemies. When you score a critical hit with a weapon attack, you gain the following benefits according to the damage dealt: * **Bludgeoning:** The target becomes Stunned for a number of rounds equal to your proficiency bonus. After the first round, it may make a Constitution saving throw (DC 8 + your proficiency bonus + the ability modifier used for the attack) to end the condition. When the condition ends, it loses one attack. * **Slashing:** The target suffers 2d4 Bleeding damage. \pagebreakNum * **Piercing:** The target loses half its speed and its attacks are made with disadvantage while it is Weakened. --- #### Rogue Reflexes At 17th level, you become adept at ambushes and swift escapes from dangerous situations. You take one turn on your initiative count and another on initiative count 10, whichever comes first in the round order. You cannot use this feature while surprised. --- #### Master Spy Upon reaching 20th level, you achieve a state of mastery in your technique. You gain the following benefits: * Choose Strength or Dexterity; that ability score increases by 2. * Whenever you roll a natural 20 on an attack or when you enter combat, you gain one use of Action Surge from the Fighter class. * The critical range, critical multiplier, and damage category of your weapons each increase by 1. * You gain the combat techniques Parry, Power Attack, and Counterattack. * You gain one additional reaction per turn that may be used for Parry, Power Attack, or Counterattack. Additionally, you have seen and experienced everything. You have been to nearly every conceivable place, and perhaps even to other Universes… you even have a story about it. When you make an ability check or a check with an Artisan’s Tool, even if you lack proficiency, you may choose to automatically succeed, provided it is possible. You may use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
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### Anti-Scheme Darkforce is understood to be a powerful extra-dimensional energy that can be manipulated in slightly different ways by a handful of beings attuned to it. Some legends suggest that it is, in fact, matter from a parallel universe that can be accessed through mystical means. The truth is that those who possess the cunning to manipulate its energy are true experts, controlling the forces of destruction and life in harmony. --- #### Occult Knowledge Beginning at 1st level, you start to decipher the dimensions of your powers and their origins. You gain proficiency in Arcana; if you already have proficiency, you instead gain Expertise. Additionally, you know the *spare the dying* cantrip, and it functions normally on constructs. --- #### Imbue Negativity Also at 1st level, you gain the ability to imbue your melee weapons and your fists with curative energy. As a bonus action, you may imbue your weapons or fists with negative energy a number of times equal to your proficiency bonus per long rest. If you do not use this negative power before your next long rest, the energy dissipates. As an action, you may strike a target with your fists or weapons imbued with this energy. On a hit, the target does not take normal damage and instead regains hit points equal to your Sneak Attack die. If this healing exceeds the target’s maximum hit points, the excess becomes temporary hit points until the next long rest. \columnbreak At 3rd level, you become immune to any disease, and your negative energy is capable of curing any disease affecting a creature you hit. --- #### Inner Demons Starting at 3rd level, you can control a temporary body using your negative energy a number of times equal to your proficiency bonus per long rest. As an action, you may cause the body of a fallen creature you touch to rise, gaining a Challenge Rating appropriate to your level as shown in the Inner Demons Summoning table. This feature lasts for 1 minute or until the creature is reduced to 0 hit points, after which the energy dissipates. You may summon a number of Inner Demons at one time equal to your Intelligence modifier. While under the effects of this feature, the controlled creatures are considered Undead and act on your turn. ##### Summon Inner Demons | Agent Level | Inner Demons CR | | :---------: | :-------------: | | 3rd | 1/2 or lower | | 5th | 1 or lower | | 8th | 2 or lower | | 11th | 4 or lower | | 14th | 8 or lower | --- #### Negative Protection Also at 3rd level, the energies of destruction do not affect you as they do others. You gain resistance to necrotic and poison damage. Upon reaching 11th level, you gain immunity to those damage types. --- #### Rest in Peace At 6th level, you always have the *gentle repose* power available. When you cast it, you may do so at a range of 30 feet, affecting a number of corpses equal to your Intelligence modifier. Additionally, you may cast *gentle repose* without expending a power slot a number of times equal to your Intelligence modifier (minimum of 1) per long rest. Furthermore, you are capable of controlling beings beyond your immediate reach. When you use your Inner Demons feature, all fallen creatures within 60 feet of you whose Challenge Rating matches the Inner Demons Summoning table rise and obey all your commands for the next minute. --- #### Negative Blessing Also at 6th level, when you slay a target by reducing it to 0 hit points with a melee attack, it must make a saving throw with a DC equal to your Intelligence score. On a failure, it rises as an Inner Demon with a Challenge Rating appropriate to your level as indicated in the table. You may use this feature a number of times equal to your Intelligence modifier before completing a long rest. Additionally, for a number of rounds equal to your proficiency bonus, your Inner Demons’ weapon attacks deal an extra 2d8 necrotic damage due to your devastating negative energy. This damage increases by 1d8 at 10th level (3d8), 14th level (4d8), and 18th level (5d8). \pagebreakNum #### Negative Zone Refuge At 10th level, as an action, you create a protective mist in a 15-foot radius centered on you that lasts for 1 minute and moves with you. You and your allies gain resistance to nonmagical weapon attacks and non-true damage. Additionally, weapon attacks are made with disadvantage against creatures protected by this area. --- #### Dimensional Step At 13th level, you and your Inner Demons can use an action to move in a straight line up to 15 feet, being able to pass through solid objects. If you end this movement inside an occupied or solid space, you are pushed to the nearest unoccupied space. This movement can provoke opportunity attacks. Additionally, you and your Inner Demons gain a temporary bonus to AC equal to your Intelligence modifier when using this ability; this effect lasts until the start of your next turn. When you move in this way, you and your Inner Demons provoke aggressive instincts in your enemies—creatures that do not attack you during their next turn have disadvantage on their next attack roll. \columnbreak
#### Maintain the Bond Upon reaching 17th level, you attain an elevated connection with the Negative Zone. As an action, you may bind yourself to a creature and protect it with your negative energy, negating one-quarter of the damage it would receive, with the remaining damage divided equally between you and that creature. The bond lasts for 10 minutes and, once used, cannot be used again until you complete a long rest. --- #### Mister of the Negative Starting at 20th level, as an action, you focus to become one with the Negative Zone. Within a 400-foot radius, you know the location of all creatures in the area. You can tell if a creature is invisible or an illusion, and you know each creature’s condition—whether it is wounded, diseased, or poisoned. You also know whether a creature is hostile toward you. This ability lasts for 10 minutes, and whenever you take damage, you must succeed on a DC 10 Constitution saving throw to maintain concentration. Additionally, you and all Inner Demons you summon gain immunity to necrotic damage, resistance to radiant damage, cannot be affected by mind control powers, and have advantage on saving throws against attempts to turn or banish them. \pagebreakNum
## The Sharpshooter Whether they wield arrows, bullets, or optic blasts, they strike their targets swiftly and from a (hopefully) safe distance. Ideally, they bring down their enemies before they can close in enough to fight at point-blank range. --- ### Deadly Precision They say luck determines the path of a shot, but for the true sharpshooter, there is no luck involved. Every movement of the enemy, every beat of their own heart — all of it can be predicted, adjusted, and turned into results. A sharpshooter does not need to shatter walls or summon storms; a single moment of focus is enough to bring down giants. Some are born with unique gifts, with vision that is a cosmic weapon restrained only by iron discipline. Others were shaped by war and relentless training. And there are those who chose the path of superhuman mastery, transforming simple arrows into solutions for any situation. Whether natural talent, cutting-edge technology, or years of practice, the outcome is the same: the target never goes unharmed. --- ### A Life in the Shadow of the Target The sharpshooter does not seek the glory of close-quarters combat, but neither do they flee from it. Their true essence lies in deciding when and where to act, measuring each shot as if it were the only one. The life of a sharpshooter is one of constant danger, for the line between hero and villain is as thin as the trajectory of a bullet. In the darkness of alleyways or across the skies of cosmic wars, the sharpshooter is always the one who reminds everyone of a simple truth: no matter how strong you are, it means nothing if you cannot escape the crosshairs. \pagebreakNum
##### The Sharpshooter | Level | Deeds | Features | |:---:|:---:|:---| | 1st | - | Favored Enemy, Gunsmith, Golden Weapon, Command | | 2nd | 2 | In the Sights, Deed, Bullseye | | 3rd | 2 | Artisan Gunsmith, Command Feature | | 4th | 3 | Ability Score Improvement | | 5th | 3 | Extra Attack, Emptying the Magazine | | 6th | 4 | Favored Enemy, Command Feature | | 7th | 4 | Second Nature | | 8th | 5 | Elusive Movement, Ability Score Improvement | | 9th | 5 | Evasion, Direct Hit | | 10th | 6 | Command Feature | | 11th | 6 | Sympathy | | 12th | 7 | Ability Score Improvement | | 13th | 7 | Command Feature | | 14th | 8 | Even with Eyes Closed | | 15th | 8 | Hard to Kill | | 16th | 9 | Ability Score Improvement | | 17th | 9 | Command Feature | | 18th | 10 | Quick on the Draw | | 19th | 10 | Challenging Deed, Ability Score Improvement | | 20th | 12 | Command Feature |
## Class Features As a Sharpshooter, you gain the following class features. #### Hit Points **Hit Die:** 1d8 per Sharpshooter level
**Hit Points at 1st Level:** 16 + your Constitution modifier
**Hit Points at Higher Levels:** 2d8 (or 8) + your Constitution modifier per Sharpshooter level #### Proficiencies **Armor:** Light armor
**Weapons:** Simple weapons and all firearms
**Tools:** Gunsmith’s tools, Tinsmith’s tools
**Saving Throws:** Dexterity and Wisdom
**Skills:** Choose two from Acrobatics, Insight, Medicine, Perception, Sleight of Hand, Stealth, and Survival. #### Equipment * (a) a light pistol (b) a heavy revolver (c) a carbine or (d) a magnum * (a) leather vest (b) any simple weapon * Gunsmith’s tools and 30 rounds of ammunition for your starting firearm --- ### Gunsmith Starting at 1st level, you become a Sharpshooter — not merely someone who wields a firearm and knows how to use it, but a specialist capable of crafting a firearm from basic materials, one who intimately understands firearms and the principles behind them. You may use your Gunsmith’s tools and craft to build firearms and repair them, as detailed in Chapter 5: Equipment, as well as craft basic ammunition for those weapons. Additionally, your Sleight of Hand checks may, if you choose, use your Wisdom modifier while using this craft. --- ### Golden Weapon Also at 1st level, a Sharpshooter is capable of firing any firearm; however, every Sharpshooter has their Golden Weapon — their favored firearm and the one through which they channel their power. To define your Golden Weapon, you must train with the chosen weapon for 1 week, making minor modifications to it using your gunsmith’s tools and secret formulas that are either intuitive or passed down through a line of succession. This training need not be uninterrupted. A Golden Weapon gains the following modifications: * Your proficiency bonus is added to the weapon’s damage; * Its range increases by 5 feet/10 feet; * Its misfire score decreases by a number equal to half your proficiency bonus; * The Strength requirement to wield it decreases by a number equal to your proficiency bonus; * You may use your bonus action to reload the weapon; A Golden Weapon does not function in the hands of anyone other than you. Starting at 7th level, you can reload any firearm using a bonus action. --- ### Command At 1st level, you must choose a Command. It reflects your chosen style, how you use your resources, and what separates a novice with a gun from a legendary sharpshooter. Choose one of the options described in the book, all detailed at the end of this class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, 18th, and 20th levels. \pagebreakNum ### Favored Enemy At 1st level, you have gained sufficient experience studying, tracking, hunting, and even speaking with a particular type of enemy. Choose one type of Favored Enemy: Celestials, Constructs, Corruptors, Elementals, Spirits, Beasts, Humanoids, Undead, or Plants. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on 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 your Favored Enemy can speak or understand (if the enemy is Humanoid, you may choose any common language). You may choose an additional Favored Enemy at 6th and 14th levels. You may only select a creature type you have already encountered during your adventures to become your Favored Enemy. When you make this new choice, you learn an additional language that your new Favored Enemy can speak or understand. Additionally, upon reaching 6th level, you have advantage on saving throws against powers, attacks, and abilities used by a Favored Enemy. --- ### Deeds Starting at 2nd level, Sharpshooters possess an almost supernatural drive — a defiant spirit that runs through their veins. You gain a number of Deed points equal to the value shown in the Deeds column of The Sharpshooter table. Your Deed points can never exceed your maximum. You regain all expended Deed points upon completing a short or long rest. Additionally, you regain 1 Deed point (up to your maximum) whenever you score a critical hit with a firearm attack or reduce a creature to 0 hit points. Even if you reduce a creature to 0 hit points with a critical hit, you regain only 1 Deed point, not 2. Some abilities require your target to make a saving throw to resist the effects of this feature. The saving throw DC is calculated as follows: **Deed Save DC =** 8 + your proficiency bonus + your Dexterity modifier --- ### Bullseye At 2nd level, when making an attack with a firearm, you may spend any number of Deed points to gain a bonus to your attack roll and damage roll equal to the number of Deed points spent. --- ### In the Sights Beginning at 2nd level, as a bonus action, you choose one Favored Enemy you can see within 60 feet, marking it as your quarry. For the next hour, you deal an additional 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival checks made to find it. If the target drops to 0 hit points before the hour ends, you may use a bonus action on a subsequent turn to mark a new target. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1) before completing a long rest. --- ### Artisan Gunsmith At 3rd level, you can create new firearms or modify your existing ones. Modifying a firearm requires 1 day of uninterrupted work per modification, and you must use your Gunsmith’s tools and craft. Additionally, you may enhance firearms at half their normal cost. You may remove an existing modification at the same time you add a new one. * **Maintenance:** Modifications require constant adjustment to remain functional. During a long rest, you may perform maintenance on a number of firearms equal to your Wisdom modifier (minimum of 1). If a modified firearm does not receive maintenance during a long rest, any attack made with it is rolled with disadvantage. * **Limited Modifications:** You may modify a firearm a number of times equal to your Wisdom modifier (minimum of 1). A firearm may have only one modification of each type. * **Modified Ammunition:** You also learn to create modified ammunition. To craft modified ammunition, you must use Gunsmith’s tools and spend the listed amount in U$ on components, as indicated in the modified ammunition column. The maximum number of modified ammunition pieces you can maintain at one time equals your Wisdom modifier. Firearm modifications and ammunition are described in the Modification Table at the end of this class description, and you gain access to additional modifications as you level up. --- ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you may increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. As normal, you cannot raise 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. \pagebreakNum ### Emptying the Magazine Starting at 5th level, you can focus your attention to make a precise shot at a specific region of your enemy’s body, provided the target possesses the body part you are aiming at. When you make an attack, you may spend 1 Deed point to apply one of the following additional effects based on the targeted region: * **Head:** On a hit, the target must make a Constitution saving throw. On a failure, the target has disadvantage on attack rolls until the start of its next turn. * **Torso:** On a hit, the target must make a Constitution saving throw. On a failure, the target has disadvantage on Strength and Dexterity saving throws and ability checks until the start of its next turn. * **Wing:** On a hit, the target must make a Constitution saving throw. On a failure, the target falls up to 30 feet, taking falling damage as appropriate. Huge or larger creatures automatically succeed on this saving throw. * **Arm:** On a hit, the target must make a Strength saving throw. On a failure, the target drops one item it is holding. * **Leg:** On a hit, the target must make a Strength saving throw. On a failure, the target is knocked prone. (This shot does not affect creatures that are flying or gliding.) --- ### Weapon Savant At 7th level, you have studied equipment so thoroughly that its mechanisms hold no secrets for you. Any firearm or equipment you use has its misfire value reduced by 1. Additionally, firearms modified by you have their misfire value reduced by 1, provided they are not suffering disadvantage due to lack of maintenance, and your Golden Weapon may have a second upgrade of the Alloy or Barrel type. --- ### Elusive Movement Starting at 8th level, you can take the Dash action as a bonus action on each of your turns, and you no longer provoke opportunity attacks when you move out of a hostile creature’s reach. --- ### Evasion Also at 9th level, you can nimbly dodge area effects. 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, and only half damage if you fail. --- ### Direct Hit At 9th level, when you use your **Bullseye** feature and the attack hits, you regain half of the Deed points spent (rounded down), and the additional damage granted by that feature is doubled.
\columnbreak ### Lucky Charm Starting at 11th level, you choose one of the following items as your Lucky Charm. Your chosen item grants you a unique benefit detailed below. If your Lucky Charm is lost or destroyed, you may select a similar replacement item after completing a short rest while attuning yourself to it. **Favorite Vest:** You have already broken it in to fit you perfectly. While wearing your Favorite Vest, you gain greater mobility and stability when evading danger. While wearing it, you add your Dexterity modifier to the damage reduction granted by your Evasion feature. **Flanker’s Cloak:** While wearing this cloak, you have advantage on Stealth checks. If you are proficient in Stealth, you instead gain expertise in the skill. Additionally, when moving stealthily, your movement is not reduced. **Walkman:** No matter how many times you hear it, that song never gets old. While listening to music through your Walkman, when you are hit by an attack, you may use your reaction to turn that hit into a miss, as if you danced out of harm’s way. You may use this feature a number of times equal to half your proficiency bonus (rounded down) per long rest. **Bubble Gum:** As an action, you can pull out a few sticks of gum and recover Deed points equal to half your Wisdom modifier (minimum of 1). You may use this feature a number of times equal to half your proficiency bonus (rounded down) per long rest. \pagebreak **Quartz Visor:** While you wear it, you gain darkvision out to 60 feet. You are also immune to the Blinded condition and have advantage on checks made with your Gunsmith’s tools. Adicionalmente, um número de vezes igual a metade do seu bônus de proficiência por descanso longo, você pode ativar o visor para enxergar em escuridão mágica por 10 minutos. **Cross Bandolier:** This high-capacity leather bandolier carries everything for you. While you wear the Cross Bandolier, you are able to craft one piece of modified ammunition (paying its normal cost) using an action. You can do this a number of times equal to your Wisdom modifier (minimum of 1) per long rest. **Comfortable Overcoat:** Full of holes, torn in places and never cleaned, it resembles you in many ways. While you wear your Comfortable Overcoat, you never make an ability check or saving throw with disadvantage. ### Even with Eyes Closed Starting at 14th level, you are able to draw out the full potential of your Golden Weapons. You gain +1 to attack rolls made with them and the damage of your Golden Weapons increases by one step on the weapon damage die scale. ### Hard to Kill At 15th level, when you take damage that would reduce you to 0 hit points but not kill you outright, you can use your reaction and spend 2 Deed points to remain at 1 hit point instead. If you use this feature again before completing a long rest, you must spend 3 additional Deed points for each new use. ### Jump the Gun Starting at 18th level, before making a saving throw, you can choose to automatically succeed. You can use this feature a number of times equal to half your Wisdom modifier (minimum of 1) per long rest. ### Challenging Deed At 19th level, whenever you would regain 1 Deed point, you instead regain 2 Deed points.
##### Modifications | Level | Modification | Category | Effect | |:---:|:----:|:-----------:|:---:| | 3rd | Long Barrel | Barrel | The weapon can make attacks at long range without disadvantage | | 3rd | Short Barrel | Barrel | The weapon can only make attacks at short range. On a hit, the target is pushed 5 feet away | | 3rd | Elemental Barrel | Barrel | Damage dealt by the weapon becomes acid, lightning, cold, or fire. You choose the damage type when making the modification. | | 3rd | Adamantine Reinforcement | Core | The weapon no longer requires maintenance to function normally | | 3rd | Memory Drum | Reload | When you score a critical hit with the weapon, it is automatically reloaded. This effect can occur a number of times equal to your Wisdom modifier per short or long rest. | | 6th | Bayonet | Extra | Modifies a ranged weapon. When you have this weapon equipped and an enemy moves within 5 feet of you, you may attack it as a bonus action, dealing 1d4 + 1 slashing damage if a blade is attached to the weapon. | | 6th | Silencing Alloy | Alloy | This weapon is treated as silenced | | 6th | Light Alloy | Alloy | The weapon gains the Light property. This does not affect weapons with the Two-Handed property. | | 6th | Nonporous Alloy | Alloy | Neither the weapon nor its ammunition is affected by moisture or submersion. You may use the weapon to make attacks underwater normally, up to its short range. | | 6th | Sweetheart | Core | The weapon’s misfire value is reduced by 2 | | 10th | Auto-Reload | Reload | If you do not use the weapon to attack during your turn, it is fully reloaded automatically | | 10th | Vampire Hunter | Reload | You do not need to reload the weapon, but each attack you make costs you 1 hit point | | 10th | Vibranium Finish | Extra | This weapon is equipped with a mechanism that stores energy with each shot, allowing it to discharge electricity on contact. As an action, you may touch a creature, forcing it to make a Dexterity saving throw with a DC equal to your Deed Save DC. On a failure, it takes 1d12 lightning damage and is Incapacitated until the start of your next turn. The weapon can store 1 charge and gains a charge for every three shots fired. |
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##### Modifications | Level | Modification | Category | Effect | |:---:|:----:|:-----------:|:---:| | 10th | Tactical Sight | Core | As an action, you may aim and make one attack with advantage | | 10th | Analog Loader | Reload | The weapon automatically reloads when its ammunition reaches 0. After that, the mechanical loader must be reset before it can be used again. Resetting the loader requires an action. You may still reload the weapon manually. | | 14th | Modern Design | Core | You may modify this weapon during a short rest | | 14th | Vibranium Plating | Extra | This weapon is equipped with a mechanism that stores energy with each strike, allowing it to discharge electricity on contact. On a successful melee attack, the creature takes an additional 2d8 lightning damage and must make a Constitution saving throw with a DC equal to your Deed Save DC. On a failure, the target is Incapacitated until the start of your next turn. The weapon can store 1 charge and gains a charge for every three attacks made. | | 14th | Adamantine Alloy | Alloy | The weapon’s critical threshold is reduced by 1. |
##### Ammunition Modifications | Level | Modification | Price | Effect | |:---:|:----:|:-----------:|:---:| | 3rd | Net Round | U$300 | This ammunition deals no damage, but when a creature is hit by it, it becomes Restrained. Medium or smaller creatures are Restrained for 3 rounds, Large creatures for 2 rounds, Huge creatures for 1 round, and Gargantuan creatures are unaffected. A creature affected by this ammunition may make a Strength saving throw with a DC equal to your Deed Save DC at the end of each of its turns to end the condition. | | 3rd | Corrosive Ammunition | U$200 | Successful attacks made with this ammunition deal an additional 1d4 acid damage. | | 3rd | Ricochet Round | U$100 | Attacks made with this ammunition can ricochet. If an attack hits, you may choose an additional target within 10 feet of the original target and make an attack roll with disadvantage against the second target. The ricochet deals 1d6 + your Dexterity modifier piercing damage. This second attack is not affected by the weapon’s misfire value. | | 3rd | Adamantine Tip | U$700 | Attacks made with this ammunition ignore resistance to piercing damage. | | 6th | Stimulating Round | U$450 | When a creature is hit by this ammunition, it takes no damage and instead regains hit points equal to 1d10 + five times your proficiency bonus. An ally who is warned may willingly be targeted by this shot, reducing their AC to 10 against the attack. | | 6th | Explosive Tip | U$600 | When this ammunition hits a target, it explodes. All creatures within 5 feet of the target must make a Dexterity saving throw with a DC equal to your Deed Save DC. On a failure, a creature takes 4d6 fire damage and, if it is Large or smaller, is knocked Prone. | | 10th | Reverbium Round | U$400 | When this ammunition hits a target, the projectile expands, causing the target to gain Bleeding equal to half your proficiency bonus. | | 10th | Incendiary Round | U$150 | When this ammunition hits a target, it ignites. The target becomes Burning, taking fire damage equal to your proficiency bonus until the flames are extinguished. | | 14th | Fragmenting Round | U$500 | When this ammunition hits a target, it explodes into shards inside the target’s body. The target takes piercing damage equal to half your proficiency bonus at the start of each turn in which it moves. Removing the fragments requires a DC 20 Medicine check. This ammunition has no effect on Undead or Constructs. |
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## Kill Command Sharpshooters often train alone, rarely partnering up — much less working in larger groups. For this reason, they develop a Command: an intuitive path shaped by how they view the world and the skills necessary for their survival. ### Operational Command A technical combat agent who uses every piece of technology to their advantage with the cold precision of a serpent. Their engineering expertise makes this Sharpshooter the most technologically inclined, extracting the maximum potential from modifications and every possible option in their arsenal. #### Operational Specialist At 1st level, you specialize, and your cold efficiency in combat grants you the following benefits: * **Expertise:** You gain proficiency in Sleight of Hand or Insight. If you are already proficient, you instead gain expertise in the chosen skill. * **Technical Visor:** As an action, your weapon gains a +2 bonus to attack and damage rolls and ignores resistance to piercing damage. However, after 1 minute of use, the weapon requires maintenance during a long rest. \columnbreak * **Master Shot:** You can apply specialized effects to your shots. When you gain this feature, you learn two Master Shot options of your choice, described at the end of this class. Once per turn, when you fire a projectile from your weapon with Technical Visor active as part of your Attack action, you may apply one Master Shot option to that projectile. You must declare the use of Master Shot before making the attack roll. You can use Master Shot twice per short or long rest. You gain one additional Master Shot option and two additional uses at 7th, 10th, 15th, and 18th levels. #### Finger on the Trigger At 3rd level, when you use a Master Shot, you are already primed for the next shot, allowing you to make one additional attack as part of the same Attack action. #### Rapid Training Starting at 6th level, you can attack three times, instead of two, whenever you take the Attack action and use your Extra Attack feature on your turn. The number of attacks increases to four when you reach 13th level. #### Guided Shot At 10th level, you have added tracking devices capable of pursuing targets even after a miss. When you make a projectile attack using Master Shot and miss, you may use a bonus action to reroll the attack against a different target within 60 feet of the original target. #### Technological Surge At 13th level, using your equipment, you amplify your abilities for a short period. You may use a bonus action to activate one of the effects below. The effect lasts for 1 minute, and only one effect may be active at a time. **Electrical Apparatus:** You have advantage on attack rolls, and your attacks deal an additional 2d8 lightning damage. Once you use this feature, you must finish a long rest before using it again. \pagebreakNum * **Energy Shield:** You have installed a transparent energy shield at the tip of your weapon. You gain a +2 bonus to AC. #### Improvising Trial by fire! Also at 13th level, when you roll initiative, if you have no remaining uses of Master Shot, you regain one use. #### Reserve Charge At 17th level, you have integrated your weapon with cutting-edge technology. When you activate your Technical Visor, your weapon no longer requires maintenance or ammunition. Instead, its internal system generates pure energy projectiles that deal an additional 1d8 damage. At the end of your turn, the fired projectiles vanish. #### Death Shot At 20th level, you are able to craft a projectile infused with your own neurotoxin. You can create a Death Shot; the process requires 8 hours of uninterrupted work. A creature hit by this shot must succeed on a Constitution saving throw with a DC equal to 6 + your proficiency bonus + your Wisdom modifier or die instantly. This shot functions only for the Operational Sharpshooter who created it, as handling it requires extreme precision and any mishandling causes it to fail. The shot retains its potency for 48 hours, and you may have only one Death Shot at a time. Once you execute a target, the neurotoxin disperses and the shot loses its property. --- ### Hunter Command Some Sharpshooters seek to become true predators of their enemies. Hunters learn combat techniques designed to face the most terrible threats — from mercenaries and vampire hordes to towering sentinels and cosmic horrors. #### Hunter’s Prey At 1st level, you begin prioritizing a particular type of threat, shaping the way you hunt. Choose one of the following options: * **Sentinel Slayer:** When a Large or larger creature within 15 feet of you targets you with an attack, you may use your reaction to immediately make one attack against that creature after its attack, provided you can see it. * **Apparition Hunter:** You can see ethereal creatures even if they are invisible. You learn to speak Abyssal. Additionally, your first attack on each of your turns deals an additional 1d8 damage against Corruptors and Spirits. * **Bruiser Killer:** Your tenacity can bring down even the toughest foes. When you hit a creature with a weapon attack, it takes an additional 1d8 damage if it is below its hit point maximum. You can deal this extra damage only once per turn. * **Horde Breaker:** Once on each of your turns, when you make a weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of the original target and within your weapon’s range. Upon reaching 13th level, you may choose a new option. \columnbreak #### Offensive Tactics Starting at 3rd level, you are relentless in pursuing your chosen prey. You gain the features below, but after using one of these features, you cannot use another until the start of your next turn: * **Cripple:** When you hit a Favored Enemy with a weapon attack, you may force it to make a Dexterity saving throw (DC 8 + your proficiency bonus). On a failure, its speed is reduced to 0 until the start of your next turn. * **Razor:** When you hit your Favored Enemy with a weapon attack, you may make an additional weapon attack with the same weapon against another creature within 5 feet of your Favored Enemy and within the weapon’s range. * **Focus:** When you hit your Favored Enemy with a weapon attack and it is below its hit point maximum, you may double your Favored Enemy damage bonus against it. --- #### Defensive Tactics At 6th level, you gain one of the following features of your choice: * **Defense Against Speedsters:** When a creature hits you with an attack, you gain a +4 bonus to your AC against all subsequent attacks made by that creature for the rest of the turn. * **Watcher’s Precision:** If you are more than 20 feet away from a Favored Enemy, you add double your Wisdom modifier to your damage rolls. * **Cold Resolve:** You have advantage on saving throws against being Frightened or Charmed. --- #### Tactical Master Starting at 10th level, you may choose one technique from the list below: * **Precision Specialist:** You reduce your critical threshold by 1 on all weapon attacks. For example, if it is 20, it becomes 19; if it is 19, it becomes 18. Whenever you hit your Favored Enemy with a weapon attack, you deal one additional weapon damage die. If you choose this feature again, it increases by one additional damage die, but does not further reduce your critical threshold. * **Visceral Strike:** If you hit a Stunned or Restrained creature with a melee weapon attack, the attack is treated as a critical hit. * **Swift Defense:** As long as you are not wearing heavy armor or using a shield, you may add your proficiency bonus to your AC. This bonus counts as Enhanced Defense. * **Incapacitating Blade:** When you make a weapon attack that deals piercing damage without disadvantage, you may impose disadvantage on the attack roll. If it hits, the target’s speed is reduced by 15 feet for 1 minute. \pagebreakNum
* **Opposition Shot:** If a creature is about to make a melee attack against you and you have a ranged weapon ready to make a ranged attack, you may use your reaction to make an opportunity attack against that creature. If your attack hits, the creature’s melee attack is canceled. If the creature is no more than one size category larger or smaller than you, it must make a Strength saving throw contested by your attack roll or become Stunned until the end of your next turn. Upon reaching 14th and 17th levels, you may choose a new technique. You cannot choose the same technique more than once, unless it states otherwise. --- #### Multiattack At 13th level, you gain one of the following features of your choice: * **Whirlwind Attack:** You may use your action to make one melee attack against any number of creatures within 5 feet of you, using the same attack roll for all targets. * **Volley:** You may use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You must have ammunition for each target, and you make a separate attack roll for each target. --- #### Improved Hunt Also at 13th level, you gain special modifications to enhance your ammunition or a melee weapon. Once modified ammunition deals damage, the applied modification wears off and dissipates. For melee weapons, the modification lasts until your next long rest if no maintenance is performed. Each modification requires U$50 in materials and 1 hour to produce. Applying these modifications can be done as a bonus action. With U$50 in materials, you may apply the modification to up to 6 pieces of ammunition or to one melee weapon. * **Gold Plating:** Your weapon or ammunition deals double damage to Undead. * **Silver Plating:** Your weapon or ammunition deals double damage to Beasts. \columnbreak * **Antarctic Vibranium Plating:** Your weapon or ammunition deals one additional weapon damage die as cold or force damage. * **Poison Coating:** Your weapon or ammunition deals additional poison damage equal to your Intelligence modifier. Additionally, the creature must make a Constitution saving throw with a DC equal to 6 + your proficiency bonus + your Intelligence modifier. On a failure, the creature becomes Poisoned until it finishes a short or long rest. --- #### Tell Me Where You’re Going At 17th level, your critical threshold is reduced by 1 and your walking speed increases by an amount equal to 5 feet multiplied by your Dexterity or Wisdom modifier (whichever is higher), provided you are not wearing medium or heavy armor or wielding a shield. --- #### Annihilator At 20th level, you have learned everything possible to gain the upper hand against your Favored Enemy. Your attacks against your Favored Enemies have advantage, your critical threshold is reduced by 1, and your weapon’s damage die increases by one step. Additionally, all damage you deal to a Favored Enemy is doubled. --- ### Sniper Command The Sniper is an expert of terrain and distance, and their style reflects this. A marksman who knows how to exploit the space between themselves and their enemies, or how to use terrain and weapon mastery to gain the advantage in combat, the Sniper pursues and eliminates chosen targets with a single precise shot. #### Signature Style When you choose this Command at 1st level, you also choose a signature style between Longarms or Cannons, and one initial modification that no longer requires maintenance. Your Golden Weapon must always be your style weapon: • **Longarms:** Applies to long firearms. While using a longarm, both its normal and maximum ranges increase by 50%, and attacks made within its normal range gain a bonus to attack rolls equal to half your proficiency bonus. • **Cannons:** Applies to cannon and grenade-type firearms. The Strength requirement of these weapons is reduced by an amount equal to half your proficiency bonus, and you may increase their explosive radius by 5 feet. --- #### Quick Shot At 1st level, your aim and trigger act in harmony. When you or an ally within 20 feet of you is targeted by an attack from a creature within your weapon’s normal range and at least 20 feet away from you, you may use your reaction to make one attack against that creature. \pagebreakNum #### On Target Upon reaching 3rd level in this Command, your combat awareness becomes sharper. By spending 1 **Deed Point**, you can mark a target you can see; the mark lasts until the end of the combat or until you mark a different target. You gain a +2 bonus to attack and damage rolls against the marked target. If your style is **Longarms**, when you hit an enemy twice consecutively with your Golden Weapon, your next attack adds your proficiency bonus + your Dexterity modifier to the damage. Additionally, upon reaching 10th level, you only need to hit the enemy once beforehand for this bonus to apply. If your style is **Cannons**, you are able to control the blast radius of your Golden Weapon, reducing the chances of hitting allies. Creatures you choose within the explosion’s area make the saving throw with advantage and add a bonus equal to your Wisdom modifier to the roll. At 6th level, this bonus is doubled, and at 12th level it is quadrupled. On a success, they take no damage; on a failure, they take only half damage. --- #### Living on the Edge Also at 3rd level, living is already dangerous enough, and you understand the risks. Once per round, you may spend 1 **Deed Point** to reroll an attack that has missed; you must use the new result. Additionally, you add your maximum **Deed Points** to your maximum hit points. --- #### All or Nothing Beginning at 10th level, you understand that if you're caught in the storm, you might as well get wet. Once per round, when you hit with your Golden Weapon, you may spend 3 **Deed Points** to treat the attack as a critical hit, increasing its damage dice multiplier by 1 (this attack does not restore **Deed Points**). When you do so, your AC is reduced by 2 until the end of your next turn. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.
\columnbreak #### Master of Improvisation Also at 10th level, extracting the most from your situations and conditions is routine for you. You gain an improvement based on your style: * **Longarms:** While using your Golden Weapon, when you score a critical hit or reduce a target to 0 hit points, you may pierce through that target. You must make a new attack with disadvantage against a target directly behind it, in a straight line from you and within your weapon’s range. This additional attack does not require expending additional ammunition. You may make this additional attack a number of times equal to your proficiency bonus per long rest. * **Cannons:** When you hit with your cannon, the explosion’s radius increases by 5 feet, and the save DC for the explosion increases by an amount equal to your Wisdom modifier. --- #### Acrobatic Evasion At 13th level, you can perform an impressive acrobatic maneuver to leave your opponent’s reach. You can now use the Disengage action as a bonus action. When you do so, you may make an Acrobatics check to attempt an attack against a target whose reach you left. If the check exceeds the target’s AC, the attack hits; otherwise, the attack misses, and you expend ammunition as normal. --- #### Opportunist At 17th level, making the most out of little is second nature to you. You gain a new improvement based on your style: * **Longarms:** When you use Empty the Magazine, if the target fails its saving throw, you regain the **Deed Point** spent. If the attack is a critical hit, the target is also Stunned until the start of your next turn. * **Cannons:** Moving out of an opponent’s reach no longer provokes opportunity attacks. Additionally, when you fail a saving throw, you may spend **Deed Points** to cover the difference needed to turn the failure into a success. \pagebreakNum #### Reaper Upon reaching 20th level, your shots are contracts signed by death. You gain the ultimate improvement of your Command: * **Longarms:** When you hit a creature with 100 hit points or fewer, you may spend **Deed Points** to attempt a fatal strike. The target must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier + the number of **Deed Points** spent. On a failure, the target dies. On a success, the target takes damage as normal. If the target dies, you do not regain the **Deed Points**, even if the attack was a confirmed critical hit or resulted from this fatal strike. * **Cannons:** When you hit a target with your Golden Weapon, you gain a damage bonus equal to your Sniper level. You may apply this bonus to only one attack per round. #### Master Shot Options If an option requires a saving throw or check, the Master Shot save DC equals **8 + your proficiency bonus + your Wisdom modifier**. | Level | Effects | | :---: | :---------------------: | | 3rd | Effect Shot (2 options) | | 7th | Effect Shot (3 options) | | 10th | Effect Shot (4 options) | | 15th | Effect Shot (5 options) | | 18th | Effect Shot (6 options) | --- * **Grasping:** When you hit a target with this shot, vines, nets, or similar restraints wrap around it. The creature takes an additional 1d6 lightning damage, its speed is reduced by 10 feet, and whenever it uses its movement on its own turn, it takes 2d6 slashing damage. The target or any creature within 5 feet of it may use its action to make an Athletics check, removing the restraints on a success. Upon reaching 11th level in Sniper, the lightning damage increases to 2d6, and at 18th level it becomes 4d6. * **Electrical:** When you hit a target with this shot, electricity courses through its body. The creature takes an additional 1d6 lightning damage and cannot make more than one attack per turn or take reactions until the start of its next turn. Upon reaching 11th level in Sniper, the damage increases to 4d6. * **Explosion:** When you hit a target with this shot, the stored device detonates in a 10-foot radius centered on the target. All creatures in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 fire or force damage. The original target automatically fails this saving throw. Upon reaching 11th level in Sniper, the damage increases to 4d6 and the radius becomes 15 feet. * **Flaming:** When you hit a target with this shot, flames spread across its body. The creature takes an additional 1d6 fire damage and is set Ablaze until a creature uses its action to extinguish the flames. A creature Ablaze in this way takes 1d6 fire damage at the start of each of its turns. Upon reaching 11th level in Sniper, both the additional damage and the Ablaze damage increase to 4d6. * **Glacial:** When you hit a target with this shot, a cryogenic device creates a freezing zone around it. The creature takes an additional 1d6 cold damage, and the ground within 5 feet of it becomes difficult terrain until the end of its next turn. Creatures standing in that area at the start of each of their turns must succeed on an Acrobatics check or fall Prone. Upon reaching 11th level in Sniper, the damage increases to 4d6. * **Piercing:** When you use this option, you enhance the tip of your shot and do not make an attack roll. Instead, you fire in a 30-foot long, 1-inch wide line originating from you. The shot passes harmlessly through solid objects, ignoring all forms of cover. Creatures in the line must make a Dexterity saving throw. On a failure, a creature takes your weapon’s damage + 1d6 additional piercing damage, or half as much damage on a success. Upon reaching 11th level in Sniper, the additional damage increases to 4d6. * **Tracking:** When you use this option, you install a tracking device and do not make an attack roll. You must choose a target you have seen within the last minute. The shot pursues that target, turning corners and bypassing walls, ignoring half and three-quarters cover. If the target is within your weapon’s maximum range and there is space large enough for the projectile to pass through, it must make a Dexterity saving throw. On a failure, the target takes your weapon’s damage + 1d6 lightning damage, and you learn its current location. On a success, the target takes half damage. Upon reaching 11th level in Sniper, the lightning damage increases to 2d6. * **Reversal:** When you use this option, you momentarily cloud the target’s mind with a special compound delivered by your shot. Choose yourself or an ally within 30 feet of the creature hit. On a hit, the creature takes an additional 2d6 psychic damage and must make a Wisdom saving throw. On a failure, it is Charmed by the chosen creature for a number of turns equal to half your proficiency bonus. The target may repeat the saving throw at the start of each of its turns, ending the effect on a success. The effect also ends early if the chosen creature attacks the charmed target. Upon reaching 11th level in Sniper, the psychic damage increases to 4d6. \pagebreakNum
* **Sonic:** When you use this option, your shot emits a sonar pulse that disperses in a 30-foot radius. Any creature within 15 feet of the original target must make a Wisdom saving throw. On a failure, the creature is Deafened for 1 turn and takes 2d6 thunder damage. Additionally, all glass surfaces and similar fragile materials within 30 feet of the original point crack and shatter. Upon reaching 11th level in Sniper, the damage increases to 4d6. * **Shadowed:** When you use this option, your shot releases a toxic haze and dim shroud. A creature hit by this shot takes an additional 2d6 poison damage and must make a Wisdom saving throw. \columnbreak On a failure, the target becomes unable to see anything beyond 5 feet until the start of its next turn. Upon reaching 11th level in Sniper, the damage increases to 4d6. * **Negative Zone:** You use a mini-collider to temporarily banish your target to a harmless location within the Negative Zone. The creature hit by the shot must succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0 and it is Incapacitated. At the end of your next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. After reaching 11th level in this subclass, the target also takes an additional 2d6 force damage when the shot hits. \pagebreakNum
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## ㅤThe Bruiser ㅤ ㅤ A Bruiser is one who uses their incredible resilience to absorb all kinds of damage in a fight, and their immense strength to deal even more in return. They like to jump right into the thick of things and start throwing punches. Sometimes they grab whatever is nearby—cars, other heroes, and so on—and hurl them across the battlefield. ### ㅤFeared Strength ㅤSuburbanites often boast about how their civilized ways set them apart from rural folk, as if denying their own nature were a sign of superiority. Yet a Bruiser proves that the structures built by mankind can be shattered by the raw force of a ravenous fury. It is hard to say where such power comes from. Bruisers may grow up in chaotic environments with abusive parents, becoming withdrawn until a breaking point of hatred is reached—or they may arise from the calmest individuals who simply had one very bad day. Bruisers feel most alive amid the chaos of combat. They can enter a state of rage when fury takes control, granting them superhuman strength and resilience. A Bruiser can draw from this reservoir of fury only a few times before needing rest, but those few rages are usually enough to overcome whatever stands in their way. ### A Life of Danger Not every member of a so-called “brutish warrior” team truly belongs to the Bruiser class. A true Bruiser among them is as uncommon as a master fighter trained in a temple, and they fulfill a similar role as protector of the people and leader in times of war—a true front line against evil. Bruisers charge headfirst into danger so their allies do not have to. Their courage in the face of danger makes Bruisers perfect for battle. Whether on Sakaar, where strength is prized, or in Hell's Kitchen, where violence and injustice feel ever present, the Bruiser is always the visibly powerful figure—often unarmored, yet standing firm on the front lines—crushing enemies and turning the tide of battle. ### Heavy Hitters What sound does the emerald giant make when all fall silent and stare wide-eyed at him? Smash. Hulk is the quintessential example of a Bruiser, a gamma-born monster capable of pulverizing both the bones and arrogance of his foes. Likewise, the unstoppable Juggernaut, a fanatic who surpasses mutant limits with strength capable of bringing down entire buildings. Not only in America—General Winter managed to forge his own human weapons. A steel colossus who tears through prejudiced mobs and swarms of robots with metallic fists. And then there is the rhinoceros who smashes vaults in search of gold; though not always successful, his battles are often felt for blocks across New York City. Some are more discreet, offering their heroism for hire. But what is always at stake is fury. \pagebreakNum ##
##### The Bruiser | Level | Rage | Rage Damage | Features | | :---: | :-------: | :---------- | :-------------------------------------: | | 1st | 2 | 1d4 | Momentum, Rage, Unarmored Defense | | 2nd | 2 | 1d4 | Reckless Attack, Danger Sense | | 3rd | 3 | 1d4 | Battle Style | | 4th | 3 | 1d6 | Ability Score Improvement | | 5th | 3 | 1d6 | Extra Attack, Brutal Critical | | 6th | 4 | 1d6 | Momentum Feature | | 7th | 4 | 1d6 | Feral Instinct | | 8th | 4 | 1d8 | Battle Style, Ability Score Improvement | | 9th | 4 | 1d8 | Brutal Critical | | 10th | 4 | 1d8 | Momentum Feature | | 11th | 4 | 1d8 | Relentless Rage | | 12th | 5 | 1d10 | Battle Style, Ability Score Improvement | | 13th | 5 | 1d10 | Brutal Critical | | 14th | 5 | 1d10 | Momentum Feature | | 15th | 5 | 1d10 | Battle Style, Persistent Rage | | 16th | 5 | 2d6 | Ability Score Improvement | | 17th | 6 | 2d6 | Battle Style, Brutal Critical | | 18th | 6 | 2d6 | Momentum Feature | | 19th | 6 | 2d6 | Ability Score Improvement | | 20th | Unlimited | 3d6 | Momentum Feature |
## Class Features As a Bruiser, you gain the following class features. #### Hit Points **Hit Die:** 1d12 per Bruiser level
**Hit Points at 1st Level:** 24 + your Constitution modifier
**Hit Points at Higher Levels:** 2d12 (or 12) + your Constitution modifier per Bruiser level #### Proficiencies **Armor:** Light armor, medium armor, light shields, heavy shields
**Weapons:** Simple weapons, martial weapons, and heavy firearms
**Tools:** None
**Saving Throws:** Strength and Constitution
**Skills:** Choose two from Athletics, Intimidation, Animal Handling, Nature, Perception, and Survival #### Equipment * (a) a demolition chain or (b) any martial weapon * (a) two hammers or (b) any simple weapon * A breacher kit and a riot shield ---
### Rage In battle, you fight with primal ferocity. On your turn, you can enter a Rage as a bonus action. While raging, you gain the following benefits if you are not 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 bonus to the damage roll that increases as you gain Bruiser levels, as shown in the Rage Damage column of the The Bruiser table. * You have resistance to non-supernatural physical damage. Your Rage lasts for 1 minute. It ends early if you fall Unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage during that time. You can also end your Rage on your turn as a bonus action. When you have used the number of Rages shown for your Bruiser level in the Rage column of the The Bruiser table, you must finish a long rest before you can Rage again. --- \pagebreakNum ### Unarmored Defense While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You may use a shield and still gain this benefit. --- ### Momentum At 1st level, you choose a path that shapes the nature of your fury. Choose one of the options described in the book, detailed at the end of this class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, 18th, and 20th levels. --- ### 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 grants you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you have advantage until the start of your next turn. --- ### Danger Sense At 2nd level, you gain a supernatural sense of when nearby things aren’t as they should be, giving you an edge when avoiding danger. You have advantage on Dexterity saving throws against effects you can see, such as traps, powers, and powers. Upon reaching 11th level, if you are not wearing heavy armor, attack rolls against you no longer have advantage. To gain these benefits, you cannot be Blinded, Deafened, or Incapacitated. --- ### Battle Style At 3rd level, you manifest your essence through Battle Styles, inspired by various expressions of strength and power. Your muscles have been forged through dedication, and they reward you for it. Choose one of the Battle Styles detailed at the end of this class description. You learn an additional Battle Style at 8th, 12th, 15th, and 17th levels. You may use a bonus action to activate one of your chosen Styles, unless the Style states otherwise. When you gain access to new Styles, or upon reaching 20th level, you may replace one Style you know with another. Using a Style requires great energy and focus. You may use your Styles a number of times equal to your Constitution modifier (minimum of 1) per short or long rest. Some of your Styles require a target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: **Battle Style Save DC =** 8 + your proficiency bonus + your Strength modifier --- ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you may increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature. --- \columnbreak ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. --- ### Brutal Critical Starting at 5th level, the damage of your melee critical hits increases by one step on the damage scale. This increases to two steps at 9th level, three steps at 13th level, and four steps at 17th level. --- ### Feral Instinct At 7th level, your instincts are so honed that you gain advantage on initiative rolls. Additionally, if you are surprised at the start of combat and aren’t Incapacitated, you can act normally on your first turn, but only if you enter your Rage before doing anything else on that turn. --- ### Relentless Rage Beginning at 11th level, your Rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while raging and don’t die outright, you can make a DC 10 Constitution saving throw. On a success, 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. --- ### Persistent Rage Starting at 15th level, your Rage is so fierce that it ends early only if you fall Unconscious or choose to end it.
\pagebreakNum ## Brutal Momentum Fury burns in the heart of every Brute, a blaze that drives them to greatness. Different Brutes, however, attribute their fury to different sources. For some, it is an inner reservoir where pain, anguish, and anger are forged into a fury as hard as steel. Others see it as a blessing or even a curse from external powers. ### Momentum of the Giants Giant Bruisers are those whose essence shifts between the world of humans and that of the fierce; in this way, they connect to spirits of savagery that may well be merely an expression of their own inner essence, or perhaps curses from an entity. Such a trait often manifests as an animal or a monster, which conveys traits and powers to the Brute. Often, even the Brute’s appearance may change before such fury. #### Titan Power You tame the power of the giants. As a bonus action, you gain the following benefits, which last for 1 minute: * If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the space to become Large, your size does not change. * You have advantage on Strength checks and Strength saving throws. * Once on each of your turns, one of your weapon attacks or an unarmed attack can deal an extra 1d8 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. #### Indomitable Aspect At 1st level in this path, you may choose an entity or essence to enhance your traits. You also acquire some minor physical aspect from the entity. If you gain the aspect of the Gamma Giant, your skin becomes thicker, taking on a strong tone of some color; if you are a Servant of Cyttorak, your eyes may glow entirely with a deep crimson shine.
**Gamma Giant:** While in Fury, you gain resistance to all non-true physical and elemental damage types. In addition, you ignore the space required to become Large with the *Titan Power* ability; if necessary, destroy the environment. The Green Dimension makes you vigorous enough to be immortal. **Servant of Cyttorak:** While in Fury and wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you may use the Dash action as a bonus action on your turn. Cyttorak favors those who feel the weight upon their backs and face it with courage. **Quantum Essence:** While in Fury, you may use your Titan Power to become Small (or smaller if you already are) instead of Large, ignoring any penalties for being Small and gaining the bonuses granted by Titan Power. Additionally, while in Fury, your allies have advantage on melee attack rolls made against any creature within 5 feet of you that is hostile to you. The Quantum Realm values teamwork among small beings; the Pym Particles enhance this within the individual — and they are also good at breakfast. \columnbreak #### Indomitable Blessing Upon reaching 6th level, you gain an indomitable blessing based on the indomitable aspect you chose: **Gamma Giant:** Even outside your Fury, your carrying capacity (including maximum load and lifting capacity) is doubled, and you have advantage on Strength saving throws made to push, pull, lift, or break objects. In addition, your musculature becomes stronger and more powerful. Your attacks are so thunderous and wrathful that they heat your body; when you hit a creature with an unarmed attack, you may use a bonus action, while in Fury, to cause the target to take an extra 2d6 fire damage and require it to succeed on a Strength saving throw or be immobilized for 1 minute. While immobilized by the fractures you caused, the target takes 2d6 fire damage at the start of each of its turns. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. After invoking this ability, you cannot do so again until you finish a short or long rest. Furthermore, your rapid circulation makes you resistant to poison damage and grants you advantage on related saving throws. The Green Dimension is slowly making you its champion. **Servant of Cyttorak:** Your eyes become those of Cyttorak. You can see up to 1 mile without difficulty, able to discern even the smallest details when looking at something within 100 feet of you. Additionally, dim light does not impose disadvantage on your Perception checks. Moreover, when a creature you can see ends its turn within 30 feet of you, you may use your reaction to invoke the terror of the Crimson Dimension and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, falling into an inner hallucination with your master. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. After invoking this ability, you cannot do so again until you finish a short or long rest. The effect ends if the creature takes damage or moves more than 30 feet away. **Quantum Essence:** The Quantum Realm is unstable and begins to create temporal lapses that affect you. You can glimpse the future like a seer. While in Fury, you have advantage on Intelligence checks and cannot be surprised while not incapacitated. Additionally, you may use a bonus action to enter a prophetic state for 1 minute or until you become incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you may use your reaction to grant advantage or disadvantage to the roll. After invoking this feature, you cannot do so again until you finish a short or long rest. \pagebreakNum #### Crushing Resilience At 10th level, whenever you suffer a critical hit from an attack, or are reduced to 0 hit points, your essence is activated, gaining a supernatural glow and granting you temporary hit points equal to your Bruiser level + your Constitution modifier. Temporary hit points gained in this way can stack. Additionally, once per long rest, you may attempt to absorb an attack against you. You must make a Constitution saving throw with a DC equal to 14 + the proficiency bonus of the attacking creature whose attack you are trying to absorb. On a success, you negate the effects of that attack and regain hit points equal to twice its damage. At 15th level, you may use this feature twice per long rest, and three times at 20th level. #### Great Stature At 10th level, the extra damage granted by Titan Power becomes 1d10. You grow 3d4 cm in height and width, but you still remain Large. #### Indomitable Attunement Upon reaching 14th level, you gain an indomitable attunement based on the indomitable aspect you chose: **Gamma Giant:** You gain unlimited uses of Fury, which ends early only if you fall unconscious or choose to end it. Additionally, when you roll a 1 or 2 on a die for unarmed attack damage, you may reroll the die and must use the new roll, even if it is a 1 or 2. In addition, your jump distance becomes triple your walking speed. **Servant of Cyttorak:** Once per long rest, your body becomes possessed by Cyttorak. As an action, you enter a battle trance for 1 minute, dedicating your mind, body, and soul to repay your enemies with the same sympathy they show you. You gain the following benefits for the duration: * You have resistance to all damage except Psychic damage (to which you become vulnerable). * You enter Fury and gain all its benefits. * You gain +2 AC. * Any creature within 10 feet of you that is hostile to you has disadvantage on attack rolls against targets other than you. * Your speed becomes 60 feet. If it is already greater than 60 feet, increase it by 30 feet. **Quantum Essence:** While in Fury, you may use a bonus action on your turn to knock a Medium or Large creature prone when you hit it with a melee attack. In addition, you may now use an action to create a burst of quantum energy that emanates from you in a 20-foot radius. Each creature in the area must make a Dexterity saving throw with a DC equal to 12 + your proficiency bonus. On a failure, the creature takes Xd6 energy damage multiplied by half your Bruiser level, where X equals your Bruiser level. On a success, you may choose to change the size of affected creatures for 1 minute, altering them only to Small, Medium, or Large. Additionally, your size when using Titan Power may now be Tiny or Huge. If you become Huge, your extra damage die becomes 2d6. \columnbreak #### Indomitable Explosion At 18th level, you gain a benefit based on the indomitable aspect you chose: **Gamma Giant:** While in Fury and below half your maximum hit points, you gain double your proficiency bonus to your AC. In addition, at the end of each of your turns while under these conditions, you regain 25 hit points until you are fully healed. Additionally, you may clap your hands, and each creature within 15 feet of you must succeed on a Dexterity saving throw (DC 8 + proficiency bonus + Strength modifier) or take 8d8 + your Strength modifier thunder damage and fall prone, deafened. **Servant of Cyttorak:** Now, while in Fury, when you hit a creature with an unarmed attack, it must succeed on a Constitution saving throw (DC 8 + proficiency bonus + Strength modifier) or fall under the Curse of Cyttorak, bleeding until healed. At the end of each of its turns, the creature repeats the saving throw, reducing its maximum hit points by 10 on a failure. On a success, it takes no damage that turn, but must repeat the save on the following turn. This reduction lasts until healed. The creature dies if the bleeding reduces its maximum hit points to 0, cannot make death saving throws, and falls into eternal disgrace before the Crimson Cosmos. **Quantum Essence:** Your mastery over quantum power is near its peak. While in Fury, you may swiftly lapse a creature moments after being attacked. As a reaction when you or another creature is targeted by an attack, the chosen individual reappears in any unoccupied space within 30 feet (chosen by you or the creature) of the original point. Anyone affected by this lapse has their regenerative tissues accelerated and regains 25 hit points at the start of each of their turns until the end of their next turn. Additionally, you may assume any size you desire while Titan Power is active. Its duration also becomes unlimited. #### Colossal Vitality Upon reaching 20th level, you become immune to the effects of exhaustion. Additionally, your Constitution score increases by 4. Your rage has reached its peak and becomes unpredictable before all, surpassing physical limits you yourself once created. Thus, when you hit a creature with a melee attack while in Fury, you may use your reaction to immediately make another Attack action against it. If you hit, the features of this Momentum (Aspect, Blessing, Attunement, or Indomitable Explosion) ignore the requirement of using a bonus action, action, or reaction, as well as any rest restrictions, and are triggered immediately after the attack; all damage subsequently caused by that feature is maximized. Furthermore, targeted damage powers have no effect on you while in Fury. \pagebreakNum ### Momentum of the Bloodthirsty For some Bruisers, fury is a means to an end — and that end is violence. The Momentum of the Bloodthirsty is a path of unrestrained rage, drenched in blood. As you enter the fury of a bloodthirsty warrior, you revel in the chaos of battle, unconcerned with your own health or well-being.
#### Vigor of the Thirsting Upon choosing this Momentum at 1st level, you add your proficiency bonus to your maximum hit points at 1st level and again whenever you gain a level in this Class. #### Rest in Pieces Also at 1st level, when you enter Fury, you may push beyond your physical limits in your wrathful attempt to massacre your enemies. If you do so, for the duration of your Fury, your Fury damage bonus is doubled. When your Fury ends, you must make a Constitution saving throw (DC 12). On a failure, you suffer one level of exhaustion (as described in Appendix A). Each time you use this feature after the first, the DC increases by 3. When you finish a long rest, the DC resets to 10. You may now hibernate when you take a long rest. If you do, you lose two levels of exhaustion instead of one. Additionally, you cannot be awakened from your long rest except by completing it fully, taking damage, or if someone uses their action to shake you awake. Additionally, when you take a short rest, you may forgo all of your Hit Dice to lose a single level of exhaustion. \columnbreak #### Unconscious Fury Starting at 6th level, you cannot be Frightened, Grappled, or Charmed while in Fury. If you are Frightened or Charmed when you enter Fury, the effect is suspended for the duration of the Fury. Additionally, you may still be affected by the Grappled condition if three or more creatures are grappling you, or if a creature two or more sizes larger than you grapples you. #### Deep Cut A wound so deep it can cut the soul. At 6th level, while in Fury, if you wish, for the duration of your Fury, you may make a single melee weapon or unarmed attack as a bonus action on each of your turns after the first. Your next melee attack that deals slashing damage causes the target to Bleed, taking 2 dice of the original attack’s damage as damage per turn. This damage does not stack. #### Brutal Attacks Starting at 10th level, the damage of your unarmed and melee weapon attacks increases by one category, and the damage ignores resistances, though not immunities. While in Fury, your unarmed and melee weapon attacks increase by an additional category, and your first melee attack on each turn has advantage. \pagebreakNum #### Intimidating Presence Also at 10th level, you have learned to eviscerate your enemies, terrifying those nearby. When you reduce a creature to 0 hit points with a melee attack, you may use your reaction to terrorize nearby foes. Any number of creatures that can see you within 30 feet must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. #### Retaliation Starting at 14th level, when you are targeted by an attack from a creature within 5 feet of you, you may use your reaction to make a melee attack against that creature. #### Massacre At 18th level, you double your Fury damage dice whenever you are below half of your maximum hit points. #### Messenger of Pain Upon reaching 20th level, you become an emissary of pain and destruction. Whenever you score a critical hit with a melee attack, or reduce a creature’s hit points to 0, you may make four additional melee attacks against the same creature; if it drops to 0 hit points, you may target a new creature within your melee reach. Additionally, your Strength and Constitution scores increase by 2. Your maximum for those abilities is now 24. Aqui está a tradução mantendo a diagramação exata que você forneceu, com **Vale Tudo** traduzido como **Wrestling** para o público americano: --- ### Momentum of Wrestling Your body is your greatest pride — trained, refined, and pushed to extreme conditions, so that even though you know how to use bladed weapons, you can always rely more on a well‑placed punch. #### Unarmed Strike At 1st level, instead of dealing 1d6 + your Strength modifier with your unarmed strikes, you deal 1d8 + your Strength modifier. If you are not wielding weapons or shields, this die becomes 1d10. Your unarmed strikes count as martial weapon attacks. Natural weapon attacks, such as claws, bites, or horns, function as unarmed strikes. If the damage of a natural weapon is greater than your unarmed strike damage, you should use the natural weapon’s damage instead. The damage of your unarmed strikes increases to 1d10 at 5th level, 1d12 at 10th level, 2d6 at 16th level, and 3d8 at 20th level. Additionally, while in Fury, the damage of your unarmed strikes increases by one step on the damage progression. At 10th level, your critical range for unarmed strikes becomes 19–20, and upon reaching 16th level it becomes 18–20. #### Additional Proficiency At 1st level, you gain proficiency in Athletics; if you already have proficiency, you gain expertise instead. #### Low Blow At 6th level, you gain a +1 bonus to attack and damage rolls with unarmed strikes. At 12th level, this bonus increases to +2, and at 18th level it becomes +3. #### Flurry of Blows Starting at 10th level, you may make three attacks instead of two when you take the Attack action on your turn. #### Hit or Run Starting at 14th level, choose one of the following options: * **Evasion:** You can nimbly dodge area effects, such as a spray of gunfire. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you instead take no damage on a success, and only half damage on a failure. * **Retaliation:** When you are targeted by an attack from a creature within 5 feet of you, you may use your reaction to make an unarmed strike against that creature. #### Domino Punch At 18th level, you are capable of insane feats with your body in combat. You can make your next unarmed strike increase its damage category by one and gain an additional 15 feet of reach. When you do so, choose to deal thunder or fire damage instead of its normal damage. You can use this feature a number of times equal to half your proficiency bonus per long rest. #### Clobbering time Upon reaching 20th level, you no longer know why you’re fighting, but your enemies know why they’re getting hit. The critical damage multiplier of your unarmed strike increases by 1 (e.g., if it was ×2, it becomes ×3). Additionally, your Strength score increases by 4. Your maximum for this ability score is now 24.
\pagebreakNum --- ### Momentum of the Mighty There are many ways to channel powers — normally it requires being born of a worthy lineage, invoking a phrase in some mystical language, or even possessing a rare artifact. No matter the source, the Mighty Bruiser is able to control their powers through their own Fury in battle. #### powercasting When you choose this Momentum at 1st level, you learn to channel your Fury to cast powers. This way, you become capable of casting powers while in Fury. #### Cantrips You know two cantrips of your choice from the power lists. You learn additional cantrips of your choice at higher levels, as shown in the Known Cantrips column of the Mighty Bruiser table. #### Known Powers of 1st Level and Higher At 3rd level, you learn three 1st-level powers. The Known Powers column in the Mighty Bruiser table shows when you learn more powers of your choice. #### powercasting Ability Constitution is your powercasting ability, as your power comes from your attunement to your Fury. You use your Constitution whenever a power refers to your powercasting ability. Additionally, you use your Constitution modifier to determine the save DCs for the Bruiser powers you cast and when making an attack roll with a Bruiser power. **Power Save DC** = 8 + your proficiency bonus + your Constitution modifier **Power Attack Modifier** = your proficiency bonus + your Constitution modifier #### Eternal Energy At 6th level, using your powers infuses your life force, enhancing their potential. While in Fury, when using powers that deal damage, they add your Fury Damage to the damage rolls of the power. Additionally, you learn to transfer your powers beyond your body and imbue them into melee weapons, shields, or small objects such as gauntlets, tiaras, bracelets, etc. By performing a 10-minute ritual, you can imbue any object with a power you know as long as it does not require concentration. To do this, you must expend a power slot equal to the level of the power, allowing the object to cast the chosen power using your bonus action. Powers cast through an object are always centered or initiated from it; touch powers have no effect unless a creature is touching or holding the object. The object retains the stored power for the next 48 hours, after which the power fades. An object with a stored power can be used a number of times equal to your Wisdom modifier (minimum 1) per long rest. Only one power can be stored in an object at a time. If you use an unlimited power slot to store a power, this effect becomes permanent. \columnbreak
##### Mighty Bruiser | Level | Known Cantrips | Known Powers | 1st | 2nd | 3rd | 4th | | :---: | :------------: | :----------: | :-: | :-: | :-: | :-: | | 1st | 2 | - | - | - | - | - | | 2nd | 2 | - | - | - | - | - | | 3rd | 2 | 3 | 3 | - | - | - | | 4th | 2 | 4 | 4 | - | - | - | | 5th | 3 | 4 | 4 | - | - | - | | 6th | 3 | 4 | 4 | - | - | - | | 7th | 3 | 5 | 4 | 1 | - | - | | 8th | 3 | 6 | 4 | 2 | - | - | | 9th | 3 | 6 | ∞ | 2 | - | - | | 10th | 4 | 7 | ∞ | 3 | - | - | | 11th | 4 | 8 | ∞ | 4 | 4 | - | | 12th | 4 | 8 | ∞ | 4 | 4 | - | | 13th | 4 | 9 | ∞ | 4 | 5 | - | | 14th | 4 | 10 | ∞ | ∞ | 5 | - | | 15th | 4 | 10 | ∞ | ∞ | 5 | - | | 16th | 4 | 11 | ∞ | ∞ | 5 | 6 | | 17th | 4 | 12 | ∞ | ∞ | ∞ | 6 | | 18th | 4 | 12 | ∞ | ∞ | ∞ | 6 | | 19th | 4 | 13 | ∞ | ∞ | ∞ | 7 | | 20th | 4 | 13 | ∞ | ∞ | ∞ | 7 |
#### Mighty Resilience At 10th level, your body becomes stronger and more resistant to powers, attuning itself to them. Whenever you score a critical hit with a damaging power, or reduce a creature to 0 hit points with a power, you energize yourself, gaining temporary hit points equal to your Constitution modifier + Xd12, where X is your Bruiser level. Temporary hit points gained this way can stack. Additionally, once per long rest, you can attempt to absorb a power directed at you. You must make a Constitution saving throw with a DC equal to 12 + the level of the power being absorbed. On a success, you negate the effects of the power and recover hit points equal to twice its level. At 15th level, you can use this feature twice per long rest, and three times at 20th level. \pagebreakNum #### Overcharge At 14th level, you can use an action to erupt in a surge of power through your body. Each creature within 20 feet of you must make a Dexterity saving throw, using your Power Save DC. On a failure, the creature takes Xd6 energy damage, where X is your level in this class. If you are in Fury, you may add your Fury Damage to the damage of this feature. You can use this feature a number of times equal to half your Constitution modifier (minimum 1) per long rest. #### War Power At 18th level, your body has attuned so fully to your runic power that you can cast a power as if it were a muscle memory. Choose a concentration power from the Bruiser power list; for you, it no longer requires concentration. Additionally, while in Fury, you may use an action to inscribe a rune on your body, granting resistance to magical damage for 1 minute. You can use this feature a number of times equal to half your Constitution modifier (minimum 1) per long rest. #### Furious Volatility At 20th level, you can trigger powers when dealing damage to creatures hit by your attacks. When you hit a creature with a melee attack, you can use your reaction to activate a power; if it deals damage, the damage is maximized. Additionally, your area-of-effect damage powers do not affect you. Furthermore, your Constitution score increases by 4.
Aqui está a tradução para inglês mantendo a diagramação exata e clara para o público americano, com **Momentum** como padrão para **Ímpeto**: --- ### Battle Styles The Bruiser is a primal manifestation of the fury of nature and the elements, an unstoppable force that channels, through its rage, the grace of life or the imminence of death. Through Battle Styles, the Bruiser expresses, in its bizarre adventures, an essence of stormy fury or volcanic wrath. #### Absorb the Impact *Prerequisite: Constitution 18 or higher* Your body has resilience beyond the ordinary. When targeted by an attack, you can use your reaction to temporarily increase your AC until the start of your next turn. When you do, you gain a bonus equal to half your Constitution modifier to your AC. If the attacking creature fails to surpass your AC, you may move 15 feet toward the creature, and if it ends its movement within your attack range, you may make a melee attack against it. \pagebreakNum #### Fantastic Adrenaline *Prerequisite: Constitution 15 or higher* Rage flows around you, granting a temporary surge of energy. Whenever you use a damaging cantrip, you may make one additional melee attack that turn. You can also spend 2 hit points to maximize the damage of the cantrip. At 5th level, this additional cost increases to 3 hit points, at 11th level to 4, and at 17th level to 5, reflecting how potent the converted life energy is. #### Blood Armor *Prerequisite: Level 8 and Constitution 17 or higher* The hardest thing about knocking me down is that I get back up. Once per combat, when in Fury and below half your maximum hit points, you gain temporary hit points equal to your proficiency bonus multiplied by twice your Constitution modifier for 1 minute. This Battle Style is always active. #### Unstoppable Brutality *Prerequisite: Level 17 and Constitution 20 or higher* No one should tamper with your mind or limit your body; those who try must face your punishment. You may use a bonus action or a reaction when targeted by an attack, ability, or power to become immune to all conditions until the end of your next turn (except Exhaustion, Invisible, Bleeding, or Silenced). At the end of the duration, you gain 1 level of Exhaustion. #### Pummeling Rain *Prerequisite: Level 12 and Strength and Constitution 15 or higher* When using the Attack action, you can make up to three consecutive melee attacks against a creature within the reach of your unarmed strike or weapon. Each attack after the first suffers -5 to attack rolls and damage rolls cumulatively. Make a single attack roll against the creature; if it hits, the creature must make a Constitution saving throw. On a failure, the creature suffers an additional effect based on the type of damage dealt: * **Bludgeoning:** The target is Stunned for 1 minute. It may repeat the saving throw at the start of each of its turns to end the effect. * **Slashing:** Attacks have a -3 penalty instead of -5, and the target's movement speed is reduced by 25 feet for 1 minute. The target may repeat the save at the start of each of its turns to end the effect. * **Piercing:** The target suffers Bleeding, taking 2d6 damage per turn. #### Bloodthirsty Slash *Prerequisite: Bloodthirsty Momentum, Level 8 and Strength 15 or higher* When using this Style, your next melee attack dealing slashing damage causes the target to Bleed, taking 2 dice of your attack damage per turn. \columnbreak #### Weak God! *Prerequisite: Strength 17 or higher* When using this Style, you move 15 feet toward a target, and if adjacent, you must attempt a Grapple. On a success, you lift the target and move 10 feet in the direction you moved previously, dealing 2d6 bludgeoning damage multiplied by your Strength modifier (minimum 1). At the end of this movement, the target must make a Constitution saving throw; on a failure, it becomes Incapacitated until the end of your next turn. Any creatures within 5 feet of the end of the leap must make a Dexterity saving throw; on a failure, they take 2d6 bludgeoning damage. #### Body Slam Sometimes the greatest weapon is yourself, raw and brutal. When using this Style, you must move up to half your walking speed. If a creature is at the end of your movement, it must make a Dexterity saving throw. On a failure, it takes your unarmed attack damage + Xd6 additional damage multiplied by your proficiency bonus and falls prone. X equals your Bruiser level. #### Fury Shield *Prerequisite: Level 8 and Constitution 18 or higher* Sometimes the best defense is pure rage. While using this Style, you gain resistance to all non-magical damage for 1 minute. #### Predator’s Instinct *Prerequisite: Level 8 and Wisdom 15 or higher* You can run, but you will not hide. You gain proficiency in Survival; if already proficient, you gain Expertise. Additionally, when traveling at a fast pace, you do not suffer penalties to Passive Perception, and you can move stealthily at normal pace. This Battle Style is always active. #### Energized Strength Your battle rage is so intense that bolts of energy flow through your body. You may make a 15-foot line unarmed strike; creatures in the line must make a Strength saving throw. On a failure, the target takes Xd6 additional lightning damage and becomes Incapacitated with 0 movement for 1 minute, repeating the save at the start of each of its turns to end the effect. X equals your proficiency bonus. #### Excessive Strength *Prerequisite: Strength 15 or higher* You unleash a powerful strike in a 15-foot cone in front of you. Each creature in the area must make a Strength saving throw. On a failure, they take 4d6 + your unarmed strike damage + your Brute level of bludgeoning damage, or half on a success. At 10th Brute level, this damage becomes true damage. \pagebreakNum #### Hidden Strength *Prerequisite: Level 8 and Strength 17 or higher* You may push a number of creatures or objects whose total weight does not exceed twice your Push, Drag, or Lift capacity, regardless of size. A pushed creature must make a Strength saving throw. On a failure, it is pushed up to 15 feet, falls prone, and takes your unarmed attack damage. #### Battle Hunger *Prerequisite: Bloodthirsty Momentum* You gain a Battle Hunger charge for each successful attack, up to a maximum of 5. Each charge reduces your critical range by 1, down to 15 natural. On a critical hit with a modified range, add 1d6 × half your proficiency bonus to the damage, and the counter resets. If you go 1 turn without hitting, the counter resets. This Battle Style is always active. #### Frenzy SMASH! You can enter a frenzy while in Fury. While in Fury, you may use a bonus action to make one melee attack on each of your turns. At the end of Fury, you suffer 1 level of Exhaustion. This Battle Style is always active. #### Spinning Strike *Prerequisite: Dexterity 13 or higher* When using this Style, you spin your melee weapon until the start of your next turn. Every creature within the weapon’s reach or that enters it must make a Dexterity saving throw. On a failure, they take full weapon damage; on a success, half damage. At the end of the duration, your next attack has disadvantage. While spinning your weapon this way, you cannot take actions or reactions. #### Restorative Strikes *Prerequisite: Level 12* When using the Attack action with a melee weapon or unarmed strike, if you hit the first attack against a target in the turn, you may make another attack that turn. If you hit all attacks made that turn against the same target, you gain your proficiency bonus × twice your Constitution modifier in hit points. This Battle Style is always active. \columnbreak #### Fastball Special *Prerequisite: Strength 15 or higher* You can use the Attack action to uproot a massive rock from the ground, or any other heavy object(or a ally), making a throw in a 30-foot line from you, stopping at the first target it hits. That target must make a Dexterity saving throw, taking Xd8 + your Bruiser level in bludgeoning damage on a failure. Additionally, if the creature is up to one size category larger than you, it also falls prone. On a success, the projectile continues along the line until it either hits a target that fails the save or reaches its maximum range, whichever comes first. #### Imposing Muscles *Prerequisite: Strength 15 or higher* You can strike fear into the hearts of your enemies by flexing all your muscles. Each hostile creature that can see you must make a Wisdom saving throw. On a failure, the creature is Frightened of you for 1 minute and has disadvantage on saving throws to resist or escape your Grapple. A creature that fails this save may repeat it at the start of each of its turns to end the effect. On a success, the creature gains advantage on its next saves against this Style for the next 24 hours. #### Skullbreaker *Prerequisite: Strength 13 or higher* When using this Style, you must attempt a Grapple against a target within your reach. On a success, you slam it, dealing your unarmed attack damage + Xd6 additional damage. Alternatively, you may attempt to Grapple two targets within reach to smash their heads together. On a success, those creatures must make a Constitution saving throw. On a failure, they take your unarmed attack damage + Xd6 additional damage and are Stunned until the end of their next turn. X equals your Bruiser level. #### Straight-Up Brawl If I wanted your opinion, I’d take it in a fight. When using this Style, each hostile creature within 30 feet of you that can see or hear you must make a Wisdom saving throw. On a failure, the creature has disadvantage when attacking creatures other than you for 1 minute and must make a Wisdom saving throw each time it tries to move into a space more than 30 feet away from you, failing which it cannot enter that space. On a success, this Style does not restrict the target’s movement that turn. The Style ends prematurely for a creature if you end your turn more than 30 feet away from it.
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## The Conjurer Elemental heroes harness fundamental forces and elements of the universe, like gravity or heat. Mystical heroes, however, tap into stranger, more enigmatic powers—no less real or potent. Some are warlocks, cursing their enemies, while others study the ways of the arcane. Some deal with spirits, perhaps even archetypes like Life or Death itself. Some command the classic elements of earth, air, fire, or water; others manipulate the forces of physics, like magnetism, electricity, or light. Some even explore other fundamental forces of chemistry and physics, such as acid or sound waves. These mysterious powers make these heroes strange and unpredictable. ### Strange Manifestation As a Conjurer, you can draw your powers from a wide variety of sources. You might be a mutant or an alien, innately able to manipulate elements. Perhaps your abilities didn’t appear until puberty. Others are born under a legacy, inheriting their powers from an ancient bloodline or the right astrological signs. Many more, however, gain access through study and sacrifice. Perhaps you devoted years of your life to studying ancient grimoires and practicing powers. Or maybe you serve an entity beyond space and time. You might even have sacrificed something precious—love, life, knowledge—to acquire your abilities. ### Masters of Conjuring Wild and enigmatic, varied in form and function, this power draws scholars seeking to master its mysteries. Some aspire to godlike status, shaping reality to their will. While conjuring basic powers requires only training, fleeting gestures, and sometimes a handful of exotic materials, Conjurers live and die by their abilities. Everything else is secondary. They learn new ways to manifest as they experiment and gain experience. They can also study to master their craft under other powerful beings, from ancient tomes and writings, or in monastic temples. \pagebreakNum
##### The Conjurer | Level | Infinity Points | Features | Known Cantrips | Known powers | 1° | 2° | 3° | 4° | 5° | 6° | 7° | 8° | 9° | | :---: | :-------------: | :------------------------------------: | :------------: | :----------: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 1 | - | Conjuring, Awakening | 3 | 4 | 2 | — | — | — | — | — | — | — | — | | 2 | - | Infinite Essence | 3 | 5 | 3 | — | — | — | — | — | — | — | — | | 3 | 3 | Superconjuring, Awakening Feature | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — | | 4 | 4 | Ability Score Increase | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — | | 5 | 5 | Superconjuring | 4 | 8 | ∞ | 3 | 2 | — | — | — | — | — | — | | 6 | 6 | Awakening Feature | 4 | 9 | ∞ | 3 | 3 | — | — | — | — | — | — | | 7 | 7 | Signature Power | 4 | 10 | ∞ | 3 | 3 | 1 | — | — | — | — | — | | 8 | 8 | Ability Score Increase | 4 | 11 | ∞ | 3 | 3 | 2 | — | — | — | — | — | | 9 | 9 | Superconjuring | 4 | 12 | ∞ | ∞ | 3 | 3 | 1 | — | — | — | — | | 10 | 10 | Awakening Feature | 5 | 12 | ∞ | ∞ | 3 | 3 | 2 | — | — | — | — | | 11 | 11 | Overload | 5 | 13 | ∞ | ∞ | 3 | 3 | 2 | 1 | — | — | — | | 12 | 12 | Superconjuring, Ability Score Increase | 5 | 13 | ∞ | ∞ | ∞ | 3 | 2 | 1 | — | — | — | | 13 | 13 | Awakening Feature | 5 | 14 | ∞ | ∞ | ∞ | 3 | 2 | 1 | 1 | — | — | | 14 | 14 | Superconjuring | 5 | 14 | ∞ | ∞ | ∞ | 3 | 2 | 1 | 1 | — | — | | 15 | 15 | Superconjuring | 5 | 15 | ∞ | ∞ | ∞ | ∞ | 2 | 1 | 1 | 1 | — | | 16 | 16 | Ability Score Increase | 5 | 15 | ∞ | ∞ | ∞ | ∞ | 2 | 1 | 1 | 1 | — | | 17 | 17 | Awakening Feature | 5 | 16 | ∞ | ∞ | ∞ | ∞ | 3 | 1 | 1 | 1 | 1 | | 18 | 18 | Superconjuring | 5 | 16 | ∞ | ∞ | ∞ | ∞ | ∞ | 2 | 1 | 1 | 1 | | 19 | 19 | Ability Score Increase | 5 | 18 | ∞ | ∞ | ∞ | ∞ | ∞ | 2 | 1 | 1 | 1 | | 20 | 20 | Awakening Feature | 5 | 18 | ∞ | ∞ | ∞ | ∞ | ∞ | 2 | 2 | 1 | 1 |
## Class Features As a Conjurer, you gain the following class features. #### Hit Points **Hit Die:** 1d6 per Conjurer level **Hit Points at 1st Level:** 12 + your Constitution modifier **Hit Points at Higher Levels:** 2d6 (or 6) + your Constitution modifier per Conjurer level #### Proficiencies **Armor:** None **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Intelligence and Wisdom **Skills:** Arcana and choose two from Deception, History, Intimidation, Insight, Nature, Perception, and Religion #### Equipment * (a) Taser Pistol or (b) any simple weapon * (a) A powercasting focus or (b) a grimoire
\pagebreakNum ### Conjuring Whether innate or awakened over the course of your life, you can channel your energy to cast a multitude of powers. #### Cantrips You know three cantrips of your choice at 1st level. You learn additional cantrips of your choice at higher levels, as shown in the Known Cantrips column of the Conjurer table. #### Known Powers of 1st Level and Higher When you begin your journey as a Conjurer, you know four 1st-level powers of your choice. The Known Power column in the Conjurer table shows when you learn more powers of your choice. Each of these powers must be of a level equal to or lower than your Maximum Power Level, as shown in the table. For example, when you reach 3rd level in this Class, you can learn a new Power of 1st or 2nd level. Additionally, whenever you gain a level in this Class, you can choose one power you know and replace it with another power, which must also be of a level you can cast. #### Powercasting Ability Intelligence is your powercasting ability, as your powers come from your understanding of manipulating your own potential. You use your Intelligence whenever a power refers to your powercasting ability. In addition, you use your Intelligence modifier to set the DC for Conjurer powers you cast and when you make an attack roll with a Conjurer power. **power save DC** = 8 + your proficiency bonus + your Intelligence modifier **power attack modifier** = your proficiency bonus + your Intelligence modifier #### Ritual Casting You can cast any Conjurer power you know as a ritual. Casting a power this way does not expend any of your power slots. ### Awakening At 1st level, you must choose an Awakening, which describes the untamed nature of your powers. Choose one of the options detailed in the book, all described at the end of this Class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, 14th, 18th, and 20th levels. ### Infinite Essence At 2nd level, you develop a personal style of powercasting, born from the cosmic dust of creation. Although the Conjurer is Intelligence-based, this essence not only expresses your style but also enhances your powers and ties them to a secondary ability score. Choose one of the following ability scores: **Strength:** The power capable of breaking limits and aspiring to be limitless. **Dexterity:** The agility that defies the temporal flow left behind in an instant. **Constitution:** The vital energy that strengthens the fundamental soul of conjuration. **Wisdom:** The sensitivity and intuition within the physical space of battle. **Charisma:** The inner will that shines within your being. As you gain levels in Conjurer, you gain the following effects according to your chosen ability: * At 2nd level, you add half your secondary ability modifier (minimum 1) to your power attack rolls. * At 7th level, you add your secondary ability modifier (minimum 1) to the damage or healing of your powers. * At 12th level, you add your full secondary ability modifier (minimum 1) to power attacks instead of half. * At 17th level, you add double your secondary ability modifier (minimum 1) to the damage or healing of your powers. ### Supercasting At 3rd level, you gain the ability to distort your powers to suit your needs. You gain two of the following Supercasting options of your choice. You gain additional options at 5th, 9th, 14th, 15th, and 18th level. By default, you can use only one Supercasting option per power unless stated otherwise. To use these abilities, you must spend Infinity Points. You can have a maximum number of points equal to your Conjurer level, and these points reset to the maximum at the start of a long rest. #### Accelerated Power When you cast a power with a Execution time of 1 action, you can spend 2 Infinity Points to change the Execution time to a bonus action for that power. #### Amplified Power When you cast a power that forces a creature to make a saving throw against its effect, you can spend 3 Infinity Points to impose disadvantage on the first saving throw the target makes. #### Corrosive Power When you cast a power, you can spend 1 Infinity Point to have the Corrosion condition applied by that power. The target must make a Constitution saving throw against your powercasting DC. On a failure, it suffers the effects of the condition. #### Careful Power When you cast a power that forces creatures to make a saving throw, you can protect some of them from the full effect of the power. To do so, you spend 1 Infinity Point and choose a number of creatures up to your Intelligence modifier (minimum 1). A chosen creature automatically succeeds on the saving throw against the power. #### Distant Power When you cast a power with a range of 5 feet or greater, you can spend 1 Infinity Point to double the power’s range. When you cast a touch-range power, you can spend 1 Infinity Point to change its range to 30 feet. \pagebreakNum #### Extended Power When you cast a power that has a duration of 1 minute or longer, you can spend 1 Infinity Point to double its duration, up to a maximum of 24 hours. #### Twin Power When you cast a power that can target only one creature at its current level and does not have self-range, you can spend a number of Infinity Points equal to the power’s level to target a second creature within the power’s range (1 Infinity Point if the power is a cantrip). #### Manipulated Power When you cast a power, you can spend a number of Infinity Points, as indicated in the table at the end of this feature, to manipulate its damage or area, your choice. You can only alter either the area or the damage of the power during casting, never both. #### Blinding Power When you cast a power, you can spend 1 Infinity Point to have the Blinded condition applied as an additional effect of that power. The target must make a Wisdom saving throw against your powercasting Ability. On a failure, the target is blinded for 1 turn. \columnbreak #### Prestigious Power When you cast a power or cantrip that deals damage, you can spend 1 Infinity Point to add your Intelligence modifier to the power’s damage. powers that have multiple attack or damage rolls add this bonus only once. You can use Prestigious Power even if you have already used a different Supercasting option during the casting of the power. #### Potent Power When you roll the damage dice of a power, you can spend 1 Infinity Point to reroll a number of damage dice up to your Intelligence modifier (minimum 1). You must use the new roll. You can use Potent Power even if you have already used a different Supercasting option during the casting of the power. #### Restricting Power When you cast a power, you can spend 1 Infinity Point to have the Restrained condition applied as an additional effect of that power. The target must make a Strength saving throw against your powercasting Ability. On a failure, the target becomes restrained until its next turn, when it may attempt the saving throw again to break free. #### Vigorous Power When you cast a power, you can spend 2 Infinity Points to make it heal 3d4 hit points to the target. If the power originally deals damage, remove that damage. You can use Vigorous Power even if you have already used it on the same power, increasing the healing by 1d4 for every 2 Infinity Points spent, up to a maximum of 20d4.
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| Infinity Points | Area | | :-------------: | :---------------: | | 1 | Sphere of 10 ft | | 2 | Cone of 15 ft | | 2 | Cube of 15 ft | | 3 | Cylinder of 20 ft | | 3 | Line of 30 ft | | Infinity Points | Damage | | :-------------: | :---------: | | 1 | Fire | | 1 | Cold | | 1 | Thunder | | 1 | Piercing | | 1 | Bludgeoning | | 1 | Slashing | | 1 | Poison | | 2 | Acid | | 2 | Radiant | | 2 | Necrotic | | 3 | Energy |
### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 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. By default, you cannot raise an ability score above 20 using this feature. ### Signature Power At 7th level, you must choose a cantrip, which becomes your signature cantrip. At 17th level, you may choose again. Chosen cantrips can be cast using a bonus action by spending 1 Infinity Point. Additionally, at 7th and 17th level, you must choose a 1st-level power and a 2nd-level power, and select one of the Metamagic benefits for those powers. You may choose the same powers from 7th level at 17th level to gain an additional benefit. When using Metamagic with this power, you do not spend any Infinity Points. If you choose the same power again, you may use two Supercasting on the same power; the second Metamagic costs the normal amount. ### Overcharge At 11th level, when you cast a 4th-level or higher power, you gain 1 Overcharge Point. As an action, you can spend a number of Overcharge Points to apply Supercasting to your powers without spending Infinity Points. The number of Overcharge Points used in this way equals twice the Infinity Point cost of the Supercasting. Unused Overcharge Points are lost at the end of a long rest. ## Conjurated Awakening Power is one of the greatest mysteries of the Multiverses; countless sources and origins are possible in the fragmentation of possibilities. Awakening occurs when an individual breaks barriers and begins to perceive the potential of their powers and exploits them in a unique way. \columnbreak ### Agamotto’s Awakening Evidenced by Agamotto, the first Sorcerer Supreme of Earth, this is the Awakening that guides the elders of Kamar-Taj to continue their mystical legacy across generations. Many awakened wander in the mysterious confines of the Mirror Dimension, exploring the flow of the vast possibilities the universe holds for them. #### Price of Magic When you choose this Awakening at 1st level, the ancient power demands sacrifices. You add your Intelligence modifier to your maximum hit points now and whenever you level up in this class. Additionally, whenever you take damage, you gain 1 Infinity Point for each successful attack against you; these bonus points disappear after a long rest. You also learn the cantrip *Mystic Burst*, which does not count against the maximum number of cantrips you know and can be cast as a bonus action. #### What If…? Also at 1st level, you gain some understanding of the Mirror Dimension and can use it to project and amplify your knowledge horizon or observe what lies beyond it. Choose one of the following options: * **Fragmented Senses:** You learn how to deceive a creature’s sight and confuse its hearing. You learn the cantrip *Minor Illusion*, which does not count against the maximum number of cantrips you know and can be cast as a bonus action. * **Glimpse:** You gain brief insights into some possibilities of what will happen during your day. Once per long rest, choose any roll where you rolled a natural 1; you may reroll the die and use the new result. #### Ring Portal Starting at 3rd level, you can use your action to teleport up to 30 ft to an unoccupied space you can see. Alternatively, you may choose a space within range occupied by a Small or Medium creature. If the creature is willing, you and the creature teleport, swapping places. Once you use this feature, you cannot use it again until you finish a long rest or cast a 1st-level or higher power. At 6th level, your awareness extends further; you no longer need to see a target for a power or the unoccupied space/creature where you want to use this feature. Additionally, portal range increases to 120 ft at 6th, 500 ft at 10th, 1000 ft at 13th, and 5000 ft at 17th. #### Dimensional Correspondence At 6th level, you learn to channel natural phenomena occurring in other parts of the world through your portals. When casting a single-target power that hits a creature, you may spend 2 Infinity Points to make the power produce one of the following additional effects: \pagebreakNum * **Rock Avalanche:** After casting your power, you create a portal just behind that launches a solid rock at the target. A creature hit by the power must make a Dexterity saving throw DC equal to your casting attribute DC; on a failure, the creature is Stunned until the end of its next turn. * **Nordic Blizzard:** When casting a power, you can create a snowstorm in a 15 ft radius around the affected creature. All creatures within this area must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, affected creatures are Blinded until the end of their next turn. The duration of this effect increases by 1 turn for each additional Infinity Point spent. Affected creatures may repeat the saving throw at the end of each of their turns, ending the condition on a success.
* **Tempestuous Storm:** When casting a power, if it hits a target, a portal is created above its head and a lightning bolt is evoked from it. The target must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, the target is Incapacitated until the end of its next turn. The duration of this effect increases by 1 turn for each additional Infinity Point spent. The affected creature may repeat the saving throw at the end of each of its turns, ending the condition on a success. * **Blazing Volcano:** When casting a power, if it hits a target, you can create a portal through which splashes of flames from a volcanic firestorm pass in a 10 ft radius around the affected creature. All creatures within this area must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, affected creatures take 1d6 fire damage and become Burning, taking 1d6 fire damage each round. You deal 1d6 additional fire damage for each additional Infinity Point spent. * **Watoomb Cyclone:** When casting a power, the target is displaced 15 ft by flying until the end of its next turn. The target receives an additional 15 ft of flying displacement for each additional Infinity Point spent. * **Oceanic Cascade:** After casting your power, you create a 15 ft portal centered on the original target, releasing a tempestuous wave throughout the area. A creature hit by the wave must make a Dexterity saving throw DC equal to your casting attribute DC; on a failure, the creature is Knocked Prone.
#### Persistence At 10th level, your dedication in combat makes your powers harder to resist. When a creature succeeds on a saving throw to resist one of your powers, you can use your reaction and spend 2 Infinity Points to force the creature to make the saving throw again. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest. #### Power Control Also at 10th level, you learn shortcuts from being so familiar with casting powers. When casting a power that normally has a bonus action Execution time, you can cast a power that normally has an action Execution time in the same turn. You can do this a number of times equal to your Intelligence modifier per long rest. Additionally, choose one of the following options: **Powerful Mastery:** When casting a damaging power, you deal your Intelligence modifier as additional damage for each power level starting from 1st level. **Power Swing:** When hitting a creature with Mystic Burst, you regain a number of Infinity Points equal to your Intelligence modifier. #### Supreme Control At 13th level, you learn to skillfully manipulate certain aspects of your powers. Choose two of the following options: **Celerity:** When hitting a creature with a power with a Execution time of 1 action, you can use your reaction to cast a power that uses a bonus action. You can do this a number of times equal to your Intelligence modifier per long rest. **Extended Casting:** When casting a power that has personal range, you can spend 5 Infinity Points to cast it on yourself and up to 4 creatures you can see within 30 ft of you. **Empowerment:** When casting a damaging power on a creature already affected by another power, you deal additional damage equal to your Conjurer level. **Privileged Mind:** You can maintain concentration on two powers at once, but you spend 5 Infinity Points to cast the second power. You can do this a number of times equal to half your Intelligence modifier per long rest. **Protection:** When targeted by an attack, you can use your reaction to activate an arcane shield around you. This shield grants temporary hit points equal to your Conjurer level multiplied by your Intelligence modifier. You can do this a number of times equal to half your Intelligence modifier per long rest. \pagebreakNum * **Mirroring:** You can create a mirrored image of yourself in an unoccupied space up to 10 ft from you using a bonus action, but you must maintain concentration to sustain this mirrored image. This image can cast your powers in your place but cannot make any physical attacks, nor can it be harmed, as it is merely an illusion. While in combat, this illusion lasts up to 1 minute; otherwise, it persists for up to 1 hour. You can see, hear, and speak through this illusion while still being aware of your own senses. You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest. * **Third Eye:** You gain a sense beyond the ordinary of what happens in front of your eyes. You gain true sight with a range of 10 ft multiplied by your proficiency bonus. #### Dimensional Transport Also at 13th level, your portals become more complex and capable of transporting an entire group between planes. As you cast this power, using an action, you draw a 10 ft diameter circle on the ground, inscribing seals that connect your location to a permanent teleportation circle of your choice, whose sequence of seals you know and are on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature entering the portal instantly appears 5 ft from the destination circle or in the nearest unoccupied space if the space is occupied. Many temples, bases, and other important locations have permanent teleportation circles inscribed somewhere within them. Each such circle includes a unique sequence of seals—a code sequence arranged in a specific pattern. When you first gain the ability to use this feature, you learn the seal sequence for two destinations on the Material Plane, determined by the DM. You can learn additional seal sequences during your adventures. You can commit a new seal sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by using this ability in the same location once per day for a year. You do not need to use the circle to teleport when performing this ability in this manner. You can use this ability a number of times equal to your Intelligence modifier (minimum 1) per long rest. #### Vision Beyond the Body At 17th level, your mastery of Agamotto's primordial powers allows you to elevate your spirit beyond the material. You and up to eight willing creatures within 10 ft, using a 1-hour action, project your astral bodies outside your physical bodies. The material body left behind becomes unconscious and in suspended animation; it requires no food or air and does not age. Your astral form closely resembles your mortal form in almost every aspect, copying your game statistics and possessions. Your astral form can freely travel within your current plane and can pass through portals leading to any other plane. If you enter a new portal or return to the plane you were on when performing the ability, your astral form is a separate incarnation. Any damage or effects applied to it do not affect your physical body and do not persist when you return. The ability ends for you and your companions when you use your action to dispel it. When the ability ends, affected creatures return to their physical bodies and awaken. You can use this ability a number of times equal to your Intelligence modifier (minimum 1) per long rest.
#### Involuntary Projection At 20th level, you can separate the astral form from a hostile creature's body. Using an action, you attack a creature physically, and it must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, the creature’s astral form is projected 30 ft beyond its physical body, while the physical body remains in suspended animation and suffers the same effects as Vision Beyond the Body. Only you can see the creature's astral form. The ability ends when the astral form returns to the creature's physical body or you decide to dispel the ability, causing the astral form to return to the physical body. You can use this ability a number of times equal to your Intelligence modifier (minimum 1) per long rest. ### Chaos Awakening Chaos is the energy that manipulates, warps, and reshapes the very fabric of existence and reality at the user’s whim, capable of total cosmic destruction. This energy originated from another reality and comes from an ancient evil cosmic god, Chthon, who dominated Earth long before humanity even dreamed of existing. Chthon, like other Ancient Gods, was created by the Demiurge, a cosmic creation force responsible for forming the universe as we know it and responsible for creating the Dark Tome, a book full of dark powers capable of rewriting reality itself, one of the few evidences of its past on Earth. #### Program Distortion When you choose this Awakening at 1st level, you begin to distort the space and reality residing in your plane. You gain advantage on initiative rolls. Additionally, whenever you cast a 1st-level or higher power, you gain 1 Infinity Point. You can now hold a maximum number of Infinity Points equal to twice your Conjuror level. You can spend a number of points to activate one of the following features, only one per turn: * **1 point – Rewind:** When you or a creature rolls initiative, you can force an initiative roll to be made again. An allied creature rolling again does so with advantage, while a hostile creature does so with disadvantage. * **2 points – Reprise:** You can choose a saving throw you failed and redo it with advantage. * **3 points – Double Time:** Until the end of your next turn, all your movement speeds are doubled. * **3 points – With Delay:** Choose a creature you can see within 30 ft of you. That creature must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, all movement speeds of the creature are halved until the end of its next turn. * **5 points – Burn the Reel:** Choose a creature you can see within 30 ft of you. That creature must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, if the creature is Poisoned or Bleeding, the damage from these conditions increases by one category. * **5 points – Interrupt This Broadcast:** Choose a creature you can see within 30 ft of you. If the creature is Poisoned or Bleeding, you accelerate the creature’s metabolism, ending one of these conditions. \pagebreakNum * **9 points – Stay on Channel:** Choose a creature you can see within 20 ft of you. That creature must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, the creature is Paralyzed for 1 minute, repeating the saving throw at the end of each of its turns, ending the effect on a success. * **10 points – Now in Color:** Using a bonus action, you record your current hit points, and at the end of 1 minute you return to where you were when you used this ability with the same hit points you had at that moment. You may use a bonus action or a reaction if targeted by an attack to return early. You can spend 1 additional point for each extra turn beyond 1 minute. * **15 points – Special Guest:** You can use Now in Color on an ally to prevent them from being removed from the action. * **18 points – Live Audience Recording:** Using a reaction, you can prevent a creature from re-rolling a check it has already made. * **20 points – Breaking the Fourth Wall:** Using a full action, you can rearrange the initiative order as you choose. * **20 points – In Previous Chapters…:** Using an action, you can revisit your past. There is no time limit for how far back you can go. You observe events as a third party but cannot move further than 60 ft from yourself. Additionally, you cannot interfere with anything in the past, only accelerate, pause, or rewind events. * **25 points – Crossover:** Using an action, you use In Previous Chapters on an ally. Both of you review the past as described in the original ability. * **30 points – Reboot:** Using an action, at the end of a round, you can restart the entire turn (or the last one if it was first in initiative) for all creatures in combat, undoing all actions taken and consequences, returning to the start of the initiative order. #### Environmental Shift At 3rd level, you can reshape the environment around you to make it favorable. When you hit creatures with a power, you can spend 1 Infinity Point to perform one of the following effects: * You shape the ground beneath the targeted creature to trap it. The creature must make a Dexterity saving throw DC equal to your casting attribute DC. On a failure, the creature is Restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns. * You raise the ground around 5 ft from the targeted creature to protect it. While in this area, the creature gains half cover from all angles. If there is a creature in the space where the ground is raised, it is pushed back 5 ft. * The targeted creature is covered by the Chroma Key of the environment and gains the effects of the *invisibility* power until the end of its next turn. The duration of this effect increases by 1 turn for each additional Infinity Point spent.
#### Plot Hole At 6th level, you begin to erase and rewrite the lines of reality. You learn the power *death ward* and can cast it even if it is not at your maximum power level; this power does not count toward the maximum powers you know. You can cast *death ward* on a creature you can see within 30 ft. When you or a creature you can see is targeted by an attack, you can use your reaction to cast *death ward* on the target of the attack. When you do so, the target regains half of its maximum hit points + your Caster level. You can use this power a number of times equal to half your Intelligence modifier (minimum of 1) per long rest.
#### Audience Critique At 10th level, you can manipulate Chaos more effectively in your favor. It is still a mystery, but your powers begin to grant you more energy. When you hit a creature with a power, you regain a number of Infinity Points equal to your Intelligence modifier. You can regain Infinity Points this way a number of times equal to half your Intelligence modifier (minimum of 1) per long rest. \pagebreakNum #### Character Remake Starting at 13th level, you begin to distort the minds of others, creating new roles for them. Once per long rest, you can use an action to choose a creature that can see and hear you; that creature must make a Wisdom saving throw against your casting attribute DC. On a failure, the creature will follow your commands and answer your questions for the next hour, except if it causes direct harm to the creature, such as “Kick the traffic guard” or “Can you take me to your boss’s base?” #### Flashback Scene Also at 13th level, using an action, you can choose a creature you can see within 60 ft. That creature must make a Wisdom saving throw DC equal to your casting attribute DC. On a failure, the creature is “daydreaming” for 1 minute; during each of its turns, it wanders randomly up to its full movement and cannot take any actions. Affected creatures can repeat the saving throw at the end of each of their turns to end this effect. Creatures that do not need to sleep are immune to this feature. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest. #### New Character At 17th level, you learn not only to manipulate a creature’s mind but also its body. You can cast the powers *dominate person* and *hold monster* as 5th-level powers without expending power slots. These powers have a limited number of uses and can be used a number of times equal to your Intelligence modifier (minimum of 1) per long rest. #### The Grand Finale At 20th level, you have mastered Chaos—or rather, Chaos has mastered you. Using 1 minute of concentration, you can create a zone with a radius of 2.5 miles around you that lasts X days, where X is the number of Infinity Points spent. Within this zone, all creatures chosen by you are under the effects of Character Remake and Flashback Scene, and you can manipulate their actions and assign roles such as "Mailman," "Doctor," and other functions the person can fulfill. If a creature is hostile, it may make a Wisdom saving throw DC equal to your casting attribute DC. The entire environment molds according to your will within this zone, without construction limitations. Anyone outside the zone cannot see what is happening inside, but if they approach, they will see a transparent barrier that provides a view of the zone before it was created. If someone tries to pass through, it is possible, but they suffer the effects described above. \columnbreak ### Mephisto’s Awakening There are several planes considered infernal dimensions, such as the realm of Mephisto, Limbo, Niflheim, Sulfur Dimension, Hades, and even the Shadow Dimension. Some excel in controlling demons and demonic entities, performing exorcisms and summoning. Without a doubt, the most prominent being from the underworld is Mephisto, and he is most willing to offer a helping hand to the bravest caster. #### Initial Cult When you choose this Awakening at 1st level, you begin studying the abyssal arts. You learn the Demonic language and gain proficiency in Religion. Additionally, you gain the power *find familiar*, which does not count toward your known powers list. Your familiar is always a creature from the depths of the planar wheel. #### Symbolic Pentagram Additionally, at 1st level, you can create an energy pentagram to protect yourself or your allies from damage or to trap enemies. Using a bonus action, you can create a pentagram around a creature you can see within 60 ft. When doing so, choose one of the following options: * **Protection Pentagram:** The creature gains temporary hit points equal to your Intelligence modifier, adds 1 + half your proficiency bonus (rounded down) to AC, and has advantage on Wisdom saving throws while inside the pentagram. * **Prison Pentagram:** The creature must make a Charisma saving throw against your casting attribute DC. On a failure, its movement becomes 0, it cannot benefit from any movement bonuses, and cannot make opportunity attacks while contained in the pentagram. The creature can repeat the saving throw at the end of each of its turns. When the creature succeeds, the pentagram disappears. If the creature is a corrupter, it has disadvantage on its first saving throw. Your pentagram lasts 1 minute and occupies the space of the chosen creature, but does not move with it. A pentagram disappears early if the creature leaves its space or if you use this feature again to create another. After using this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest. \pagebreakNum
#### Infernal Caster At 3rd level, choose one of the following options: * **Iron and Fire Pact:** After casting 2 powers that deal fire damage, a magmatic shield begins to surround your body, granting temporary hit points equal to half your Caster level in d6 (minimum 1d6). Any creature that hits you with a melee attack while this shield is active takes fire damage equal to the shield’s current temporary hit points. * **Infernal Blaze:** Your powers that deal fire damage leave a Blaze mark on the target, up to a maximum of 3 marks. Each mark lasts until the end of your next turn; if a new mark is applied, this duration increases by 1 round. When you hit a target with 3 marks using a fire-damaging power, at the start of the target’s next turn, it must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, the target takes fire damage equal to half your Caster level in d6 (minimum 3d6). On a success, the target takes half of that damage. #### Death Relic Also at 3rd level, your contact with abyssal creatures and their pacts allows you to craft a Death Relic, a personal symbol capable of capturing the souls of other beings. A Death Relic can be any item you possess, from a chain, a wand, an eye, a book, or even a tiara. You can store the souls of creatures that die within 30 ft of you in your Death Relic. You can store a number of souls equal to your Intelligence modifier for each Caster level you have. Creatures whose souls are stored in a Relic cannot be resurrected by any means unless the *greater restoration* power is cast on the Relic, releasing all souls contained within. Using a bonus action, you can consume a maximum number of souls from your Relic equal to your Intelligence modifier, regaining hit points equal to twice the number of souls consumed. Starting at Caster level 10, if you have at least 50 souls in your Relic, you can choose to make it indestructible. To do this, you must spend 8 hours concentrating on the Relic. At the end of the 8 hours, the souls are consumed, and your Relic gains immunity to all types of damage (except true damage and the _disintegrate_ power). \columnbreak #### Disciple of the Black Heart At 6th level, you elevate your connection to the lower planes, expanding it through new properties. You gain one of the following features, depending on your choice at 3rd level: * **Sulfuric Pact:** If you have the *Iron and Fire Pact* feature, the temporary hit points granted by the original ability become d8 instead of d6. While your shield is active, at the start of each of your turns, creatures within 5 ft of you must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, they take 1d8 + half your Caster level in fire damage. * **Incendiary Blaze:** If you have the *Infernal Blaze* feature, the damage dealt to a target affected by Infernal Blaze becomes d8 instead of d6. Additionally, when hitting a target affected by Infernal Blaze, the target is also Stunned until the end of its next turn. #### Wall of Zarathos At 10th level, you can almost hear the infernal voices. You learn the power *wall of fire*; this power does not count toward the maximum powers you know. You can cast this power using a bonus action instead of an action. When you are targeted by an attack or power, you can use your reaction to cast *wall of fire*. Additionally, the range of this power is doubled. You can use this power a number of times equal to your Wisdom modifier (minimum 1) per long rest. #### Hela’s Deception At 13th level, you learn that Hela is everywhere, waiting for all, but you always try to find a way around her. At the end of a long rest, you are under the effects of the *death ward* power until the start of your next long rest. Additionally, you have advantage on saving throws against death. Furthermore, you gain the following benefits based on the number of souls stored in your Death Relic: **1 Soul:** You gain +1 bonus to attack rolls and the Difficulty Class of your fire-damaging powers. **5 Souls:** When you slay a creature, you gain temporary hit points equal to the creature’s Challenge Rating. **15 Souls:** As long as you have at least 1 hit point, you regain 1d10 hit points every hour. ㅤ **25 Souls:** You gain +1 bonus to attack rolls and the Difficulty Class of your fire-damaging powers, stacking to +2. **50 Souls:** You gain advantage on Intelligence, Wisdom, and Charisma saving throws. **75 Souls:** You gain +1 bonus to attack rolls and the Difficulty Class of your fire-damaging powers, stacking to +3. **100 Souls:** Your Intelligence score increases by +2, as does your maximum for that attribute. #### Soul Whirlwind At 17th level, you learn to use the souls you absorb to create a whirlwind of infernal power using the remaining energy of the spirits. Using a bonus action, you can conjure an aura of energy with a 20 ft radius around you. Creatures in this area, that enter it, or that start their turn within it must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, they take fire or necrotic damage equal to your Caster level + the number of souls stored in your Relic. On a success, they take half damage. You consume 5 souls from your Relic at the start of your turn for each turn beyond the first that you maintain this aura. This aura lasts for 1 minute or until you use a bonus action to end it. If you become Incapacitated, the aura ends prematurely. \pagebreakNum #### Spirit of Vengeance At 20th level, you can cast the powers *cauterize* and *flaming hands* as 3rd-level powers without using power slots. You can use these powers this way a number of times equal to your Intelligence modifier (minimum 1) per long rest. Additionally, you learn the *requiem* power. Creatures killed by this power automatically go to your Death Relic. ### Elemental Awakening The Elemental Caster connects to a primary element, allowing the user to develop powers through understanding that element. As the elemental caster progresses, they can access new elements, whether primary or derived. #### Natural Spirit When you have this Awakening at 1st level, your connection with the primal elements allows you to use the force of nature to enhance your own body. You gain the following features: * **Unarmored Defense:** When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Intelligence modifier. * **Elemental Vigor:** You add your proficiency bonus to your maximum hit points now and whenever you level up in this class. #### Elemental Bend At 3rd level, you can choose an Element. Additionally, you can spend 1 Infinity point to use the elemental power present in the environment, granting an additional feature to your elemental powers. * **Water:** When casting a power of this element, you can use environmental water to protect yourself or an ally within 20 ft of the power’s target, creating a second water skin. You or the ally gain a shield of 1d6 temporary hit points, which lasts for 1 minute or until destroyed. You gain 1d4 additional temporary hit points for each additional Infinity point spent. * **Flora:** When casting a power of this element, you can use plants and herbs in the environment to heal an ally within 20 ft of you, healing 1d6 + your Intelligence modifier hit points. You heal an additional 1d4 for each additional Infinity point spent. * **Fire:** When casting a power of this element, you gain +1 AC until the end of your next turn, and creatures that hit you with an unarmed attack during this duration take 1d4 fire damage. You gain +1 AC and deal 1d4 additional fire damage for each additional Infinity point spent. * **Ice:** When casting a power of this element, if you hit a target, it must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, the target’s movement is halved until the end of its next turn, and the target takes 1d4 cold damage. The DC for this saving throw increases by +1 and deals 1d4 additional cold damage for each additional Infinity point spent. * **Lightning:** When casting a power of this element, if you hit a target, you create a chain of energy in a 15 ft radius around the target. All creatures in this area must make a Constitution saving throw DC equal to your casting attribute DC. On a failure, affected creatures take 1d4 lightning damage and are stunned, taking 1d4 lightning damage each round until they succeed on the save. You deal 1d4 additional lightning damage for each additional Infinity point spent. * **Earth:** When casting a power of this element, if you hit a target, a 5 ft radius tremor is created on the ground below the creature. It must make a Dexterity saving throw DC equal to your casting attribute DC or fall prone. You can expand this radius by 10 ft for each Infinity point spent; all creatures within this radius must make the save or fall prone. * **Wind:** When casting a power of this element, you gain 10 ft of flying movement until the end of your next turn. You gain an additional 10 ft of flying movement for each additional Infinity point spent. #### Primordial Bond At 6th level, using the power of your element grants you additional features. * **Water:** Temporary hit points given to or by you are doubled. * **Flora:** When using a healing power with this element, you remove 1 level of exhaustion from yourself. * **Fire:** Your first hit with this element in combat has its damage die increased by one category.
\pagebreakNum
* **Ice:** Your first hit using this element causes 1 level of exhaustion on the target. * **Lightning:** When using an ability with this element, you can make 1 extra attack this turn. Additionally, your attacks using this element deal 1d4 additional lightning damage as a persistent effect.
* **Earth:** Your element grants you resistance to one type of physical damage (choose between Slashing, Bludgeoning, or Piercing). * **Wind:** When executing an attack with this element, it pushes the target 10 ft in any direction of your choice. #### Natural Power At 10th level, you can enhance your use of your element. You can spend Infinity points to increase the damage and healing dice of your powers by 1 category for each Infinity point spent, up to a maximum of 5 points. Additionally, the damage and healing from your elemental powers increase by one category. You may also choose a new element. #### Mastering the Elemental At 13th level, you understand how to manipulate nature fully to alternate the elemental form it manifests. When casting a damage-dealing power, you can change the type of damage dealt by the power to a type related to your element. Additionally, elemental damage you deal is considered true damage. #### Elemental Absorption At 17th level, your connection with the elements is so natural that you can transmute the primordial energy, making it harmless to you. When you take damage from a strike of your element, you can use your reaction and 5 Infinity points to ignore the damage and recover hit points equal to the damage dealt. \columnbreak #### Elemental Supernova At 20th level, you no longer need to sleep, drink, eat, or even breathe; your elemental essence is your life. When you take damage from any visible creature within 60 ft of you, you can use your reaction to force it to make a Wisdom saving throw. On a failure, the creature takes damage from one of your elements equal to 20. Additionally, using a bonus action, you unify your elemental nature, and for 1 minute, all damage from your elements is doubled. ### Telepathic Awakening Awakened to your inner psionic power, a Telepathic Caster is a combatant who enhances their strikes and powers with psionic infusion, telekinetic lashes, and mental force barriers. Many skrulls train to become such warriors, as do some of the most disciplined heroes. #### Mind’s Eye At 1st level with this Awakening, you reorient your mind to sense certain thoughts involving all creatures. You perceive intentions and sensations that may reveal key elements of a creature’s nature. ***Psionic Focus:*** You have advantage on Wisdom (Insight) checks. ***Reading Mode:*** Using a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, fearful, or violent. #### Psionic Power You harbor a source of psionic energy within yourself. At 3rd level, this energy is represented by your Infinity points, which now have an additional amount equal to twice your proficiency bonus. Now, they fuel several psionic powers you possess, detailed below. \pagebreakNum Some of your powers expend your Infinity points, as specified in each power’s description. Additionally, using a bonus action, you can recover spent Infinity points, but you cannot do so again until after a short or long rest. * **Protective Field:** When you or another creature you can see within 30 ft of you take damage, you can use your reaction to spend 3 Infinity points, roll 1d6, and reduce the damage taken by the rolled number plus your Intelligence modifier (minimum reduction of 1), while creating a momentary telekinetic shield. * **Psionic Strike:** You can augment your attacks with psionic force. Once on each of your turns, immediately after hitting a target within 30 ft of you with an attack and dealing damage, you can spend 3 Infinity points, roll 1d8, and deal force damage to the target equal to the roll plus your Intelligence modifier. * **Telekinetic Movement:** You can move an object or creature with your mind. Using an action, you choose a loose object that is Large or smaller, or a willing creature, other than yourself. If you can see the target and it is within 30 ft, you can move it up to 30 ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you may move it to or from your hand. In any case, you may move the target horizontally, vertically, or both. After using this action, you cannot do so again until you finish a short or long rest, unless you spend 3 Infinity points to use it again. * **Blind Spot:** Using an action and spending 5 Infinity points, you erase your image from the mind of a creature you can see within 120 ft. The target must succeed on a Wisdom saving throw against your powercasting DC or you become invisible to it until the end of your next turn. By spending an additional 5 Infinity points, you can use this ability again on another creature or erase an ally’s image from the same creature’s mind. * **Midsummer Night’s Dream:** Using an action and consuming 5 Infinity points, you plant a false belief in the mind of a creature you can see within 60 ft. You may create a sound or an image. Only the target perceives the sound or image. If you create a sound, its volume may range from a whisper to a shout. It can be your voice, someone else’s, a creature’s roar, a musical instrument, or any other sound you choose. It lasts 1 minute. If you create an object, it must fit within a 5 ft cube and cannot move or be reflective. The image cannot produce effects influencing senses other than sight. The image lasts 1 minute and disappears if touched. * **Mental Trip:** Using an action and consuming 9 Infinity points, you select a creature you can see within 60 ft. The target must succeed on a Constitution saving throw against your powercasting DC or take 1d6 force damage. If it takes damage and is Large or smaller, it is knocked prone. * **Simple Telekinesis:** You can use your action and spend 5 Infinity points to manipulate or move an object within 30 ft. The object cannot weigh more than 10 lbs and cannot be in use or carried by another creature. If the object is loose, you can move it up to 30 ft in any direction. This ability allows opening unlocked doors, serving a mug of beer, etc. The object falls at the end of your turn if you leave it suspended. * **Mental Fusion:** Using a bonus action and consuming 10 Infinity points, you can telepathically communicate with a willing creature you can see within 120 ft. The target must have an Intelligence of at least 2; otherwise, the ability fails and the action is wasted. Communication can last until the end of the current turn. You do not need to share a language; the target understands your telepathic expressions regardless. You also gain access to one memory of the target, obtaining perfect recall of something they saw or did. * **Psionic Hammer:** Using an action and consuming 10 Infinity points, you attempt to grasp a creature you can see within 120 ft with a hand of telekinetic energy. The target must succeed on a Strength saving throw against your powercasting DC or take 2d6 force damage. If it takes damage and is Large or smaller, you can move it up to 10 ft in a straight line in a direction of your choice. You cannot lift the target off the ground unless it is already in the air or underwater. * **Pillar of Courage:** Using an action and consuming 10 Infinity points, you and up to five creatures you can see within 60 ft are psychologically encouraged and gain one extra action to use on their individual turns. The action disappears if not used by the end of their next turn. The action can only be used to make a weapon attack or to take the Dash or Disengage action. * **Psychic Pain:** Using an action and consuming 20 Infinity points, choose up to six creatures within 60 ft. Each target must make a Charisma saving throw. On a failure, the target takes 8d6 psychic damage and is frightened until your concentration ends. On a successful saving throw, a target takes half damage. While frightened by this effect, a target’s speed is reduced to 0, and it may use its action and any bonus actions only to make melee attacks. The frightened target may repeat the saving throw at the end of each of its turns, ending the effect on a success. #### Telekinetic Adept At 6th level, you have mastered new ways to use your telekinetic abilities, detailed below. * **Freud-Propelled Leap:** Using a bonus action, you can propel your body with your mind. You gain flying speed equal to twice your walking speed until the end of the current turn. After using this bonus action, you cannot do so again until you finish a short or long rest, unless you spend 3 Infinity points to use it again. * **Telekinetic Thrust:** When you deal damage to a target with your abilities from this Awakening, you can force the target to make a Strength saving throw against a DC equal to your powercasting attribute DC. If the save fails, you may knock the target prone or move it up to 10 feet in any horizontal direction. \pagebreakNum #### Sound Mind Starting at 10th level, psionic energy flowing through you has strengthened your mind. You have resistance to psychic damage. Additionally, if you start your turn charmed or frightened, you can spend 3 Infinity points to end all effects on yourself, subjecting yourself to these conditions. #### Bastion of Force At 13th level, you can protect yourself and others with telekinetic force. As a bonus action, you can choose creatures, which may include yourself, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each chosen creature is protected by half cover for 1 minute or until you become incapacitated. After using this bonus action, you cannot do so again until you finish a long rest, unless you spend 5 Infinity points to use it again. #### Telekinetic Master At 17th level, your ability to move creatures and objects with your mind is unmatched by few. You can cast the *telekinesis* power without requiring components. On each of your turns while concentrating on the power, including the turn you cast it, you can make one attack as a bonus action. After casting the power using this feature, you cannot do so again until you finish a long rest, unless you spend 10 Infinity points to cast it again. #### Immortal Mind At 20th level, your mastery of psionic power allows your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: * You gain resistance to bludgeoning, piercing, and slashing damage. * You no longer age. * If you die, roll a d20. On a 10 or higher, you disincorporate with 0 hit points instead of dying and become unconscious. You and your equipment disappear. You reappear at a location of your choice 1d3 days later in the plane of existence where you died, having gained the benefits of a long rest.
\pagebreakNum
\columnbreak ## The Inventor \pagebreakNum
##### The Inventor | Level | Energy | Features | Energy Range | Apparatus | | :---: | :----: | :--------------------------------: | :------------: | :-----: | | 1st | 1 | Reactor, Energy, Device, Specialty | 30 feet | - | | 2nd | 2 | Apparatus, Combat Style | 30 feet | 3 | | 3rd | 3 | Genealogy | 30 feet | 4 | | 4th | 4 | Ability Score Increase | 30 feet | 4 | | 5th | 5 | Specialty, Improved Device | 120 feet | 5 | | 6th | 6 | Emanation, Genealogy | 120 feet | 5 | | 7th | 7 | Entropy | 120 feet | 6 | | 8th | 8 | Ability Score Increase | 120 feet | 6 | | 9th | 9 | Specialty, Indomitable Mind | 152.5 meters | 7 | | 10th | 10 | - | 152.5 meters | 7 | | 11th | 11 | Energy Conduction | 152.5 meters | 8 | | 12th | 12 | Ability Score Increase | 152.5 meters | 8 | | 13th | 13 | Advanced Device | 304 meters | 9 | | 14th | 14 | Specialty, Vital Energy | 304 meters | 9 | | 15th | 15 | Understanding Schematics | 304 meters | 10 | | 16th | 16 | Ability Score Increase | 304 meters | 10 | | 17th | 17 | Specialty, Ultimate Device | 1.5 kilometers | 11 | | 18th | 18 | Deus Ex Machina | 1.5 kilometers | 11 | | 19th | 19 | Ability Score Increase | 1.5 kilometers | 12 | | 20th | 20 | Specialty, Reactor Feature | 1.5 kilometers | 12 |
## Class Features As an Inventor, you gain the following class features. #### Hit Points **Hit Die:** 1d6 per Inventor level **Hit Points at 1st Level:** 12 + your Constitution modifier **Hit Points at Higher Levels:** 2d6 (or 6) + your Constitution modifier per Inventor level #### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons, choose two among: light firearms, medium firearms, long firearms, cannons, and flamethrowers **Tools:** Inventor’s tools and choose two among the following: forgery kit, cartographer’s tools, sculptor’s tools, tinker’s tools, jeweler’s tools, blacksmith’s tools, mason’s tools, cobbler’s tools, weaver’s tools, glassblower’s tools, painter’s tools **Saving Throws:** Constitution and Intelligence **Skills:** Prestidigitation and choose three among Arcana, Performance, History, Insight, Investigation, Medicine, Nature, and Perception \columnbreak #### Equipment * (a) a light hammer or (b) a dagger * (a) a light revolver or (b) 10 darts * (a) a leather jacket or (b) choose two among poison case, armorer’s tools, sculptor’s tools, leatherworker’s tools, blacksmith’s tools, tinker’s tools, painter’s tools, inventor’s tools ### Reactor Anyone can be curious and, through experimentation, understand basic principles of science and technology. The Inventor is such a person, ordinary, who at a certain moment in their life develops an experiment that triggers an awakening in their consciousness, altering the way they think and perceive the world. This experiment is called the Reactor, and it is when the Inventor becomes a source of non-magical energy, radiating it around them imperceptibly to ordinary eyes. \pagebreakNum
This feature is unique to Inventors. The Reactor is both philosophical and material; it is a resonance of the Inventor that creates a vibrational wave affecting all of their creations, which carry a trace of this residual energy from each Inventor’s Reactor. By developing this feature, the Inventor is able to expand their horizons into a field previously unknown or only superficially understood. At 1st level, you must choose a Reactor, which describes your genius resonance. Choose one of the options described in the book, all detailed at the end of this Class description. Your choice grants you features at 1st level and again at 20th level. ### Energy Having a Reactor grants you Energy points equal to your level, which you can use to amplify the effects of devices and apparatus. You recover half your Intelligence modifier in Energy points during a short rest and recover them fully during a long rest. Inventor features that use Energy have their costs detailed in their descriptions. Some of your features may require a saving throw; the DC for that save is calculated as follows: **Inventor DC** = 8 + your proficiency bonus + your Intelligence modifier #### Energy Range At 1st level, you have an energy aura of 30 feet. When using Apparatus or Devices within this aura, you can spend your Energy points instead of the charge of a Apparatus or Device, provided you have the necessary Energy points. If you do so, the charge of these devices remains unchanged. #### Cells and Cores Inventor Devices and Apparatus operate based on a power source, which is divided into two types: Cells or Cores. Cells are cheaper to produce but disposable after being used, while Cores can hold larger charges and can be recharged, though they cost significantly more to create. A Cell costs $100 per 1 Energy point stored within it, up to a maximum of 5 Energy points. A Core costs $5,200 per 1 Energy point it can store, while a self-recharging Core has its price determined by the Self-Recharging Core table. \columnbreak
If you choose to construct these items, you must use Inventor’s tools and spend half the normal cost of these items plus 4 hours of work. You can only create a Cell or Core with the same amount of Energy that you have according to the Inventor table. Both Cells and Cores are created at full energy, while self-recharging Cores follow different rules described below. When creating such an item, you spend Energy points equal to the Energy points of the item being created.
#### Energy Cells Items that use Energy Cells must remain within the Energy Range of their creator and have a limited number of Energy points stored. Cells cannot be recharged; once their energy is depleted, they are discarded, and recycling returns 1/10 of the value invested. #### Energy Core Energy Cores can be powered by various sources, such as radiation, thermal, chemical, or even mystical. They function at any distance from their creator and can be recharged. Cores can be recharged by the Inventor through concentration while the core is in direct contact with the Inventor’s hands, who channels their energy to recharge the core. An Inventor can only recharge a core by the number of Energy points they currently have available. If a creature that is not an Inventor attempts to recharge a core, it must succeed on a Sleight of Hand check DC 20 + the core’s energy amount. Recharge time per point of energy varies by Inventor level: 1 hour at level 1; 30 minutes at level 4; 15 minutes at level 8; 10 minutes at level 13; 5 minutes at level 18; 1 minute at level 20. #### Self-Recharging Core To create a Self-Recharging Core, you must have Energy points equal to the Maximum Energy of the core you wish to create. Additionally, when creating a Category 1 core, it starts with 1 Energy point; a Category 2 core starts with 1d4; a Category 3 core starts with 1d4 + half your Intelligence modifier; a Category 4 core starts with 1d4 + half your Intelligence modifier; and a Category 5 core starts with 1d6 + half your Intelligence modifier. \pagebreakNum Self-recharging Cores recharge by draining energy from the environment invisibly. A core made entirely of Vibranium is considered a category above 5, possessing unlimited energy; however, its value can exceed $1,500,000, and it is extremely rare and sought after, even in its smallest fragments. ##### **Self-Recharging Core** | Category | Maximum Energy | Value | Auto-Recharge | | :------: | :------------: | :------: | :-----------: | | 1 | 1 | $1,040 | 30 minutes | | 2 | 4 | $41,600 | 15 minutes | | 3 | 6 | $104,000 | 10 minutes | | 4 | 8 | $250,000 | 5 minutes | | 5 | 10 | $500,000 | 1 minute | ### Device Also at 1st level, you gain a Device, a customizable and versatile invention. You must choose from the Devices listed at the end of this class description. Once chosen, you cannot replace your Device at higher levels. If your Device is lost or destroyed, you must construct a new one with the same characteristics as the previous one. A Device has a construction cost equal to your Inventor level × $2,600, plus 4 hours of work. When reconstructing a Device, it retains all the upgrades you previously chose. Repairing a Device requires a Sleight of Hand check DC 15 using your Inventor tools, plus half the cost and half the time required to construct it. At level 5, you upgrade your Device to an Enhanced Device; at level 13, you upgrade it to an Advanced Device; and at level 17, you upgrade it to an Ultimate Device. With each upgrade, you essentially rebuild and improve your creation from scratch, paying half of the construction cost and half of the work hours. ### Specialty As an Inventor, you must choose a Specialty as your field of study for your genius. At 1st level, you select a Specialty, developing its first feature. At levels 5, 9, 14, 17, and 20, you may continue developing your Specialty by gaining a new ability, provided you already have the preceding ability or choose a new Specialty. Specialties have continuous progression, meaning that to select an item within a Specialty, you must possess all prior items. For example, to choose *Advanced Chemistry* within the **Chemistry** Specialty, you must already have *Apprentice Chemist*, *Basic Chemistry*, and *Chemical Knowledge*. #### Weapons 1. **Apprentice Armorer:** Choosing this Specialty grants proficiency with the Armorer and Blacksmith crafts. 2. **Weapon Forge:** You spend only ¼ of the market value of a simple or martial weapon in raw materials instead of half the value. Additionally, for each day of free time spent creating a simple or martial weapon, you may produce one or more weapons with a total market value not exceeding $1,000 instead of $500, as per the item crafting rules. You may also enhance Firearms at half the normal cost. 3. **Versatile Armorer:** You have learned to utilize diverse materials for your weapons. You may use Adamantium, Reverbium, or Antarctic Vibranium as raw materials for your weapons if you have access to these rare materials. Additionally, all weapons created with this Specialty gain +1 to attack rolls and damage, and you gain the ability to craft Firearms and Exotic Weapons you are proficient with. You also gain access to Firearm modifications and 3rd-level Ammunition Division modifications, as per the Shooter class modification table. 4. **Enhanced Weapons:** All weapons you craft with this Specialty gain +2 to attack rolls and damage instead of +1. Additionally, you may create weapons costing up to $2,600 using Weapon Forge. You also gain access to Firearm and 6th-level Ammunition Division modifications, as seen in the Shooter class table. 5. **Fire and Steel:** You can now craft any weapon from any material using Weapon Forge. 6. **Master of Arms:** You have become a renowned master of arms; your creations are legendary and in high demand. When creating weapons, you may choose to spend double the base cost to make them deal true damage. All weapons crafted with this Specialty gain +3 to attack rolls and damage instead of +2. Modifying a firearm requires 1 full day of work per modification using the Armorer craft. You may remove an existing modification while adding a new one. * **Maintenance:** Modifications require regular adjustments to function correctly. During a long rest, you may maintain a number of weapons equal to your Intelligence modifier (minimum 1). If a modified firearm does not receive maintenance during a long rest, any attacks made with it have disadvantage. * **Limited Modifications:** You may modify a firearm a number of times equal to your Intelligence modifier (minimum 1). You can only have one modification of each type per weapon. * **Modified Ammunition:** You also learn to craft modified ammunition. To craft modified ammunition, you require Armorer tools and must spend the cost in components listed in the Modified Ammunition column. The maximum number of modified ammunition you can maintain is equal to your Wisdom modifier. \pagebreakNum
\columnbreak #### Armors 1. **Forge Apprentice:** Choosing this Specialty grants you proficiency with the Leatherworker and Blacksmith crafts. 2. **Armor Forge:** You spend only ¼ of the market value of a light or medium armor in raw materials instead of half the value. Additionally, for each day of free time spent crafting a light or medium armor, you may create one or more light or medium armors with a total market value not exceeding $1,000 instead of $500, as specified in the item crafting rules. 3. **Versatile Armors:** You have learned to use a wide range of materials for your armors. You may use Adamantium, Reverbium, or Antarctic Vibranium as raw materials for your armors if you have access to these rare materials. Additionally, all armors you create with this Specialty gain +1 to AC. 4. **Enhanced Armors:** All armors you craft with this Specialty gain +2 to AC instead of +1. Additionally, you may craft armors costing up to $2,600 using Armor Forge. 5. **Defense Improvement:** You have learned to advance your armor creation knowledge. From this point, when crafting an armor, you may add $5,200 to its creation cost to add resistance to one type of damage: acid, electricity, cold, or fire. This specific resistance stacks with the armor’s base AC. 6. **Master Armorer:** You have become a renowned armorer; your creations are legendary and highly sought. All armors you craft grant resistance to physical damage—concussion, slashing, and piercing. Additionally, all armors crafted by you gain +3 to AC instead of +2. You may also use Vibranium and even Uru as raw materials for your armors. #### Engineering 1. **Gadgeteer:** Choosing this Specialty allows you to carry an additional Apparatus. 2. **Secondary Device:** You gain access to an additional Device, considered your Secondary Device. This Secondary Device receives updates as you select abilities from this Specialty. Your class-chosen Device and your Secondary Device cannot be the same. 3. **Improved Apparatus:** Your Apparatuses receive enhancements and advantages over others. When creating an Apparatus, you may choose from: • When dealing damage or healing with this Apparatus, you may add half your proficiency bonus in d8s to the roll. • The DCs of your Apparatus saving throws increase by half your proficiency bonus. • Energy requirements for special abilities of your Apparatus are reduced by 1, but cannot be lower than 1. 4. **Amplified Energy:** Your internal energy is improved. Your maximum Energy points increase by a number equal to your Intelligence modifier (minimum 1). Additionally, your Secondary Device receives an Enhanced upgrade. 5. **Device Upgrade:** Your class-chosen Device receives an additional Enhanced Upgrade. You may also carry one additional Apparatus. 6. **Master Inventor:** You become a master inventor, having created some of the most diverse and sometimes dangerous inventions ever seen on Earth. When creating an Apparatus, you may gain an additional improvement from the Improved Apparatus ability. Additionally, your Secondary Device receives an Advanced upgrade. \pagebreakNum #### Chemistry 1. **Aspiring Chemist:** You gain proficiency with the Chemistry and Herbalist crafts. 2. **Basic Chemistry:** You have learned to make reactions and mixtures for solution creation. When creating a level 1 solution, you do so at half the normal cost and time. 3. **Chemical Knowledge:** Your studies have led you to understand shortcuts in solution crafting. You may reduce the cost of consecutively created solutions by $1,000 after the first solution; this reduction applies only once per additional solution. 4. **Advanced Chemistry:** You have learned advanced chemical processes, enabling you to create level 2 solutions. Additionally, your level 1 solutions now cost and take half the time to produce. When you are attacked, you may use your reaction to consume or throw a solution. 5. **Test Product:** After ingesting various reagents and inhaling unpleasant gases, you have developed natural protection against toxins. You gain resistance to acid and poison damage and have advantage on saving throws against being Poisoned or Intoxicated. Additionally, applying, consuming, or throwing a solution may now be done as a bonus action. 6. **Master Chemist:** You have mastered the most complex chemical processes, allowing you to create level 3 solutions. Your level 2 solutions now cost and take half the normal time to produce. All creations from this Specialty have their DC increased by +2. Additionally, you may spend 3 Energy points during solution creation to duplicate it, creating a copy for only $500. ##### **Solution Crafting** | Level | Cost | Standard Time | | :---: | :-----: | :-----------: | | 1 | $5,400 | 4 hours | | 2 | $10,800 | 8 hours | | 3 | $21,600 | 16 hours | Chemical Solutions can be crafted using the Chemist craft. The maximum potion level craftable through this craft is level 1. Solutions require an action to apply, consume, or throw (voluntary creatures may choose AC 10 to receive a solution) as described for each solution. The required cost and work hours for crafting solutions depend on the Inventor’s level, as shown in the Solution Crafting table above. ##### Level 1 Solutions * **Pym Solution:** Affected creature gains the effect of the *enlarge/reduce* power for 1 hour. * **Krakoana I Solution:** The affected creature recovers a number of hit points equal to Xd6, where X equals the Inventor’s level. * **Stamina Solution:** The affected creature gains climbing speed equal to their walking speed for 1 hour. * **Storm Solution:** The affected creature becomes invisible for 1 minute. Attacking or taking damage ends the effect early. * **Soldier Solution:** The affected creature’s speed increases by 15 feet for 1 hour. * **Atlantean Solution:** The affected creature can breathe underwater for 1 hour. * **Weak Toxic Solution:** The affected creature must make a Constitution saving throw. On a failure, they take 1d6 + the creator’s Intelligence modifier in poison damage. ##### Level 2 Solutions * **Quicksliver Solution:** The affected creature gains the effects of the *haste* power for 10 minutes. * **Mistique Solution:** When preparing this solution, choose an effect of the *alter self* power. The affected creature gains this effect for 1 hour. * **Krakoana H Solution:** The affected creature recovers hit points equal to Xd6 + the creator’s Intelligence modifier, where X equals the Inventor’s level. * **Thing Solution:** The affected creature gains resistance to bludgeoning, slashing, and piercing damage for 1 minute. * **Crystalis Solution:** Choose a damage type (acid, cold, fire, lightning, poison). The affected creature gains resistance to the chosen type for 1 minute. * **Angel Solution:** The affected creature gains a flying speed of 60 feet for 1 hour. * **Radioactive Solution:** The affected creature gains the effects of the *contagion* power for 1 hour. * **Strong Toxic Solution:** The affected creature must make a Constitution saving throw. On a failure, they take 2d6 + twice the creator’s Intelligence modifier in poison damage. * **Paralytic Solution:** The affected creature must make a Constitution saving throw. On a failure, they are Paralyzed for 1 minute, repeating the save at the start of each turn. ##### Level 3 Solutions * **Moon-Parker Solution:** The affected creature must make a Wisdom saving throw. On a failure, they permanently fall in love with the first creature they see. If normally not attracted to the creature, they feel strong platonic admiration. The powers *Greater Restoration* or *Remove Curse* can end this effect.
\pagebreakNum * **Goblin Solution:** When affected by this solution, your Constitution score increases by 5 for 1 hour. * **Leader Solution:** When affected by this solution, your Intelligence score increases by 5 for 1 hour. * **Krakoana L Solution:** When affected by this solution, you recover hit points equal to Xd6 + twice the creator’s Intelligence modifier, where X equals the Inventor’s level. Additionally, the affected creature’s lifespan is extended by 10 years. * **Hammer Solution:** When affected by this solution, your Charisma score increases by 5 for 1 hour. * **Blonsky Solution:** When affected by this solution, your Strength score increases by 5 for 1 hour. * **Von Doom Solution:** When affected by this solution, your Wisdom score increases by 5 for 1 hour. * **Lopez Solution:** When preparing this solution, choose a creature within the limits of the *Ultimate Alter Self* power. When affected by this solution, the creature must make a Wisdom saving throw; on a failure, you transform into the chosen creature for 1 hour, following the rules of the *Ultimate Alter* power. ### Apparatus At 2nd level, you can carry up to three level 1 Apparatuses of your choice. If your DM requires, acquiring an Apparatus costs money and time to manufacture, depending on its level, as shown in the table below. In addition to the listed cost, you must pay for the purchase or creation of a Cell or Core for each Apparatus created. While within your Energy Range, your Apparatuses are always active unless you choose otherwise. If your Apparatus is somehow damaged, you must repair it with a Sleight of Hand check using your Inventor tools with DC 15 + the Apparatus’s level, spending half the time and money used to create it. A lost or destroyed Apparatus must be fully replaced. Every Apparatus contains an energy source, either a Cell or a Core, which has a limited number of charges. The Energy column in the Apparatus table defines the minimum number of charges a Cell or Core must have to create the Apparatus. If the energy source is a Cell, the Apparatus becomes unusable once its charges are depleted. If it is a Core, the Apparatus’s charges may be recharged using your Energy, reducing your Energy points depending on the number of charges restored. An Inventor using an Apparatus may choose to use their own Energy points instead of those contained in the Cell or Core of the Apparatus, spending the number of Energy points described in the Apparatus’s abilities. Apparatuses have their own abilities with maximum durations; however, some are single-use or have shorter durations than listed in the Apparatus table. In such cases, the duration is specified in the Apparatus description. For example, a grenade cannot be used after detonation, making its duration effectively instantaneous. Activating an Apparatus consumes one charge, and to activate its abilities, you may spend either the Apparatus’s charges or your own Energy points. Level 3 or higher Apparatuses require maintenance and repairs. Whenever they are damaged or if the DM deems necessary, you must maintain your Apparatus, spending half the time and money required for its creation. If possible, you may reuse parts from an old Apparatus, recovering ¼ of the cost for a level 3 Apparatus, ⅓ for a level 4, or ½ for a level 5. Level 1 and 2 Apparatuses cannot be reused. At 1st level, you may construct level 1 Apparatuses. At 5th level, level 2 Apparatuses; at 9th, level 3; at 12th, level 4; and at 15th, level 5. ##### **Apparatus Table** | Level | Energy | Cost | Crafting Time | Ability Duration | | :---: | :-------: | :------: | :-----------: | :--------------: | | 1 | 1 | $500 | 10 minutes | 1 hour | | 2 | 3 | $5,200 | 1 hour | 8 hours | | 3 | 5 | $15,600 | 8 hours | 24 hours | | 4 | 7 | $53,000 | 24 hours | 7 days | | 5 | Unlimited | $106,000 | 7 days | Permanent | ##### **Level 1 Apparatuses** ##### Neurological Helmet A rigid metal helmet that fits the wearer’s head and interacts with their brainwaves. When activated, you gain the following for 1 hour: * You gain +1 to AC. * **1 Energy Point:** As a bonus action, you may emit a high-frequency noise from your helmet. All creatures within 10 feet must succeed on a Constitution saving throw or be Deafened until the start of your next turn. ##### Medical Kit This device emits waves and a bright green light, producing a regenerative effect on organisms and even machinery. When activated, choose one of the following: * Using an action, expend a charge to restore hit points to a creature with at least 1 hit point. The creature must be adjacent to you. They regain hit points equal to 2 × your Intelligence score (minimum 2). This does not affect undead. * **1 Energy Point:** Using an action, expend a charge to stabilize a creature and restore 1 hit point.
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##### Web Shooter Worn on the wrists, usually under the gloves of the suit, this launcher fires thin strands of a special “web fluid” at high pressure. When activating the threading mechanisms in each web shooter, machined from stainless steel, for the next hour you gain the following features: * Your climbing speed is doubled. * You gain 30 feet of swinging movement. * You can take the Grapple action at a distance of 30 feet. * **1 Energy Point:** As a bonus action, for 1 hour, you gain the ability to move up, down, and along vertical surfaces and upside-down across ceilings while keeping your hands free. Additionally, your climbing speed equals your walking speed, and you are under the effects of the *swinging* power. ##### Falcon Lenses Some synthetic lenses are large-area holographic lenses that provide extended eye relief and panoramic real-world viewing. When activating this Apparatus, for the next hour you gain the following features: * Add your Intelligence modifier (minimum 1) to Perception rolls. * **1 Energy Point:** Your next ranged attack has advantage. ##### Explorer Lenses This pair of lenses has undergone a chemical treatment making them sensitive to the smallest amounts of light, converting normally invisible waves into visible ones. When activating this Apparatus, for the next hour you gain the following features: * While wearing the Explorer Lenses, you have darkvision up to 120 feet and do not have disadvantage on Perception checks relying on sight. * **1 Energy Point:** As an action, you can double your vision range for the next minute. \columnbreak ##### Madame's Mask Looks like a fake mustache, but without the mustache and without the fake part. When activating this Apparatus, for the next hour you gain the following features: * You become proficient in Charisma saving throws. * **1 Energy Point:** Using an action, for 1 hour, you make yourself—including clothing, armor, weapons, and other belongings—appear different until the effect ends or until you use your action to dismiss it. You can appear 5 cm taller or shorter and appear thin, fat, or somewhere in between. You cannot change your body type, so the basic limb layout must remain. The extent of the illusion is up to you. Alterations made by this mask do not hold up under physical inspection. For example, if you use the mask to add a hat, objects pass through it, and anyone touching it would feel nothing or only your head and hair. If you use it to appear thinner than you are, someone reaching to touch you could pass through you while you appear in midair. To discern your disguise, a creature can use its action to inspect your appearance and must succeed on an Investigation check against your Inventor DC. ##### **Level 2 Apparatuses** ##### Voice Amplifier & Modulator A small metallic piece with a suction cup that can be discreetly attached to a person’s throat. When activating this Apparatus, you gain the following features: * If you have listened to a creature speak for one minute or longer, you can mimic its voice. A creature attempting to discern the difference must succeed on an Insight check. You can also alter the pitch of any voice (including your own) spoken through this device. * **1 Energy Point:** You can increase your voice volume up to 10 times louder. ##### Energy Shield The Energy Shield is a cylindrical piece, similar to a bracelet, capable of projecting an energy field. When activating this Apparatus, you may use one of the following abilities: * Using an action, a 1.5-meter by 1.5-meter shield is positioned in front of you and cannot be moved. As long as you remain behind the shield, frontal attacks targeting you hit the shield instead. The shield has AC 15 and 25 hit points. If not destroyed, it disappears after 1 hour. * **3 Energy Points:** Using an action, a hexagonal-cell force field envelops your body. Add your Intelligence modifier to your AC; this bonus counts as Enhanced Defense. This effect ends after 1 hour or if you fall unconscious. \pagebreakNum
##### Support Skeleton A metallic spine-like apparatus with several spikes that attach to the lower back painlessly and automatically. When activating this Apparatus, for the next 3 hours you gain the following features: * You gain proficiency in Constitution saving throws. * You receive temporary hit points equal to 1d4 per level of Inventor you have. For example, at Inventor level 5, you gain 5d4 temporary hit points. * **3 Energy Points:** As a bonus action, you can cure yourself of a poison or disease affecting you. ##### Repulsor Gloves This pair of gloves is apparently delicate, made of a thin layer of iron, but has impressive durability. Additionally, an external exoskeleton-like structure grants greater precision for manual tasks. When activating this Apparatus, you gain the following features: * You use only half the time to craft mechanical items, including Apparatuses and Devices. * **3 Energy Points:** The palm repels an energy blast. Using an action, you can fire an attack, hitting creatures in a 4.5-meter cone. Creatures in the area must succeed on a Dexterity saving throw or take 3d6 energy damage. ##### Holographic Cloak When inactive, this cloak appears as black leather with matte details and hexagonal mechanisms throughout the fabric. When activating this Apparatus, you gain the following features: * While wearing the cloak, you gain a bonus to Stealth equal to your Intelligence modifier. * **2 Energy Points:** When you become Incapacitated or use the Disengage action, you may use your reaction to become invisible until the end of your next turn. Additionally, you create 4 illusory duplicates of yourself that move in opposite directions or perform distracting actions. Duplicates last until the end of your next turn but disappear immediately if attacked. * **4 Energy Points:** Using an action, you may activate *Greater Invisibility* on yourself. ##### Thermal Vision Goggles Made of black metal, this pair of goggles has red lenses. When activating this Apparatus, you gain the following features: * You can see invisible creatures up to 30 feet away. * **2 Energy Points:** For the next minute, you can see through any object or wall that you have been observing for at least one turn. This vision has a range of 60 feet. \columnbreak ##### Omni-Translator A small rod that can be positioned near the ear and mouth, with a speaker on one end and a microphone with another speaker on the other end. When activating this Apparatus, for the next 8 hours you gain the following features: * You understand any spoken common language. * Creatures that understand at least one common language can understand any language you speak. ##### Goblin Glider A gyro-stabilized technological platform with an internal thruster that keeps it in the air. It measures 10 feet long, 10 feet wide, and 40 cm high, weighing 60 kg. When activating this Apparatus, for the next 4 hours it gains the following features: * The glider floats at a minimum of 10 feet above the ground and can move horizontally up to 15 feet in any direction using your movement. It remains stable up to 60 feet above the ground; beyond that height, it descends 10 feet per turn. * If you have a Voice Amplifier & Modulator, it can connect to the glider’s speakers, increasing your voice volume up to 20 times instead of 10. * **3 Energy Points:** Using an action, you can launch yourself on the glider toward enemies in a straight 18-meter line. Any creature in the path must succeed on a Dexterity saving throw or be dragged along and take 4d6 piercing damage (half on a successful save). You may jump off the glider before this action; if so, the glider continues on its own and returns to your position at the end of the movement. If you perform this action while airborne, the glider will still return to you afterward. \pagebreakNum ##### Accelerator Gate This pair of metallic spheres remains magnetically attached when inactive. When activated, they separate and create an energy gate between them. Upon activating this Apparatus, you gain the following features: * You place two floating metal pieces in a line of 20 feet, up to 15 feet from you; each piece is at one end of the line. The pieces remain active for the next minute, each with 12 AC and 20 hit points. If a piece is destroyed, the Apparatus is deactivated. * You and allies crossing this line gain 15 feet of additional movement until the end of your next turn. * **2 Energy Points:** Energy-based projectiles deal 1 additional damage die per 2 Energy Points spent. ##### Atlantean Respirator A respirator that projects a holographic protective layer around the user, with excellent hydrodynamic properties. Upon activating this Apparatus, you gain: * Swim speed equal to your walking speed. * **3 Energy Points:** As a bonus action, you can breathe underwater for the next 3 hours. ##### Robot-Drone Typically bronze, this drone serves as your creator’s eyes, ears, and occasionally nose during patrols. It functions as a surveillance device, transmitting images and information to the Inventor. Upon activating this Apparatus, you gain: * Using an action, the drone can move up to 40 feet from you. It can perform one action under your control: manipulate objects, open unlocked doors or containers, store or retrieve items, or pour the contents of a vial. A built-in camera allows you to see through the drone via a device like a smartphone. * If you have a Voice Amplifier & Modulator, it can connect to the drone’s speakers, increasing your voice volume up to 20 times instead of 10. \columnbreak ##### Web Grenade A proximity-triggered explosive that ensnares enemies within its range. Upon activating this Apparatus: * **2 Energy Points:** Using an action, you can throw this grenade within your throwing range. Upon landing, it explodes, and all creatures within a 4.5-meter radius must make a Constitution saving throw. On a failure, they are Restrained and must retry the saving throw at the start of their next turn to free themselves. ##### **Level 3 Apparatus** ##### Metalloid Boots This pair of orange boots has an external pneumatic metal structure, providing shock absorption and jump propulsion. Upon activating this Apparatus: * Walking speed increases by 10 feet. * Jump height increases by 15 feet. * You may use your Intelligence instead of Strength for jumping distance and height. * While active, any fall damage is minimized, and you do not fall prone. * **2 Energy Points:** Jump distance and height are doubled. ##### Energy Canteen Resembling a lightly decorated canteen, this device captures kinetic, light, and thermal energy and converts it into resonant energy. Upon activating: * The Apparatus stores energy up to the capacity of its cell or core. Using an action, you may restore Energy Points equal to the stored amount. ##### Nanite Beam This capsule-like Apparatus contains nanomachines capable of replication, fired in a curative stream. Upon activating: * Using an action, you fire a healing beam at a creature within 30 feet. The creature recovers 4d6 + your Intelligence modifier hit points. * **2 Energy Points:** When you see an ally within 30 feet of you make a Constitution saving throw, you can use your reaction to grant them advantage on that roll.
\pagebreakNum ##### Tanotic Reader This strange pair of lenses is stacked in front of one eye, emitting a blue light that penetrates solid surfaces and displays information on the lens itself. Upon activation for the next 8 hours: * Using an action, you can detect the location of undead within 120 feet. * You can identify how and when a corpse died. ##### Structural Fortification Mechanism A partial exoskeleton connecting to one shoulder and both legs. Upon activation: * Reduces the Strength requirement for using Apparatuses, Artifacts, firearms, and abilities by 5. * You may add half of your Intelligence modifier to attack rolls with Apparatuses, Artifacts (requiring Strength), and firearms. * **2 Energy Points:** Increase your Strength by a value equal to your Intelligence modifier. ##### Micro-Missiles You can create up to 5 small missiles when crafting this Apparatus. Upon activation: * **2 Energy Points:** Fire all missiles at a point you can see in a 4.5-meter cone. You can target only as many creatures as missiles you have. Each missile deals 2d6 energy damage in a 1.5-meter area. Creatures in the area make a DC 15 Dexterity saving throw for half damage on a success. ##### Falcon Pack A backpack with retractable wings that expand for aerodynamics. Upon activation, choose one: * Using an action, gain the benefits of the *Levitate* power without concentration. * **4 Energy Points:** As an action, gain a flying speed of 60 feet for the next 10 minutes. * **4 Energy Points:** As a reaction, deploy wings in front of you to gain full cover. ##### **Level 4 Apparatus** ##### Gravitational Field A small box containing immense gravitational power. Upon activation for the next minute: * **4 Energy Points:** Throw this Apparatus into an unoccupied space within 10 feet. It expands to occupy a 4.5-meter diameter area, considered difficult terrain. Any creature ending its turn inside is Paralyzed until the start of its next turn. ##### Neuro-Adaptive Diadem A gold diadem with gemstone-like crystals that appears as an elegant jewel. Upon activation for 7 days: * Gain proficiency in Wisdom saving throws. * Resistance to psychic damage. * **1 Energy Point:** For 1 hour, thoughts cannot be read, and powers detecting consciousness fail. * **3 Energy Points:** As an action, use the *Dominate Person* power for up to 10 minutes. \columnbreak ##### Sudden Death Mode An offensive exoskeleton that enhances your combat capabilities. Upon activation, choose one: * **3 Energy Points:** As a bonus action, empower a metal weapon within 30 feet. The next attack deals 3d8 additional lightning damage. * **3 Energy Points:** As an action, fire an energy ray at a target within 10 feet. On hit, the target takes 4d6 lightning damage and must make a Strength saving throw. On a failure, it is knocked 10 feet back and falls prone. Huge or larger creatures have advantage. ##### Total Block Mode A gold-brushed metal arm bracer with advanced defense systems. Upon activation for 8 hours: * Gain temporary hit points equal to 2 × Inventor level. Recover 1d6 hit points at the start of each turn. * **3 Energy Points:** As a reaction when targeted by a projectile, reduce damage by 4d8 + Intelligence modifier. If reduced to 0, spend 1 additional Energy Point to reflect the projectile; the attacker makes a Dexterity saving throw. On failure, they take full damage; on success, half damage. ##### Artillery Engine This engine weighs 35 kg and is transported in separate pieces. Partial assembly takes 1 round; full assembly takes 1 minute. You cannot move or perform other actions with your hands while assembling. Once partially or fully assembled, you can: * **3 Energy Points:** While partially assembled, use an action to attack a creature up to 95 feet. On hit, deal 8d6 piercing damage. * **6 Energy Points:** While fully assembled, use an action to attack a creature up to 95 feet. On hit, deal 8d6 piercing damage. Creatures within 30 feet of the target must make a Dexterity saving throw; on failure, take 8d6 fire damage. The main target automatically fails this saving throw. ##### **Level 5 Apparatus** ##### Quantum Possibility Calculator A steel panel accessing information from the Quantum Realm. Upon activation, choose one: * Once per minute, gain the benefits of the *Guidance* power. * **2 Energy Points:** Use the *Find Traps* power. * **4 Energy Points:** Use the *Commune* power to contact the Quantum Realm matrix. * **7 Energy Points:** Use the *Find the Path* power without familiarity with the destination. * **8 Energy Points:** Use the *Sixth Sense* power for up to 10 minutes. ##### Bionic Lens A simple metallic-reflective lens set. Upon activation: * Automatic success on detecting illusions related to vision for 1 minute. * **6 Energy Points:** Until the end of your next turn, critical range decreases by 2, and critical hits deal +4d6 damage. \pagebreakNum ##### Gravity Manipulator A metallic sphere with a handle and trigger, emitting a perceptible vibration when active. Upon activation, choose one: * **8 Energy Points:** Use the *Invert Gravity* power. * **8 Energy Points:** Concentrate for 1 minute to create a 4.5-meter radius intensified gravity zone within 120 feet. Weight of all creatures and objects is doubled, movement speed halved, jump height/distance halved, and flying creatures must make Strength saving throws or fall taking double fall damage. Creatures inside or starting their turn in this zone must make a Strength saving throw or take 2d6 true bludgeoning damage. ##### Freezing Ray A backpack-like small tank connected by a hose to a one-handed trigger. Upon activation, choose one: * Using this Apparatus increases all ability Energy costs by 1 until a long rest. * **4 Energy Points:** As an action, spray a large ice mist at a target within 30 feet. The target makes a Constitution saving throw. On failure, it takes 6d6 cold damage and is frozen until the end of its next turn. Taking damage breaks the ice. On a success, half damage. ##### Chaos Storm A sphere capable of creating a battlefield singularity. Upon activation for 1 minute: * **8 Energy Points:** Floats 15 feet above the ground and moves up to 15 feet per round under your mental commands. At the start of each turn, creatures within 10 feet beneath it make a Constitution saving throw. On failure, take 10d6 lightning damage; on success, half. --- ### Fighting Style Upon reaching 2nd level in this class, choose a Fighting Style. You cannot select the same style again, even if gained from another class: #### Short-Range Shooter You are trained to make ranged attacks at close distances. When making a ranged attack within 5 feet of a hostile creature, you do not suffer disadvantage on the attack roll. #### Heavy Weapon Combat When you roll a 1 or 2 on a damage die for a melee weapon attack that you are wielding with two hands, you can reroll the die and use the new result, even if it is a 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit. You gain +1 to attack and damage rolls with this weapon. This bonus increases by +1 at Inventor levels 8 and 16. #### Two-Weapon Fighting A weapon in each hand seems balanced enough for you. When using this style, you gain a proficiency in Two-Weapon Fighting, and when you gain the Extra Attack feature, you can make one additional attack with your off-hand weapon once per turn. \columnbreak #### Back to You! You’ve learned to get the most out of wielding a melee weapon and a firearm in your off-hand, gaining proficiency with light firearms. When attacked, you can use your reaction to fire your firearm at the attacker. The weapon must be loaded. Additionally, you can reload a light firearm using a bonus action. #### Duelist When you wield a melee weapon in one hand and nothing in the other, you gain +2 to attack and damage rolls with that weapon. These bonuses increase by +2 at Inventor levels 8 and 16. #### Defense While not wearing heavy armor, you gain a +1 bonus to AC. You gain proficiency with medium and heavy armor. #### Gunpowder You gain a +2 bonus to attack rolls made with firearms. Additionally, when modifying firearms or crafting new firearms, you spend only half your proficiency bonus on the daily crafting cost. #### Marksmanship You gain a +2 bonus to attack rolls made with a ranged weapon. Additionally, once per turn, you can make a ranged opportunity attack. ### Expertise At 3rd level, choose one skill or tool you are proficient with. You gain expertise in that choice. At 6th level, you can choose two more of your proficiencies to gain this benefit. ### Ability Score Improvement When you reach 4th level, and again at levels 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1 each. ### Emanation At 6th level, you have mastered control over your reactor, allowing it to manifest a new effect in your body. Choose one: #### Healer When you restore hit points to an ally, you can spend 4 Energy Points to maximize the healing. #### Armorless Defense When not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. #### Precise Shooter When you miss a ranged weapon, ability, or power attack, you can spend 3 Energy Points to make a new attack roll, taking the new result. #### Armor Specialist While wearing light armor, you add half your Intelligence modifier to your AC; if wearing medium armor, you add half your Intelligence modifier to your DR; if wearing heavy armor, you add your full Intelligence modifier to your DR. \pagebreakNum ### Entropy At 7th level, when you use a Device or Apparatus ability that spends at least 1 Energy Point, you can roll 1d6. On a roll of 6, you do not spend an Energy Point. At 14th level, you roll 1d4, and on a 4, you do not spend an Energy Point. ### Indomitable Mind Starting at 9th level, once per day, if the total of an Intelligence saving throw you make is lower than your Intelligence score, you may use your Intelligence score instead of the roll. You gain an additional use of this feature at levels 14 and 17. ### Energy Conduction Upon reaching 11th level in this class, you can construct 1 additional Apparatus. Additionally, you are able to obtain one extra Enhanced or Advanced upgrade for your devices and must choose again, selecting from: #### Extra Attack You can attack twice instead of once when you take the Attack action on your turn. #### Repulsion Aura You can create an aura that repels attacks. By spending 3 Energy Points, until the start of your next turn, you become untouchable by any ranged attacks, and all melee attacks against you are made with disadvantage. #### Unleashed Trigger When you hit with a ranged attack, you gain 10 feet of additional movement and one extra attack. If the hit is a critical, you may make 2 additional attacks. This can only occur once per turn. ### Vital Energy At 14th level, you are able to generate an energetic reaction in your body, consuming your own life force. Using an action, you take 1d10 energy damage, and when you do so, you regain 1 Energy Point. ### Understanding Schematics At 15th level, you acquire an analytical mind that allows you to maximize your capabilities. Choose one of the following options: #### Emergency Aid Each time you take the Help action, heal, or provide any support to an ally, you regain 1 Energy Point. #### Impenetrable Defense You can forgo your movement and double your DR while remaining stationary. You may spend 5 Energy Points to double it again until the start of your next turn. #### Sunburst When you attack with a weapon or ranged power, you can spend 10 Energy Points to create a destructive explosive projectile. When you do, your next weapon or ranged power attack deals an additional 10d6 energy damage. \columnbreak #### Overload When using a Device to attack, a number of times equal to your Intelligence modifier per long rest, you can create an overload, adding a maximized damage die to the weapon. Additionally, when attacking or using a Device ability, you can use a bonus action to make an additional attack. ### Deus Ex Machina At 18th level, you can unlock the hidden potential of your reactor, choosing one feature from the following: #### Energy Consumption Each time an enemy you have hit within the last 2 rounds dies, you gain half your Intelligence modifier in Energy Points. #### Energized When you spend 5 Energy Points in a turn, you gain an extra action. This action can only be used for the Attack action (one weapon attack only), Disengage, Shoot, Hide, or Use an Object. This can only happen once per turn. #### Master of Machines You can use an action to touch a broken Apparatus and restore it instantly. You can do this once per long rest. #### Consultation Rate When you take the Help action, heal an ally, or provide any support, you can take one additional action that turn. This can only occur once per turn. ## Devices ### Devices in the Hands of Non-Inventors Devices held by non-Inventors function partially, not receiving upgrade benefits, and can only be used if the Device contains at least 1 Energy Cell. Activating it costs 2 Energy Points and lasts 1 hour. After this time, the Device ceases to function and points must be spent again to reactivate it. Features of Devices that require Energy Points to activate can only be used by Inventors. ### Elixir Weapon An Elixir Weapon can visually resemble a pistol or grenade launcher, with modifications allowing it to launch solutions without destroying them on impact. The Elixir Weapon follows the rules of a grenade launcher, having a capacity of 4 (for solutions and capsules) and two-handed use, or capacity 2 (for solutions and capsules) and one-handed use. An Inventor can reload an Elixir Weapon using a bonus action and may use their Intelligence modifier for attack rolls with this weapon instead of Dexterity. An ally, if warned, can voluntarily be targeted by a shot, making their AC 10 for the attack made with the Elixir Weapon. Optionally, with less efficiency, capsules can be thrown like solutions, using your throwing ability to determine the maximum distance reached. \pagebreakNum Your capsules used with this weapon must be prepared in advance. They can be purchased from a glassware shop or similar, where you could buy 5 capsules for $100, or they can be crafted using glassworking tools, producing 10 capsules for $100. To make these capsules functional, an Inventor must spend 10 minutes working on them, adding ingredients (of negligible value) that activate the charges. Once prepared, these capsules can have one of the following effects: * **Mercy Capsule:** You can create a restorative liquid in a capsule. If it hits a willing creature, it restores hit points equal to Xd8 + your Intelligence modifier, where X is your level in this class. * **Mei Capsule:** You can create a cryogenic mixture in a capsule that produces a cold effect. When released into the air, it creates a freezing explosion at the target location. The target takes Xd6 + your Intelligence modifier cold damage, where X is your level in this class, and creatures within 5 feet of the target must make a Constitution saving throw; on a failure, they take 2d6 cold damage. * **Moira Capsule:** You can create a toxic liquid in a capsule that affects skin contact. On a hit, the capsule deals Xd8 + your Intelligence modifier poison damage, where X is your level in this class. Additionally, the affected creature must make a Constitution saving throw or become Poisoned until the start of its next turn. * **Shadow Capsule:** You can create a corrosive liquid in a capsule that, when released into the air, forms a small cloud at the target location. The target takes Xd6 + your Intelligence modifier acid damage, where X is your level in this class. Creatures within 5 feet of the target must make a Constitution saving throw; on a failure, they take 2d6 acid damage. * **Torbjörn Capsule:** You can create an incendiary liquid in a capsule that, when released into the air, produces a small fiery explosion at the target location. The target takes Xd6 + your Intelligence modifier fire damage, where X is your level in this class, and creatures within 5 feet of the target must make a Dexterity saving throw; on a failure, they take 2d6 fire damage. --- Activated capsules gain a visual appearance that distinguishes them from each other and from inactive capsules. The differences are determined by the Inventor who creates them. This could include variations in liquid color, metal locking mechanisms, or other aesthetic features that have no mechanical effect beyond identification. \columnbreak ### Enhanced Elixir Weapon Choose one upgrade from the following: * **Improved Loading:** The weapon’s capacity is doubled. * **Advanced Barrel:** Your attack rolls with the Elixir Weapon gain +2 to hit. Additionally, the range increases to 150/617 feet, and the weapon fires silently. ### Advanced Elixir Weapon Choose one upgrade from the following: * **Taste of Death:** You can craft a capsule with a necrotic liquid that emits a deadly miasma. Creatures hit by this capsule take 2d8 necrotic damage and must make a Constitution saving throw; on a failure, their maximum hit points are reduced by the damage taken until the next long rest, and they are Blinded until the start of their next turn. * **Heroes Never Die:** Creatures healed by your Mercy Capsule are healed for Xd10 instead of Xd8, and the healing is increased by half your Intelligence modifier. Alternatively, when preparing this capsule, you can choose to remove one of the following conditions: Blinded, Poisoned, Paralyzed, or Deafened. ### Ultimate Elixir Weapon Choose one upgrade from the following: * **Paralysis Inducer:** When a creature is hit by a Moira Capsule, Mei Capsule, or Taste of Death capsule and fails its respective saving throw, it gains one level of Exhaustion. A creature cannot gain more than two levels of Exhaustion from these capsules. * **Restoration Infuser:** When a creature is hit by a Mercy Capsule, it regains hit points equal to your Intelligence modifier at the start of each of its turns for the next minute. This effect does not stack.
\pagebreakNum ### Mark Armor Marks are armors that function as piloted (or sometimes automated) vehicles, usually humanoid in shape, with a torso, arms, legs, and head, though this is not an absolute rule. Some Marks may take the form of animals, insects, or even shapes not based on any organic creature. While they can be used and piloted by non-Inventors, Marks reach their full potential only when piloted by Inventors equipped with their Apparatuses and Devices. Typically, a Mark has the same size category as its creator, but it is possible to create Marks up to the “Large” size category. Beyond this, there are no known Inventors who have undertaken the enormous resources and time required. A Mark has a carrying capacity equal to one size category larger than itself. Constructing any Mark requires at least one week of work and $104,000, depending on conditions. Each upgrade to the Mark costs $52,000 in materials and requires at least 8 hours of work. Every Mark requires at least one self-recharging core just to move when not piloted by an Inventor. The required core category depends on the Mark’s level, with the simplest requiring a category 1 core, and the most advanced potentially needing more than one category 5 core, significantly increasing cost and complexity. ##### **Minimum Required Self-Recharging Core Categories** | Size | Standard | Enhanced | Advanced | Ultimate | | :----: | :------: | :------: | :------: | :----------------: | | Medium | 2 | 3 | 4 | 5 | | Large | 3 | 4 | 5 | 2 category 5 cores | A damaged Mark requires time and resources to repair, which should be determined by the GM based on the damage received. Total loss of a Mark is possible. A Mark is considered a vehicle, with AC 10 + its Intelligence modifier, hit points equal to 10 × the level of the Inventor who created it, and a speed of 30 feet. A Mark has Constitution 12 and Strength 12, though if the pilot has higher Strength, the Mark uses the pilot’s Strength instead. When constructed, the Mark’s maximum Dexterity is equal to that of its creator. When unmanned, it automatically fails any saving throws. A Mark is immune to necrotic, psychic, and poison damage, and immune to the Frightened, Charmed, Poisoned, Intoxicated, and Bleeding conditions. This does not grant immunity to the pilot. When using a Mark, the pilot gains the following features: * While inside a Mark, it takes damage for you. * Entering or exiting a Mark requires one action. * Upon entering a Mark, your physical ability scores and movement change as follows: ○ Strength becomes the Mark’s or the pilot’s, whichever is higher, up to a maximum of 20. ○ Dexterity becomes the Mark’s maximum Dexterity. ○ Constitution remains that of the Mark. ○ Intelligence, Wisdom, and Charisma remain your own. * While inside a Mark, you use its hit points. When destroyed, you are ejected from the Mark and revert to your previous hit points. However, if you exit due to the Mark being destroyed, any excess damage carries over to you. For example, if your Mark takes 10 damage but has only 1 HP remaining, you are ejected and take 9 damage. As long as this does not reduce you to 0 HP, you do not fall unconscious. When destroyed, you must make a Strength or Dexterity saving throw (DC 12); on a failure, you take 2d6 concussive damage and fall prone. * You retain all benefits from class, race, or other sources, provided the Mark’s form allows it physically. * All equipment stays with you inside the Mark and cannot be used until you exit. Equipment stored in the Mark’s cargo compartment can be used normally if the Mark has the capacity. * Area attacks or powers targeting you hit the Mark instead. If a creature attempts to attack you inside the Mark, you gain 3/4 cover and the attacker makes the roll at disadvantage. * Effects targeting you while inside the Mark are subject to the GM’s discretion for reduction, nullification, or normal resolution. Marks have a Heating system. When reaching maximum Heat, they enter an inactive state and require time to cool before operation can resume. **Heat:** A Mark has two movement modes: a normal mode that generates no Heat, and an accelerated mode that does. In combat, a Mark gains 1 Heat point for each attack made or received. Heat levels last 1 minute. You reduce 1 Heat level if 1 turn passes without attacking, without being hit, or if the Mark takes cold damage. All movement speeds of the Mark are reduced by Heat effects. When Overheated, you must make a Dexterity saving throw (DC 15); on a failure, you are ejected and take 2d6 fire damage. On a success, you exit normally. An Overheated Mark must remain unused for at least 3 rounds to reduce 1 Heat level. After ceasing to be Overheated, Heat levels decrease normally. ##### **Mark Heat Levels** | Heat Level | Effect | | :--------: | :--------------------------------------------: | | 2 | -5 ft. movement | | 4 | -10 ft. movement | | 6 | -15 ft. movement | | 8 | Disadvantage on attack rolls and saving throws | | 10 | Movement reduced to 5 ft. | | 12 | Overheated (F#ed) | \pagebreakNum When building your Mark, you receive 3 Development points. Each feature has a cost based on its level. Each upgrade below costs 1 point: * **Pneumatic Enhancement:** Each time this feature is chosen, select 2 attributes from Strength, Dexterity, or Constitution; they gain +2. Choosing Strength also increases the Mark’s maximum Strength by +2. If the pilot has higher Strength than the Mark, while piloting, they instead receive half of the Pneumatic Enhancement bonus to Strength. Example: a pilot with Strength 18 in a Mark with +4 Strength will have Strength 20. * **Class X Armor:** Each time this feature is chosen, the Mark gains +1 AC and +1 DR. Additionally, the Mark gains 5 extra hit points per level of Inventor you possess. * **Apparatus Slot:** Choosing this feature allows the Mark to integrate one Apparatus. Installing an Apparatus in a Mark requires 1 hour of work per Apparatus level above 1. Once installed, the Apparatus cannot be used outside the Mark. Removing an Apparatus without damage requires half the installation time. * **Weapon Slot:** Choosing this feature allows you to install a simple or martial weapon you are proficient with in the Mark. The weapon must be forged or purchased beforehand. Installing a weapon requires 1 hour of work. Once installed, the Mark can use its actions to attack with this weapon. Removing the weapon without damage requires 1 action. * **Exhaust System:** Choosing this feature gives the Mark a cooling system that dissipates 1 Heat point at the start of each turn, even in combat. This effect is cumulative. * **Lighting:** Choosing this feature allows you to use an action to illuminate an area in a 60-ft. cone from the Mark. * **Isolation:** Choosing this feature grants advantage on saving throws against powers and abilities that require line of sight while inside the Mark. Additionally, you gain full cover against attacks targeting you. * **Complex Metal Alloy:** Choosing this feature grants the Mark resistance to one non-elemental damage type of your choice. * **Ejection Mechanism:** Choosing this feature allows you, while inside the Mark, to use a bonus action or reaction (when targeted by an attack) to eject. When ejected, you are launched 60 ft. in a direction of your choice. Using this feature generates 1 Heat point.
* **Disguise Panel:** Choosing this feature allows you to use an action to give your Mark advantage on Stealth checks to hide in a specific environment for the next hour. You can change the environment during maintenance, which takes 1 hour of work. Using this ability generates 1 Heat point. Choose 1 of the following environments: Arctic, Hill, Coast, Desert, Forest, Mountain, Swamp, or Underground. \pagebreakNum #### Enhanced Mark Armor You receive 4 development points. Each upgrade at this level costs 2 points. * **Underwater Adaptation:** Choosing this feature gives your Mark a swimming speed of 30 ft. Additionally, while inside your Mark, you can stay submerged for 4 hours; after this period, water begins leaking into your Mark. You have 1 minute to surface or begin suffering drowning effects. * **Enhanced Weapon Slot:** Choosing this feature allows you to install light, medium, heavy firearms, or flamethrowers. If you already have the Weapon Slot feature, you may install an additional weapon. * **Protection Panel:** Choosing this feature allows you to spend 1 or more Energy points and use an action, bonus action, or reaction when targeted by an attack to create a shield around your Mark. This shield can absorb up to 3d6 damage per Energy point spent until the start of your next turn. If the damage exceeds the shield’s capacity, your Mark takes the remaining damage normally. * **Thrusters:** Choosing this feature grants your Mark a movement of 30 ft. in one of the following types: flight, burrowing, or climbing. * **Mechanical Grapple:** Choosing this feature allows you to use an action and 1 Energy point to extend a hand or chest-mounted clamp from your Mark to grab a target up to 30 ft. away. The target must make a Strength or Dexterity saving throw; on a failure, it is pulled to within 5 ft. of your Mark. Using this ability generates 1 Heat point. #### Advanced Mark Armor You receive 4 development points. Each upgrade at this level costs 3 points. * **Smart Bomb:** Choosing this feature allows your Mark to launch an EMP bomb up to 60 ft. away. All electronics within a 15-ft. radius of the impact point, except your Mark, are disabled for 1 round. * **Advanced Metal Alloy:** Choosing this feature gives your Mark resistance to one elemental damage type of your choice. * **Enhanced Disguise Panel:** Choosing this feature allows you to spend an action and 3 Energy points to make yourself and your Mark invisible for 10 minutes. Using this ability generates 1 Heat point. * **Automation Panel:** Choosing this feature allows you to remotely control your Mark via an integrated panel. Using an action and 6 Energy points, you can control your Mark up to 120 ft. away. You can see and hear through it but can only speak if a *Voice Amplifier and Modulator* apparatus is installed. * **Long-Range Repulsors:** Choosing this feature allows you to use an action and 1 Energy point to fire a straight-line ray from your Mark’s hand up to 30 ft. Make a ranged attack against a target; on a hit, it takes 2d8 energy damage. * **Advanced Sensors:** Choosing this feature allows you to use an action and 3 Energy points to give your Mark 15 ft. blindsight or 20 ft. tremorsense for 1 minute. Using this ability generates 1 Heat point. * **Unibeam:** Choosing this feature allows you to use an action and 6 Energy points to fire a straight-line beam from your Mark’s chest up to 60 ft. The beam is 5 ft. wide. All creatures in its path must make a Dexterity saving throw; on a failure, they take 10d10 energy damage. Using this ability generates 6 Heat points. #### Ultimate Mark Armor You receive 5 development points. Each upgrade at this level costs 3 points. * **Ultimate Underwater Adaptation:** Same as Underwater Adaptation, but now grants an additional 60 ft. swimming speed and 12 hours underwater. After this period, you have 1 hour to surface or face the same drowning effects. * **Crossed Wings:** Choosing this feature equips your Mark with retractable X-shaped wings that can be deployed using a reaction. When activated, you gain 100 ft. flying speed. Additionally, on the back of the wings is an energy receptor that converts incoming damage into power. If your Mark receives electrical or energy damage on its back while wings are active, you may fire a repulsor ray in a straight line up to 60 ft.; on a hit, it deals 8d8 energy damage plus the electrical or energy damage received. Using this attack generates 7 Heat points. If you don’t attack this way, the Mark cannot dissipate the incoming damage first. * **Thermomechanical Converter:** Choosing this feature allows your Mark to use Heat instead of dissipating it to enhance its performance. For each Heat point above 6, your Mark gains +4 Strength. At 10 Heat points, the Mark restores full movement but cannot take actions until it fully dissipates Heat. * **Ultimate Weapon Slot:** Choosing this feature causes any weapon installed in your Mark to deal true damage. * **Nanobot Alloy:** Choosing this feature allows your Mark to occupy no physical space while inactive, shrinking to fit a single panel and can be activated with just a reaction. Additionally, when casting a power on yourself, your Mark receives the same effects. Discuss the effects of this power with your DM. * **Ultimate Automation Panel:** Choosing this feature grants the same properties as the Automation Panel, but now you gain an additional 1.5 kilometers to control your Mark remotely. \pagebreakNum ### Electromagnetic Staff The Electromagnetic Staff is crafted from an experimental alloy combining high durability and lightness, serving as a fully controllable energy conductor by the Inventor. The staff is considered a simple melee weapon with the Light and Finesse properties, dealing 1d6 bludgeoning damage. Upon reaching the Advanced upgrade, the Staff can transform into an energy cannon. It gains the following abilities: * **Electrical Absorption:** When hit by an attack dealing electrical damage, you may make a Dexterity saving throw (DC determined by the power’s difficulty or the attack roll). On a success, the damage is absorbed by the Staff, and you gain 1 Energy point per level of the power, up to your maximum Energy. On a failure, you only take half the damage. Only powers of 1st level or higher can be converted into Energy points. * **Energize:** When attacking, you may spend Energy points to increase the attack’s damage by 2d6 per point spent. You may spend an amount equal to your proficiency bonus per attack. * **Force Strike:** In weapon mode, by spending 2 Energy points, you can make an attack that deals 1 additional damage die. The target must succeed on a Strength saving throw or be pushed 5 ft. and knocked prone. In Cannon mode, this ability changes: for every 3 successful attacks with this weapon, you recover 1 Energy. * **Disruptor Ray:** Using an action while wielding the Staff in Cannon mode, you can spend 1 Energy point to make a ranged attack against a target up to 60 ft. away. On a hit, the target takes 2d6 energy damage per Energy point spent, up to 3 points. Use your proficiency bonus and Intelligence modifier for the attack roll. \columnbreak #### Enhanced Electromagnetic Staff Choose one upgrade: * **Defensive Pulse:** Using your reaction when targeted by an attack, you may spend 1 Energy point to create a shield around you, absorbing up to 10 × your Inventor level in damage from any source. The shield lasts until the start of your next turn. * **Focused Beam:** For each consecutive turn you use Disruptor Ray, add 1d6 damage, resetting to 2d6 if a turn passes without using it. * **Skyward!:** By spending 2 Energy points, you can leap to a target within 10 ft., becoming adjacent to it and making a melee attack. The attack’s damage increases by one category. In Cannon mode, this changes to: using an action and spending 3 Energy points, you can fire an enlarged ray (10 ft. radius) traveling 40 ft., hitting one or more enemies. Targets make Dexterity saving throws, taking 2d12 energy damage on a failure or half on a success. #### Advanced Electromagnetic Staff This upgrade allows the Staff to fully function as an energy cannon. Using a bonus action, you may spend 4 Energy points to transform it into a firearm with the Two-Handed property, Strength 15, and 60 ft. range. The Cannon mode has no capacity or ammo; each shot costs 1 Energy point and deals 2d10 energy damage. Attack and damage rolls use the Inventor’s Intelligence modifier. Using a bonus action, you can revert the Staff to its melee weapon form.
\pagebreakNum
Choose one upgrade from the following: * **Defensive Pulse:** Using your reaction when targeted by an attack, you may spend 1 Energy point to create a shield around you. It absorbs up to 10 × your Inventor level in damage from any source and lasts until the start of your next turn. * **Crescent Beam:** Your Disruptor Ray and Focused Beam increase by 1 damage category, may add your Intelligence modifier to the ray’s damage, and now use either an action or bonus action to attack. This can only be used once per turn. * **Energy Capacitor:** When switching the Electromagnetic Staff between Weapon and Cannon mode (and vice versa), you gain +20 ft. movement for the next two turns and temporary hit points equal to your proficiency bonus × your Intelligence modifier. #### Ultimate Electromagnetic Staff With this upgrade, all damage dealt by the Electromagnetic Staff becomes true damage. Choose one upgrade from the following: * **Maximized Charge:** When using the *Energize* ability, you may spend 4 additional Energy points. Doing so maximizes the damage of the ability. * **Power Storage:** The Staff can store a power up to 8th level for up to 1 week. You must spend a long rest and double the Energy points equal to the level of the power you wish to store. For example, to store an 8th-level power, you spend 16 Energy points plus a long rest. Once stored, you can use a bonus action to cast the power normally without expending a power slot. * **Aerial Impact:** When using the *Skyward!* ability, you may spend 4 Energy points to force creatures within a 10 ft. radius of the landing area to make a Strength saving throw. On a failure, they take 2d12 thunder damage and are pushed 5 ft. away from the impact center. On a success, they take half damage and are not pushed. When using the *Shocking Shot* ability, you may spend 3 Energy points to increase its area to a 15 ft. radius, and enemies in the area have disadvantage on the saving throw. ### Pneumatic Synaptic Exoskeleton Linked to the user’s nervous system, this exoskeleton is an extremely complex invention that functions as extensions of the human body, assisting in various tasks. It may have multiple arms depending on the version. Each arm is a Construct with its own AC equal to 10 + your Intelligence modifier and 20 hit points × your Inventor level. At 1st level, you start with two pneumatic arms with the following properties: * Each arm can reach up to 20 ft. * Pendular movement uses the arms’ reach for movement. * While prone, the user does not need to spend movement to stand up.
The arms can act at the end of your turn or use their movement when receiving a **Command**. * **Command:** Using an Attack action, you can issue a command to your mechanical arms, giving each arm a distinct action from the following: ○ **Advance:** The arm moves toward a target within 20 ft. you can see. Make a ranged attack roll against the creature; on a hit, the tip of the arm deals damage. ○ **Protect:** The arm moves to a target within 20 ft. you can see and positions itself to protect them until the arm receives another command or you move beyond its reach. The target gains half your Intelligence modifier (minimum 1) to AC. This bonus does not stack. ○ **Repel:** Spend 2 Energy points to make the arm release a 15 ft. straight-line energy beam. Creatures in the line must make a Dexterity saving throw; on a failure, they take 3d8 lightning damage. Damage increases to 5d8 at Enhanced upgrade, 7d8 at Advanced, and 9d8 at Ultimate. * **Return:** Using a bonus action, command the arm to return to your space, occupying the same space as you. \pagebreakNum You can choose between two versions for the tips of the arms of your exoskeleton: * **Blade Tip:** The arm tips are crescent-shaped blades capable of cutting and piercing. Benefits: ○ Attacks with the arm deal 1d8 + your Intelligence modifier of slashing or piercing damage. Damage increases to 2d8 at the Enhanced update, 3d8 at the Advanced update, and 4d8 at the Ultimate update. ○ You gain +2 to Dexterity saving throws. * **Pincer Tip:** This tip has a triple separation capable of providing greater support and leverage for its user. Benefits: ○ Attacks with the arm deal 1d8 + your Intelligence modifier of bludgeoning damage, and you can use the arms to perform the *Grapple* and *Throw* actions, with a weight limit of 1,320 lbs (600 kg). Damage increases to 2d8 at the Enhanced update, 3d8 at the Advanced update, and 4d8 at the Ultimate update. ○ You gain +2 to Strength saving throws. --- ### Pneumatic Synaptic Exoskeleton Enhanced Choose one of the following upgrades: * **Enhanced Attribute:** You gain +1 to Strength, Dexterity, or Constitution saving throws. * **Accelerated Command:** You can use a bonus action to issue a Command to your mechanical arms. * **Extended Reach:** Maximum arm reach becomes 30 ft. --- ### Pneumatic Synaptic Exoskeleton Advanced You can have an additional mechanical arm. Choose one of the following upgrades: * **Advanced Command:** Upgrade one of the existing Commands: ○ **Devastating Advance:** When using the Advance command, you may spend 3 Energy points to make the mechanical arm strike all enemies in a straight line toward your target. Enemies in the line must make a Dexterity saving throw; on a fail, a creature takes 6d10 damage of the tip's type, or half on a success. ○ **Energy Protection:** When using the Protect command, you may spend 3 Energy points to grant an energy shield around the protected creature, giving 6d10 temporary hit points and half cover while the sphere surrounds them. ○ **Controlled Repulsion:** When using the Repel command, you may spend 3 additional Energy points to create a controlled energy wave in a 15 ft radius from the Mechanical Arm. Enemies in the area must make a Dexterity saving throw; on a fail, a creature takes 10d6 lightning damage, or half on a success. * **Advanced Properties:** Choose one of the following: ○ **Chameleon Plating:** You create a mechanism capable of camouflaging your arms and yourself until the end of your next turn. Using a bonus action, you become invisible, and creatures have disadvantage on saving throws against the mechanical arms. ○ **Advanced Engineering:** Improve the properties of your mechanical arms, granting +2 to their AC, +10 hit points per level of Inventor you possess, and 30 ft reach. ○ **Advanced Sensors:** You create a series of small sensors for your mechanical arms, allowing your exoskeleton to transmit information to you. Using a bonus action, the arms gain 30 ft of blindsight and can hear anything within the same distance. Sensors remain active for up to 10 minutes. * **Recap:** You may choose a previous upgrade. --- ### Pneumatic Synaptic Exoskeleton Ultimate You can have an additional mechanical arm. Additionally, when your mechanical arms are active, you are considered Large size and your walking speed equals your arms’ reach. Choose one of the following upgrades: * **Command: Repulsive Explosion:** Using an action and 7 Energy points, all your mechanical arms fire multiple repulsor beams in a 20 ft radius within the arms’ reach. All creatures in the area must make a Dexterity saving throw; on a fail, a creature takes 11d6 fire and energy damage. * **Ultimate Properties:** Choose one of the following: ○ **Warlike:** All damage dealt by your mechanical arms increases by one damage category. ○ **Defender:** If you are targeted by an attack, you can use your reaction and 5 Energy points to have at least two of your mechanical arms immediately return to you, granting +5 to AC and saving throws and total cover until the start of your next turn. * **Recap:** You may choose a previous upgrade. --- ### Digital Aegis This bracelet projects a digital shield, designed for both defensive functions and surprise attacks against enemies. You can deactivate and activate the shield projection as a free action. When active, the Digital Aegis functions like a Tower Shield, used with one hand and weightless. * **Static Field:** When targeted by a ranged weapon attack, you may use your reaction to block a projectile with your Aegis. You must succeed on a Dexterity saving throw DC equal to 8 + half the projectile’s attack roll. On a success, the projectile falls in front of your projection. \pagebreakNum
* **Static Projection:** Using an action and 1 Energy point, you can perform an attack at a point up to 20 ft away using your Aegis. An enemy at that point must make a Dexterity saving throw; on a fail, they take 2d6 lightning damage and fall prone. * **Holographic Push:** Using an action and 1 Energy point, you can propel your shield up to 10 ft forward. Creatures in the area must make an Athletics or Acrobatics check DC equal to your Inventor DC; on a fail, the creature is pushed 15 ft backward. --- ### Enhanced Digital Aegis Choose one upgrade: * **Electrostatic Deflection:** On a successful Static Field saving throw, you can deflect the projectile back at the creature that attacked you. Make a ranged attack roll against that creature; on a hit, it takes the damage that would have been dealt to you. * **Electrostatic Projection:** The area of effect of your Static Projection ability becomes a point with a 5 ft radius up to 30 ft away. All creatures in this area must make the Static Projection saving throw. * **Electrostatic Interception:** When an ally within 20 ft is targeted by an attack, you can use your reaction and 2 Energy points to command your shield to protect them with an energy wave. An ally protected this way is under the effect of Static Field until the end of their turn. --- ### Advanced Digital Aegis Choose one upgrade: * **Powerful Deflection:** You can use your Static Field and Electrostatic Deflection abilities to defend against ranged single-target powers aimed at you. * **Reintegration System:** Using an action and 4 Energy points, you can activate a healing energy wave that restores 3d6 hit points to yourself or an ally up to 5 ft behind the shield, removing effects that cause the *Incapacitated* condition. * **Pressurized Wave:** Using an action and 4 Energy points, you can move your shield in a direction, creating a violent air displacement that affects all targets in a line 15 ft wide by 40 ft long. Targets must make a Strength saving throw; on a fail, they are thrown 15 ft backward, fall prone, and take 3d6 bludgeoning damage. On a success, they take half damage. --- ### Ultimate Digital Aegis Choose one upgrade: * **Reintegrating Aegis:** Using an action and 5 Energy points, you create a 20 ft radius regeneration circle around you that affects all allies within the area. Allies are healed for 5d6 hit points and receive the effects of the *Lesser Restoration* power. * **Guard Dome:** Using a reaction, action, or bonus action, you can spend 2 Energy points to project a 10 ft radius electrostatic dome around you. Until the end of your next turn, creatures inside the dome cannot move out, and creatures outside cannot move in. For every 2 Energy points spent, the duration increases by 1 turn and the dome functions like the Electrostatic Deflection ability. * **Electrostatic Arc:** Using an action and 7 Energy points, you generate a 20 ft radius air displacement field around you. Enemies in this area must make a Strength saving throw with disadvantage; on a fail, they are thrown 25 ft backward, fall prone, and take 8d6 bludgeoning damage. On a success, they take half damage. \pagebreakNum
### Incendiary A two-handed weapon capable of burning enemies and creating smoke screens, manipulating the battlefield in interesting ways. Unlike a flamethrower, the Incendiary does not require fuel to function, generating a chemical reaction that converts air into combustible material. * **Fiery Dart:** Using an action, your flamethrower can create a line of flames using the surrounding air. Creatures in a line 15 ft from you must make a Dexterity saving throw. On a fail, creatures take Xd4 fire damage, where X is your level in this class. * **Local Incinerator:** Using a bonus action and 1 Energy point, you can fire a suction mechanism from the Incendiary that rapidly pulls air within a 10 ft radius of the weapon, useful for dispersing clouds, fog, or other gases. * **Smoke Curtain:** Using a bonus action and 1 Energy point, your Incendiary emits a dense smoke cone. It projects a toxic cloud in a 10 ft cone in front of you, heavily obscuring the area for all creatures except you. Creatures in this area must make a Constitution saving throw; on a fail, they gain the **Poisoned** condition. --- \columnbreak #### Enhanced Incendiary The Incendiary’s damage increases to Xd6. Additionally, choose one upgrade: * **Fiery Orb:** Instead of firing a line of flames with Fiery Dart, you launch a sphere up to 30 ft away. Upon reaching its maximum range or hitting a solid object, the sphere explodes in a 10 ft radius, damaging all creatures inside. * **Scalding Cut:** When using Fiery Dart, you may spend 1 Energy point to focus the flames like a blowtorch, reducing its range to 10 ft and converting the damage to Xd6 **true fire damage**. * **Peace Smoke:** When using Smoke Curtain, you may spend 1 additional Energy point to cause creatures that fail their save to become **Charmed** by you instead of Poisoned. --- #### Advanced Incendiary The Incendiary’s damage increases to Xd8. Additionally, choose one upgrade: * **Persistent Fiery Dart:** Fiery Dart now deals d8 damage instead of d6 and leaves behind a wall of flames that lasts until the end of your next turn. Creatures starting their turn in or moving through the wall take 2d8 fire damage. * **Incendiary Smoke:** When using Smoke Curtain, you may spend 3 additional Energy points to release a large amount of combustible gas generated by the Incendiary in a 10 ft radius in front of you. The gas lasts until the end of your next turn. Any spark or flame ignites the area, causing an explosion. Creatures in the area must make a Dexterity saving throw; on a fail, they take 5d6 fire damage. On a success, they take half damage. * **Firefighter:** When targeted by an ability or power dealing true or non-true fire, poison, or acid damage, you can use your reaction to attempt to absorb the effects. For every 2 Energy points spent, you absorb 2d8 damage of fire, poison, or acid. --- #### Ultimate Incendiary The Incendiary’s damage increases to Xd10, and all fire damage it deals becomes **true damage**. Additionally, choose one upgrade: * **Rapid Explosion:** Fiery Dart can now be used with a bonus action and deals one additional damage die. * **Elemental Converter:** When using Fiery Dart, you may spend 2 Energy points to change its damage type to either acid or poison for the next minute. * **Supercondensed Plasma:** Using an action and 5 Energy points, you can fire a mini-orb of extreme incendiary power at a target up to 60 ft away. A creature hit by this orb must make a Dexterity saving throw; on a fail, it takes 8d8 **true fire damage** and becomes **Scorched**, taking 2d4 true fire damage each turn. On a success, it takes half damage and is not set ablaze. --- \pagebreakNum ### Attack Gauntlets An Attack Gauntlet is equipped with a magnetic induction firing mechanism, capable of launching energy waves. This device follows the rules of a firearm with a range of 60/300 ft, magazine capacity 25, one-handed, and silenced. It deals 1d6 energy damage. * **Burst:** Using an action, you can fire up to 5 waves rapidly at a target, applying all damage with a single attack. After using this ability, the gauntlet overheats and becomes unusable until the end of your next turn. * **Elemental Waves:** When firing the gauntlet, you can spend 1 Energy point to imbue a single wave with elemental damage of your choice: Acid, Electric, Fire, or Poison. Creatures in a 5 ft radius of the impact point must make a Dexterity saving throw; on a fail, they take 1d6 damage of the chosen type. * **Tracking Irradiation:** By spending 1 Energy point, the fired wave becomes a tracking wave. When you fire at a point within the gauntlet’s range, creatures in a 60 ft radius of that point are outlined in blue for you until the end of your next turn. This cannot penetrate walls or solid objects but can reveal invisible creatures. --- #### Enhanced Attack Gauntlets The wave fired by the gauntlet deals one category higher damage. The gauntlet’s capacity increases to 30, and overheating only lasts until the start of your next turn. Additionally, choose one upgrade: * **Ricochet Shot:** The gauntlet’s internal mechanism allows waves to ricochet off a solid surface. When you fire a wave, it travels an additional 30 ft in the opposite direction from the surface hit. * **Freezing Irradiation:** When firing, you may spend 2 Energy points to target a point within range. Creatures in a 10 ft radius must make a Dexterity saving throw; on a fail, they take 2d6 cold damage and have their movement reduced by twice your proficiency bonus in feet until the end of your next turn. * **Dispersion:** You may spend 2 Energy points and use an action to split a fired wave into 3 waves under your control, hitting up to 2 additional targets adjacent to your primary target. Adjacent creatures must succeed on a Dexterity saving throw or take the same damage as the main wave. --- #### Advanced Attack Gauntlets The base damage of the gauntlet’s wave increases to 2d8. Additionally, the gauntlet’s chamber has improved heat dispersion and no longer overheats when using **Burst**. Choose one upgrade: * **Rapid Irradiation:** The range of your waves increases by 50% (both normal and maximum), and the damage category increases by one. * **Energy Irradiation:** Using a wave with Energy Irradiation, spend 3 Energy points to fire a 20 ft line. All creatures in the line must make a Dexterity saving throw; on a fail, they take 2d6 energy damage. * **Shrapnel Irradiation:** Using Shrapnel Irradiation, spend 4 Energy points. On hitting a target, the wave explodes into dozens of micro-waves. Creatures within a 10 ft radius of the impact must make a Dexterity saving throw or take half the original damage and gain 1 point of **Internal Bleeding**. --- #### Ultimate Attack Gauntlets The base damage of the fired wave becomes 3d10. Choose one upgrade: * **Recap:** You may choose a previously unselected gauntlet upgrade. * **I Do What’s Needed:** Using a bonus action and 6 Energy points, your next shot becomes a 10 ft wide, 80 ft long line that can pass through solid surfaces. Creatures in the line must make a Dexterity saving throw; on a fail, they take 8d6 energy damage. On a success, they take half damage. * **Widow Irradiation:** Spend 8 Energy points to make your next wave an automatic hit that cannot be avoided. You roll the attack normally; if it exceeds the target’s AC, it counts as a critical hit. If you roll a natural 20, the damage multiplier is ×4 instead of ×2. Each use beyond the first grants 1 point of **Exhaustion**.
\pagebreakNum ### Vibranium Cloak A full-body suit woven with vibranium fibers integrated with layers of various fabrics and metal shavings. Due to the lightweight properties of the metal, the suit does not hinder the wearer’s mobility, and anyone wearing it becomes physically superhuman, increasing durability to withstand explosions, gunfire, and strikes from physically stronger opponents. The gloves feature fingertip claws coated with thin layers of vibranium. Constructing any Vibranium Cloak requires at least 1 week of work, depending on conditions, and costs $2.5 million in vibranium alone. The Vibranium Cloak provides AC 14 + the Inventor’s Intelligence modifier + the wearer’s Dexterity modifier. Wearing the cloak does not prevent wearing another armor, but effects related to the suit can be blocked if another armor is worn over it. * **Claws:** The suit has claws at the tips of each finger. Each claw deals 1d6 piercing damage + the wearer’s Dexterity modifier. * **Kinetic Absorption:** Whenever you take damage from a melee attack, the suit stores Energy points equal to the damage taken. Energy points persist for 1 minute and accumulate up to a maximum of 50. * **Turbo Mode:** Using an action and 1 Energy point, you amplify the vibrations of your suit, increasing its destructive power. Until the end of your next turn, damage from the suit (such as claws) increases by 1 die, and you add half your Intelligence modifier to attack rolls while wearing the suit. * **Vibrational Dispersion:** When hit by an effect that reduces your movement, you can use your reaction and 1 Energy point to reverberate the impact through your suit, negating the movement reduction effect. --- \columnbreak #### Enhanced Vibranium Cloak Choose one upgrade: * **Electric Glow:** Using 2 Energy points, your claws accumulate energy and begin to emit electricity. Add twice your Intelligence modifier as lightning damage to claw attacks until the end of your next turn. For each additional Energy point spent, the duration of this effect increases by 1 turn. * **Break Through:** When taking the Attack action while wearing the Vibranium Cloak, you may use a bonus action to attempt to **Disarm** your target. * **Battle Rhythm:** Using 1 Energy point, attacks made while wearing the cloak release fragments of stored energy, dealing 1d6 additional **thunder damage** until the start of your next turn. --- #### Advanced Vibranium Cloak Choose one upgrade: * **Fatal Vibration:** Claw damage increases by 2 categories, critical range is reduced by 1, and by spending 2 Energy points, all claw attacks until the start of your next turn ignore half of a target’s damage resistance. * **Vibrational Beam:** Using your action and 2 Energy points, fire a vibrational energy ray in a 30 ft line. Creatures in the line must make a Dexterity saving throw or take **true thunder damage** equal to twice your claw damage. * **Crescendo Vibration:** Using 5 Energy points, for the next minute, claw attacks mark targets with vibrational resonance. When a target accumulates 3 marks, they explode, dealing 4d6 additional energy damage. --- #### Ultimate Vibranium Cloak Choose one upgrade: * **Wakandan Panther:** Each claw’s damage increases by 2 categories, and all claw damage becomes **true damage**. * **Vibrational Wrath:** Using 8 Energy points, for 1 minute, all successful claw attacks mark targets. With a bonus action, all marks explode, dealing 2d8 **thunder damage** per mark. * **Vibrational Surge:** By spending all your Energy points, emit a 12 ft radius energy wave around you. All creatures in the area must make a Dexterity saving throw. On a fail, they take thunder damage equal to the Energy points spent; on a success, they take half damage. Structures take full damage.
\pagebreakNum ### Magnetic Precursor This Device is the central control unit for turrets; its proximity is required for turrets to operate. In addition to supplying power for turret operation, the Magnetic Precursor also enhances them. Turrets can be destroyed, but as long as you have the Precursor, rebuilding them costs half the construction price. This Device is a cube, 2 in × 2 in × 0.5 in, with negligible weight. To construct a turret, you spend half the cost and time used to build a Device. A turret is a Construct, Small size, weighing 33 lbs, with AC 10 + your Intelligence modifier and hit points equal to 5 × your Inventor level. Turrets have their own initiative, using the user’s Intelligence modifier for the roll, and act on their turn. A turret can remain active up to 50 ft from its user, but if the user is an Inventor, it can stay active up to twice the user’s Energy Reach. A turret is immune to necrotic, psychic, and poison damage, and immune to the **Charmed** and **Frightened** conditions. Turrets have Strength -1 and Dexterity +2 modifiers. They automatically fail any other saving throws. Using an action, you can deploy or retract a turret in an adjacent space. An undeployed turret is a 6 in cube. Turrets are automated firearms used to defend and support a user and their allies. Only one turret may be deployed at a time. * **Fire:** You can issue a command for your turret to fire at an enemy up to 30 ft away that you can see. The turret makes a ranged attack against that creature; on a hit, it deals 1d6 energy damage. * **Automated Strike:** Enemies entering a 25 ft radius around the turret, or starting their turn in this area, must make a Dexterity saving throw. On a fail, they take 1d4 energy damage. A turret can target only one creature per round with this ability. * **Net Launch:** Using your reaction and 1 Energy point, you can command your turret to fire a net at a creature within 30 ft that you can see. The target must make a Dexterity saving throw; on a fail, the creature is **Restrained**, following standard net rules. Once fired, the net must be reloaded with an action on the turret to be used again. --- #### Enhanced Magnetic Precursor Choose one upgrade: * **Additional Turret:** With this upgrade, you build an additional turret using the Device upgrade costs. All turrets have the same abilities. * **Electrified Net:** When a target fails the Net Launch saving throw, you may spend 3 Energy points to deal 4d6 lightning damage. * **Elemental Fire:** When using the Fire ability, you may spend 1 Energy point to deal 2d6 additional elemental damage of a chosen type: Electric, Fire, or Cold. Each additional Energy point spent adds another 2d6. --- #### Advanced Magnetic Precursor Turrets can now make 2 attacks per turn. Additionally, choose one upgrade: * **Shot Enhancer:** All turret attacks deal damage one category higher.
* **Piercing Beams:** When a turret hits a target with Fire, you may spend 4 Energy points to perform a Piercing Beam attack. Enemies in a 15 ft cone from the turret must make a Dexterity saving throw. On a fail, they take 4d6 **true energy damage**. * **Voltaic Arc:** If a turret is within 30 ft of you, you may spend 3 Energy points to activate a Voltaic Arc between you and a turret, or between two turrets. Targets on the line between these points must make a Constitution saving throw. On a fail, they take 4d6 lightning damage and become **Stunned**. --- #### Ultimate Magnetic Precursor Choose one upgrade: * **Mobility:** Your turrets can move up to 20 ft under your command using a bonus action. You can command one or multiple turrets at once. * **Fissure Core:** Using an action, or when a turret is destroyed, it initiates a self-destruction command. Creatures within 30 ft of the turret must make a Dexterity saving throw. On a fail, they take 12d6 + your Inventor level in energy damage. * **Morphing:** By spending 4 Energy points, your turret can activate an internal camouflage mechanism, becoming indistinguishable from any other object. This camouflage ends when it fires at a target. \pagebreakNum
### Buddy Bot An Inventor who uses a Buddy Bot creates a small device used to synchronize the user’s mental waves with their mechanical buddy (its appearance must be described by the creator), granting the ability to issue mental commands to the Bot. While deactivated, the Bot appears to be just a decorative figurine, but when activated, it appears to be a living creature. Using an action, you can deploy the Bot in a space adjacent to you. A Buddy Bot is a Construct, has a Tiny size category, and weighs 5 kilograms. It has AC 10 + your Intelligence modifier, hit points equal to 5 times the level of the Inventor who created it, and 30 feet of flying and walking speed. The Bot has its own initiative, using the user’s Intelligence modifier + proficiency bonus for attack rolls, and performs the action commanded by its owner on its turn. A Buddy Bot can move up to 100 feet from its user; however, if the user is an Inventor, it can move up to 5 times the value of the Inventor’s Energy Range. A Buddy Bot is immune to necrotic, psychic, and poison damage, and to the Charmed and Frightened conditions. The Bot has a Strength modifier of -1 and Dexterity +2. It automatically fails all other saving throws. A Buddy Bot can carry 10 darts, which must be prepared in advance by spending $10 and 10 minutes to produce 10 darts. The Bot’s attacks have a range of 30/120 feet. If it has more than one type of dart, when commanded to fire, you can choose which stored dart type to shoot. * **Piercing Dart:** The Buddy Bot makes a ranged attack against a creature you can see using a Piercing Dart. On a hit, the dart deals 1d8 piercing damage. This increases to 2d4 on an Enhanced Buddy Bot, 2d6 on an Advanced, and 2d8 on a Buddy Bot Ultimate. * **Tracking Dart:** By spending 1 Energy point, your Bot makes a ranged attack against a creature you can see using a Tracking Dart. On a hit, the target is marked: a marked creature glows with a reddish outline for 1 minute and does not benefit from Invisibility. A marked creature can make a Strength or Dexterity saving throw at the start of each of its turns to remove the mark. * **Buddy Camera:** Using an action and 1 Energy point, you can concentrate to see through the Bot’s sensors as if using the *clairvoyance* power. While doing this, you are unaware of your surroundings, but you can see and hear everything within the Buddy Bot’s range. This requires concentration as if it were a power. The Bot can move up to 10 times your Energy Range while using this ability. If the ability ends while the Buddy Bot is beyond range, it uses all its movement to return within your range. #### Enhanced Buddy Bot An Enhanced Buddy Bot automatically gains 1 DR, can carry up to 15 darts, and you must choose one upgrade from the following: * **Chameleonic Cloaking:** Choosing this upgrade creates a mechanism that camouflages the Bot for 1 minute. Using your reaction, the Buddy Bot becomes invisible, makes no more noise than a killdeer bird, and its speed is reduced to 20 feet. This invisibility ends early if the Bot takes damage or attacks. * **Elemental Dart:** The Buddy Bot can make a ranged attack with an Elemental Dart, prepared in advance by spending $10, 10 minutes, and 1 Energy point to produce 10 elemental darts. On a hit, these darts deal 2d6 additional elemental damage of the type chosen during preparation: Acid, Electric, Fire, or Poison. * **Enhanced Sensors:** This upgrade grants the Buddy Bot darkvision up to 60 feet and blindsight up to 15 feet. #### Advanced Buddy Bot An Advanced Buddy Bot automatically gains 2 DR (totaling 3), can carry up to 20 darts, can take 2 actions per turn, and you must choose one upgrade from the following: * **Advanced Engineering:** The Buddy Bot gains +2 AC, its flying speed increases by 30 feet, and its Dexterity modifier becomes +4 instead of +2. Additionally, its Piercing and Elemental Darts deal 1 additional damage die. * **Paralyzing Dart:** The Buddy Bot can make a ranged attack with a Paralyzing Dart, prepared in advance by spending $100, 30 minutes, and 1 Energy point to produce 10 darts. A creature hit must make a Constitution saving throw, failing which it is paralyzed until the end of its next turn. * **Weakening Mark:** Creatures marked by a Tracking Dart take an additional 2d6 damage from attacks while marked. #### Buddy Bot Ultimate An Enhanced Buddy Bot automatically gains 2 RD (totaling 5), can carry up to 30 darts, and you must choose one upgrade from the following: * **Ultimate Dart:** The Buddy Bot can make a ranged attack with a Piercing or Dart, prepared in advance using the relevant rules for that dart. On a hit, the dart deals 1 additional damage die, and the damage becomes true damage. * **Tracking Mark:** You always know the location of a creature marked by a Tracking Dart, as long as it is on the same plane. Additionally, the duration of the mark from the dart increases to 24 hours, and the saving throw DC to remove it increases by +2. \pagebreakNum * **Holographic Projector:** You can use your reaction and spend 7 Energy points to replicate the effects of the *project image* power technologically for up to 1 hour. You use your Inventor DC to determine the saving throw DC of this ability. While active, your Buddy Bot cannot make any attacks. This ability is immune to effects such as True Sight, and a creature cannot see through it, though they can still pass through it normally. ### Explosive Transducer This Device can synchronize with the Inventor’s brainwaves, allowing them to detonate grenades through mental commands. This Device is a square measuring 2 inches wide and high, 0.5 inches long, with negligible weight. You can purchase 3 explosives compatible with this device for $200, or spend $200 and 10 minutes of work to produce 6 explosives. Each bomb has a range of 30 feet; upon hitting a surface, it explodes in a 12-foot radius. Creatures within this area must make a Dexterity saving throw. On a failure, they take 1d6 bludgeoning damage. The damage increases to 2d6 at the Enhanced upgrade, 3d6 at Advanced, and 4d6 at Ultimate. * **Minefield:** Using an action and one explosive, you can create an explosive area with a 12-foot radius up to 20 feet from you. Creatures in this area or starting their turns within it must make a Dexterity saving throw; on a failure, they take 1d4 bludgeoning damage. This area lasts until the end of your next turn. * **Bouncing Bomb:** Using an action, one explosive, and 1 Energy point, you can throw a bouncing bomb. When the bomb hits a surface, it bounces 3 times before exploding. If it hits a creature, it explodes prematurely. Each bounce covers 5 feet, up to a maximum of 15 feet. * **Elemental Grenade:** Using an action, one explosive, and 1 Energy point, you can change the damage type of your explosives to acid, cold, lightning, fire, or poison. For each additional Energy point spent, the explosive’s damage increases by 1d6 of the chosen element. You can spend up to 3 additional Energy points with this ability. #### Enhanced Explosive Transducer Choose one upgrade from the following: * **Light Grenade:** Instead of dealing damage, you create an explosive that replicates the effects of the *daylight* power until the start of your next turn. Creatures within the bomb’s blast must make a Constitution saving throw; on a failure, they are Blinded until the end of their next turn. * **Concentrated Charge:** Using a bonus action, one explosive, and 2 Energy points, you can throw a Concentrated Charge. This charge deals 1d6 bludgeoning damage in a 5-foot radius. Targets must make a Dexterity or Strength saving throw; on a failure, they are pushed 5 feet back. If used near you, you are propelled 15 feet forward without taking damage. * **Concussive Grenade:** Using an action, one explosive, and 2 Energy points, you can throw a Concussive Grenade. Creatures in the bomb’s blast radius must make a Constitution saving throw; on a failure, they take 2d6 additional thunder damage and are Deafened until the end of their next turn. On a success, they take half damage. #### Advanced Explosive Transducer Choose one upgrade from the following: * **Short Fuse:** Every third explosive you throw deals 1 additional damage die plus your Intelligence modifier and increases its damage category. After throwing the third explosive, the count resets. * **Butterfly Grenade:** Using one explosive and 2 Energy points, you can throw a grenade that floats and can have its explosion delayed until the start of your next turn. You can detonate it with a free action. When it explodes, creatures within a 30-foot radius must make a Dexterity saving throw; on a failure, they are covered in ultra-colorful paint that reveals invisible units and causes the Blinded condition temporarily until the creature uses an action to remove the paint. Fully removing the paint requires 1 minute of work.
\pagebreakNum * **Mother Grenade:** Using an action, one explosive, and 4 Energy points, you throw a grenade at a point. When it explodes, it releases 4 submunitions that spread up to 15 feet from the center of the explosion in opposite directions. At the start of your next turn, these submunitions explode in a 12-foot radius. Creatures in this area must make a Dexterity saving throw; on a failure, they take damage equal to that of your explosive. #### Ultimate Explosive Transducer Choose one upgrade from the following: * **Dangerous Explosives:** Explosives created using this Device have their damage category increased by 1. Additionally, you deal extra damage equal to twice your Intelligence modifier (minimum 2). * **Specialized Elementalist:** Choosing this upgrade causes your Elemental Grenades to gain unique effects; their damage category increases by 1 and the damage becomes true damage. ○ **Acid:** Creatures hit by an Acid Elemental Grenade must make a Dexterity saving throw. On a failure, the creature’s AC is reduced by a number equal to half your Intelligence modifier. ○ **Electric:** Creatures hit by an Electric Elemental Grenade must make a Constitution saving throw. On a failure, they take 1d8 additional lightning damage and become Stunned. ○ **Fire:** Creatures hit by a Fire Elemental Grenade must make a Dexterity saving throw. On a failure, they take 1d8 additional fire damage at the start of each of their turns until they use an action to extinguish the flames. ○ **Poison:** Creatures hit by a Poison Elemental Grenade must make a Constitution saving throw. On a failure, they take 2d8 additional poison damage and become Poisoned. * **Infernal Mega Bomb:** Using an action, 2 explosives, and 8 Energy points, you can supercharge an explosive to its maximum potential. You may throw this supercharged explosive up to 300 feet from you. All creatures within a 30-foot radius of the explosion must make a Dexterity saving throw. On a failure, they take 12d8 true fire damage; on a success, they take half damage. ## Reactors Choose one type of Reactor: ### Fusion Reactor Creating a Fusion Reactor allows you to integrate the technology into yourself to gain increased vitality. You gain the following features: * **Arc Aura:** Add your Intelligence modifier times your Inventor level to your maximum hit points, and you gain resistance to lightning damage. At level 11, this resistance becomes resistance to true lightning damage. * **Energy Charge:** When you use your Energy to interact with a device or apparatus, you become Energized until the end of your next turn or until you discharge this charge, whichever comes first. The charge discharges upon receiving the first attack, and you gain effects based on the amount of energy used, all cumulative: ○ **1 point:** The next attack against you deals half damage (excluding true damage). ○ **2 points:** Your AC and all saving throws you make gain a bonus equal to half your proficiency bonus until you receive the next attack. ○ **4 points:** When taking a type of damage that is not true damage, you gain resistance to that damage type until the start of your next turn. If you already have resistance, it becomes immunity. #### Full Fusion Reactor At level 20 in this class, you gain immunity to true lightning damage, and when targeted by any damage (that is not true damage), you can spend 3 Energy points to increase your damage resistance scale until the start of your next turn. ### Metallic Reactor Creating a Metallic Reactor allows you to integrate the technology to accelerate your metabolism and enhance physical capabilities. * **Kinetic Thrust:** Add half your Inventor level (minimum 1) to the damage of your melee attacks and regain your proficiency bonus in hit points for each successful melee attack. * **Energy Charge:** When you use your Energy to interact with a device or apparatus, you become Energized until the end of your next turn or until you discharge this charge, whichever comes first. The charge discharges on the first successful melee attack, granting cumulative effects based on the energy used: ○ **1 point:** Your next melee attack gains a bonus to hit equal to half your proficiency bonus and reduces its critical threshold by 1. ○ **2 points:** Your next melee attack’s damage die increases by one category, and its critical multiplier increases by 1. ○ **4 points:** When dealing damage with a melee attack, you regain hit points equal to your Inventor level. #### Full Metallic Reactor At level 20 in this class, your melee attack damage increases by one category and gains an additional damage die. You can spend 5 Energy points to activate the *speed* power on yourself. \pagebreakNum ### Liquid Metal Reactor When you create a Liquid Metal Reactor, you learn to integrate this technology into yourself to accelerate your synapses, enhancing your agility and reflexes. * **Energy Targeting:** Add half your Inventor level (minimum 1) to the damage of your ranged weapon attacks. Additionally, add your proficiency bonus × 1.5 in meters to the maximum range of your ranged combat weapons. * **Energy Charge:** When you use your Energy to interact with a device or apparatus, you become Energized until the end of your next turn or until you discharge this charge, whichever comes first. The charge discharges on your first successful ranged weapon attack, granting cumulative effects based on the amount of Energy used: ○ **1 point:** Your next ranged attack gains a bonus to hit equal to half your proficiency bonus and reduces its critical threshold by 1. ○ **2 points:** Your next ranged attack’s damage die increases by one category, and its critical multiplier increases by 1. ○ **4 points:** When dealing damage with a ranged attack, all targets you choose within a radius of 5 feet × your proficiency bonus from the primary target must succeed on a Dexterity saving throw. On a failure, they take the same damage dealt by your attack. #### Full Liquid Metal Reactor At level 20 in this class, your ranged weapon attacks gain an additional damage die. You can spend 5 Energy points to, for 1 minute, make an additional ranged attack each turn, with each ranged attack dealing damage one category higher and ignoring the target’s damage resistance. At the end of this effect, you cannot move or take actions until the end of your next turn due to the lethargy wave that overwhelms you.
\pagebreakNum
## The Guardian The battlefield, an astral plane where the laws of physics are mere suggestions, witnesses the epic clash of these cosmic entities. Light shines in confrontation with darkness, creating a storm of energies that distorts the very essence of existence. Beams of luminous energy collide with torrents of darkness, creating a chaotic dance of opposing forces. The luminous manifestation, like a guardian of the higher realms, unleashes explosions of energy that illuminate the cosmos. However, the darkness does not retreat before this divine splendor. On the contrary, it rises like a black tide, devouring the light in its insatiable voracity. A Skrull sneaks behind an outcrop, its black cloak making it almost invisible at night, and watches a Kree war band celebrating their recent victory. Silently, it lurks among them and shouts powerfully, awakening its interstellar powers, and two Kree die before even realizing it was there. In the icy depths of the Norse realm, where the winds howl like specters and the ice-covered mountains stand as eternal sentinels, a fearless hero faced the imminent threat approaching. An army of ice giants, colossal and merciless, emerges from the frozen shadows to challenge the established order. The hero, endowed with a strength that echoed thunder and clad in radiant armor, wields a gleaming weapon capable of manipulating the elements. Their gaze, unwavering like the impending storm, reflects the unshakable courage of one who would face these monstrous creatures. Regardless of their origins and missions, guardians are united by their ideals of standing against opposing forces. Their ideals are intertwined with an absurdly powerful force, whether it be the raging power of the ocean or the force of despair and anguish at their own mortality, the calling of a guardian is a powerful source. It is a source of power that transforms a warrior devoted to their journey of self-discovery into a champion among all. ### The Cause of the Calling A guardian swears to understand their own nature while fighting to maintain the world's order against the invasion of darkness and to hunt down the forces of evil wherever they hide. Different guardians focus on various aspects of the cause of their calling, but all are subject to the calls that grant them power to do their work. Although many guardians are good people, some may be frightened by the immense power in their hands and end up corrupting themselves, bringing forth the most nefarious form of their nature. Thus, many guardians only seek to maintain order so that their own power does not destroy them. ### Beyond Mundane Life By definition, a guardian's life is a heroic one. Each guardian lives on the front lines of the cosmic battle. Guardians take their work seriously. Investigating an ancient planet may be a mission guided by a greater purpose than treasure acquisition. Corruption lurks in the most primitive forms, and even the smallest victory against it can tip the balance of a guardian’s self-control. \pagebreakNum
##### The Guardian | Level | Features | Known Cantrips | Known Powers | 1st | 2nd | 3rd | 4th | 5th | | | | | | :---: | :----------------------------------------------: | :------------: | :----------: | :-: | :-: | :-: | :-: | :-: | - | - | - | - | | 1st | Casting, Domain | 3 | 4 | 2 | — | — | — | — | | | | | | 2nd | Fighting Style, Homeric Destruction, Heroic Call | 3 | 5 | 3 | — | — | — | — | | | | | | 3rd | Domain Feature | 3 | 6 | 4 | 2 | — | — | — | | | | | | 4th | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — | | | | | | 5th | Extra Attack | 4 | 8 | 4 | 3 | 2 | — | — | | | | | | 6th | Domain Feature | 4 | 9 | 4 | 3 | 3 | — | — | | | | | | 7th | Aura of Protection | 4 | 10 | 4 | 3 | 3 | 1 | — | | | | | | 8th | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 2 | — | | | | | | 9th | Aura of Courage | 4 | 12 | ∞ | 3 | 3 | 3 | 1 | | | | | | 10th | Domain Feature | 5 | 12 | ∞ | 3 | 3 | 3 | 2 | | | | | | 11th | Enhanced Homeric Destruction | 5 | 13 | ∞ | 3 | 3 | 3 | 2 | 1 | | | | | 12th | Ability Score Improvement | 5 | 13 | ∞ | 3 | 3 | 3 | 2 | 1 | | | | | 13th | Domain Feature | 5 | 14 | ∞ | 3 | 3 | 3 | 2 | 1 | 1 | | | | 14th | Purifying Resistance | 5 | 14 | ∞ | 3 | 3 | 3 | 2 | 1 | 1 | | | | 15th | — | 5 | 15 | ∞ | ∞ | 3 | 3 | 2 | 1 | 1 | 1 | | | 16th | Ability Score Improvement | 5 | 15 | ∞ | ∞ | 3 | 3 | 2 | 1 | 1 | 1 | | | 17th | Domain Feature | 5 | 16 | ∞ | ∞ | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 18th | — | 5 | 16 | ∞ | ∞ | ∞ | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | Ability Score Improvement | 5 | 18 | ∞ | ∞ | ∞ | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | Domain Feature | 5 | 18 | ∞ | ∞ | ∞ | 3 | 3 | 2 | | | |
## Class Features As a Guardian, you gain the following class features. #### Hit Points **Hit Die:** 1d10 per Guardian level **Hit Points at 1st Level:** 20 + your Constitution modifier **Hit Points at Higher Levels:** 2d10 (or 10) + your Constitution modifier per Guardian level #### Proficiencies **Armor:** All armor and shields **Weapons:** Simple and Martial Weapons **Tools:** None **Saving Throws:** Wisdom and Charisma **Skills:** Choose two from Athletics, History, Intimidation, Insight, Medicine, Persuasion, and Religion \columnbreak #### Equipment * (a) A light hammer or (b) a mace * (a) Chain Shirt or (b) Leather Jacket * (a) A light shield or (b) A Hand Cannon with 20 bullets ### Casting As a channeler of powers, you can execute a series of abilities. See Chapter 7 for general rules on executing powers and for power lists. ### Cantrips You know three cantrips of your choice at 1st level. You learn additional cantrips of your choice at higher levels, as shown in the Known Cantrips column of The Guardian table. #### Known Powers of 1st Level and Higher When you begin your path as a Guardian, you know four 1st-level powers of your choice. \pagebreakNum The **Known Powers** column in the Guardian table shows when you learn additional chosen powers. Each of these powers must be of a level equal to or lower than your Maximum Power Level, as shown in the table. For example, when you reach 3rd level in this class, you may learn a new power of 1st or 2nd level. Additionally, when you gain a level in this class, you may choose one power you know and replace it with another power, which must also be of a maximum level that you have access to. #### powercasting Ability Wisdom is your powercasting ability, as your powers stem from your experience and mastery of your surroundings. You use your Wisdom whenever a power refers to your powercasting ability. In addition, you use your Wisdom modifier to set the save DCs for Guardian powers you cast and when you make an attack roll with a Guardian power. **DC for your powers** = 8 + your proficiency bonus + your Wisdom modifier **Power attack modifier** = your proficiency bonus + your Wisdom modifier #### Ritual Casting You can cast any Guardian power you know as a ritual. Casting a power in this way does not expend any of your power slots. ### Domain At 1st level, you must choose a Domain, which represents the innate emanation of your powers. Choose one from the options described in the book, all detailed at the end of this class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, 14th, 18th, and 20th levels. #### Domain Powers Each Domain has a list of powers – the Domain Powers – that you gain at levels specified by your Domain. When you gain a Domain Power, you always have it and can use it at will a number of times equal to your proficiency bonus per Long Rest, and it does not count against your maximum number of powers. ### Fighting Style At 2nd level, you adopt a particular combat style as your specialty. Choose one of the following options. You cannot choose the same Fighting Style more than once, even if you gain another opportunity to choose. #### Close-Range Shooter When you make a ranged attack while within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets up to 30 feet away. You gain a +1 bonus to attack rolls with ranged attacks. #### Warrior’s Blessing You learn two additional cantrips. They do not count against your known cantrips, and your powercasting ability for them is Wisdom. Whenever you gain a level in this class, you may replace these cantrips with others of your choice. \columnbreak #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for a melee attack you make with a weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit. You also gain +1 to attack and damage rolls with this weapon. This bonus increases by +1 at Guardian levels 8 and 16. #### Defense While wearing armor, you gain a +1 bonus to AC. #### Unarmored Defense You can benefit even without wearing armor. While using this style, when you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. #### Dueling When you wield a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon. This bonus increases by +2 at Guardian levels 8 and 16. #### Interception When a creature you can see hits a target that is not you, within 5 feet of you, with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (minimum 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. #### Blind Fighting Being unable to see a creature does not impose disadvantage on your attack rolls against it, as long as the creature is not hidden from you. #### Thrower You can throw a weapon with the thrown property as part of the attack you make with it. Additionally, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. #### Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and climbing speed equal to your normal movement and gain a +1 bonus to AC. ### Homeric Destruction Starting at 2nd level, when you hit a creature with a melee weapon attack or unarmed strike, you can expend a power slot of any level to deal energy damage to the target in addition to the normal weapon or unarmed strike damage. The extra damage is 3d8 for a 1st-level power slot, plus 1d8 for each slot level above 1st, up to a maximum of 7d8. You cannot use unlimited power slots; consider that the maximum number of 1st-level and higher-level power slots you have is 4 of each level for this purpose. \pagebreakNum
### Heroic Call Not all Guardians approach their powers the same way. Some seek to study the depths of their mysteries, while others dedicate themselves to using their full potential, fighting when necessary—or even when it is not. You start with two effects: one granted by your Domain at 3rd level and one described below. Some Domains grant additional effects as you level up, as detailed in each Domain’s description. When you use your Heroic Call, you choose which effect to create. You can use your Heroic Call a number of times equal to your proficiency bonus per Long Rest. Some effects require saving throws. When you use one of these effects, the DC equals your powercasting ability DC. At 2nd level in this class, you must choose between: * **Warrior:** You can use your Call to imbue your powers with your combat rage. By spending one Call, for a number of rounds equal to your proficiency bonus, your power attacks deal X additional energy damage, where X is your level in this class. * **Scholar:** You dedicate yourself to understanding your origins. You gain proficiency in two skills of your choice from: Arcana, History, Nature, Persuasion, and Religion. When you make a check with one of these skills, you add your Wisdom modifier as a bonus. You can use your Call to cast a power not chosen in your list, provided you have the appropriate level to cast that power. You can do this for a number of rounds equal to your level in this class. * **Protector:** Using an action, you channel your powers to summon vigorous energy that can restore a total of 5 times your Guardian level in hit points. You choose any creatures within 30 feet of you and divide these points among them. This feature can only heal creatures up to their maximum hit points. You cannot use this feature on undead or constructs. Upon reaching 10th level in this class, you dedicate your powers to their maximum potential. You gain one additional cantrip of your choice and one extra use of your Heroic Call per Long Rest. \columnbreak ### Ability Score Improvement When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. By default, you cannot raise 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. ### Aura of Protection Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, that creature gains a bonus to its saving throw equal to your Charisma modifier (minimum +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. ### Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you cannot be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. ### Enhanced Homeric Destruction At 11th level, you are so infused with your energetic essence that all your melee attacks carry your power within them. Whenever you hit a creature with a melee attack, the creature takes an additional 1d8 energy damage. If you also use your Homeric Destruction on an attack, you add this damage to the extra damage from your Homeric Destruction. ### Purifying Resistance Starting at 14th level, you can use your action to end a power affecting yourself. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all uses after a Long Rest. ## Power Domains Being a Guardian involves mastering the inner force that fuels your powers. Your control begins at 1st level and can only be fully realized at level 20 of this class. To master your powers and maintain the discipline not to succumb to the harms they can bring is a heroic virtue many Guardians embrace, but there are also those who seek to expand the horizons of their energy and challenge other Guardians who disagree. For many, taming their own essence is difficult, while for others, it comes naturally. Ultimately, what defines a Guardian is a steady hand in wielding their own gift. \pagebreakNum
### Domain of Light Truth, beauty, and vigilance shine through the sun’s rays. Guardians of Light are those who channel their powers as true sentinels, carrying the sun above the clouds of the cities. They are tireless, their eyes piercing every shadow and seeing through every deception. Guardians of Light are enlightened souls infused with radiance and the power of discerning vision, known for banishing lies and incinerating darkness. ##### Dominated Powers | Guardian Level | Powers | | :------------: | :------------------------------: | | 1st | *flaming hands, fires of Surtur* | | 3rd | *flaming sphere, blazing ray* | | 6th | *daylight, fireball* | | 10th | *soul guardian, wall of light* | | 14th | *blazing strike, clairvoyance* | #### Blessing of the Heavens As a Guardian of Light, at 1st level, you prove yourself a worthy champion of the sun. You can invoke the power *blessing* with this feature. The *blessing* manifests as mini sunbeams around affected creatures, causing them to emit dim light in a 5-foot radius until the power ends. You can use this power a number of times equal to your Wisdom modifier (minimum once).
You regain all expended uses after finishing a Long Rest. Wisdom is your powercasting ability for this power. #### Protective Flame Also starting at 1st level, you can interpose divine light between yourself and an attacking creature. When you are attacked by a creature within 30 feet that you can see, you can use your reaction to impose disadvantage on its attack roll, causing flames of light to flare in front of the attacker before the attack hits or misses. An attacker immune to being blinded is unaffected by this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses after finishing a Long Rest. #### Heroic Call: Solar Flare Beginning at 3rd level, you can use your Heroic Call to create an explosion of sunlight, banishing darkness and dealing radiant damage to enemies. With an action, any darkness, true or not, magical or not, within 30 feet of you is dipowered. Additionally, each hostile creature within 30 feet must make a Constitution saving throw. A creature takes radiant damage equal to 3d10 + your Guardian level and becomes Blinded for 1 minute on a failed save, or half damage without the condition on a successful save. A creature with total cover is unaffected. A creature blinded in this way has its iris burn at the start of each of its turns, taking 2d10 radiant damage. Such a creature can make a new saving throw at the end of its turn to end this effect. #### Zenith The Sun energizes your ambition and now your vitality as well. At 6th level, using an action, you call forth solar fire at a point up to 30 feet away; each creature in a 10-foot radius of that point must make a Dexterity saving throw with DC equal to your powercasting DC. On a failed save, the creature takes Xd6 radiant damage, where X equals your level in this class, or half damage on a successful save. You regain hit points equal to half the damage dealt. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per Long Rest. Additionally, if chosen before making an attack, the damage dealt by Homeric Destruction becomes radiant instead of energy. \pagebreakNum
#### Enhanced Protective Flame Also at 6th level, you can use your Protective Flame feature when a creature you can see within 30 feet attacks another creature other than you. #### Superior Zenith Starting at 10th level, you can use your Zenith ability together with your *Heroic Call: Solar Flare* as part of the same action. Additionally, all radiant damage you deal becomes true radiant damage. #### Mark of the Sun Beginning at 14th level, you gain absorption of all radiant damage, including true radiant damage. Additionally, you gain the power *Mark of Punishment*, which can be added to your Zenith feature. This power can be used as a 4th-level power without expending a power slot and can only be used this way a number of times equal to your Wisdom modifier. #### Crown of Light Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dispel it using another action. You emit bright light in an 60-foot radius and dim light for an additional 30 feet beyond that. Enemies within the bright light area have disadvantage on saving throws against your powers and abilities that deal fire or radiant damage. Additionally, any ability or power you use that deals radiant damage now deals an extra 2d8 radiant damage on the damage roll. #### Solar Essence At 20th level, all your melee attacks carry the effects of the Superior Zenith ability without the need to spend a Bonus Action. Additionally, creatures that fail their saving throws are Blinded, which can only be cured by the *Greater Restoration* power. Furthermore, the light emitted by your Crown of Light grants you True Sight. ### Counterdomain A Counterdomain represents the Guardian who breaks their focus to master their power, pursuing ambitions or even allowing the power itself to become stronger than the one who wields it. All the elegance and grace of a Guardian’s goodness succumbs before power. A Counterdomain Guardian must have chaotic as part of their alignment to adopt this archetype. If a Guardian belongs to any other archetype of this class, they replace the specific Domain features with those of the Counterdomain. \columnbreak ##### Unruly Powers | Guardian Level | Powers | | :------------: | :------------------------------: | | 1st | *inflict wounds, reprimand* | | 3rd | *crown of madness, misty step* | | 6th | *protection from energy, curse* | | 10th | *confusion, freedom of movement* | | 14th | *dominate person, plague* | > ##### Breaking the Domain > > A guardian strives to maintain the highest standards of control, but even the most virtuous guardian is fallible. Sometimes the path of control proves too demanding, sometimes a situation requires breaking limits, and sometimes the heat of emotion causes a guardian to transgress everything. > A guardian who has broken their control will usually seek to restore order. If a guardian, of their own volition, violates their control and shows no intent to return, the consequences may be severe. At the discretion of the DM and player, an uncontrollable guardian should be forced to abandon this subclass and adopt the Counterdomain. #### Severe Disorder As a Counterdomain Guardian, at 1st level, you prove your drive to cause disorder. You can invoke the *bane* power with this feature without requiring material components, a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest. Wisdom is your powercasting ability for this power. #### Call: Frightful Aspect Starting at 3rd level, you can use your Heroic Call as an action to summon the darkest emotions within yourself in a threatening explosion. \pagebreakNum Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target becomes frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on itself. #### Strength of Fury Starting at 6th level, you gain a bonus to damage rolls with unarmed strikes and melee weapon attacks equal to your Charisma modifier (minimum +1). #### Come here! When you look at the shield, it looks back at you. Beginning at 10th level, you can shout at a creature in a line 30 feet long toward you; each creature in the line must make a Wisdom saving throw. Those who fail move adjacent to you out of fear or impulse and take 3d6 thunder damage. You can use this feature a number of times equal to your Charisma modifier before completing a long rest. #### Laments of Redemption At 14th level, your presence causes bitterness in your enemies, and you can use your laments of past failings to attack. You can spend 10 minutes as a ritual to recall moments of the past that will never return. Doing so, you summon a number of laments equal to your proficiency bonus. These laments are a metaphysical concept visible only to you; each can manifest as it wishes, but all can instill a terrible feeling in those nearby. The laments disappear at the end of a long rest, and you cannot have more laments stored than your Wisdom modifier per long rest; attempting to do so may result in greater madness and allow you to store more laments than normally permitted. Using an action, you can make a lament haunt a point you can see up to 25 feet away. Creatures in a 15-foot cone originating from that point must make a Wisdom saving throw. On a failed save, a creature takes 6d6 + your Charisma modifier psychic damage, has its movement reduced by 15 feet, and is marked for the next minute. #### Feared Resistance Also at 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and non-true damage. #### Personal Devastation Starting at 17th level, traversing the world of chaos has strengthened your body and mind to channel a potent surge of your own power. Using an action, you can channel the chaotic force of your powers to protect yourself and amplify your devastation for 1 minute a number of times equal to half your proficiency bonus per long rest. When you do so, you gain the following benefits: * You gain absorption against psychic damage; * You gain resistance to energy damage, both simple and true; * Creatures failing the saving throw against your laments are Paralyzed until the end of your next turn; * You are under the effect of the *frighten* power for all hostile creatures within 120 feet of you for the duration. Additionally, for every 1 year that passes, your body ages 10 years. \columnbreak #### Lord of Fear At 20th level, you can use an action to surround yourself with an aura of darkness that lasts 1 minute. The aura reduces any bright light within 30 feet to dim light. Whenever an enemy frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures of your choice within the aura are shrouded in deeper shadows. Creatures relying on sight have disadvantage on attack rolls against creatures enveloped in this shadow. While the aura lasts, you can use a bonus action on your turn to make your laments within the aura attack a creature. You make a melee power attack against the target. On a hit, the target takes psychic damage equal to 3d10 + your Charisma modifier + your laments’ damage. After activating the aura, you cannot use it again until you finish a long rest. ### Nature Domain Nature is not limited to fauna but extends through flora and even the subtle reality, reaching the spiritual essence of rocks. The Nature Domain focuses on healing the land and plants, using the soil itself as a primary means to manifest natural energies when necessary. Wherever the earth is corrupted, a Nature Guardian seeks to restore harmony, showing that even flowers have their thorns. ##### Dominated Powers | Guardian Level | Powers | | :------------: | :-------------------------------------: | | 1st | *good fruit, purify food and drink* | | 3rd | *grow thorns, locate animals or plants* | | 6th | *enlarge plants, speak with plants* | | 10th | *hallucinatory terrain, root swamp* | | 14th | *commune with nature, invigorate* | #### Additional Proficiency When you choose this Domain at 1st level, you gain proficiency in Nature, or expertise if you already have proficiency. Additionally, you gain proficiency with the Herbalism Kit. #### Voice of Nature Also at 1st level, you learn to interpret and decipher all the signs nature exposes, identifying what most people fail to notice, whether through animals or subtle weather changes. Nature has many ways to transmit information: fleeing animals, birds scattering, or even the wind itself can carry clues about events in an area, including signs of fires, scents, or sounds. You know how to interpret all these signals, giving you a general awareness of happenings in a region. Additionally, animals can understand your speech, and you gain the ability to decipher their noises and movements. Most animals lack the intelligence to convey or comprehend sophisticated concepts, but a friendly beast can communicate what it has seen or heard in the recent past. This feature does not automatically make animals friendly toward you, though you can combine it with gifts to earn their favor as you would with any character. \pagebreakNum
#### Heroic Call: Aid of Nature At 3rd level, you can use your Heroic Call to summon a creature to your aid. Using an action, you summon a stone or vine elemental of your choice at a point you can see within 30 feet. The CR of this creature is equal to half your Guardian level (minimum 2). This elemental acts at the end of your turn, operating independently to assist you as best as it can. The elemental disappears after 1 hour or if it is reduced to 0 hit points. #### Man-Thing Touch Also at 3rd level, your power is inherently tied to nature, giving you and all your summoned creatures a tree-like aspect or as if made of wood. You and all your summoned creatures are always under the effect of the *barkskin* power. Your AC and that of your summoned creatures cannot be lower than 17 at 5th level, 18 at 11th level, and 19 at 17th level. The AC granted by this feature increases by 1 when you reach levels 5, 11, and 19. #### Root Enchanter At 6th level, you learn secrets of roots, allowing you to amplify the effect of certain powers. Choose one of the following powers: *Conjure Thorns*, *Create Sapling*, or *Vine Constriction*. You always have access to the chosen power, and it does not count toward the maximum number of powers you can know. Additionally, the chosen power gains the following additional effects: \columnbreak * **Conjure Thorns:** You can cast this as a 3rd-level power without expending power slots a number of times equal to your Wisdom modifier (minimum 1) per long rest. Each creature that fails a saving throw takes 5d6 piercing damage and must make a Constitution saving throw. On a failed save, the creature also takes 1d10 + your Wisdom modifier poison damage and becomes *poisoned* for 1 minute, repeating the save at the end of each of its turns to end the condition. On a success, the creature cannot be *poisoned* by this feature for 24 hours. * **Create Sapling:** You can cast this as a 3rd-level power without expending power slots a number of times equal to your Wisdom modifier (minimum 1) per long rest. The sapling has a movement speed of 40 feet, follows the nearest hostile creature up to 50 feet, and upon exploding, each creature that fails a saving throw takes 4d6 energy damage, has its movement reduced by 15 feet until the start of its next turn, and at the start of that turn, must make a Constitution saving throw. On a failed save, the creature takes 4d6 energy damage. * **Vine Constriction:** You can cast this as a 3rd-level power without expending power slots a number of times equal to your Wisdom modifier (minimum 1) per long rest. Each creature that fails a saving throw takes 4d6 poison damage and becomes *poisoned*, taking 1d6 poison damage at the start of each of its turns. Upon reaching 10th level, the damage dealt by the chosen power becomes *true damage*. Additionally, you can choose a new power when you reach levels 11 and 17. #### Powerful Summoner Also at 6th level, your summons are stronger than normal, being more resilient and powerful. When you summon an elemental, beast, or plant, it gains the following benefits: * The summoned creature adds your proficiency bonus to damage it deals. * The summoned creature gains resistance to bludgeoning, piercing, and slashing damage; if it already has resistance, it now applies to *true* damage. At 17th level, the summoned creature gains resistance to all non-true, non-elemental damage. * The summoned creature adds your proficiency bonus to hit points for each Hit Die it has. For example, if you are a 6th-level Guardian and summon a creature with 8d10 hit points, it gains an additional 24 hit points. * All damage dealt by summoned creatures becomes **true damage**. \pagebreakNum #### Viridescent Growth At 10th level, you gain the Green Touch, allowing plants to sprout with extraordinary speed. Choose one of the following options: * **Bush Formation:** You can create plants anywhere to protect you and your allies. Using an action, choose a point you can see within 20 feet; plants grow in a 12-foot radius around that point and last for 1 minute. Allies within this area cannot be seen from outside and cannot be affected by any power or sensor that grants sight or divination, but they can see normally outside the area. Each hostile creature in the area or starting its turn there must make a Dexterity saving throw, DC equal to your power save DC. On a failure, the creature becomes **restrained** for the duration of this feature, and may attempt a Strength saving throw at the start of each of its turns to end the effect. * **Thorn Garden:** You can use the *floral* power to plant a special seed, controlling the type of plant that will bloom and accelerating its growth. Using a bonus action, you cast a seed at a point within 15 feet of you. At the start of your next turn, the seed blooms into either a **Spitting Thorn Plant** or **Rough Vine**, your choice. It acts at the end of your turn and obeys all your commands. * **Nature’s Claws:** You can summon roots embedded deep in the ground to twist and lash toward your enemies. Using an action, you conjure three roots in parallel lines 60 feet long and 5 feet wide from you in a chosen direction. The roots stop at the first hostile creature they hit. The creature must make a Dexterity saving throw, DC equal to your power save DC. On a failure, the creature takes 5d6 bludgeoning **true damage** and is **restrained** for 1 minute. On a success, the creature takes half damage, and the root continues along the line until it hits a creature that fails its save or reaches its maximum range. A creature restrained by this effect can attempt a Strength saving throw at the end of each of its turns to break free. You can use this feature a number of times equal to half your Guardian level per long rest. #### Seeds of the Gods At 10th level, you can enchant seeds with fantastic properties that strengthen creatures when consumed. Through a 1-hour ritual, you can imbue a seed with one of the following effects: * **Healing:** When consumed, the creature regains 8d10 + your Wisdom modifier hit points. Any excess hit points become temporary hit points. * **Explosion:** Instead of consuming, you can throw the seed at a point within 15 feet using a bonus action. Each creature at that point must make a Strength saving throw, DC equal to your power save DC. On a failed save, it takes 8d10 **true bludgeoning damage** + your Wisdom modifier. * **Enhancement:** When consumed, the creature gains an increase equal to half your proficiency bonus to Strength, Dexterity, and Constitution until the end of its next turn. * **Roots:** When consumed, you gain the ability to control roots. Choose a creature within 60 feet. It must make a Dexterity saving throw, DC equal to your power save DC. On a failure, roots entangle the creature, leaving it **restrained**. These roots act like manacles and cannot be forcibly opened. A creature must use a bonus action to consume a seed. You can maintain a number of enchanted seeds equal to half your Guardian level. Seeds lose their properties at the end of your next long rest. #### Nature’s Protection At 14th level, the spirits of nature with whom you commune protect you in your most vulnerable moments. When you take damage that would reduce you to 0 hit points or when you become incapacitated, you can use your reaction to cast *Conjure Animals* as a 5th-level power without expending power slots or needing components. The summoned creatures use their turns to protect you in the best way possible. The power lasts 1 hour or until you die and does not require concentration. You can use this feature once per long rest. #### Returning Blessing At 17th level, having received so many blessings and understanding nature, you develop the desire to give back. You always have the power *Wood Golem Protection* prepared. It does not count toward your maximum known powers, and you can cast it without expending power slots a number of times equal to half your Wisdom modifier (minimum 1) per long rest. You can cast it on any creature you can see within 60 feet. Affected creatures also gain the benefits of **Powerful Summoner**. Additionally, you and all creatures within 60 feet are immune to the *Blight* effect, and you can use an action to dispel an area up to 250 feet of a power affecting natural terrain, such as *Hallucinatory Terrain*. #### We Are Nature At 20th level, you channel the primal power of nature as if you were a deity. Perhaps by coincidence, or perhaps as a reincarnation of a great hero, nature is familiar with you. You always have the *Primal Bloom* power prepared, and it does not count toward your maximum number of known powers. You can maintain this power for **1 round**, causing it to activate at the start of your next turn. The damage dealt increases to **15d6**. Additionally, attacks made by this power deal **7d6** damage of a type of your choice, and any hit points restored are rolled in **d10** instead of d6, using your powercasting modifier. This power **does not require concentration**, but you cannot use it again until the end of your next short or long rest. \pagebreakNum --- ### Domain of the Tides Eyes, eyes of the swell. The mystery of the seas has haunted humanity since Odysseus braved the storms in search of his beloved. In modern times, there are those who tame the waves to prove themselves true masters, and for the waters to be revered. A Guardian of the Tides is a true daredevil; the power of adventure flows in their veins. Channeling the wrath of the oceans into the tips of your weapons is routine, while calming allies with the ocean breeze is second nature. ##### Dominated Powers | Guardian Level | Powers | | :------------: | :------------------------------------------------------: | | 1st | *Create or Destroy Water, Protection from Good and Evil* | | 3rd | *Water Jet, Lesser Restoration* | | 6th | *Lightning, Water Breathing* | | 10th | *Control Water, Freedom of Movement* | | 14th | *Ultimate Healing, Greater Restoration* | --- #### Marine Aptitude At 1st level, you understand the flow of the oceans. You gain a **swim speed of 30 feet**; if you already have a swim speed, it **doubles**. Additionally, you can **hold your breath underwater for 1 extra hour** before needing to make any checks. --- #### Shifting Tide Also at 1st level, your fluidity allows you to accelerate certain movements. When affecting yourself or an ally with a non-damaging effect, you can use your reaction to grant **10 feet of additional movement** for the next minute. This bonus does not stack. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest. --- \columnbreak #### Heroic Call: Blessing of the Tides Starting at 3rd level, you can use your Heroic Call to enhance an ally’s fluidity. As a **bonus action**, you can grant **Blessing of the Tides** to yourself and one ally you can see within 30 feet. The next **3 attacks** you and the ally make deal an **additional 2d6 damage + your Wisdom modifier**. * Damage increases at higher levels: 6th (3d6), 10th (4d6), 14th (5d6), 18th (6d6). * At 10th level, the damage becomes **true damage**. --- #### Flow Mastery Also at 3rd level, you can maintain and manipulate a nearly invisible layer of water around your body while conscious. Whenever you take **bludgeoning or fire damage** (true or not), you reduce the damage by your Wisdom modifier. Additionally, if you are **burned**, you can use your reaction to extinguish the flames. Alternatively, you can use this feature on an ally by spending a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest. * At 10th level, the Wisdom modifier is **doubled** for damage reduction. * You can also now extinguish magical fires requiring water. --- #### Ebb and Flow At 6th level, you learn to channel a water jet that can **heal allies or harm enemies**. Using an action, choose a target within **15 feet**. * If the target is you or an ally, it regains **2d6 hit points**, and you may redirect the water jet to a new target within **12 feet** of the original target. * If the target is hostile, it must make a Dexterity saving throw (DC = your powercasting DC). On a failure, it takes **3d6 piercing damage**, and you may redirect the jet up to **3 times**. On a success, it takes **half damage**. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest.
The damage and healing from this feature increases by 1d6 when you reach 10th level (4d6), 14th level (5d6), and 18th level (6d6). Upon reaching 10th level, the damage from this feature becomes true damage. \pagebreakNum #### Chosen of the Storms Also at 6th level, manipulating water becomes completely natural for you, allowing you to treat it as a solid material. You can cast the power *Create or Destroy Water* as a 2nd-level power without expending power slots a number of times equal to your Wisdom modifier (minimum 1) per long rest. When cast this way, the conjured water is considered seawater, and you may use a bonus action to shape it in one of the following ways: * **Water Arc:** You can use the water to make a ranged attack against a creature within 60 feet of you. On a hit, the target takes 3d8 piercing damage and must succeed on a Strength saving throw (DC = your powercasting DC) or be knocked prone. * **Water Armor:** You envelop yourself completely in water, gaining resistance to fire damage. Melee attacks against you are made with disadvantage, and ranged attacks beyond the normal range of the weapon automatically fail. You can breathe normally while enveloped. You can maintain this armor for 1 minute or until you become Incapacitated. At the end of the duration, the water falls to the ground. * **Water Shackles:** You send a small portion of water to restrain a creature within 15 feet of you. The creature must succeed on a Strength saving throw (DC = your powercasting DC) or be encased in ice, becoming restrained for 1 minute. On a success, the water returns to you. A restrained creature can repeat the saving throw at the start of each of its turns to end the condition. At the end of the duration, the water falls to the ground. * **Private Pool:** You create an area covered with water at your feet in a 10-foot radius and 5-foot height, moving with you. This area counts as difficult terrain for creatures without a swim speed. It lasts until you become Incapacitated. * **Water Tentacles:** You use your water to create tentacles that extend your arms. Your unarmed strikes deal 2d6 bludgeoning damage and have a reach of 15 feet. The tentacles last for 1 minute or until you dismiss them with a free action. Additionally, you become a friendly figure to all marine creatures that see you, able to persuade them to assist you as you would any other character. You can also spend 1 minute concentrating to call marine creatures within 1 mile of you; the number of creatures that respond is determined by the DM. Furthermore, as long as you have access to a source of running water or the ocean, you can regain your Wisdom modifier in additional hit points during a short rest. #### Aquatic Prison At 10th level, you use the water around you to form a massive bubble capable of trapping multiple creatures. Using an action, you create a water bubble at a point within 30 feet of you. Each creature within a 10-foot radius of that point must succeed on a Dexterity saving throw (DC = your powercasting DC) or take 4d8 bludgeoning damage and be trapped in the bubble. On a success, the creature takes half damage. The bubble can hold only 1 Large creature or 4 Medium or smaller creatures. The bubble lasts 1 minute and floats 5 feet above the ground. A creature trapped inside can be seen normally but has total cover, cannot breathe, and is restrained. At the start of each of its turns, a trapped creature must make an Athletics check (DC = your powercasting DC) to escape. A creature within 10 feet of the bubble can use its action to pull a trapped creature out. To do so, it must succeed on an Athletics check (DC = your powercasting DC). You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest. #### Fell into the Village At 14th level, you can unleash a torrent of water shaped like a marine creature. Using an action, each hostile creature in a line 60 feet long and 15 feet wide from you must succeed on a Constitution saving throw (DC = your powercasting DC). On a failure, the creature takes 6d10 true bludgeoning damage, is knocked prone, and is weakened for 1 minute. On a success, the creature takes half damage. A weakened creature can repeat the saving throw at the start of each of its turns, ending the condition on a success. Each ally in the line regains 6d10 hit points and gains half the total as temporary hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest. #### Violent Tide At 17th level, you hold a violent wrath of the waters within you. You always have the *Tsunami* power prepared; it does not count against the maximum number of powers you can have, and you can cast it without expending a power slot once per long rest. When cast this way, the initial damage is 10d10, decreasing by 1d10 each subsequent round, and the water floods the entire area the tsunami passes through for 1 minute. This area counts as difficult terrain for creatures without a swim speed. #### Watch the Wave At 20th level, your connection with water becomes complete. You can cast the *Water Jet* power as a 3rd-level power without expending a power slot a number of times equal to your Wisdom modifier (minimum 1) per long rest. In addition, whenever you deal damage to a hostile creature using a Class feature or one that involves water or blood, you regain 20d8 + your Wisdom modifier hit points. All excess hit points recovered this way become temporary hit points and can stack. \pagebreakNum ### Domain of the Storms Storm Guardians wield their powers to instill fear in their enemies, both to keep them on the path of justice and order and to unleash storms of blows upon their desolate heads. These guardians are the harbingers of something even more turbulent than a hurricane, healing society through their lightning and gales, aiming to blow away all misfortunes. ##### Mastered Powers | Guardian Level | Powers | | :------------: | :-------------------------------: | | 1st | *Thor’s Lightning, Shockwave* | | 3rd | *Gust of Wind, Shatter* | | 6th | *Lightning, Flight* | | 10th | *Rend the Skies, Free Movement* | | 14th | *Control Winds, Destructive Wave* | #### Impulse Breeze At 1st level, when you choose this Domain, the wind always favors your movements. You gain a bonus of 5 feet multiplied by your proficiency bonus to your movement. Additionally, allies moving toward you gain half of this bonus to their respective movement speeds. #### Storm Protection Also at 1st level, you can use the winds to aid in protection. When you or a creature you can see within 30 feet of you is targeted by an attack, you can use your reaction to grant a temporary shield. This shield provides 2d8 + 2 times your Guardian level in temporary hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest. #### Heroic Call: Tempestuous Wrath At 3rd level, you can use your Call to wield the power of the storm with unbridled ferocity. When you deal lightning or thunder damage, you can use your Heroic Call to double the damage dealt instead of using it normally. #### Barefoot Also at 3rd level, no matter where you walk, you are always a few millimeters off the ground, reducing your conductivity. You gain resistance to lightning damage and advantage on checks against being shoved or grappled. #### Howling Gale At 6th level, small and precise pressure manipulations are made possible by your ability to channel elemental energy. Using an action, you create a localized temperature and pressure disturbance at a point within 5 feet of you, forming a small tornado. You can enhance this small tornado for a number of rounds equal to your proficiency bonus.
At any time during your turns, you can use a bonus action to release the tornado in a line 20 feet long and 5 feet wide starting from the small tornado’s location. Creatures in this line must succeed on a Dexterity saving throw (DC = your powercasting DC). On a failure, a creature takes 2d6 slashing damage, is flung up to 10 feet into the air (if Medium or smaller), and lands prone. On a success, it takes half damage. For each round beyond the first that you spend enhancing the tornado, its length increases by 10 feet and width by 5 feet, damage increases by 1d6, and it can throw a creature one size category larger an additional 10 feet into the air. #### Lightning Strike Also starting at 6th level, your strikes reverberate with powerful thunder energy. Whenever you deal thunder or lightning damage, normal or true, to a creature up to one size category larger than you or smaller, you can choose to push it up to 10 feet away from you. The creature must succeed on a Strength saving throw (DC = your powercasting DC) or fall prone. Additionally, once per turn, you can imbue your next attack with lightning damage, dealing an extra 1d8 lightning damage. The damage from this feature increases by 1d8 at 10th level (2d8), 14th level (3d8), and 18th level (4d8). #### Electrostatic Aura At 10th level, you can sense the subtlest differences in the electrical and vibrational field around you. Using an action, you conjure an aura with a radius of 10 feet multiplied by your proficiency bonus around you. You know the exact location of all creatures within this area, regardless of whether they are invisible, buried, or flying. In addition, while this aura is active, you can add your proficiency bonus to your AC. This aura lasts indefinitely and requires concentration to maintain (as with your other powers). \pagebreakNum
#### Affinity Starting at 10th level, you gain a greater affinity with the elements of a storm, with these elements having enhanced synergy with your body. When you take lightning or thunder damage, you restore one power slot if the source is not a power. If it is a power, you recover a number of power slots equal to the power’s level. This effect can occur at most once per round and a total number of times equal to your proficiency bonus per short rest. Additionally, you must choose a storm manifestation from the following: * **Electric:** Whenever you deal lightning damage to a creature, normal or true, one additional target of your choice within 10 feet of your original target must succeed on a Constitution saving throw (DC = your powercasting DC). On a failure, the additional target takes half the lightning damage dealt to your original target. * **Thunder:** You gain an almost imperceptible vibrational barrier around you; melee and ranged attacks against you have their damage reduced by an amount equal to your proficiency bonus. This barrier also grants you advantage on Stealth checks that rely on sound. \columnbreak #### Winds of War At 14th level, the winds surrounding you innately protect you, hindering any attacker. The power *Gust of Wind* is always prepared for you and does not count against your maximum number of powers. Allies have advantage on saving throws to resist this power. When a creature approaches within 15 feet of you, you can use your reaction to execute the *Gust of Wind* power without expending a power slot a number of times equal to your Wisdom modifier per long rest. On a failed save, the creature is also knocked prone. Additionally, when targeted by an attack, you can use your reaction to summon a tornado using your Howling Gale feature as if it had been empowered for 2 rounds. Doing so reduces all damage dealt to you by any creature within the tornado line by an amount equal to the tornado’s damage. #### Stormborn At 17th level, even the slightest breeze is enough to allow you to fly. As long as you are not underground or in an enclosed space, you gain a flying speed equal to twice your walking speed. Additionally, you become immune to normal and true lightning damage. #### Winds of Fury At 20th level, the wind is always under your command. You always have the power *Control Weather* prepared, and it does not count against your maximum number of powers. You can cast this power as an 8th-level power without expending a power slot a number of times equal to your Wisdom modifier per long rest. Additionally, allies have advantage on saving throws and checks to resist this power’s effects, and their attacks suffer no disadvantage while in its area. ### Domain of the Galaxies Distant galaxies, misty nebulae, countless worlds orbiting innumerable suns, and the empty void that stretches between them. Science can explain much of this, yet the magnificence of the cosmos knows no bounds, and there are always new miracles and mysteries awaiting discovery, exploration, and explanation. At the threshold of the unknown lies the beyond, where guardians and explorers of the galaxy believe truth, serenity, and meaning can be found in the cosmos’ beauty, but also encounter endless madness from a multiversal spectrum, and it falls to the individual to decipher the universe’s secrets to claim these rewards. ##### Mastered Powers | Guardian Level | Powers | | :------------: | :----------------------------------------: | | 1st | *Marvel Strike, Guiding Ray* | | 3rd | *Speed, Earth Eruption* | | 6th | *Energy Protection, Flight* | | 10th | *Wind and Steel Attack, Free Movement* | | 14th | *Contact with Watcher, Planar Destruction* | \pagebreakNum #### Disciple of the Stars When you choose this Domain at 1st level, you begin to possess the hidden knowledge of the stars and the cosmos. You can speak the Celestial language and know the *Sacred Flame* cantrip, which does not count against your known cantrips. #### Comet Step Also at 1st level, your way of attacking and moving is as fast and powerful as a comet. When you deal damage to an enemy, it must make a Dexterity saving throw; on a failure, that enemy cannot make opportunity attacks against you until the start of your next turn. For the next 24 hours, if you use this ability on the same target, it has advantage on this saving throw. #### Heroic Call: Cosmic Burn At 3rd level, you can use your Heroic Call to echo your powers across mortal and celestial bodies. In addition to spending your Heroic Call on the first round, you expend your actions energizing yourself in a thunderous way for up to 1 minute, and any creature within 30 meters of you can hear the sound of your power. You act as if concentrating on a power; when you end this concentration or it is ended, you gain +1 to attack rolls and damage rolls for each action spent energizing yourself. #### Falling Destruction At 6th level, your power overflows beyond your body. You can now use your Homeric Destruction with ranged attacks using a damaging ranged power. #### Stellar Speed Also at 6th level, the cosmic energy radiating from you expands your physical capacity. You add your Charisma modifier in feet to all your movement speeds, rounded up. (Ex. +2 Charisma modifier = +10 feet added) #### Cosmic Explosion Starting at 10th level, you learn to release your inner universe destructively. Using an action, you project a powerful energy from your hands in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw (DC = your powercasting DC). On a failure, the creature takes Xd6 true energy damage and becomes Burning, where X equals your level in this class, and it suffers 1d6 true energy damage at the start of each of its turns. On a success, it takes half damage. You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest. Additionally, at 16th level, a creature that fails the saving throw also becomes Weakened while Burning. #### Unleashed Potential At 14th level, planetary travel has led you to new horizons, and removing heavy armor makes you feel lighter than air. After wearing heavy armor for at least one hour following a long rest, you can remove it as an action to unleash your potential. For the next minute, you adapt to the new weight and have your walking and flying speeds doubled, and you can make one additional attack as part of the Attack action. \columnbreak #### Zodiac Champion At 17th level, there are almost no limits to your cosmic power. When you hit a creature with a ranged attack within 60 feet, you can use your reaction to teleport to an unoccupied space adjacent to that creature. Additionally, your body is imbued with cosmic essence. When you are below half your hit points, you gain +1 to AC. #### Herald of the Galaxy At 20th level, your name echoes across the planets you visit, and cosmic entities recognize you as the most powerful from your home world. Your base walking and flying speeds are doubled, and as part of the Attack action, you can make one additional attack. Additionally, using an action, your body emits a radiant glow in a 30-foot radius and dim light in a 60-foot radius.
\pagebreakNum ### Soul Domain Capable of manipulating powerful cosmic forces, the Soul Guardian represents the full potential of what we might one day become. Until then, they remain alone as a shining golden beacon of all that is good within us. ##### Mastered Powers | Guardian Level | Powers | | :------------: | :-------------------------------------: | | 1st | *Cure Wounds, Healing Word* | | 3rd | *Guidance, Brand of Punishment* | | 6th | *Mass Healing Word, Revivify* | | 10th | *Dreamer’s Dome, Death Ward* | | 14th | *Mass Cure Wounds, Greater Restoration* | #### Additional Proficiency When you choose this Domain at 1st level, you gain proficiency in Medicine. If you already have proficiency, you gain expertise instead. #### Disciple of Life Also at 1st level, your healing powers are more effective. You promote the continuation of life through your hands. Using a bonus action or an action, with a touch, you can heal 1d6 + your proficiency bonus hit points of a target. You can use this feature a number of times equal to twice your proficiency bonus per long rest. Your healing powers are also more effective: whenever you use a power to restore hit points to a creature, that creature regains additional hit points equal to X dice of the power, where X is your Guardian level. #### Heroic Call: Empower Soul Starting at 3rd level, you can use your Heroic Call to invoke the power present in the soul of every living being. Using an action, you raise your energized fists to restore power slots to a creature within 15 feet of you, restoring half your Guardian level in power slots (minimum of 2). If the creature has no power slots, it gains temporary slots of the same level you possess, which can be used to cast any power of that level. These slots disappear after a short rest. #### True Healing Also at 3rd level, you possess a direct inclination toward healing and rescuing creatures and lives. When you use healing abilities, you are not only restoring the body but also the spirit of your targets. When using class features, powers, feats, Origin or Race abilities that restore hit points, you may add half your Wisdom modifier + your proficiency bonus to the healing. Additionally, whenever you roll a die to restore hit points to a creature, if you roll a 1 or 2, you may reroll the die and must use the new result, even if it is a 1 or 2 again. You can also heal constructs normally. Furthermore, you can use your Call to accelerate the natural healing of creatures. When using your Protector Call, you can choose up to 4 creatures within 60 feet of you, including yourself. Each creature regains hit points equal to 4 × your Guardian level. #### Excessive Healing Starting at 6th level, your healing leaves a protective trail. Whenever you restore hit points to an ally, any amount that exceeds their maximum hit points becomes temporary hit points that last for 10 minutes or until spent. #### Soul Infusion At 10th level, you learn to sacrifice your own vitality to heal another creature. Using a bonus action, you can expend any number of Hit Dice to heal an ally within 30 feet of you equal to the roll of the dice plus your Guardian level. You suffer half the rolled hit points as damage (minimum of 1). You can use this feature a number of times equal to half your proficiency bonus per long rest. #### Revitalize Also at 10th level, your healing can reach the deepest afflictions. When restoring hit points to a creature, you also remove one condition, disease, or poison affecting it. #### Soul Break At 14th level, you not only protect the souls of your allies but also strike on their behalf by firing a beam of light that stuns enemies. Using a bonus action when you heal a creature, each hostile creature in a 15-foot line originating from the healed creature must make a Constitution saving throw (DC = your powercasting DC). On a failure, the target is Stunned for 1 minute, and may repeat the saving throw at the start of each of its turns to end the effect. You can use this feature a number of times equal to half your Charisma modifier (minimum 1) per short or long rest. #### Supreme Healing Starting at 17th level, there are almost no limits to your healing power. Instead of rolling one or more dice to restore hit points with a power, you use the maximum result possible on the dice. #### Karma Rebirth At 20th level, you can protect not just one ally but all who are in need. Using an action, you invoke the ultimate protection of benevolent souls. All creatures with a non-evil alignment within 60 feet of you gain immunity to all conditions, damage, diseases, and poisons until the start of your next turn. If these creatures are affected by a condition, disease, or poison, its effects end. Any creatures that have died within the last century in the area, if their soul is good, willing, and free, are restored to life with all their hit points. Additionally, allies in this area recover 750 hit points divided equally among them. You can use this feature once per long rest.
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\columnbreak ## The Fighter His fists blur as they deflect a rain of bullets coming toward him, a ninja in white robes runs across a barricade and launches himself into the massive ranks of mobsters on the other side. He spins among them, delivering his strikes and sending them to the ground, until finally, only he remains standing. Taking a deep breath, a man covered in tattoos assumes a battle stance. When the first attacking intruders reach him, he exhales, and a burst of fire erupts from his fists, engulfing his opponents. A super-soldier at the peak of his performance wields his shield before meeting a band of opportunists. A boy behind him sprays the enemies with non-lethal shots. The nearby general gives orders, aiming to coordinate the attacks of the two combatants for maximum advantage. Whatever their story, fighters share the ability to harness the energy flowing through their bodies. Whether channeled as an impressive display of combat mastery or as a subtler focus of defensive skill and speed, this battle energy infuses everything a fighter does. ### Battle Soldiers Fighters learn the basics of all combat styles. Every warrior knows how to deliver punch combinations, wield a shield, handle a longsword, or use exotic weapons. Beyond this foundational knowledge, each fighter specializes in a particular combat style. Some focus on defense, others on fighting with their own fists, and some enhance their martial skills with powers. These combinations of broad generalist capability and deep specialization make fighters superior combatants on the battlefield. ### Trained for Danger Not every city police officer, militia member, or soldier is a fighter. Many are relatively trained only in the basics of combat knowledge. Veteran soldiers, military officers, trained bodyguards, special agents, and similar figures are fighters. Some fighters are compelled to use their training as heroes. Exploring space, defeating villains, and other dangerous tasks common to superhumans are second nature to the fighter, not unlike the life they left behind. \pagebreakNum
##### The Fighter | Level | Martial Die | Features | | :---: | :---------: | :----------------------------------------------------------------------------: | | 1st | 1d8 | Fighting Style, Second Wind, Combat Techniques, Martial Archetype, Martial Die | | 2nd | 1d8 | Action Surge (one use) | | 3rd | 1d8 | Archetype Feature | | 4th | 1d8 | Ability Score Improvement, Combat Technique | | 5th | 1d8 | Extra Attack | | 6th | 1d8 | Archetype Feature, Combat Technique | | 7th | 1d10 | Fighting Style | | 8th | 1d10 | Ability Score Improvement | | 9th | 1d10 | Combat Technique, Indomitable (one use) | | 10th | 1d10 | Action Surge (two uses) | | 11th | 1d12 | Extra Attack (2) | | 12th | 1d12 | Fighting Style, Ability Score Improvement | | 13th | 1d12 | Combat Technique, Archetype Feature | | 14th | 1d12 | Martial Prowess, Ability Score Improvement | | 15th | 1d12 | Extra Attack (3) | | 16th | 1d12 | Combat Technique, Ability Score Improvement | | 17th | 2d6 | Action Surge (three uses), Indomitable (three uses), Archetype Feature | | 18th | 2d6 | Fighting Style | | 19th | 2d6 | Ability Score Improvement | | 20th | 3d6 | Archetype Feature |
## Class Features As a Fighter, you gain the following class features. #### Hit Points **Hit Die:** 1d10 per Fighter level
**Hit Points at 1st Level:** 20 + your Constitution modifier
**Hit Points at Higher Levels:** 2d10 (or 10) + your Constitution modifier per Fighter level #### Proficiencies **Armor:** All armor and shields
**Weapons:** All weapons
**Tools:** None
**Saving Throws:** Strength and Dexterity
**Skills:** Choose three from Acrobatics, Athletics, Stealth, History, Intimidation, Insight, Animal Handling, Nature, Perception, Persuasion, Sleight of Hand, Religion, and Survival #### Equipment * (a) Chain shirt or (b) leather jacket, light revolver, and 20 bullets * (a) one martial weapon up to $500 and a light shield or (b) two martial weapons up to $500 * (a) an explorer’s pack or (b) a vigilante pack ### Fighting Style The Fighter is a master of the battlefield. At 1st level, you can adopt one fighting style from the options below. You can choose a new style at levels 7, 12, and 18. You cannot select the same style more than once, and only one style can be active at a time. You can switch between fighting styles using a bonus action or as a reaction when hitting or being hit by an attack. #### Throwing You have honed your aim and skill with thrown weapons. While using this style, you gain the following benefits with thrown weapons: * Your attacks with thrown weapons ignore half cover. * You gain +1 to attack and damage rolls with thrown weapons; this bonus increases by +1 at Fighter levels 9 and 16. * You may use Strength or Dexterity (whichever is higher) for attack and damage rolls with thrown weapons. \pagebreakNum #### Close-Range Shooter When making a ranged attack while within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets up to 30 feet from you. You gain a +1 bonus to attack rolls with ranged attacks. #### Archery Your focus on bow skills is exceptional; you constantly find yourself practicing shots, trying to hit one arrow with another. While using this style, you gain the following benefits with bows and arrows: * You add half your proficiency bonus to attack and damage rolls with a simple or martial ranged weapon. * When you shoot an arrow that misses, you can retrieve it afterward. * Using a reaction, you can make a ranged opportunity attack. #### Two-Weapon Fighting Two hands better control a weapon, allowing longer weapons to be wielded effectively. While using this style, you gain the following benefits: * When you wield a two-handed weapon (or a versatile weapon with two hands), you can add twice your Strength modifier to the damage rolls of the weapon instead of just once. * You gain +1 to attack and damage rolls with that weapon. This bonus increases by +1 at Fighter levels 8 and 16. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if it’s another 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit. You gain +1 to attack and damage rolls with that weapon. This bonus increases by +1 at Fighter levels 8 and 16. #### Two-Weapon Fighting Style A weapon in each hand feels balanced for you. While using this style, you gain the following benefits: * You gain a bonus to Two-Weapon Fighting. * When you gain the Extra Attack feature, once per turn you can make an additional attack with your off-hand weapon. #### Shield Fighting Although a defensive tool, using it as a weapon is both possible and opportunistic. While using this style, you gain the following benefits: * You can use your shield as a weapon, dealing bludgeoning damage. A buckler or light shield deals 2d4, a heavy or tower shield deals 1d10. You add your Strength modifier to the damage. * You can make a shield attack using your bonus action. * Your shield does not prevent you from gaining benefits from your Martial Die. #### Defense While not wearing heavy armor, you gain a +1 bonus to AC. \columnbreak #### Unarmored Defense You know how to benefit even without armor. While using this style, you gain the following benefit: * When not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. #### Back to You! You have learned to maximize the combat style of wielding a melee weapon and a firearm in your off-hand, gaining proficiency with light firearms. When attacked, you can use your reaction to make a shot with your firearm against the attacker. The weapon must be loaded. Additionally, you can reload a light firearm using a bonus action. #### Dueling Wielding only one weapon in one hand gives you greater freedom to apply your skill. While using this style, when you wield a melee weapon in one hand and no other weapon, you gain the following benefits: * You gain +1 to attack rolls with that weapon. This bonus increases by +1 at Fighter levels 8 and 16. * You gain +2 to damage rolls with that weapon. This bonus increases by +2 at Fighter levels 8 and 16. #### Blind Fighting You have blindsight with a range of 10 feet. Within this range, you can effectively perceive anything not behind total cover, even if you are blinded or in darkness. Additionally, you can perceive invisible creatures within this range unless they successfully hide from you.
\pagebreakNum #### Roman The Roman style allows you to wield a polearm while using a shield with superior efficiency. When using this style, you gain the following benefits: * You can make normal attacks with a polearm while using a shield. * You can forgo the protection of your shield until the end of your turn, gaining +1 on attack rolls with that weapon. This bonus increases by +1 at Fighter levels 8 and 16. #### Protection Defending your allies is your top priority and your greatest specialty. When using this style, you gain the following benefits: * When a creature you can see attacks a target within 5 feet of you, you can use your reaction to impose disadvantage on that creature’s attack rolls. You must be wielding a shield. * You can use your bonus action to grant an ally within 5 feet of you the AC bonus from your shield while they remain in the same location. --- ### Second Wind You have a reserve of stamina that you can use to protect yourself from damage. On your turn, you can use a bonus action to regain hit points equal to **1d10 + your Constitution modifier + your Fighter level**. Once you use this feature, you must finish a long or full rest before using it again. --- ### Combat Maneuvers At 1st level, you can perform a special technique demonstrating your combat training. You know one Combat Maneuver of your choice; the Combat Maneuvers are detailed at the end of the class description. You learn an additional Combat Maneuver at levels 4, 6, 9, 13, and 16. At the start of each of your turns in combat, you can use your action to perform one of the chosen maneuvers, unless the maneuver states otherwise. When you gain access to new maneuvers, you may also replace one you already know with another. Some of your maneuvers require a target to make a saving throw to resist the effects. The saving throw DC is calculated as follows: **DC against your combat maneuvers** = 8 + your proficiency bonus + your Strength or Dexterity modifier (once chosen, it cannot be changed) --- ### Martial Archetype At 1st level, you choose a Martial Archetype, which guides your techniques and combat styles. Choose from those detailed at the end of the class description. The archetype grants you special features at 1st level and again at levels 3, 6, 13, 17, and 20. --- ### Martial Die At 1st level, your martial practice grants mastery in unarmed combat styles. You gain the following benefits while unarmed and not wearing armor or wielding a shield: * You can use Dexterity instead of Strength for attack and damage rolls with your unarmed strikes. * You can roll a **1d8** instead of the normal damage for your unarmed strikes. This die increases as you gain Fighter levels, as shown in the Martial Die column of the Fighter table. * When you take the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, provided you haven’t already used a bonus action that turn. --- ### Action Surge Starting at 2nd level, you can push yourself beyond normal limits for a moment. On your turn, you can take one additional action on top of your regular action and possible bonus action. Once you use this feature, you must finish a long or full rest before using it again. At 10th level, you can use it twice, and at 17th level, three times per rest, but only once per turn. --- ### Ability Score Improvement When you reach levels 4, 8, 12, 14, 16, and 19, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You cannot 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 at Fighter level 11 and four at Fighter level 15. --- ### Indomitable Starting at 9th level, you can reroll a saving throw for Strength, Dexterity, or Constitution that you fail. You must use the new roll and cannot use this feature again until you finish a long rest. You can use this feature twice between long rests at 13th level and three times at 17th level. At 17th level, you can also reroll failed saving throws for Intelligence, Wisdom, or Charisma. ### Plenitude At 14th level, your body has received enough training to grant you natural protection through awareness of your surroundings. You are no longer surprised in combat. Additionally, during the first round of combat, you have advantage on all attacks against creatures that have not yet acted. --- \pagebreakNum ## Martial Archetypes Every fighter is skilled in battle, yet each follows a particular path that can vary greatly. Some become masters of a single weapon, others prefer to become specialists in many. But combatants are not made only of weapons—while some become masters at defending what they value, others learn strategies that can change the course of a war. --- ### Master Knight All fighters can be skilled in battle, but only true masters can unlock the full potential of their weapons, achieving a skill admired by anyone seeking martial supremacy. Master Knights dedicate themselves body and soul to the path of combat, always striving to refine their technique beyond human comprehension. #### Bonded Weapon When you choose this Archetype at 1st level, you must select one simple or martial weapon with which you have proficiency; any weapon similar to it is considered your Bonded Weapon. For example, if you have proficiency in simple and martial weapons, you may choose to bond with daggers, clubs, rapiers, shortswords, longswords, etc. If you choose rapiers, any rapier in your hand counts as a Bonded Weapon. Once bonded, you cannot be disarmed while wielding this weapon, unless incapacitated. Additionally, you may add your Wisdom modifier to attack rolls with this weapon. At 10th level, you may swap your bond to weapons that share a property, still only if you are proficient with them, such as weapons with the Reach, Finesse, Two-Handed, or Versatile properties. At 18th level, you may swap your bond again to weapons that share a damage type, such as bludgeoning, slashing, or piercing. ---
#### Retaliator Starting at 3rd level, you can use one of your attacks to move up to 10 feet in a straight line, dealing damage along the way. Creatures in this line must make a Dexterity saving throw. The DC equals 8 + your Dexterity modifier + your proficiency bonus. Additionally, when this movement ends, you can perform a 10-foot radius circular attack around you, forcing creatures to make a Dexterity saving throw. Each creature that fails these saves takes X dice of weapon damage, where X is your level in this class. You can use this feature only once per turn and a number of times equal to your Dexterity modifier per long rest. The movement and attack radius increase by an additional 10 feet at levels 6, 13, 18, and 20. --- \columnbreak #### Deadly Bond At 6th level, the damage die of your Bonded Weapons increases by 1 step on the damage scale. This happens again at 18th level. Additionally, as part of your Attack action, you can make attacks with your Bonded Weapons count as magical for overcoming resistances for a number of rounds equal to your proficiency bonus. You can use this feature a number of times equal to your Wisdom modifier per long rest. --- #### Combat Agility At 13th level, your combat experience gives you greater awareness of when to defend against enemy attacks. Choose one: **Martial Evasion:** When an attacker you can see hits you with an attack, you can use your reaction to reduce the damage by half. **Martial Counter:** When hit by an attack, you can use your reaction to jump 10 feet back while making a ranged weapon attack along a 15-foot line (or longer if the weapon has the thrown property). If you hit an enemy, you can use your bonus action to move up and make a melee weapon attack with advantage. This movement does not provoke opportunity attacks. --- #### Weapon Mastery At 18th level, your attacks with Bonded Weapons have their critical range improved by 1. Additionally, when using Deadly Bond, you add double your Wisdom modifier instead of just your Wisdom modifier to attack rolls with Bonded Weapons for the duration. --- #### Grand Marshal Stance At 20th level, you can use a bonus action to assume a hybrid attack-and-defense stance. For the next minute, you gain resistance to all damage types (except necrotic, radiant, and true damage). Additionally, whenever you are hit by an attack, you must make a Dexterity or Wisdom saving throw (whichever is higher) to ignore the damage. The DC of this save equals 8 + half the attack roll that hit you. For each attack made by a creature you can see and that is within your weapon’s reach, you may make a counterattack with a Bonded Weapon. You can use this ability a number of times equal to your Constitution modifier before needing a long rest. \pagebreakNum ### Defender A Defender’s greatest strength is their sense of protecting what and who is important to them. While their attacks are powerful, they are capable of safeguarding allies in the heat of battle, positioning themselves to shield them and allowing the more skilled or fragile to unleash their formidable strikes. They understand that glory does not always come their way, but the feeling of a duty fulfilled lets them rest their head peacefully each night. --- #### First In, Last Out When you choose this Archetype, you gain a +5 bonus to your initiative. Additionally, you learn to fight while wearing armor without limiting your Dexterity in your armor class calculation. --- #### Elegant Weapon Also at 1st level, your shield counts as a martial weapon for you. Depending on the size of the shield, it deals different bludgeoning damage: 1d8 for a round shield, 2d4 for a light shield, and 1d10 for a heavy shield. In all cases, add your Strength modifier to the damage. If you have Shield Combat, this damage increases by one category. --- #### Protect the Innocent At 3rd level, if an ally you can see is targeted by an attack, you can use your reaction to move toward the ally. If you end up adjacent to them, you may take the attack on their behalf, though the attack must still exceed your AC. Alternatively, if using a round shield, you may throw your shield in front of the attack targeting your ally. In this case, the target uses the shield’s AC added to your calculation. Afterward, the shield falls to the ground. --- #### Repel Invaders Also at 3rd level, you can use your Attack action to advance toward an enemy within 10 feet of you (this movement does not provoke opportunity attacks), making a melee weapon attack against them. Enemies adjacent to your target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, they take half the damage dealt to your target and their movement speed is reduced by 5 feet until the end of their next turn. --- #### Persistent Tactics Starting at 6th level, when you use your Action Surge, you may use your reaction to activate one of the Combat Techniques you know. Additionally, you gain one extra use of your Second Wind. Furthermore, allies within 5 feet of you gain a +1 bonus to AC if you are wielding a shield. --- #### Resounding Shout At 13th level, you can use an action to unleash a shout that ignites the sun of freedom in your allies’ hearts and challenges enemies to their own demise. Creatures that can hear you within 30 feet gain one of the following effects: * Friendly creatures gain temporary hit points equal to Xd8 + your proficiency bonus, where X equals your Fighter level. While they have temporary hit points, the creature cannot be frightened. * Hostile creatures must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus per long rest. At 18th level, the range of your shout increases to 60 feet. Additionally, you gain one additional feat. --- #### Survivor At 18th level, you reach the pinnacle of battle resilience. At the start of each of your turns, if you have less than half your hit points, you regain hit points equal to 5 + your Constitution modifier. You do not gain this benefit if you have 0 hit points. --- #### National Symbol At 20th level, your physical endurance is beyond mortal limits. You gain the following benefits: * Your Constitution increases by 2. * You are unaffected by extreme heat, cold, or altitude. * You are immune to diseases, and your body cannot be aged by magical effects. * When using your Action Surge, you gain an additional reaction solely to use a Combat Technique until the start of your next turn. * You have advantage on saving throws against death. * You gain one additional use of your Second Wind. * You take 20 less damage from any source, except for critical hits, which are reduced by 10 (if you have resistance to the attack, the highest remaining reduction applies).
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### Way of the Iron Fist Many natives of K’un-Lun have earned the honor of becoming the Iron Fist, but this achievement is not exclusive to locals. To obtain this title, one must defeat the mystical dragon Shou-Lao, whose heart is a source of immensely destructive energy. The power of the Iron Fist comes directly from Shou-Lao’s energy. Earning the chance to fight the mystical dragon is a great honor bestowed upon few, requiring one to undergo a series of trials that test their abilities. Afterward, mystical energy bound to a new draconic tattoo becomes the source of unstoppable power. --- #### Teachings of the Dragon When you choose this Doctrine, you learn the Draconic language. While not wearing armor, your AC increases by +1, and the damage of your unarmed strikes increases by 1 step on the damage scale. --- #### Chi Starting at 1st level, your training allows you to control the mystical energy of chi. Your access to this energy is represented by a number of chi points. Your Fighter level determines how many points you have, as shown in the Chi column of the Chi Emanation table. You can spend these points to unleash various Chi features. When you spend a Chi point, it becomes unavailable until you finish a long or full rest. At the end of the rest, all spent Chi points are restored. You must spend at least 30 minutes of the rest meditating to regain your Chi points. Some Chi features require your target to make a saving throw to resist the feature’s effect. The saving throw DC is calculated as follows: **Chi saving throw DC** = 8 + proficiency bonus + your Wisdom modifier Additionally, a Fighter’s contact with Chi awakens hidden bodily capacities that can be studied and enhanced. You start knowing one Chi Technique of your choice, all described at the end of this archetype. \columnbreak ---
##### Chi Emanation | Level | Chi | | :---: | :-: | | 1st | 2 | | 2nd | 3 | | 3rd | 4 | | 4th | 5 | | 5th | 6 | | 6th | 7 | | 7th | 8 | | 8th | 9 | | 9th | 10 | | 10th | 11 | | 11th | 12 | | 12th | 13 | | 13th | 14 | | 14th | 15 | | 15th | 16 | | 16th | 17 | | 17th | 18 | | 18th | 19 | | 19th | 20 | | 20th | 22 |
--- #### Dragon Fist At 3rd level, you have studied the ways to achieve the Iron Fist and learned the most efficient method to make your unarmed strikes as deadly as sharp weapons. Your unarmed strikes have their damage die increased by 1 step, and their critical range is reduced by 1. Additionally, you gain access to a Chi Technique. \pagebreakNum #### Dragon’s Malice At 6th level, you understand that Shou-Lao is a capricious entity proud of its power. Your unarmed strikes have their critical multiplier increased by 1. This bonus is gained again at 18th level. Additionally, you gain access to a Chi Technique. #### Extra Attack At 13th level, you can attack one additional time when you take the Attack action on your turn. The number of attacks increases to 5 at 20th level of this class. #### Iron Strength Also at 13th level, your monastic studies reveal to you the destructive power of the Iron Fist. The damage of your unarmed strikes increases by 1 step. Additionally, you gain access to a Chi Technique. #### Choice of K’un-Lun At 18th level, you choose one of the two styles below as your signature path of the Iron Fist: * **Dragon Claw:** While you are not wielding any shield or weapon (gauntlets do not count as weapons for this purpose), your unarmed strikes increase by one damage category. * **Dragon Tail:** While you are not wielding any shield or weapon (gauntlets do not count as weapons for this purpose), you can project a fist of energy with your attacks; the reach of your unarmed strikes increases by 5 feet, and all successful attacks with it cause 2 points of bleeding. Additionally, you gain access to a Chi Technique. #### Iron Fist At 20th level, the dragon’s energy reverberates through you and courses through your veins. Using a free action and 3 Chi points, all your unarmed strikes for the next minute deal additional true thunder damage equal to half your Fighter level and additional true energy damage. Moreover, all your unarmed strikes deal true concussive damage instead of normal concussive damage. --- ### Chi Techniques Chi Techniques are presented in alphabetical order. If a technique has a level prerequisite, you must be at that level in the class to learn it. All techniques require a somatic component to perform. --- #### Agitation **Stir Chi:** By spending 1 Chi point, you can energize your next unarmed strike to deal your Martial Die as additional energy damage. **Direct Agitation:** By spending 1 Chi point, for the next minute, your unarmed strikes can deal slashing or piercing damage. --- #### Will Barrier *Prerequisite: 13th level* **Unstoppable Will:** By spending 2 Chi points, you can reroll a failed roll. Each roll can only be rerolled once this way. You can do this a number of times equal to half your Wisdom modifier per short rest. **Wall of Will:** During meditation, you can invoke a Chi effect on yourself that allows you to negate an attack you have received but not yet know the damage of. When using this effect, the attack is canceled, and the effect is lost until invoked again. --- #### Dragon Challenge *Prerequisite: 6th level* **Dragon’s Wrath:** By spending 5 Chi points, you make an unarmed melee attack. On a hit, you deal Martial damage + 3d6 concussive damage and force the target to make a Strength saving throw. On a failed save, the target is thrown 30 feet into the air and becomes Stunned until the end of its next turn. On a success, the target only takes the damage. **Challenge:** By spending 2 Chi points, you can challenge a target up to 120 feet away that you can see. All attacks by that target not directed at you are made at disadvantage for a number of rounds equal to your Wisdom modifier. --- #### Thunder Dragon *Prerequisite: 6th level* **Sonic Wave:** By spending 2 Chi points, you empower your unarmed strike with the element of sound. It can pass through objects and walls up to 5 feet thick, hitting the first enemy in line and dealing 1 die above your Martial Die in thunder damage, marking them with a Resonance mark that lasts until the end of your turn. **Resonant Strike:** Using a bonus action, you can move toward a target marked with Resonance and make an attack with advantage. However, you cannot move through solid objects. --- #### Empty Hand **Unbalance:** When hitting an opponent up to one size larger than you with an unarmed strike, you can spend 1 Chi point to force a Dexterity saving throw. On a failure, the target is knocked Prone. **Push:** When hitting an opponent up to one size larger than you with an unarmed strike, you can spend 1 Chi point to force a Strength saving throw. On a failure, the target can be pushed up to 15 feet. --- #### Death Palm *Prerequisite: 18th level* **Vibrating Palm:** When hitting an opponent with an unarmed strike, once per round, you can spend 3 Chi points to channel a special Chi vibration. This vibration can last for a number of days equal to your level in this class. The vibrations are harmless until you use your action to activate them. To affect the target, it must be on the same plane as you. The target must succeed on a Constitution saving throw; on a failure, its hit points are reduced to 0. On a success, it takes 10d10 necrotic damage and becomes immune to this effect for the next 48 hours. Only one creature can be affected at a time. You may choose to deactivate the vibration harmlessly without using an action. **Fists of Death:** By spending 2 Chi points, for the next minute, your unarmed strikes deal your Martial Die as additional true necrotic damage. \pagebreakNum ##### Dragon’s Grip *Prerequisite: 18th level* **Grip Secret:** Your unarmed strikes now deal true damage. **Shou-Lao’s Fury:** By spending 3 Chi points, your unarmed strikes deal additional energy damage equal to your Fighter level for a number of rounds equal to your Wisdom modifier. When using this ability, you must make a Constitution saving throw against your Fighter DC; on a failure, you gain 1 level of Exhaustion. --- ##### Protection *Prerequisite: 6th level* **Protect:** As a reaction to an ally being attacked, by spending 2 Chi points, you can use your movement to leap in front of that ally if they are within 10 feet of you, creating an energy shield that increases your AC and the ally’s AC by +2 until the end of your next turn. This bonus applies to the incoming attack before knowing if it hits or misses. **Thick Skin:** Using an action and spending 2 Chi points, you can harden your body, gaining resistance to non-magical physical damage for a number of rounds equal to your Wisdom modifier. --- ##### Dragon’s Protection *Prerequisite: 13th level* **Safeguard:** By spending 3 Chi points and using a bonus action, you channel Shou-Lao’s protective energy to provide temporary protection to an ally. You move to an unoccupied space adjacent to an ally you can see within 15 feet. Both you and that ally gain half your Wisdom modifier as Damage Reduction for a number of rounds equal to your Proficiency bonus, and the ally receives a protective mark that lasts until the end of your turn. **Iron Will:** When moving adjacent to an ally with a protective mark, you can use your reaction and spend 2 Chi points to extend the effect of Protect onto yourself for a number of turns equal to your Proficiency bonus. --- ##### Elemental Breath **Hadouken:** Using an action and spending 3 Chi points, you exhale destructive energy. You create a 4.5-meter cone of fire. Creatures in the area must make a Constitution saving throw; on a failure, they take 4d6 fire damage, on a success, they take half. **Deny Breath:** When targeted by a breath weapon causing elemental damage, you can use your reaction and spend 1 Chi point to reduce the damage for all targets of the breath. Roll 2d6 to determine the reduction. --- ##### Draconic Storm *Prerequisite: 13th level* **Storm Slash:** By spending 1 Chi point, you use your action to make a sweeping attack to the maximum range of your melee attack. All enemies in the area must make a Dexterity saving throw or take your attack’s damage plus 4d6 additional energy damage. **Mutilating Storm:** By spending 1 Chi point, you use your action to unleash an energy wave at all creatures within 15 feet of you, revealing invisible creatures. Using a bonus action, you can spend 2 Chi points to deal 8d6 energy damage to a number of creatures equal to your Wisdom modifier. Targets must succeed on a Wisdom saving throw; on a success, they take half damage. --- ##### Shou-Lao’s Will *Prerequisite: 18th level* **“There can be only one”:** When learning this Technique, your attacks against Fighters have their damage category, critical range, and critical multiplier increased by 1. **Tatsumaki Senpuu Kyaku:** When making an attack, by spending 3 Chi points, you execute a powerful spinning kick, launching your target backward. The target must make a Strength saving throw; on a failure, they are thrown up to 20 feet and take 10d8 true concussive damage. On a success, they take half damage. If any creature is in the line, it must make a Strength saving throw DC 18 or be thrown 10 feet into the air and take 5d8 concussive damage. --- ### Path of the Kung Fu Master Practitioners of Kung Fu learn the basic forms of meditation and weapon handling. This doctrine teaches the philosophy of bloodless combat, and only those who truly understand it have the privilege of wielding sharp blades. Through meditation and proprioception, a Kung Fu practitioner can channel primal energy through their body into their weapon. #### Meditation When taking this Archetype at 1st level, you learned to enter a state between awareness and mindfulness. You can use your action and spend 1 Chi point to enter this meditative state until the start of your next turn. You may spend 1 additional Chi point to extend the meditation by 1 turn. While meditating, you gain resistance to non-true physical damage, and at the start of your next turn, you regain hit points equal to your Martial Die in the Fighter table. Outside combat, you can enter this meditative state for the next minute using 1 Chi point. While in this state, you become more sensitive to spirits and spiritual energy, allowing you basic awareness of your surroundings in the spiritual realm. Additionally, if a spirit is present and wishes to communicate, it can provide information about the past or present of that location. #### Chi Starting at 1st level, your training allows you to control the mystical energy of Chi. Your access to this energy is represented by a number of Chi points. Your Fighter level determines how many points you have, as shown in the Chi column of the Chi Emanation table. \pagebreakNum
You can spend these points to manifest various Chi features. When you spend a Chi point, it becomes unavailable until you complete a long or full rest, at the end of which all spent Chi points are restored. You must spend at least 30 minutes of the rest meditating to regain your Chi points. Some Chi features require your target to make a saving throw to resist the effect of the feature. The saving throw DC is calculated as follows: **Chi Resistance DC** = 8 + proficiency bonus + your Wisdom modifier Additionally, the Fighter’s contact with Chi awakens hidden abilities in the body that can be studied and enhanced. You start with access to a Chi Technique of your choice, all of which are described at the end of this archetype. --- #### Shaolin Strike Starting at 3rd level, you learn the basics of channeling energy through your body to empower your weapons. You can use a free action and spend 2 Chi points to empower your melee weapon attacks. Until the start of your next turn, attacks made with that weapon deal additional damage equal to one die category higher than your Martial Die if the weapon’s normal damage is lower. You can spend Chi points to add effects to your weapon for the duration of this ability: * **1 Chi point:** The reach of your attacks increases by 5 feet. * **1 Chi point:** The damage of your attacks with the weapon increases by 1 die.
##### Chi Emanation | Level | Chi | | :---: | :-: | | 1st | 2 | | 2nd | 3 | | 3rd | 4 | | 4th | 5 | | 5th | 6 | | 6th | 7 | | 7th | 8 | | 8th | 9 | | 9th | 10 | | 10th | 11 | | 11th | 12 | | 12th | 13 | | 13th | 14 | | 14th | 15 | | 15th | 16 | | 16th | 17 | | 17th | 18 | | 18th | 19 | | 19th | 20 | | 20th | 22 |
* **1 Chi point:** The additional damage from this ability becomes energy damage. * **4 Chi points:** The duration of this ability increases to 1 minute. Additionally, you can execute the following powers—*Flaming Destruction*, *Thundering Destruction*, *Detect Good and Evil*—without material components using an action and spending 2 Chi points. You also gain access to a Chi Technique. --- #### Extra Attack At 6th level, you can attack one additional time when you take the Attack action on your turn. You also gain access to a Chi Technique. --- #### Unstoppable At 13th level, you learn how to use your energy to enhance your movement. By using a bonus action and spending 3 Chi points, you double your movement speed. Additionally, when targeted by a feature, power, or effect that would prevent you from moving, you can use your reaction and spend 2 Chi points to ignore that effect. This ability lasts up to 1 minute or until you end it prematurely. You also gain access to a Chi Technique. \pagebreakNum ### Eight Trigrams Strike At 18th level, you channel your energy to surpass your physical limits, making it a natural extension of your body. Using an action and spending 3 Chi points, you can attack an enemy within 10 ft. For each additional Chi point spent, you may attack an additional target within 10 ft of your primary target. All enemies affected must make a Wisdom saving throw against your Chi Resistance DC. On a failed save, they take your weapon’s damage + your Martial Die × your proficiency bonus as **true energy damage**. On a success, they take half that damage. After this attack, you move to an unoccupied space adjacent to your primary target; this movement does not provoke opportunity attacks. Additionally, you can spend 4 Chi points to make one additional attack as part of your Attack action. You also gain access to a Chi Technique. --- ### Transcendence At 20th level, Chi flows through your body as naturally as a river flows along its bed. When using abilities from this archetype, the Chi cost is reduced by 1 point (minimum cost remains 1). Additionally, you can perceive weaknesses in spiritual bodies, allowing you to bypass illusions related to sight. By using a bonus action and spending 5 Chi points, you gain advantage on your attacks for 1 minute, and damage from your melee weapon attacks deals your Martial Die × half your Fighter level as **energy damage**. --- ## Chi Techniques Chi Techniques are listed alphabetically. If a technique has a level prerequisite, you must meet it to learn the technique. All techniques require somatic components. ##### Agile Weapon *Prerequisite: 6th level* **Agile Weapon:** As part of an Attack action, spend 1 Chi point to slide through an enemy and make a melee weapon attack. You move up to 10 ft toward an enemy without using your movement. You may spend 2 additional Chi points to make a circular attack, hitting all adjacent creatures. Each must make a Dexterity saving throw against your Chi Resistance DC; on a failure, they take the attack’s damage, and on a success, they take none. **Rapid Strikes:** When attacking the same target consecutively, your second attack gains +1 to hit and damage. This bonus applies once per turn. --- ##### Martial Cunning **Trickster Warrior:** Spend 1 Chi point to create a clone of yourself, swapping places with it. You become invisible until the start of your next turn, after which the clone disappears. Spend 2 additional Chi points for the clone to make an attack. **Deceptive Strikes:** Your attacks with bludgeoning simple or martial weapons deal 1 die category higher damage. --- \columnbreak ##### Shadow Clone **Kage Bushin:** Spend 2 Chi points and an action to create a Shadow Clone identical to you. It can carry a nonmagical replica of your melee weapon. The clone has 1/10 of your hit points (minimum 1). Any resources spent by the clone—Chi, feats, Power Slots—are subtracted from your total. The clone is vulnerable to radiant damage and lasts half your Wisdom modifier in minutes in combat or hours out of combat. If reduced to 0 HP or given 1 level of Exhaustion, the clone is dipowered. The clone retains 1 extra Chi point as inaccessible. Each additional clone costs 1 extra Chi cumulatively, and all clone damage is halved. **Knowledge Transfer:** When a clone is destroyed or dipowered, the creator gains the knowledge acquired by the clone. --- ##### Elemental Understanding **Control Element:** Spend 1 Chi point to control a traditional element for 1 turn. You may open a hole in earth or walls, shape flames, bend lightning, or manipulate up to 1 liter of water in your hand without a container. **Suppress Element:** As a reaction and spending 1 Chi point, you can reduce incoming elemental damage by your Martial Die, even if it is true damage. This can be used alongside the Repel feature from the Elemental Bite Technique. --- ##### Deflection *Prerequisite: 6th level* **Deflection:** When targeted by a visible effect requiring a saving throw, you may use your reaction and 1 Chi point to add your Wisdom modifier to the saving throw. **Projectile Redirection:** When targeted by a ranged weapon attack, use your reaction to deflect or catch the projectile. Damage is reduced by 1d10 + your Dexterity modifier + Fighter level. If reduced to 0, you may catch the projectile if it is small enough to hold in one hand and you have at least one free hand. You may spend 1 Chi point to make a ranged attack with the caught projectile as part of the same reaction, adding your proficiency bonus. Attack range is 20/59 ft. \pagebreakNum ##### Circular Movement *Prerequisite: 13th level* **Cyclone Strike:** While wielding a polearm, you can use an action and spend 3 Chi points to create a powerful whirlwind in a 10 ft radius around you, which moves with you until the end of your turn without provoking opportunity attacks. Enemies in this area must make a Dexterity saving throw; on a failed save, they are launched 15 ft into the air and take normal weapon damage. On a success, they take no damage and are not thrown. **Cyclone Movement:** When using half your movement to stand from the Prone condition, you can make a melee weapon attack against a target within the weapon’s reach. --- ##### Elemental Bite *Prerequisite: Elemental Understanding* **Bite:** Spend 1 Chi point to infuse your fist and create a ranged attack weapon. When thrown at a target, it explodes dealing the chosen elemental damage. Make a ranged weapon attack; on a hit, the target takes 1d8 elemental damage, and creatures within 5 ft of the target must make a Dexterity saving throw or take 2d4 of the same elemental damage. For each additional Chi point spent, increase the damage by 1 die (1d8 for the primary target and 1d4 for secondary targets). **Repel:** When targeted by an elemental attack, you can use your reaction to burn it and reduce the elemental damage by your Martial Die. This can be used alongside the Suppress Element feature from Elemental Understanding. --- ##### Concussive Palm **Crushing Strike:** Spend 4 Chi points to fill your body with energy, increasing the potency of your strikes. Until the end of your turn, your unarmed attacks deal +2 damage, and creatures hit must make a Constitution saving throw; on a failure, they are Stunned until the end of their next turn. **Body Defense:** When learning this technique, choose between Dexterity or Wisdom. While unarmored, you gain half of the chosen attribute modifier as Damage Reduction. --- ##### Steps in the Air **Take Flight:** In combat, you can use a bonus action and spend 1 Chi point to gain a flying speed equal to your walking speed. You fall if you end your turn in the air without anything to cling to. **Safe Fall:** When taking falling damage, reduce the damage by 5 × your proficiency bonus. --- ##### Retribution *Prerequisite: 13th level* **Chi Mark:** When taking damage from a creature, you can use your reaction and spend 2 Chi points to mark it. The mark lasts a number of rounds equal to your Wisdom modifier. While marked, your attacks against the target have advantage. **Chi Redirection:** When a melee attack misses you, you can use your reaction and spend 2 Chi points to make two unarmed attacks against your attacker. --- \columnbreak ##### Overcoming *Prerequisite: 18th level* **Steel Skin:** When taking damage from an attack, you can use your reaction and spend 2 Chi points to reduce the damage by half. **Overcome the Path:** When rolling initiative with hit points below half your maximum, you regain 4d10 hit points. You also remove 1 level of Exhaustion. --- ##### Chi Surge *Prerequisite: 13th level* **Chi Fortification:** Spend 1 Chi point to energize your unarmed or melee weapon attacks, making them deal true damage. This lasts for a number of rounds equal to twice your Wisdom modifier. **Chi Fury:** Your unarmed attacks gain a critical range of 19-20. On a critical hit, you may spend 4 Chi points to triple the damage dice instead of doubling. --- ##### Sand Touch *Prerequisite: 18th level* **Eternal Transit:** When targeted by an attack or power that deals true damage, you gain 1 Chi point. This can only occur once per round. **Disrupt:** When you hit a target with an unarmed attack, spend 3 Chi points to impose vulnerability to a damage type of your choice for 1 minute or until it takes damage of that type. A creature affected by this technique is immune to it for the next 24 hours. --- ##### Chi Vibration **Stunning Strike:** When hitting a target with a weapon, you can use a bonus action and spend 1 Chi point to reverberate the damage through the opponent’s body. The target must make a Constitution saving throw; on a failure, it loses its next action. **Vibrant Grip:** When learning this technique, choose between Dexterity or Strength. When targeted by a disarm action, you add half of the chosen attribute modifier to your rolls to resist being disarmed. \pagebreakNum ### Vigilant Demon guards, revenge-driven vigilantes, and enigmatic assassins roam the shadowy streets of the city, and urban action unfolds with fierce intensity. Vigilantes use the dark alleys as their battlefield to protect the innocent from rampant crime or exploit the shadows to bring more blood to the gray streets. --- #### Urban Warrior At 1st level, the streets have taught you a lesson. You gain proficiency in one of the following skills: Athletics, Stealth, Perception, or Survival. At 6th level, you gain proficiency in one of the skills not previously chosen. Additionally, you double your proficiency bonus when using the skill chosen at 1st level. --- #### Hit and Run Also at 1st level, when you take the Attack action, you gain the benefit of the Disengage action and your movement increases by 10 ft until the end of the turn. This benefit can only be applied once per round. --- #### Improvised Critical At 3rd level, your melee attacks and attacks with improvised weapons gain +1 to hit and +1 to damage. This bonus increases by +1 at Fighter levels 6, 13, and 18. Additionally, you may choose to have your attacks with improvised weapons score a critical on a 19-20, but the weapons break normally on a hit. --- #### Supernatural Dodge At 3rd level, when a hostile creature you can see hits you with an attack, you can use your reaction to reduce the damage taken by half. --- #### Strategic Retreat At 6th level, you become skilled at disengaging from fights and maintaining your position. When a creature you can see makes an opportunity attack against you, you can use your reaction to treat the attack roll as a 1. Additionally, you gain access to a Combat Technique. --- #### Parkour Also at 6th level, you prepare to traverse buildings. You gain a climbing speed of 30 ft and, as a reaction, you can reduce any falling damage taken by an amount equal to your Fighter level. Additionally, you no longer need to move 10 ft to make a jump, and your running and vertical jumps add your Dexterity modifier in feet. At 13th level, add double your Dexterity modifier to these calculations. --- #### Supernatural Dodge (Improved) At 6th level, when a hostile creature you can see hits you with an attack, you can use your reaction to reduce the damage taken by half. --- #### Evasion Starting at 13th level, you can dodge area effects. When subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage on a successful save, and only half damage on a failed save.
#### Adaptable Style Starting at 13th level, when you finish a long rest, you can replace your Fighting Style with another Fighting Style of your choice from the Fighter class list. You can also replace a Combat Technique with another from the available list. Additionally, you gain access to a Combat Technique. --- #### Irregular Movement Starting at 18th level, the first successful attack a creature makes against you deals damage reduced by an amount equal to 6 + your Dexterity modifier. This effect occurs only once per round. --- #### Combat Awareness At 18th level, you can precisely observe enemy attacks, finding more effective ways to defend or counterattack. During combat, when you are targeted by an attack, ability, or power a second time—after the first has hit—you can add half your Wisdom modifier to your AC or the saving throw required against that attack. You can maintain this bonus until the end of combat. Additionally, once per round, when a creature makes a melee attack against you and misses, you can make an opportunity attack against that creature. You also gain access to a Combat Technique. --- #### Fearless Hero Starting at 20th level, you reach a state that few have ever dreamed of, and those who attain it stand out among urban legends. Once per long rest, as a free action, you can fully focus on combat, gaining the following benefits for the next 10 minutes: * 25 temporary hit points; any remaining at the end of the duration are lost. * +2 to your Armor Class. * Advantage on Strength and Constitution saving throws. * Advantage on all attacks with improvised weapons. * +1d10 additional damage on all attacks with improvised weapons * +10 ft movement speed \pagebreakNum * Your critical hits heal you for an amount equal to your proficiency bonus * You are immune to being frightened and charmed These effects end early if you become incapacitated. --- ### Combat Techniques Your techniques reflect your rigorous combat training, demonstrating unique and special skills passed down from warrior to warrior, master to master. On some occasions, you may even be the pioneer, creating a technique that will be passed on to future generations. #### Polearm Agility *Prerequisite: Dexterity 13 or higher, 6th level* Using a bonus action or your reaction when targeted by an attack, you can hang from a glaive, halberd, staff, spear, long spear, or trident, rising 10 ft off the ground and ignoring one attack received. At any time until the start of your next turn, you can use a free action to jump to a point within 10 ft of you. Upon landing, you can make a single attack against any number of creatures, up to your Dexterity modifier, within your weapon’s reach. You make one attack roll for all creatures. At the start of your next turn, if you haven’t moved, you descend safely to the ground at your feet. You can use this technique a number of times equal to your Dexterity modifier per long rest. --- #### Analyze Terrain *Prerequisite: Intelligence 12 or higher* Using an action, you can analyze the terrain around you, gaining advantage on detecting traps and reducing the effectiveness of ambushes, while providing important information to your allies. For 1 minute, all your allies have advantage against traps and cannot be surprised. Nonmagical terrain is no longer considered difficult for the duration. You can use this a number of times equal to your Intelligence modifier per long rest. --- #### Grapple Using your reaction, when a target enters or leaves your reach and you are wielding a greataxe, war axe, web launcher, or polearm, you can pull an enemy up to 10 ft to become adjacent to you. The target must make a Dexterity saving throw or be pulled, and its movement becomes 0 until the start of its next turn. --- #### Shield Throw *Prerequisite: Strength 13 and proficiency with shields* You can use an action to throw a light or round shield at a creature within 15 ft. Make a melee attack roll using your Strength. On a hit, the target takes 1d6 + Strength modifier + the shield’s bludgeoning damage. The shield lands up to 10 ft from the target (roll 1d6 for direction). If you recover your shield by the start of your next turn, you gain 1d10 temporary hit points for every 2 Fighter levels you have. For example, a 13th-level Fighter would gain 6d10 temporary hit points. If the shield lands in the same space as you, add 1d10 additional HP. --- \columnbreak #### Power Strike *Prerequisite: Strength or Dexterity 13 or higher* You can imbue your weapon or fists with physical power, allowing you to strike even magical effects. When targeted by an attack power, you can use your reaction to attempt to deflect it. Make a Strength or Dexterity saving throw (whichever is higher) against the caster’s save DC. On a success, you redirect the effect toward the caster, making an attack roll using your Strength or Dexterity. If the attack hits, the caster suffers the effect of their own power, using their casting ability to set the save DC. On a failed save, the effect occurs normally. If the attack misses, the power is merely deflected. --- #### Circular Strike *Prerequisite: Strength or Dexterity 13 or higher* You can halve your movement to perform a melee circular strike, dealing damage to all creatures within reach that fail a Dexterity saving throw. If you have Extra Attack, you may make a regular attack against one adjacent creature or reduce your remaining movement to perform another circular strike. --- #### Vanguard Strike *Prerequisite: Strength or Constitution 13 or higher* You can use this technique as a bonus action. When you do, you gain +10 ft movement until the end of your next turn, ignoring effects that reduce your movement (unless your movement is 0). Additionally, your next melee attack forces the target to make a Constitution saving throw. On a failure, it is stunned until the start of its next turn. You can use this a number of times equal to your Strength + Constitution modifiers per long rest. --- #### Devastating Strike *Prerequisite: Strength or Intelligence 13 or higher* Using a bonus action, you empower your next melee weapon attack. The weapon’s damage dice are doubled. This effect does not stack with itself or double any existing damage-increasing effects. Additional damage is added normally but not doubled by this feature. You can use this a number of times equal to your Strength + Intelligence modifiers per long rest. --- #### Charged Attack *Prerequisite: Strength 13 or higher, Master Knight* You may forgo attacking and moving this turn to enhance your next attack with a Linked Weapon. If your next attack with the Linked Weapon hits, it is considered a critical hit, and the critical multiplier is increased by 1. You can use this technique a number of times equal to half your proficiency bonus (rounded down) per long rest. \pagebreakNum
--- #### Seismic Shock *Prerequisite: Strength 13 or higher* Once per turn, when using an attack action, you can use a bludgeoning weapon to make a single attack in a 10 ft cone in front of you. Only one attack roll is needed, and enemies in the area are hit if the attack surpasses their AC. This attack deals Xd6 additional damage in the area, where X is your Fighter level. Targets hit must make a Dexterity saving throw; on a failure, they take Xd4 additional damage, where X is your Strength modifier. --- #### Mounted Combatant *Prerequisite: Wisdom 13 or higher* When you select this technique, while mounted on a creature or vehicle and using a weapon with the reach property, your attack and damage rolls with that weapon add your mount’s Strength or Dexterity modifier (minimum 1). Additionally, while mounted, attacks against targets within 5 ft with a reach weapon do not impose disadvantage. --- #### Share Tactics When using the Attack action on your turn, you can forgo one attack to use a bonus action to share tactics with an ally who can see or hear you. The ally can use their reaction to make one attack, adding your proficiency bonus + Intelligence modifier to the attack roll and damage. You can use this a number of times equal to your Intelligence modifier per long rest. --- \columnbreak #### Courage *Prerequisite: Defender* You can use a bonus action to temporarily increase your AC by +4 and gain resistance to slashing and piercing damage. This effect lasts until the end of your next turn and can be used a number of times equal to your Constitution modifier (minimum 1) per long rest. --- #### Improved Critical *Prerequisite: Strength or Dexterity 18 or higher* When you select this technique, your critical range for all weapon or unarmed attacks is reduced by 1. For example, a 20 becomes 19, and a 19 becomes 18. ---
#### Rising Cut *Prerequisite: Wisdom 15 or higher* Using an action, you can make an attack in a 15 ft cone in front of you. All creatures in the area must make a Dexterity saving throw. On a failure, a creature takes your attack damage as necrotic damage, and you gain temporary hit points equal to half the damage dealt. Temporary hit points gained this way can stack. You can use this technique a number of times equal to half your Wisdom modifier per long rest. --- #### Superior Defense *Prerequisite: Defender and Constitution 15 or higher* For the next minute, you are immune to physical damage but cannot take Attack actions. At the end of this minute, your next attack is empowered, dealing additional damage equal to the number of attacks you took during this time × your proficiency bonus. You can end this technique early using a bonus action. You can use this a number of times equal to your Constitution modifier per long rest. --- #### Decree of the Thunder God *Prerequisite: Master Knight and Strength or Dexterity 13 or higher* Each time you hit a target with your Linked Weapon, that target gains a Decree mark. This mark lasts 1 minute, and only one target can be marked at a time. When a target accumulates three marks, you can use a bonus action or reaction to force it to make a Constitution saving throw. On a failure, it takes your proficiency bonus in d8s of lightning damage and is stunned for 1 minute, repeating the saving throw at the start of each of its turns. You can use this technique a number of times equal to your proficiency bonus per long rest. \pagebreakNum #### Disarm *Prerequisites: Wisdom 13 or higher and Strength or Dexterity 13 or higher* You can use your Attack action or your reaction when making a weapon attack against a target to disarm an enemy. On a success, the target’s Dexterity modifier plus AC becomes 0 against your next attack this turn. On a failure, the disarm does not succeed, and the defending target does not gain advantage on its next attack due to the failed attempt. You can use this technique a number of times equal to your Wisdom modifier per long rest. Once uses are expended, you can perform a normal disarm action, suffering the usual penalties. --- #### Unarm *Prerequisites: Strength or Dexterity 13 or higher* When you take the Attack action against an opponent and hit, you can use a bonus action to attempt to remove a shield from your target. The target must make a Strength saving throw; on a failure, its shield is disarmed, and the next attack against it has advantage. You can use this technique a number of times equal to your chosen modifier (Strength or Dexterity) per long rest. --- #### Shatter *Prerequisite: Master Knight* You can use this technique with your Linked Weapon to attempt to strike an opponent’s weapon or shield, breaking it or, if magical, forcing a disarm. Make a Strength check against a DC set by the DM, which may vary depending on the weapon’s material. You can use this technique a number of times equal to your Strength modifier per long rest. --- #### Protective Impact *Prerequisites: Defender and Constitution 15 or higher* As a reaction when an adjacent creature is hit by an attack, you can reduce the damage by 1d8 + your Constitution modifier + proficiency bonus. You must be wielding a shield to use this technique. You can use it a number of times equal to your Constitution modifier per long rest. --- #### Epic Charge *Prerequisite: Strength 15 or higher* When using your movement, you can use this technique to push an adjacent enemy with your melee weapon or shield. The target must make a Strength saving throw; on a failure, it is pushed up to 15 ft in the direction you moved and knocked prone. If successful, you can use your reaction to make a melee attack against the pushed target. If the target collides with a wall, tree, or solid object, it must make a Constitution saving throw or become Incapacitated until the end of its next turn and take 2d8 bludgeoning damage. --- \columnbreak #### Summon Weapon *Prerequisites: Master Knight and Intelligence 13 or higher* As a bonus action, you can summon your Linked Weapon to your hand, provided it is within your line of sight and at a distance equal to twice your movement speed. If it is being held by another creature, that creature must make a Strength saving throw; on a failure, the weapon is pulled from their grasp. You can also use this technique to impose disadvantage on anyone using your Linked Weapon in combat instead of pulling it back; in this case, the effect lasts 1 minute. You can use this technique a number of times equal to your proficiency bonus plus your Intelligence modifier per long rest. --- #### Defensive Maneuver *Prerequisites: Vigilante and Charisma 13 or higher* Through your commands, you can grant all allies who can see or hear you within 60 ft a bonus to AC and damage reduction for 1 minute. The AC bonus equals half your proficiency bonus, and the damage reduction equals your Intelligence modifier plus Charisma modifier. You can use this technique a number of times equal to your Intelligence or Charisma modifier per long rest. If you are Incapacitated, Unconscious, or an ally can no longer hear you, the bonus ends immediately. This ability does not stack. --- #### Offensive Maneuver *Prerequisites: Vigilante and Charisma 13 or higher* Your commands increase the destructive power of allies who can see or hear you within 60 ft. For 1 minute, they gain a bonus to attack equal to half your proficiency bonus, and their damage rolls gain a bonus equal to your Intelligence modifier plus Charisma modifier. You can use this technique a number of times equal to your Intelligence or Charisma modifier per long rest. If you are Incapacitated, Unconscious, or an ally can no longer hear you, the bonus ends immediately. This ability does not stack. --- #### Battlefield Medic *Prerequisites: Defender and proficiency in Medicine* You can use this technique to perform CPR on a creature that has died within the last minute. The creature returns to life with 0 hit points and does not make death saving throws. This technique cannot revive creatures that died of old age or restore lost body parts. Using this technique causes you to gain 1 level of Exhaustion, which cannot be removed except by a long rest. You can use this technique a number of times equal to half your Constitution modifier per long rest. \pagebreakNum #### Protective Wall *Prerequisites: Defender and Strength 13 or higher* While wielding a shield, you can raise it to grant both you and your allies an incredible strategic advantage. Until the start of your next turn, all allies within 10 ft behind your shield gain three-quarters cover, as long as they remain behind your protection. You can use this technique a number of times equal to your Strength modifier per long rest. --- #### I Can Do This All Day! *Prerequisites: Defender and Strength or Dexterity 13 or higher* When you hit a creature with a melee attack, you can use your reaction to allow allies within 5 ft of the target to use their reaction to move up to half their movement away from the target without provoking opportunity attacks. You can use this technique a number of times equal to your Strength modifier per long rest. --- #### Mounted Expert *Prerequisite: Wisdom 13 or higher* When you choose this technique, your mastery over your mount becomes evident. You have advantage on saving throws to avoid falling from your mount. On a failed check, you simply dismount from the creature or vehicle without gaining the Prone condition. Mounting or dismounting a creature or vehicle costs only 5 ft of movement instead of half your movement speed. --- #### Restore Strength *Prerequisites: Defender and Constitution 13 or higher* Your energy and vitality in combat are inspiring and can revive a fallen ally. As a bonus action, you can use this technique to inspire a wounded ally in combat by touching them. You may expend a Hit Die to heal your ally for the rolled amount and grant temporary hit points equal to double that value. --- #### Saving the Homeland *Prerequisite: Defender* If an ally within 15 ft is attacked, you can use your reaction to move up to 10 ft and make a melee attack against the attacker, provided they are within your reach.
\pagebreakNum # Chapter 4: Origins and Occupations Characters are defined by much more than their race and class. They are individuals with their own stories, interests, connections, and abilities that go beyond what their race or class might define. This chapter presents the details that distinguish characters from one another, including the basics—like names and physical description, rules for occupations and languages—up to more nuanced points such as personality traits and alignment. --- ## CHARACTER DETAILS Your character’s name and physical description may be the first things other players at the table learn about you. It’s best to consider how these traits reflect the character you have in mind. ### Name What is your character’s name? This is the name they use publicly, the one that appears in headlines. Most heroes adopt a codename. Codenames are often based on powers, themes, or style. ### Appearance One way to start developing your hero is to describe their appearance. What would people notice upon first meeting them? This description can include basic features such as height and weight, eye color, hair color and style, and skin tone. It can also include more holistic judgments, like gender presentation and sense of style. Additionally, you should decide how your hero presents themselves both as a superhero in public and in their everyday mundane life. Do they have a secret identity, or are they always a hero, even at home? Ideally, you will form a mental image of your hero, perhaps writing a description that others can read or hear to get the idea. You might even look for or commission artwork that captures the essence of your hero. ### Identity While heroes spend much of their time fighting crime and using their powers to help others, most also try to find time for their own lives. Consider your hero’s “normal life,” both before they gained superpowers and since. Does your hero have a secret identity, hiding behind a mask or other disguise to maintain something resembling a normal life when “off duty”? Describe your hero’s other identity and what they do when not combating evil forces. Some heroes abandon the idea of a “civilian identity” entirely, revealing their real name to the world and living openly. This avoids the juggling act of living two separate lives but also eliminates any refuge from media, fans, or enemies, who can find the hero much more easily. Both alternatives have pros and cons. Consider which is best for your hero. ### Age How old is your character? Superhero ages generally range between 20 and 40, though some are younger, often teenagers, and some are older—potentially much older, depending on their backstory. For example, a hero might have fought in World War II but ended up in the present due to time travel or suspended animation. Heroes with Age Immunity are, effectively, immortal—they could be thousands of years old. Consider how age affects your hero. Someone who fought in World War II likely has a different worldview than a teenager who has just developed superpowers. Imagine an immortal who has seen civilizations rise and fall, or a deity from the dawn of time! A character’s age can influence certain choices. Older characters might have lower physical ability scores, while younger characters likely have fewer skill proficiencies due to simply having less time to study or train. ### Alignment A typical character in the Marvel universe has an alignment, broadly describing their morality and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), the other describes attitudes toward society and law (lawful, chaotic, or neutral). Nine distinct alignments are defined from these possible combinations. These brief summaries of the nine alignments describe typical behavior for a creature with that alignment. Individuals can vary significantly from this typical behavior, and few are perfect or consistently faithful to the core tenets of their alignment. * **Lawful Good (LG)** is the alignment of creatures who can be relied on to do what is right as expected by society. Captain America, Wong, and War Machine are examples of lawful good characters. * **Neutral Good (NG)** is the alignment of those who do their best to help others according to their needs. Captain Marvel, Thor, and Gamora are examples of neutral good characters. * **Chaotic Good (CG)** is the alignment of creatures who act according to their own conscience, caring little for the expectations of others. Iron Man, Star-Lord, and Wolverine are examples of chaotic good characters. **Lawful Neutral (LN)** describes individuals who act according to laws, traditions, or personal codes. Living Tribunal, Vision, and Odin are examples of lawful neutral characters. **Neutral (N)** is the alignment of those who prefer to stay out of moral matters and avoid taking sides, doing what seems best according to the situation. Hulk, Mantis, and Galactus are examples of true neutral characters. \pagebreakNum **Chaotic Neutral (CN)** is the alignment of creatures who follow their whims, keeping personal freedom above all else. Loki, Emma Frost, and the Taskmaster are chaotic neutral characters. **Lawful Evil (LE)** is the alignment of creatures who methodically get what they want, within the limits of tradition, law, or order. Doctor Doom, Eddie Brock, and Corvus Glaive are lawful evil characters. **Neutral Evil (NE)** is the alignment of those who will do whatever they want, without compassion or remorse. Thanos, Ultron, and Enchantor are neutral evil characters. **Chaotic Evil (CE)** is the alignment of creatures who act with arbitrary violence, driven by greed, hatred, or bloodlust. Sabretooth, Scorpion, and Carnage are chaotic evil characters. --- ## Languages Your race determines the languages your character knows by default, and your background may grant access to one or more additional languages of your choice. Record them on your character sheet. Choose from the table of modern Mundane Languages, or select one that is most common in your campaign. With the DM’s permission, you may also choose from the Exotics or Ancient Languages tables, such as Asgardian or Latin. Characters are assumed to be literate in their mother tongue and any additional languages they know. Depending on the DM, characters may need to spend an additional language slot to be literate in a language with a different script or alphabet (for example, Arabic, Japanese Kanji, or Russian Cyrillic for a Portuguese speaker). Completely illiterate characters may gain a Complication during gameplay. --- ### Modern Languages | Language | Spoken by (% of world population) | Alphabet | | :--------: | :-------------------------------: | :---------------------: | | English | 16.5% | Latin | | Mandarin | 14.6% | Ideograms | | Hindi | 8.3% | Devanagari | | Spanish | 7% | Latin | | French | 3.6% | Latin | | Arabic | 3.6% | Arabic | | Bengali | 3.4% | Bengali | | Russian | 3.4% | Cyrillic | | Portuguese | 3.3% | Latin | | Indonesian | 2.6% | Latin | | German | 1.8% | Latin | | Japanese | 1.6% | Kanji/Hiragana/Katakana | | Naijá | 1% | Pidgin | **Note:** The United Nations (UN) recognizes six official languages: Arabic, Mandarin, French, English, Russian, and Spanish. At least one of these languages is a native or second language for roughly 45% of the global population, and collectively they are official languages in one-third of the nations worldwide. --- ### Ancient Languages | Language | Spoken by | Alphabet | | :-----------: | :-----------------------: | :---------: | | Latin | Romans | Latin | | Egyptian | Egyptians | Hieroglyphs | | Ancient Greek | Greeks | Greek | | Phoenician | Phoenicians | Phoenician | | Akkadian | Assyrians and Babylonians | Cuneiform | | Sanskrit | Hindus | Brahmi | --- ### Exotic Languages | Language | Spoken by | Alphabet | | :-------: | :---------------: | :-------: | | Asgardian | Asgardians | Runic | | Celestial | Celestials | Celestial | | Attilan | Inhumans | Latin | | Kree | Krees | Kree | | Krakoan | Mutants | Krakoan | | Skrull | Skrulls | Skrull | | Infernal | Devils and Demons | Infernal |
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##### No Subtitle Your choice of race grants you one or more languages. This original book was wrotten in Portuguese, but we do not assume that you or your heroes speak Brazilian Portuguese. In most cases, characters (and players!) share a common language or some method of communication, but it is up to you and your table to decide which language your heroes share. Each race grants at least one modern Earth language, though you may choose which one it is. The Modern Languages table presents the most common languages, in order, on present-day Earth, considering speakers who have it as a first or second language. Of course, you may choose a language not listed.
## Inspiration Inspiration is a rule the Game Master can use to reward you for roleplaying your character according to their personality traits, ideals, bonds, and flaws. By using inspiration, you might draw on your character’s compassion toward criminals to gain an advantage in negotiating with the Kingpin. Or you might invoke your inspiration through your bond of defending your hometown and override the effect of a power on you. ### Gaining Inspiration Your Game Master may choose to grant you inspiration for a variety of reasons. Typically, you will receive this benefit when you roleplay your personality traits, give in to disadvantages described by your flaws and bonds, or in any other way demonstrate what your character is really like. Your Game Master will tell you how you can gain inspiration during the game. You either have inspiration or you do not—you cannot accumulate multiple “inspirations” for later use. ### Using Inspiration If you have inspiration, you can spend it when making an attack roll, saving throw, or skill check. Using your inspiration grants advantage on that specific roll. Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another character does something that truly contributes to the story in a fun and interesting way, you can give up your inspiration to grant it to that character. ## Origins What is the source of your hero’s powers? It can be anything, from your character being born with potential powers to someone who gained them through an accident—exposure to radiation, genetic engineering, or anything similar. Origins can provide various advantages such as equipment, proficiencies, and even powers. Some characters may have more than one origin for different powers they possess; certain feats grant the benefit of adding an origin to the character creation. Choose one of the following origins: ### Artifact Some heroes awaken abilities from within themselves and channel them through their bodies, but you learned to be the channeler of a powerful weapon that grants you protection and mastery over your potential. You do not necessarily act as an intermediary between your weapon and the mortal realm, performing rituals. You are not necessarily a cleric—performing sacred rites is not the same as channeling power from a weapon. After all, weapons are not always from a divine being; often cosmic entities or hidden magic enable the creation of powers. And this item is not always a weapon. Choose a powerful item from those listed below or another specified by your Game Master to detail the nature of your powers. Were you a minor servant in a temple, raised from childhood to assist priests in sacred rites? Or were you worthy of wielding a sacred weapon? Perhaps you led a research team on a cosmic gem, which exposed you to unexpected powers. **Proficiency in Skills:** You gain proficiency in Arcana if you do not already have it. **Equipment:** You gain an artifact as a power focus. Using a power focus requires that it be in your hand when casting a power. Each power focus grants certain benefits based on the type of focus used. You may only have one active power focus artifact at a time, unless you have an item that states otherwise. If you have more than one artifact with you, you can choose which artifact is active during a long rest. The types of power focus artifacts are: * **Blunt Weapons:** When executing a power that deals damage to a creature, you can force the target to make a Constitution saving throw (DC equal to your power’s DC). On a failure, the target becomes **Weakened** until the end of your next turn. You can use this a number of times equal to your proficiency bonus per long rest.
\pagebreakNum * **Edged Weapons:** You can increase the DC of a power by half your proficiency bonus. You can use this a number of times equal to your proficiency bonus per long rest. * **Piercing Weapons:** You can make an attack power ignore half cover. You can use this a number of times equal to your proficiency bonus per long rest. * **Staves:** Your damage powers deal additional damage equal to your level. * **Elements:** As long as you are holding something related to one of your elements (like a canteen for water, a torch for fire, a stone for earth, etc.), when using powers tied to that element you can reroll a number of damage dice equal to half your proficiency bonus, keeping the highest result. You can do this a number of times equal to your proficiency bonus per long rest. * **Familiars:** When executing a power that deals damage or applies a negative effect to a creature, you can add your Wisdom modifier to the power’s DC (minimum of 1). You can do this a number of times equal to your proficiency bonus per long rest. * **Grimoire:** When using powers copied in your Grimoire, you can cast them without spending power slots a number of times equal to your proficiency bonus per long rest. * **Staves:** Your healing powers restore additional hit points equal to your level. * **Gems:** At the end of a short rest, you regain hit points equal to your level. * **Orbs:** Your powers gain additional range of 5 feet per your level. Personal-range powers do not gain this effect, but touch powers can be cast through your orb, which moves on your turn with a movement equal to the additional range you receive. * **Wands:** When using powers that require an attack, you add your proficiency bonus to attack and damage rolls. ### Enhanced Some heroes gain powers through deliberate effort, using a mystical or scientific technique to transform someone into a superpowered being. As with accidents, these experiments are almost always impossible to duplicate. The hero may be a volunteer or a victim chosen as a test subject for the technique in question. Some heroes create their own powers by developing procedures capable of granting abilities or constructing their own mechanisms. Other heroes are enhanced by accident, due to exposure to some force such as radiation, chemicals, uncontrolled mystical energies, being struck by lightning, and so on. Accidents are normally unique events, although sometimes there are efforts to replicate an accident to deliberately create super beings. **Ability Score Increase:** Your Strength, Constitution, or Dexterity score increases by +2. **Adrenaline Surge:** Using a free action on your turn, you can execute an adrenaline surge. For 1 minute, your Strength, Constitution, or Dexterity becomes 25. You can do this once per long rest. Additional adrenaline surges can be performed, gaining 1 level of exhaustion for each use beyond the first. **Enhancement:** You may choose 1 Minor Manifestation listed in the Minor Manifestations table. **Enhanced Determination:** You gain advantage on saving throws against the Frightened and Charmed conditions a number of times equal to your proficiency bonus per long rest.
### Gift An external force grants powers to the hero. This can be through an experience, a divine-level power, a diabolic pact, a secret organization distributing powerful mechanisms, a mysterious wizard, or anything similar. The patron may expect something in return from the hero for this blessing, or the gift may be unconditional. **Proficiency in Skills:** You gain proficiency in Religion if you do not already have it. **Equipment:** You gain a spiritual symbol, which is a weapon or item representing your faith in a deity, spirit, or concept. **Superior Essence:** You do not need to sleep. Instead, you meditate deeply, remaining semi-conscious, for 4 hours per day. While meditating, you may dream. After resting this way, you receive the same benefit as a long rest. Additionally, you have advantage on saving throws to resist the Charmed condition, and cannot be put to sleep by powers. **Divine Sense:** The being that blesses you has a constant presence in your life. Using an action, you can sense the presence of undead, celestial, or fiendish creatures within 120 feet for 1 minute, and know the number and type of each creature. You can also sense any form of spiritual stagnation (for example, targets of the hold person power). You can use this feature a number of times equal to your level + your Wisdom modifier (minimum of 1) per long rest.
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**Intervention:** Starting at 10th level, you can appeal to the entity that granted you powers to assist you in a difficult task. Begging for assistance requires an action. You must describe what you seek and roll a d20. If the result is equal to or less than your level, it will intervene. The DM chooses the nature of the intervention. The effect of any power is appropriate as the result. If your entity intervenes, you lose the ability to use this feature for the next 7 days. Otherwise, you can use it again after completing a long rest. ### Host Your abilities are the result of an alien, extradimensional entity, or other peculiar being merging with you. Perhaps this entity is invisible, hidden inside you, until it emerges to attack your enemies. Or perhaps your symbiote is visible, attached to the back of your spine and generating powers around you. Regardless, your symbiote provides you with many impressive effects and original powers. Your symbiote is bonded to you and normally cannot be removed. Only through exceptional narrative means, and with the player’s consent, can a DM separate the hero from the symbiote, although some abilities allow the player to choose to separate from the symbiote. Separating the two effectively makes the hero a mundane character. Without the human, the symbiote slowly dies. Aside from such situations, a hero and their symbiosis effectively function as a single being. \columnbreak **Telepathic Experience:** When you choose to be a host, you and your symbiote become inextricably linked. Both can communicate telepathically at will. The symbiote also brings a set of unusual experiences and perspectives that benefit you. **Proficiency in Skills:** Choose from Arcana, History, Survival, or Nature. You now have proficiency in this skill, if you did not already, thanks to your symbiote. **Symbiotic Climbing:** Your symbiote helps you move vertically on surfaces. You gain a climbing speed equal to your walking speed. **Symbiotic Combat:** The symbiote attempts to assert itself more vigorously to protect and support its host, participating directly in combat. When you make a melee attack or use a damage-dealing power on your turn, you can use a bonus action to make a melee attack against a target within 10 feet of you with a symbiotic tentacle that surges from you and strikes a target. Make a melee attack against the target; on a hit, you deal 2d8 bludgeoning damage + your Wisdom modifier. When you reach 10th level, the damage increases to 3d8. Additionally, when you are hit by a visible attack that does not deal Fire or Thunderous damage, you can use your reaction to generate a symbiotic shield to absorb part of the damage. When doing so, you subtract the amount of damage by Xd6, where X is equal to your character level. \pagebreakNum
### Magic Perhaps you study the ancient paths of the arcane, reading dusty tomes and the principles of reality. You may know the true names of devils, forbidden words, or secrets to undo and alter the fabric of existence. Perhaps you draw mandalas, practice alchemy, or meditate on higher planes of existence. Whatever your technique, you perform miraculous, magical, and mystical acts beyond the reach of mundane mortals. **Skill Proficiency:** You gain proficiency in Arcana if you do not already have it. You also have advantage on checks to detect magical individuals within 30 feet of you, such as the nature of magic in the energies flowing around you. **Protective Aura:** Your study of the arcane allows you to create a protective field of magical energy around you. Whenever you spend 1 minute in meditation or complete a short or long rest, you gain temporary hit points equal to your level. As a reaction, when a creature within 30 feet of you takes damage, you can share your protection with it. Once the temporary hit points from the protection are depleted, the damage is dealt to the creature normally.
**Magical Clarity:** Perhaps you were reading a forbidden grimoire or experimenting with extradimensional energies. Somehow, you glimpsed the space beyond the edge of reality, and somehow know something you shouldn’t. Whenever you fail an Intelligence check, you can instead treat the result as 15. Once you use this feature, you cannot do so again until you complete a short or long rest. ### Mutation You have been exposed to something that caused you to undergo a mutation. Regardless of whether you encountered a chemical, radiation, something more exotic, or awakened naturally at a certain age, you now manifest a superhuman trait derived from a pre-established gene in your genetic code. **Major Manifestation:** Select a single 1st- or 2nd-level superpower that you do not already possess. You can now use this power as if it were your own. This power does not count against your total number of known powers. You can use this power without expending power slots a number of times equal to your proficiency bonus per short or long rest; after that number, you must spend power slots to use it. If you have no remaining power slots, you can use it once per short or long rest. Use your power attack modifier or class DC when you use this power. If you have no levels in a class with power slots, calculate it as follows: **Power DC:** 8 + your proficiency bonus + your Charisma modifier **Attack and Power Modifier:** Your proficiency bonus + your Charisma modifier **Minor Manifestation:** Mutants may undergo additional manifestations, secondary mutations, or minor power traits. Choose two minor manifestations from the list below. You can manifest one or both traits as a free action on your turn, altering your body to incorporate them and gaining their benefits. In a subsequent turn, you can dismiss the traits as a free action. ##### Minor Manifestations | Manifestation | Description | | :----------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Environmental Adaptation | You can survive in environments where most humans cannot. Either you have gills and can breathe underwater, or you can ignore extreme heat or cold damage in arctic temperatures, etc. | | Winged | You have 30 feet of flying speed. As long as your speed is not 0, you are always floating up to 5 feet above the ground. | | Natural Weapons | You have fangs, claws, a stinger, or spines. Your unarmed strike deals 1d8 slashing damage + your Strength modifier + unarmed strike damage. | | Aquatic | You gain 30 feet of swimming speed. If you choose this manifestation more than once, your swimming speed increases by 10 feet. | | Tail | You have a tail as a natural weapon. You are proficient with this weapon, and it deals 1d6 + your Strength modifier bludgeoning damage. The tail can manipulate objects, open or close doors or containers, pick up or place objects, or wield a light property weapon. | | Light Walker | You gain 10 feet of additional walking speed, and your height increases by 30 centimeters each time you choose this manifestation. | | Camouflage | You subtly change the color of your skin like a chameleon, granting you advantage on Stealth checks. | | Multiple Clone | You create a duplicate of yourself with all the clothing and accessories you are wearing. | \pagebreakNum | Manifestation | Description | | :--------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Telepathic Communication | You gain 60 feet of telepathy. If chosen more than once, the range increases by 10 feet. | | Gelatinous Consistency | You have a body that is more liquid than solid. | | Electrostatic Tissue Control | You gain 30 feet of climbing speed and can scale difficult surfaces, even upside down on ceilings, without attribute checks. Choosing this more than once increases climbing speed by 10 feet. | | Natural Defense | Your skin is covered in scales or metal. When taking damage, you gain 5 DR. | | Photosynthesis | You absorb solar energy. Each minute you remain in sunlight, you gain 1 hit point up to your maximum, if conscious. | | Additional Limbs | You have 2 extra upper limbs. This can be chosen multiple times. | | Long Limbs | Your upper limbs are longer than normal. Your melee attacks gain 5 feet of additional reach. | | Rough Skin | You gain resistance to a single type of damage. | | Pygmy | You become a Small creature and gain +1 AC. Choosing this manifestation a second time makes you Tiny and increases AC by +2 instead of +1. | | Enhanced Sense | You gain 60 feet of darkvision, 10 feet of Blindsight, or 15 feet of seismic sense. You gain advantage on Perception checks for the chosen sense. This can be chosen twice for two different senses. | | Leap | Your jump distance and height are tripled. Can be chosen only once. | | Toxic | Your blood is poisonous, making your eyes glow a color of your choice. When hit by a melee attack dealing piercing or slashing damage, the attacker takes poison damage equal to your proficiency bonus. | ##### Multiple Clone This clone lasts up to 1 minute or until you dismiss the manifestation, moving on your turn with the same speed as you in a direction you choose. It can speak and communicate verbally in a language you know but cannot communicate telepathically; any telepath attempting to enter the clone’s mind fails. An enemy must succeed on a Perception check DC 8 + your proficiency bonus + your Charisma modifier to discern the real character. If attacked, the clone disappears. The clone is not strong enough for physical attacks but can serve as a starting point for your powers and can grant flanking advantage against enemies. \columnbreak ##### Telepathic Communication Choosing the Telepathic Communication manifestation allows you to communicate mentally with a creature within the specified range. The contacted creature does not need to share a language with you but must understand at least one language. A non-telepathic creature can receive and respond to telepathic messages but cannot start or end a telepathic conversation. A telepath can start or end telepathic communication without using an action, but while Incapacitated, they cannot initiate contact, and any ongoing contact ends immediately. You can communicate with a number of creatures equal to your Intelligence modifier (minimum 1) simultaneously. ##### Gelatinous Consistency Choosing Gelatinous Consistency allows you to become a creature capable of slipping through small gaps, entering and occupying another creature’s space. You gain resistance to bludgeoning damage but vulnerability to piercing damage, and you can pass through small openings, narrow walls, and even cracks, treating liquids as solid surfaces for this purpose. Each 30 cm moved through a gap costs an additional 5 feet. When entering the space of a creature at least one size category smaller than yours, the creature must make a Dexterity saving throw DC 8 + your Constitution modifier. On a success, the creature can choose to be pushed 5 feet back or to the side. On a failure, you are pushed 5 feet forward or to the side of the creature.
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### Birthright The hero may be a member of an alien species with unusual powers compared to humans. Either all members of that species have similar powers or specific conditions. Or perhaps you are a demigod whose heritage granted you powers from birth. The main difference between birthright powers and mutations is that birthright manifestations have always been with the user, and they never needed to awaken their potential. **Ability Score Increase:** Your Charisma score increases by +2. **Natural Resilience:** Your physiology is naturally enhanced. You have advantage on saving throws against poison and resistance to poison damage. **Hero by Nature:** You know the cantrip *power focus* and the power *heroism*, and you can cast it on yourself as a 1st-level power without expending power slots a number of times equal to your proficiency bonus. **Minor Manifestation:** You may choose 1 Minor Manifestation from the Minor Manifestations table. \columnbreak ### Technology Most heroes rely on enhanced or mutant genetics to gain superpowers. The technology hero builds their own. No matter how you acquired the technology, you now possess equipment that grants you incredible powers, allowing you to stand alongside other heroes. Technology heroes tend to be scientists or engineers, developing the tools that enable them to wield superpowers. Some, however, are granted their technology—perhaps by a corporation or even an alien force. **Ability Score Increase:** Your Intelligence score increases by +2. **Enhanced Immune System:** Developing technology means you and your scientific partners dedicate yourselves to improving against deadly pathogens. You roll with advantage on saving throws against disease. You also have resistance to any damage caused by disease. **Tech Adept:** You are proficient in Prestidigitation, and you roll with advantage when dealing with high technology or advanced sciences. **Languages:** You can speak, read, and write one additional language of your choice. **Unique Technology:** You created or discovered a unique piece of technology capable of reproducing a superpowered effect. Select a single 1st- or 2nd-level superpower that you do not have. You can now use this power as if it were your own. This power does not count against your total number of known powers. You can use this power without expending power slots a number of times equal to your proficiency bonus per short or long rest; after that number, you must spend power slots to use it. If you have no remaining power slots, you can use it once per short or long rest. Use your power attack modifier or your class DC when using this power. If you have no levels in a class with power slots, calculate it as follows: **Power DC:** 8 + your proficiency bonus + your Intelligence modifier. **Attack and Power Modifier:** Your proficiency bonus + your Intelligence modifier.
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### Training Some heroes develop powers through hard work and training, whether through physical rigor, studying esoteric martial arts techniques, meditation and introspection to achieve secret mental powers, or mastering the magical arts. This training is usually arduous, and not everyone has the potential necessary to achieve it. **Ability Score Increase:** Your Dexterity and Constitution scores increase by +1. **Feats:** You gain one feat of your choice. **Skilled:** You gain proficiency in Acrobatics and Stealth. If you already have proficiency in one or both, you now gain expertise. Your proficiency bonus is doubled for any ability check you make that uses that skill. **Training Agility:** You are more agile than the average human. You can add your proficiency bonus to your Dexterity score. When you level up and your proficiency bonus increases, those increases also apply to the bonus this ability grants to your Dexterity score. So, if you take this origin at level 4 when your proficiency bonus is +2, you add +2 to your Dexterity score. Later, at level 10, your proficiency bonus is +4, so you increase your Dexterity again, making the total bonus +4. Thus, at level 20 this ability provides a +6 bonus to Dexterity. **Languages:** You can speak, read, and write one additional language of your choice. \columnbreak ## Occupations Every story has a beginning. Your characters’ occupations reveal where they came from, how they became heroes, and their place in the world. Your fighter may have been a reporter or a veteran soldier. Your guardian may have been a king or an artist. Your agent may have been part of a gang of thieves or served a government beyond morality and ethics. Choosing an occupation provides important clues about your character’s identity. The most important question to be answered by your background is: what changed? Why did you stop doing what your background indicates and begin adventuring? Where did you get the resources to buy your starting equipment, or, if you have a background that suggests wealth, why don’t you have those resources anymore? How did you learn the skills that make up your class? What sets you apart from ordinary people who share your same background? The occupation examples presented in this chapter grant you both concrete benefits (features, proficiencies, and languages) as well as roleplaying suggestions. ### Proficiencies Each background grants a character proficiency in two skills. Skills are described in Chapter X. Additionally, many backgrounds grant the character proficiency with one or more tools. Tools and their proficiencies are detailed in Chapter 5. If a character receives the same proficiency from two different sources, they may instead choose another proficiency of the same type (skill or tool). ### Languages Some backgrounds also allow the character to learn additional languages beyond those already granted by their race. See “Languages” at the beginning of this chapter. ### Equipment Each background provides a starting set of equipment. If you use the optional rule from Chapter 5 to purchase equipment during character creation, you do not receive the starting equipment provided by your background. \pagebreakNum
### Artist You dance, sing, act, joke, or otherwise entertain people for a living. Perhaps you were raised in a lively family environment. Possibly it was a path you stumbled into or chose at some point. Regardless, you now have at least one act that reliably earns you a few coins. Work with your GM to imagine at least one performance you have in your repertoire. Whatever you choose, be sure you can describe a bit of what it looks like when you perform it. #### Feature: Bon Vivant You have experience entertaining crowds in public venues. If you spend time performing in a public space such as a plaza, you can expect to earn U$ 20 per hour in tips. If you offer to perform at an establishment, the owner may make you an offer and will provide free meals. Finally, people who watch your strong performance will be positively predisposed toward you in future interactions, though they may also recognize you more easily, even when you are trying to remain hidden. **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Choose two from: Acrobatics, Perception, Insight, Performance, and Prestidigitation. **Languages and Tools:** Disguise kit, one musical instrument, and one language of your choice. **Equipment:** One musical instrument of your choice, a scholar’s pack, a costume outfit, one simple melee weapon of your choice, and U$ 200. \columnbreak ### Athlete Whether for fun or profit, your life revolves around athletics. Perhaps you are a martial arts instructor or an aspiring professional baseball player. Or maybe you simply spend all your time training—whether in Taekwondo, running, or rugby. Whatever the case, you have been involved with the organizations that govern and promote your chosen activities for much of your life. #### Feature: Gym Rat Because of your long-standing commitment to your sport—or perhaps because you worked as a trainer—you have a lifetime association with a vast network of gyms or training centers. In every medium-sized city you visit, you always have a place to shower, change clothes, and work out. You can also visit the local gym to catch up on the latest rumors and gossip in the neighborhood. #### Alternate Feature: Olympian You have attracted the admiration of spectators, fellow athletes, and coaches in the country that hosted your previous athletic victories. When visiting any city in the country where you achieved victories, there is a 50% chance of encountering someone who admires you and is willing to provide information or temporary shelter. Or a 25% chance of encountering someone who considers you a rival and is not happy to see you. **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Choose two from: Acrobatics, Athletics, Intimidation, Medicine, and Prestidigitation. **Languages and Tools:** First aid kit, one tool proficiency, and one language of your choice. **Equipment:** A medical kit, Smart Fit membership card, one simple melee weapon of your choice, and U$ 400. \pagebreakNum
### Scientist Isaac Newton, Marie Curie, Bruce Banner, Neil deGrasse Tyson—these figures inspire you in your tireless pursuit of truth about the natural world. You employ experimental methods, collecting observations and sharing your discoveries with your scientific community, whether at a local university, an online group, or through publication in scientific journals. Choose your preferred field of scientific inquiry. Perhaps you study genetics, trying to uncover the source of the superpowers mutants develop. Or you study materials science, producing substances that could serve as light, impenetrable armor for the technological heroes of tomorrow. Whatever your field, you conduct your experiments in a laboratory. Work with your GM to determine where it is and what it contains. Is it functional? Has it exploded? Is it dangerous? Your GM may provide opportunities to visit it and conduct experiments. #### Feature: Empirical Method Answers to certain questions can be obtained through careful observation and experimentation. Armed with current theories, you can probe the depths of secrets in your laboratory. If you spend 8 hours of downtime in a lab, you may roll any Nature or Investigation check made in the lab with advantage, provided you bring some evidence or a sample of the object, phenomenon, or material you are studying. You may also contact scientific colleagues to discuss matters of science. These contacts can be valuable sources of information—but beware, some may see you as a rival and attempt to steal your secrets! **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Nature and Investigation. **Languages and Tools:** Chemistry tools, and two languages of your choice. **Equipment:** A scientist’s pack, one simple melee weapon of your choice, and U$ 500. \columnbreak ### Corporate The rich and powerful believe it was solely through their own work that they built their wealth—but you know how the story really goes. Having worked at one of the largest corporations, you understand how things operate and how to get things done. Your name may not carry the wealth and prestige of the CEOs, but you know how to cut through red tape when necessary—and other office workers are more likely to help you. Work with your GM to determine which corporation you work for or once worked for, and whether you still have influence there. #### Feature: Bureaucracy You have connections in the corporate world. When a bureaucratic issue arises, you can speak with former office colleagues and obtain reliable information about what is going on. Once they recognize your position, most other office workers will treat you as a friend or coworker—except the wealthy executives, of course, who largely look down on you. **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Choose two from: Perception, History, Insight, Investigation, and Persuasion. **Languages and Tools:** One tool proficiency of your choice, and two languages of your choice. **Equipment:** An office worker’s pack and U$ 600. \pagebreakNum
### Criminal You make your living doing shady jobs. Perhaps you steal from crooks for other crooks. Some of the most common crimes recently include credit card cloning and identity theft—profitable, but dangerous. Whatever your preferred crime may be, you’ve spent enough time among the city’s most miserable elements to pick up plenty of useful information. Work with your GM to determine what kind of criminal you are. Options include thief, high-tech burglar, pickpocket, bandit… #### Feature: I Know a Guy... Whenever you find yourself in a shady area or an establishment with a good number of people, there’s a strong chance you know someone present. If not, you probably have a mutual acquaintance. This connection grants access to hostile zones and dangerous areas of the underworld. These contacts often have useful information as well. After all, the city’s underworld isn’t that big! But watch out for the police—or they’ll throw you in jail! **Weapon and Armor Proficiencies:** All weapons, light armor, and medium armor. **Skill Proficiencies:** Choose two from: Athletics, Perception, Intimidation, Prestidigitation, and Stealth. **Languages and Tools:** Thieves’ tools, one gaming set of your choice, and one language of your choice. **Equipment:** A criminal’s pack, thieves’ tools, a padlock, one simple weapon of your choice, and U$ 400. \columnbreak ### Explorer Whether you come from another world, another timeline, or simply seek out your own hidden places, you spend your time venturing into locations new to you. Some explorers probe the depths of the ocean or sail across the most remote seas; others travel the stars—or even the flow of time—in search of discovery. Work with your GM to determine what you like to explore and why you do it. Are you searching for something specific, or are you simply chasing new experiences? #### Feature: That Reminds Me... You’ve seen things others wouldn’t believe and walked where no one else has. Indeed, your stories make for thrilling tales. Scientists, scholars, and storytellers are especially eager to hear and learn from you, granting you access to people and places that might otherwise be closed to you. **Weapon and Armor Proficiencies:** All weapons, light armor, and medium armor. **Skill Proficiencies:** Choose two from: Insight, Investigation, Perception, Nature, and Survival. **Languages and Tools:** Cartographer’s tools, and two languages of your choice. **Equipment:** Cartographer’s tools, a survival pack, one simple melee weapon, and U$ 300. \pagebreakNum
### Student You live the life of the mind. You likely hold an advanced degree, though you may be self-taught—in which case your scholarship is especially impressive. Whatever your source, your knowledge is broad and remarkable, though you focus on a specific field of study. Work with your GM to determine your area of focus and where you conduct your studies. Perhaps you pore over dusty tomes and archives to uncover historical truths, spending time in government buildings examining old documents. Or perhaps you study ancient languages, translating Homer or Horace while tucked away in your old university. Maybe you study the works of great philosophers, attending symposia and debating ideas with fellow scholars. You might even conduct your academic exchanges entirely in writing, submitting essays to prestigious journals. Wherever you work, you build meaningful relationships with like-minded individuals who share your passions. Ordinary people, however, might just call you an egghead. #### Feature: Encyclopedia You have access to a transnational community of scholars focused on a particular subject. Whenever you wish to learn a fact that some expert has recorded somewhere on Earth, there’s a good chance you know someone who can speak about it. If you contact your correspondents, it may take a week or more to receive a response—but you will absolutely get the answer you seek. If you reach out to a local representative of the network, you are certain to receive some information, though it’s up to the GM to determine how complete it is. **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Choose two from: Arcana, History, Investigation, Nature, and Insight. **Languages and Tools:** Three languages of your choice. **Equipment:** A student’s pack, one simple melee weapon, and U$ 200. \columnbreak ### Down-and-Out The city may be a bustling metropolis full of workers and wealth, but it also holds a large population of the poor and transient. You were one of them, having lived for at least a few years on the streets and in alleyways among the most destitute. You may have begged here and there, or perhaps you sang or danced on a street corner until the police chased you off. Maybe you rummaged through others’ trash for food and odd trinkets to pawn. If you choose this background, you may also select an area of the city you frequented during your hard times. Work with your GM to decide how you became destitute and whether you managed to escape that life. If so, how? Did someone help you? Was it pure luck? Or are you still struggling? #### Feature: What’s One More Problem? As a beggar or impoverished individual, you often had to scavenge or steal essentials just to survive. That’s a skill you haven’t lost, and it can still come in handy. If you spend 8 hours scavenging in an urban environment, you can find one item from the adventuring equipment list worth U$ 10 or less. As you move through an area where you once begged or stole, you can also take shortcuts through alleys and courtyards, significantly reducing travel time. This can be extremely useful when trying to escape the police, since you can always find a place to hide in such areas. **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Choose two from: Performance, Nature, Prestidigitation, and Stealth. **Languages and Tools:** One gaming set, or one languages of your choice. **Equipment:** A sleeping mat, a blanket, a set of common clothes, a flashlight, a sack, one simple melee weapon, and U$ 100. \pagebreakNum
### Journalist You work issue to issue, selling your photos or stories as you can, submitting them to news agencies or tabloids. You may have had formal training in journalism school, but it’s just as likely that you are self-taught. Perhaps you’ve published a few articles or photos in a local newspaper or college student paper. Regardless, you possess a useful skill you can rely on for a living, as well as a network of fellow professionals in your field. Work with your GM to determine your specific relationship with various news outlets or photography agencies and perhaps describe some of your past work. #### Feature: Chasing a Scoop Your work as a journalist or freelancer requires you to be resourceful in uncovering information. You are familiar with archives, libraries, and public records offices in the city—but perhaps more importantly, you know who to ask. If you spend 8 hours of downtime tracking down the answer to a question, you will find at least one plausible answer, provided the question is not ultra-secret or completely beyond the reach of the people you contact. Whether the answer you obtain is actually the full truth can sometimes be difficult to determine. **Weapon and Armor Proficiencies:** Simple weapons, light armor, and medium armor. **Skill Proficiencies:** Choose two from: Insight, Investigation, Perception, Persuasion, and Prestidigitation. **Languages and Tools:** A photographer’s kit, one tool proficiency of your choice, and two languages of your choice. **Equipment:** A journalist’s pack, one set of tools of your choice, credentials, one simple melee weapon of your choice, and U$ 300. --- \columnbreak ### Medic You work in the medical field, as a nurse, doctor, or assistant. Perhaps you attended nursing school and obtained your license. There you learned how to dress wounds, set bones, and administer medications, among other things. You also know your way around a pharmacy or hospital. While you may lack deep scientific knowledge, your practical skills can be extremely useful in the field. Work with your GM to determine the details of your training and previous employment. #### Feature: Triage Through your training, you learned how to treat severe injuries quickly in the field, preventing them from worsening and sometimes saving lives in the process. When you and an injured person take a rest together, you may expend one use of a first aid kit to allow that person to spend Hit Dice. When they do, they regain the maximum number of HP possible, as though they had rolled the highest result on each Hit Die. The dice are still spent, and you may also use this ability on yourself. **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Choose two from: Insight, Medicine, Persuasion, Nature, Prestidigitation, and Survival. **Languages and Tools:** A first aid kit, and two languages of your choice. **Equipment:** A medic’s pack, medical license, one simple melee weapon of your choice, and U$ 500. \pagebreakNum
### Military You served in the armed forces, or perhaps in a police force, and you have likely witnessed intense scenes as well. Your experience has marked you, and those with whom you served will forever be family. Work with your GM to determine where you served and at what level. In the armed forces? Local police? A foreign military? S.H.I.E.L.D.? CIA? HYDRA? Then determine what relationship, if any, you still maintain with your former organization and fellow soldiers. Perhaps you still keep in touch with some of them. #### Feature: Veteran If you choose to make it known, your service earns you respect. Current and former military members, as well as law enforcement officers, will show you the respect you are due. This can certainly help get you and your allies out of trouble. You may also be able to gain access to military areas and resources, or perhaps catch a ride with a police or military unit. Be careful, however—the mention of your service may not impress those who fought on the opposite side of you in battle, not to mention the criminal underworld! **Weapon and Armor Proficiencies:** All weapons and all armor. **Skill Proficiencies:** Choose two from: Athletics, Perception, Intimidation, Investigation, and Survival. **Languages and Tools:** Land vehicles and one language of your choice. **Equipment:** A police pack, rank insignia, one firearm of your choice, and U$ 300. --- \columnbreak ### Monastic You were raised in or spent a considerable amount of time in a monastery, enclave, commune, or other isolated and insular community. Perhaps the people there were united by a common ideology; regardless, you came to know their ways very well. Work with your GM to determine the nature of your former community. Was it a religious community, like a monastery? Or a political one instead? Intentionally low-tech? Or perhaps an academic enclave? Then determine what relationship, if any, you still have with your former community and its members. Maybe you still maintain ties with some of them. #### Feature: Practiced Arts You had to learn a wide range of skills to contribute to the proper functioning of your small enclave, given how few of you there were compared to the wider world outside. On the other hand, it’s likely that certain technological or cultural developments passed you by during your isolation. When you spend ten minutes with a set of artisan’s tools, you may roll as if you had proficiency with it for the next hour, though you may only do this with one set of tools at a time. On the other hand, you are almost certain not to understand references to pop culture or current events. **Weapon and Armor Proficiencies:** All weapons and all armor. **Skill Proficiencies:** Choose two from: Athletics, History, Insight, Arcana, and Survival. **Languages and Tools:** Two tool proficiencies of your choice and two languages of your choice. **Equipment:** A survival pack, one melee weapon of your choice, and U$ 100. \pagebreakNum
### Pilot You spent several years as a pilot, whether for a commercial airline, perhaps a cruise ship, or even in the air force. Your years in the sky or at sea have given you extensive experience with the travel industry, as well as the skills to pilot a variety of vessels and vehicles. You may even have served in the air force or navy in the past, though you have been working in the commercial sector for some time now. In fact, unlikely as it may seem, you may even have once hoped to train as an astronaut. Choose which vehicles you pilot and how you gained that experience. #### Feature: Travel Lines Your years as a pilot have earned you many contacts. When you need to travel, you can usually call in a favor or at least strike a deal. If you spend 8 hours of downtime contacting your colleagues, you can arrange discounted passage for yourself and your friends. You may, however, have to wait on standby for hours before boarding a flight or ship. **Weapon and Armor Proficiencies:** Simple weapons, light armor, and medium armor. **Skill Proficiencies:** Choose two from: Athletics, History, Insight, Nature, Arcana, and Survival. **Languages and Tools:** Cartographer’s tools, two languages of your choice, and choose one vehicle proficiency: Land, Sea, Air, or Space. **Equipment:** A police pack, one common vehicle of your choice, and U$ 500. --- \columnbreak ### Playboy Some say you had an easy upbringing. In a sense, of course you did—the most privileged upbringing imaginable. Even so, satisfying your distant and perfectionist parents was anything but easy. You learned, however, how to maneuver among the rich and powerful elite, which has become a useful life skill. Work with your GM to determine whether your parents are still around, whether you are the young CEO of a major corporation, or merely a celebrity socialite. #### Feature: Privilege Because of your wealth and family name, you can go places and do things others cannot. By making your name (or your parents’ names) known, you can bypass security, enter exclusive clubs, and secure last-minute meetings with nearly anyone in power. Of course, there are some people who may not respond with such deference. **Weapon and Armor Proficiencies:** Simple weapons, light armor. **Skill Proficiencies:** Choose two from: History, Intimidation, Performance, and Persuasion. **Languages and Tools:** Two languages of your choice and two musical instruments of your choice. **Equipment:** A line of credit with the local bank, fine clothes, a state-of-the-art smartphone, and a designer wallet. \pagebreakNum ### Proletariat By far the most common form of employment is in the service industry, and you are among its ranks. Whether you work in food service—front of house or back—or in retail or a similar field, your job brings you into contact with customers, for better or worse. The good news is that you have skills that make it easier to find work. The bad news is that most of the jobs you can find don’t pay very well. Choose the area of service in which you worked. Examples include kitchen staff, waitstaff, cleaning, landscaping, IT, tourism, entertainment, sales, consulting, and so on. #### Feature: Overtime When necessary, you can pick up a last-minute gig and cover a few shifts for someone in your old line of work. If you spend 8 hours working, you can earn enough money to cover modest lodging and expenses for one person for a few days. The downside, of course, is that you may end up sore, tired, and irritable. **Weapon and Armor Proficiencies:** Simple weapons and light armor. **Skill Proficiencies:** Choose two from: Athletics, Perception, Insight, Persuasion, and Survival. **Languages and Tools:** Land vehicles, cook’s utensils, one tool proficiency of your choice, and two languages of your choice. **Equipment:** A student’s pack, a public transportation pass, one simple melee weapon, and U$ 200. \columnbreak ### Survivor You grew up far from the city. Your family has worked the land for generations. As the elders of your community say, you are the land. You likely specialized in cultivating a particular crop or raising a certain domesticated animal—or both—and you know them best, but your life has taught you how to grow a variety of crops and raise other forms of livestock as well. Something, however, led you to leave your quiet rural life behind and head to the city. Was that when you gained your powers? What happened? #### Feature: Carpe Diem Unlike your urban counterparts, you learned to live off the land beyond the city limits. Your upbringing taught you how to identify edible plants, capture predators that might stalk your livestock, and find clean drinking water. You can provide food and water for one person for every two hours you spend hunting, foraging, fishing, or setting traps. Some suburbanites may allow their prejudices to affect how they see you, however—so expect the occasional condescending reaction from certain members of high society. **Weapon and Armor Proficiencies:** All weapons and armor. **Skill Proficiencies:** Choose two from: Animal Handling, Athletics, Nature, Medicine, and Survival. **Languages and Tools:** Land vehicles and one tool proficiency of your choice. **Equipment:** A survival pack, a bolt-action rifle, and U$ 100.
\pagebreakNum # Chapter 5: Equipment In your superhero adventures, you may play as agents, martial specialists, law enforcement officers, military personnel, criminals, or gangsters—any of whom may carry weapons. As heroes battle villains across the city, they may engage in high-speed car chases and shootouts or, at higher levels, use military-grade artillery and more. This chapter provides the rules for weapons, armor, vehicles, equipment, and tool kits, as well as information on living expenses. Most superhero adventures and stories do not focus heavily on money. In discussion with the group, the GM may decide not to worry about such matters as heroes paying rent or purchasing weapons and ammunition. If you wish to include such elements in your game, however, this chapter provides not only interesting equipment but also associated costs. An unskilled worker can expect to earn about U$ 50 per day, or U$ 250 per week, while a skilled worker may earn U$ 150 per day or U$ 750 per week. Item prices are listed in the weapon, equipment, and tool tables below. --- ## Armor When you play a game set in something close to the modern world, most medieval or ancient styles of armor are obsolete. Even so, some types of armor are still available and may be highly useful for certain kinds of heroes. ### Damage Reduction An armor’s Damage Reduction reflects the natural mitigation of damage granted by variations in its composition. This reduction represents the passive absorption of damage provided by that armor. In addition to armor, Synthezoids also possess inherent damage reduction from their Adjustable Protection even when using light protection. Damage Reduction is a feature of all armor; however, light armor normally does not grant this benefit unless made from specific materials that provide it. The damage reduction granted by armor functions by reducing the base damage received by the final value of its DR. For example, Plate Armor has a base DR of 5. If the wearer has the “Heavy Armor Specialist” talent, they add +1 to this damage reduction, effectively making it 6. Thus, they reduce incoming damage by that amount. When a target receives damage to which they have resistance or vulnerability, DR is applied first. Example: A target with DR 5 who has resistance to bludgeoning damage and receives 20 points of that damage type first reduces the damage from 20 to 15 due to armor, and then to 8 due to resistance. The same target, if vulnerable to bludgeoning damage, receiving 20 points of damage, first reduces it to 15 due to armor and then increases it to 30 due to vulnerability. Magical items and magical armor may grant bonuses to a character’s DR; when this occurs from more than one source, these bonuses are cumulative. --- \columnbreak ### Armor Table The Armor table gathers the most common types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many heroes complement their armor with a shield. The Armor table shows the cost, weight, and other properties of the most common types of armor used in the modern world by heroes. **Armor Proficiency:** Anyone can put on armor or strap a shield to their arm. However, only those proficient in the use of armor know how to use it effectively. Your class grants proficiency with certain types of armor. If you wear armor without proficiency, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you cannot use powers. **Armor Class (AC):** Armor protects its wearer from attacks. The armor (and shield) you use determines your base Armor Class. **Damage Reduction (DR):** The DR column in the Armor table presents the armor’s base Damage Reduction. Damage Reduction reduces all physical and elemental damage types, but does not reduce psychic, necrotic, radiant, true damage, or other damage types listed in the Exception column. Values after a slash represent Damage Resistance to a specific damage type. **Exception:** The Exception column in the Armor table represents damage types for which only half the total DR value is applied. A person wearing armor with DR 6 and Electric Exception who receives 10 points of damage reduces that damage by only 3. Damage caused by an Agent’s Sneak Attack is considered an Exception; if that attack’s damage type matches a listed Exception type, the DR is ignored. **Heavy Armor:** Heavy armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for a type of armor, the armor reduces the wearer’s speed unless the wearer has a Strength score equal to or higher than the listed value. **Stealth:** If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. \pagebreakNum
### Light Armor Made from flexible and thin materials, light armor favors agile heroes, as it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number of your armor type to determine your Armor Class. **Tactical Casual Suit:** High-end, fashionable casual clothing that resembles everyday streetwear but is made with high-tech fabrics and designs inspired by military and athletic applications. These materials provide modest protection but do not resemble armor in any way. **Leather Jacket:** Leather jackets and pants provide some protection against damage and are essential when riding motorcycles, for example. As such, they are commonly seen on the streets and do not draw special attention. **Reinforced Leather:** Used by stunt performers and professional motorcyclists, these leathers are reinforced at the torso, shoulders, hips, elbows, and knees. The rest of the armor is made of softer, more flexible materials. Such clothing is not uncommon on the streets, with some casual riders wearing it, and it is not much bulkier than regular leather. **Studded Leather:** Made from tough yet flexible leather, studded leather is reinforced with rivets or spikes. Outside of bars or classic metal concerts, however, such attire is uncommon. **Futuristic Fabrication:** Composed of advanced materials, this armor resembles an almost metallic fabric that is nonetheless flexible and form-fitting. It can be worn under normal clothing and is nearly undetectable when used this way. It is light and remarkably resistant to bullets and blades. It can also serve as an advanced material for crafting a superhero costume. --- ### Medium Armor Medium armor offers more protection than light armor but also hinders movement more. If you wear medium armor, you add your Dexterity modifier, up to a maximum of +2, to the base number of your armor type to determine your Armor Class. **Bulletproof Vest:** This vest features rigid ballistic cloth with metal or ceramic plates sewn into its fabric. These bulky vests were developed during World War II and have no standard design. Wearing one in public would draw concerned looks. **Kevlar Vest:** Kevlar is a fabric made of layered sheets of high-tensile-strength fiber. Because of this, these soft, laminated vests are lighter than ballistic vests, allowing greater freedom of movement, and they can do a better job stopping small-caliber firearms. They are more standardized and are used by most police officers as well as some security personnel. They can be worn under coats and jackets without drawing attention. **Reinforced Kevlar:** Like its predecessors, these vests are made of laminated nylon and Kevlar, but with the addition of small ceramic inserts at key locations on the torso. This adds only a small amount of weight while allowing the vest to stop higher-caliber weapons and some shrapnel. The inserted plates make this vest harder and bulkier than standard Kevlar, however. Riot police may use armor like this. As such, wearing it in public would cause concern. **Modular Tactical Vest:** This modern personal armor weighs more than reinforced Kevlar, though it can stop even larger calibers and shrapnel. It is harder and bulkier armor. Some armed forces may use armor like this in a combat zone. **Futuristic Tactical Armor:** This battle armor uses lab-manufactured metallized ceramic plates combined with a suit of advanced polymer fabrics. It closely resembles a 21st-century modular tactical vest, but the material is much lighter and more flexible, and the plates are custom-molded to provide more complete coverage. It could also serve as advanced material for crafting a superhero costume. --- ### Heavy Armor Of all armor categories, heavy armor offers the best protection. These armors cover the entire body and are designed to stop a wide range of attacks. Only proficient heroes can bear their weight and bulk. **Composite Ceramic Armor:** This armor is made of Kevlar with thick composite ceramic plates sewn throughout and additional panels to provide more complete coverage. This armor is bulky and restricts movement but can stop armor-piercing rifle rounds. Wearing this in public would likely result in calls to the police. \pagebreakNum **Explosive Ordnance Disposal Suit (EOD):** This specialized protective equipment is used only by explosive ordnance disposal experts. It is extremely heavy and bulky, though it can absorb a significant amount of damage if caught in an explosion. **Futuristic Exoskeleton:** This lightweight composite of advanced alloys protects the user’s skeleton and major muscle and organ groups, and also serves as an excellent platform on which technological heroes and futuristic soldiers can mount high-tech weapons and equipment. However, it is obvious when worn, incredibly heavy, and undeniably valuable. --- ### Donning and Doffing Armor The time it takes to don or doff armor depends on the armor’s category. **Don:** This is the time required to put on armor. You only benefit from the armor’s AC if you take the full time to don it. **Doff:** This is the time required to remove armor. If you have assistance, reduce this time by half. | Category | Don/Doff | | :------: | :--------: | | Light | 30 seconds | | Medium | 1 minute | | Heavy | 5 minutes | | Shield | 1 Action | --- ### Shields A shield is generally made of plastic, such as a police shield or tactical ballistic shield, and is carried in one hand. Wielding a police shield increases your Armor Class by 2, and a tactical ballistic shield by 3. You can benefit from only one shield at a time. **Buckler:** This small shield can be strapped to your forearm, leaving your hand free to hold an object and wield a weapon. When you are targeted by an attack, you may use your reaction to increase your AC by +1 until the start of your next turn. **Light Shield:** This shield is strapped to the forearm, leaving the hand free. The user may carry an object in the shield hand but cannot wield a weapon. **Heavy Shield:** This steel shield is strapped to the forearm and must also be firmly held, preventing the user from using that hand. While using this shield, your speed is reduced by 5 feet. **Tower Shield:** Very tall and wide, this shield can cover almost the entire body of the user. A tower shield cannot be used while mounted. While using this shield, creatures 5 feet behind it gain the benefits of half cover, including you; however, you do not gain advantage on Dexterity checks. While using this shield, your speed is reduced by 5 feet, and your Dexterity checks and saving throws, passive or not, are made with disadvantage. #### Stowing a Shield Every shield has a strap that allows you to hang it on your back. ---
##### Armor | Name | Price | Armor Class | Strength | Stealth | DR | Weight | | :-----------------------: | :----------: | :----------------------------------: | :------: | :----------: | :-: | :----: | | Tactical Casual Suit | U$ 100 | 11 + Dex | — | — | — | 4 lb | | Leather Jacket | U$ 50 | 11 + Dex | — | — | — | 8 lb | | Reinforced Leather | U$ 150 | 12 + Dex | — | — | — | 12 lb | | Studded Leather | U$ 75 | 12 + Dex | — | — | — | 14 lb | | Futuristic Fabrication | U$ 1,000 | 11 + Dex + Proficiency Bonus | — | — | — | 4 lb | | *Medium Armor* | | | | | | | | Bulletproof Vest | U$ 50 | 12 + Dex (Max 2) | — | Disadvantage | 1 | 24 lb | | Kevlar Vest | U$ 200 | 13 + Dex (Max 2) | — | — | 2 | 14 lb | | Reinforced Kevlar | U$ 350 | 14 + Dex (Max 2) | — | Disadvantage | 2 | 24 lb | | Modular Tactical Vest | U$ 1,000 | 15 + Dex (Max 2) | — | Disadvantage | 3 | 29 lb | | Futuristic Tactical Armor | U$ 10,000 | 14 + Proficiency Bonus + Dex (Max 2) | — | — | 5 | 33 lb | | *Heavy Armor* | | | | | | | | Composite Ceramic Armor | U$ 800 | 16 | — | Disadvantage | 5 | 44 lb | | EOD | U$ 4,000 | 18 | Str 18 | Disadvantage | 6 | 79 lb | | Futuristic Exoskeleton | U$ 1,000,000 | 20 | Str 18 | Disadvantage | 5 | 119 lb |
\pagebreakNum
##### Shields | Name | Price | Armor Class | Strength | Stealth | Weight | | :---------------: | :----: | :----------: | :------: | :----------: | :----: | | *Bucklers* | | | | | | | Buckler | U$ 10 | Special | — | — | 1 kg | | Concave Shield | U$ 100 | +2 (Special) | — | — | 3 kg | | *Light Shields* | | | | | | | Police Shield | U$ 75 | +2 | — | — | 4.5 kg | | *Heavy Shields* | | | | | | | Triangular Shield | U$ 200 | +3 | Str 13 | Disadvantage | 10 kg | | Tower Shield | U$ 500 | +3 (Special) | Str 13 | Disadvantage | 15 kg |
## Weapons Your background grants proficiency with certain weapons, reflecting your class focus and the tools you prefer to use. Whether you favor firearms or melee weapons, your ability to wield a weapon can mean the difference between life and death while adventuring. Each weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, while a ranged weapon is used to attack a target at a distance. --- ### Damage Scale In Marvel 5E, some features grant an “increase in damage scale.” This means the damage dice of that action increase within the scale. When the damage dice of an attack or power increase, they move up one category—for example, 1d6 becomes 1d8, or 6d6 becomes 6d8. It is possible for more than one increase to occur, following the structure of the table below: **Damage Scale Progression**
| Damage | | :----: | | 1 | | 1d4 | | 1d6 | | 1d8 | | 1d10 | | 1d12 | | Damage | | :----: | | 2d6 | | 2d8 | | 2d10 | | 2d12 | | … |
\columnbreak ### Weapon Proficiency Your race, class, and feats may grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These include clubs, knives, and other weapons easily found in cities. Martial weapons—including swords, rifles, and shotguns—require more specialized training to be used effectively. Most heroes use martial weapons, as these allow them to better take advantage of their fighting styles and training. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you are not proficient, you do not add your proficiency bonus to the attack roll. \pagebreakNum ### Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table: **Finesse:** When making an attack with a weapon that has the finesse property, you may choose to use your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. **Thrown:** If a weapon has the thrown property, you can throw it to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for the attack and damage rolls that you would use for a melee attack with that weapon. For example, if you throw a handaxe, you use your Strength modifier, but if you throw a dagger, you may use either your Strength or Dexterity modifier, since the dagger has the finesse property. **Automatic:** Fully automatic weapons can fire a large amount of ammunition with a single attack, sometimes targeting more than one person at the same time. When you use such a weapon to make a full automatic attack, choose one creature within normal range, or choose two creatures within normal range that are within 5 feet of each other, and make ranged attack rolls against both. Treat the targets as if they had half cover. On a hit, you double the damage dice rolled against each target, though you do not double damage modifiers. You can only make a full automatic attack against targets within normal range; automatic attacks against targets at long range automatically fail. Full automatic attacks use five times the normal amount of ammunition, unless specified otherwise. You can make only one full automatic attack per round. Weapons with the automatic property can also be fired in *semiautomatic* mode. **Capacity:** A firearm’s capacity is the number of shots it can hold at one time. When a firearm has been fired a number of times equal to its capacity, it must be reloaded using an action before it can be fired again. Reloading a firearm requires a free hand. **Scatter:** Firearms with this property can be fired at a target within 5 feet of the shooter without disadvantage, and on a hit, that target takes additional damage equal to half the weapon’s damage and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be pushed 5 feet backward. If the target is more than 5 feet away and the attack hits, the scatter property causes creatures within 5 feet of the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), taking half the damage on a failure and no damage on a success. If the attacker is not proficient with the firearm used, all creatures making this saving throw have advantage. **Range:** A weapon that can be used to make ranged attacks has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range, and the second indicates the weapon’s maximum range, both in meters. When attacking a target beyond the weapon’s normal range, you have disadvantage on the attack roll. You cannot attack a target beyond the weapon’s maximum range. **Two-Handed:** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you are merely holding it. **Misfire:** If your attack roll with a firearm fails by the weapon’s misfire score or lower, you suffer a misfire. Your attack misses, any ammunition used in the attack is expended, and your weapon becomes jammed. You must repair a jammed weapon before you can use it again. **Special:** A weapon with the special property has unique rules governing its use, explained in the weapon’s description (see “Special Weapons” below). **Explosive:** Firearms with this property fire charges that explode in an area from the point of impact in a circular radius. All creatures within the area must make a Dexterity saving throw (DC = 8 + the attacker’s Dexterity modifier + proficiency bonus), taking the weapon’s full damage as fire damage on a failure and half damage on a success. The creature targeted by a weapon with this property, in addition to taking the weapon’s normal damage, also takes the explosion damage without being allowed to make the saving throw to avoid it. If the shot is made at an area rather than a creature, all creatures within the explosion’s radius must make the same saving throw, but on a success, they take no damage. Creatures beyond normal range but still within the area have advantage on this saving throw. If the shooter is not proficient with firearms, all creatures making this saving throw have advantage. **Reach:** This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach when making opportunity attacks with a reach weapon. **Integrity:** All firearms are subject to the following integrity conditions: * **Jammed:** A jammed firearm cannot be fired until it is repaired. * **Disabled:** Firearms are subject to malfunctions; a disabled weapon cannot be fired until it is repaired. * **Broken:** When a firearm is broken, not only can it not be fired until fixed, but its repair requires that a part be replaced or remade. Magical weapons can only be broken by extremely powerful effects or if they suffer extensive damage in an antimagic field or similar environment. * **Destroyed:** A destroyed weapon cannot be repaired. The shooter may use Craft and gunsmith’s tools with a DC of 10 + the weapon’s misfire score; on a success, they recover parts worth 10% of the weapon’s value. Magical weapons can only be destroyed by extremely powerful effects or if they suffer extensive damage in an antimagic field or similar environment. **Light:** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. **Gauntlet:** A weapon with the gauntlet property is treated as a glove that must be worn on your hand. When using a weapon with this property, you may choose to use other weapons with your hands, but you cannot attack with the gauntlet. Alternatively, as long as you are not using a weapon with the two-handed or heavy property, you may attack with a gauntlet using your bonus action. When you do so, you do not add your ability modifier to the weapon’s damage roll, unless that modifier is negative. \pagebreakNum **Ammunition:** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. For bows, hand crossbows, and similar weapons, drawing ammunition from a quiver or case and loading the weapon is part of the attack (you need a free hand to load). Some weapons can fire multiple rounds of ammunition in a single action. These weapons are *semiautomatic* or have the *automatic* property. For semiautomatic and fully automatic weapons, switching between these modes is also part of the attack. Bullets used in combat are expended, but arrows and bolts can be recovered afterward. At the end of the battle, you can recover half your expended arrows or bolts by spending one minute searching the battlefield. If you use a weapon with the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. **Heavy:** Small and Tiny creatures have disadvantage on attack rolls with heavy weapons. The size and weight of a heavy weapon make it too large for Small and Tiny creatures to wield effectively. **Precision:** Weapons with precision add your Dexterity or Intelligence modifier (whichever is higher) and your proficiency bonus to the damage. In addition, your critical threshold decreases by 1 (if it was 20, it becomes 19; if 19, it becomes 18; and so on). The number accompanying the property is the damage dice multiplier on a critical hit. **Burst:** Weapons with the Burst property are automatic or semiautomatic firearms. When firing a weapon with the Burst property, you may use your action to fire a burst of shots. In a burst, you may make a number of shots up to the maximum indicated by the number accompanying the property. You must make an attack roll for each shot fired, and you must have ammunition for each shot. Each attack roll after the first takes a cumulative –1 penalty to hit and damage, and for every 2 shots made this way, the misfire value increases by 1. **Reload:** Because of the time required to reload this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of how many attacks you have. **Semiautomatic:** Semiautomatic weapons can fire multiple rounds with a single attack. When you use such a weapon to make a semiautomatic attack, choose one creature within normal or long range. On a hit, you add +2 to the damage rolled. Semiautomatic attacks use triple the normal amount of ammunition. **Versatile:** This weapon can be used with one or two hands. A damage value appears in parentheses with the property—it is the weapon’s damage when used with two hands to make a melee attack. --- \columnbreak ## Special Weapons Weapons with special rules are described here. **Bayonet:** A bayonet can be attached to the barrel of a rifle or shotgun, allowing the weapon to be used as a melee weapon. **Boomerang:** A boomerang returns to the thrower when it misses the target. **Sawed-Off Shotgun:** This weapon fires a spread shot. When you fire it, choose up to two creatures within range that are within 5 feet of each other and make attack rolls against both. **Stun Grenade:** This grenade is thrown at a visible point within range. All creatures that can see or hear within 10 feet of the target must succeed on a DC 15 Constitution saving throw or be blinded and deafened for 3 rounds. Once used, the grenade is destroyed. **Smoke Grenade:** This grenade is thrown at a visible point within range. Once thrown, it fills a 20-foot-radius sphere around the target with opaque smoke. This lasts for 1 minute or until dispersed by a moderate or stronger wind (at least 10 miles per hour). Once used, the grenade is destroyed. **Fragmentation Grenade:** This grenade is thrown at a visible point within range. All creatures within 15 feet of the target must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage, or half as much on a success. Once used, the grenade is destroyed. **Rocket-Propelled Grenade:** This grenade is launched at a visible point within range. All creatures within 20 feet of the target must succeed on a DC 15 Dexterity saving throw or take 4d10 fire damage, or half as much on a success. Once used, the grenade is destroyed. \columnbreak
\pagebreakNum **Flamethrower:** Every flamethrower has a tank attached to it containing a flammable liquid that must be replaced after a certain number of uses. For the Simple flamethrower, it can be used a number of times as described in the “charge” feature. When using a flamethrower, you do not make an attack roll. Instead, creatures within the weapon’s cone must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a success, they take only half damage. If you are not proficient with this weapon, you take a –7 penalty to its DC. **Mounted Machine Gun:** This heavy .50 caliber weapon can be carried, but not fired, unless the user has a Strength score of 20 or higher. It can be fired with a foldable tripod attached to its underside, which takes an Action to set up. **Minigun:** The minigun is a motorized, six-barrel vehicle-mounted machine gun that fires approximately 3,000 rounds per minute. When the trigger is pulled, the minigun takes one round to spin up before it begins firing. Once it starts firing, it shoots 300 bullets per round—50 bullets per second—at its target or targets. Miniguns fire with disadvantage against moving targets of Medium size or smaller. If fired continuously for one full minute, the weapon overheats and cannot be used for five minutes. **Ballistic Missile:** This weapon is sometimes mounted on vehicles or installed in ground batteries, though it can also be mounted on jets and helicopters. It can even be shoulder-fired, as in the case of an anti-tank weapon such as a Javelin, though it requires two people to carry and fire. Unlike a guided missile, a ballistic missile must be aimed. When you fire a ballistic missile, make a ranged weapon attack. This may involve interacting with a computer screen or heads-up display. The missile is destroyed when used. **Guided Missile:** A Large-sized weapon, a guided missile such as a Tomahawk is launched from a large sea vessel or submarine. To fire a guided missile, you must first input a location into the targeting computer. Once launched, the missile flies to the chosen location. When it hits, each creature within a 9-meter radius of its impact point takes the listed damage, or half damage on a successful DC 20 Dexterity saving throw. **Small Guided Missile:** A guided missile such as a Hellfire, mounted on a vehicle, drone, aircraft, or launched from a platform such as a ship deck. To fire a guided missile, you must first input a location into the targeting computer. Once launched, the missile flies to the chosen location. When it hits, every creature within a 9-meter radius of its impact point takes the listed damage, or half damage on a successful DC 18 Dexterity saving throw. **Chainsaw:** Since chainsaws were not designed as weapons, their weight and size make them somewhat unwieldy—and dangerous. Chainsaws also require gasoline to operate and produce a great deal of noise, audible up to 150 feet away. **Net:** A Large or smaller creature hit by a net is restrained until freed. A net has no effect on creatures without a defined shape, or on Huge or larger creatures. A creature can use its action to make a DC 10 Strength check to free itself, or another creature within reach that succeeds on the check can free it. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack, regardless of the number of attacks you can normally make. **Pepper Spray:** When you hit a target with pepper spray that has open eyes, it must make a DC 13 Dexterity saving throw or be blinded for one minute. **Taser:** This weapon uses electricity to stun targets. It fires two small darts that conduct high-voltage electricity. On a hit, the target takes 2 lightning damage and must make a DC 13 Constitution saving throw or be stunned for 3 rounds on a failure. ---
## Ammunition | Item | Cost | Weight | | :----------------------------------: | :------: | :----: | | Arrows (12) | U$ 20 | 0.4 kg | | Bolts (12) | U$ 20 | 0.4 kg | | Flamethrower Fuel | U$ 100 | 9 kg | | Laser Capacitor (50) | U$ 100 | 0.4 kg | | Machine Gun Magazine (30) | U$ 20 | 0.8 kg | | Mounted Machine Gun Drum (110) | U$ 100 | 11 kg | | Minigun Ammo Belt (4000) | U$ 2000 | 450 kg | | Revolver Ammunition (7) | U$ 30 | 0.4 kg | | Pistol Ammunition (17) | U$ 20 | 0.4 kg | | SMG Ammunition (35) | U$ 15 | 0.8 kg | | Assault Rifle Ammunition (100) | U$ 30 | 0.8 kg | | Semi-Automatic Rifle Ammunition (20) | U$ 15 | 0.8 kg | | RPG Missile (1) | U$ 100 | 2 kg | | Shotgun Shells (25) | U$ 15 | 0.8 kg | | Tank Missile (1) | U$ 8,000 | 0.8 kg | | Taser Cartridge (2) | U$ 30 | 0.4 kg |
\pagebreakNum
##### Weapons | Name | Price | Damage | Weight | Properties | | :---------------------- | :----------: | :-------------: | :----: | :---------------------------------------------------------------- | | *Simple Melee Weapons* | | | | | | Baton | U$ 10 | 1d6 bludgeoning | 0.8 kg | Finesse, Light | | Chainsaw | U$ 100 | 1d8 slashing | 11 kg | Heavy, Special, Two-Handed | | Fire Axe | U$ 20 | 1d8 slashing | 1 kg | Two-Handed | | Hand Axe | U$ 10 | 1d6 slashing | 1 kg | Light, Thrown (range 6/18) | | Kitchen Knife | U$ 5 | 1d4 slashing | 0.8 kg | Light | | Club | U$ 5 | 1d6 bludgeoning | 0.8 kg | Versatile (1d8) | | Sledgehammer | U$ 20 | 1d8 bludgeoning | 4.5 kg | Heavy, Two-Handed | | Survival Knife | U$ 20 | 1d6 slashing | 0.5 kg | Finesse, Light | | Pocketknife | U$ 10 | 1d4 piercing | 0.4 kg | Finesse, Light | | Throwing Knife | U$ 10 | 1d4 piercing | 0.4 kg | Finesse, Light, Thrown (range 6/18) | | *Simple Ranged Weapons* | | | | | | Light Crossbow | U$ 75 | 1d8 piercing | 2.5 kg | Ammunition (range 24/96), Reload, Two-Handed | | Derringer (Revolver) | U$ 200 | 1d4 piercing | 0.4 kg | Ammunition (range 3/9), Capacity (2), Light, Reload | | Pepper Spray | U$ 10 | 1 acid | 0.4 kg | Special, Ammunition (range 1.5/4.5), Light, Reload | | Shortbow | U$ 50 | 1d6 piercing | 1 kg | Ammunition (range 24/96), Two-Handed | | Pocket Revolver | U$ 100 | 1d6 piercing | 1 kg | Ammunition (range 9/36), Capacity (5), Light, Reload, Misfire (3) | | Magnum Revolver | U$ 250 | 1d8 piercing | 1.5 kg | Ammunition (range 24/96), Capacity (5), Reload, Misfire (2) | | *Martial Melee Weapons* | | | | | | Bayonet | U$ 10 | 1d6 piercing | 0.8 kg | Special | | Laser Blade | U$ 1,000,000 | 2d6 radiant | 2.5 kg | Finesse, Versatile (2d8) | | Longsword/Katana | U$ 100 | 1d8 slashing | 1 kg | Versatile (1d10) | | Rapier | U$ 250 | 1d8 piercing | 0.8 kg | Finesse | | Whip | U$ 20 | 1d4 bludgeoning | 0.8 kg | Finesse, Reach |
\pagebreak
##### Weapons | Name | Price | Damage | Weight | Properties | | :----------------------- | :--------: | :-----------------------------------: | :----: | :---------------------------------------------------------------------------------------------------- | | *Martial Ranged Weapons* | | | | | | Boomerang | U$ 10 | 1d6 bludgeoning | 0.4 kg | Special, (range 9/36) | | Longbow | U$ 150 | 1d8 piercing | 1 kg | Ammunition (range 45/180), Heavy, Two-Handed | | Heavy Crossbow | U$ 150 | 1d10 piercing | 4.5 kg | Ammunition (range 9/36), Heavy, Reload, Two-Handed | | Hand Crossbow | U$ 50 | 1d6 piercing | 0.8 kg | Ammunition (range 9/36), Light, Reload | | Flamethrower | U$ 500 | 1d8 fire | 14 kg | Special, Heavy, Reload, Two-Handed, Ammunition | | Stun Grenade | U$ 150 | 2 thunder | 0.8 kg | Range 60 feet, Special, Thrown | | Fragmentation Grenade | U$ 100 | 2d6 piercing | 0.4 kg | Range 60 feet, Special, Thrown | | Smoke Grenade | U$ 100 | — | 0.4 kg | Range 60 feet, Special, Thrown | | Mounted Machine Gun | U$ 10,000 | 2d10 piercing | 28 kg | Ammunition (range 304/912), Capacity (110), Automatic, Heavy, Special, Two-Handed, Misfire (3) | | Assault Rifle | U$ 600 | 1d10 piercing | 4.5 kg | Ammunition (range 36/300), Capacity (30), Automatic, Two-Handed, Misfire (2), Burst 15 | | Net | U$ 10 | — | 1.5 kg | Special, Thrown (range 1.5/4.5) | | Semiautomatic Pistol | U$ 300 | 1d10 piercing | 1.5 kg | Ammunition (range 24/97), Capacity (7), Semiautomatic, Misfire (2) | | Laser Pistol | U$ 50,000 | 2d6 radiant | 0.4 kg | Ammunition (range 24/97), Capacity (50), Semiautomatic, Misfire (4) | | Bolt-Action Rifle | U$ 150 | 1d10 piercing | 4.5 kg | Ammunition (range 36/300), Capacity (4), Reload, Two-Handed, Misfire (3) | | Sniper Rifle | U$ 10,000 | 2d10 piercing | 13 kg | Ammunition (range 36/300), Precision x4, Capacity (4), Reload, Two-Handed, Misfire (2) | | RPG | U$ 500 | 4d10 piercing | 7 kg | Ammunition (range 180), Heavy, Reload, Two-Handed, Special | | Shotgun | U$ 600 | 1d12 piercing | 4 kg | Ammunition (range 9/36), Reload, Misfire (2), Two-Handed, Capacity (4) | | Sawed-Off Shotgun | U$ 400 | 1d12 piercing | 2.5 kg | Ammunition (range 3/9), Reload, Capacity (2), Misfire (3), Special | | P90 Rifle | U$ 500 | 1d8 piercing | 2.5 kg | Ammunition (range 36/200), Capacity (50), Misfire (4), Semiautomatic, Light, Burst 20 | | Taser | U$ 200 | 2 lightning | 0.5 kg | Ammunition (range 3/9), Capacity (1), Misfire (3), Light, Reload | | *Vehicle Weapons* | | | | | | Minigun | U$ 20,000 | 3d10 piercing | 36 kg | Ammunition (range 600/900), Capacity (4000), Reload, Misfire (4), Automatic, Special, Heavy, Burst 20 | | Ballistic Missile | U$ 175,000 | 2d8 thunder + 2d8 fire + 2d8 piercing | 36 kg | Ammunition (range 5 km), Capacity (1), Reload, Special, Heavy |
\pagebreakNum
##### Weapons | Name | Price | Damage | Weight | Properties | | :------------- | :----------: | :--------------------------------------: | :------: | :------------------------------------------------------------ | | Guided Missile | U$ 1,500,000 | 4d10 thunder + 4d10 fire + 4d10 piercing | 1.5 tons | Ammunition (range 5 km), Capacity (1), Reload, Special, Heavy | | Guided Missile | U$ 1,500,000 | 4d10 thunder + 4d10 fire + 4d10 piercing | 1.5 tons | Ammunition (range 5 km), Capacity (1), Reload, Special, Heavy | | Tank Missile | U$ 2,000,000 | 6d10 piercing | 2 tons | Ammunition (range 5 km), Capacity (1), Reload, Heavy |
\columnbreak ## Equipment This section describes items that have special rules or require further explanation. **Acid:** As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 15 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. **Quiver:** A quiver can hold up to 20 arrows. **Manacles:** These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with a key. Without the key, a creature proficient with thieves’ tools can pick the lock with a successful DC 15 Dexterity check. The manacles have 15 hit points. **Antitoxin:** A creature that drinks this liquid gains advantage on saving throws against poison for 1 hour. This provides no benefit to undead or constructs. **Portable Ram:** You can use a portable ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. Another creature can help you use the ram, granting advantage on the check. **Binoculars:** These standard binoculars provide ×5 magnification and have a field of view ranging from 120 meters to 900 meters. **Holographic Communicator:** This advanced wrist-mounted technology can record stereo audio and 360° video, which it can replay as a 3D hologram projected into the air in front of the user. It recharges through the user’s normal body movement while walking. **Chain:** This chain has 10 hit points and can be broken with a successful DC 20 Strength check. \pagebreakNum **Metal Ball Bearings:** As an action, you can spill these tiny metal spheres to cover the area of a 3-meter square. A creature moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature that moves through the area at half speed does not need to make the saving throw. **C4 Explosive:** C4 is a plastic explosive resembling gray clay and comes in bricks about 1 foot long and 4 inches wide, accompanied by a detonation cap that can be triggered remotely. C4 can only be detonated by its detonator or by thunder damage. Once detonated, the C4 explodes in a 4.5-meter radius, automatically dealing 6d8 fire damage to objects and structures. Creatures within the blast radius also take this damage unless they succeed on a DC 15 Dexterity saving throw, in which case they take half damage. **Caltrops:** As an action, you can spread a single bag of caltrops to cover a 1.5-meter square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw. On a failure, the creature stops moving and takes 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed does not need to make the saving throw. **Flashlight:** A flashlight that sheds bright light in a 9-meter cone and dim light for an additional 30 feet. **Book:** A book may contain poetry, historical accounts, information on a particular field of knowledge, diagrams and notes on gnomish contraptions, or anything else that can be represented through text or images. A book containing powers is a powerbook. **Spyglass:** Objects viewed through a spyglass are magnified up to twice their size. **Magnifying Glass:** This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting a fire. Lighting a fire with a magnifying glass requires bright light such as sunlight to focus, flammable material to burn, and about 5 minutes for the fire to catch. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. **Land Mine:** A land mine is an explosive device buried in the ground that detonates when a person steps on it or a vehicle drives over it. It can also be connected to a tripwire. When triggered, the mine explodes like a fragmentation grenade, dealing 3d6 piercing damage in a 6-meter-radius sphere. The detonation automatically deals 3d6 piercing damage to objects and creatures within the blast radius as well, unless they succeed on a DC 15 Dexterity saving throw, in which case they take half damage. **Crowbar:** Using a crowbar grants advantage on Strength checks where the crowbar’s leverage can be applied. **Tracker:** This small device, no larger than a bottle cap, has a strong adhesive on one side. Once attached, you can track it using a previously installed app on a smartphone via GPS. **Rations:** Rations consist of dry foods suitable for extended travel. They may be processed and freeze-dried, such as MREs, or natural, such as jerky, dried fruits, and nuts. **Block and Tackle:** A set of pulleys with a cable threaded through them and a hook for attaching to objects, a block and tackle allows you to lift up to four times the weight you could normally lift. **Smartphone:** When you have a signal or access to Wi-Fi, you can use the internet as well as GPS. Even without a signal, your phone still has a camera and a small flashlight that sheds bright light in a 3-meter cone and dim light for an additional 10 feet. A phone’s batteries normally last 8 hours or up to 1 day if not in use. **Basic Poison:** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison requires an action. A creature hit by a poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains its potency for 1 minute before drying. ---
##### Equipment Packs The starting equipment provided by your class includes a useful selection of adventuring gear, gathered into a pack. The contents of these packs are listed here. If purchasing your starting equipment, you can buy a pack for the price shown, which may be cheaper than buying the items individually. **Entertainer’s Pack (U$ 400):** Includes a backpack, a sleeping bag, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a makeup kit. **Robber’s Pack (U$ 160):** Backpack, casual clothes, flashlight, waterskin, lighter, 2 packaged meals, nylon rope, smartphone, water bottle. **Journalist’s Pack (U$ 300):** Backpack, batteries, DSLR camera, casual clothes, coffee mug, journal, 2 meals, smartphone, water bottle. **Worker’s Pack (U$ 180):** Backpack, batteries, chalk, casual clothes, gas can (full), hammer, ladder, 2 packaged meals, smartphone, water bottle. **Medic’s Pack (U$ 200):** Backpack, antitoxin (vial), casual clothes, first aid kit, 2 packaged meals, smartphone, water bottle. **Office Boy Pack (U$ 350):** Briefcase, coffee mug, formal clothes, laptop, journal, 2 packaged meals, perfume, smartphone, soap. **Police Pack (U$ 200):** Backpack, official uniform, flashlight, manacles, 2 packaged meals, baton, smartphone, water bottle. **Scientist Pack (U$ 375):** Briefcase, acid (vial), book, formal clothes, laptop, notebook, 2 packaged meals, smartphone, water bottle. **Student Pack (U$ 300):** Backpack, batteries, blanket, book, casual clothes, coffee mug, laptop, lighter, journal, 2 packaged meals, smartphone, water bottle. **Survivor Pack (U$ 250):** Backpack, bedroll, binoculars, blanket, climber’s kit, casual clothes, fishing gear, flashlight, hunting trap, lighter, 5 packaged meals, nylon rope, shovel, tent, water bottle.
\pagebreakNum
| Item | Cost (U$) | Weight | | :----------------------: | :-------: | :----: | | Acid (Vial) | 25 | 0.4 kg | | Manacles | 20 | 0.8 kg | | Quiver | 10 | 0.4 kg | | Antitoxin | 50 | ─ | | Signal Whistle | 2 | ─ | | Portable Ram | 40 | 17 kg | | Grappling Gun | 1,000 | 3.5 kg | | Grappling Hook | 20 | 2 kg | | Bucket | 1 | 1 kg | | Batteries | 5 | 0.4 kg | | Barrel | 20 | 35 kg | | Binoculars | 2 | 1 kg | | DSLR Camera | 200 | 2 kg | | Holographic Communicator | 10,000 | 0.4 kg | | Chain (10 feet) | 5 | 5 kg | | C4 | 50 | 0.4 kg | | Fishing Gear | 20 | 1.5 kg | | Ladder (10 feet) | 20 | 3 kg | | Caltrops (bag of 20) | 10 | 1 kg | | Chalk (6 pieces) | 1 | 0.4 kg | | First Aid Kit | 50 | 1 kg | | Flashlight | 10 | 0.4 kg | | Laptop | 200 | 1.5 kg | | Hammer | 5 | 1 kg | | Backpack | 20 | 2.5 kg | | Shovel | 20 | 2.5 kg | | Tracker | 1,000 | ─ | | Rations (1 day) | 5 | 0.8 kg | | Smartphone | 100 | 0.8 kg |
\columnbreak ## Trades Trades are similar to professions; they are occupations, skills, or areas of knowledge that a character possesses in various aspects of life and that are normally practiced as a means of earning a living. Even adventurers, in their frantic race to save the world, slay monsters, or simply make a profit, usually develop skills not directly related to adventuring. Due to their wandering and adventurous lifestyle, they rarely dedicate themselves to trades to the point of becoming widely recognized in the field. However, a professional may also become an adventurer; this can be part of their background. Trades are generally a set of practical skills tied to a specific activity, such as bladesmithing, jewelry making, cooking, among many others. A character who chooses a trade also gains the ability to use that trade’s kit. During adventures, this knowledge and these skills often prove useful and may have synergy with skills. For example, a character with the Bladesmith trade could analyze a blade found on the ground and determine whether it was part of a weapon, whether it was used recently, among other possibilities. Another example is a character with the Jewelry trade who is also a powercaster; they might analyze a gem or precious stone and determine whether it bears an enchantment without even using magic. Your origin, region, class, background, or certain advancements grant you proficiency in a Trade. Proficiency with a trade allows you to add your proficiency bonus to any ability check that interacts with that Trade. The use of Trades is not tied to a single ability, as proficiency represents broader knowledge of its application. For example, the GM might ask you to make a Dexterity check to carve a fine detail using your Carver trade and your carving tools, or a Strength check to work particularly hard wood. Possessing a kit, tools, or an instrument of a Trade does not grant you proficiency in that Trade. Any check made with a kit or Trade without proficiency is made with disadvantage. ### Trade Equipment All Trades have a set of equipment associated with them. For a mason, a good trowel is essential; for a jeweler, it would likely be useless. Each kit, supply set, utensil, or tool describes items commonly found in those sets. However, adventures that focus more on roleplay and realism may specify in detail what exists in each kit. #### Gunsmith Trade The Gunsmith Trade allows you to design, create, repair, and even improvise firearms and gunpowder-based weapons such as bombs and grenades. In addition, you become more capable of clearing jammed weapons successfully and gain better knowledge of how to use firearms with greater precision and effectiveness. **Ability:** The ability used for checks related to the Gunsmith Trade is Wisdom. **Clear Jam:** To clear a jammed firearm, you can use an action to make a check with a DC of 10 + the number of the misfire. On a success, the weapon is no longer considered jammed and can be used normally again. **Repair Disabled Weapon:** To fix a disabled firearm, you can use an action to make an Ability check using the Gunsmith trade with a DC of 10 + the number of the misfire. This takes one hour, and on a success, the weapon is no longer considered disabled and can be used normally again. \pagebreakNum **Repair Broken Weapon:** To repair a broken firearm, provided you have access to a heat source hot enough to soften the metal, you can use an action to make an Ability check using the Gunsmith Trade with a DC of 10 + the number of the misfire. You must spend half the weapon’s value on replacement parts. This process takes up to four hours, and on a success, the weapon is no longer considered broken. **Synergies:** In combination with gunsmith’s tools, you can use this trade with the following skills, enabling certain effects: * **Arcana, History, Investigation:** Your mastery of the Gunsmith trade grants you additional information, clues, or deductions as long as they are related to work done with firearms. Specialization grants you additional information about the weapon’s construction and the type of material used. ##### Gunsmith’s Tools With your gunsmith’s tools you can repair damaged firearms, as well as maintain and care for them to increase their durability and quality. Additionally, you can analyze combustible components to create propellants. | Activity | DC | | :-----------------------------: | :-: | | Add engraving to a firearm | 10 | | Analyze the origin of a firearm | 15 | **Contents:** Gunsmith’s tools typically include some charcoal, sulfur, and potassium nitrate, as well as grease, small gears, lubricating oil, a set of precision wrenches, a bullet mold, primers, cleaning brushes, a few grams of lead, a small disassemblable press, low-melting-point metal, and a precision knife for fine manual work. --- #### Artisan Trade These Trades grant you proficiency with special tools that include the items necessary to practice a craft or trade. Below are examples of the most common types of tools, each associated with a single trade. Proficiency with a set of artisan’s tools allows you to add your proficiency bonus to any Ability check you make using your trade’s tools. Each type of artisan’s tools requires separate proficiency. Each time you choose this trade, you must select one of the following fields: * **Carpenter:** You are capable of performing a wide variety of wooden constructions, from furniture to wagons and even houses. **Kit:** A saw, a hammer, nails, an axe, a square, a ruler, an adze, a plane, and a chisel. **Ability:** Dexterity * **Sculptor:** Using various types and sizes of materials, you can create reproductions of things you have seen or imagined. **Kit:** Crafting picks of various sizes, a gouge, spatulas, a dozen wooden and metal sculpting tools, and a chisel. **Ability:** Dexterity * **Musical Instrument Maker:** You can create musical instruments. **Kit:** Planes, a gouge, half a dozen files, a saw, a ruler, a small hammer, and strings. **Ability:** Dexterity * **Potter:** With this trade, you are capable of creating ceramic pots of various types. **Kit:** Several potter’s needles, palettes, scrapers, a knife, and tongs. **Ability:** Dexterity * **Glassblower:** With access to raw materials and a heat source, you can create cups, bottles, glass panels, and other glassware. **Kit:** A blowpipe, a small piece of marble, blocks, and tongs. You need a heat source to work the glass. **Ability:** Dexterity --- #### Artist Trade These Trades grant you proficiency with special tools that include the items necessary to practice a craft or trade. Below are examples of the most common types of tools, each associated with a single trade. Proficiency with a set of artist’s tools allows you to add your proficiency bonus to any Ability check you make using your trade’s tools. Each type of artist’s tools requires separate proficiency. Each time you choose this trade, you must select one of the following fields: * **Makeup Artist:** You are capable of applying makeup and body paint of various types. **Ability:** Dexterity **Kit:** Hair dyes, makeup, brushes, wigs, and padding. * **Painter:** Allows you to create paintings on canvas, murals, and even stained glass. **Kit:** Paints, brushes, an easel, canvas, solvent, charcoal, a palette, and chemicals related to painting. **Ability:** Dexterity * **Musician:** With this field, you know how to play an instrument, sing, or compose music. **Kit:** A musical instrument, or sheet music, or ink and quill along with paper. **Ability:** Charisma * **Tattoo Artist:** Using your tools, you are able to create tattoos. **Kit:** Inks, plastic wrap, needle, and tattoo machine. **Ability:** Dexterity * **Scribe:** You can write texts and records, copy books and scrolls, as well as analyze handwriting and forgeries. **Kit:** Ink, a dozen sheets of paper, three pens, leather for binding, and wood. **Ability:** Dexterity \pagebreakNum
--- #### Cartographer Trade The Cartographer Trade makes you capable of operating vehicles, finding paths, and reading maps, as well as creating them. A guide’s knowledge also allows them to gain important information about a journey by analyzing maps and predicting adverse situations based on chosen routes. When you gain proficiency with this trade, you can add your proficiency bonus to checks made using cartographer’s tools. **Ability:** Intelligence **Create a Map:** During your travels, you can draw a map of the places you have passed through using your cartographer’s tools while performing other activities at the same time. **Synergies:** In combination with cartographer’s tools, you can use this trade with the following skills, enabling certain effects: * **Arcana, Religion:** By analyzing maps, you can understand arcane or religious contexts related to maps, secret notes, and you are able to find codes and patterns. * **History:** With cartographer’s tools, you can compare maps to one another, contrast ancient maps with the present day, and identify points of divergence in historical accounts. * **Nature:** Your knowledge of geography helps you determine issues related to the formation and features of the terrain around you. * **Survival:** You are able to find paths in unknown regions with an understanding of geography and landforms. You can infer where settlements might exist based on practicality and proximity to natural resources, especially by understanding patterns of demographic distribution and settlement, as well as trade and caravan routes. ##### Cartographer’s Tools Cartographer’s tools allow you to create many types of maps, from political maps to topological maps and many other possibilities. You can create accurate reproductions that properly capture directions and dimensions, making them easier to use for navigation. | Activity | DC | | :-----------------------------------------------: | :-: | | Estimate the direction and distance to a location | 10 | | Determine the age and origin of a map | 10 | | Verify the authenticity of a map | 15 | | Complete a missing part of a map | 20 | **Contents:** Cartographer’s tools usually include some form of writing instrument, such as a pen or quill and ink, as well as paper or parchment (perhaps even blank books), along with compasses, rulers, tweezers, compasses for navigation, and in rare cases even an astrolabe, plus some type of map such as a nautical chart, physical map, hydrographic map, historical map, etc. --- \columnbreak
#### Locksmith Trade The Locksmith Trade makes you capable of designing, creating, repairing, and studying keys and locks, as well as understanding security mechanisms and having knowledge of lockpicking and even sophisticated traps containing delicate and precise mechanisms. **Ability:** The ability used for checks related to the Locksmith Trade is Dexterity. **Set a Trap:** Just as you are capable of disarming traps, you can also set them. During a short rest, you can create a trap using items available to you. The total result of your creation check is the DC for someone attempting to find or disarm your trap. The trap deals damage appropriate to the materials used in its creation (such as poison or a weapon), or damage equal to half the total of your check, whichever the GM deems appropriate. You can also, during a short rest, assemble the framework of a trap to arm it later; this takes 10 minutes. **Synergies:** In combination with locksmith’s tools, you can use this trade with the following skills, enabling certain effects * **History:** Your knowledge of history includes common traps in certain regions and among certain peoples, granting you information that can help you locate or disarm them. * **Investigation and Perception:** Your knowledge and experience seem to give you a sharp instinct when searching for traps, as you have learned a variety of common signs that reveal their presence and can spot signs of traps that have already been triggered. \pagebreakNum ##### Locksmith’s Tools A Locksmith’s Kit, while used by locksmiths to create keys and unlock doors and chests, can also be used by adventurers who occasionally need to open locks in buildings or disarm traps. Proficiency with this tool also grants you general knowledge about locks and traps. | Activity | DC | | :---------------------: | :------: | | Open a lock or padlock | Variable | | Disable an alarm | Variable | | Repair and reset a trap | Variable | **Contents:** A Locksmith’s Kit typically includes a small file, a set of lockpicks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, a pair of pliers, some wires and cords, among other items. --- #### Collector Trade Collectors know that practically everything has a use. In fact, they believe everything has a use; in some cases, that use simply has not yet been discovered. Whether it is rare wood, the fang of a spiritual creature, or an extremely unstable and explosive ore, Collectors are capable of searching for and finding them. When you gain proficiency with this Trade, you can add your proficiency bonus to rolls made with your collector’s tools. **Harvest:** You can maximize the collection of accessible resources if you have time. When obtaining natural rewards from a creature, you may spend additional time so that, when rolling the dice to determine collected resources, you roll twice the number of dice and choose the highest results to determine how many resources you obtain. Example: If you can roll 2d8 to determine how many resources you obtain, you instead roll 4d8, getting 5, 8, 3, and 6. You may choose the 8 and the 6, totaling 14. When making a skill check to collect something, you may add your proficiency bonus to the check even if you are not proficient in that skill. If you are already proficient, you add double your proficiency bonus. If you already add double your proficiency bonus, you roll with advantage. **Appraise:** Your experience in obtaining resources has given you a natural sense of what things truly are. You have advantage on rolls to identify forgeries, such as realizing that supposed Cosmic Cubes are actually just parts of a wrecked spacecraft. Each time you choose this trade, you must select one of the following fields: * **Biologist:** You know how to properly collect, catalog, and process animal parts and organs, allowing them to be used for various purposes. **Kit:** Six small scalpels for different uses, tweezers, a small hammer, a small pickaxe, formaldehyde, and two glass jars with lids. **Ability:** Dexterity * **Tanner:** You know how to extract and process leather from various types of animals, as well as feathers, so they can be used later. **Kit:** A set of sharp, fine-edged knives, a small hammer, a sharpening tool, an awl, thread, and pieces of leather. **Ability:** Dexterity * **Lumberjack:** Your knowledge allows you to cut and process wood from various types of trees and gives you understanding of their conditions. **Kit:** Three axes of different sizes, a whetstone, rope, and a saw. **Ability:** Strength * **Miner:** With the Miner trade, you are able to extract various types of ores, including gemstones and other materials. **Kit:** Three pickaxes of different sizes, sieves, a case with chemicals for ore validation, two pans, and two shovels of different sizes. **Ability:** Dexterity --- #### Cook Trade The Cook Trade makes you capable of preparing not only food, but flavorful meals that help your companions recover their strength. You also know how to find ingredients and understand the principles behind them so you can substitute them when necessary. A common skill among cooks is knowing how to find such ingredients and even recognize when a new ingredient can make a dish more flavorful or more dangerous. **Ability:** The ability used for checks related to the Cook Trade is Charisma. **Synergies:** Using a Cook’s Kit, you can use this trade with the following skills, enabling certain effects: * **History:** You have knowledge of the customs and eating habits of other peoples and eras. * **Medicine:** You know the healing properties of common foods and can, when administering treatment, turn a bitter or sour remedy into a pleasant-tasting mixture. * **Survival:** When foraging for food, you can find alternative ingredients and analyze the meat of venomous or poisonous creatures, making it safe to consume. **Contents:** A Cook’s Kit may include at least one versatile metal pot that also serves as a pan, some kitchen knives, some utensils, at least one stirring spoon, and at least one ladle. \pagebreakNum
#### Enchanter Trade The Enchanter Trade makes you capable of enchanting a wide variety of items, turning them magical either through the infusion of magic or through the combination of unique ingredients that produce magical effects. An Enchanter is usually also a powercaster to make enchanting items easier; however, this is not a strict requirement, as by understanding minerals and parts of magical creatures, magical effects can still be achieved. **Ability:** The ability used for checks related to the Enchanter Trade is your powercasting Ability, Intelligence, or Wisdom. **Synergies:** Using an Enchanter’s Kit, you can apply this trade with the following skills, enabling certain effects: * **Arcana:** When you study a magic item, your proficiency in this trade helps you uncover information, determine possible ways the item functions, or how to activate it. * **History, Investigation, Perception:** When inspecting a magic item, you can notice stylistic traits related to where and when it was made, as well as study any glyph language that may appear on it. ##### Enchanter’s Kit With the Enchanter’s Kit, you can create magic items tied to your highest powercasting level or your Trade level, whichever is higher. **Contents:** An Enchanter’s Kit includes regional ingredients such as various crystals and stones, preserved animal parts, different types of powders, fragments of diverse materials, as well as files and chisels for carving and inlaying pieces into already crafted items. --- #### Engineer Trade The Engineer Trade allows you to design, create, repair, and even recharge Devices, using the Inventor’s base technology to reproduce certain common inventions and even invent new ones. An Engineer can combine different technologies to create new effects and possibilities with their Devices. **Ability:** The ability used for checks related to the Engineer Trade is Intelligence. **Synergies:** Using an Engineer’s Kit, you can apply this trade with the following skills, enabling certain effects: * **Arcana, History:** Combined with your knowledge, you can analyze a technological item or artifact to determine its origin and function, as well as whether it is magical. * **Sleight of Hand:** You may use these tools as part of a long rest to repair a damaged construct, restoring 2d10 + your Sleight of Hand modifier. ##### Engineer’s Kit With the Engineer’s Kit, you can perform various actions, such as creating small trinkets from scrap, dismantling and reassembling an invention, removing parts from a disabled object, and even repairing a damaged Construct. **Contents:** The Inventor’s Kit consists of various tools, such as five wrenches, screwdrivers, a small hammer, and a variety of screws, nails, nuts, pegs, springs, and gears, as well as a portable blowtorch with fuel. --- \columnbreak #### Forger Trade The Forger Trade allows you to create copies of many different types of items, often replicas identical in appearance to unique and even complex items; however, forgeries usually do not have the same functionality or durability. Proficiency with other Trades can help make your forgeries increasingly realistic. For example, you can use your Forger Trade together with the Jeweler Trade to create an ornament with a fake gemstone. * **Magic Items:** You are capable of creating forgeries of magic weapons that emit energy but normally have no actual properties. **Kit:** Metals, gold and silver leaf, glass shaped like gems, and aged wood. **Ability:** Intelligence * **Art:** With this discipline, you are able to create forged paintings and artworks. **Kit:** Paints, brushes, easel, canvas, solvent, charcoal, a palette, and chemicals related to painting. **Ability:** Intelligence * **Jewelry:** Creating fake jewelry is easy using this discipline. You can artificially age the jewelry if necessary and even use higher-quality materials to increase the credibility of the forgery. **Kit:** Colored glass shaped like gems, inexpensive metal in various colors, polishing paste, and chemicals to simulate aging. **Ability:** Intelligence * **Books:** You can create copies of books that appear ancient or brand new, if you wish. **Kit:** Ink, a dozen sheets of parchment, three quills, leather for binding, and wood. **Ability:** Intelligence \pagebreakNum * **Chemicals:** Adulterating components, making them appear legitimate, or even altering the appearance of something entirely different—all of this is possible with this discipline. **Kit:** Chemical substances, dyes, flavorings. **Ability:** Intelligence --- #### Herbalist Trade When you gain proficiency with this trade, you may add your proficiency bonus to rolls made with an herbalism kit. **Identify Plants:** Helps you more easily identify plants and medicinal herbs by their appearance, comparing them with other samples, and by their smell, whether through reagents applied directly or through infusion, burning, or another process. **Synergies:** In combination with an herbalism kit, you can use this trade with the following skills, enabling certain effects: * **Arcana:** Allows you to magically study plants and assists in identifying potions. * **Investigation:** You can gather clues and details in areas of vegetation using this kit. * **Medicine:** Assists in crafting remedies made from medicinal plants to treat diseases and heal wounds. * **Nature and Survival:** Some plants can be used as food after undergoing purification or filtering processes. ##### Herbalism Kit This kit contains a variety of instruments such as scissors, a mortar and pestle, and pouches used by herbalists to create remedies and potions. Proficiency with this kit allows you to add your proficiency bonus to any Ability check made to identify or apply herbs. In addition, proficiency with this kit is required to create antitoxins and healing potions. An Herbalism Kit allows a character proficient with it to identify plants and poisons and to safely collect plant parts and poisons. | Activity | DC | | :-----------------------: | :-: | | Identify plants and herbs | 15 | | Identify poison | 20 | **Contents:** The herbalism kit contains small pouches for storing herbs, scissors and cutters, as well as leather gloves for collecting plants. It commonly includes a mortar and several glass vials of different sizes. --- #### Jeweler Trade The Jeweler Trade allows you to design and create jewelry, repair it, identify fake gems, and determine their buying and selling value. In addition, a jeweler can cut and polish gems and increase their market value through better presentation or by crafting jewelry suited to regional tastes. **Ability:** The ability used for checks related to the Jeweler Trade is Intelligence. **Synergies:** In combination with jeweler’s tools, you can use this trade with the following skills, enabling certain effects: * **Arcana:** When using Jeweler’s Tools alongside this skill, you can find information about enchantments in gems, evaluate the possibility of a gem receiving an enchantment, among other things. You can assess a cosmic gem and determine whether it is synthetic or genuine, and estimate its energy capacity. * **Investigation:** You can inspect gems and gem-studded objects, uncover clues about what happened to them, evaluate whether they have come into contact with specific substances, among other things. ##### Jeweler’s Kit A Jeweler’s Kit provides you with techniques for cutting, polishing, cleaning, and all other necessary processes to beautify and increase the value of a gem. With it, you can appraise and even identify them. **Contents:** A Jeweler’s Kit includes a loupe and lenses, a small saw, files, polishing compounds, as well as a hammer, pliers, tweezers, and a variety of chromatic films. --- #### Gambler Trade When you gain proficiency with this trade, you may add your proficiency bonus to rolls made with a gaming set of your choice. You may take this trade more than once to gain proficiency with an additional game. **Synergies:** In combination with a gaming set, you can use this trade with the following skills, enabling certain effects: * **History:** You can demonstrate historical knowledge or reference important events related to the game, or use the game to recount something historical in a slightly theatrical manner. * **Insight:** While playing with someone, you can read their personality, understand mannerisms and tics that give you better insight into them, discern from their tone of voice whether they are telling the truth or lying, or notice mood fluctuations. * **Sleight of Hand:** You can use your gaming set to cheat, either within the game itself or by using its contents to deceive someone. ##### Gaming Set This item encompasses a wide range of game pieces, including dice and decks of cards. Some common examples appear in the Trade Tools table, but other types of games exist. If you are proficient with a specific game, you may add your proficiency bonus to Ability checks you make to play using that gaming set. Each type of gaming set requires a separate proficiency. A Gaming Set applies to a single type of game, such as cards, King’s Wager, or another game of chance that uses dice. | Activity | DC | | :--------------------------------------: | :-: | | Catch a player cheating | 15 | | Gain insight into a player’s personality | 15 | **Contents:** A gaming set contains all the necessary pieces for a specific game, which may include stones, dice, board pieces, or simply a deck of cards. --- \pagebreakNum #### Tailor Trade The Tailor Trade allows you to design, create, and repair garments and footwear of many different types, meeting a wide variety of demands related to professions, styles, and social classes. With this knowledge, you can use various materials to craft clothing that is purely aesthetic or functional, suited to specific needs and regions. **Ability:** The ability used for checks related to the Tailor Trade is Dexterity. **Synergies:** Using a Tailor’s Kit, you can apply this trade with the following skills, enabling certain effects: * **Arcana, History:** Your knowledge of fashion grants you additional information when examining fabrics, shoes, boots, cloaks, robes, and clothing. You can identify exotic components that may serve as magical focuses, recognize legendary or ancient garments, and determine the nation and era they belong to. * **Investigation:** Your knowledge of garment construction can help you find clues and make deductions that others might miss when examining tapestries, upholstery, clothing, other fabric items, and even determine what terrain a boot or shoe has traversed, what material it is made from, the height and weight of its wearer, whether it has been used recently, and what caused any damage it bears. ##### Tailor’s Kit With a Tailor’s Kit, you can use fabrics, threads, leather, and other materials to create, adapt, repair, and even recycle clothing items. **Contents:** A Tailor’s Kit includes a thimble, various types of thread, several needles of different sizes, fabric scraps, buttons, a small hammer, an awl, a knife, a shoe stand, a cutter, replacement leather, among other items. You also know how to work with a loom and other weaving machines, though such equipment is too large to be transported. --- #### Mason Trade The Mason Trade allows you to construct a wide variety of buildings of differing complexity, from houses and towers to castles, headquarters, and even temporary shelters, such as improvising protection within a cave. A mason can reinforce and repair structures and has knowledge of how to identify their flaws and vulnerabilities. **Ability:** The ability used for checks related to the Mason Trade is Intelligence. **Synergies:** Using a Mason’s Kit, you can apply this trade with the following skills, enabling certain effects: * **Arcana, History:** Your knowledge of masonry allows you to explain the origin of a structure based on its materials and make inferences about the era and construction techniques used. * **Perception:** You can identify irregularities in walls, floors, or room dimensions, making it easier to find trapdoors and secret passages. * **Investigation:** Your knowledge of masonry allows you to study a structure, identifying its strengths, weaknesses, and support points. ##### Mason’s Kit With a Mason’s Kit, you can construct buildings, improvise shelters, and even increase their security. **Contents:** A Mason’s Kit includes a trowel, a hammer, a chisel, brushes, a saw, nails, an axe, a square, a ruler, an adze, and a chisel. --- #### Poisoner Trade When you gain proficiency with this trade, you may add your proficiency bonus to rolls made with a poisoner’s kit. **Synergies:** In combination with a poisoner’s kit, you can use this trade with the following skills, enabling certain effects: * **History:** If someone famous was poisoned, you can use your knowledge to recall facts about the event, perhaps methods to counteract it or minimize its effects. * **Investigation, Perception:** You can use your kit to extract poison from objects and traps and handle it carefully. You can also use it to investigate possible sources of poisoning. * **Medicine:** With your kit, you have better chances of treating a poisoned or intoxicated victim, or even creating a remedy. * **Nature, Survival:** You can extract raw materials for poisons and antidotes from plants, animals, minerals, fungi, and similar sources. ##### Poisoner’s Kit A poisoner’s kit includes the vials, chemicals, and other equipment necessary to create poisons. Proficiency with this kit allows you to add your proficiency bonus to any Ability check made to create or use poisons. With this kit, it is possible to create poisons from various materials and includes methods for administering or countering them. **Contents:** You will find syringes, glass vials, a mortar and pestle, glass rods and other organic materials, as well as chemical substances. \pagebreak
\pagebreak # Chapter 6: Customization Options The combination of ability scores, race, classes, and background defines your character’s capabilities in the game, and the personal details you created set your character apart from all other characters. Even within your class and race, you will have options to fine-tune what your character is capable of doing. However, this chapter is for players who—with the Game Master’s permission—want to take things a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing allows you to combine two classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Your Game Master decides which of these options are available in the campaign. --- ### Gaining a Level As your hero fights crime and overcomes challenges, they grow stronger against their enemies. This power is represented by experience points. A character who reaches a specified total of experience points advances in capability. This advancement is called gaining a level. When a character gains a level, their class often grants additional features, as detailed in the class description. Some of these features allow you to improve your ability scores, either by increasing two ability scores by 1 point each or increasing a single ability score by 2. You cannot increase an ability score above 20. Additionally, a character’s proficiency bonus increases at certain levels. Each time you gain a level, you gain 1 additional Hit Die. You must roll that Hit Die and add your Constitution modifier to the result, adding it to your maximum hit points. Alternatively, you may use the fixed value listed in your class, which is the average result of the die roll (rounded up). The Character Advancement table shows the amount of XP you need to level up from 1st to 20th level, and the proficiency bonus for characters of those levels. Refer to your character’s class description to see what other improvements you gain at each level. ##### Character Advancement | Experience Points | Level | Proficiency Bonus | | :---------------: | :---: | :---------------: | | 0 | 1 | +2 | | 300 | 2 | +2 | | 900 | 3 | +2 | | 2,700 | 4 | +2 | | 6,500 | 5 | +3 | | 14,000 | 6 | +3 | | Experience Points | Level | Proficiency Bonus | | :---------------: | :---: | :---------------: | | 23,000 | 7 | +3 | | 34,000 | 8 | +3 | | 48,000 | 9 | +4 | | 64,000 | 10 | +4 | | 85,000 | 11 | +4 | | 100,000 | 12 | +4 | | 120,000 | 13 | +5 | | 140,000 | 14 | +5 | | 165,000 | 15 | +5 | | 195,000 | 16 | +5 | | 225,000 | 17 | +5 | | 265,000 | 18 | +6 | | 305,000 | 19 | +6 | | 355,000 | 20 | +6 | --- ### Multiclassing Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to create a character concept that might not be reflected in one of the standard class options. With this rule, you have the option to gain a level in a new class whenever you level up, instead of gaining a level in your current class. Your levels in all classes are added together to determine your character level. For example, if you have three levels of powercaster and two of fighter, you are a 5th-level character. As you advance in level, you may remain primarily a member of your original class with a few levels in another class, or you may completely change direction, never progressing further in the class you left behind. You may even begin progressing in a third or fourth class. Compared to a single-class character of the same level, you sacrifice some focus in exchange for versatility. You only receive the starting equipment of your first class. --- ### Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and the new class, as shown in the Multiclassing Prerequisites table. For example, a brute who decides to multiclass into the guardian class must have both Strength and Wisdom scores of 13 or higher. \pagebreakNum Without the full training that a starting character receives, you must have a brief period of study in your new class, possessing a natural aptitude reflected by an above-average ability score. ##### Multiclass Prerequisites | Class | Minimum Ability Score | | :---------: | :-------------------------: | | Agent | Dexterity 13 | | Sharpshooter | Dexterity 13 | | Bruiser | Strength 13 | | Conjurer | Intelligence 13 | | Inventor | Intelligence 13 | | Guardian | Wisdom 13 | | Fighter | Strength 13 or Dexterity 13 | --- ### Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points of a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are of the same type, you can simply combine them. For example, both the fighter and the guardian use a d10, so if you are a guardian 5/fighter 5, you have ten d10 Hit Dice. If your classes grant different types of Hit Dice, track them separately. If you were a guardian 5/agent 5, for example, you would have five d10 Hit Dice and five d8 Hit Dice. --- ### Proficiencies When you gain a level in a class other than your first, you gain all of that class’s starting proficiencies, except for skills and languages. --- ### Class Features When you gain a new level in a class, you acquire the features for that level. Some features, however, have additional rules when you multiclass. #### Extra Attack If you gain the Extra Attack class feature from more than one class, the features do not stack. You cannot make more than two attacks with this feature unless it specifically states otherwise (such as the fighter’s version of Extra Attack). #### Unarmored Defense If you already have the Unarmored Defense feature, you cannot gain it from another class. --- ### powercasting Your powercasting ability depends partly on your combined levels in all your powercasting classes and partly on your individual level in each class. Once you have the powercasting feature from more than one class, use the rules below. If you multiclass but have the powercasting feature in only one class, follow the rules described in that class. \columnbreak ##### Powers Known You determine which powers you know and can use for each class individually, as if you were a single-class character of that class. Each power you know and prepare is associated with one of your classes, and you use that class’s powercasting ability when you use the power. ##### Power Slots You gain power slots from each class individually, as if you were a single-class member of that class. Thus, if you multiclass into two classes that have power slots, you must keep track of which powers belong to which class list in order to determine whether you can use them. --- ## Feats A feat represents a talent or specialty in an area that grants special capabilities to a character. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class grants you the Ability Score Improvement feature. Using the optional feat rule, you may forgo that feature to take a feat of your choice instead. You can take a feat only once, unless the feat’s description says otherwise. You must meet any prerequisites specified in a feat to take it. If you ever lose a feat’s prerequisite, you cannot use that feat until you regain the prerequisite. For example, the Grappler feat requires Strength 13 or higher. If your Strength score is reduced below 13 for any reason—perhaps due to a weakening curse—you cannot gain the benefits of the Grappler feat until your Strength is restored. --- ### Technological Adaptation When choosing this feat, you must know or be an Inventor specialized in Medicine and have access to the materials necessary to perform the modifications on your body, both as determined by the Game Master. The monetary cost is covered by acquiring the feat. To receive the benefits of this enhancement, you must spend at least 8 hours applying the technological adaptations in question. The Game Master may increase this time depending on the circumstances and your choices. After this period of work, you gain the following benefits: * Increase your Strength, Dexterity, or Constitution score by +1. * Choose two Technological Advantages from the list below. You may choose this enhancement more than once. If you possess 5 advantages, you cease to be considered human and are instead treated as a construct. #### Technological Adaptation Advantages * **Climbing Adaptation.** You gain a climbing speed equal to your walking speed. * **Underwater Adaptation.** You can breathe both air and water, and you gain a swimming speed equal to half your walking speed. \pagebreakNum * **Integrated Weapon.** Creatures enhanced by technology can replace one of their limbs with a melee weapon, a ranged weapon, or an Inventor device of a level compatible with the one who implemented it. You use this weapon normally. This advantage can be chosen more than once. * **Natural Weapons.** You have claws that deal 1d8 + your Strength modifier slashing damage, and fangs that deal 1d6 + your Strength modifier piercing damage. * **Ink Sac.** You can use an attack to make a special ranged attack to blind a creature within your line of sight up to 15 feet from you if it fails a DC 12 Dexterity saving throw. Creatures that do not rely on sight are unaffected by this attack, and affected creatures must use an action to clean off the ink. This ability functions differently underwater: as a bonus action, you can create a heavily obscured area in a 1.5-meter radius around you. You can use this ability a number of times equal to half your proficiency bonus per long rest. You may choose this ability more than once. * **Carapace.** Your skin has an additional covering. You gain Damage Reduction equal to your proficiency bonus, except against true damage. * **Adaptive Defense.** As a bonus action, you issue a command to emit a field that protects you from attacks for 1 minute. When issuing the command, you must designate either physical attacks or powers; attacks of the chosen type have disadvantage against you (if the attack requires a saving throw, you make it with advantage). You can use this feature a number of times equal to half your proficiency bonus per long rest. * **Chromatic Epidermis.** You have advantage on Stealth checks made to hide. Additionally, while not wearing armor, you may attempt to hide even without light or heavy cover, provided you remain motionless. * **Maneuver Hook.** You have a hook attached to a metallic line 60 feet long. As an action, you can fire the hook at a surface within range, attaching yourself to it. Additionally, as a bonus action, you can release yourself and leap toward a target up to 15 feet away, making a melee attack against it. * **Frozen Age.** Your physical age may not correspond to the years you have lived, unlike a normal human. * **Robotic Limb.** You possess one mechanical upper limb attached to your body and have normal control over it. This advantage may be chosen more than once for additional limbs. * **Patagia.** You have an extension that can be used like wings to slow your fall or allow you to glide. If you fall and are not Incapacitated, you can subtract up to 30 meters from the fall damage calculation. You may also move 10 feet forward for every 5 feet you descend. * **Intoxicating Skin.** Any creature that grapples you or comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become Poisoned for 1 minute. A Poisoned creature no longer in contact with your skin may repeat the saving throw at the end of its turn, ending the effect on a success. * **Metallic Protection.** You have coated your skin with a metallic alloy that grants you natural protection. While not wearing armor, your AC equals 13 + your Dexterity modifier. * **Superior Sense.** Creatures enhanced by this technology have advantage on Perception checks relying on hearing, smell, or sight. * **Darkvision.** Your eyes have been replaced with cameras capable of adapting to darkness. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern colors in darkness, only shades of gray. --- ### Alert Always on the lookout for danger, you gain the following benefits: * You gain a +5 bonus to initiative. * You cannot be surprised while conscious. * Other creatures do not gain advantage on attack rolls against you for being hidden from you. --- ### Continuous Alternation *Prerequisite: Level 8* You can pace your battle rhythm by alternating between fighting styles and amplifying your offensive power. You gain the following benefits: * Your Dexterity or Strength score increases by +1. * When you use Fighter Class Fighting Styles, you gain temporary hit points equal to your proficiency bonus. * When you deal damage with a critical hit, you may make an additional attack with the same weapon against the same target. This effect can occur only once per round.
\pagebreakNum ### Amphibious You can breathe both underwater and on land. You gain the following benefits: * You can breathe underwater and suffer no penalties for underwater combat. * Your swimming speed increases by a number of meters equal to your proficiency bonus × 5, and you do not suffer penalties from difficult terrain composed of water. * You gain proficiency with nets, spears, and tridents. * You gain 30 feet of darkvision underwater. If you already have darkvision, increase its range by 30 feet. * You have advantage on Dexterity saving throws against being Grappled or Restrained. --- ### Piercing Shot *Prerequisite: Proficiency with martial ranged weapons, Dexterity 16* You strive to ensure that your aim with firearms always favors you in combat—even if your enemies have to line up to take you down. When you reduce a creature to 0 hit points with an attack using a martial ranged weapon, you may choose another creature behind the original target and within the weapon’s range to receive the excess damage from that attack, provided the original attack roll would also hit this new creature. You may make minor adjustments of up to 5 feet to either side, but once an adjustment is made, any further adjustment must be 5 feet in the same direction. If this effect reduces the new target to 0 hit points, you may repeat the effect, passing any remaining damage to another creature, until there are no valid targets remaining, the excess damage is reduced to 0, or a creature is not reduced to 0 hit points. --- ### Signature Weapon *Prerequisite: Proficiency with the chosen weapons* You are exclusively bound to up to three weapons in some way, making them inseparable from you. Perhaps they are physically implanted in your body, you can summon them to your hand at will, manifest them whenever needed, or they are bound to your DNA so that only you can wield them. Whatever the nature of this bond, you cannot be disarmed against your will and may manifest or produce your powers through your signature weapons at will. --- ### Auto-Botanical *Prerequisite: Level 7 or higher, or at least 1 level in Nature Guardian* You are not only capable of assuming a plant form—you are a botanical being. You learn the power *botanical form* if you do not already know it, and it does not count against your number of powers known nor does it require concentration. Additionally, for you, its duration becomes Permanent, though you may choose to end the effect and return to your human form at will. --- \columnbreak ### Brilliant *Prerequisite: Intelligence 17 or higher* You are far more intelligent than the average human. You may add your proficiency bonus to your Intelligence score. As you gain levels and your proficiency bonus increases, those increases also apply to the bonus granted by this feat to your Intelligence score. For example, if you take this feat at level 4 when your proficiency bonus is +2, you add +2 to your Intelligence. Later, at level 10, when your proficiency bonus becomes +4, your Intelligence increases again so that the total bonus from this feat is +4. Thus, at level 20, this feat grants a +6 bonus to Intelligence. --- ### Call Reinforcements *Prerequisite: Military background* Your service as a special agent or member of the military grants you the right to call in reinforcements when things get risky. When you are in a city or another reasonably accessible location, you may make a call, and a number of **soldiers** equal to your proficiency bonus arrive 1 minute later. The soldiers follow your orders so long as they are not blatantly immoral or obviously suicidal. They withdraw after one hour. Once you have called for reinforcements in this way, you cannot do so again for 3 days. --- ### Charm *Prerequisite: Charisma 17 or higher* You are more charming than the average human. You may add your proficiency bonus to your Charisma score. When you gain levels and your proficiency bonus increases, those increases also apply to the bonus this feat grants to your Charisma score. For example, if you take this feat at level 4 when your proficiency bonus is +2, you add +2 to your Charisma. Later, at level 10, when your proficiency bonus becomes +4, your Charisma increases again so that the total bonus becomes +4. Thus, at level 20, this feat provides a +6 bonus to Charisma. --- ### Contacts You have a variety of contacts within a criminal network and underworld circles. With a phone call or message, you can contact a connection for a minor favor. For example, you might learn basic information about organized crime and illicit activities in the area, receive an invitation to an unofficial club, or arrange a meeting with a local crime lord. You may also contact a connection to request a more substantial favor, though the contact may want something in return. Work with your GM to determine what the contact may ask in exchange, though the favor requested should be equivalent in value to what you are asking for. If you cannot reach an agreement with the contact, you cannot request another substantial favor from a contact for 7 days. Appropriate substantial favors might include providing you with smuggled heavy weaponry or explosives, tracking down someone in hiding and giving you their location, getting you out of federal custody, and similar services. \pagebreakNum ### Battle Control You direct the combat around you, making it harder for your enemies to move close to you. When you hit with an opportunity attack, the enemy stops moving and its speed becomes 0 until the end of its turn. Even if they use Disengage, your enemies still provoke opportunity attacks from you. In addition, enemies provoke opportunity attacks when they enter your reach. --- ### Defensive Duelist *Prerequisite: Dexterity 13 or higher* When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you may use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss. --- ### Elemental by Nature *Prerequisite: Level 9 or higher* You are not only capable of assuming an elemental form—you are a being of pure element. You learn the power *elemental form* if you do not already know it, and it does not count against your number of powers known nor does it require concentration. Additionally, for you, its duration becomes Permanent, though you may choose to end the effect and return to your human form at will. --- ### Dual Wielder Your rigorous training has allowed you to master fighting with two weapons, granting you the following benefits: * While wielding a melee weapon in each hand, you gain a +1 bonus to AC. * When making an opportunity attack, you may make a second attack with your other hand at disadvantage. --- ### Shield Bearer You know how to use shields both for defense and offense. You gain the following benefits while wielding a shield: * When you make a melee attack against a creature, you may attempt to shove it with your shield as a bonus action. The creature must make a Strength saving throw contested by your Strength check. * While you are conscious and not incapacitated, you may add your shield’s AC bonus to Dexterity and Strength saving throws. * You gain proficiency with all shields. --- ### Medium Armor Specialist *Prerequisite: Proficiency with medium armor* You are accustomed to wearing medium armor, granting you the following advantages: * You do not have disadvantage on Stealth checks while wearing medium armor. * When wearing medium armor, you are not limited by a maximum Dexterity modifier. * You add +1 to the Damage Reduction of your medium armor. --- ### Heavy Armor Specialist *Prerequisite: Proficiency with heavy armor* You become nearly unstoppable while armored. You gain the following benefits: * Increase your Strength score by 1. * While wearing heavy armor, you reduce all physical damage you take by 3. * You add +1 to the Damage Reduction of your heavy armor. --- ### Inorganic Physiology Your resting form is composed of an inorganic substance such as iron, sand, or stone, and you gain some of that material’s properties. For example, if you are made of a substance that conducts electricity, such as copper, you are now immune to lightning damage and can conduct electricity harmlessly. If you are made of stone or steel, you gain natural armor—add +3 to your Armor Class. If you are nonreactive to acid, such as glass, you are also immune to acid damage. If you are made of rubber, you gain resistance to bludgeoning damage. Work with your GM to determine the exact consequences of the substance you choose. --- ### Metamorphic Form You can alter your body in superhuman ways to perform incredible feats. Choose a transformation that reflects how you use your powers: **elasticity**, **intangibility**, **invisibility**, or **polymorphy**. Each transformation is detailed in other feats. Your choice grants you special features when you select it. Your transformation evolves and also grants you additional benefits at 6th, 13th, and 18th levels. You may only choose this feat once, following the general rule for feats. Whenever the transformation description references the use of a power, you are considered to learn it and may use it without expending power slots a number of times equal to your proficiency bonus.
\pagebreakNum ### Metamorphic Form (Elasticity) *Prerequisite: Metamorphic Form* You can radically alter the shape of your body. Some elastic heroes have flexible, rubbery forms that allow them to stretch across a room or grab an enemy from afar. Others can change their size dramatically, shrinking to microscopic scale or expanding to tower over buildings. When you choose the Elasticity transformation, your body becomes more resilient and capable of stretching beyond normal limits. Whenever you take bludgeoning damage from a visible source (including falling), you may use your reaction to momentarily become rubbery, absorbing part of the kinetic energy. You gain resistance to bludgeoning damage for that instance of damage. ##### 6th Level At 6th level, your ability to stretch improves. You gain the power *limited elasticity*. It does not count against your maximum number of known powers, and you may use it without expending power slots a number of times equal to your proficiency bonus. When you use *limited elasticity*: * Your reach increases by 10 feet. * If you create weapons from your limbs, they deal 2d8 damage instead of 2d6. * The duration of the power becomes 10 minutes for you. ##### 13th Level At 13th level, your stretching capabilities expand further. While using *limited elasticity*, you gain the following benefits: * You benefit from the effects of the power *freedom of movement*. * You gain resistance to bludgeoning and slashing damage. * As an action, you may change your size to Large or Small. * Your walking speed is doubled. * The duration of the power increases to 1 hour. ##### 18th Level At 18th level, you can alter your size far more dramatically. As an action, you may increase or decrease your size by a factor of ten—growing from Medium to Gargantuan, or shrinking from Medium to Microscopic—for one round, until the end of your next turn. --- ### Metamorphic Form (Intangibility) *Prerequisite: Metamorphic Form* You can manipulate your body’s atomic structure to become denser or lighter, eventually turning entirely insubstantial. This allows you to pass through walls or materialize inside otherwise impenetrable vaults. When you select the Intangibility transformation, you learn to soften and lighten your step. Your movement produces no sound regardless of the surface you move across, and you leave no footprints behind. If you know the power *silent step*, you may now use it as a bonus action. The power *trackless step* no longer requires concentration for you; instead, it activates at will and may be ended at will. \columnbreak ##### 6th Level At 6th level, when you use the power *gaseous form*, your semi-tangible capabilities improve: * You gain a flying speed of 30 feet. * You may manipulate physical objects in a crude manner (such as pulling a lever or turning a doorknob), but cannot perform fine manipulation like typing or wielding weapons. * While in gaseous form, you may take the Hide action to become invisible in dim light or darkness. You become visible again if you move into bright light. ##### 13th Level At 13th level, you learn to use the powers *momentary insubstantiality* and *insubstantiality* on others. You may attempt to grapple solid creatures while remaining insubstantial. If successful, the grappled target also becomes insubstantial while you maintain physical contact, though they may attempt to escape normally. If you release them or they escape, they become solid again—potentially taking damage if inside a solid object, as determined by *momentary insubstantiality*. If the target is willing, no grapple check is required. This allows you to transport an ally through a locked door or wall, for example. ##### 18th Level At 18th level, you can apply your insubstantial powers to objects and use them offensively. While using *momentary insubstantiality* or *insubstantiality*, you may pick up and release solid objects. When you touch an unattended object you could normally lift, you may render it insubstantial while carrying it. When you release it, it becomes solid again. You may use this offensively by rematerializing an object inside an enemy. When an insubstantial object rematerializes, it falls to the ground in its current space. If part or all of the object rematerializes inside a creature, the creature takes force damage based on the object’s size (see table below), instead of the damage listed in the insubstantiality powers. The object is then pushed to the nearest unoccupied space outside the creature. If the object is larger than the creature, the creature is pushed instead. #### Materialization Object Damage | Object Size | Damage | | :-------------: | :---------: | | Tiny | 2d10 force | | Small | 4d10 force | | Medium | 8d10 force | | Large or Larger | 12d10 force | \pagebreakNum
### Metamorphic Form (Invisibility) *Prerequisite: Metamorphic Form* You can manipulate your body to hide more easily or go completely unnoticed, even becoming fully transparent. When you choose this transformation, you gain proficiency in the Stealth skill if you do not already have it. If you already have proficiency, you gain expertise instead. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. In addition, you gain the power *Invisibility*. ##### 6th Level At 6th level, going unnoticed becomes second nature to you. You may Hide as a bonus action. When you do, you have advantage on any Stealth check you make until the start of your next turn. ##### 13th Level At 13th level, your ability to go unnoticed reaches new heights. People who briefly meet you are unable to recall identifying details about you unless they are actively trying to observe and remember you, or you choose to allow yourself to be remembered. You also have an uncanny awareness of cameras and other recording devices. You always seem to be looking away, standing behind someone else, or otherwise positioned in such a way that you avoid being clearly recorded. ##### 18th Level At 18th level, you can conceal even objects and groups of people. When you use the power *concealment*, you may hide an object occupying up to 300 cubic feet—enough to conceal a small city block. When you use the power *mass invisibility*, you may obscure up to 30 creatures instead of six, and the duration becomes 1 hour. --- ### Metamorphic Form (Polymorphy) *Prerequisite: Metamorphic Form* You can instantly alter your appearance. Some polymorphic heroes assume the likeness of others to infiltrate enemy ranks, while others reshape themselves with claws, gills, wings, and more. When you choose Polymorphy, you become adept at imitation. You gain proficiency in Performance if you do not already have it. If you do, you gain expertise instead. Your proficiency bonus is doubled for any ability check you make using this skill. In addition, you can mimic the speech and accent of any person you have heard for at least 1 minute. ##### 6th Level At 6th level, when you use the power *disguise self*, creatures attempting to determine that you are disguised have disadvantage on their Investigation checks. ##### 13th Level At 13th level, your shape-altering ability improves. When you use the power *alter self*, you no longer need to maintain concentration. For you, the power now lasts 1 hour, though you may end the effect earlier if you choose.
##### 18th Level At 18th level, your ability to imitate others reaches a new level of precision. When you use the power *alter self* or *alter self ultimate*, you may alter your fingerprints—completely erasing your own or replicating another person’s if you have carefully studied them for 10 minutes. In addition, you may alter your physiology enough to fool biometric scanners by modifying your retinas, heart rate, and even blood type. --- ### Monstrous Form You can use your action to assume the form of a beast you have previously seen. You may use this feature twice, regaining expended uses when you finish a short or long rest. Your level determines which beasts you can transform into, as shown in the Beast Forms table. At 1st level, for example, you may transform into any beast with a challenge rating of 1 or lower that does not have a flying or swimming speed. At 6th level and above, you may assume the form of creatures you have seen that have a flying speed or not. At 10th level and above, you need only have seen a real photograph of the beast to assume its form. #### Beast Forms | Level | Max CR | Limitations | Examples | | :---: | :----: | :-----------------------------------------: | :----------------------------: | | 1st | 1 | No flying or swimming speed, Must have seen | Brown Bear, Crocodile | | 6th | 2 | Must have seen | Condor, Polar Bear | | 10th | 4 | — | Elephant, Stegosaurus | | 13th | 6 | — | Mammoth, Triceratops | | 17th | 8 | — | Sperm Whale, Tyrannosaurus Rex | \pagebreakNum
You can remain in beast form for a number of hours equal to half your level (rounded down). After that time, you revert to your original form unless you expend another use of this feature. You may revert to your normal form early as a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While transformed, the following rules apply: Your game statistics are replaced by the beast’s statistics, but you retain your alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and its bonus in the stat block is higher than yours, you use the creature’s bonus instead of your own. If the creature has any legendary or lair actions, you cannot use them. When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before transforming. 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 points of damage in beast form and have only 1 hit point remaining, you revert and take 9 damage. As long as the excess damage does not reduce you to 0 hit points, you do not fall unconscious. You cannot cast powers, and your ability to speak or perform any action requiring hands is limited by the capabilities of the beast form you assume. \columnbreak Transforming does not break your concentration on a power you have already cast, nor does it prevent you from taking actions that are part of an ongoing power, such as *call lightning* that you have already cast. You retain the benefits of all class, race, or other features and may use them if the new form is physically capable of doing so. However, you cannot use any special senses, such as darkvision, unless your new form also possesses that sense. You may choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn and carried equipment functions normally, but the GM determines which equipment is practical for the new form to wear or use, based on the creature’s shape and size. Your equipment does not change shape or size to fit the new form. Any equipment the new form cannot wear must either fall to the ground or merge into the form. Equipment that merges has no effect until you leave the form. --- ### Ultimate Monstrous Form *Prerequisite: Monstrous Form* Your Monstrous Form ability expands to include various creatures you have personally seen or studied in fiction. In addition to beasts, you may now assume the form of a celestial, dragon, fey, corrupter, or monstrosity, though the rules regarding challenge rating and movement limitations still apply. --- ### Symbiotic Form *Prerequisite: Host Origin* As a bonus action, you may fully merge with your symbiote, assuming a shadowy, liquid humanoid form. While in this form, you have advantage on Intimidation checks and are considered an Ooze. You also gain the power *limited elasticity* if you did not already have it, and it does not count against your total number of known powers. When you make an unarmed attack while using this power, you deal additional bludgeoning damage equal to Xd8 in addition to the damage from limited elasticity, where X equals your character level. This bonus damage also applies to any symbiotic tentacle attacks you make. You may use another bonus action to revert to your normal form. \pagebreakNum
### Strong as a Mountain *Prerequisite: Strength 13 or higher* You can lift and carry far more than your peers. Increase your Strength score by 2. Your capacity to carry, lift, and push objects increases by a factor of ten. --- ### Admired Hero You were seen on the news in your hometown saving lives, and the media decided to name you as an admirable role model for others (whether that is truly deserved or not). As a result, you increase your Charisma score by 1. Additionally, you have advantage on Persuasion and Deception checks when dealing with anyone from your home region. As an action, you may use the power *charm person* once per day on a person from your home region without expending a power slot, even if you do not know that power. --- ### Cloned Identity *Prerequisite: 4th level or higher, Metamorphic Form (Polymorphy)* When you use the powers *alter self* or *alter self ultimate* while touching a humanoid, you may not only assume their appearance but also perfectly mimic their voice. If the target fails a Wisdom saving throw against your power save DC, you also learn a few superficial facts about the person, such as a preferred nickname, where they have recently been, where they studied, and one distinctive personality trait that acquaintances would recognize. --- ### Layered Illusion When you create illusions, you create illusions within illusions. When someone successfully sees through one of your illusions while you are within 300 feet of them and can see them, you may use your reaction to create another illusion using the same power that created the original illusion, provided you have a power slot available. When you do so, the creature that saw through the initial illusion perceives your newly created illusion instead of the real world. They may use their action to investigate this new illusion, but they have no immediate reason to believe they are seeing a second illusion unless you choose to create something unusual. --- ### Combat Initiate You have martial training that allows you to execute combat techniques. You may choose two Fighting Styles from the Fighter class or two Battle Styles from the Brute class in any combination. You cannot choose a Fighting Style you already possess. --- ### Artificial Intelligence *Prerequisite: Inventor* You have constructed an integrated AI that assists you, granting you advantage on all Intelligence checks. As a bonus action, you may request assistance and have the AI access the web for any information that an internet browser could locate within a few minutes—something that takes your AI only a moment. If the query is particularly difficult, the GM may call for an Investigation check.
Finally, the AI can perform a tactical analysis of your enemies, though it requires a few moments of observation. At the beginning of the third round of combat, your AI informs you of any damage types, conditions, resistances, immunities, or vulnerabilities your enemies possess. --- ### Disruptive Interval *Prerequisite: Metamorphic Form (Intangibility)* When you become intangible, whether through *momentary insubstantiality* or the power *intangibility*, your form emits a disruptive energy field. While intangible, if you pass through a creature’s space, it must make a Constitution saving throw against your power save DC, taking 2d6 force damage on a failure. Additionally, if you pass through an electronic device or system, you may choose to automatically deal 2d6 lightning damage to it. --- ### Demolitions Expert You have a special talent for blowing things up. Unless you are explicitly disarmed, you always have three fragmentation grenades, 0.8 kg of C4, and one landmine among your equipment. After using these items, you do not regain them until you complete a long rest, at which point your supply is replenished. Additionally, when you spend 1 minute placing an explosive such as C4 or a landmine, it is invisible to casual inspection, though someone actively searching for it may discover it by succeeding on an Investigation check contested by your Stealth. Finally, when you use an explosive device, it always deals maximum damage. \pagebreakNum ### Combat Invisibility *Prerequisite: 4th level or higher, Metamorph Form (Invisibility)* You learn to use your ability to become invisible defensively and in combat situations. Now, whenever you take damage, you can use your reaction to use the *invisibility* power. ### Master of Magnetism You develop the ability to manipulate magnetic fields along with your telekinesis, moving metallic objects around with this new power. Now, when you use the *telekinetic hand*, *telekinesis*, or *animate objects* powers on something that is primarily metallic, you may choose to use them as a reaction. *Telekinesis* and *animate objects* do not require concentration if you are manipulating something that is primarily metallic, although you may have only one instance of each of these powers active at a time. The powers last for their duration or until you choose to end them. ### Fungal Master *Prerequisite: Nature Guardian* Your connection with plants extends to spores, fungi, and the entire fungal kingdom. This special communion grants you the following abilities: * You can accelerate the organic decomposition of matter by infusing it with mold. When you deal damage to a living creature that is not a construct or undead, you may invoke the ambient mold spores in the area, causing an additional 1d8 necrotic damage to your target. * You can touch organic objects such as food or plants and consume their essence. As an action, you can destroy a palm-sized organic object you touch and gain HP equal to your proficiency bonus. ### Master Teleporter When you use the *misty step* power, you can make three consecutive jumps, each up to 30 feet, in a single round instead of one. You may also make a single attack or interact with an object between jumps, but you cannot move or use a power until the final jump is complete. Additionally, when you use *misty step*, *dimension door*, *teleport*, or similar *space* powers, you may decide whether to remain in motion while teleporting or not, and in which direction you move upon arrival after the teleport. ### Kinesthetic Mimicry You can perfectly emulate a physical behavior, performance, or attack that you have witnessed. For example, you could watch someone play a complex piano score and then repeat the performance exactly, including the same mistakes. Likewise, you could accurately replicate a dance or a martial art. Outside of combat, you cannot copy any activity that requires a power you do not possess or a Strength score or walking speed greater than your own. \columnbreak In combat, when a visible creature within 30 feet makes an attack or uses certain powers, you may use your reaction to copy it. You may copy one of the following abilities: * A weapon attack with a weapon you are wielding. * An unarmed attack. * A Fighter combat technique or a Brute battle technique that does not depend on a weapon you are not wielding. * A kinetic power of up to 2nd level, except for the *portal punch* power. * A cantrip or any power of up to 1st level. * A skill check. When you copy this attack, feature, or power, be sure to record the results of any attack and damage rolls the creature made, as well as any saving throw DCs of powers involved, due to your detailed exact-action copying ability. If the copied attack was a natural 20, your attack will be a 20, but it will not be considered a critical hit. After copying, you may use an action to reproduce the attack, feature, or power as if it were your own, without expending a power slot. When you do so, you use the same attack and damage roll results, or the same saving throw DC of the power, that the original creature made when you copied it. For example, if you see your ally punch an enemy and roll an 18 on their attack roll, dealing 10 bludgeoning damage, you may punch someone on your turn with the same attack using the same attack roll and damage roll results, gaining the benefits and effects as if you had rolled them yourself. Likewise, if you see an enemy using the *spider climb* ability to scale a wall, you may also use the ability in the same way. You lose the ability to reproduce the copied effect when you complete a short or long rest or when you use your reaction to copy a new ability. ### Advanced Mutation *Prerequisite: Access to the Minor Manifestations list* Your mutation develops further, growing and expressing itself in new ways. Select one additional superpower you do not have of 4th level or lower from the same list from which you chose your first mutation power. You can now use that power as if it were your own. This power does not count toward your total number of powers known. You may use this power without expending a power slot a number of times equal to your proficiency bonus; after that, you may use it again by expending a power slot normally. You regain this ability when you complete a short or long rest. Calculate your attack modifier and DC the same way you did for your first mutation. ### Additional Origin *Players should talk to their Game Masters to try to obtain this talent for free if possible, but without additional proficiencies* You awaken powers from multiple different sources. Choose another origin you do not have and gain +2 proficiencies. \pagebreakNum ### Combat Prowess Whether serving in the army or training under a master, you have learned advanced combat techniques. You gain the following benefits: * Increase your Strength or Dexterity by +1 (your choice). * Choose one **Combat Technique** from the Fighter class or one **Battle Style** from the Brute class for which you meet the prerequisites. If the chosen technique forces a target to make a saving throw, the DC equals **8 + your proficiency bonus + your Strength or Dexterity modifier** (your choice). --- ### Polyglot You have a special talent for learning languages. * Increase your Intelligence by +1. * You learn four additional languages. * You need only **one day of study** to learn enough of a language to function in day-to-day life in a region where you do not know the language. You can communicate simply (with an accent), order food, and ask for directions. After **one week of study**, you lose the accent and speak like a local, though you still do not fully master the language. --- ### Elemental Precision *Prerequisite: 4th level or higher Elemental Conjurer* You gain refined control over your elemental powers, allowing delicate and precise manipulation: * With fire, you can heat or melt objects with precision, warm things without igniting them, or cook food in your hand in under a minute without burning it. * With water, you can purify contaminated water, clean objects in seconds, and expel the water immediately afterward. * With earth or stone, you can sculpt without physical contact. * With electricity, you can charge batteries without damaging them. * With wind, you can remove impurities from a poisoned area. * With ice, you can quickly sculpt detailed frozen constructs. At 7th level, you gain the ability to shape metal as if it were soft clay, though it hardens moments later. You can bend, compress, or reshape metal into any form you desire. This effect functions similarly to the *stone shape* power, but works only on metal, and you can use it once per short rest. --- ### Surveillance Network *Prerequisite: 7th level or higher Anti-Agent or Telepathic Conjurer* Like a true mastermind, you maintain constant oversight of your minions. You have permanent audiovisual communication with them, provided you are on the same planet. You can see what they see, hear what they hear, and communicate freely. * If you are an Anti-Agent, treat your Inner Demons as minions for this feature. While conscious, you may issue commands as a free action. The minion will obey to the best of its ability. You may give simple general directives such as: “Attack that creature,” “Run over there,” or “Retrieve that object.” If it completes the command and receives no further instruction, it acts defensively and preserves itself as best it can. You may also override the minion’s autonomy and assume total and precise control. Until the end of your next turn, the minion performs only the actions you choose and does nothing you do not allow. During this time, you may also cause it to use a reaction, but doing so requires you to expend your own reaction. Each time the minion takes damage, it must make a concentration check against the damage taken, as if you were concentrating on a power. On a failure, your connection to that minion ends. --- ### Tough Your maximum hit points increase by **twice your level** when you acquire this feat. Each time you gain a level thereafter, your maximum hit points increase by an additional **2 hit points**. --- ### Sanctum Sanctorum You possess a sacred and mystical refuge where you may meditate, recover, and commune with the source of your power. Work with your Game Master to describe this sanctuary. This location is under a permanent effect similar to the *private sanctum* power. Upon reaching 11th level, your sanctuary also gains an effect similar to the *guards and wards* power. --- ### Heightened Senses Your senses sharpen to a supernatural degree, granting the following benefits: * Increase your Wisdom by +1. * You have advantage on all Perception checks. * You have advantage on Survival checks made to track creatures. * You gain tremorsense out to 10 feet. --- ### Empathic Sense *Prerequisite: Telepathic Conjurer* Your mental connection extends beyond thoughts into emotions. Whenever a visible beast or humanoid within 30 feet of you experiences a strong emotion, you sense it. You become aware only of the emotion and its object. For example, you may sense that someone is afraid and what they are afraid of, though not necessarily the deeper reason behind that fear. Once you have sensed a strong emotion from a creature, it has disadvantage on saving throws against you if you use the *detect thoughts* or *calm emotions* powers on it. --- \pagebreakNum ### Sixth Sense You see dead people. You can perceive spirits, specters, and other ghostly beings. You can see into the Ethereal Plane, where such creatures often reside or linger for some time after death, out to a range of 30 feet. Additionally, if you use the *speak with dead* power, you may speak directly with these spirits. ### Shield Mastery You wield a shield in combat with great effectiveness, both to protect yourself and as a weapon against your enemies. You are now proficient with all shields. While wielding a shield, you gain the following benefits: * You can use a Bonus Action to Shove while wielding a shield. * You can add +2 to any Dexterity saving throw while wielding a shield. * You can throw circular shields as if they were boomerangs, causing the shield to return whether you hit or miss. --- ### Lucky You have inexplicable luck that seems to arise at just the right moments. You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend one luck point to roll an additional d20. You can choose to spend a luck point 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 luck point when an attack roll is made against you. Roll a d20 and choose whether the attacker’s roll or yours is used. If more than one creature spends a luck point to influence the same roll, the points cancel each other out; no additional dice are rolled. You regain all expended luck points after finishing a long rest. --- ### Super Flight When you take to the air, you do so with remarkable agility. * Increase your Dexterity by +1. * If you already have a flying speed, double it. If you do not, you gain a flying speed equal to your walking speed. Additionally, if you make a melee attack against a creature on your turn while flying, it cannot make an opportunity attack against you for the rest of your turn. --- ### Heroic Transformation *Players should discuss with their Game Master the possibility of gaining this feat for free, if appropriate.* Some superheroes alternate between a secret identity and a heroic one, but you literally possess two distinct selves. When you assume your superhero persona, your body physically transforms, granting you a new appearance and possibly an inhuman form. While not in your superhuman form, you do not have access to your powers. You may also choose to have different ability scores for each form. Perhaps you are a brilliant scientist in your mundane human form, but a mighty powerhouse in your heroic form. You may assign your ability scores normally for your heroic form, and then assign them a second time for your mundane, powerless form. For example, you might be an ordinary student until you speak your power word and transform into a mighty hero. Or perhaps you must become enraged before assuming your heroic form. Describe what your transformation looks like and work with your Game Master to determine whether you keep your dual identity secret, how you feel about your two forms, how they feel about each other, and whether you have full control over the transformation trigger. --- ### Justice’s Valor You possess an overwhelming sense of justice that shapes your actions—no matter the cost, justice must prevail. You gain the following benefits: * You gain proficiency in Investigation; if you already have it, you gain expertise instead. * You have advantage on checks made to detect lies. * Your first attack against a target that has committed an injustice has advantage. The critical hit range of all your attacks against that creature is reduced by 1 while it has not yet answered for its wrongdoing. * If you knowingly commit an injustice, or later discover that one of your actions was unjust, you must make a Wisdom saving throw with a DC determined by the Game Master. On a failure, you have disadvantage on all rolls for 24 hours.
\pagebreakNum # Chapter 7: Powers Here are the rules for using powers. Different character classes have distinct ways of learning and choosing their powers, and NPCs use powers in unique ways. Regardless of their source, a power follows the rules presented here. ## What Is a Power A power is an extraordinary manifestation of the forces that permeate the Marvel multiverse. It can arise from various origins: genetic mutations, scientific experiments, intense training, contact with cosmic energies, alien artifacts, or even ancient mystical practices. Each power is the singular expression of how an individual channels and shapes these forces, translating them into specific feats that surpass ordinary human capabilities. When activating a power, a hero manipulates invisible elements that sustain reality: energy fields, subatomic particles, dimensional flows, or even the essence of magic itself. With a gesture, a mental command, or the activation of a device, these forces are redirected into a unique vibration and released to produce the desired effect—often in mere instants. Powers can be tools of creation or destruction, weapons in combat or protective barriers. They may harm or heal, grant superhuman abilities or nullify them, drain life energy or restore hope where only ruin once stood. Throughout the history of the multiverse, countless powers have manifested and been lost. Some remain guarded in ancestral family secrets, recorded in S.H.I.E.L.D. archives, forgotten within alien civilizations, or sealed in the tomes of long-vanished sorcerers. Others emerge spontaneously, awakening in new individuals capable of redefining what it means to be a super-being. ### Power Level Each power has a level ranging from 0 to 9. A power’s level represents its scale of impact: from basic yet still impressive abilities, such as a short-range energy blast, to feats that can completely alter reality, such as manipulating space-time. So-called cantrips—simple but useful manifestations that a hero can perform almost instinctively—are considered level 0. Higher-level powers require not only innate talent but also training, control, and, in many cases, a deep connection to their source, whether scientific, mystical, mutant, or cosmic. It is important to note that power level and character level are not the same. Not every hero quickly reaches the peak of their abilities. Typically, only seasoned individuals with significant experience can channel the highest-level abilities—feats equivalent to bending dimensions, summoning cosmic entities, or even halting the flow of time. \columnbreak ### Power Slots Regardless of how many powers a character possesses or has mastered, they can only use them a limited number of times before needing to rest or recover. Activating superhuman abilities, manipulating mystical energies, or unleashing cosmic blasts is no simple task—it requires physical effort, mental focus, and, in many cases, emotional stability. The higher the power’s level, the more taxing it is to channel. For this reason, some hero classes have a table that shows how many power slots are available at each level according to their progression. Whenever a character activates a power, they expend one of these available slots, filling the corresponding slot. You can imagine this as the body and mind’s capacity to withstand a certain energy discharge—smaller for basic powers and much greater for high-level feats. A long rest restores these power uses, allowing the hero to act at full capacity once more. Additionally, some character levels and abilities allow powers to be used without expending slots, such as the infinite slots at certain levels of the Conjurer or the Guardian. #### Using a Power at a Higher Level When a character activates a power using a slot above its base level, its effect automatically intensifies. Some powers increase in strength, range, or duration when used at higher levels, as indicated in their descriptions. ### Cantrips A cantrip is a minor power, an ability so ingrained in a character’s physiology, training, or energetic bond that it can be used without limit. Unlike more demanding powers, they do not consume the hero’s slots and do not need to be prepared in advance. These basic manifestations can come from various origins: a mutant who releases small electrical sparks, a technological hero who always has access to simple functions of their armor, or a mystic who masters minor everyday enchantments. In practice, cantrips are level 0 powers—useful and often impressive, but ones that do not overburden the character’s body or mind. They are abilities so intrinsic to their nature or equipment that they become almost instinctive. #### List of Powers On the next page begins the list of powers in order by level. The type of power to which a given power belongs is indicated in parentheses after its name. After that, all power descriptions appear in alphabetical order by the names of the powers. \pagebreakNum
##### **Cantrips** * Friendship (Psychic) * Meditative Focus (Psychic) * Snowball (Elemental, Ice) * Bombard (Kinetic) * Primordial Flame (Soul) * Twist (Kinetic) * Mystic Shot (Cosmic) * Druidcraft (Elemental, Flora) * Power Focus (Kinetic) * Light Orbs (General) * Minor Illusion (Psychic) * Inertia (Space) * Electromagnetic Interaction (Elemental, Electric) * Light (Elemental, Fire) * Telekinetic Hand (Telekinesis) * Message (Sound) * Obscure (Darkness) * Teleport Step (Space) * Glide (General) * Blind Spot (Polymorph) * Pow! (Kinetic) * Prestidigitation (General) * Fire Bolt (Elemental, Fire) * Ray of Frost (Elemental, Ice) * Mystic Burst (Cosmic) * Poison Spray (Elemental, Flora) * Repair (Time) * Mud Splash (Elemental, Earth) * Temporal Sense (Time) * Sense Device (Elemental, Electric) * Toll the Dead (Soul) * Arctic Breath (Elemental, Ice) * Poison Spray (Elemental, Flora) * Acid Touch (Elemental, Flora) * Chilling Touch (Soul) * Shocking Touch (Elemental, Electric) * Touch of Corruption (Soul) * Distant Touch (Space) * Vicious Mockery (Psychic) ##### **1st Level** * Haste (Time) * Ice Dagger (Elemental, Ice) * Alarm (Time) * Alter Metabolism (Polymorph) * Animal Friendship (Psychic) * Extended Strike (Polymorph) * Psychic Attack (Psychic) * Slippery Area (Space) * Force Armor (Telekinesis) * Icy Armor (Elemental, Ice) * Bless (Soul) * Goodberry (Elemental, Flora) * Command (Psychic) * Comprehend Languages (General) * Freeze (Elemental, Ice) * Cure Wounds (Soul) * Delay (Time) * Detect Disease and Poison (Soul) * Sudden Shift (Space) * Wrathful Destruction (Psychic) * Searing Destruction (Elemental, Fire) * Thunderous Destruction (Sound) * Floating Disk (Telekinesis) * Disguise Self (Polymorph) * Compelled Duel (Psychic) * Find Familiar (Soul) * Charm Person (Psychic) * Envelop (Darkness) * Extinguish (Darkness) * Speak with Animals (Soul) * Surtur’s Flames (Elemental, Fire) * Night Chill (Darkness) * Marvel Strike (Cosmic) * Heroism (Soul) * Silent Image (Psychic) * Infect (Elemental, Flora) * Inflict Wounds (Soul) * Justice from Above (Space) * Magnetokinesis (Telekinesis) * Helping Hand (Polymorph) * Flaming Hand (Elemental, Fire) * Hunter’s Mark (Soul) * Encrypted Message (Psychic) * Energy Missiles (Cosmic) * Shockwave (Elemental, Electric) * Thunderwave (Sound) * Innate Guidance (General) * Healing Word (Soul) * Longstrider (Polymorph) * Bane (Soul) * Venomous Fangs (Polymorph) * Protection from Good and Evil (Soul) * Jump (Kinetic) * Gravity Pulse (Telekinesis) * Purify Food (Elemental, Flora) * Feather Fall (Elemental, Wind) * Thor’s Lightning (Elemental, Electric) * Guiding Bolt (Cosmic) * Psychic Burst (Psychic) * Sonic Burst (Sound) * Sand Whirlwind (Elemental, Earth) * Reprimand (Elemental, Fire) * Hideous Laughter (Psychic) * Sanctuary (Space) * Sense Metal (Telekinesis) * Portal Punch (Kinetic) * Sleep (Psychic) * Caustic Spray (Elemental, Flora) * Corrosive Sweat (Elemental, Flora) * Dissonant Whispers (Sound) * Vapor (Elemental, Wind) * False Life (Soul) ##### **2nd Level** * Calm Emotions (Psychic) * Aid (Soul) * Alter Density (Polymorph) * Alter Self (Polymorph) * Enhance Ability (General) * Scratch Time (Time) * Enhanced Hearing (General) * Augury (Soul) * Enlarge/Reduce (Polymorph) * Telekinetic Weapon (Telekinesis) * Avalanche (Elemental, Ice, Earth) * Magic Mouth (Psychic) * Enthrall (Psychic) * Blindness/Deafness (Darkness, Sound) * Continual Flame (Elemental, Fire) * Crown of Madness (Psychic) * Grow Spikes (General) * Shatter (Sound) * Detect Thoughts (Psychic) * Limited Elasticity (Polymorph) * Find Traps (General) * Spider Climb (Polymorph) * Darkness (Darkness) * Elemental Shield (Elemental) * Flaming Sphere (Elemental, Fire) * Heat Metal (Elemental, Fire) * Healing Factor (General) * Arcane Lock (Space) * Acid Arrow (Elemental, Flora) * Chill of the Grave (Soul) * Hack Systems (Elemental, Electric) * Mirror Image (Psychic) * Hold Person (Telekinesis) * Tauric Charge (Kinetic) * Invisibility (Polymorph) * Water Jet (Elemental, Water) * Elemental Blade (Elemental) * Levitate (Space) * Locate Animals and Plants (Soul) * Locate Object (Space) * Gust of Wind (Elemental, Wind) * Mark of Punishment (Soul) * Animal Messenger (Soul) * Shape Metal (Telekinesis) * Blur (Polymorph) * Hover (Space) * Misty Step (Space) * Pass without Trace (Polymorph) * Pause Projectiles (Time) * Barkskin (Elemental, Flora) * Swing (General) * Propel Projectiles (Telekinesis) * Protection from Poison (Elemental, Flora) * Scorching Ray (Elemental, Fire) * Ray of Enfeeblement (Soul) * Freezing Ray (Elemental, Ice) * Moonbeam (Darkness) * Freezing Burst (Elemental, Ice) * Web (General)
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* Sand Pillar (Elemental, Earth) * Gentle Repose (Soul) * Lesser Restoration (General) * Silence (Sound) * Suggestion (Psychic) * Rope Trick (Telekinesis) * See Invisibility (General) * Zone of Truth (Psychic) ##### **3rd Level** * Cosmic Abyss (Elemental, Ice) * Absorb Power (General) * Environmental Adaptation (Polymorph) * Plant Growth (Elemental, Flora) * Walk on Water (Elemental, Water) * Animate Dead (Soul) * Mighty Throw (Kinetic) * Fireball (Elemental, Fire) * Expansive Pocket (Space) * Cacophony (Sound) * Chameleon (Polymorph) * Circle of Power (Soul) * Clairvoyance (Psychic) * Compression (Telekinesis) * Conjure Animals (Soul) * Call Lightning (Elemental, Electric) * Pit (Elemental, Earth) * Grow Plants (Elemental, Flora) * Create Food and Water (Elemental, Water) * Despair (Psychic) * Nondetection (Polymorph) * Dispel Power (General) * Blinding Destruction (Cosmic) * Earth Eruption (Elemental, Earth) * Shards (Telekinesis) * Expel Spikes (Polymorph) * Elemental Explosion (Elemental) * Speak with Dead (Soul) * Speak with Plants (Elemental, Flora) * Gaseous Form (Polymorph) * Slaughtering Fury (Kinetic) * Glyph of Warding (Soul) * Major Illusion (Psychic) * Slow (Time) * Daylight (Elemental, Fire) * Manipulate Device (Telekinesis) * Fear (Darkness) * Meld into Stone (Elemental, Earth) * Phantom Steed (Soul) * Blizzard (Elemental, Ice) * Stinking Cloud (Elemental, Flora) * Superior Smell (General) * Repulsive Wave (Telekinesis) * Hypnotic Pattern (Psychic) * Mass Healing Word (Soul) * Electric Step (Elemental, Electric) * Wind Wall (Elemental, Wind) * Persistence (General) * Nightmare (Psychic) * Blink (Space) * Blood Pool (Elemental, Water) * Protection from Energy (Cosmic) * Glacial Trail (Elemental, Ice) * Lightning Bolt (Elemental, Electric) * Remove Curse (Soul) * Repulsion (Telekinesis) * Water Breathing (Elemental, Water) * Revivify (Soul) * Bestow Curse (Soul) * Beacon of Hope (Soul) * Super Hearing (General) * Endure Attack (Polymorph) * Telekinesis (Telekinesis) * Tremor (Elemental, Earth) * Thunder (Sound) * Oxidizing Touch (Elemental, Flora) * Vampiric Touch (Darkness) * Speed (Time) * Constricting Vine (Elemental, Flora) * Infrared Vision (General) * Flight (General) ##### **4th Level** * Limited Shapechange (Polymorph) * Phantasmal Killer (Psychic) * Aura of Shadows (Darkness) * Banishment (Time) * Barricade (General) * Faithful Hound (Soul) * Secret Chest (Space) * Compulsion (Psychic) * Confusion (Psychic) * Conjure Elemental (Elemental) * Control Water (Elemental, Water) * Botanical Constructs (Elemental, Flora) * Dream Dome (Soul) * Deflect Projectiles (Kinetic) * Stunning Destruction (Psychic) * Storm Devourer (Elemental, Electric) * Deluge (Elemental, Water) * Dominate Beast (Psychic) * Elasticity (Polymorph) * Fire Shield (Elemental, Fire) * Resilient Sphere (Telekinesis) * Fluid Form (Elemental, Water) * Botanical Form (Elemental, Flora) * Frenzy (General) * Soul Guardian (Soul) * Mimic Objects (Polymorph) * Giant Insect (Polymorph) * Momentary Insubstantiality (Polymorph) * Mass Invisibility (Polymorph) * Locate Creature (Soul) * Lock Down (Kinetic) * Misfortune (Soul) * Manacle (Telekinesis) * Shape Ice (Elemental, Ice) * Freedom of Movement (Space) * Watcher’s Eye (Cosmic) * Root Swamp (Elemental, Flora) * Acid Wall (Elemental, Flora) * Wall of Fire (Elemental, Fire) * Wall of Light (Cosmic) * Sonic Wall (Sound) * Toxic Wall (Elemental, Flora) * Stone Skin (Elemental, Stone) * Blizzard Pillar (Elemental, Ice) * Polymorph (Polymorph) * Dimensional Portal (Space) * Death Ward (Soul) * Psychometry (Psychic) * Image Trail (Psychic) * Whirlpool (Elemental, Water) * Regenerate (General) * Rend the Skies (Elemental, Electric) * Private Sanctum (Space) * Danger Sense (General) * Sense Vital Signs (Soul) * Ice Storm (Elemental, Ice) * Black Tentacles (Darkness) * Hallucinogenic Terrain (Elemental, Flora) * Superior Vision (General) ##### **5th Level** * Paradoxical Acceleration (Time) * Alter Self Ultimate (Polymorph) * Teleportation Anchor (Space) * Animate Objects (Telekinesis) * Thunder and Tornado Strike (Sound) * Wind and Steel Strike (Elemental, Wind) * Flaming Strike (Elemental, Fire) * Enlarge/Reduce Ultimate (Polymorph) * Awaken (Soul) * Speed Barrage (Space) * Tree Stride (Elemental, Flora) * Commune (Cosmic) * Commune with Nature (Elemental) * Cone of Cold (Elemental, Cold) * Legendary Knowledge (Time) * Conjure Greater Elemental (Elemental) * Contagion (Soul) * Contact Watcher (Cosmic) * Control Winds (Elemental, Wind) * Consecrate (Soul) * Light Construction (Space) * Creation (Space) * Create Passage (Space) * Cure Wounds Ultimate (Soul) * Mislead (Polymorph) * Planar Destruction (Cosmic) * Dominate Person (Psychic) * Planar Incarnation (Soul) * Veil (Darkness) * Antilife Shield (Soul)
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* Elemental Form (Elemental) * Radiant Form (Soul) * Shadow Form (Darkness) * Toxic Form (Polymorph) * Mimic Substance (Polymorph) * Indomitability (Soul) * Counter Power (General) * Telepathic Bond (Psychic) * Eloquence (Soul) * Arcane Hand (Space) * Tidal Wave (Elemental, Water) * Mission (Psychic) * Modify Memory (Psychic) * Deadly Fog (Elemental, Flora) * Destructive Wave (Cosmic) * Gravitational Wall (Telekinesis) * Wall of Force (Telekinesis) * Wall of Stone (Elemental, Earth) * Anvil Weight (Space) * Plague (Soul) * Insect Plague (Elemental, Flora) * Electromagnetic Pulse (Elemental, Electric) * Reincarnate (Soul) * Greater Restoration (General) * Raise Dead (Soul) * Arctic Pulse (Elemental, Ice) * Similarity (Polymorph) * Dream (Psychic) * Super Flight (General) * Scrying (Psychic) ##### **6th Level** * Planar Ally (Cosmic) * Amplify (Sound) * Visual Attack (Soul) * Blade Barrier (Elemental) * Flesh to Stone (Elemental, Earth) * Circle of Death (Soul) * Conjure Fey Being (Soul) * Contingency (Soul) * Control Blood (Elemental, Water) * Create Undead (Soul) * Invulnerability Dome (Telekinesis) * Complete Healing (Soul) * Irresistible Dance (Psychic) * Disintegrate (Soul) * Full Disease (Soul) * Find the Path (Space) * Volcanic Eruption (Elemental, Earth, Fire) * Freezing Sphere (Elemental, Ice) * Fixate (Telekinesis) * Explosive Force (Kinetic) * Guards & Wards (Space) * Programmed Illusion (Psychic) * Insubstantiality (Polymorph) * Invisibility Ultimate (Polymorph) * Instant Summoning (Space) * Launch (Telekinesis) * Move Earth (Elemental, Earth) * Entropic Wave (Soul) * Power Word Recall (Time) * Shadow Step (Darkness) * Wall of Thorns (Elemental, Flora) * Wall of Ice (Elemental, Ice) * Bottomless Pit (Psychic) * Sunbeam (Cosmic) * Regenerate Others (Soul) * Boiling Blood (Elemental, Water) * Mass Suggestion (Psychic) * Teleport (Space) * Transport via Plants (Elemental, Flora) ##### **7th Level** * Animate Sword (Elemental) * Fireball Ultimate (Elemental, Fire) * Conjure Celestial (Soul) * Duplicate Self (Polymorph) * Veil Ultimate (Darkness) * Arcane Sword (Telekinesis) * Tree Form (Elemental, Flora) * Swarm Form (Polymorph) * Ethereal Form (Space) * Reverse Gravity (Space) * Guide Lightning (Elemental, Electric) * Speed Surge (Space) * Isolation (Time) * Acid Jet (Elemental, Flora) * Greater Magnetokinesis (Telekinesis) * Magnificent Mansion (Space) * Momentum (Kinetic) * Power Word (Cosmic) * Force Cage (Telekinesis) * Project Illusion (Psychic) * Chronal Burst (Time) * Shadow Burst (Darkness) * Reflect Damage (General) * Retrocognition (Time) * Resurrection (Soul) * Simulacrum (Psychic) * Prismatic Spray (Elemental) * Elemental Storm (Elemental) * Sandstorm (Elemental, Earth) * Plane Shift (Space) * Waterspout (Elemental, Water) * X-Ray Vision (General) * Flight Ultimate (General) ##### **8th Level** * Walk on the Winds (Elemental, Wind) * Antipathy/Sympathy (Psychic) * Assassinate (Kinetic) * Neural Shock (Elemental, Electric) * Clone (Soul) * Commune with the Biosphere (Elemental) * Control Weather (Elemental, Wind) * Biomagnetic Control (Telekinesis) * Dominate Creature (Psychic) * Duplicate Cocoon (Elemental, Flora) * Elasticity Ultimate (Polymorph) * Feeblemind (Psychic) * Primordial Source (Soul) * Animal Form (Polymorph) * Insubstantiality Ultimate (Polymorph) * Maze (Space) * Elemental Mist (Elemental) * Caustic Wave (Elemental, Flora) * Power Word Stun (Psychic) * Elemental Burst (Elemental) * Radiate (Elemental, Fire) * Demiplane (Space) * Telekinesis Ultimate (Telekinesis) * Earthquake (Elemental, Earth) * Tsunami (Elemental, Water) * Flame Transformation (Elemental, Fire) * Supersonic Flight (General) ##### **9th Level** * Shapechange (Polymorph) * Imprisonment (Space) * Sand Coffin (Elemental, Earth) * Channel Shuma-Gorath (Cosmic) * Meteor Swarm (Elemental, Earth) * Complete Healing Ultimate (Soul) * Wish (Soul) * Magnetokinesis Ultimate (Telekinesis) * Power Word Kill (Soul) * Prismatic Wall (Psychic) * Time Stop (Time) * Polymorph Ultimate (Polymorph) * Portal (Space) * Foresight (Time) * Astral Projection (Soul) * Protagonism (General) * Requiem (Soul) * Resurrection Ultimate (Soul) * Second Blood (Elemental, Water) * Singularity (Cosmic) * Storm of Vengeance (Elemental, Electric) * Glacial Storm (Elemental, Ice) * Absolute Zero (Elemental, Ice)
\pagebreakNum ### Cosmic Abyss *3rd level, elemental (ice)* **Execution time:** 1 action **Range:** 150 feet, 4.5-meter radius **Duration:** Concentration, up to 1 minute You invoke a void of freezing darkness, similar to deep space, which fills a 4.5-meter-radius sphere centered on a point within range for the duration. Any creature that starts its turn in the area or enters it for the first time on a turn must make a Constitution saving throw or take 6d6 cold damage. All creatures that rely on sight are blinded while inside the area. ***At Higher Levels:*** Add 1d6 cold damage for each power slot used above 3rd level. --- ### Absorb Power *3rd level, general* **Execution time:** 1 action **Range:** Touch **Duration:** 1 minute When you touch a willing creature that possesses superpowers, you can absorb one of its powers of a level for which you have power slots. You can then use that power as if it were your own for the duration. During this time, the original owner is unable to use the power. When you use the absorbed power, you must expend a slot as normal, unless you have unlimited slots at that level, in which case you may use the absorbed power without limit as well. To use this power on an unwilling target, you must first observe them using the power. Once you have seen the target use it, you must make skin-to-skin contact to attempt to absorb it. Your GM may rule that a melee attack is required. If you successfully touch them, the target must make a Charisma saving throw against your DC. On a failed save, you absorb that specific power and they lose access to it for the duration. ***At Higher Levels:*** If you use a 4th- or 5th-level slot, the duration increases to 10 minutes. If you use a 6th- or 7th-level slot, the duration increases to 1 hour. If you use an 8th- or 9th-level slot, the duration increases to 1 day. --- ### Calm Emotions *2nd level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 6-meter-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature may choose to fail this save if it wishes. If a creature fails the save, choose one of the following two effects: * You may suppress any effect causing the creature to be charmed or frightened. When this power ends, any suppressed effect resumes, provided its duration has not expired in the meantime. * Alternatively, you may make a target indifferent toward creatures of your choice that are hostile to it. This indifference ends if the target is attacked or harmed by a power, or if it witnesses any of its allies being harmed. When the power ends, the creature becomes hostile again unless the GM rules otherwise. ***At Higher Levels:*** Using a 3rd-level slot or higher increases the area you can affect. For each level above 2nd, the sphere’s radius increases by 5 feet. --- ### Accelerate *1st level, time* **Execution time:** 1 reaction **Range:** 30 feet **Duration:** Instantaneous As a reaction when initiative is rolled, you can accelerate one visible creature within range. It adds 5 + your proficiency bonus to its Initiative roll. --- ### Paradoxical Acceleration *5th level, time* **Execution time:** 1 action **Range:** Touch **Duration:** 1 minute You touch a willing creature, imbuing it with chronal energy. For the duration, all of the creature’s attacks deal an additional 3d10 energy damage. In addition, the creature gains 2 additional actions that can be used to take one of the following actions: Attack, Dash, or Disengage. When the power ends, the creature gains 1 level of exhaustion and takes 3d10 energy damage. --- ### Ice Dagger *1st level, elemental (ice)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous Using a drop of water or a piece of ice, you freeze the air into the shape of a dagger and hurl it at a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d8 piercing damage and 1d6 cold damage. Even if you do not exceed the target’s AC, the shard explodes in a 1.5-meter radius around the target. All creatures in that area must make a Dexterity saving throw. On a failure, a creature takes 2d6 cold damage. ***At Higher Levels:*** Using a 2nd-level slot or higher increases the damage by 1d8 and 1d6 for each level above 1st. --- ### Environmental Adaptation *3rd level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour Your body adapts to the environment. If your environment contains a hazard that deals one or more types of damage to you, you gain resistance to one of those damage types of your choice. For example, if you are in a hot location that radiates fire and radiant damage, you may choose resistance to either fire or radiant damage, but not both. \pagebreakNum In addition, you can breathe normally in any environment, regardless of the atmosphere, and you have advantage on saving throws made against harmful gases and vapors (such as clouds and inhaled poison effects). --- ### Aid *2nd level, soul* **Execution time:** 1 action **Range:** 30 feet **Duration:** 8 hours Your power inspires your allies with vigor and determination. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. ***At Higher Levels:*** When you use this power with a 3rd-level slot or higher, the targets’ hit points increase by an additional 5 for each slot level above 2nd. --- ### Alarm *1st level, time (Ritual)* **Execution time:** 1 minute **Range:** 30 feet **Duration:** 8 hours You set an alarm against unwelcome intruders. Choose a door, a window, or an area within range that is no larger than 20 cubic feet. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that will not trigger the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1.5 kilometers of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 minutes within an 18-meter radius. --- ### Planar Ally *6th level, cosmic (Ritual)* **Execution time:** 10 minutes **Range:** 60 feet **Duration:** Instantaneous You beseech the aid of a supernatural entity. The being must be known to you: a god, a celestial, a demon prince, or some other cosmic power. That entity sends a loyal servant, an angel, an elemental, or even a demon to assist you, causing the creature to appear in an unoccupied space within range. If you know the name of a specific creature, you may name it when you cast this power to request it, though you might receive a different creature at the GM’s discretion. When the creature appears, it is under no compulsion to behave in any particular way. You may request that it perform a service in exchange for payment, but it is not required to do so. The requested task can range from simple (“fly us across the chasm” or “help us fight”) to more complex (“spy on our enemies” or “protect us during our assault on the enemy base”). You must be able to communicate with the creature to negotiate its services. Payment can take many forms. An angel may require a substantial donation of money or powerful items to an allied temple, while a demon may demand a living sacrifice or valuable treasures. Some creatures may trade their services for a quest you undertake on their behalf. Generally, a task measured in minutes requires payment worth $100 per minute; measured in hours requires $1,000 per hour; and measured in days (up to 10 days) requires $10,000 per day. The GM may adjust these payments based on the circumstances under which you cast the power. If the task aligns with the creature’s ethos, payment may be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks may demand greater compensation. Creatures rarely accept tasks that appear suicidal. If you cannot reach an agreement on payment, the creature immediately returns to its home plane. After the creature completes the task, or when the agreed duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate and possible. --- ### Alter Density *2nd level, polymorph* **Execution time:** 1 reaction **Range:** Self **Duration:** Concentration, up to 1 minute You can choose to alter your density as a reaction whenever you make a Strength or Dexterity saving throw, or an Athletics or Acrobatics check. Instead of changing your body mass by stretching and contracting, you maintain your form and increase or decrease your density, becoming heavier or lighter. When you activate this power and choose to increase your density, you have advantage on Athletics checks and Strength saving throws to resist being pushed, knocked prone, or moved against your will. If you choose to decrease your density instead, you gain advantage on Dexterity saving throws and Acrobatics checks. You can maintain your altered density as long as you concentrate on this power. As an action, you may switch from increasing your density to decreasing it, or vice versa, for the duration. --- ### Shapechange *9th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature cannot be a construct or undead, and you must have seen that type of creature at least once. You transform into an average example of that creature, one without any class levels. Your game statistics are replaced by the statistics of the chosen form; however, you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You also retain your saving throw proficiencies and gain those of the new creature. \pagebreakNum
If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus instead of your own. You cannot use any legendary or lair actions of the new form. You assume the hit points and Hit Dice of your new form. When you revert to your normal form, you return to the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage does not reduce your normal form to 0 hit points, you do not fall unconscious. You retain the benefits of any features from your class, race, or other sources and can use them, provided your new form is physically capable of doing so. You cannot use any special senses you possess (for example, darkvision) unless the new form also has that sense. You can speak only if the new form is normally capable of speech. When you transform, you may choose whether your equipment falls to the ground, merges into your new form, or is worn by it. Worn and carried equipment functions normally. The GM determines what equipment the new form can reasonably wear or use, based on the creature’s shape and size. Your equipment does not change shape or size to fit the new form, and any equipment the new form cannot wear must either fall to the ground or merge into it. Equipment that merges has no effect while in that state. For the duration of the power, you may use your action to assume a different form, following the same restrictions and rules as the original form, with one exception: if your new form has more hit points than your current form, your hit points remain at their current value. --- \columnbreak ### Limited Shapechange *4th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your proficiency bonus or lower. The creature cannot be a construct or undead, and you must have seen that type of creature at least once. You transform into an average example of that creature rather than a specific individual, without any class levels or powers. You lose the benefit of any features from your class, race, or other sources, and you cannot use any special senses you have (for example, darkvision) unless your new form also has that sense. You can speak only if the creature can normally speak, and you cannot use other powers while transformed. Your game statistics are replaced by those of the chosen form; however, you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You also retain your saving throw proficiencies and gain those of the new creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus instead of your own. You cannot use any legendary or lair actions of the new form. You assume the hit points and Hit Dice of your new form. When you revert to your normal form, you return to the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage does not reduce your normal form to 0 hit points, you do not fall unconscious. For the duration of the power, you may use your action to assume a different form, following the same restrictions and rules as the original form, with one exception: if your new form has more hit points than your current form, your hit points remain at their current value. --- ### Alter Metabolism *1st level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes You have remarkable control over your body, including your metabolic processes; when you activate this power, you choose whether to accelerate or slow them. If you choose to slow them, your heart rate and breathing decrease significantly and your body temperature drops. You require very little air, food, or water while concentrating on this power. In addition, you have advantage on Stealth checks, but your speed is halved and you cannot take the Dash or Attack actions. If you choose to accelerate your metabolism instead, your speed increases by 10 feet and you regain 1 hit point every minute as you accelerate your natural healing process. \pagebreakNum ### Alter Self *2nd level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour You assume a different form. When you cast this power, choose one of the following options; its effects last for the duration. While the power lasts, you can end one option as an action to gain the benefits of a different one. ***Aquatic Adaptation:*** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. ***Change Appearance:*** You transform your appearance. You decide what you look like, including height, weight, facial features, the sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also cannot appear as a creature of a different size than you, and your basic shape remains the same; if you are bipedal, you cannot use this power to become quadrupedal, for example. At any time for the duration, you can use your action to change your appearance in this way again. ***Natural Weapons:*** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon chosen, and you are proficient with your unarmed strikes. Finally, the natural weapon deals true damage, and you gain a +1 bonus to attack and damage rolls made with it. --- ### Alter Self Ultimate *5th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour You alter your form with sophistication. When you use this power, choose one or more of the following options; their effects last for the duration. While the power lasts, you can end one option as an action to gain the benefits of a different one. ***Aquatic Adaptation:*** You adapt your body to an aquatic environment; gills sprout and webbing grows between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. ***Change Appearance and Equipment:*** You transform your appearance, including your clothing and equipment, height, weight, facial features, voice, hair length, coloration, and distinguishing characteristics, if any. You can appear as a member of another race, though none of your statistics change. You can also alter the appearance of your clothing and items, or manifest the appearance of clothing from your body, even if you are not wearing clothes or carrying equipment. You can transform your skin into clothing matching that worn by your target. The texture is convincing, but these garments are attached to your skin and cannot be removed. You can even manifest the appearance of weapons, though they can only make melee attacks and count as unarmed strikes. You cannot transform into a creature of a different size than you; your basic form remains the same. If you are bipedal, you cannot use this power to become quadrupedal. At any time during the duration, you may use your action to change your appearance in this way again. ***Natural Weapons:*** You grow claws, fangs, spines, horns, or another natural weapon of your choice. Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the weapon, and you are proficient with your unarmed strikes. Finally, your attacks deal true damage, and you gain a +3 bonus to attack and damage rolls made with them. --- ### Friendship *Cantrip, psychic* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute For the duration, you have advantage on all Charisma checks directed at one creature of your choice that is not hostile toward you. When the power ends, the creature realizes you used a power to influence its mood and becomes hostile toward you. A creature prone to violence may attack you. Another creature may seek other forms of retaliation (at the GM’s discretion), depending on the nature of your interaction with it. --- ### Animal Friendship *1st level, psychic* **Execution time:** 1 action **Range:** 30 feet **Duration:** 24 hours This power lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must be able to see and hear you. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or one of your companions harms the target, the power ends. ***At Higher Levels:*** When you use this power with a 2nd-level slot or higher, you can affect one additional beast for each slot level above 1st. --- ### Enhance Ability *2nd level, general* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 hour You touch a creature and grant it a magical enhancement. Choose one of the following effects; the target gains that effect for the duration. ***Cat’s Agility:*** The target has advantage on Dexterity checks. It also takes no damage from falling 20 feet or less, provided it is not incapacitated. ***Fox’s Cunning:*** The target has advantage on Intelligence checks. ***Eagle’s Splendor:*** The target has advantage on Charisma checks. ***Bull’s Strength:*** The target has advantage on Strength checks, and its carrying capacity is doubled. ***Owl’s Wisdom:*** The target has advantage on Wisdom checks. \pagebreakNum ***Bear’s Endurance:*** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends. ***At Higher Levels:*** When using a 3rd-level slot or higher, you can select one additional effect for each slot level above 2nd, applying the effects to yourself or to allies. Thus, if used with a 5th-level slot, you can enhance four abilities among yourself or your allies. --- ### Plant Growth *3rd level, elemental (flora)* **Execution time:** 1 action or 8 hours **Range:** 150 feet **Duration:** Instantaneous This power channels vitality into plants within a specific area. There are two possible uses for this power, providing either immediate or long-term benefits. If you cast this power using 1 action, choose a point within range. All normal plants in a 30-meter radius centered on that point become thick and overgrown. A creature moving through the area must spend 20 feet of movement for every 5 feet it moves. You can exclude one or more areas of any size within the power’s area from being affected. If you cast this power over 8 hours, you enrich the land. All plants in an 800-meter radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. --- ### Amplify *6th level, sonic* **Execution time:** 1 action **Range:** Self (18-meter cone) **Duration:** Instantaneous You emit a high-pitched, horrific sound that disorients and harms all who hear it. Each creature in an 18-meter cone must make a Constitution saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much on a success. Targets that fail the save must roll a d4 and subtract the number rolled from their attack rolls and saving throws for the next minute. ***At Higher Levels:*** When using a 6th-level slot or higher, the damage increases by 1d8 for each slot level above 5th. --- ### Teleportation Anchor *5th level, space* **Execution time:** 1 minute **Range:** 10 feet **Duration:** 1 round As you use this power, you imbue a stationary Medium inanimate object on the ground with a mark, allowing you to always return to it successfully via teleportation. You may also link this anchor to another anchor you have created on this plane of existence, allowing reliable transport between them when you use this power. When you do so, a glowing portal opens within the circle you draw and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination anchor, or in the nearest unoccupied space if that space is occupied. Some superhero headquarters have teleportation anchors established somewhere within their confines. Each anchor is unique. When you first gain the ability to use this power, you become familiar with two anchors on the Material Plane, determined by the GM. You can become familiar with additional anchors during your adventures. You can commit a new anchor to memory after studying it for 1 minute. You can create a permanent teleportation anchor by casting this power in the same location every day for 1 year. You do not need to teleport to or from the anchor when casting the power in this way. --- ### Walk on Water *3rd level, elemental (water) (ritual)* **Execution time:** 1 minute **Range:** 30 feet **Duration:** 1 hour This power grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava may still take fire damage). If you are submerged in a liquid when you cast this power, it carries you to the surface at a rate of 60 feet per round. --- ### Walk on the Winds *8th level, elemental (wind)* **Execution time:** 1 minute **Range:** 30 feet **Duration:** 8 hours You and up to 10 willing visible creatures within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 600 feet and resistance to bludgeoning, piercing, and slashing damage. The only actions a creature can take in this form are Dash or an action to revert to its normal form. Reverting takes 1 minute, during which the creature is incapacitated and cannot move. Until the power ends, a creature may return to cloud form, which also requires 1 minute to transform. If a creature is in cloud form and flying when the effect ends, it descends 60 feet per round until it lands safely. If it cannot land after 1 minute, it falls the remaining distance. \pagebreakNum ### Animate Sword *7th level, elemental* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You conjure a sword of a chosen element that hovers within range for the duration. When the sword appears, you make a melee attack with it against a target within 5 feet. On a hit, the target takes 3d10 damage and suffers an Elemental Effect. The damage type and effect are determined by the sword’s element, as indicated in the Elemental Effects table. Until the power ends, you can use a bonus action on each of your turns to move the sword up to 15 feet to a visible point and repeat this attack against the same or a different target. ***At Higher Levels:*** When using an 8th-level or higher power slot, the damage increases by 2d10 for each level above 7th.
---
### Animate Objects *5th level, telekinesis* **Execution time:** 1 action **Range:** 320 feet **Duration:** Concentration, up to 1 minute Objects come to life at your command. Choose up to ten nonmagical objects within range that aren’t being worn or carried. * Medium objects count as two objects, Large as four, and Huge as eight. You cannot animate objects larger than Huge. * Each object becomes a creature (construct) under your control until the power ends or it drops to 0 HP. With a bonus action, you can mentally command any creature you created if it is within 320 feet. If controlling multiple creatures, you may command any or all simultaneously, issuing the same command to each. You decide what action the creature takes and where it moves on its next turn, or give a general command, such as guarding a specific chamber or corridor. If you give no command, the creatures defend themselves against hostile creatures. Once given an order, a creature continues following it until the task is complete. ##### Animated Object Statistics | Size | HP | AC | Str | Dex | Attack | | ------ | -- | -- | --- | --- | ------------------------ | | Tiny | 20 | 18 | 4 | 18 | +8 to hit, 1d4+4 damage | | Small | 25 | 16 | 6 | 14 | +6 to hit, 1d8+2 damage | | Medium | 40 | 13 | 10 | 12 | +5 to hit, 2d6+1 damage | | Large | 50 | 10 | 14 | 10 | +6 to hit, 2d10+2 damage | | Huge | 80 | 10 | 18 | 6 | +8 to hit, 2d12+4 damage | If ordered to attack, an object can make a single melee attack against a creature within 5 feet. It makes a bludgeoning attack using the attack and damage bonus based on its size. The DM may determine if a specific object deals slashing or piercing damage based on its shape. ***At Higher Levels:*** When cast using a 6th-level or higher power slot, you can animate two additional objects for each slot level above 5th. --- ### Animate Dead *3rd level, soul (ritual)* **Execution time:** 1 minute **Range:** 10 feet **Duration:** Instantaneous This power creates an undead servant. Choose a pile of bones or a Medium or Small humanoid corpse within range. Your power imbues the target with an unholy imitation of life, creating a creature that becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM uses the appropriate creature statistics). On each of your turns, you can use a bonus action to mentally command any creature you created with this power, if it is within 60 feet. If you control multiple creatures, you may command any or all simultaneously, issuing the same command to each. You decide what action the creature takes and where it moves on its next turn, or give a general command, such as guarding a chamber or corridor. If you give no command, the creatures defend themselves against hostile creatures. Once given an order, the creature continues following it until the task is complete. The creature remains under your control for 24 hours. After that, it stops obeying your commands. To maintain control for another 24 hours, you must cast this power on the creature again before the current 24 hours expire. This use of the power can restore control over up to four creatures you have animated, instead of animating a new one. ***At Higher Levels:*** When cast using a 4th-level or higher power slot, you can animate or regain control of two additional undead for each slot level above 3rd. Each creature must come from a different corpse or pile of bones. \pagebreakNum --- ### Antipathy/Sympathy *8th level, psychic* **Execution time:** 1 hour **Range:** 60 feet **Duration:** 10 days This power allows you to attract or repel creatures of your choice. Choose a target within range, either a creature or object of Huge size or smaller, or an area no larger than 200 cubic feet. Then specify a type of intelligent creature, such as aliens, devils, or cosmic beings. You envelop the target in an aura that attracts or repels the designated creatures for the duration. Choose antipathy or sympathy as the effect. * **Antipathy:** Creatures of the chosen type feel compelled to avoid the target. When within 60 feet of the target or able to see it, the creature must succeed on a Wisdom saving throw or become frightened. While frightened, the creature uses its movement to flee to the nearest safe location where it cannot see the target. If it moves beyond 60 feet or loses sight, the effect ends temporarily but resumes if it returns within range. * **Sympathy:** Creatures of the chosen type feel compelled to approach the target. When within 60 feet or able to see it, the creature must succeed on a Wisdom saving throw or use its movement on each turn to enter the area or move within the target’s reach. Once it has done so, it cannot voluntarily move away. **Ending the Effect:** At the end of its turn, if a creature is not within 60 feet or cannot see the target, it may make a Wisdom saving throw to end the effect. Successful saves grant immunity for 1 minute. Creatures may retry saving throws every 24 hours while the power persists. --- ### Scratch Time *2nd level, time* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous A celestial blue beam stretches from your fingers to a target within range. The target must succeed on a Wisdom saving throw or take 2d6 force damage and have its initiative moved to the last position on the turn order for 1 round. ***At Higher Levels:*** When cast with a 3rd-level or higher power slot, damage increases by 1d6 per slot level above 2nd. --- \columnbreak ### Assassinate *8th level, kinetic* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 minute When prepared, you become a deadly assassin. The next time you hit a creature with a weapon attack before the power ends, you deal an extra 12d6 force damage. This damage cannot be added to a power attack. --- ### Phantasmal Assassin *4th level, psychic* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 minute You tap into the target’s nightmares and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, it takes 4d10 psychic damage and is frightened for the duration. At the end of each of the target’s turns, it must make another Wisdom saving throw or take an additional 4d10 psychic damage. A successful save ends the effect. ***At Higher Levels:*** When cast using a 5th-level or higher power slot, damage increases by 1d10 per level above 4th. --- ### Extended Strike *1st level, polymorph* **Execution time:** 1 action **Range:** 10 feet **Duration:** Instantaneous Your fist or foot extends nearly three times its normal size and standard density, allowing you to strike an enemy with the force of a hammer. Make a melee attack against a creature within reach. On a hit, the target takes 2d12 + your unarmed damage as bludgeoning damage. ***At Higher Levels:*** When cast with a 2nd-level or higher power slot, damage increases by 1d12 per slot level above 1st. ### Thunder and Tornado Strike *5th level, sound* **Execution time:** 1 action **Range:** 150 ft, 30 ft radius **Duration:** Instantaneous A blast of thunderous force detonates in a 30 ft radius sphere from a point within range. Each creature in the area must make a Constitution saving throw. A target takes 10d6 thunderous damage on a failed save, or half as much on a success. ***At Higher Levels:*** When using a 6th-level or higher power slot, the damage increases by 1d6 for each level above 5th. \pagebreakNum --- ### Wind and Steel Strike *5th level, elemental(wind)* **Execution time:** 1 action **Range:** 30 ft **Duration:** Instantaneous You swing a weapon used for the attack and then it vanishes to strike enemies like the wind. Choose up to five creatures you can see within range. Make a true melee attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 ft of one of the targets you hit or missed. --- ### Flaming Strike *5th level, elemental(fire)* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous A vertical column of luminous fire roars from the sky at a location you designate. Each creature in a cylinder 10 ft radius and 40 ft high centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much on a success. ***At Higher Levels:*** When using a 6th-level or higher power slot, fire or radiant damage (your choice) increases by 1d6 per slot level above 5th. --- ### Psychic Strike *1st level, psychic* **Execution time:** 1 action **Range:** 5 ft **Duration:** Instantaneous A wave of mental energy radiates from you, striking nearby enemies. Each visible creature within range must succeed on a Constitution saving throw or take 2d10 psychic damage and have disadvantage on concentration checks caused by damage. ***At Higher Levels:*** When using a 2nd-level or higher power slot, damage increases by 1d10 per slot level above 1st. --- ### Visual Strike *6th level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute For the duration of the power, your eyes become a dark void imbued with terrible power. 1 visible creature within 60 ft of you must succeed on a Wisdom saving throw or be affected by one of the following effects for the duration: **Sicken:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it may make another Wisdom saving throw. On a success, the effect ends. **Sleep:** The target falls unconscious. It awakens if it takes damage or if another creature uses its action to shake it awake. **Frighten:** The target becomes frightened of you. On each of its turns, the frightened creature must use the Dash action and move away from you by the safest and shortest route available, unless there is nowhere to go. If the target moves at least 60 ft from you and can no longer see you, the effect ends. On each of your turns until the power ends, you can use your action to target another creature, but you cannot target a creature again if it successfully saves against this use of visual strike. --- ### Meditative Attention *Cantrip, psychic* **Execution time:** 1 action **Range:** Self **Duration:** 1 minute With an action, you sit, meditate, or lie in a position and center yourself, calming your mind and emotions while extending your awareness. For the duration, if you remain prone, you have advantage on Insight and Perception checks. --- ### Enhanced Hearing *2nd level, general* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes You expand your auditory awareness and, in particular, sounds, which you interpret to gain additional information. You can assess the height and exact location of a person by the sound of their footsteps, the speed, direction, style, and model of a car from its engine noise, or the exact location of a firearm being fired. With an action, you can also hear someone speak and detect stress or deception in their voice. While using this power, you have advantage on Perception checks involving hearing and Insight checks related to listening to someone speak. --- ### Augury *2nd level, soul(ritual)* **Execution time:** 1 minute **Range:** Self **Duration:** Instantaneous By casting lots, rolling bones, laying out tarot cards, or using another divination tool, you receive an omen from an otherworldly entity regarding the outcome of a particular course of action you plan to take within the next 30 minutes. \pagebreakNum The Master chooses among the following possible omens: * *Prosperity*, for good outcomes * *Misfortune*, for bad outcomes * *Prosperity and Misfortune*, for both good and bad outcomes * *Nothing*, for outcomes that are neither particularly good nor bad The power does not account for any circumstances that might change the future outcome, such as additional powercasting or the loss or gain of a companion. If you cast the power two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you receive a random answer. The Master makes this roll in secret. --- ### Enlarge/Reduce *2nd level, polymorph* **Execution time:** 1 action **Range:** 30 ft **Duration:** Concentration, up to 1 minute You cause a creature or object you can see that is not being worn or carried within range to grow or shrink for the duration. If the target is unwilling, it can make a Constitution saving throw. On a success, the power has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by the affected creature returns to normal size. **Enlarge:** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category — from Medium to Large, for example. If there is not enough space for the target to double in size, the creature or object attains the maximum possible size within the available space. Until the power ends, the target also has advantage on Strength checks and saves. The target’s weapons and unarmed attacks also grow to match its new size and deal an extra 1d4 damage. **Reduce:** The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category — from Medium to Small, for example. Until the power ends, the target also has disadvantage on Strength saving throws. The target’s weapons shrink to match its new size, but it deals 1d4 less damage (cannot reduce damage below 1). --- ### Enlarge/Reduce Ultimate *5th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes You become larger or smaller for the duration. Everything you are wearing and carrying changes size with you; any item you drop returns to normal size. **Enlarge:** Your size quadruples in all dimensions, and your weight is multiplied by 20. This growth increases your size by 2 categories — from Medium to Huge, for example. If there is not enough space for you to quadruple in size, you attain the maximum possible size within the available space. Until the power ends, you also have advantage on Strength saving throws and disadvantage on Dexterity saving throws. Your weapons also grow to match your new size, and your attacks with them deal 2d6 extra damage for each size category you grow. **Reduce:** Your size is reduced in all dimensions, and your weight is reduced to 1/20th of normal. This reduction decreases your size by 2 categories — from Medium to Tiny, for example. Until the power ends, you have disadvantage on Strength saving throws and advantage on Dexterity saving throws. Your weapons also shrink to match your new size; however, your attacks can still deal the same damage. **Repetition:** On each subsequent turn after using this power, you can enlarge or reduce your size again. So if you enlarged to Huge, doing so again would make you Gargantuan. Your damage increases by 2d6 for enlargement. Likewise, you can reduce yourself from Tiny to Microscopic. --- ### Shadow Aura *4th level, darkness* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute Shadowy tendrils emanate from your body, surrounding you in an area of darkness 5 ft in radius. Although you can still see through these shadows without difficulty, you count as being Hidden to other creatures, including those with darkvision. Light cannot penetrate this darkness, and you have resistance to radiant and fire damage for the duration. The shadows also muffle your sounds, allowing you to move in complete silence.
\pagebreakNum --- ### Imprisonment *9th level, space* **Execution time:** 1 minute **Range:** 30 ft **Duration:** Until dipowered You create a superpowered prison to trap a creature you can see within range. The target must succeed on a Wisdom saving throw or be bound by this power; if it succeeds, it is immune to this power if you cast it again. While affected by this power, the creature does not need to breathe, eat, or drink, and does not age. Superpowers cannot locate or detect the target. When you cast the power, you choose one of the following forms of imprisonment: **Minimal Containment:** The target shrinks to 0.4 in height and is trapped inside a gemstone or similar object. Light can pass through the gem normally (allowing the target to see and other creatures to see inside), but nothing else can pass through, even by teleportation or planar travel. The gemstone cannot be cut or broken while the power remains in effect. **Chaining:** Heavy solid shadow shackles, firmly rooted to the ground, hold the target in place. The target is restrained until the power ends and cannot move or be moved by any means until then. **Burial:** The target is buried well beneath the earth in a superpowered shadow sphere just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to enter or exit it. **Covered Prison:** The power transports the target to a small demiplane protected against teleportation and planar travel; it can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. **Sleep:** The target falls asleep and cannot be awakened. **Ending the power:** During the use of the power in any of its forms, you can specify a condition that will cause the power to end and release the target. The condition can be as specific or elaborate as you choose, but the Master must agree that it is reasonable and has a likelihood of occurring. Conditions can be based on a creature’s name, identity, or similar, but otherwise must be based on observable actions or qualities and not intangibles such as level, class, or hit points. *Dispel power* can end this power if used as a 9th-level power. --- ### Slippery Area *1st level, space* **Execution time:** 1 action **Range:** 60 ft **Duration:** 1 minute Slippery grease covers the ground in a 10 ft square centered on a point within range, turning this area into difficult terrain for the duration. When the grease appears, each creature standing in the area must succeed on a Dexterity saving throw or fall prone. A creature entering the area or ending its turn there must succeed on a Dexterity saving throw or fall prone. ***At Higher Levels:*** When cast using a 2nd-level power slot or higher, the area of the square increases by 5 ft for each level above 1st. --- \columnbreak ### Telekinetic Weapon *2nd level, telekinesis* **Execution time:** 1 bonus action **Range:** 60 ft **Duration:** 1 minute You create a ghostly weapon floating within range that lasts for the duration or until you use this power again. The weapon can take any form you choose. When you use this power, you can make a melee attack against a creature within 5 ft of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 ft and repeat the attack against a creature within 5 ft of it. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, the damage increases by 1d8 for every 2 levels above 2nd. --- ### Mighty Throw *3rd level, kinetic* **Execution time:** 1 action **Range:** 120 ft **Duration:** Instantaneous With an action, you can pick up a Medium or smaller creature or an object weighing less than 200 lbs and hurl it at another object or creature within 120 ft. If you choose to pick up a creature, you must first attempt to grapple it if you have not already, as part of using this power this round. On a success, you can throw it this round as you would an object. Once you have picked it up, you can throw it at another visible object or creature within range. When it hits, the target makes a Dexterity saving throw. On a failed save, the target takes 6d8 bludgeoning damage. Regardless of the target’s save, the thrown creature or object also takes 6d8 bludgeoning damage. If the projectile or the target are breakable objects, they shatter on impact, dealing 2d4 bludgeoning damage to all creatures within 10 ft of the target. ***At Higher Levels:*** When cast using a 4th-level power slot or higher, the damage increases by 1d8 for each level above 3rd. --- ### Force Armor *1st level, telekinesis* **Execution time:** 1 action **Range:** Touch **Duration:** 8 hours You touch a willing creature not wearing armor, and a protective force surrounds it until the power ends. The target’s unarmored AC becomes 12 + its proficiency bonus + its Dexterity modifier. The power ends if the target dons armor, wields a shield, or if the power is dismissed as an action. \pagebreakNum --- ### Frost Armor *1st level, elemental (ice)* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour You manifest the power of ice by creating a protective icy force around yourself. During this time, you gain temporary hit points equal to twice your powercasting ability modifier. While you have these temporary hit points, all your weapon and unarmed attacks deal additional damage equal to your powercasting ability modifier as cold damage. Additionally, any creature that hits you with a melee attack while you have these temporary hit points takes cold damage equal to twice your powercasting ability modifier. --- ### Avalanche *2nd level, elemental (ice/earth)* **Execution time:** 1 action **Range:** Self (Cone 20 ft) **Duration:** Instantaneous An explosion of ice, snow, and rocks erupts from you. Each creature in a 15 ft cube originating from you must make a Strength saving throw. On a failed save, a creature takes 2d6 cold damage and 2d6 bludgeoning damage and is pushed 10 ft away from you. On a successful save, the creature takes half as much damage and is not pushed. Additionally, unsecured objects are automatically pushed 10 ft away from you by the power’s effect, and the area counts as difficult terrain until the end of your next turn. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, the bludgeoning damage increases by 1d6 for each level above 2nd. --- ### Awaken *5th level, soul* **Execution time:** 1 hour **Range:** Touch **Duration:** Instantaneous You touch a Huge or smaller beast or a plant that has an Intelligence of 3 or less. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a plant, it gains senses similar to a humanoid and the ability to move its branches, roots, vines, creepers, and so on. Your Master chooses the appropriate statistics for the awakened plant. The awakened beast or plant is charmed by you for 30 days or until you or your allies do something harmful to it. When the charmed condition ends, the awakened chooses whether to remain friendly toward you based on how you treated it while it was charmed. --- ### Banishment *4th level, time* **Execution time:** 1 action **Range:** 60 ft **Duration:** Concentration, up to 1 minute You attempt to remove one creature you can see within range from your space-time reality. The target must succeed on a Charisma saving throw or be banished, removed from this timeline. You banish it to a harmless demiplane where it is incapacitated, and time does not pass for it. The target remains there until the power ends, and it reappears at the space it occupied before, if unoccupied, or in the nearest unoccupied space. ***At Higher Levels:*** When cast using a 5th-level power slot or higher, you can target one additional creature for each level above 4th. --- ### Speed Barrage *5th level, space* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous You dash across the battlefield, striking enemies with impunity. Choose up to 5 creatures you can see within range for which you have a clear path. Make a powerful melee attack against each target, dealing 6d6 force damage to each one you hit. You end this action in a space you can move to on foot within range. ***At Higher Levels:*** When cast using a 6th-level power slot or higher, the damage increases by 1d6 for each slot above 5th. --- ### Blade Barrier *6th level, elemental* **Execution time:** 1 action **Range:** 120 ft **Duration:** Concentration, up to 10 minutes You create a vertical wall of razor-sharp blades made of hardened energy from an element of your choice. The wall appears within range and lasts for the duration. You can create a straight wall up to 150 ft long, 20 ft high, and 5 ft thick, or a circular wall up to 60 ft in diameter, 20 ft high, and 5 ft thick. The wall provides ¾ cover for creatures behind it, and its space counts as difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 damage of the type determined by the element. On a successful save, the creature takes half as much damage. ***At Higher Levels:*** When cast using a 7th-level power slot or higher, the damage increases by 1d10 for each level above 6th. --- \pagebreakNum ### Barricade *4th level, general* **Execution time:** 1 action **Range:** Touch **Duration:** 1 minute You pull or rip a large part of your environment— sidewalk, a nearby wall, or even a parking lot—and place it in front of you to use as an improvised barricade. This barricade is 10 ft wide and 10 ft high, and at least 3 ft thick of solid material, which is more than enough to stop most attacks. It collapses under its own weight after one minute, or after sustaining 30 points of damage. You can shape the barricade into a semicircle 10 ft wide and high if you prefer, as well as a dome large enough to cover 2 Medium creatures. --- ### Bless *1st level, soul* **Execution time:** 1 action **Range:** 30 ft **Duration:** Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack or saving throw. ***At Higher Levels:*** When you cast this power using a 2nd-level power slot or higher, you can affect one additional creature for each slot level above 1st. --- ### Enchanted Mouth *2nd level, psychic (ritual)* **Execution time:** 1 minute **Range:** 30 ft **Duration:** Until dispersed You implant a message within an object in range that is spoken when a condition is met. Choose a visible object not being used or carried by another creature, then speak a message of 25 words or fewer to be delivered within 10 minutes or less. Finally, determine the circumstance that will trigger the power to deliver your message. When this circumstance occurs, a supernatural mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the chosen object has a mouth or something resembling a mouth (like a statue’s mouth), the superpowered mouth appears so the words seem to come from the object. When you use this power, you can have it end after delivery, or it can remain and repeat your message whenever the trigger occurs. The triggering circumstance can be as general or detailed as you like, though it must be based on visual or audible conditions occurring within 30 ft of the object. For example, you can instruct the mouth to speak when any creature moves within 30 ft of the object or when a silver bell rings within range. \columnbreak --- ### Fireball *3rd level, elemental (fire)* **Execution time:** 1 minute **Range:** 150 ft **Duration:** Instantaneous A bright streak flashes from your fingertip toward a point you choose within range, then blossoms with a low roar into flames. Each creature in a 20 ft radius centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much on a success. The fire spreads, turning corners. It ignites flammable objects in the area that aren’t being worn or carried. ***At Higher Levels:*** When you cast this power using a 4th-level power slot or higher, the damage increases by 1d6 for each slot level above 3rd. --- ### Fireball Ultimate *7th level, elemental (fire)* **Execution time:** 1 minute **Range:** 150 ft **Duration:** Concentration, up to 1 minute A beam of yellowish light is fired from your fingertip, then condenses and hovers at the chosen point within range like a glowing bead, for the duration. When the power ends, either by your concentration being broken or by your choice, the bead explodes with a low roar into flames that spread, turning corners. Each creature in a 20 ft radius sphere centered on the bead must make a Dexterity saving throw. A creature takes damage equal to the total accumulated damage on a failed save, or half the total on a success. The base damage of the power is 12d6. If the bead has not detonated by the end of your turn, the damage increases by 1d6. If the glowing bead is touched before the interval expires, the creature that touched it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the bead to explode in flames. On a successful save, the creature can throw the bead up to 40 ft. When it hits a creature or solid object, the power ends and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. ***At Higher Levels:*** When you cast this power using an 8th-level power slot or higher, the base damage increases by 1d6 for each slot level above 7th. --- ### Snowball *Cantrip, elemental (ice)* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes A tightly packed snowball appears in your hand, remaining there for the duration and does not freeze you or your equipment. The power ends if you drop it with an action, throw the snowball, or cast this power again. You can attack with the snowball when casting this power, or with an action on a later turn, to throw the snowball at a creature up to 60 ft away from you. \pagebreakNum Make a ranged power attack. On a hit, the target takes 1d8 cold damage and must make a Dexterity saving throw, being blinded by snow and ice in their eyes until the start of your next turn on a failed save. The damage of this power increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 14th level (4d8), and 17th level (5d8). --- ### Expansive Pocket *3rd level, space* **Execution time:** 1 minute **Range:** Touch **Duration:** 1 hour You touch a container no larger than a backpack. For the duration, the container has an interior space much larger than its external dimensions. If the container is the size of a small pouch, which could normally be held, it now holds 53 cu ft or 60 lb. If it is a standard backpack, it now holds 1,765 cu ft or 265 lb. Regardless of what it contains, all equipment placed in the container must be able to pass through its normal opening. Retrieving an item from the bag requires an action. If the container is overloaded, pierced, or torn, it breaks and is destroyed, spilling its contents into the surrounding area. If the container is turned inside out, its contents spill out unharmed but must be set right before it can be used again. At the end of the duration, its contents spill out onto the ground around it. If the container is sealed or otherwise prevented from emptying, it bursts. --- ### Hurl *Cantrip, kinetic* **Execution time:** 1 action **Range:** 120 ft **Duration:** Instantaneous You pick up something nearby and throw it at someone. Make a ranged power attack against a target within range. On a hit, the target takes 1d10 bludgeoning damage. The damage of this power increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 14th level (4d10), and 17th level (5d10). --- ### Good Fruit *1st level, elemental (flora)* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous Up to ten fruits appear in your hand, infused with your power. A creature can use its action to eat one of the fruits. Eating a fruit restores 1 hit point and provides enough nourishment to sustain a creature for one day. The fruits lose their potency if not consumed within 24 hours after this power is cast. --- \columnbreak ### Cacophony *3rd level, sound* **Execution time:** 1 action **Range:** 120 ft **Duration:** Concentration, up to 1 minute You create a deafening concentrated noise within a 30 ft cube in range. Each creature that starts its turn in the area or enters it for the first time on a turn must make a Constitution saving throw or take 4d8 thunder damage and be deafened and nauseated for the duration. If the creature is deafened, it also suffers the poisoned condition. ***At Higher Levels:*** When you cast this power using a 4th-level slot or higher, the damage increases by 1d8 for each slot level above 3rd. --- ### Sand Coffin *9th level, elemental (earth)* **Execution time:** 1 action **Range:** 120 ft **Duration:** Until dispersed You manipulate 35 lb of sand to create a coffin that can enclose a creature up to Huge size. The creature must make a Dexterity saving throw. On a failure, it is trapped inside the coffin, in total darkness, unable to hear anything outside, and with limited air supply. The coffin is immune to all damage types except true damage, has 500 hit points, and regenerates 10 hit points per turn. The coffin and its interior are immune to powers, except powers that deal true damage. A creature inside the coffin has 1 minute of air; after this period, it follows suffocation rules. --- ### Chameleon *3rd level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes Like a chameleon, you alter the texture and color of your skin and equipment to blend with your surroundings. In dim light or darkness, you are invisible. In bright light, you remain invisible when stationary or if moving stealthily at half speed or less. When moving at full speed in light, creatures have disadvantage on Perception checks to see you. --- ### Tree Walking *5th level, elemental (flora)* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute You gain the ability to enter a tree and move from within it to another tree of the same type up to 500 ft away. Both trees must be alive and at least your size. You must spend 5 ft of movement to enter a tree. You instantly know the location of all other trees of the same type within 500 ft, and as part of the movement used to enter the tree, you can either move to one of these trees or step out of the tree you entered. You appear at a point of your choice within 5 ft of the destination tree, using another 5 ft of movement. If you have no movement remaining, you appear within 5 ft of the tree you entered. You can use this transport ability once per round for the duration. You must end each turn outside of a tree. --- \pagebreakNum ### Channel Shuma-Gorath *9th level, cosmic* **Execution time:** 1 action **Range:** Self (Cone of 60 ft) **Duration:** Concentration, up to 1 minute You summon an elder entity that sleeps beyond death, offering your body as a portal to this reality. Vile and viscous, tentacles erupt from your torso, crushing and restraining everyone in an area in front of you. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take 4d10 bludgeoning damage, 4d10 necrotic damage, and be restrained by the tentacles until the power ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 4d10 bludgeoning and 4d10 necrotic damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity saving throw (its choice). On a success, it frees itself. Additionally, the ground in the area is coated with viscous ectoplasm, becoming difficult terrain for all creatures except you. --- ### Faithful Hound *4th level, soul* **Execution time:** 1 action **Range:** 30 ft **Duration:** 8 hours You summon a ghostly guard dog in an unoccupied space you can see within range, where it remains for the duration, until you dismiss it as an action or move more than 100 ft away from it. The dog is invisible to all creatures except you and cannot be harmed. When a Small or larger creature comes within 30 ft and speaks, the dog begins barking loudly. It can see invisible creatures, see into the Ethereal Plane, and ignores illusions. At the start of each of your turns, the dog attempts to bite 1 creature within 5 ft that is hostile to you. The dog’s attack bonus equals your power modifier + proficiency bonus. On a hit, it deals 4d8 piercing damage. ***At Higher Levels:*** When you cast this power using a 5th-level slot or higher, the dog’s bite damage increases by 1d8 for each slot level above 4th. --- ### Captivate *2nd level, psychic* **Execution time:** 1 action **Range:** 60 ft **Duration:** 1 minute You weave a cord of distracting words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature immune to charm automatically succeeds, and if you or your allies are fighting the creature, it has advantage on the save. On a failed save, the creature has disadvantage on Wisdom (Perception) checks to notice any creature other than you until the power ends or the target can no longer hear you. The power ends if you are incapacitated or unable to speak. --- \columnbreak ### Flesh to Stone *6th level, elemental (earth)* **Execution time:** 1 action **Range:** 60 ft **Duration:** Concentration, up to 1 minute You attempt to turn a creature you can see within range into stone. If the target’s body is flesh, it must make a Constitution saving throw. On a failure, it becomes restrained as its flesh begins to harden. On a success, it is unaffected. A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it succeeds three times against this power, the effect ends. If it fails three times, it becomes petrified for the duration. Successes and failures do not need to be consecutive; track them until the target accumulates three of one type. If the creature is physically damaged while petrified, it suffers similar deformities if reverted to its original state. If you maintain concentration for the full duration, the creature remains petrified until the effect is removed. --- ### Blindness/Deafness *2nd level, darkness, sound* **Execution time:** 1 action **Range:** 60 ft **Duration:** 1 minute You can blind or deafen an opponent. Choose a creature you can see within range to make a Constitution saving throw. On a failure, it becomes blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can repeat the save. On a success, the effect ends. ***At Higher Levels:*** When you cast using a 3rd-level slot or higher, you can target 1 additional creature for each slot level above 2nd. --- \pagebreakNum ### Circle of Death *6th level, soul* **Execution time:** 1 action **Range:** 150 ft **Duration:** Instantaneous A sphere of negative energy radiates out in an 18 ft radius from a point within range. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much on a success. ***At Higher Levels:*** When cast using a 7th-level slot or higher, damage increases by 2d6 for each level above 6th. --- ### Circle of Power *3rd level, soul* **Execution time:** 1 minute **Range:** 10 ft **Duration:** 1 hour You create a cylinder of 10 ft radius and 20 ft height of supercharged energy centered on a point you can see. Glowing runes appear wherever the cylinder intersects the ground or other surfaces. Choose one or more creature types: celestials, elementals, fey, fiends, or undead. The circle affects creatures of the chosen type as follows: * They cannot voluntarily enter the cylinder by non-magical means. If attempting to teleport or plane shift into it, they must first succeed on a Charisma saving throw. * They have disadvantage on attack rolls against targets within the cylinder. * Targets inside the cylinder cannot be charmed, frightened, or possessed by them. You may have the power operate in reverse, preventing a creature of the specified type from leaving the cylinder and protecting targets outside. ***At Higher Levels:*** Using a 4th-level slot or higher, duration increases by 1 hour for each slot above 3rd. --- ### Continuous Flame *2nd level, elemental (fire)* **Execution time:** 1 action **Range:** Touch **Duration:** Until dispersed A flame, producing light equivalent to a torch, arises from an object you touch. The effect is like a normal flame but produces no heat and consumes no oxygen. A continuous flame can be covered or hidden but cannot be suffocated or extinguished. --- ### Primordial Flame *Cantrip, soul* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous Radiation similar to a flame descends on a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target does not gain cover benefits against this save. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). --- ### Neural Shock *8th level, elemental (electric)* **Execution time:** 1 action **Range:** Self (Cone of 60 ft) **Duration:** Instantaneous An electric hum and the smell of ionized air fill the area in front of you, sending a wave of electricity along the neural pathways of each creature you choose in a 60 ft cone. Each creature must make a Constitution saving throw. On a failure, it takes 10d10 psychic damage and is stunned until the end of your next turn. Creatures take half damage and are not stunned on a success. Robots make this save with disadvantage. Unprotected inanimate machines are destroyed. --- ### Meteor Swarm *9th level, elemental (earth)* **Execution time:** 1 action **Range:** 1.5 miles **Duration:** Instantaneous Incandescent spheres strike the ground at four points you can see within range. Each creature in a 40 ft radius sphere centered on each point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much on a success. Creatures in overlapping areas are affected only once. The power damages objects in the area and ignites flammable objects not being worn or carried. --- ### Clairvoyance *3rd level, psychic* **Execution time:** 1 minute **Range:** 1.5 miles **Duration:** Concentration, up to 10 minutes You create an invisible sensor within range at a familiar location (a place you have visited or seen before) or an obvious location unfamiliar to you (like behind a door, around a corner, or in a grove). The sensor remains in place for the duration and cannot be attacked or otherwise manipulated. When you cast this power, choose either sight or hearing. You may perceive through the sensor as if you were at its location. Using your action, you can switch between sight and hearing. A creature that can see the sensor (as if benefiting from *see invisibility* or true sight) sees a luminous, intangible globe the size of your eye. \pagebreakNum ### Clone *8th level, soul* **Execution time:** 1 hour **Range:** Touch **Duration:** Instantaneous This power creates an inert duplicate of a living creature as a safeguard against its death. The clone forms inside a sealed container holding at least 2.5 cubic centimeters of flesh from the creature to be cloned and grows to full size, maturing after 120 days; you may also choose for the clone to be a younger version of the same creature. It remains inert and lasts indefinitely as long as its container remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided the soul is free and willing to return. The clone is physically identical to the original and retains the same personality, memories, and abilities, but possesses none of the original’s equipment. The original creature’s body, if still extant, becomes inert and cannot be brought back to life, as the soul resides elsewhere. --- ### Secret Vault *4th level, space (ritual)* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You hide a vault and all its contents in the Ethereal Plane. The vault can hold up to 4.5 cubic meters of material. While the vault remains on the Ethereal Plane, you can use an action to retrieve it, causing it to appear in an unoccupied space on the ground within 5 ft of you. After 60 days, there is a cumulative 5% chance per day that the power ends. This effect also ends if you cast the power again or choose to end it with an action. If the power ends while the vault is in the Ethereal Plane, it is irretrievably lost. --- ### Command *1st level, psychic* **Execution time:** 1 action **Range:** 60 ft **Duration:** 1 round You speak a word of command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow your command on its next turn. The power has no effect if the target is undead, does not understand your language, or if the command is directly harmful to it. Typical commands and effects are as follows. You may issue a command not listed here; in that case, the DM determines how the target reacts. If the target cannot comply, the power ends. **Approach:** The target moves toward you as far as possible along the most direct route, ending its turn within 5 ft of you. **Drop:** The target drops whatever it is holding and ends its turn. **Flee:** The target spends its turn moving away from you as fast as possible. **Fall prone:** The target lies down on the ground and then ends its turn. **Stand still:** The target does not move or take any actions. A flying creature remains aloft if capable, moving the minimum distance necessary to stay in the air. ***At Higher Levels:*** When you cast this power using a 2nd-level slot or higher, you can target one additional creature for each slot level above 1st. Targets must be within 30 ft of each other. --- ### Comprehend Languages *1st level, general (ritual)* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour For the duration, you understand the literal meaning of any spoken language you hear. You also understand any written language you see, but you must touch the surface on which the words are written. Reading a page takes approximately 1 minute. This power does not decipher secret messages in text or glyphs, such as an arcane seal, unless part of a written language. --- ### Compression *3rd level, telekinesis* **Execution time:** 1 action **Range:** 60 ft **Duration:** Concentration, up to 1 minute You drastically increase the weight of a visible enemy or object within range by amplifying gravitational attraction on its mass. It is crushed by gravitational forces and pressed against the ground. The creature must make a Strength saving throw. On a failure, it takes 3d10 force damage and is knocked prone. While prone, it is restrained. Each round, you can use your action to apply another pulse of gravity, crushing it again and dealing another 3d10 force damage. At the end of each of its turns, the creature can attempt another save; on a success, the effect ends. Objects subject to this effect that are not worn or carried fall to the ground and take damage. ***At Higher Levels:*** When you cast this power using a 4th-level slot or higher, damage increases by 1d10 for each slot above 3rd. --- ### Compulsion *4th level, telekinesis* **Execution time:** 1 action **Range:** 30 ft **Duration:** Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must succeed on a Wisdom saving throw. A creature that cannot be charmed automatically succeeds. On a failed save, a creature is affected by this power. Until the power ends, you can use a bonus action on each of your turns to designate a horizontal direction for it to move. Each affected creature must move as best it can in the designated direction on its next turn. It may take its action before moving. After moving this way, it can make another Wisdom saving throw to attempt to end the effect. A target is not required to move toward obviously deadly hazards, such as a bonfire or chasm, but doing so provokes opportunity attacks. \pagebreakNum
--- ### Communion *5th level, cosmic (ritual)* **Execution time:** 1 minute **Range:** Self **Duration:** 1 minute You contact your deity, a cosmic entity, or a representative of such beings and ask up to three yes-or-no questions. You must ask your questions before the power ends. You receive a correct answer for each question. Divine or cosmic beings are not necessarily omniscient; therefore, you may receive “uncertain” as an answer if a question concerns knowledge beyond the being’s understanding. If a one-word answer could be misleading or conflict with the being’s interests, the DM may provide a short phrase instead. If you cast this power two or more times before finishing a long rest, there is a cumulative 25% chance for each casting after the first to produce a random result. The DM makes this roll secretly. --- ### Communion with the Biosphere *8th level, elemental (ritual)* **Execution time:** 1 minute **Range:** Self **Duration:** Concentration, up to 1 hour You attune yourself to the planet’s biosphere, communicating with entire ecosystems and sensing the ebb and flow of life across the surface. While harmonized this way, you automatically become aware of significant damage to the planet’s biosphere, such as oil spills, wildfires, or mass extinctions. With an action, you may focus on a specific natural location, animal, or plant you know on the planet. Your senses perceive the environment as if you were physically there. When you focus your attention this way, you can speak to those around you with your own voice, echoing from the ground, forest corners, or wherever appropriate. If you remain in communion with the biosphere, you gradually heal, gaining 1 hit point per minute. --- ### Communion with Nature *5th level, elemental (ritual)* **Execution time:** 1 minute **Range:** Self **Duration:** Instantaneous You momentarily become one with nature and gain knowledge of the surrounding terrain. Outdoors, the power grants awareness of terrain up to 3 miles from you. In caves and other natural subterranean formations, the range is limited to 150 meters. The power does not function where nature has been replaced by constructions, such as dungeons or cities. You instantly acquire knowledge of up to three facts of your choice about any of the following relevant to the area: * Terrain and bodies of water * Plants, minerals, animals, and the predominant population * Powerful celestials, fey, corruptors, elementals, or undead * Influence of other planes of existence * Buildings and roadways For example, you could determine the location of a powerful undead in the area, the largest source of potable water, and the location of nearby cities. --- ### Cone of Cold *5th level, elemental (cold)* **Execution time:** 1 action **Range:** Self (18-ft cone) **Duration:** Instantaneous A blast of cold air erupts from your hands. Each creature in a 18-ft cone must succeed on a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much on a successful one. A creature killed by this power becomes a frozen statue until thawed. ***At Higher Levels:*** When you cast this power using a 6th-level slot or higher, damage increases by 1d8 for each slot above 5th. --- ### Confusion *4th level, psychic* **Execution time:** 1 action **Range:** 120 ft **Duration:** Concentration, up to 1 minute This power scrambles the minds of creatures, causing delusions and erratic actions. Each creature in a 10-ft-radius sphere centered on a point of your choice within range must succeed on a Wisdom saving throw when you cast this power or are affected by it. Affected creatures cannot take reactions and roll a d10 at the start of each of their turns to determine their behavior that turn. \pagebreakNum | d10 | Behavior | | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------: | | 1 | The creature uses all its movement to move in a random direction. Roll a d8 to determine the direction. The creature takes no action this turn. | | 2-6 | The creature does not move or take actions this turn. | | 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within reach. If none are present, the creature does nothing this turn. | | 9-10 | The creature can act and move normally. | At the end of each of its turns, an affected creature can make a Wisdom saving throw. On a success, the effect ends for that creature. ***At Higher Levels:*** When you cast this power using a 5th-level slot or higher, the sphere’s radius increases by 5 ft for each slot above 4th. --- ### Freeze *1st level, elemental (cold)* **Execution time:** 1 action **Range:** 60 ft **Duration:** 1 minute You create a powerful instant freeze in an area, projecting a beam of icy water onto a 5-ft square for the duration. Any creature in the square must succeed on a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much on a success. A creature that is soaked makes the save with disadvantage. Any creature entering the square for the first time on its turn must make a saving throw, taking 1d6 cold damage and falling prone on a failed save. ***At Higher Levels:*** When cast using a 2nd-level slot or higher, initial damage increases by 1d8 for each slot above 1st. --- ### Legendary Knowledge *5th level, time (ritual)* **Execution time:** 10 minutes **Range:** Self **Duration:** Instantaneous Name or describe a person, place, or object. The power brings to mind a brief summary of significant knowledge about the named subject. Knowledge may include current stories, forgotten tales, or secret lore never widely known. If the subject is not of legendary importance, you gain no information. The more you already know, the more accurate and detailed the knowledge. The information learned is accurate but may be presented figuratively. --- \columnbreak ### Conjure Animals *3rd level, soul* **Execution time:** 1 action **Range:** 60 ft **Duration:** Concentration, up to 1 hour You summon fey spirits that take the form of beasts, appearing in unoccupied spaces you can see within range. Choose one of the following: * One beast of CR 2 or lower * Two beasts of CR 1 or lower * Four beasts of CR 1/2 or lower * Eight beasts of CR 1/4 or lower Each beast is also considered fey and disappears when reduced to 0 hit points or when the power ends. The creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group; they act on their own turn. They obey any verbal commands you give (no action required). If you give no commands, they defend against hostile creatures but otherwise take no actions. The DM provides creature statistics. ***At Higher Levels:*** When you cast this power using higher-level slots, choose one of the summoning options above and summon additional creatures: double for a 5th-level slot, triple for a 7th-level slot, and quadruple for a 9th-level slot. --- ### Conjure Celestial *7th level, soul* **Execution time:** 1 minute **Range:** 60 ft **Duration:** Concentration, up to 1 hour You summon a celestial of CR 4 or lower, which appears in an unoccupied space you can see within range. The celestial disappears if reduced to 0 hit points or when the power ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial; it acts on its own turn. It obeys any verbal commands you give (no action required), provided they do not violate its alignment. If you do not issue any commands to it, it will defend itself against hostile creatures, but otherwise, it will not take any actions. The DM has the statistics of the celestial. ***At Higher Levels:*** When you cast this power using a 9th-level power slot, you summon a celestial of challenge rating 5 or lower. \pagebreakNum
--- ### Conjure Elemental *4th level, elemental* **Execution time:** 1 minute **Range:** 60 feet **Duration:** Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that you can see within range. You choose one of the following options: * One elemental of challenge rating 2 or lower. * Two elementals of challenge rating 1 or lower. * Four elementals of challenge rating 1/2 or lower. * Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this power disappears when it drops to 0 hit points or when the power ends. The creatures summoned are friendly to you and your companions. Roll initiative for the summoned creatures as a group; they act on their own turn. They obey any verbal commands you issue (no action required). If you do not issue commands, they defend themselves against hostile creatures but otherwise take no actions. The DM has the statistics of the creatures. ***At Higher Levels:*** When you cast this power using a higher-level power slot, you choose one of the options above and more creatures appear: double the number with a 6th-level slot, triple with an 8th-level slot. --- ### Conjure Greater Elemental *5th level, elemental* **Execution time:** 1 minute **Range:** 60 feet **Duration:** Concentration, up to 1 hour You summon a servant elemental. Choose an air, water, fire, or earth area filling 106 cubic feet within range. An elemental of challenge rating 5 or lower appropriate to the chosen area appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises from the ground. The elemental disappears when it drops to 0 hit points or when the power ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental; it acts on its own turn. It obeys any verbal commands you issue (no action required). If you do not issue commands, it defends itself against hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental does not disappear. Instead, you lose control, and it becomes hostile to you and your companions and may attack them. An out-of-control elemental cannot be dismissed and disappears 1 hour after being summoned. The DM has the statistics of the elemental. ***At Higher Levels:*** When you cast this power using a 6th-level power slot or higher, the elemental’s challenge rating increases by 1 for each slot level above 5th. --- \columnbreak ### Conjure Fey *6th level, soul* **Execution time:** 1 minute **Range:** 60 feet **Duration:** Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space you can see within range. The fey creature disappears if it drops to 0 hit points or when the power ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature; it acts on its own turn. It obeys any verbal commands you issue (no action required), provided they do not violate its alignment. If you do not issue commands, it defends itself against hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature does not disappear. Instead, you lose control, and it becomes hostile to you and your companions and may attack. A fey creature out of control cannot be dismissed by you and disappears 1 hour after being summoned. The DM has the statistics of the fey creature. ***At Higher Levels:*** When you cast this power using a 7th-level power slot or higher, the creature’s challenge rating increases by 1 for each slot level above 6th. \pagebreakNum ### Contagion *5th level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** 7 days Your touch inflicts a disease. Make a melee power attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from those listed below. At the end of each of the target’s turns, it must make a Constitution saving throw. After three failures on these saving throws, the disease effect lasts for the duration, and the creature stops making saving throws. After three successes, the creature recovers from the disease, and the power ends. Since this power induces a natural disease in the target, any effect that removes a disease or otherwise mitigates the effects of a disease applies to it. ***Mindfire:*** The creature’s mind burns with fever. The creature has disadvantage on Intelligence checks, Intelligence saving throws, and acts as if affected by the *confusion* power during combat. ***Blinding Nausea:*** Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. ***Sewage Fever:*** A raging fever spreads through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls using Strength. ***Flesh Rot:*** The creature’s flesh decays. The creature has disadvantage on Charisma checks and is vulnerable to all damage. ***Sticky Doom:*** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. Additionally, whenever the creature takes damage, it is stunned until the end of its next turn. ***Shivering:*** The creature suffers violent spasms. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls using Dexterity. --- ### Contingency *6th level, soul* **Execution time:** 10 minutes **Range:** Self **Duration:** 10 days Choose a power of 5th level or lower that you can cast, has a Execution time of 1 action, and can target you. You cast that power – called the contingent power – as part of casting *contingency*, expending power slots for both, but the contingent power has no immediate effect. Instead, it activates when a specified circumstance occurs. You describe the circumstance when you cast both powers. For example, a *contingency* cast with *water breathing* might specify that you activate water breathing when you are submerged in water or a similar liquid. The contingent power activates immediately after the circumstance is first met, whether you want it or not, and the contingency ends. The contingent power affects only you, even if it normally could affect other targets. You can have only one contingency active at a time. If you cast this power again, the effect of the previous contingent power ends. Additionally, the contingency ends if its material components are no longer in your possession. --- ### Contact Watcher *5th level, cosmic (ritual)* **Execution time:** 1 minute **Range:** Self **Duration:** 1 minute You mentally contact a cosmic entity, the spirit of a Watcher long dead. Contacting this extraplanar intelligence can overwhelm or even shatter your mind. When you cast this power, make an Intelligence saving throw DC 15. On a failure, you take 6d6 psychic damage and go insane until the end of a long rest. While insane, you cannot take actions, understand what others say, cannot read, and speak only incoherently. A *greater restoration* power cast on you ends this effect. On a successful save, you may ask the entity up to five questions. You must ask your questions before the power ends. The DM answers each question with a single word, such as "yes," "no," "maybe," "never," "irrelevant," or "unknown" (if the entity does not know the answer). If a single-word answer is ambiguous, the DM may instead provide a short phrase in response.
### Contort *Cantrip, kinetic* **Execution time:** 1 bonus action **Range:** Self **Duration:** 1 round On a turn when you are using your Action to attempt to escape a grapple, you can use your bonus action to contort yourself supernaturally, granting a +5 bonus to the first Acrobatics check you make that round to escape being grappled. \pagebreakNum ### Control Water *4th level, elemental (water)* **Execution time:** 1 action **Range:** 295 feet **Duration:** Concentration, up to 10 minutes Until the end of the power, you control any body of water within the area you choose, which is a cube of 98 feet square. You can choose from any of the following effects when you cast this power. On your turn, you can use an action to repeat the same effect or select a different one. **Flood:** You cause the water level of the entire affected area to rise up to 20 feet. If the area includes a shore, the flood will overflow onto dry land. If you choose an area in a large body of water, instead you create a wave 20 feet high that travels across the area and then crashes. Any Huge or smaller vehicle in the path of the wave is carried to the other side. Any Huge or smaller vehicle hit by the wave has a 25 percent chance of capsizing. The water level remains elevated until the power ends or you choose a different effect. If this effect produces a wave, the wave repeats at the start of your next turn while the flood effect lasts. **Part Water:** You cause the water in the area to split and create a trench. The trench extends across the entire power area, and the separated water forms walls on either side. The trench remains until the power ends or you choose a different effect. The water then slowly fills the trench over the course of the next round until the water returns to its normal level. **Redirect Flow:** You cause the flow of water in the area to move in a direction you choose, even if the water must flow over obstacles, up walls, or in another unlikely direction. The water moves in the commanded direction, but once it leaves the power’s area, it continues based on terrain conditions. The water continues moving in the chosen direction until the power ends or you choose a different effect. **Whirlpool:** This effect requires a body of water at least 49 square feet and 25 feet deep. You create a whirlpool in the center of the area. The whirlpool forms a vortex 5 feet wide at the base, reaching 49 feet wide at the top and 25 feet high. Any creature or object in the water within 25 feet of the vortex is pulled 10 fee) toward it. A creature may attempt to swim away from the vortex with a Strength (Athletics) check against the power’s DC. When a creature enters the vortex for the first time on its turn or starts its turn inside it, it must make a Strength saving throw. On a failure, the creature takes 2d8 bludgeoning damage and is trapped in the vortex until the power ends. On a success, it takes half damage and is not trapped. A creature trapped in the vortex can use its action to attempt to swim out as described above, but has disadvantage on the Strength (Athletics) check. The first time each turn that an object enters the vortex, it takes 2d8 bludgeoning damage; this damage repeats each round it remains in the vortex. \columnbreak ### Control Weather *8th level, elemental (wind)* **Execution time:** 10 minutes **Range:** Self **Duration:** Concentration, up to 8 hours You take control of the weather in an area 4.7 miles from you for the duration. You must be outdoors to cast this power. If you move to a location where you do not have a clear view of the sky, the power ends prematurely. When you cast this power, you change the current weather conditions, determined by the DM based on the environment and season. You can alter precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. When the power ends, the weather gradually returns to normal. When you alter weather conditions, find the current stage in the tables below and change it by one stage, up or down. You may also change the wind direction. ##### Precipitation | Stage | Condition | | :---: | :-------------------------------------- | | 1 | Clear skies | | 2 | Partly cloudy | | 3 | Dark or overcast skies | | 4 | Rain, hail, or snow | | 5 | Torrential rain, hailstorm, or blizzard | ##### Temperature | Stage | Condition | | :---: | :-------------- | | 1 | Unbearable heat | | 2 | Hot | | 3 | Warm | | 4 | Cold | | 5 | Freezing | | 6 | Arctic cold | ##### Wind | Stage | Condition | | :---: | :------------ | | 1 | Calm | | 2 | Moderate wind | | 3 | Strong wind | | 4 | Gale | | 5 | Storm | \pagebreak ### Control Winds *5th level, elemental (wind)* **Execution time:** 10 minutes **Range:** Self **Duration:** Concentration, up to 8 hours You can alter the strength of winds in a 40 feet radius sphere around you; this area moves with you. You can make the wind blow in a specific direction or in a particular manner, increasing or decreasing its strength. You may choose to leave a 10 feet radius circle around you unaffected. You may also use your bonus action after casting the power to change the wind’s direction or intensity. *Wind Strength:* You can increase or decrease the current wind strength by 1 step on the scale below. * Calm * Moderate * Strong * Gale * Storm *Wind Direction:* You may choose one of three options to alter the wind’s direction. Creatures in the area must make a Strength saving throw or be affected by the wind. **Updrafts:** You cause winds to blow from the bottom to the top of the sphere, rising toward the center. If the wind strength is strong, ranged attacks made with simple or martial weapons have disadvantage. If the wind is moderate or higher, ranged attacks with firearms have disadvantage. If wind strength is moderate or higher, creatures ending a fall within the area take only half fall damage; if a creature makes a high jump, it gains a +10 feet bonus to its jump. **Downdrafts:** You cause winds to blow from the top of the sphere downward. If wind strength is strong, ranged attacks made with simple or martial weapons have disadvantage. If wind strength is moderate or higher, ranged attacks with firearms have disadvantage. If wind strength is gale or storm, any creature flying in the area or starting its turn flying there must make a Strength saving throw. On a failure, the creature falls, taking fall damage if necessary. If the wind is a storm, creatures ending a fall in the area take double fall damage, up to a maximum of 20d6. **Gust:** You cause the wind to blow in one direction, either from the center outward, from the edges inward, or in a single direction. If wind strength is strong, moderate, or gale, ranged weapon attacks made against the wind direction have disadvantage. If wind is strong or higher, any creature moving against the wind must spend an additional 5 feet for every 5 feet moved. If the wind is a gale, creatures must make a Strength saving throw; on a failure, they are pushed 10 feet in the direction of the wind. If the wind is a storm, creatures in the area must make a Strength saving throw; on a failure, they are pushed 30 feet in the direction of the wind, take 8d6 bludgeoning damage, and fall prone. --- \columnbreak ### Control Blood *6th level, elemental (water)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You extend your hand and take control of the water within a living creature. The creature must succeed on a Constitution saving throw or you twist its tissues, dealing 10d8 necrotic damage. For the duration, you can use your action to control the target, moving it in crude motions like a puppet. While controlling it, you can force the target to move half its speed in any direction and make a single melee weapon attack against a target of your choice within range. When you use your action to control the target, it takes an additional 2d8 necrotic damage. At the end of each of its turns, the target may make another Constitution saving throw; on a success, the power ends. ***At Higher Levels:*** When cast using a 7th-level power slot or higher, the duration of concentration increases by 1 minute for each slot above 6th. --- ### Biomagnetic Control *8th level, telekinesis* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You can sense and control organic metals inside living beings. A visible creature within range must make a Constitution saving throw. On a failure, the creature is restrained. On this and each subsequent round, you can use your action to move the restrained creature up to 9 meters (≈ 30 feet), or tear the iron from its body, dealing 8d8 necrotic damage. At the end of each of the creature’s turns, it may make another Constitution saving throw to resist the effect. If it succeeds, you may use your action to target a different creature within range, forcing it to make a saving throw as if you cast the power on it for the first time. --- ### Consecrate *5th level, soul* **Execution time:** 24 hours **Range:** 60 feet **Duration:** Until dipowered You touch a point and infuse an area around it with sacred (or profane) power. The area may have a radius up to 60 feet, and the power fails if the radius includes an area already under the effect of *consecrate*. The affected area is subject to the following effects: First, celestials, corruptors, elementals, fey, and undead cannot enter the area, nor can such creatures charm, frighten, or possess creatures within the area. \pagebreakNum Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You may exclude one or more of these types of creatures from this effect. Second, you can bind an additional effect to the area. Choose an effect from the list below, or select an effect offered by the DM. Some of these effects apply to creatures in the area; you may determine whether the effect applies to all creatures, creatures following a specific deity or leader, or creatures of a specific species. When a creature that would be affected enters the power’s area for the first time on a turn, or starts its turn there, it may make a Charisma saving throw. On a success, the creature ignores the additional effect until it leaves the area. **Courage:** Affected creatures cannot be frightened while within the area. **Eternal Rest:** Corpses buried in the area cannot be turned into undead. **Darkness:** Darkness fills the area. Normal light, as well as true light created by powers of lower level than the slot used to cast this power, cannot illuminate the area. **Languages:** Affected creatures can communicate with any other creature in the area, even if they do not share a common language. **Extradimensional Interference:** Affected creatures cannot move or travel using teleportation or by extradimensional or interplanar means. **Daylight:** Full light fills the area. True darkness created by powers of lower level than the slot used to cast this power cannot extinguish the light. **Fear:** Affected creatures are frightened while in the area. **Energy Protection:** Affected creatures in the area gain resistance to one type of damage of your choice, except bludgeoning, piercing, or slashing. **Silence:** No sound can be emitted from within the area, and no sound can enter it. **Energy Vulnerability:** Affected creatures in the area gain vulnerability to one type of damage of your choice, except bludgeoning, piercing, or slashing. ### Botanical Constructs *4th level, elemental (flora)* **Execution time:** 1 action **Range:** 59 ft **Duration:** Until dipowered You evoke woody roots from the ground in a 29 ft² radius within range, shaping them into a simple inanimate form that fits within a 29 ft cube. For example, you could create a wall in any simple shape you choose that fits within the space. It can be up to 29 ft long, straight, semicircular, or arched. Alternatively, you can create a structure such as a bridge, staircase, or ladder. You may also use a bonus action to move the construct within range at a speed equal to your own, though it must remain rooted in the ground. This means you could create a cargo lift reaching up to 29 ft in the air. Each botanical construct can withstand 30 hit points before shattering. \columnbreak ### Light Construction *5th level, power* **Execution time:** 1 action **Range:** 300 ft **Duration:** Concentration, up to 10 minutes You project a beam of hard light that takes the shape of a simple inanimate form that fits within a 29 ft cube. For example, you can create a wall of any simple shape you choose that fits within the space. It can be up to 29 ft long, straight, semicircular, or arched. Alternatively, you can create a structure such as a bridge or staircase. You may also use a bonus action to move the construction within range at a speed equal to your own. This allows you to create a platform for yourself or others, enabling those on it to move at your normal walking speed. You can only create one simple object at a time with this power. Each light object can withstand 30 hit points before dissipating. ***At Higher Levels:*** When cast using a 6th-level slot or higher, you can create 1 additional construction of the same size for each slot level above 5th. ### Call Lightning *3rd level, elemental (electric)* **Execution time:** 1 action **Range:** 120 ft **Duration:** Concentration, up to 10 minutes A storm cloud appears in a cylindrical shape 10 ft high with an 59 ft radius, centered on a point you can see, 98 ft above you. The power fails if you cannot see a point in the air where the cloud could appear (for example, if you are indoors where the cloud would not fit). When you cast this power, choose a point you can see within range. A bolt of lightning strikes from the cloud at that point. Each creature within 5 ft of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much on a successful one. On each of your turns, until the power ends, you may use your action to call lightning in this way again, affecting the same point or a different one. If you are outdoors in stormy conditions when you cast this power, the power grants you control over the existing storm instead of creating a new one. Under such conditions, the power’s damage increases by 1d10. ### Crown of Madness *2nd level, psychic* **Execution time:** 1 action **Range:** 120 ft **Duration:** Concentration, up to 1 minute A humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed this way, a twisted crown of jagged iron appears on its head and madness glimmers in its eyes. \pagebreak The charmed target must use its action before moving on each of its turns to make a melee attack against a different creature of your choice. The target can act normally on its turn if you do not choose any creature or if none are within range. On subsequent turns, you must use your action to maintain control over the target, or the power ends. Additionally, the target may make a Wisdom saving throw at the end of each of its turns. On a success, the power ends. ### Electric Chain *6th level, elemental (electric)* **Execution time:** 1 action **Range:** 120 ft **Duration:** Instantaneous You create a bolt of electricity that strikes a target of your choice that you can see within range. Three bolts jump from that target to up to three other targets, each no more than 30 ft from the primary target. A target can be a creature or object and can only be hit by one of these bolts. A target must make a Dexterity saving throw. It takes 10d8 lightning damage on a failed save, or half as much on a successful one. ***At Higher Levels:*** When cast using a 7th-level slot or higher, one additional bolt jumps from the primary target to another target for each slot level above 6th. ### Burrow *3rd level, elemental (earth)* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour Until the power ends, you gain the ability to move freely through earth and soil. You gain a burrow speed equal to your walking speed. You cannot move through rock, cement, or any metal or manmade materials. ### Grow Thorns *2nd level, general* **Execution time:** 1 action **Range:** 120 ft **Duration:** Concentration, up to 10 hours The ground in a 20 ft² area centered on a point within range twists and sprouts rigid spikes and thorns. The area becomes difficult terrain for the duration. When a creature enters or moves within the area, it takes 2d4 piercing damage for every 5 ft it moves. The terrain transformation is camouflaged to appear natural. Any creature unable to see the area when the power is cast must make a Wisdom (Perception) check against the power’s DC to recognize the terrain as dangerous before entering it. \columnbreak ### Plant Growth *3rd level, elemental (flora)* **Execution time:** 1 action or 8 hours **Range:** 120 ft **Duration:** Instantaneous This power channels vitality into plants within a specific area. There are two possible uses, granting either immediate or long-term benefits. If cast using 1 action, choose a point within range. All normal plants within a 98 ft radius centered on that point become thick and overgrown. A creature moving in the area must spend 20 ft of movement for every 5 ft it moves. You may exclude one or more areas of any size within the power’s area from being affected. If cast over 8 hours, you fertilize the soil. All plants within a 2,625 ft radius centered on the point within range are enriched for 1 year. The plants provide double the normal amount of food when harvested. ### Create *5th level, power* **Execution time:** 1 minute **Range:** 29 ft **Duration:** Special You create an inanimate object of vegetable matter within range: soft goods, rope, wood, or similar. You may also use this power to create mineral objects such as stone, crystal, or metal. The created object must not be larger than a 5 ft cube, and the object must be of a shape and material you have seen before. Duration depends on the material of the object. If the object is composed of multiple materials, use the shortest duration. | Material | Duration | | :-----------------: | :--------: | | Vegetable matter | 1 day | | Stone or crystal | 12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | | Titanium or ceramic | 1 minute | ***At Higher Levels:*** When cast using a 6th-level slot or higher, the cube’s size increases by 5 ft for each slot level above 5th. ### Create Food and Water *3rd level, elemental (water)* **Execution time:** 1 action **Range:** 29 ft **Duration:** Instantaneous You create 55 lbs of food and 26 gallons of water on the ground or in a container within range, enough to sustain up to fifteen humanoids or five mounts for 24 hours. The food is bland but nutritious and spoils if not consumed after 24 hours. The water is clean and does not go bad. \pagebreakNum ### Create Undead *6th level, soul* **Execution time:** 1 minute **Range:** 10 ft **Duration:** Instantaneous Choose up to three Medium or Small humanoid corpses within range. Each corpse becomes a zombie under your control. (The DM has the game statistics for the creatures.) Using a bonus action on each of your turns, you can mentally command any creature you animated with this power, if the creature is within 120 ft of you (if you control multiple creatures, you may command any or all of them at the same time, issuing the same command to each). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as guarding a specific chamber or corridor. If no command is given, the creatures will only defend against hostile creatures. Once given an order, the creature continues to follow it until the task is complete. The creature remains under your control for 24 hours, after which it stops obeying your commands. To maintain control for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power regains control over up to three creatures you previously animated instead of animating new ones. ### Create Passage *5th level, power* **Execution time:** 1 action **Range:** 29 ft **Duration:** Instantaneous A passage appears at a point you choose that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and remains for the duration. You choose the dimensions of the passage: up to 5 ft wide, 7 ft high, and 20 ft deep. The passage does not destabilize the surrounding structure. When the opening disappears, any creature or object still within the created passage is safely ejected to the nearest unoccupied space on the surface where the power was used. ### Dome of Invulnerability *6th level, telekinesis* **Execution time:** 1 action **Range:** Self (10 ft radius) **Duration:** Concentration, up to 1 minute An immobile, slightly shimmering barrier appears in a 10 ft radius around you and lasts for the duration. Any 5th-level or lower power cast from outside the barrier cannot affect creatures or objects within it, even if the power uses a higher-level slot. Such powers can target creatures and objects inside the barrier, but the power has no effect on them. Likewise, the area inside the barrier is excluded from areas affected by such powers. ***At Higher Levels:*** When cast using a 7th-level slot or higher, the barrier blocks powers 1 level higher for each slot level above 6th. ### Dream Dome *4th level, soul* **Execution time:** 1 action **Range:** Self (30 ft radius) **Duration:** Concentration, up to 10 minutes You create a dome in the form of a translucent, pearlescent sphere. Within this area, no creature can lie; any time a creature speaks, it speaks only the truth. During the duration, no external attack can enter the dome, and no power other than healing powers may be cast within it. A creature entering the dome is subject to all its effects. Creatures inside this dome regain 2d6 hit points each turn and cannot make attacks or do anything that would harm another creature (including themselves). To leave the sphere, a creature must succeed on a Charisma saving throw. On a success, it crosses normally; on a failure, it cannot leave and has disadvantage on its next attempt. ***At Higher Levels:*** When cast using a 5th-level slot or higher, the healing increases by 1d6 for each slot level above 4th. ### Complete Heal *6th level, soul* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous Choose a creature you can see within range. A surge of positive energy bathes the creature, restoring 70 hit points. This power also ends blindness, deafness, and any disease affecting the target. This power has no effect on constructs or undead. ***At Higher Levels:*** When cast using a 7th-level slot or higher, healing increases by 10 for each slot above 6th. ### Ultimate Complete Heal *9th level, soul* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous A flood of healing energy radiates from you to injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures you can see within range. Creatures healed by this power are also cured of all diseases and any effects that caused blindness or deafness. This power does not affect undead or constructs. \pagebreak ### Heal Wounds *1st level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous A creature you touch regains hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs. ***At Higher Levels:*** When cast using a 2nd-level slot or higher, healing increases by 1d8 for each slot above 1st. ### Ultimate Heal Wounds *5th level, soul* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous A wave of healing energy emerges from a point you choose within range. Choose up to six creatures in a 30 ft radius centered on that point. Each target regains hit points equal to 3d8 + your powercasting ability modifier. This power does not affect undead or constructs. ***At Higher Levels:*** When cast using a 6th-level slot or higher, healing increases by 1d8 for each slot above 5th. ### Irresistible Dance *6th level, psychic* **Execution time:** 1 action **Range:** 30 ft **Duration:** Concentration, up to 1 minute Choose a creature you can see within range. The target begins dancing comically in place: spinning, stamping feet, and hopping for the duration. Creatures immune to being charmed are unaffected. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected, other creatures have advantage on attack rolls against it. A dancing creature can use its action to make a Wisdom saving throw to regain control of itself. On a success, the power ends. ### Delay *1st level, time* **Execution time:** 1 action **Range:** 30 ft **Duration:** Instantaneous You cause 1 visible creature within range to experience a momentary time delay. The target makes a Charisma saving throw. On a failed save, the creature subtracts 10 from its initiative for this combat, though it cannot go below 1. \columnbreak ### Deflect Projectiles *4th level, kinetic* **Execution time:** 1 reaction **Range:** 60 ft **Duration:** Instantaneous When you are targeted by a ranged weapon attack you can see, you can use your reaction to deflect or catch the projectile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level. If you reduce the damage to 0, you may catch the projectile if it is small enough to hold in one hand and you have at least one free hand. ***At Higher Levels:*** When cast using a 5th-level slot or higher, you can make a ranged weapon attack with the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, with a normal range of 30 ft and long range of 120 ft. On a hit, you deal the damage you would have taken if struck. ### Wish *9th level, soul* **Execution time:** 1 reaction **Range:** Self **Duration:** Instantaneous By simply speaking aloud, you can alter the very foundations of reality according to your desires. The basic use of this power is to duplicate any power of 8th level or lower. You do not need to meet any prerequisites of the copied power. The power simply occurs. Alternatively, you can create one of the following effects of your choice: * You create an object worth up to $25 million. The object cannot be larger than 295 ft and appears in an unoccupied space you can see on the ground. * You allow up to twelve creatures you can see to regain all hit points and end all effects described in the *Greater Restoration* power. * You grant up to ten creatures you can see resistance to a damage type of your choice. * You grant up to ten creatures you can see immunity to a single power or other magical effect for 8 hours. * You undo a single recent event by forcing a reroll of any roll made in the last round (including your last turn). Reality reshapes to accommodate the new result. For example, a *Wish* could undo an opponent’s successful saving throw, an enemy’s critical hit, or a friend’s failed saving throw. You may force the new roll to be made with advantage or disadvantage and choose whether to use the new roll or the original. You can attempt effects beyond the examples above. Present your wish to the DM as precisely as possible. The DM has broad discretion in determining what occurs in such circumstances; the greater the wish, the higher the chance something goes wrong. \pagebreakNum This power may simply fail, the effect of your wish may be only partially fulfilled, or you may suffer unintended consequences as a result of how you worded your wish. For example, wishing a villain dead could propel you to a time when the villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary item or artifact could instantly transport you to the current owner of the item. The stress of casting this power to produce any effect other than duplicating another power weakens you. After facing this stress, each time you cast a power before finishing a long rest, you take 1d10 necrotic damage per level of the power. This damage cannot be reduced or prevented in any way. Additionally, your Strength drops to 3, if it is not already 3 or lower, for 2d4 days. For each day you remain resting and doing nothing but light activities, your recovery time is reduced by 2 days. Finally, there is a 33 percent chance you become unable to cast *Wish* again if you suffer this stress. ### Despair *3rd level, psychic* **Execution time:** 1 reaction **Range:** 30 ft **Duration:** Up to 1 minute You hum a cheesy, melancholy tune, infecting your targets with debilitating despair. You influence up to 12 creatures you can see within range who can hear you. Creatures immune to being charmed are unaffected. Each target must make a Wisdom saving throw. On a failed save, the creature falls and does nothing for the round. At the end of each of its subsequent turns, it can attempt another saving throw, ending the effect on a success. ### Evade *5th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute You become invisible while an illusory clone of yourself appears where you are. The clone lasts for the duration, but your invisibility ends if you attack or use a power. You can use your action to move your illusory clone up to twice your speed and make it gesture, speak, and act as you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns, with a bonus action, you can switch between using the clone’s senses or your own. While using the clone’s senses, you are blind and deaf to your own surroundings. ### Shatter *2nd level, sound* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous A high-pitched, painfully intense sound erupts from a point of your choice within range. Each creature in a 10 ft radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much on a success. Creatures made of inorganic material like stone, crystal, or metal have disadvantage on this save. A nonmagical object not being worn or carried also takes damage if within the area. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, damage increases by 1d8 for each slot level above 2nd. ### Detect Poison and Disease *1st level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes For the duration, you sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft of you. You also identify the type of poison, poisonous creature, or disease. The power can penetrate most barriers but is blocked by 1 ft of rock, 1 in of common metal, a thin sheet of lead, or 3 ft of wood or dirt. ### Detect Thoughts *2nd level, psychic* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast this power, and using your action each turn while it lasts, you can focus on any creature you can see within 30 ft. Creatures with Intelligence 3 or lower or that do not speak any language cannot be affected. You initially learn the surface thoughts of the creature—what is most present in its mind. With an action, you can shift your focus to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If probing deeply, the creature must make a Wisdom saving throw. On a failure, you learn its reasoning (if it has any), emotional state, and a major concern (like worries, loves, or hates). On a success, the power ends. In both cases, the target knows you are probing, and unless you shift to another creature’s thoughts, it can use its action on its turn to make an Intelligence save against your Intelligence; on a success, the power ends. This power is particularly effective as part of an interrogation. You can also use it to detect the presence of thinking creatures you cannot see. While the power lasts, you may search for thoughts within 30 ft. \pagebreak The power can penetrate most barriers but is blocked by 1 ft of rock, 1 in of common metal, a thin sheet of lead, or 3 ft of wood or dirt. You cannot detect a creature with Intelligence 3 or lower or one that speaks no language. Once you detect a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you cannot see it, as long as it remains within range. ### Disintegrate *6th level, soul* **Execution time:** 1 action **Range:** 60 ft **Duration:** Instantaneous A thin green ray shoots from your fingertip at a target you can see within range. The target can be a creature, object, or energy creation such as a wall created by *Wall of Energy*. A creature affected must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 energy damage. If this reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and all it wears or carries, except magical items, are reduced to a pile of fine gray dust. It can only be restored to life by the *Wish* power. This power automatically disintegrates a nonmagical Large or smaller object or energy creation. If the target is Huge or larger, the power disintegrates a 10 ft³ portion of it. Magical items are unaffected. ### Blinding Smite *3rd level, cosmic* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute The next time you hit a creature with a melee attack before the power ends, you emit intense light, and the attack deals an extra 3d8 radiant damage. Additionally, the target must succeed on a Constitution saving throw or be blinded until the power ends. A creature blinded by this power makes another Constitution save at the end of each of its turns. On a success, it is no longer blinded. ### Wrathful Smite *1st level, psychic* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute The next time you hit with a melee attack while this power lasts, your attack deals 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened until the power ends. The creature may use an action to make a Wisdom save against the power DC to remain resolute and end the power. \columnbreak ### Staggering Smite *4th level, psychic* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute The next time you hit a creature with a melee attack before the power ends, your attack strikes both body and mind, dealing 4d6 psychic damage. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks and cannot take reactions until the end of its next turn. ### Searing Smite *1st level, elemental(fire)* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute The next time you hit a creature with a melee attack while this power lasts, you flare with intense flames and the attack deals 1d6 fire damage, igniting the target. At the start of each of its turns until the power ends, the target must make a Constitution saving throw. On a failure, it takes 1d6 fire damage; on a success, the power ends. If the target or a creature within 5 ft uses an action to extinguish the flames, or another effect extinguishes them (such as submerging the target in water), the power ends. ***At Higher Levels:*** When cast using a 2nd-level power slot or higher, the initial extra damage increases by 1d6 for each slot above 1st. ### Thunderous Smite *1st level, sound* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute The next time you hit with a melee attack while this power lasts, your attack is surrounded by thunder audible up to 300 ft and deals 2d6 thunder damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 ft away and fall prone. ### Planar Smite *5th level, cosmic* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute The next time you hit a creature with a melee attack before the power ends, your strike crackles with force, dealing 5d10 extra force damage. Additionally, if this reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane, it returns to its home plane. If native to the current plane, it disappears to a harmless demiplane. While there, the target is incapacitated. It remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. \pagebreakNum ### Sudden Shift *1st level, space* **Execution time:** 1 reaction, when you are hit by an attack **Range:** Self **Duration:** Instantaneous Almost like shrinking momentarily, you can attempt to teleport or leap to a safe spot as you are about to be struck. When about to take damage from an attack, you can use your reaction to teleport or jump up to 5 ft to a visible, unoccupied space. Against the triggering attack, you gain +5 AC. If this converts a hit into a miss, you teleport or jump and take no damage. If the bonus AC does not prevent the hit, you take the damage and then teleport or jump afterward. --- ### Storm Devourer *4th level, elemental (electric)* **Execution time:** 1 reaction when taking lightning damage **Range:** Self **Duration:** 1 minute When you take lightning damage, you can convert it into temporary hit points that last for the duration. Additionally, for the duration, whenever you deal lightning damage with a power or power, you can expend these temporary hit points to add to the damage dealt. At the end of the power, any remaining temporary hit points vanish. While you have temporary hit points from this power, your movement speed increases by 4.5 meters. --- ### Deluge *4th level, elemental (water)* **Execution time:** 1 action **Range:** 300 ft **Duration:** Concentration, up to 10 minutes You control any independent water within a cube of up to 30 meters per side. Choose one of the following effects when casting; on your turn, you can use an action to repeat the effect or choose a different one: **Flood:** Raise the water level of all standing water in the area by up to 6 meters. If the area includes a shore, overflow spreads onto dry land. For large bodies of water, create a 6-meter-high wave that travels across the surface and crashes. Any Huge or smaller vehicles in the wave’s path are carried along; Large or smaller vehicles have a 25% chance to capsize. The water level remains elevated until the power ends or you select a different effect. If a wave was produced, it repeats at the start of your next turn while the power lasts. **Split Water:** Divide the water to create a trench, forming walls of water on each side. The trench lasts until the power ends or you choose a different effect, and the water slowly fills the trench back to its normal level over the next round. **Redirect Flow:** Control flowing water to move as you direct, even over obstacles or unlikely paths. Water continues in your chosen direction until the power ends or you choose another effect. **Whirlpool:** Requires at least a 15 m² area and 7.5 meters depth. Create a vortex 1.5 m wide at the base, up to 15 m wide at the top, and 1.5 m high. Any creature or object in water within 7.5 m of the vortex is pulled 3 meters toward it. A creature may swim away with an Athletics check against your power DC. Creatures entering the vortex for the first time on a turn or starting their turn there must make a Strength saving throw. On a failure, they take 2d8 bludgeoning damage and are trapped until the power ends. A creature can use its action to swim free with disadvantage on the Athletics check. On a success, the creature takes half damage and is not trapped. Objects entering or remaining in the vortex for the first time each turn take 2d8 bludgeoning damage per turn. ***At Higher Levels:*** Using a 5th-level slot or higher increases damage by 1d8 per level above 4th. --- ### Flying Disc *1st level, telekinesis* **Execution time:** 1 action **Range:** 30 ft **Duration:** 1 hour Create a horizontal, circular plane of energy 3 ft in diameter and 1 in thick, floating 90 cm above the ground in an unoccupied space within range. The disc supports up to 250 lbs; exceeding this ends the power and everything on it falls. The disc remains stationary while you are within 20 ft. If you move beyond 20 ft, the disc follows you, staying 20 ft away. It can move over uneven terrain, stairs, slopes, etc., but cannot traverse vertical changes of 10 ft or more. If you move more than 100 ft away (or the disc cannot reach you), the power ends. --- ### Disguise Self *1st level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour You alter your appearance—including clothes, armor, weapons, and belongings—until the power ends or you dismiss it. You may appear up to 1 ft taller or shorter, and thin, fat, or somewhere in between. You cannot change your body type; you must maintain the same basic limb structure. The extent of the illusion is up to you. Changes cannot withstand physical inspection. For example, if you appear to wear a hat, objects passing through it or anyone touching it will not feel the hat. If you appear thinner, a hand moving through your body will collide with you as if you were present. To detect your disguise, a creature can use its action to inspect you and must succeed on an Intelligence (Investigation) check against your power save DC. --- ### Obscure Detection *3rd level, polymorph* **Execution time:** 1 action **Range:** Touch **Duration:** 8 hours You hide a target you touch from powers such as *detect thoughts*, *clairvoyance*, *divination*, and *arcane eye*, as well as detection equipment. The target can be a willing creature, a location, or an object no larger than 10 ft in any dimension. The target cannot be affected or perceived by the listed powers or sensors. --- \pagebreakNum ### Mystic Missile *Cantrip, cosmic* **Execution time:** 1 action **Range:** Self (line 20 ft) **Duration:** Instantaneous A bolt of pure energy shoots from you in a 20-ft-long, 5-ft-wide line in a direction of your choice, stopping at the first target hit. The target must make a Dexterity saving throw. On a failure, it takes 1d10 energy damage. Damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. --- ### Dispel Power *3rd level, general* **Execution time:** 1 action **Range:** 120 ft **Duration:** Instantaneous Choose a creature, object, or power effect within range. Any power of 3rd level or lower on the target ends. For powers of 4th level or higher, make a powercasting ability check using your powercasting modifier. The DC equals 10 + the power’s level. On a success, the power ends. For each 4th-level or higher power on the target, make an ability check using your powercasting ability. The DC is equal to 10 + the level of the power. On a success, the power ends. ***At Higher Levels:*** When you cast this using a 4th-level or higher power slot, you automatically dispel the effects of powers on the target if the level of the power is equal to or lower than the level of the slot you use. ### Full Disease *6th-level, soul* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You introduce a virulent disease into a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much on a successful save. The damage cannot reduce the target’s hit points below 1. If the target fails the save, its maximum hit points are reduced for 1 hour by an amount equal to the necrotic damage dealt. Any effect that removes a disease allows the target’s maximum hit points to return to normal before the time expires. ### Dominate Creature *8th-level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 hour You attempt to charm a creature you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it, as long as both of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it obeys to the best of its ability. You can specify a simple and general course of action, such as “Attack that creature,” “Move over there,” or “Retrieve that object.” If the creature completes the order and does not receive further directions from you, it defends itself and preserves itself as best as it can. You can use your action to take full and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and does nothing you do not allow. During this time, you can also make the creature use a reaction, but this requires you to use your own reaction as well. ***At Higher Levels:*** When you cast this using a 9th-level power slot, the duration becomes Concentration, up to 8 hours. ### Dominate Beast *4th-level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You attempt to charm a beast you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it, as long as both of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it obeys to the best of its ability. You can specify a simple and general course of action, such as “Attack that creature,” “Move over there,” or “Retrieve that object.” If the creature completes the order and does not receive further directions from you, it defends itself and preserves itself as best as it can. You can use your action to take full and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and does nothing you do not allow. During this time, you can also make the creature use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the power. On a successful save, the power ends. ***At Higher Levels:*** When you cast this using a 5th-level power slot, the duration is Concentration, up to 10 minutes. Using a 6th-level power slot, the duration is Concentration, up to 1 hour. Using a 7th-level power slot, the duration is Concentration, up to 8 hours. ### Dominate Person *5th-level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** 1 minute You attempt to charm a humanoid you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures friendly to you are fighting it, it has advantage on the saving throw. \pagebreakNum While the target is charmed, you have a telepathic link with it, as long as both of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it obeys to the best of its ability. You can specify a simple and general course of action, such as “Attack that creature,” “Move over there,” or “Retrieve that object.” If the creature completes the order and does not receive further directions from you, it defends itself and preserves itself as best as it can. You can use your action to take full and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and does nothing you do not allow. During this time, you can also make the creature use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the power. On a successful save, the power ends. ***At Higher Levels:*** When you cast this power using a 6th-level power slot, the duration becomes Concentration, up to 10 minutes. Using a 7th-level power slot, the duration becomes Concentration, up to 1 hour. Using an 8th-level power slot, the duration becomes Concentration, up to 8 hours. ### Druidism *Cantrip, elemental(flora)* **Execution time:** 1 action **Range:** 30 feet **Duration:** Instantaneous Whispering to the spirits of nature, you create one of the following effects within range: * You create a tiny harmless sensory effect that predicts what the weather will be like in your location for the next 24 hours. The effect must manifest as a golden globe for clear skies, a cloud for rain, snowflakes for a snowstorm, and so on. This effect lasts for 1 round. * You cause a flower to bloom, a seed to sprout, or a leaf to mature instantly. * You create an instantaneous harmless sensory effect, such as falling leaves, a gust of wind, the sound of a small animal, or the gentle scent of a cabbage. The effect must fit within a 5-foot cube. * You instantly light or extinguish a candle, torch, or small campfire. ### Compelled Duel *1st-level, psychic* **Execution time:** 1 bonus action **Range:** 30 feet **Duration:** Concentration, up to 1 minute You attempt to compel a creature to duel you. A creature you can see within range must succeed on a Wisdom saving throw or be drawn toward you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time it attempts to move to a space more than 30 feet away from you; if it succeeds, this power does not restrict the target’s movement that turn. The power ends if you attack any other creature, use a power that affects a hostile creature other than the target, if a creature friendly to you deals damage to it or uses a harmful power on it, or if you end your turn more than 30 feet away from the target. ### Cocoon Duplicate *8th-level, elemental(flora)* **Execution time:** 1 hour **Range:** Touch **Duration:** Until dipowered With this power, you as a plant can capture a Medium or smaller humanoid in a botanical prison and create a duplicate to serve it. The effect begins when you cast this power, as a vicious, thorny vine extends from your hand and reaches a humanoid within range. Make a melee power attack against the target. On a hit, the vine emerges and injects a special biotoxin into the victim, paralyzing them. At the end of their next turn, the victim makes a Constitution saving throw against your power. On a successful save, the victim awakens but takes 8d10 poison damage and gains the poisoned condition for 24 hours. On a failed save, the victim is paralyzed for the duration, as a Medium-sized botanical pod envelops them like a cocoon, leaving them unconscious and contained but unharmed. The cocoon has AC 15, 30 HP, and is immune to poison and psychic damage. During the next hour of the power’s duration, a second Medium cocoon grows near the first. At the end of the hour, if the victim has not been removed from the cocoon, they remain paralyzed for 24 hours, as the other cocoon opens to reveal a life-sized duplicate of the original creature. The duplicate is a creature, formed entirely of plant matter, and can take actions and be affected as a normal creature. It is a perfect copy of the original, but has none of its class features, abilities, or powers. It retains the memories of the original, but only knows the superficial facts of its life, not details or nuances. It uses the following stat block: \pagebreakNum --- > ## Cocoon Duplicate > > *Medium Construct* > > --- > > * **Armor Class** 10 > * **Hit Points** 93 (11d8 + 44) > * **Speed** 30 feet > > --- > > | STR | DEX | CON | INT | WIS | CHA | > | :-----: | :-----: | :-----: | :-----: | :-----: | :-----: | > | 16 (+3) | 10 (+0) | 18 (+4) | 10 (+0) | 10 (+0) | 13 (+1) | > > --- > > * **Skills** Deception +4 > * **Damage Immunities** Poison, Psychic > * **Condition Immunities** Exhaustion, Charmed > * **Senses** Darkvision 60 ft., Passive Perception 10 > * **Languages** Same as the copied creature > * **Challenge** 5 (1,800 XP) > > --- > > ### Actions > > ***Multiattack.*** The duplicate makes 2 attacks. > > ***Attack*** *Melee Attack:* +6 to hit, reach 5 ft., 1 target. *On a Hit:* 12 (2d8+3) bludgeoning damage The duplicate lasts until it drops to 0 HP, at which point it immediately becomes inanimate and withers. If the Cocoon Duplicate dies, the cocoon containing the original also withers and dies, freeing the victim inside, who awakens and is no longer paralyzed. If the cocoon containing the victim is destroyed while the Cocoon Duplicate is still alive, the duplicate becomes aware of this, but continues as it was before, though it will likely want to inform its creator that its prisoner has escaped. ### Duplicate Self *7th-level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour A duplicate of you appears in an unoccupied space within 5 feet of you. The duplicate is a creature that can take actions and be affected normally. It looks like you but has half your maximum HP, no powers or class features, and is formed without any equipment. However, the duplicate uses all your other statistics. The duplicate is friendly toward you and any creatures you designate. It obeys your spoken commands, moving and acting according to your wishes, and acts on your turn in combat. The duplicate cannot learn or become more powerful, so it never gains levels or additional abilities, nor can it use any powers. The duplicate lasts for the duration or until it drops to 0 HP. If you cast this power again while the same duplicate is active, the duplicate created by this power is instantly destroyed. ***At Higher Levels:*** When using an 8th-level power slot or higher, you can create an additional duplicate for each level above 7th. ### Elasticity *4th-level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes When you use this power, your body becomes incredibly elastic, allowing you to extend your limbs a distance equal to your walking speed. You can flatten yourself to 1 inch thick, filling a 10-foot square with your paper-thin form. Regardless of shape, you have resistance to bludgeoning damage while in this form. You can even shape a part of your body into a Small or Tiny inanimate object, or your entire body into a Medium inanimate object, though it cannot be detailed or have working mechanisms. No part of your elastic body can detach without injury. When you adopt the form of an object, you only take its shape, not its color or appearance. You can end this power and return to your solid form as an action. You can also shape your hand into a hammer or axe and use it to make a melee attack, dealing 5d6 bludgeoning damage plus your powercasting modifier on a hit. Work with your DM to determine the exact effects of the various forms you adopt. For example, you could use this power to: * Stretch your limbs to make a melee attack or use a touch power up to 30 feet away. * Grab and restrain someone by wrapping a limb around them. * Stretch into a net to safely catch a falling person, slow your own fall like a parachute, or glide. * Roll into a ball and bounce from wall to wall. * Shape your finger into a key to open a lock. ### Limited Elasticity *2nd-level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 minute When you use this power, your body becomes elastic. You can extend your limbs up to 10 feet from yourself, allowing unarmed and melee attacks at that distance. You also gain resistance to bludgeoning damage while in this form. You can shape your body into simple forms, such as a rough cube, sphere, bowl, or sheet, while maintaining your size. You can flatten yourself to 3 inches thick, filling a 5-foot square with your body. You can also shape your arms and legs into simple forms, like a club, oar, or hook, which you can harden to use as simple melee weapons you are proficient with. These have finesse and reach properties and deal 2d6 bludgeoning damage plus your powercasting modifier on a hit. No part of your elastic body can detach without injury. You can return to your solid form as an action. ***At Higher Levels:*** Using a 4th-level power slot or higher, the damage increases by 1d6 for each level above 3rd. \pagebreakNum ### Ultimate Elasticity *8th-level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour You reach the pinnacle of elasticity, stretching and reshaping yourself in fantastic ways. You are immune to bludgeoning damage while in this form. You can extend your limbs up to 120 feet from yourself. You can flatten yourself to 0.04 inches thick, filling a 30-foot square with your razor-thin form. You can shape a part of your body into a Medium or smaller inanimate object, such as turning your fist into a 5-foot-wide piston or your arm into a 6-foot-tall ladder. You can even reshape your entire body into an object from Tiny to Huge, though it cannot be overly intricate or have working mechanisms, like a clock. No part of your elastic body can detach without injury, but you may create forms with holes, like a doughnut or a cage. When you adopt the form of an object, you may take its shape, color, and appearance. You can end this power and return to solid form at will. You can also shape your hand into a club or axe and use it to make a melee attack, dealing 8d6 bludgeoning damage plus your powercasting modifier on a hit. Work with your DM to determine the exact effects of the various forms you adopt. For example, you could use this power to: * Stretch your limbs to make a melee attack or use a touch power up to 120 feet away. * Grab and restrain someone by shaping a cage with your hands around them. * Transform into an object indistinguishable from other similar objects. ### Planar Incarnation *5th-level, soul* **Execution time:** 1 hour **Range:** 60 feet **Duration:** 24 hours With this power, you attempt to bind a celestial, elemental, fey, or demon to your service. The creature must be within range for the entire casting. (Typically, the creature is first summoned to the center of a *magic circle* to keep it contained while this power is used.) Upon completing the binding, the target must make a Charisma saving throw. On a failed save, it must serve you for the duration. If the creature was summoned or created by another power, the duration of that power is extended to match this power. A bound creature follows your instructions to the best of its ability. You can command the creature to accompany you on a mission, guard a location, or deliver a message. The creature obeys your instructions literally, but if hostile to you, it will try to twist your words to achieve its own goals. If the creature completes your instructions fully before the power ends, it will travel to you to report if you are on the same plane of existence. If you are on a different plane, it returns to the location where you bound it and remains there until the power ends. ***At Higher Levels:*** Using a higher-level power slot, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, and 366 days with a 9th-level slot. \columnbreak ### Shrouding *5th-level, darkness* **Execution time:** 1 action **Range:** 120 feet **Duration:** 1 hour When you use this power, you envelop an object that fits within a 30-foot cube in illusory shadow. Unless someone looks directly at it under bright light, it is invisible. The object may move and make sounds normally while doing so. If the object deals or takes damage, however, or if someone inside the hidden space uses a power or makes an attack that affects the outside, the shrouding ends. ### Ultimate Shrouding *7th-level, darkness* **Execution time:** 1 action **Range:** 300 feet **Duration:** 24 hours When you use this power, you make a stationary object completely invisible for the duration. Even in bright light, the fully undetectable object must fit within a 30-foot cube. It casts no shadow, and no sound travels from it. If the object moves to a new space, deals or takes damage, or if someone inside the hidden space uses a power or makes an attack affecting the outside, the shrouding ends. You can make this shrouding permanent by using this power on the same object in the same location every day for 1 year. ### Find Traps *2nd-level, general* **Execution time:** 1 action **Range:** 300 feet **Duration:** Instantaneous You sense the presence of any trap within range that you can see. A trap, for the purposes of this power, includes anything that could cause a sudden or unexpected effect considered harmful or undesirable, specifically designed by its creator. Therefore, the power detects the area affected by the *alarm* power, a *glyph of warding*, or a mechanical trap, but it does not reveal natural weaknesses in the floor, unstable ceilings, or hidden pits. This power only reveals the presence of a trap. You do not learn the location of each trap, but you do discover the general nature of the danger represented by the trap you sensed. ### Find Familiar *1st-level, soul* **Execution time:** 1 hour **Range:** 10 feet **Duration:** Instantaneous You gain the services of a familiar, a spirit that takes the form of an animal of your choice: spider, crab, seahorse, owl, raven, weasel, cat, hawk, lizard, bat, fish (herring), octopus, rat, or frog. Appearing in an unoccupied space within range, the familiar has the same statistics as the chosen form, but it is a celestial, fiend, or fey (your choice) instead of a beast. Your familiar acts independently of you, but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot attack but can take other actions as usual. \pagebreakNum When a familiar drops to 0 hit points, it disappears, leaving no physical body behind. It reappears after you cast this power again. While your familiar is within 30 feet of you, you can communicate telepathically with it. Additionally, as an action, you can see through the eyes of the familiar and hear through its ears until the start of your next turn, gaining the benefits of any special senses the familiar possesses. During this period, you are blind and deaf with respect to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it waits for your summoning. Alternatively, you can dismiss it permanently. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You cannot have more than one familiar at a time. If you cast this power while you already have a familiar, you instead cause your existing familiar to adopt a new form. Choose one of the forms from the list above. Your familiar transforms into the chosen creature. Finally, when you cast a power with a touch range, your familiar can deliver the power as if it had cast it. Your familiar must be within 30 feet of you and use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for that roll. ### Find the Way *6th-level, space* **Execution time:** 1 minute **Range:** Self **Duration:** Concentration, up to 1 day This power allows you to find the shortest and most direct physical route to a specific, static location with which you are familiar on the same plane of existence. If you designate a destination on another plane, a moving location (such as a flying fortress), or a non-specific destination (like “Red Skull’s lair”), the power fails. For the duration, as long as you are on the same plane as the destination, you know how far away it is and in which direction it lies. While traveling, whenever you encounter a choice of path, you automatically determine which path is the shortest and most direct (though not necessarily the safest) route to the destination. ### Charm Person *1st-level, psychic* **Execution time:** 1 minute **Range:** 30 feet **Duration:** 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, with advantage if you or your companions are fighting it. On a failed save, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you. ***At Higher Levels:*** When you cast this power using a 2nd-level power slot or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. \columnbreak ### Weaken Intellect *8th-level, psychic* **Execution time:** 1 minute **Range:** 150 feet **Duration:** Instantaneous You assault the mind of a creature you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the target’s Intelligence and Charisma scores become 1. The creature cannot cast powers, activate magic items, understand languages, or communicate intelligibly. It can, however, recognize and follow friends and even protect them. At the end of every 30 days, the creature may repeat its saving throw against this power. On a successful save, the power ends. This power can also be ended via *greater restoration, heal*, or *wish*. ### Envelop *1st-level, darkness* **Execution time:** 1 action **Range:** 10 feet **Duration:** 10 minutes When you use this power, you envelop an object the size of a fist or smaller in illusory shadow. Unless someone looks directly at it under bright light, it is invisible. You can carry this object or leave it stationary, but using it for anything, such as firing a hidden weapon or unlocking a door with a hidden key, reveals it. ### Earth Eruption *3rd-level, elemental (earth)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous Choose a point you can see on the ground within range. A surge of earth and stones rises in a 20-foot cube centered on that point. Each creature in the area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much on a successful one. Additionally, the ground in the area becomes difficult terrain until cleared. Each 5-square-foot portion of the area requires at least 1 minute to clear manually. ***At Higher Levels:*** When you cast this power using a 4th-level power slot or higher, the damage increases by 1d12 for each slot level above 3rd. ### Volcanic Eruption *6th-level, elemental (earth, fire)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous Choose a visible point on the ground within range. The earth splits and molten lava flows out, filling an area with a 20-foot radius centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half on a successful one. Additionally, the ground becomes difficult terrain for 1 minute as the lava cools and hardens. Creatures that end their turn within the affected area during the 1-minute cooling period also take 2d6 fire damage. \pagebreakNum ***At Higher Levels:*** When you cast this power using a 7th-level power slot or higher, the initial eruption damage increases by 2d6 for each slot level above 6th. ### Spider Climb *2nd-level, polymorph* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 hour Until the power ends, a willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving its hands free. The target also gains a climbing speed equal to its walking speed. ### Darkness *2nd-level, darkness* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 10 minutes Darkness spreads from a point you choose within range, filling a 10-foot-radius sphere for the duration. Creatures with darkvision cannot see through this darkness, and light not created by powers cannot illuminate it. If the point is an object you are holding or one that is not being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a container or helmet, blocks the darkness. If any area of this power overlaps with an area of light created by a 2nd-level or lower power, the light power is dipowered. ### Anti-Life Shield *5th-level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour A shimmering barrier extends from you in a 10-foot radius and moves with you, remaining centered on you and restricting creatures other than undead and constructs. The barrier remains for the duration. The barrier prevents affected creatures from passing through or reaching across it. An affected creature can use powers or make ranged attacks or attacks with reach weapons through the barrier. If you move forcing an affected creature to cross the barrier, the power ends.
### Elemental Shield *2nd-level, elemental* **Execution time:** 1 reaction **Range:** Self **Duration:** 1 minute When hit by a visible attack, you can use your reaction to conjure a solid shield made of an element of your choice. While active, you gain a +2 bonus to AC, including against the triggering attack. If this raises your AC above the attack roll, you take no damage, blocking it with your elemental shield. The shield disappears if you drop or release it. \columnbreak
### Fire Shield *4th-level, elemental (fire)* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes Thin, flickering flames surround your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end this power early using your action to dispel it. The flames grant either a warm shield or a cold shield, your choice. The warm shield gives resistance to cold damage, while the cold shield grants resistance to fire damage. Additionally, whenever a creature within 5 feet hits you with a melee attack, the shield emits flames. The attacker takes 2d8 fire damage from the warm shield or 2d8 cold damage from the cold shield. ### Freezing Sphere *6th-level, elemental (ice)* **Execution time:** 1 action **Range:** 300 feet **Duration:** Instantaneous A frigid globe of icy energy launches from your fingertips to a point within range, where it explodes in an 18-foot-radius sphere. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage; on a successful save, it takes half as much. If the sphere hits a body of water or liquid primarily composed of water (excluding creatures made of water), it freezes the liquid to a depth of 6 inches in a 9-square-meter area. This ice lasts for 1 minute. Creatures standing on the frozen water are trapped; a creature can use its action to make a Strength check against the power’s DC to free itself. \pagebreakNum The globe can also be held in your hand before release, allowing you or another creature to throw it (up to 40 feet) or launch it with a sling at normal range. The globe shatters on impact, producing the same effect. You can also place it on the ground without shattering; it explodes after 1 minute if untouched. ***At Higher Levels:*** When cast using a 7th-level power slot or higher, damage increases by 1d6 per slot level above 6th. ### Flaming Sphere *2nd-level, elemental (fire)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and persists for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. As a bonus action, you can move the sphere up to 30 feet. If it strikes a creature, the creature makes the saving throw, and the sphere stops moving for that turn. The sphere can move over barriers up to 5 feet high and jump across pits up to 10 feet wide. Flammable objects not being worn or carried ignite. The sphere emits bright light in a 20-foot radius and dim light for an additional 20 feet. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, damage increases by 1d6 per slot level above 2nd. ### Resilient Sphere *4th-level, telekinesis* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute A glowing sphere of energy encloses a creature or object of Large size or smaller within range. A creature unwilling to be enclosed must make a Dexterity saving throw. On a failed save, it is trapped for the duration. Nothing—not physical objects, energy, or other magical effects—can pass through the barrier, though the creature inside can breathe. The sphere is immune to all damage; the enclosed creature or object cannot be harmed by external attacks or effects, nor can it damage anything outside. The sphere is weightless and large enough only to contain the creature or object. An enclosed creature can use its action to push against the sphere, rolling it up to half its movement. Others can lift or move the sphere similarly. A *disintegrate* power destroys the sphere without harming its contents. ### Heat Metal *2nd-level, elemental (fire)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute Choose a manufactured metal object, such as a weapon or medium or heavy armor, that you can see within range. The object glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Each subsequent turn, you can use a bonus action to deal the damage again. A creature holding or wearing the object must make a Constitution saving throw or drop it if able. If it does not, it has disadvantage on attack rolls and ability checks until the start of its next turn. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, damage increases by 1d8 per slot level above 2nd. ### Shards *3rd-level, telekinesis* **Execution time:** 1 action **Range:** 300 feet **Duration:** Instantaneous You pull metal fragments from the environment and hurl them to a point within range, where they explode in a devastating whirlwind of shrapnel. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw, taking 8d6 piercing damage on a failed save, or half on a successful one. ***At Higher Levels:*** When cast using a 4th-level power slot or higher, damage increases by 1d6 per level above 3rd. ### Arcane Sword *7th-level, telekinesis* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You create a floating blade of pure energy within range. The sword remains for the duration. When it appears, you make a power attack against a target within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Each of your turns, you can use a bonus action to move the sword up to 30 feet to a point you can see, making another attack against the same or a different target. ### Expel Spines *3rd-level, polymorph* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 10 minutes You erupt sharp spikes up to 1 foot in all directions from your body, protecting yourself and damaging those who touch you. Any creature grappling you or being grappled by you takes 3d8 piercing damage at the start of its turn. Additionally: * Whenever you are hit by a melee attack, the attacker takes 1d8 piercing damage. * Whenever you hit a creature with a melee attack, that creature takes 1d8 piercing damage. ***At Higher Levels:*** When cast using a 4th-level power slot or higher, the piercing damage increases by 1d8 for each slot level above 3rd. \pagebreakNum ### Elemental Burst *3rd-level, elemental* **Execution time:** 1 action **Range:** Self, 30-foot cone **Duration:** Instantaneous Your hand erupts with an elemental effect: a spray of boiling acid, crackling lightning, a fan of smoldering fire, slicing gusts of wind, shards of ice, a wave of turbulent water, a spinning shadow of necrotic energy, a whirling pulse of accelerated entropy, an electromagnetic pulse, a whip of radiant light, concussive vibrations, or a blast of rubble. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 8d6 damage and suffers the corresponding Elemental Effect; on a successful save, it takes half damage and no effect. | Element | Elemental Effect | | :---------- | :--------------------------------------------------------------------------------------------- | | Acid/Flora | The target takes 2d4 acid damage at the end of its turn. | | Water/Ice | The target's speed is reduced by 10 feet until the start of its next turn. | | Darkness | The target must succeed on a Constitution save or be blinded until the start of its next turn. | | Earth | The target must succeed on a Strength save or be knocked prone. | | Electricity | The target has disadvantage on attacks if wearing metal armor or holding metal objects. | | Fire | Ignites flammable objects in the area not worn or carried. | | Sound | The target is deafened until the end of its next turn. | | Time | The target’s initiative decreases by 2 for the rest of combat. | | Wind | The target is pushed 5 feet away from you. | ***At Higher Levels:*** When cast using a 4th-level slot or higher, the base damage increases by 1d6 per slot above 3rd. --- ### Extinguish *1st-level, darkness* **Execution time:** 1 action **Range:** 60 feet **Duration:** 1 minute You cause all sources of light within range to flicker and go out. Flames, lamps, and lanterns fail. When the power ends, all lights return as if nothing happened. You may also end the power early as an action. --- \columnbreak ### Speak with Animals *1st-level, soul* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes You gain the ability to comprehend and communicate verbally with beasts for the duration. Animals may provide information about nearby terrain, creatures, or events they have perceived within the past day. Persuading a beast to perform a task is subject to the DM’s discretion. --- ### Speak with Dead *3rd-level, soul* **Execution time:** 1 action **Range:** 10 feet **Duration:** 10 minutes You grant a corpse the semblance of life and intelligence, allowing it to answer questions. The corpse must have a mouth and cannot be undead. The power fails if the corpse has already been targeted by this power in the last 10 days. While the power lasts, you may ask up to five questions. The corpse only knows what it knew in life, including languages. Answers may be brief, cryptic, or repetitive. The corpse is not compelled to tell the truth if it perceives you as hostile or an enemy. This power does not return the soul to the body, nor allow it to learn new information, perceive events after death, or predict the future. ### Speak with Plants *3rd-level, elemental (flora)* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes You imbue plants within 30 feet of you with limited sentience and animation, allowing them to communicate with you and follow simple commands. You can ask the plants about events in the area over the past day, including information about creatures that passed through, weather, or other conditions. You can also: * Turn difficult terrain caused by plant growth (such as bushes or thick underbrush) into normal terrain for the duration. * Turn normal terrain where plants are present into difficult terrain, making vines, branches, and foliage impede movement. Plants may perform other tasks at the DM’s discretion. This power does not allow plants to uproot themselves or move freely, but they may move branches, stems, and leaves. If a plant creature is within the area, you may communicate with it if you share a language, but this power does not grant control over it. --- \pagebreakNum ### Healing Factor *2nd-level, general* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes You focus your inner energy to mend tissue, flesh, and bone. While conscious, you regain hit points at the start of each of your turns equal to your Constitution modifier (minimum 1). If you are reduced to 0 hit points while this power is active but not immediately killed, you stabilize automatically at 0 hit points and the power ends. --- ### Arcane Lock *2nd-level, spatial* **Execution time:** 1 action **Range:** Touch **Duration:** Until dipowered You touch a door, window, gate, chest, or other entryway, magically locking it. You and creatures you designate can open the object normally. You may set a password, spoken within 5 feet, to suppress the effect for 1 minute. Otherwise, the object is impervious until broken or dipowered. Using the *Break* action suppresses the lock for 10 minutes. --- ### Hold *6th-level, telekinesis* **Execution time:** 1 action **Range:** 5 feet **Duration:** Concentration, up to 1 minute You attack and envelop a target, crushing and restraining it. Make a melee power attack against a Large or smaller creature. On a hit, the target takes 4d8 force damage, is grappled, and restrained. ***At Higher Levels:*** When cast using a 7th-level power slot or higher, the force damage increases by 2d8 per slot above 6th. --- ### Acidic Arrow *2nd-level, elemental (flora)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous A shimmering green arrow flies toward a target within range and explodes in a spray of acid. Make a ranged power attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the acid splashes on the target, dealing half damage initially and no damage at the end of the next turn. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, both the initial and delayed damage increase by 1d4 per slot above 2nd. --- \columnbreak ### Fluid *4th-level, elemental (water)* **Execution time:** 1 action **Range:** 300 feet **Duration:** Instantaneous You summon a stream of water flowing in a direction of your choice. The wave may be up to 10 feet wide, 10 feet high, and extend up to 120 feet or until it strikes a solid barrier. Each creature in the path must make a Dexterity saving throw. On a failed save, the creature takes 6d6 bludgeoning damage, is knocked prone, and pushed 10 feet away. On a successful save, it takes half damage and is neither knocked prone nor pushed. The water extinguishes flames in its path and disperses upon reaching the end of its range. ***At Higher Levels:*** When cast using a 5th-level slot or higher, the damage increases by 2d6 per slot above 4th. --- ### Power Focus *Cantrip, kinetic* **Execution time:** 1 bonus action **Range:** Self **Duration:** 1 round You tense your muscles and gather force. Until the end of your next turn, add your proficiency bonus to melee weapon attacks, unarmed strikes, Strength-based skill checks, and Strength saving throws. If you would already add your proficiency bonus because you are proficient, add it twice. This bonus does not apply to power attacks. ### Explosive Strength *6th-level, kinetic* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes You channel your energy to amplify your Strength to incredible levels. For the duration, you add twice your proficiency bonus to any roll that uses Strength, including melee attacks and damage, Strength-based skill checks, and Strength saving throws. If you would already add your proficiency bonus due to proficiency in the relevant ability, attack, or saving throw, you add it three times instead. --- ### Surtur’s Fires *1st-level, elemental (fire)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute Each object in a 20-foot cube within range glows with blue, green, or violet light (your choice). Any creature in the area when the power is cast is outlined if it fails a Dexterity saving throw. Affected objects and creatures emit dim light in a 10-foot radius. Attacks against an affected creature or object have advantage if the attacker can see it. Creatures or objects affected do not gain benefits from invisibility. \pagebreakNum --- ### Primordial Source *8th-level, soul* **Execution time:** 1 action **Range:** 300 feet **Duration:** Concentration, up to 1 minute A swirling vortex of radiant or necrotic energy appears in a 20-foot radius centered on a point within range. When it appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 damage; on a successful save, it takes half. You choose whether the damage is radiant or necrotic. Creatures must repeat this save if they enter the area for the first time on a turn or end their turn there. At the start of each of your turns, the vortex moves 10 feet directly away from you in a direction you choose. --- ### Animal Form *8th-level, polymorph* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 24 hours You transform yourself or willing creatures into beasts. Choose any number of visible willing creatures within range. Each target becomes a Large or smaller beast of Challenge Rating 4 or lower. On subsequent turns, you may use your action to transform the affected creatures into new forms. * Transformed creatures retain their Intelligence, Wisdom, and Charisma scores, but adopt the HP and game statistics of the beast form. * Returning to normal restores their original HP, but excess damage carries over from the beast form. * Creatures cannot speak or use powers while transformed. * Equipment merges with the new form and cannot be used until the transformation ends. --- \columnbreak ### Tree Form *7th-level, elemental (flora)* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes You transform into a massive humanoid tree capable of walking and speaking. While in tree form: * Your size becomes Huge. * You gain 100 temporary hit points. * Your AC is 16, and you have resistance to bludgeoning, piercing, and slashing damage. * You cannot use powers but retain your ability to speak and move at your normal walking speed. * Unarmed attacks deal 4d10 bludgeoning damage. You retain beneficial traits from class, race, or other sources if your new form allows. You may return to normal using a bonus action, losing temporary HP. You automatically revert if you fall unconscious, drop to 0 HP, or die. Equipment either falls to the ground or merges with your form. --- ### Botanical Form *4th-level, elemental (flora)* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes You transform your body into plant matter, with sap for veins and thick bark as skin. While in botanical form: * Your creature type becomes Plant. * You gain 20 temporary hit points. * Your AC is 16, and you have resistance to bludgeoning, piercing, and slashing damage. * You cannot use powers, but retain other abilities. * Unarmed attacks deal 4d10 bludgeoning damage. You may return to normal with a bonus action, losing temporary HP, or automatically revert if reduced to 0 HP, fall unconscious, or die. Equipment either drops or merges with your form.
### Swarm Form *7th-level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 10 minutes You transform into a swarm of creatures for the duration. This functions like the 4th-level *Limited Shapechange* power, with an additional option: you can assume the form of a Medium swarm of Tiny creatures, such as bats, insects, rats, or piranhas. While in this form: * Use the swarm’s stat block and treat it as a single creature for game mechanics. * Individual members can flow around and over obstacles, including enemies attempting to grapple you. * You cannot be grappled or restrained. * The swarm can occupy another creature’s space and vice versa. * The swarm can move through any opening large enough for a Tiny creature. \pagebreakNum You may temporarily split your form to navigate obstacles or squeeze through bars, but you must recombine at the end of your turn. If you fail to recombine, you take 4d6 psychic damage for each turn spent split. If the swarm drops to 0 HP while split, you choose which portion of the swarm reverts to your original form. ### Elemental Form *5th-level, elemental* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes You transform yourself—and anything you are wearing or carrying—into a living embodiment of an element. Until you use an action to leave this form or are incapacitated, you gain the following traits: * Any creature you choose that touches you takes 2d6 damage of the element’s type at the end of each round they remain in contact with your body. * You can emit an elemental explosion in a 3-meter radius around you. All creatures in the area must make a Dexterity saving throw against your power’s DC, taking 5d6 damage and suffering an Elemental Effect on a failed save, or half as much damage and no effect on a successful save. | Element | Elemental Effect | | :---------: | :-----------------------------------------------------------------------------------------------: | | Acid/Flora | Target takes 2d4 acid damage at the end of its turn | | Water/Ice | Target’s speed is reduced by 3 meters until the start of its next turn | | Darkness | Target must succeed on a Constitution saving throw or be blinded until the start of its next turn | | Earth | Target must succeed on a Strength saving throw or be knocked prone | | Electricity | Target has disadvantage if wearing metal | | Fire | Ignites flammable objects in the area that aren’t worn or carried | | Sound | Target is deafened until the end of its next turn | | Wind | Target is pushed 1.5 meters away | You may describe your appearance in this form: ice, fire, or earth forms appear as expected, while elemental forms like gravitational, temporal, or magnetic might appear as a mercurial liquid, a starry field, or a humanoid black hole. --- ### Ethereal Form *7th-level, spatial* **Execution time:** 1 action **Range:** Self **Duration:** 8 hours Step into the Ethereal Plane at the overlapping area with your current plane. While on the Ethereal Border, you may move freely in any direction. Upward or downward movement costs extra per step. * You can see and hear the plane you originated from, but everything appears gray and only up to 18 meters away. * While on the Ethereal Plane, you can interact only with creatures in that plane; creatures not on the Ethereal Plane cannot perceive or affect you unless special abilities allow it. * You ignore all objects and effects from your originating plane, allowing movement through them. When the power ends, you immediately return to your original plane at your current position. If occupying the same space as a creature or object, you are moved to the nearest unoccupied space and take force damage equal to ten times the number of 1.5-meter squares moved. **At higher levels:** Using an 8th-level or higher slot, you can affect up to three willing creatures for each level above 7, within 3 meters of you. --- ### Gaseous Form *3rd-level, polymorph* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 hour You transform a willing creature and everything it carries into a nebulous cloud. * Movement is limited to 3 meters of flying speed. * Can occupy the same space as other creatures. * Resistance to nonmagical damage; advantage on Strength, Dexterity, and Constitution saving throws. * Can pass through small holes and cracks; liquids treated as solid surfaces. * Cannot fall; floats automatically. While in this form, the creature cannot speak, manipulate objects, attack, or use powers. --- ### Radiant Form *5th-level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous Transform into a living embodiment of divine radiance: * Emits bright light in a 9-meter radius and dim light for an additional 9 meters. * Gain 18 meters flying speed with glowing wings. * Immunity to radiant damage; resistance to fire damage. * Any creature touching you takes 2d6 radiant damage per round. * Can emit a 3-meter radius explosion of radiant energy: Dexterity saving throw, 5d6 damage on failure, half on success. --- \pagebreakNum ### Shadow Form *5th-level, darkness* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous Transform into a living embodiment of entropy and decay: * Appear undead with swirling shadows; 60-foot flying speed with tattered wings. * Area within 1.5 meters is lightly obscured. * Immunity to necrotic damage. * Creatures touching you take 2d6 necrotic damage per round. * Bonus action: Extend an entropic tentacle to attack a visible creature within 3 meters, dealing 4d6 necrotic damage on a hit. --- ### Toxic Form *5th-level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous Transform into a living embodiment of poison: * Body becomes a green humanoid liquid. * Can pass through narrow openings, treating liquids as solid surfaces. * Immunity to poison damage. * Any creature touching you takes 2d6 poison damage per round. * Can emit a 3-meter radius toxic splash: Dexterity saving throw, 5d6 poison damage on failure, half on success. ### Grave Cold *2nd level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour You lower your body temperature and vital signs until you appear dead. For the duration, you are paralyzed, have resistance to cold and necrotic damage, immunity to disease and poison, and are indistinguishable from a dead body. --- ### Night Chill *1st level, darkness* **Execution time:** 1 action **Range:** 60 feet, sphere of 15 feet radius **Duration:** Concentration, up to 1 hour You reduce the ambient energy in an area within range, chilling and darkening it. If the area was brightly lit, it becomes dimly lit. If it was dimly lit, it becomes dark. Additionally, living creatures that start their turn in the area must succeed on a Constitution saving throw or have disadvantage on their next attack roll, ability check, or saving throw, as they are distracted by the sudden chill and darkness. The power has no effect on constructs or undead. --- \columnbreak ### Frenzy *4th level, general* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute You lose yourself in the heat of battle. On the turn you use this power and on each subsequent turn for the duration, you can make a single melee weapon attack as a bonus action on each of your turns. You also cannot be charmed or frightened and have resistance to psychic damage. --- ### Massacrating Fury *3rd level, kinetic* **Execution time:** 1 action **Range:** 10 feet **Duration:** Instantaneous You explode into a rapid attack against nearby enemies. Make a melee power attack against each creature of your choice within 10 feet of you. You deal 4d8 bludgeoning damage to each creature you hit. ***At Higher Levels:*** When using a 4th level or higher power slot, the damage increases by 1d8 for each slot above 3rd. --- ### Glyph of Vigilance *3rd level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Until dipowered or triggered When you use this power, you inscribe a glyph that harms other creatures, either on a surface (such as a table or section of floor or wall) or inside a closable object (like a book, scroll, or treasure chest) to hide the glyph. If you choose a surface, the glyph can cover an area no larger than 10 feet in diameter. If you choose an object, the object must remain in place; if it is moved more than 10 feet from where you cast this power, the glyph is broken and the power ends without being triggered. The glyph is nearly invisible and requires an Intelligence (Investigation) check against the power’s DC to be found. You determine what triggers the glyph when you cast the power. For glyphs inscribed on a surface, typical triggers include touching or stepping on the glyph, removing another object covering it, approaching a certain distance from the glyph, or manipulating an object where the glyph is inscribed. For glyphs inscribed inside objects, common triggers include opening the object, approaching a certain distance from it, or seeing or reading the glyph. Once the glyph is triggered, the power ends. You can later refine the trigger so that the power activates only under certain circumstances or according to physical characteristics (such as height or weight), creature type (for example, the protection could be set to affect aberrations or skrulls), or alignment. You can also set conditions for creatures not to trigger the glyph, such as speaking a specific password. When you inscribe the glyph, choose *explosive runes* or *glyph of power*. \pagebreakNum ***Explosive Runes:*** When triggered, the glyph erupts with energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, lightning, fire, cold, or thunder damage on a failed save (you choose the type when creating the glyph) or half as much on a successful save. ***Glyph of Power:*** You can store a 3rd level power or lower in the glyph when using it as part of the glyph creation. The stored power has no immediate effect when cast in this way. When the glyph is triggered, the stored power is cast. If the power has a target, that target is the creature that triggered the glyph. If the power affects an area, the area is centered on the triggering creature. If the power summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the power requires concentration, it lasts the maximum duration possible. ***At Higher Levels:*** When using a 4th level or higher power slot, the damage of explosive runes increases by 1d8 for each slot above 3rd. If you create a glyph of power, you can store any power of the same level or lower than the slot you use for the Glyph of Vigilance. ### Orbs of Light *Cantrips, general* **Execution time:** 1 action **Range:** 300 feet **Duration:** Concentration, up to 1 minute You create up to four lights the size of torches within range, making them appear as torches, lanterns, or glowing spheres that float in the air for the duration. You can also combine the four lights into a vaguely humanoid, Medium-sized luminous form. Whatever form you choose, each light casts dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new location within range. A light must be at least 20 feet away from another light created by this power, and a light disappears if it exceeds the power’s range. --- ### Reverse Gravity *7th level, space* **Execution time:** 1 action **Range:** 300 feet **Duration:** Concentration, up to 1 minute This power reverses gravity in a cylinder 50 feet in radius and 100 feet high, centered on a point within range. All creatures and objects not anchored to the ground in the area fall upward and reach the top of the area when you cast this power. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach to avoid the effect. If any solid object (such as a ceiling) is encountered during the fall, objects and creatures hitting it are affected as if they had fallen normally. If an object or creature reaches the top of the area without hitting anything, it remains there, slightly oscillating, for the duration. At the end of the duration, affected objects and creatures fall back down and take normal falling damage. --- \columnbreak ### Marvel Strike *1st level, cosmic* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute You move like a comet. Until the end of the power, your movement does not provoke opportunity attacks. Once, until the end of the power, you may gain advantage on one weapon attack roll on your turn. This attack deals an extra 1d8 energy damage on a hit. Regardless of hit or miss, your movement speed increases by 30 feet until the end of that turn. --- ### Guards & Wings *6th level, space* **Execution time:** 10 minutes **Range:** Touch **Duration:** 24 hours You create a defense that protects up to 2,400 square feet of space (an area of a 50-foot square, or 100 squares of 5 feet, or 25 squares of 10 feet). The protected area can be up to 20 feet high, in any shape you choose. You can protect multiple warehouses of a fortress by dividing the area among them, as long as you can move through each contiguous area while maintaining the power. When you cast this power, you may specify individuals who are not affected by any of the effects you choose. You may also specify a password which, when spoken aloud, makes the speaker immune to the effects. *Guards & Wings* creates the following effects within the protected area: ***Corridors:*** Mist fills all protected corridors, creating an area of dense darkness. Additionally, at each intersection or branching path offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chose. ***Doors:*** All doors in the protected area are locked, as if sealed by the Arcane Lock power. Additionally, you may cover up to ten doors with an illusion (equivalent to the Minor Illusion power) to make them appear as simple sections of wall. ***Stairs:*** Webs fill all stairs in the protected area down to the ground, as per the *Web* power. These strands regrow in 10 minutes if burned or broken while Guards & Wings lasts. ***Other Effects:*** You may place, at your choice, one of the following effects within the protected fortress area: * Place orbs of light in four corridors. You can set a simple pattern that the lights repeat while the fortress protection lasts. * Place a mouth of enchantment in two locations. * Place fetid mist in two locations. Vapors appear where you designate; they return within 10 minutes if dispersed by wind, while fortress protection lasts. * Place a constant gust of wind in a corridor or room. * Place a suggestion in one location. You select a 5-foot square area, and any creature that enters or passes through that area receives the suggestion mentally. The entire protected area radiates power. A *Dispel Power* used on a specific area, if successful, removes only that effect. You may create a structure permanently affected by Guards & Wings by using this power on it each day for a year. \pagebreakNum --- ### Soul Guardian *4th level, soul* **Execution time:** 1 action **Range:** 30 feet **Duration:** 8 hours A Large spectral guardian appears and floats for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies this space and is indistinct, except for a gleaming sword and shield. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much on a successful one. The guardian disappears after dealing a total of 60 damage. --- ### Guide Lightning *7th level, elemental (electric)* **Execution time:** 1 action **Range:** 100 feet **Duration:** Instantaneous You transform into a bolt of lightning, electrifying a line up to 100 feet long and 5 feet wide, ending at a visible point within range. Each creature in the line must make a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much on a successful one. The bolt ignites flammable objects in the area that are not worn or carried. When the bolt reaches its destination, you revert to your normal form as if you had teleported there. ***At Higher Levels:*** When using an 8th-level power slot or higher, the damage increases by 2d6 for each slot above 7th. ### Hack Systems *2nd level, elemental (electric)* **Execution time:** 1 minute **Range:** Touch **Duration:** Instantaneous If you spend 1 minute concentrating your elemental energy on a relevant computer or security panel, you can hack any secure system or device, except those with encryption or biometric security. When you hack or disable such systems, you go unnoticed unless someone uses an action to make an Investigation check against a DC equal to 8 + your Intelligence modifier + your proficiency bonus. --- ### Heroism *1st level, soul* **Execution time:** 1 minute **Range:** Touch **Duration:** Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your powercasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power. ***At Higher Levels:*** When you cast this power using a 2nd-level power slot or higher, you can affect one additional creature for each slot level above 1st. --- \columnbreak ### Major Illusion *3rd level, psychic* **Execution time:** 1 minute **Range:** 300 feet **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or another visible phenomenon no larger than a 20-foot cube, appearing at a point you can see within range, lasting for the duration. It appears completely real, including appropriate sounds, smells, and temperature. You cannot create heat or cold enough to cause damage, sound loud enough to deal thunder damage or deafen a creature, or odors that make a creature sick. If you are within range of the illusion, you can use your action to move it to any point within range. As the image moves, you can alter its appearance so that its movements appear natural. For example, the image of a creature you move may appear to walk or make different sounds, even speaking. Physical interaction with the image reveals it as an illusion, as objects can pass through it. A creature that uses its action to examine the image can determine it is an illusion with a successful Investigation check against your power save DC. If a creature discerns the illusion for what it is, it can see through the image, and other sensory qualities are weakened for that creature. ***At Higher Levels:*** When using a 6th-level power slot or higher, the power lasts until dipowered, without requiring concentration. --- ### Minor Illusion *Cantrip, psychic* **Execution time:** 1 minute **Range:** 30 feet **Duration:** 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dispel it using an action or cast this power again. If you create a sound, its volume can range from a whisper to a shout. It can be your voice, another’s voice, a lion’s roar, drumbeats, or any sound you choose. The sound remains at the same volume for the duration or you can make distinct sounds at different times before the power ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it can’t be larger than a 5-foot cube. The image can’t produce sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it as an illusion, since objects can pass through it. A creature using its action to examine the image can determine it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion, it becomes visually insubstantial to that creature. --- \pagebreakNum ### Programmed Illusion *6th level, psychic* **Execution time:** 1 minute **Range:** 300 feet **Duration:** Until dipowered You create an illusion of an object, creature, or another visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until that moment. It can’t be larger than 30 cubic feet, and you decide, when casting, how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specified occurs, the illusion appears suddenly and acts as you described. Once the illusion has finished acting, it disappears and remains dormant for 10 minutes. After this period, the illusion can activate again. The activation condition can be as generic or specific as you like, though it must be based on visual or audible triggers within 30 feet of the area. For example, you could create an illusion of yourself that appears to warn others attempting to open a trapped door, or program the illusion to activate only when a creature speaks a specific word or phrase. Physical interaction with the image reveals it as an illusion, as objects can pass through it. A creature that uses its action to examine the image can determine it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If the creature discerns the illusion, it can see through the image, and any sound it makes will seem hollow to the creature. ### Mirror Image *2nd level, psychic* **Execution time:** 1 action **Range:** Self **Duration:** 1 minute Three illusory duplicates of you appear in your space. Until the power ends, the duplicates move with you and copy your actions, switching places to make it impossible to track which image is real. You can use your action to dispel the illusory duplicates. Each time a creature targets you with an attack while the power lasts, roll a d20 to determine if the attack targets one of your duplicates instead of you. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can only be destroyed by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed. A creature can’t be affected by this power if it can’t see, relies on senses other than sight (such as blindsight), or can perceive illusions as false, such as with true sight. --- \columnbreak ### Silent Image *1st level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 10 minutes You create the image of an object, creature, or other visible phenomenon that is no larger than 150 cubic feet. The image appears at a point within range and lasts for the duration. The image is purely visual; it does not include sound, smell, or other sensory effects. You can use your action to move the image to any point within range. As the image moves, you can alter its appearance so its movement appears natural. For example, if you create the image of a creature and move it, you can adjust it to appear as if it is walking. Physical interaction with the image reveals it as an illusion, since objects can pass through it. A creature using its action to examine the image can determine it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion, it can see through the image. --- ### Mimic Object *4th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour When you cast this power, you change your appearance to exactly resemble a single Small or Medium inanimate object. The object must be a single spatially contiguous object and cannot be intricate or have working mechanisms. While in this form, you still count as a creature, not an object. You retain all your statistics while transformed in this way, although you can no longer see, hear, smell, taste, or communicate. At any time while the power lasts, you can use your action to change your appearance again, becoming a different object or altering your current one. Detection devices or superpowers that can see infrared or ultraviolet light can reveal that the object is actually a creature, but none of the five mundane senses can tell the object is unusual. Your equipment merges into your new form. You can’t activate, use, wield, or benefit from any of your equipment while in object form. --- \pagebreakNum
### Mimic Substance *5th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 hours You can transform your body at a cellular level to perfectly mimic a substance you touch. For example, if you touch a wooden table, your body transmutes into wood, or touch a coin to become copper. You retain all your statistics and abilities while in this transmuted form—somehow, despite being made of wood or copper, you can still speak, think, and use your powers. You can only mimic relatively mundane, homogeneous, and solid substances with this power, such as wood, steel, plastic, or concrete—but nothing exotic, radioactive, or non-solid. For example, you could not become uranium or mercury. When mimicking a substance, you gain some of its properties; if it conducts electricity, like copper, you become immune to lightning damage and can harmlessly conduct electricity. If it is hard, like steel, you gain natural armor—add +3 to your Armor Class. If it is acid-resistant, like glass, you also gain immunity to acid damage. If it is plastic or elastic, you can alter your shape, returning to your original form or maintaining the new form. Work with your DM to determine the exact consequences of the substance you choose to mimic.
\columnbreak ### Speed Surge *7th level, space* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes You focus all your attention on moving as fast as possible, reaching speeds that defy the laws of human physiology and even physics. If you **Dash** on your action, your movement is multiplied by ten. If on your turn you use your action for anything other than the Dash action, your concentration is broken, this power ends, and your movement returns to normal. --- ### Hold Creature *5th level, telekinesis* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This power has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. ***At Higher Levels:*** When you cast this power using a 6th-level or higher power slot, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other to be affected. --- ### Hold Person *2nd level, telekinesis* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute Choose a humanoid you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This power has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. --- ### Indomitability *5th level, soul* **Execution time:** 1 reaction **Range:** Self **Duration:** Instantaneous When you fail a saving throw, you can use this reaction to invoke this power and reroll the saving throw. You must use the new roll. Regardless of the result, you gain resistance for 1 minute against any damage from the effect that triggered the saving throw. --- \pagebreakNum ### Inertia *Cantrip, space* **Execution time:** 1 reaction **Range:** Self **Duration:** 1 round When you fail a saving throw against an effect that forcibly moves you, such as a **Push** or a power, you can use your reaction to activate this power, granting you advantage on the roll. This reaction can be used after you roll but before the DM resolves the initial failed save. --- ### Infect *1st level, elemental (flora)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous An emerald-green misty tendril springs from your outstretched hand and wraps a visible target within range that has taken damage in the last minute but has not been healed. The green mist penetrates open wounds, infecting the target. The creature must succeed on a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. ***At Higher Levels:*** When you cast this power using a 2nd-level or higher power slot, the damage increases by 1d6 for each slot level above 1st. ### Inflict Wounds *1st level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous Make a melee power attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. ***At Higher Levels:*** When you cast this power using a 2nd-level or higher power slot, the damage increases by 1d10 for each slot level above 1st. --- ### Electromagnetic Interaction *Cantrip, elemental (electric)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You emit a powerful pulse of electromagnetic radiation in a 300-foot-radius sphere centered on a point within range, disabling electronic and electrical systems in the area. This power does not affect robotic PCs, superpowered technology, or any other technology protected against EMP bursts. --- \columnbreak ### Disrupt Power *5th level, general* **Execution time:** 1 reaction, which you take when you see a creature within 60 feet using a power_ **Range:** 60 feet **Duration:** Instantaneous You attempt to interrupt a creature in the process of using a power. If the creature is using a 4th-level or lower power, the power fails and has no effect. If it is using a 5th-level or higher power, make an ability check using your powercasting ability. The DC equals 10 + the level of the power. On a success, the creature's power fails and has no effect. ***At Higher Levels:*** When you use a 6th-level or higher slot, the interrupted power has no effect if its level is lower than the slot you used. --- ### Giant Insect *4th level, polymorph* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 10 minutes You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands and, in combat, acts on your turn each round. The DM uses the statistics of these creatures and determines their actions and movement. A creature remains giant for the duration, until it drops to 0 hit points, or until you use your action to dismiss the effect. The DM may allow you to choose different targets. For example, if you transform a bee, its giant version could use the statistics of a giant wasp. --- ### Incorporeality *6th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour For the duration, your body and equipment become insubstantial and translucent, granting you the following benefits: * Checks to see you in bright light have disadvantage. * You are invisible in dim light or darkness. * You can move through solid objects and creatures. * You are immune to bludgeoning, piercing, and slashing damage and resistant to all other damage types except psychic. While insubstantial in this way, you cannot use other powers, make attacks, or interact with objects that are not also insubstantial. Anything you were wearing or carrying when you activated this power also becomes insubstantial with you. You can move in any direction by thought. Moving up or down costs 5 feet of extra movement for every 5 feet moved. \pagebreakNum The power lasts for the duration or until you end it early. When the power ends, you immediately rematerialize in your current space. If you occupy the same space as a solid object or creature, you are immediately pushed to the nearest unoccupied space and take force damage equal to twice the number of feet you moved. If you pass through a creature while being displaced, it also takes the damage. --- ### Momentary Incorporeality *4th level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 round For the duration, your body and equipment become insubstantial and translucent, granting you the following benefits: * Checks to see you in bright light have disadvantage. * You are invisible in dim light or darkness. * You can move through solid objects. * You are immune to bludgeoning, piercing, and slashing damage and resistant to all other damage types except psychic. While insubstantial in this way, you cannot use other powers, make attacks, or interact with objects you were not wearing or carrying when you became insubstantial, though you can move in any direction. Moving up or down costs double movement for each foot moved. When the power ends, you immediately rematerialize in your current space. If you rematerialize in the same space as a solid object or creature, you are immediately pushed to the nearest available unoccupied space and take force damage equal to twice the number of feet you moved. ### Ultimate Incorporeality *8th level, polymorph* **Execution time:** 1 action **Range:** 20-foot-radius sphere **Duration:** 1 minute For the duration, you can render insubstantial all creatures and objects of your choice within a 20-foot-radius area around you. For example, you could make a car full of people insubstantial, allowing you to drive it through a building. A unwilling target can make a Charisma saving throw, and on a success, it is unaffected by this power. If an object or creature moves more than 20 feet from you, it becomes substantial again. If an object or creature becomes substantial inside a solid object, it is immediately pushed to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved. --- ### Tauric Charge *2nd level, kinetic* **Execution time:** 1 bonus action **Range:** Self **Duration:** Instantaneous You surge forward with extreme force. If you move at least 10 feet in a straight line immediately before making a melee attack, you gain a +5 bonus to the damage roll of the attack on a hit. On a hit, if the target is Large or smaller, it must succeed on a Strength saving throw against your power save DC or be knocked prone. --- ### Invisibility *2nd level, polymorph* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 hour A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying also becomes invisible as long as it is on the target. The power ends for the target if it attacks or uses a power. ***At Higher Levels:*** When you cast this using a 3rd-level or higher slot, you can affect one additional target for each slot level above 2nd. --- ### Mass Invisibility *4th level, polymorph* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 minute You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying becomes invisible while on the target. --- ### Ultimate Invisibility *6th level, polymorph* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute Up to six creatures of your choice within range become invisible until the power ends. Anything the targets are wearing or carrying also becomes invisible while on the target. --- ### Instant Summoning *6th level, space* **Execution time:** 1 minute **Range:** Touch **Duration:** Until dipowered You touch an object weighing 11 pounds or less with a maximum dimension of 6 feet or less. The power leaves an invisible mark on its surface and invisibly records the item’s name in your palm. At any later time, you can use your action to speak the item’s name and make a fist with your hand. The item appears instantly in your hand, regardless of physical or planar distance, and the power ends. If another creature is holding or carrying the item, forming a fist does not transport it; instead, you learn who possesses the object and a vague location of that creature. A *Dispel Power* or similar effect applied successfully to your hand ends the power. --- \pagebreakNum ### Isolation *7th level, time* **Execution time:** 1 action **Range:** 30 feet **Duration:** Until dipowered Through this power, a willing creature or object can be hidden, protected from detection for the duration. When you use this power and touch the target, it becomes invisible and cannot be targeted by powers or perceived through divination sensors created by powers. If the target is a creature, it enters a state of suspended animation. Time stops for it, and it does not age. You can specify a condition for the power to end prematurely. The condition can be anything you choose but must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the Apocalypse awakens.” The power also ends if the target takes any damage. --- ### Acid Jet *7th level, elemental (flora)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous Caustic acid erupts from your hands in a 120-foot-long, 5-foot-wide line in two directions of your choice. The lines can be in the same direction, but damage does not stack. Alternatively, the two lines merge into a single 10-foot-wide line dealing the same damage. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 9d8 acid damage, or half as much on a success. ***At Higher Levels:*** When cast using an 8th-level or higher slot, the damage increases by 2d8 for each slot level above 7th. ### Water Jet *2nd level, elemental (water)* **Execution time:** 1 action **Range:** 30 feet **Duration:** Instantaneous You make a ranged power attack against a creature within range. On a hit, the target takes 2d8 cold damage and 2d8 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone. ***At Higher Levels:*** When you cast this using a 3rd-level or higher slot, the cold and bludgeoning damage each increase by 1d8 for every slot level above 2nd. --- ### Justice From Above *1st level, space* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You strike your target from an unexpected angle. Perhaps you become momentarily invisible, move silently, or attack from a vantage point the target cannot see. Make a power attack against one creature within range. On a hit, the target takes 2d12 bludgeoning damage. ***At Higher Levels:*** When cast using a 2nd-level or higher slot, the damage increases by 1d12 for each slot level above 1st. --- ### Labyrinth *8th level, space* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 10 minutes You banish a creature you can see within range to a semi-planar labyrinth. The target remains there for the duration or until it escapes. The target can use its action to attempt to escape. When it does, it makes an Intelligence check against DC 20. On a success, it escapes and the power ends. When the power ends, the target reappears in the space it occupied when banished or, if occupied, in the nearest unoccupied space. --- ### Elemental Blade *2nd level, elemental* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 10 minutes You conjure a spinning blade of elemental energy in your free hand. The type of energy and damage it deals is determined by your Elemental Manifestation. Acid blades hiss in green, sound blades vibrate the air, shadow blades swirl with black necrotic energy, and so on. The blade resembles a scimitar in size and shape and persists for the duration. Dropping the blade causes it to vanish, but you can summon it again as a bonus action. You can use your action to make a melee attack with the elemental blade. On a hit, the target takes 3d6 damage. | Element | Additional Effect | | :---------- | :------------------------------------------------------------------------------------------------- | | Acid/Flora | Target takes 2d4 acid damage at the end of its turn | | Water/Ice | Target’s speed is reduced by 10 feet until the start of your next turn | | Darkness | Target must succeed on a Constitution saving throw or be blinded until the start of your next turn | | Earth | Target must succeed on a Strength saving throw or be knocked prone | | Electricity | Target has disadvantage if wearing metal armor | | Fire | Ignites flammable objects in the area not being worn or carried | | Sound | Target is deafened until the end of its next turn | | Wind | Target is pushed 5 feet away | ***At Higher Levels:*** When cast using a 3rd-level or higher slot, the blade’s damage increases by 1d6 for every slot level above 2nd. --- \pagebreakNum ### Launch *6th level, telekinesis* **Execution time:** 1 action **Range:** 150 feet **Duration:** Instantaneous You apply an upward telekinetic force or invert the gravitational field directly beneath an enemy or object on the ground within range, hurling them into the air. The target must make a Strength saving throw or be launched 50 feet into the air (or until it hits a lower ceiling) and falls back to the ground, taking 6d10 bludgeoning damage and being knocked prone. Objects significantly heavier than a human cannot be launched. You may also choose to launch a target sideways or at an angle. If they collide with a wall, they take damage as if falling the distance traveled. ***At Higher Levels:*** When cast using a 7th-level or higher slot, the distance the target is launched increases by 20 feet and damage increases by 2d10 per level above 6th. ### Slow *3rd level, time* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected for the duration. Affected creatures have their movement halved, take a –2 penalty to AC and Dexterity saving throws, and cannot take reactions. On their turn, they can use either an action or a bonus action, but not both. Regardless of class features or magical items, they cannot make more than one melee or ranged attack on their turn. If a creature attempts to cast a power with a Execution time longer than one turn, roll a d20. On a result of 11 or higher, the power fails until the creature’s next turn, which it must use to complete the casting. If unable, the power is lost. A creature affected by this power may make another Wisdom saving throw at the end of its turn. On a success, the effect ends for that creature. --- ### Levitate *2nd level, space* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 10 minutes You cause a creature or object you can see within range to rise vertically, up to 20 feet, and remain suspended for the duration. This power can levitate a target weighing up to 250 pounds. A creature unwilling to be affected can make a Constitution saving throw to resist. Targets can move only by pushing or pulling against fixed objects or surfaces within reach (like walls or ceilings), as if climbing. You can adjust the target’s altitude up or down by up to 20 feet on your turn. If you are the target, you can move up or down as part of your movement. Otherwise, moving the target requires your action, and it must remain within range. When the power ends, the target floats gently to the ground if still airborne. --- \columnbreak ### Telepathic Link *5th level, psychic* **Execution time:** 1 action **Range:** 30 feet **Duration:** 1 hour You forge a telepathic bond between up to eight willing creatures of your choice within range. Creatures with Intelligence 2 or lower are unaffected. While the power lasts, targets can communicate telepathically through the link, regardless of language barriers. Communication can occur at any distance, but does not extend to other planes. --- ### Locate Animals and Plants *2nd level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous You focus on the voice of nature and describe or name a specific type of beast or plant. You instantly sense the direction and distance of the nearest creature or plant of that type within 4.7 miles, if any are present. --- ### Locate Creature *4th level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour You sense the location of a familiar creature within 300 feet. If the creature moves, you detect its direction. This power can target a specific creature you know or the nearest creature of a particular type, provided you have seen it within 30 feet at least once. It cannot detect a creature disguised or altered by shapechanging powers. A flowing body of water at least 10 feet wide blocks the power’s effect. --- ### Locate Object *2nd level, space* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour You sense the direction of a familiar object within 300 feet. You may track a specific object you have seen within 30 feet at least once, or the nearest object of a particular type. A thin layer of lead blocks the power. --- ### Lock Down *4th level, kinetic* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You restrain your target in place. Make a melee power attack against a creature you can reach. On a hit, the target takes 5d8 bludgeoning damage and its speed becomes 0 until the start of its next turn. ***At Higher Levels:*** Using a 5th-level slot or higher, damage increases by 1d8 for each slot above 4th. --- \pagebreakNum ### Loquacity *5th level, soul* **Execution time:** 1 action **Range:** Self **Duration:** 1 minute Until the power ends, whenever you make a Charisma check, you may replace the roll with a 15. Additionally, powers that determine truthfulness perceive you as sincere, regardless of what you say. --- ### Gust of Wind *2nd level, elemental (air)* **Execution time:** 1 action **Range:** Self (line) **Duration:** Concentration, up to 1 minute You blow a strong line of wind 60 feet long and 10 feet wide in a direction of your choice. Creatures in the line at the start of their turn must succeed on a Strength saving throw or be pushed 15 feet away. Any creature moving against the wind expends 5 feet of movement for every 5 feet moved. The wind disperses gases or vapors and extinguishes unprotected flames. Protected flames, like lanterns, flicker and have a 50% chance of being extinguished. On each of your turns, you can use a bonus action to change the wind’s direction before the power ends. --- ### Light *Cantrip, elemental (fire)* **Execution time:** 1 action **Range:** Touch **Duration:** 1 hour You touch an object no larger than 10 feet in any dimension. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. Covering the object with an opaque item blocks the light. Casting again or using an action to dispel ends the effect. A hostile creature holding or wearing the object can make a Dexterity saving throw to avoid the effect. --- ### Daylight *3rd level, elemental (fire)* **Execution time:** 1 action **Range:** 60 feet **Duration:** 1 hour A sphere of light with a 60-foot radius spreads from a point of your choice within range. It emits bright light in the 60-foot radius and dim light for an additional 60 feet. If cast on an object you hold or one not worn or carried, the light moves with it. Covering the object fully blocks the light. If any portion overlaps an area of darkness created by a 3rd-level or lower power, that darkness is dipowered. --- \columnbreak ### Magnetokinesis *1st level, telekinesis* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You manipulate small metallic objects, up to a number equal to your power modifier simultaneously. Each object can be moved as if you were touching it, but not beyond your lifting capacity. You can reposition or levitate them precisely. ***At Higher Levels:*** Using a 2nd–4th level slot, you can lift objects up to twice your normal capacity and control twice your power modifier’s number of objects. At 5th level or higher, objects up to three times your normal capacity and three times your power modifier. ### Greater Magnetokinesis *7th level, telekinesis* **Execution time:** 1 action **Range:** 300 feet **Duration:** Concentration, up to 10 minutes You can lift, move, and bend metal objects roughly the size and weight of an SUV—about 20 feet long and weighing 2 tons. Alternatively, you can manipulate multiple smaller metal objects equal to your power modifier, each no larger than a refrigerator (up to 10 feet long and 2 tons each). Objects can move at 60 feet per round, but with limited precision: you can lift, push, or throw them in a general direction. On each round of concentration, you may use your action to reshaping or repositioning the objects, or to hurl one as an attack. For example, you might lift a shipping container to form a barrier or throw multiple motorcycles at enemies. You can drop any object you control as a free action. When you use your action to throw an object at a target within range, make a ranged power attack. On a hit, it deals 4d12 bludgeoning damage. --- ### Ultimate Magnetokinesis *9th level, telekinesis* **Execution time:** 1 action **Range:** 500 feet **Duration:** Concentration, up to 1 hour You can lift, bend, and move any metal object within range, including massive vehicles like 18-wheelers or tanks. Objects can be moved at 60 feet per round or violently reshaped, such as compressing a tank or truck into a sphere. You may throw one object per round at a target within range. Make a ranged power attack: on a hit, the target takes 8d10 bludgeoning damage. Creatures Large or smaller hit by extremely heavy objects (like train cars) take double damage. Alternatively, you can shape nearby metal into a floating shield that orbits you, granting three-quarters cover. The shield can absorb up to 50 points of damage before being destroyed. --- \pagebreakNum ### Misfortune *4th level, soul* **Execution time:** 1 action **Range:** 30 feet **Duration:** Instantaneous Necrotic energy floods a creature of your choice within range, draining moisture and vitality. The target makes a Constitution saving throw: on a failure, it takes 8d8 necrotic damage; on a success, half damage. Undead and constructs are unaffected. Plants or magical plant creatures have disadvantage on the saving throw. Nonmagical plants like trees or shrubs automatically die. ***At Higher Levels:*** When cast using a 5th-level slot or higher, damage increases by 1d8 per slot above 4th. --- ### Metal Band *4th level, telekinesis* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You summon bands of metal from the environment or the earth. They fly at a creature within range, binding and crushing it. Make a ranged power attack: on a hit, the target takes 4d8 force damage and is restrained. While maintaining concentration, you can use your action each round to deal an additional 4d8 force damage. --- ### Device Manipulation *3rd level, telekinesis* **Execution time:** 1 action **Range:** 120 feet **Duration:** 1 minute You can operate, dismantle, and reconstruct complex metallic devices at a distance. For instance, you could disarm a firearm or unlock a mechanical lock. Objects float as if controlled by magnetokinesis. You can also manipulate a weapon, like a pistol or knife, to attack remotely. Using a bonus action, make a power attack as if wielding the weapon directly. The weapon deals its normal damage. --- ### Magnificent Mansion *7th level, space* **Execution time:** 1 minute **Range:** 300 feet **Duration:** 24 hours You conjure an extradimensional residence within range. You choose the location of its single entrance, which glows subtly and measures 5 feet wide by 10 feet tall. You and any designated creatures may enter while the portal remains open. You can open or close it from up to 30 feet away. When closed, the portal is invisible. The mansion contains a luxurious hall with multiple rooms. You may design any floor plan up to 50 cubes, each 10 feet per side. It is fully furnished and decorated to your liking, containing enough food for nine banquets serving 100 people. A staff of 100 nearly-transparent servants attends guests, obeying all your commands. They may perform any task a human servant could, but cannot attack or directly harm other creatures. They can clean, prepare food, serve wine, light fireplaces, mend clothing, etc., and may move freely inside the mansion but cannot leave. Furniture and objects created by this power vanish if removed from the mansion. When the power ends, all creatures are ejected to the nearest unoccupied space outside the entrance. ### Helper Hand *1st level, polymorph* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 10 minutes You create an additional prehensile limb of your choice. While this power is active, you can use the **Use an Object** action as a bonus action each turn. --- ### Arcane Hand *5th level, space* **Execution time:** 1 bonus action **Range:** 300 feet **Duration:** Concentration, up to 1 minute You summon a Large, translucent, glowing hand in an unoccupied space you can see within range. The hand remains for the duration, mimicking your movements. * **AC:** 20 * **HP:** Equal to your maximum hit points * **Strength:** 26 (+8) * **Dexterity:** 10 (+0) * **Space:** Does not fill its space If reduced to 0 HP, the hand disappears. On your turn, you can use a bonus action to move the hand up to 60 feet and choose one of the following effects: * **Grasping Hand:** Attempt to grapple a creature Large or smaller within 5 feet. Use the hand’s Strength for the grapple check. Advantage if the target is Medium or smaller. You can use a bonus action to make the hand crush the target, dealing 2d6 + your powercasting modifier bludgeoning damage. * **Interposing Hand:** Place the hand between you and a creature. The hand moves to remain between you and the target, granting half cover. Creatures with Strength equal to or less than the hand cannot move through its space. Stronger creatures can move through, but it counts as difficult terrain. * **Pushing Hand:** Attempt to shove a creature within 5 feet. Make a Strength check opposed by the target’s Athletics. Advantage if the target is Medium or smaller. On success, push the target 5 feet plus 1.5 × your powercasting modifier. The hand moves with the target. * **Clenched Fist:** Strike a creature or object within 5 feet. Make a melee power attack using the hand’s stats. On a hit, the target takes 4d8 force damage. \pagebreakNum ***At Higher Levels:*** Using a 6th-level power slot or higher, **Clenched Fist** damage increases by 2d8, and **Grasping Hand** damage increases by 2d6 per slot level above 5th. --- ### Flaming Hand *1st level, elemental (fire)* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous You touch your fingertips together with thumbs, forming an open hand. A thin layer of flames emerges from your extended fingers. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a success. The flames ignite any flammable objects in the area not being worn or carried. ***At Higher Levels:*** Using a 2nd-level power slot or higher, damage increases by 1d6 for each level above 1st. --- ### Telekinetic Hand *Cantrip, telekinesis* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute A spectral hand appears at a point you choose within range. It lasts for the duration or until dismissed as a bonus action. The hand disappears if it moves beyond 30 feet or if you cast this power again. You can use the hand to manipulate objects, open unlocked doors or containers, pick up or place items from open containers, or pour liquid from a container. The hand can move up to 30 feet each time you use it. * Maximum weight carried: 5 kg * Cannot attack or activate magic items ### Hunter’s Mark *1st level, soul* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find it. If the target drops to 0 hit points before the power ends, you can use a bonus action on your next turn to mark a new creature. ***At Higher Levels:*** When you cast this power using a 3rd- or 4th-level power slot, you can maintain concentration on the power for up to 8 hours. When you use a 5th-level power slot or higher, you can maintain concentration on the power for up to 24 hours. --- \columnbreak ### Mark of Punishment *2nd level, soul* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute The next time you hit a creature with a weapon attack before the power ends, the weapon glimmers with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it was invisible, and the target emits dim light in a 5-foot radius and cannot become invisible until the power ends. --- ### Tsunami *5th level, elemental (water)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You conjure a wave of water that crashes over an area within range. The area can be up to 30 feet long, 10 feet wide, and 10 feet high. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked down. The water then spreads across the ground in all directions, extinguishing unprotected flames in its area and up to 30 feet away. --- ### Fear *3rd level, darkness* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this power, a creature must use the Dash action and move away from you by the shortest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it cannot see you, it can make a Wisdom saving throw. On a success, the power ends for that creature. --- ### Animal Messenger *2nd level, soul* **Execution time:** 1 action **Range:** 30 feet **Duration:** 24 hours You use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, blue jay, or bat. You specify a location you have already visited and a sender with a general description, such as “a man or woman dressed in city guard uniform” or “a red-haired dwarf wearing a pointy hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration to the specified location, covering 46.6 miles in 24 hours for a flying messenger or 23.3 miles for other animals. \pagebreakNum When the messenger arrives, it delivers your message to the creature you described, repeating the sound of your voice. The messenger speaks only to a creature matching the description it received. If the messenger does not reach the destination before the power ends, the message is lost, and the beast returns to the location where you cast the power. --- ### Message *Cantrip, sound* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You whisper a message to a creature within range. The target (and only it) hears the message and can reply with a whisper that only you can hear. You can cast this power through solid objects. 1 foot of rock, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks the power. The power does not need to travel in a straight line and can bend around corners or pass through openings. --- ### Encrypted Message *1st level, psychic (ritual)* **Execution time:** 1 minute **Range:** Touch **Duration:** 10 days You write a message on paper or another suitable writing material, or compose an electronic transmission such as an email or text, and imbue it with a scrambling cipher that lasts for the duration. To you and any creatures you designate when you cast the power, the writing appears normal, readable, and conveys the intended meaning. To all others, the writing appears as an unknown, unintelligible script. Alternatively, you can make the writing appear as a completely different message, written in different handwriting and language, provided it is a language you know. If the power is dipowered, the original text and illusion disappear. A creature with truesight can read the hidden message. ### Merge with Stone *3rd level, elemental (earth) (ritual)* **Execution time:** 1 action **Range:** Touch **Duration:** 8 hours You step onto a stone or concrete object or surface large enough to fully contain your body, merging yourself and all equipment you carry with the stone for the duration. Using your movement, you step onto the stone at a point you can touch. Nothing of your presence remains visible or detectable by non-supernatural senses. While merged with the stone, you cannot see what occurs outside it, and any Perception checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can use powers on yourself while immersed in the stone. You can use your movement only to exit the stone where you entered, which ends the power. Minor physical damage to the stone does not harm you, but its partial destruction or reduction in size expels you, dealing 6d6 bludgeoning damage. Complete destruction of the stone (or transmutation into a different substance) expels you and deals 50 bludgeoning damage. If expelled, you fall into the nearest unoccupied space to where you first entered. --- ### Mission *5th level, psychic* **Execution time:** 1 minute **Range:** 60 feet **Duration:** 30 days You impose a mental command on a creature you can see within range, forcing it to perform a service or restraining it from an action or course of activity, as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or be charmed by you for the duration. While charmed by you, the creature takes 5d6 psychic damage each time it acts directly contrary to your instructions, but no more than once per day. A creature that cannot understand you is unaffected by this power. You may issue any command you choose, except for an activity that would result in certain death. If you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The powers *remove curse, greater restoration, or wish* can also end it. --- ### Energy Missiles *1st level, cosmic* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You create three glowing darts of cosmic energy. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 energy damage to the target. All darts strike simultaneously, and you can direct them to hit one creature or several. ***At Higher Levels:*** When you cast this power using a 2nd-level power slot or higher, the power creates one additional dart for each slot level above 1st. --- ### Modify Memory *5th level, psychic* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute You attempt to shape the memories of another creature. A creature you can see must make a Wisdom saving throw. If you are in combat with the creature, it has advantage on the saving throw. On a failed save, the target is charmed by you for the duration. The charmed target is incapacitated and unaware of what is happening around it, though it can still hear you. If it takes any damage or is affected by another power, this power ends, and none of its memories are altered. While this power lasts, you can affect memories of an event the target participated in during the last 24 hours that lasted no longer than 10 minutes. You may permanently erase all memories of the event, allow the target to recall it with perfect clarity and detail, alter the target’s memory of the event’s details, or create a memory of a different event. \pagebreakNum You must speak to the target to describe how its memory is affected, and it must understand your language for the altered memories to take root. Its mind fills in any gaps in the details you describe. If the power ends before you finish describing the altered memories, the creature’s memory is unchanged. Otherwise, the altered memories take effect when the power ends. An altered memory does not necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, tendencies, or beliefs. An illogical memory alteration, such as implanting a memory of enjoying dousing oneself in acid, is rejected, perhaps as a bad dream. The DM may rule a memory modification too absurd to meaningfully affect a creature. A *remove curse* or *greater restoration* power cast on the target restores the creature’s true memory. ***At Higher Levels:*** When you cast this power using a 6th-level power slot or higher, you can alter a memory of an event that occurred up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). --- ### Shape Ice *4th level, elemental (ice)* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You touch ice or snow up to 5 feet in any dimension and shape it into any form that suits your purpose. For example, you can shape a layer of ice into a weapon or make a small passage through a wall of ice if the wall is less than 5 feet thick. You can also shape a solid ice door or its frame to seal the doorway. The object you create can have up to 2 hinges and one lock, but finer mechanical details are not possible. ### Shape Metal *2nd level, telekinesis* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You can bend and twist a piece of metal that can fit inside a sphere 5 feet in diameter within range. For example, you can bend the barrel of a pistol so it cannot be used, twist a metal fence bar to entangle an enemy, or deform a lock so it cannot be opened, and so on. Very thick or dense metals, such as a bank vault door, require multiple uses of this power before they are significantly deformed. --- ### Momentum *7th level, kinetic* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute You lower your head and charge forward, and if you keep moving, almost nothing can block your path. When you use this power and move in a straight line for your full movement, all creatures in the line must succeed on a Strength saving throw against your power DC or be knocked prone and take 10d8 bludgeoning damage. On a successful save, creatures take half damage and are not knocked prone, but are pushed 5 feet to the side—your choice of direction. Creatures smaller than Huge have disadvantage on this save. If you encounter a solid object, you destroy or topple all objects except the most robust, dealing 10d8 bludgeoning damage. For example, you can collide with a 3-foot-thick stone wall, but not through a 20-foot-thick mountainside. --- ### Phantasmal Mount *3rd level, soul (ritual)* **Execution time:** 1 minute **Range:** 30 feet **Duration:** 1 hour A nearly real, fully fueled motorcycle appears on the ground ready to ride in an unoccupied space within range. You decide the appearance of the vehicle, but all parts of the vehicle created by the power vanish in a cloud of smoke if moved more than 10 feet away from it. For the duration, you and one creature of your choice can ride the motorcycle (which has standard statistics). When the power ends, the motorcycle gradually fades, giving the rider 1 minute to dismount. The power ends if you use an action to dismiss it or if the motorcycle takes damage. --- ### Move Earth *6th level, elemental (earth)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can raise or lower the elevation of the area, create or fill ditches, erect or topple a wall, or form a column. The extent of these changes cannot exceed half the largest dimension of the area. Therefore, if you affect a 40-foot square, you may create a pillar up to 20 feet high, raise or lower the square’s elevation up to 20 feet, dig a ditch up to 20 feet deep, and so on. It takes 10 minutes to complete these modifications. At the end of each 10 minutes you spend concentrating on this power, you may choose a new area of terrain to affect. Because the terrain transformations occur slowly, creatures in the area normally cannot be trapped or harmed by the movement of the ground. This power can manipulate natural rock or stone constructions. Stone and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it may collapse. Similarly, this power does not directly affect vegetation growth. Any plants in the moved earth are carried along with it. --- \pagebreakNum ### Unhindered Movement *4th level, space* **Execution time:** 1 action **Range:** Touch **Duration:** 1 hour You touch a willing creature. For the duration, the target’s movement is not hindered by difficult terrain, and powers or other effects cannot reduce the target’s speed or cause it to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape restraints, such as manacles or a creature’s grapple. Finally, being submerged does not impose penalties on the target’s movement or attacks. --- ### Blizzard *6th level, elemental (earth/ice/wind)* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 minute Until the power ends, freezing rain and snow fall in a cylinder 20 feet high with a 40-foot radius, centered on a point of your choice within range. The area is heavily obscured, and exposed flames in the area are extinguished. The ground in the area is covered with slippery ice, creating difficult terrain. When a creature enters the power’s area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall prone. If a creature is concentrating in the area of the power, it must make a Constitution saving throw against the power DC or lose concentration. ### Elemental Mist *8th level, elemental* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 minute A swirling cloud of your Elemental Manifestation appears in a 30-foot-radius sphere centered on a point within range. It may be a cloud of burning ashes or icy frost, dealing fire or cold damage; or a vortex of radiant or shadowy necrotic energies, a cloud of static electricity, acidic mist, a barrage of stones, or a high-pressure wind or water shredder. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a moderate or stronger wind (at least 9 mph) disperses it. When the cloud appears, each creature within it must make a Dexterity saving throw. A creature takes 10d8 damage and an elemental effect on a failed save, or half as much on a successful one. The type of damage and effect are determined by your Elemental Manifestation, as indicated in the Elemental Manifestations table. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in the direction you choose at the start of each of your turns. | Element | Elemental Effect | | :---------: | :----------------------------------------------------------------------------------------------------: | | Acid/Plant | The target takes 2d4 acid damage at the end of its turn. | | Water/Ice | The target’s speed is reduced by 10 feet until the start of its next turn. | | Darkness | The target must succeed on a Constitution saving throw or be blinded until the start of its next turn. | | Earth | The target must succeed on a Strength saving throw or be knocked prone. | | Electricity | The target has disadvantage if wearing metal armor. | | Fire | Ignites flammable objects in the area that are not being worn or carried. | | Sound | The target is deafened until the end of its next turn. | | Wind | The target is pushed 5 feet backward. | --- ### Stinking Mist *3rd level, elemental (plant)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You create a 20-foot-radius sphere of nauseating yellow gas centered on a point within range. The mist spreads around corners and the area is heavily obscured. The mist lingers in the air for the duration. Each creature completely within the mist at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature uses its action that turn to vomit and stagger. A moderate wind (at least 9 mph) disperses the mist after 4 rounds. A strong wind (at least 18 mph) disperses the mist after 1 round. --- ### Deadly Mist *5th level, elemental (plant)* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 10 minutes You create a yellow-green poisonous fog, 20-foot radius, centered on a point of your choice within range. The fog spreads around corners. It persists for the duration or until a strong wind disperses it, ending the power. Its area is heavily obscured. When a creature enters the power’s area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much on a success. Creatures are affected even if they are holding their breath or do not need to breathe. The mist moves 10 feet away from you at the start of each of your turns, sliding along the ground. The vapors are heavier than air, remaining at lower terrain levels, even falling into openings. ***At Higher Levels:*** When you cast this power using a 6th-level or higher power slot, the damage increases by 1d8 for each slot level above 5th. --- \pagebreakNum ### Obscuring Mist *1st level, darkness* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 hour You create a 20-foot-radius sphere of mist, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a moderate or stronger wind (at least 9 mph) disperses it. ***At Higher Levels:*** When you cast this power using a 2nd-level or higher power slot, the mist’s radius increases by 20 feet for each slot level above 1st. --- ### Blur *2nd level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute Your body becomes blurry, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it does not rely on sight, such as creatures with blindsight or those who can see through illusions, like creatures with truesight. ### Obscure *Cantrip, darkness* **Execution time:** 1 action **Range:** Self **Duration:** 1 minute A shroud or shadowy illusion emanates from you, making you difficult to see. In dim light or darkness, you become invisible if you remain still. If you move in dim light or darkness, you have advantage on Stealth checks to avoid being seen. --- ### Superior Smell *3rd level, general* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes Your sense of smell and taste is incredibly refined. By focusing on your surroundings, you can recognize a rich and overlapping variety of scents, allowing you to track people and objects by smell with moderate accuracy, as if following footprints. This tracking is not infallible, and strong interfering odors can cause you to lose the trail, just as a hunting dog would. You can also detect undetectable poisons and toxins in food and drink that you taste or smell, as well as in the air around you. You can even sense if an individual is sick, poisoned, or drugged by their subtle odor. You always detect such scents, though you may not always identify them. For example, only someone with medical training could identify the specific disease a person has; an untrained hero would only sense that the individual is ill. --- \columnbreak ### Watchful Eye *4th level, cosmic* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 hour You summon the attention of a watchful eye within range, which floats in the air for the duration. You mentally receive visual information from the eye, which has normal and darkvision out to 30 feet. The eye can see in all directions. Using an action, you can move the eye up to 30 feet in any direction. There is no limit to how far from you the eye can move, but it cannot enter another plane of existence. A solid barrier blocks the eye’s movement, but it can pass through openings up to 1 inch in diameter. --- ### Caustic Wave *8th level, elemental (plant)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute Choose a point within range; from that point, a wall of acidic liquid rises up to 300 feet long, 300 feet high, and 50 feet thick, lasting for the duration of the power. When it appears, each creature in the wall’s area must make a Constitution saving throw. On a failed save, it takes 6d8 acid damage and suffers the conditions **Weakened** and **Intoxicated**, or half damage on a successful save. The wall moves 50 feet away from you each turn after appearing, carrying along any creatures within its space. Huge or smaller creatures in the wall’s path must make a Strength saving throw or take 5d6 acid damage. Creatures can only take this damage once per round. At the end of each turn, the wall’s height is reduced by 50 feet, and damage from subsequent rounds is reduced by 1d6. When the wall reaches 0 feet in height, the power ends. Creatures in the wall can attempt to swim to move, but due to the wave’s force, they must succeed on an Athletics check against the power’s DC to move; on a failure, they cannot move. Creatures that leave the power’s area fall prone. --- ### Shockwave *1st level, elemental (electric)* **Execution time:** 1 action **Range:** Self (10-foot cone) **Duration:** Instantaneous Creatures in a 10-foot cone centered on you must make a Dexterity saving throw, dodging shockwaves from your outstretched hand. On a failed save, they take 3d6 lightning damage, or half as much on a success. ***At Higher Levels:*** When cast using a 2nd-level or higher power slot, the damage increases by 1d6 for each slot level above 2nd. --- \pagebreakNum ### Destructive Wave *5th level, cosmic* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous With a strike to the ground, you erupt energy, forcing all chosen targets within 30 feet of you to make a Constitution saving throw or take 5d6 thunder damage and 5d6 energy damage, and be knocked prone. On a successful save, they take half damage and are not knocked prone. ***At Higher Levels:*** When cast using a 6th-level or higher power slot, both damages increase by 1d6 for each slot level above 5th. --- ### Entropic Wave *6th level, soul* **Execution time:** 1 action **Range:** Self (60-foot cone) **Duration:** Instantaneous A swirling mist of pitch-black entropic energy erupts from you, rotting everything in its path. Each creature in range must make a Constitution saving throw or take 10d8 necrotic damage and be blinded until the end of its next turn. Creatures that succeed on the saving throw take half damage and are not blinded. ***At Higher Levels:*** Using a 7th-level or higher power slot, the damage increases by 1d8 for each slot level above 6th. ### Repulsive Wave *3rd level, telekinesis* **Execution time:** 1 action **Range:** Self (30-foot cone or 20-foot radius) **Duration:** Concentration, up to 1 minute You explode in a burst of telekinetic force, repelling creatures and objects, either in a 30-foot cone in front of you or a 20-foot radius around you. All creatures in range must make a STR saving throw or take 5d8 force damage and be pushed 10 feet away, or half as much damage and not be pushed on a successful save. Medium or smaller objects in range that are not being worn or carried automatically fail this saving throw. ***At Higher Levels:*** When cast using a 4th-level or higher power slot, the damage increases by 1d8 for each slot level above 3rd. --- ### Thunderwave *1st level, sound* **Execution time:** 1 action **Range:** Self (15-foot cone) **Duration:** Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube centered on you must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and is not pushed. Additionally, unsecured objects fully within the area are automatically pushed 10 feet away by the effect, and the power emits a thunderous boom audible out to 300 feet. --- \columnbreak ### Innate Guidance *1st level, general* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous With one action, you orient yourself silently in your surroundings. You now have a reliable sense of which direction is north, your approximate altitude, a rough estimate of the time of day at your location within 1 hour, and even an approximate estimate of your longitude and latitude. --- ### Hypnotic Pattern *3rd level, psychic* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You create a twisting pattern of colors that weave through the air within a 30-foot cube in range. The pattern appears momentarily then fades. Each creature in the area that sees the pattern must make a Wisdom saving throw. On a failed save, the creature is charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0. The effect ends for a creature if it takes damage or if someone uses an action to shake it out of its stupor. --- ### Hover *2nd level, space* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes When you use this power, you lift off the ground lightly, hovering 2 inches above the surface. You can use your normal movement to walk or dash, but you always remain 2 inches above the surface below you. You can move this way over solid terrain or through liquids, though you fall, land, and take falling damage normally if you land on solid ground or liquid. Moving this way does not trigger pressure plates and allows you to traverse hazardous surfaces such as acid or lava. When the power ends, you drop 2 inches onto whatever surface you are above. --- ### Healing Word *1st level, soul* **Execution time:** 1 bonus action **Range:** 60 feet **Duration:** Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d6 + your powercasting ability modifier. This power has no effect on undead or constructs. ***At Higher Levels:*** When cast using a 2nd-level or higher power slot, the healing increases by 1d6 for each slot level above 1st. --- \pagebreakNum ### Mass Healing Word *3rd level, soul* **Execution time:** 1 bonus action **Range:** 60 feet **Duration:** Instantaneous As you utter words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 2d6 + your powercasting ability modifier. This power does not affect undead or constructs. ***At Higher Levels:*** When cast using a 4th-level or higher power slot, the healing increases by 1d6 for each slot level above 3rd. --- ### Word of Power *7th level, cosmic* **Execution time:** 1 bonus action **Range:** 30 feet **Duration:** Instantaneous You speak a word imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: * 50 hit points or less: deafened for 1 minute * 40 hit points or less: deafened and blinded for 10 minutes * 30 hit points or less: deafened, blinded, and stunned for 1 hour * 20 hit points or less: killed instantly Regardless of current hit points, any celestial, fiend, elemental, or fey that fails its save is forced to return to its native plane (if not already there) and cannot return to the current plane for 24 hours by any means short of the *Wish* power. ### Word of Power: Stun *8th level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You speak a word of power that can oppress the mind of a creature you can see within range, leaving it stunned. If the chosen target has 150 hit points or fewer, it becomes stunned. Otherwise, this power has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, the stunned condition ends. --- ### Word of Power: Kill *9th level, soul* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You utter a word of power that can compel a creature you can see within range to die instantly. If the chosen target has 100 hit points or fewer, it dies. Otherwise, this power has no effect. ---
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### Word of Power: Recall *6th level, time* **Execution time:** 1 action **Range:** 5 feet **Duration:** Instantaneous You and up to five willing creatures within 5 feet of you are instantly teleported to a previously designated sanctuary. You and any creatures teleported with you appear in the nearest unoccupied space to the point you designated when preparing your sanctuary (see below). If you use this power without having prepared a sanctuary first, the power fails. You must designate a sanctuary at the time of casting within a location such as a dedicated observation center or one strongly linked to the time streams. If you attempt to use this power in an area not dedicated to time streams, the power does not function. --- ### Rooted Swamp *4th level, elemental (flora)* **Execution time:** 1 bonus action **Range:** 30 feet **Duration:** Concentration, up to 1 minute When you use this power, you conjure roots from the ground in an unoccupied space you can see within range. At the moment of casting, you may choose a direction for the roots to spread toward a creature you can see within 30 feet. That target must make a Dexterity saving throw; on a failure, it becomes Restrained by the roots until the end of the power’s duration, though it can attempt a Strength saving throw to break free on a success. Another creature can attempt to free a Restrained target by using its action and succeeding on a Strength check. While this power is active, you can use your bonus action to release a Restrained target and direct the roots toward a new creature. The power ends prematurely if the roots are destroyed. They have AC 10, 35 hit points, and vulnerability to fire damage. --- \pagebreakNum ### Shadow Step *6th level, darkness* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute You gain the ability to step into a shadow and move within it to another shadow within 500 feet. Both shadows must be at least as large as you. Entering a shadow costs 5 feet of movement. You instantly know the location of all other shadows of sufficient size within 500 feet and, as part of the movement used to enter the shadow, you may move to one of these shadows or step out of the shadow you entered. You appear 5 feet from the destination shadow, using an additional 5 feet of movement to exit. If you are out of movement, you appear 5 feet from the shadow you entered. You can use this teleportation ability once per round for the duration. You must end each turn outside of a shadow. ### Electric Step *3rd level, elemental (electric)* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute You transform into pure electricity and travel through a circuit or wire, emerging elsewhere on the network. You can enter an electrical outlet or conductive access point of a wire or cable and pass through it, emerging at another outlet or plug it is connected to. Entry and exit points must be within 150 feet of each other. ### Misty Step *2nd level, space* **Execution time:** 1 bonus action **Range:** Self **Duration:** Instantaneous Briefly enveloped in a silvery mist, you teleport up to 30 feet to an unoccupied space you can see. ### Teleport Step *Cantrip, space* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous Briefly surrounded by a silvery haze, you teleport up to 10 feet to a visible unoccupied space. ### Long Stride *1st level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** 1 hour Your movement increases by 10 feet until the power ends. ### Footsteps Without Trace *2nd level, polymorph* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour A veil of shadows and silence radiates from you, concealing you and your companions from detection. For the duration, each creature of your choice within 30 feet of you (including yourself) gains +10 bonus to Dexterity (Stealth) checks and cannot be tracked, except by magical means. A creature receiving this bonus leaves no footprints or other traces of passage. ### Acid Wall *4th level, elemental (flora)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You create a wall of bubbling yellow acid on a solid surface within range. You can create a wall up to 60 feet long, 20 feet high, and 1 foot thick, or a circular wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 acid damage, or half on a success. One side of the wall, chosen by you when using this power, deals 5d8 acid damage to each creature ending its turn within 10 feet of that side or inside the wall. A creature suffers the same damage when it first enters the wall in a turn or ends its turn there. The opposite side deals no damage. Loose and light materials brought to the wall become stuck in the acid and dissolve slowly. Arrows, bullets, and other common projectiles passing through the wall are equally captured and dissolved. (Missiles, tank artillery, and similar projectiles are unaffected.) Creatures in gaseous form cannot pass through it. ***At Higher Levels:*** Using a 5th-level slot or higher, damage increases by 1d8 for each slot level above 4th.
\pagebreakNum ### Gravity Wall *5th level, telekinesis* **Execution time:** 1 action **Range:** 300 feet **Duration:** Concentration, up to 1 minute You increase the natural gravity in your environment in a sphere with a 50-foot radius, creating a gravity pit of difficult terrain that draws everything in its area. Each creature starting its turn in the area or entering it must make a Strength saving throw. On a failed save, they are knocked prone and take 4d8 force damage. At the end of each of your turns for the duration, any creature lying on the ground in the area takes 2d8 force damage and is pulled 15 feet toward the center of the gravity pit. Creatures may make another Strength saving throw at the end of each of their turns to remain and resist the effect. Loose objects smaller than a compact car that are not being carried also slide toward the center of the area. ### Wall of Thorns *6th level, elemental (flora)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 10 minutes You create a wall of robust, flexible, intertwined, and spiky thorn bushes. The wall appears on a solid surface within range and remains for the duration. You may choose to create the wall up to 60 feet long, 10 feet high, and 5 feet thick, or a circle up to 20 feet in diameter and up to 20 feet high with 5 feet thickness. The wall blocks line of sight. When the wall appears, each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half on a success. A creature can move through the wall, although slowly and painfully. For every 5 feet a creature moves through the wall, it must spend 20 feet of movement. Additionally, the first time a creature enters the wall in a turn or ends its turn there, it must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half on a success. ***At Higher Levels:*** When using this power with a 7th-level slot or higher, both types of damage increase by 1d8 for each slot level above 6th. --- ### Wall of Fire *4th level, elemental (fire)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make a wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ring-shaped wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage, or half as much on a successful save. One side of the wall, chosen by you when casting this power, deals 5d8 fire damage to each creature ending its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it first enters the wall in a turn or ends its turn there. The opposite side of the wall deals no damage. ***At Higher Levels:*** When you cast this power using a 5th-level slot or higher, damage increases by 1d8 for each slot level above 4th. ### Wall of Force *5th level, telekinesis* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 10 minutes An invisible wall of energy appears out of nowhere at a point of your choice within range. The wall appears in any orientation you choose, such as a horizontal or vertical barrier or at an angle. It can float in the air or rest on a solid surface. You can shape it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface composed of ten panels, each 10 feet by 10 feet. Each panel must be contiguous with another. In any shape, the wall is 0.25 inches thick. It lasts for the duration. If the wall appears in a space occupied by a creature, that creature is pushed to one side of the wall (your choice) when it appears. Nothing can physically pass through the wall. It is immune to all damage and cannot be dipowered by *Dispel Power*. The *disintegrate* power destroys the wall instantly. The wall also extends into the Ethereal Plane, blocking ethereal travel through it. ### Wall of Ice *6th level, elemental (ice)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can shape it into a hemispherical dome or a sphere with a radius of up to ten panels of 10 feet by 10 feet each. Each panel must be contiguous with another. In any shape, the wall is 1 foot thick. It lasts for the duration. If the wall appears in a space occupied by a creature, the creature in the area is pushed to one side of the wall (your choice) and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much on a success. The wall is an object that can be damaged and broken. It has AC 12, 30 hit points per 10-foot section, and is vulnerable to fire damage. Reducing a section's hit points to 0 destroys that section, leaving behind a layer of cold air in the space occupied by the wall. A creature that moves through the layer of cold air for the first time in a turn must make a Constitution saving throw. It takes 5d6 cold damage on a failed save, or half on a success. ***At Higher Levels:*** When you cast this power using a 7th-level slot or higher, the damage dealt when the wall appears increases by 2d6, and the damage from moving through the cold air layer increases by 1d6 for each slot level above 6th. \pagebreakNum ### Wall of Light *4th level, cosmic* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 10 minutes You create a wall of blinding light on a solid surface within range up to 60 feet long, 20 feet high, and 1 foot thick, or a ring up to 20 feet in diameter, 20 feet high, and 1 foot thick. It is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 radiant damage, or half on a success. One side of the wall, chosen by you when casting this power, glows intensely up to 10 feet from that side. Any creature that can see the wall and starts its turn within 10 feet of the designated side or enters the wall for the first time must make a Constitution saving throw or be blinded for 1 round. ***At Higher Levels:*** When using a 5th-level slot or higher, damage increases by 1d8 for each slot level above 4th. ### Wall of Stones *5th level, elemental (earth)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 10 minutes A wall of solid rock rises from nowhere at a point of your choice within range. The wall is 6 inches thick and is composed of ten panels of 10 feet by 10 feet each. Each panel must be contiguous with at least one other panel. Alternatively, you can create panels of 10 feet by 20 feet with only 3 inches of thickness. If the wall passes through a space occupied by a creature when it appears, the creature is pushed to one side of the wall (your choice). If the creature would be surrounded on all sides by the wall (or the wall and another solid surface), the creature may make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed, thus avoiding being fully enclosed by the wall. The wall can have any shape you desire; however, it cannot occupy the same space as a creature or object. The wall does not need to be vertical or rest on any stable foundation. It must, however, merge with and be solidly supported by existing rock. You can use this power to create a bridge over a chasm or form a ramp. If you create a span longer than 20 feet, you must reduce the size of each panel by half to create supports. You can roughly shape the wall to create battlements, crenellations, and so forth. The wall is an object made of stone that can be damaged and broken. Each panel has AC 15 and 30 hit points for every 1 inch of thickness. Reducing a panel’s hit points to 0 destroys it and may cause connected panels to collapse, at the DM’s discretion. If you maintain your concentration for the entire duration, the wall becomes permanent and cannot be dipowered. Otherwise, the wall disappears when the power ends. ### Wall of Wind *3rd level, elemental (air)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute A wall of strong winds rises from the ground at a point of your choice within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any form you desire, as long as it creates a continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a success. The strong winds keep fog, smoke, and other gases away. Small or smaller flying creatures or objects cannot pass through the wall. Light and loose materials brought into the wall are lifted upward. Arrows, bolts, and other ordinary projectiles aimed at targets beyond the wall are deflected upward and automatically miss. (Stones hurled by giants, siege weapons, and similar projectiles are not affected.) Creatures in gaseous form cannot pass through it. ### Wall of Sound *3rd level, sound* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute A wall up to 50 feet long, 15 feet high, and 1 foot thick of intense, focused vibration rises from the ground at a point you choose within range. You can shape the wall in any manner, as long as it forms a continuous path along the ground and lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half on a success. Creatures failing the save are also deafened for the duration. At the end of each of its turns, the target can make another Constitution save to end the deafened condition. The strong vibrations keep fog, smoke, and other gases away. Small or smaller flying creatures or objects cannot pass through the wall. Loose and light materials brought into the wall vibrate violently. Arrows, bullets, and other ordinary projectiles aimed at targets behind the wall are deflected downward and automatically miss. (Missiles or tank artillery and similar projectiles are not affected.) Creatures in gaseous form cannot pass through it. ***At Higher Levels:*** When cast using a 5th-level slot or higher, damage increases by 1d8 for each slot above 4th. ### Toxic Wall *4th level, elemental (flora)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You create a writhing wall of sickly green poison on a solid surface within range. You can make a wall up to 60 feet long, 20 feet high, and 1 foot thick, or a circular wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 5d8 poison damage, or half as much on a success. Each time a creature fails this save, it is poisoned for the duration. \pagebreak ### Prismatic Wall *9th level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** 10 minutes A shimmering multicolored plane of light forms an opaque vertical wall – up to 90 feet long, 30 feet high, and 1 inch thick – centered on a point you can see within range. Alternatively, you can shape the wall into a sphere 30 feet in diameter, centered on a point of your choice within range. The wall remains in place for the duration. If you position the wall so it would pass through a space occupied by a creature, the power fails, and your action and power slot are wasted. The wall emits bright light in a 100-foot radius and dim light for an additional 100 feet. You and the designated creatures at the moment of casting can pass through and remain near the wall safely. If another creature that can see the wall comes within 20 feet of it or starts its turn there, it must make a Constitution saving throw or be blinded for 1 minute. The wall consists of seven layers, each a different color. When a creature tries to touch or pass through the wall, it passes through one layer at a time, until all layers are traversed. As it passes or touches each layer, the creature makes a Dexterity saving throw or is affected by the properties of that layer, as described below. The wall can also be destroyed, one layer at a time, in order from red to violet, by the means specified for each layer. When a layer is destroyed, it remains destroyed for the duration. A rod of cancellation destroys a prismatic wall, but an antimagic field does not affect it. **1. Red:** The target takes 10d6 fire damage on a failed save, or half on a success. While this layer remains, nonmagical ranged attacks cannot pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. **2. Orange:** The target takes 10d6 acid damage on a failed save, or half on a success. While this layer remains, ranged attacks cannot pass through. The layer can be destroyed by strong wind. **3. Yellow:** The target takes 10d6 lightning damage on a failed save, or half on a success. The layer can be destroyed by dealing at least 60 energy damage to it. **4. Green:** The target takes 10d6 poison damage on a failed save, or half on a success. Creating a passage or another power of equal or higher level that opens a portal on a solid surface destroys this layer. **5. Blue:** The target takes 10d6 cold damage on a failed save, or half on a success. The layer can be destroyed by dealing at least 25 fire damage to it. **6. Indigo:** On a failed save, the target is restrained. They must make a Constitution saving throw at the end of each of their turns. If they succeed three times, the effect ends. If they fail three times, they turn to stone and are affected by the petrified condition. Successes and failures do not need to be consecutive; keep track until the target accumulates three of one type. While this layer remains, powers cannot be cast through the wall. The layer can be destroyed by *daylight* or a similar power of equal or higher level. **7. Violet:** On a failed save, the target is blinded. They must make a Wisdom saving throw at the start of their next turn. A success ends the blindness. On a failure, the creature is transported to another plane of existence, chosen by the DM, and is no longer blind. (Typically, a creature on a plane that is not its home plane is banished there, while other creatures are generally sent to the Astral or Ethereal Planes.) This layer is destroyed by *Dispel Power* or a similar power of equal or higher level that can end magical effects. ### Time Stop *9th level, time* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures while you take 1d4 + 1 turns in a row, during which you can act and move normally. This power ends if any action you take during this period, or any effect you create during this period, affects a creature other than yourself or an object being used or carried by someone other than you. Additionally, the power ends if you move more than 1,000 feet from the place where you cast it. ### Stop Projectiles *2nd level, time* **Execution time:** 1 reaction **Range:** 30 feet **Duration:** Concentration, up to 1 minute When you or another creature within range is targeted by a ranged attack, you can use your reaction to pause the projectile mid-flight. For the duration, the projectile remains suspended in the air 10 feet in front of the target creature. Touching the paused projectile returns it to the time stream, making it continue toward whatever occupies the original target’s space. ### Barkskin *2nd level, elemental (flora)* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 hour You touch a willing creature. Until the power ends, the target’s skin becomes rough and bark-like, and its AC cannot be less than 16, regardless of any armor it wears. ### Stone Skin *4th level, elemental (earth)* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 hour This power turns the skin of a willing creature you touch into solid rock. Until the power ends, the target has resistance to bludgeoning, piercing, and slashing damage. \pagebreakNum ### Pendular *2nd level, general* **Execution time:** 1 bonus action **Range:** Self **Duration:** 1 minute If you have access to ropes or lines of any kind, you can navigate a space almost as if you were flying. Like a circus acrobat, you can swing on ropes or lines in any direction you desire, gaining or losing altitude as you prefer, if ropes or lines are available. Paired with a hook, this allows you to move freely through the air if there are taller structures around you. However, you can only move as high as the supporting structures allow. When passing by a creature, you can use your momentum to make a melee weapon or unarmed attack as part of this bonus action. If you hit them, they cannot make an opportunity attack against you. You can also carry a willing Medium or smaller creature as part of this action, sweeping it from its space and bringing it with you if you have the strength to carry it. ### Perdition *1st level, soul* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make a Charisma saving throw. Whenever a target that failed this save makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the rolled value from the attack roll or saving throw. ***At Higher Levels:*** When cast using a 2nd-level slot or higher, you can affect one additional creature for each slot level above 1st. ### Persistence *3rd level, general* **Execution time:** 1 bonus action **Range:** Self **Duration:** 1 hour Gathering your strength, you prepare for the upcoming challenges. You gain 3d6 + 6 temporary HP during this period. ***At Higher Levels:*** Using a 4th-level slot or higher, you gain 5 additional temporary HP for each slot level above 3rd. ### Nightmare *3rd level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Up to 1 minute You target one visible creature within range and send them into a nightmare crafted by their own mind. The target makes an Intelligence saving throw. On a failure, they perceive a hellish landscape instead of their actual surroundings and are tormented by dark inventions of their imagination. They can still attack things outside their nightmare, but do so with disadvantage, as they cannot see. Additionally, at the start of each of their turns, they take 1d6 psychic damage from the hallucination. The target can use their action to investigate the nightmare, allowing another Intelligence check. On a success, they realize the illusion and the effect ends. If they take damage from a source outside their nightmare, they may also attempt the save again. ### Anvil Weight *5th level, space* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous As an action, you can select a Large or smaller object within range weighing less than 1 ton. With a swift effort, you teleport the object above a point within range, letting it fall onto whatever is below. Each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, creatures in the area take 8d8 bludgeoning damage, or half on a successful save. Regardless of the save, the teleported object also takes 8d8 bludgeoning damage. ### Blizzard Pillar *4th level, elemental (ice)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You create an ice pillar with a 5-foot radius and 30-foot height on a solid surface within range. If the pillar is created in a space occupied by a creature, the creature must make a Dexterity saving throw. On a failure, it takes 4d8 piercing damage and is knocked prone within 5 feet of the pillar. The area within 30 feet of the pillar is considered difficult terrain. Each creature in this area or entering it must make a Constitution saving throw. On a failure, the creature cannot make more than one attack per turn and cannot take reactions or bonus actions for the duration of the power. Being an object, it can be damaged and broken. It has AC 18, 45 HP, and resistance to cold damage, but is vulnerable to fire. If destroyed, the power ends. ### Sand Pillar *2nd level, elemental (earth)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You manipulate sand to create a pillar in a 5-foot area beneath a target. A creature in this area must make a Dexterity saving throw. On a failure, it takes 3d8 bludgeoning damage and is knocked prone. Alternatively, you can raise a pillar beneath a creature up to 30 feet away. ***At Higher Levels:*** When cast using a 4th-level slot or higher, damage increases by 1d8 for each slot above 3rd, as well as the size or area of the pillar increasing by 10 feet for each slot level above 3rd. \pagebreakNum ### Blink *3rd level, space* **Execution time:** 1 action **Range:** Self **Duration:** 1 minute Roll a d20 at the end of each of your turns for the duration of the power. On an 11 or higher, you disappear from your current plane of existence and appear on the Ethereal Plane (the power fails and the use is wasted if you are already on that plane). At the start of your next turn, and when the power ends if you are on the Ethereal Plane, you return to the nearest unoccupied space within 10 feet of the space you disappeared from. You can dismiss this power as an action. While on the Ethereal Plane, you can see and hear the plane you originated from in shades of gray up to 60 feet. You can only affect and be affected by other creatures on the Ethereal Plane. ***At Higher Levels:*** When cast using a 5th-level slot or higher, the number you must roll to disappear from your current plane and appear on the Ethereal Plane decreases by 1. Therefore, when cast with a 6th-level slot, you need to roll 9 or higher to blink to the Ethereal Plane between turns. ### Gliding *Cantrip, general* **Execution time:** 1 action **Range:** Self **Duration:** 1 round When falling, you can use this power to glide horizontally. For the round, you have a flying speed equal to your walking speed, but you must move all of it horizontally. You cannot gain altitude; instead, you lose 10 feet of altitude with your movement. If you cannot use your full movement to glide in this way, you lose your flying speed and fall immediately. ### Bottomless Pit *6th level, psychic* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You create an illusory pit with a 30-foot radius within range. To any creature in the area, it appears that an abyss has opened below them and they are falling. Each creature within range must make an Intelligence saving throw or fall, thrash, and believe they are falling into a bottomless pit. They remain so for the duration, or until someone uses their action to snap them back to reality. Creatures that can fly may be convinced the pit is real, but will not fall to the ground and will thrash in place. Creatures that succeed on the saving throw momentarily believe they are falling and fall to the ground, remaining there until the start of their turn, when they realize the pit is an illusion. As an action while the power is ongoing, you can make those who believe they are falling strike an illusory surface. They strike with enough force to believe they are injured, taking 6d6 psychic damage. The illusion ends when this occurs. \columnbreak ### Polymorph *4th level, polymorph* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute This power transforms a visible creature within range into a new form. A willing creature must make a Wisdom saving throw to resist. The power has no effect on a shapeshifter or a creature with 0 HP. The transformation lasts for the duration or until the target drops to 0 HP or dies. The new form can be any beast whose Challenge Rating is equal to or less than the target’s (or its level if it has no Challenge Rating). The target’s game statistics, including mental ability scores, are replaced by the chosen beast’s statistics. It retains its habits and personality. The target assumes the hit points of its new form. When returning to normal, it reverts to its previous HP. If it reverts due to dropping to 0 HP, any excess damage carries over to the original form. If the excess damage does not reduce the original form to 0 HP, the creature does not fall unconscious. The creature is limited by the nature of its new form in the actions it can take, so it cannot speak, cast powers, or perform any action requiring hands or speech. The target’s equipment merges into the new form. The creature cannot activate, use, wield, or benefit from any of its equipment. ### Ultimate Polymorph *9th level, polymorph* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 hour Choose one creature or object you can see within range. You transform a creature into a different creature, a creature into an object, or an object into a creature (the object must not be worn or carried by another creature). The transformation lasts for the duration or until the target drops to 0 HP or dies. If you maintain concentration for the full duration, the transformation becomes permanent until dipowered. This power has no effect on a shapeshifter or a creature with 0 HP. A willing creature can make a Wisdom saving throw, and if successful, is unaffected. ***Creature to Creature:*** If you transform a creature into another type of creature, the new form can be any type you choose whose Challenge Rating is equal to or less than the target’s (or its level if the target has no Challenge Rating). The target’s game statistics, including mental ability scores, are replaced by the new form’s statistics. It retains its habits and personality. The target assumes the HP of its new form. When reverting to normal, the creature returns to the HP it had before transforming. If it reverts due to dropping to 0 HP, any excess damage carries over to its original form. If the excess damage does not reduce the original form to 0 HP, it does not fall unconscious. The creature is limited by the actions it can take based on its new form and cannot speak, cast powers, or perform any action requiring hands or speech unless its new form is capable of such actions. The target’s equipment merges into the new form. The creature cannot activate, use, wield, or benefit from any of its equipment. \pagebreakNum ***Object to Creature:*** You can transform an object into any type of creature, provided the creature’s size is not larger than the object and its Challenge Rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of its turns. You decide its actions and movement. The DM has the creature’s statistics and resolves all actions and movement. If the power becomes permanent, you no longer control the creature. It may remain friendly depending on how it is treated. ***Creature to Object:*** If you transform a creature into an object, it transforms along with anything it is wearing or carrying. The creature’s statistics become those of the object, and it has no memory of the time spent in that form once the power ends and it returns to its normal form. ### Blind Spot *Cantrip, polymorph* **Execution time:** 1 action **Range:** 30 feet **Duration:** 1 round If you remain perfectly still and quiet, you can momentarily hide from the view of others. As an action while remaining still, you become invisible to 1 visible creature within 30 feet. To that creature, you appear to vanish briefly, as if stepping into its blind spot. You become visible to them again at the start of your next turn. You remain visible to all other creatures in the area. --- ### Portal *9th level, space* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening you can make 5–20 feet in diameter and orient in any direction you choose. It lasts for the duration and has an entrance and exit in each plane where it appears. Traveling through it is only possible by moving through the entrance. Anything that does is instantly transported to the other plane, appearing in the nearest unoccupied space to the portal. You can name a specific creature when opening the portal. If that creature is on a different plane, the portal opens near them, bringing them to the nearest unoccupied space on your side. You gain no special control over the creature; it acts as the DM deems appropriate. --- ### Dimensional Door *4th level, space* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You teleport from your current location to any other point within range. You arrive exactly at your chosen location. You may bring objects as long as their weight does not exceed what you can carry. You may also bring one willing creature of your size or smaller that you can carry. The creature must be within 5 feet of you when you use the power. If you arrive in a space already occupied by a creature or object, you and any creature traveling with you each take 4d6 force damage, and the teleportation fails. --- ### Pow! *Cantrip, kinetic* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous In classic comic style, you step back and punch or kick an enemy. Make a melee power attack against a target in range. On a hit, it deals 1d12 bludgeoning damage. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 14th level (4d12), and 17th level (5d12). --- ### Pool of Blood *3rd level, elemental (water)* **Execution time:** 1 bonus action **Range:** Self **Duration:** Concentration, up to 1 minute You take 1d10 necrotic damage that cannot be reduced. You transform into a pool of blood for the duration, along with all you are wearing or carrying. While in this form, you cannot be targeted by attacks or healing, are unaffected by area effects, cannot take any actions, and your walking speed increases by 15 feet. You can still see and hear your surroundings. --- ### Plague *5th level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** 7 days Your touch inflicts a disease. Make a melee power attack against a creature within range. On a hit, you afflict the creature with a disease of your choice from the list below. At the end of each of the target’s turns, it must make a Constitution saving throw. After three failures, the disease persists for the duration and the creature stops making saving throws. After three successes, the creature recovers and the power ends. Any effect that removes or mitigates disease applies normally. **Disease Options:** * **Mental Fever:** The target’s mind becomes fevered. Disadvantage on Intelligence checks and saves; behaves as if under the effect of the *confusion* power in combat. * **Blinding Nausea:** Pain grips the target’s mind and eyes turn milky. Disadvantage on Wisdom checks and saves; target is blinded. * **Sewage Fever:** A voracious fever spreads through the body. Disadvantage on Strength checks, Strength saves, and attack rolls using Strength. * **Flesh Rot:** The target’s flesh decomposes. Disadvantage on Charisma checks and vulnerability to all damage. * **Sticky Perdition:** The target bleeds uncontrollably. Disadvantage on Constitution checks and saves; whenever it takes damage, it is stunned until the end of its next turn. * **Shivering Spasms:** The target convulses. Disadvantage on Dexterity checks, Dexterity saves, and attack rolls using Dexterity. \pagebreakNum ### Swarm of Locusts *5th level, elemental (flora)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 10 minutes A voracious swarm of locusts fills a 20-foot-radius sphere centered on a point you choose within range. The swarm spreads, doubling corners, and remains for the duration. The area is lightly obscured and counts as difficult terrain. When the swarm appears, each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 4d10 piercing damage, or half as much on a success. Creatures must also make a saving throw when entering the area for the first time on a turn or at the end of their turn if they remain there. ***At Higher Levels:*** When cast using a 6th-level or higher power slot, the damage increases by 1d10 for each slot above 5th. --- ### Venomous Fangs *1st level, polymorph* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous Your nails briefly sharpen and glow with emerald poison as you strike a nearby enemy. Make a melee power attack against a creature within reach. On a hit, the target takes 2d10 poison damage and is poisoned until the end of your next turn. --- ### Prestidigitation *Cantrip, general* **Execution time:** 1 action **Range:** 10 feet **Duration:** 1 hour You create one of the following minor, harmless effects within range: * Instantly create a sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. * Instantly light or snuff out a candle, torch, or small fire. * Instantly clean or soil an object of up to 1 cubic meter. * Chill, warm, or flavor up to 1 cubic meter of nonliving material for 1 hour. * Make a color, small mark, or symbol appear on an object or surface for 1 hour. * Create a nonmagical trinket or an illusory image that fits in your hand and lasts until the end of your next turn. You can have up to three non-instantaneous effects active at once; you may dismiss one as an action. --- \columnbreak ### Foresight *9th level, time* **Execution time:** 1 minute **Range:** Touch **Duration:** 8 hours You touch a willing creature and grant it highly precise knowledge of immediate future events. For the duration, the target cannot be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This effect ends immediately if you cast it again before the duration expires. --- ### Force Prison *7th level, telekinesis* **Execution time:** 1 action **Range:** 120 feet **Duration:** 1 hour An immobile, invisible cube of superpowered force appears around a chosen area within range. Creatures partially inside the area or too large to fit are pushed away until completely outside. The prison can be a cage or a solid box. A cage can have sides up to 20 feet long, made of ½-inch diameter bars spaced ½ inch apart. A solid box can be up to 10 feet per side, creating an impenetrable barrier that blocks all matter and prevents the use of powers inside or outside the area. Any creature completely inside the cage is trapped. They cannot exit by non-superpowered means. If they attempt to teleport or planar travel, they must succeed on a Charisma saving throw. On success, they may exit using the power; on failure, they remain trapped, wasting the use of the ability. The prison extends into the Ethereal Plane, blocking ethereal or insubstantial travel. This power cannot be dipowered by *dispel power*. ### Astral Projection *9th level, soul* **Execution time:** 1 hour **Range:** 10 feet **Duration:** Special You and up to 8 willing creatures within range project your astral bodies into the Astral Plane (the power fails if you are already there). Your material bodies remain unconscious and in suspended animation; they do not need food or air and do not age. Your astral form closely resembles your mortal form, including game statistics and possessions. A silver cord extends from your back, becoming invisible after 1 foot, linking you to your material body. If the cord is severed—possible only via specific effects—your body and consciousness are permanently separated, killing you instantly. The astral form can freely travel through the Astral Plane and enter portals to other planes. If you enter a new plane or return to the original, your body and possessions are transported along the silver cord, allowing you to re-enter your body. Damage or effects applied to the astral form do not affect the material body. \pagebreakNum You may end the power early for yourself or companions as an action, returning them to their bodies. The power also ends prematurely if a successful *dispel power* is cast on the astral or material body, or if either falls to 0 HP. If the cord is intact, it draws the astral form back to its body, ending suspended animation. If you return early, your companions must find their own way back. --- ### Project Illusion *7th level, psionic* **Execution time:** 1 hour **Range:** 300 feet **Duration:** Concentration, up to 1 minute You create an illusory duplicate of yourself that remains for the duration. The illusion can appear anywhere within range that you have seen, ignoring obstacles. It looks and speaks like you but is intangible. If the illusion takes damage, it vanishes and the power ends. You can see and hear through the illusion as if you were there. Each turn, you can use a bonus action to switch senses between yourself and the illusion. While using its senses, you are blind and deaf to your surroundings. Physical interaction reveals the illusion; creatures can investigate it with an Intelligence (Investigation) check against your power save DC to recognize it. Once recognized, they see through it and hear any sounds it makes as hollow. --- ### Protagonism *9th level, general* **Execution time:** 1 reaction **Range:** Self **Duration:** Instantaneous As the hero of this story, you cannot truly die… or can you? When you fail your third death saving throw, you may use this reaction to treat that failure as a natural 20, negating its effect. Alternatively, if subjected to an effect that would kill you (e.g., being reduced to 0 HP by *disintegrate*), you automatically negate the lethal effect, though all other consequences still occur. For example, you may drop to 0 HP and fall unconscious, but you do not die. --- ### Propel Projectiles *2nd level, telekinesis* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You magnetize a small metal object and launch it at a target within range. Make a ranged power attack against a creature you can see. On a hit, the target takes 3d8 bludgeoning damage and is knocked prone. ***At Higher Levels:*** Using a 3rd or 4th-level slot, you can launch 2 projectiles at 2 targets, making a separate attack roll for each. Using a 5th-level slot or higher, you can launch 3 projectiles at 3 targets.
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### Death Protection *4th level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** 8 hours You touch a creature and grant it a certain protection against death. The first time the target drops to 0 hit points as a result of taking damage, it instead drops to 1 hit point and the power ends. If the power is still active when the target would be affected by an effect that could instantly kill it without dealing damage, that effect instead does not affect the target and the power ends. ### Energy Protection *3rd level, cosmic* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 minute For the duration, the willing creature you touch gains resistance to a damage type of your choice: acid, lightning, energy, fire, cold, or thunder. ### Protection from Good and Evil *1st level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 10 minutes Until the power ends, a willing creature you touch is protected against certain creature types: aberrations, celestials, fiends, elementals, fey, and undead. \pagebreakNum The protection provides several benefits. Attacks from these creatures have disadvantage against the target. The target cannot be charmed, frightened, or possessed by them. If the target is already affected by one of these conditions from such creatures, it has advantage on any new saving throw against the effect. ### Poison Protection *2nd level, elemental (flora)* **Execution time:** 1 action **Range:** Touch **Duration:** 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison affects the target, you neutralize one you know is present or a random one. For the duration, the target has advantage on saving throws against being poisoned and gains resistance to poison damage. ### Psychometry *4th level, psychic* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous By touching an object, you discern a summary of the most significant events that occurred in its presence. The summary might include an image of an item used to commit a murder or a scene showing how it was loved by someone. The more information you already have about the object, the more precise and detailed the information you receive. The information is accurate, but presented as imagery and sensory impressions rather than verbal description. ### Jump *1st level, kinetic* **Execution time:** 1 action **Range:** Self **Duration:** 1 minute Your jump distance is tripled until the power ends. ### Arctic Pulse *5th level, elemental (ice)* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes You stomp the ground, creating veins of icy energy that spread in a 120-foot radius around you, turning the ground to ice and making it difficult terrain. For the duration, you can use a bonus action to create a stalagmite at the feet of a target within this area. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 cold damage, 4d6 slashing damage, and gains the Bleeding condition, taking 1d6 damage each turn. While this power is active, you cannot be surprised by any target moving in the area of the power. ***At Higher Levels:*** When cast using a 6th-level power slot or higher, the damage increases by 1d6 for each level above 5th. \columnbreak ### Gravity Pulse *1st level, telekinesis* **Execution time:** 1 action **Range:** Self (cone of 15 feet) **Duration:** Instantaneous A wave of intense gravitational energy rolls out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 4d4 force damage and is knocked prone. On a successful save, it takes half damage and is not knocked down. ***At Higher Levels:*** When cast using a 2nd-level power slot or higher, the damage increases by 2d4 for each level above 1st, up to a maximum of 10d4. ### Electromagnetic Pulse *5th level, elemental (electric)* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous You emit a powerful electromagnetic pulse in a 394-foot radius sphere centered on a point within range, disabling electronic and electrical systems in the area. This power does not affect robotic PCs or superpowered technology, nor any other technology protected against EMP blasts. ### Purify Food *1st level, elemental (flora)* **Execution time:** 1 action **Range:** 10 feet **Duration:** Instantaneous All food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and freed from poison or disease. ### Feather Fall *1st level, elemental (air)* **Execution time:** 1 reaction, which you take when you or a creature within 60 feet falls **Range:** 60 feet **Duration:** 1 minute Choose up to five falling creatures within range. The falling speed of each creature is reduced to 60 feet per round until the power ends. If a creature lands before the power ends, it takes no falling damage, can land on its feet, and the power ends for that creature. ### Burning Ray *2nd level, elemental (fire)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You create three rays of fire and hurl them at targets within range. You can target one or multiple creatures. Make a ranged power attack for each ray. On a hit, the target takes 2d6 fire damage. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, create one additional ray for each level above 2nd. \pagebreakNum ### Ray of Weakness *2nd level, soul* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute A black ray of debilitating energy shoots from your finger toward a target within range. Make a ranged power attack against the target. On a hit, the target deals half damage with Strength-based weapon attacks until the power ends. At the end of each of the target’s turns, it may make a Constitution saving throw against the power. On a success, the power ends. ### Fire Ray *Cantrip, elemental (fire)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You hurl a spark of fire at a creature or object within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this power ignites if it is not being worn or carried. The power’s damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10). ### Ice Ray *Cantrip, elemental (ice)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous A frigid blue-light ray shoots toward a target within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage and its movement is reduced by 10 feet until the start of your next turn. The power’s damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). ### Thor’s Ray *1st level, elemental (electric)* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute A crackling blue energy ray strikes a creature within range, forming a continuous electric arc between you and the target. Make a ranged power attack against the creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to automatically deal 1d12 lightning damage to the target. The power ends if you use your action for anything else, if the target moves out of range, or if you have total cover from it. ***At Higher Levels:*** When cast using a 2nd-level power slot or higher, the initial damage increases by 1d12 for each slot level above 1st. ### Freezing Ray *2nd level, elemental (ice)* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute A blast of piercing cold erupts from your outstretched hand. Each creature in a 20-foot cone must make a Constitution saving throw, taking 5d6 cold damage on a failed save, or half as much on a success. The ground remains icy until the start of your next turn, becoming difficult terrain. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, the damage increases by 1d6 for each slot level above 2nd. ### Guiding Ray *2nd level, cosmic* **Execution time:** 1 action **Range:** 120 feet **Duration:** 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll against that target before the end of your next turn has advantage due to a mystical shimmer on the target. ***At Higher Levels:*** When cast using a 2nd-level power slot or higher, the damage increases by 1d6 for each slot level above 1st. ### Moon Ray *2nd level, darkness* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute A silvery beam of pale light shines down in a cylinder with a 5-foot radius and 40-foot height, centered on a point within range. Until the power ends, dim light fills the cylinder. When a creature enters the power’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain and must make a Constitution saving throw. It takes 3d10 radiant damage on a failed save, or half as much on a success. A shapeshifter makes its saving throw with disadvantage. If it fails, it also immediately reverts to its original form and cannot assume a different form until it leaves the power’s light. On each of your turns after casting this power, you can use an action to move the beam up to 60 feet in any direction. ***At Higher Levels:*** When cast using a 3rd-level power slot or higher, the damage increases by 1d10 for each slot level above 2nd. ### Solar Ray *6th level, cosmic* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute A beam of brilliant light flashes from your hand in a line 60 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and is not blinded. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the power ends. For the duration, a mote of radiant light shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. \pagebreakNum ***At Higher Levels:*** When cast using a 7th-level power slot or higher, the damage increases by 2d8 for each slot level above 6th. ### Chronal Burst *7th level, time* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You spread your arms and project a burst of chronal energy from your chest in the form of a pearly white beam streaked with blue veins. Choose a target you can see within range; it must make a Wisdom saving throw. On a failed save, the target takes 10d8 energy damage, loses 5 feet of movement speed, and cannot regain hit points for the next minute. Constructs take only half damage from this power and are immune to the movement reduction. ***At Higher Levels:*** When cast using an 8th-level power slot or higher, the damage increases by 1d8 for each slot level above 7th and the creature cannot regain hit points for an additional 1 minute. ### Freezing Barrage *2nd level, elemental (ice)* **Execution time:** 1 action **Range:** 15 feet **Duration:** Concentration, up to 1 minute You hurl a snowball at a target within range. Make a ranged power attack; on a hit, the target takes 2d8 cold damage. For each snowball you hit, you can attack with another snowball as part of the same action against a target within range. You can throw a number of snowballs per turn equal to your powercasting ability modifier. A target hit by more than one snowball must make a Constitution saving throw. On a failed save, its speed is reduced by 5 feet until the power ends. If the target is hit by 3 or more snowballs, it becomes Restrained until the power ends. ***At Higher Levels:*** When cast using a 2nd-level power slot or higher, the damage increases by 1d8 for each slot level above 1st. ### Shadow Barrage *7th level, darkness* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute When you cast this power, you launch one ray of shadowy energy at a target within range. Make a ranged power attack against it; on a hit, the target takes 10d6 necrotic damage. For the duration, you can use your bonus action to launch a new ray. You can launch up to 8 rays with this power. ***At Higher Levels:*** When cast using a 7th-level power slot or higher, the damage increases by 1d6 for each slot level above 8th and you can launch one additional ray for each slot level above 7th. \columnbreak ### Elemental Burst *8th level, elemental* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You unleash a burst of elemental energy at a target you can see within range. Make a ranged power attack. On a hit, the target takes 12d10 damage based on the chosen element. You may use more than one element for this power, dividing the damage as you wish. For example, if you have access to the Fire and Flora elements, you can deal 6d10 fire damage and 6d10 acid damage respectively. Each element has a secondary effect as shown in the table below. | Element | Elemental Effect | | :---------: | :----------------------------------------------------------------------------------------------------: | | Acid/Flora | The target takes an additional 2d4 acid damage at the end of its turn. | | Water/Ice | The target’s speed is reduced by 10 feet until the start of your next turn. | | Darkness | The target must succeed on a Constitution saving throw or be blinded until the start of your next turn | | Earth | The target must succeed on a Strength saving throw or be knocked prone. | | Electricity | The target has disadvantage if it is wearing metal. | | Fire | Ignites flammable objects in the area that are not being worn or carried | | Sound | The target is deafened until the end of its next turn. | | Wind | The target is pushed 5 feet backward. | ### Mystic Blast *Cantrip, cosmic* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous A crackling beam of energy streaks toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 energy damage. The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different targets. Make separate attack rolls for each beam. ### Psychic Blast *1st level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You project a faintly glowing ray of psychic energy from your forehead at a visible target within range. Make a ranged power attack against the target. On a hit, the creature takes 2d8 psychic damage and has disadvantage on maintaining concentration on its saving throw triggered by this damage. ***At Higher Levels:*** Using a 2nd-level slot or higher, the damage increases by 1d8 for each slot level above 1st. \pagebreakNum ### Sonic Blast *1st level, sound* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous With a thunderous boom, your hand begins to vibrate and the air around it blurs. Suddenly, a resounding explosion erupts and a narrow band of vibrating air shoots forth like a sonic spear. Make a ranged power attack against the target. On a hit, the creature takes 2d8 thunder damage. ***At Higher Levels:*** Using a 2nd-level slot or higher, the damage increases by 1d8 for each slot level above 1st. ### Poisonous Blast *Cantrip, elemental (flora)* **Execution time:** 1 action **Range:** 10 feet **Duration:** 1 minute You raise your hand toward a creature you can see within range and project a puff of toxic gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This power’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). ### Image Trail *4th level, psychic* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 1 minute You vanish and a visual illusion of yourself appears somewhere you have been within the last minute within range. The image exactly duplicates what you were doing at the time. As long as you maintain concentration, the illusion continues to recreate what you were doing 1 minute ago while you remain invisible. While invisible, you are hidden from everyone’s sight. Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine it is an illusion with a successful Investigation check against your power save DC. If a creature discerns the illusion for what it is, it can see through the image and any noise it makes will sound hollow to that creature. However, you remain invisible for the duration. The power also ends if you attack or cast another power. ### Glacial Trail *3rd level, elemental (ice)* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 minute You touch the ground, freezing it in a 30-foot radius around you. The ground in the area is covered with slippery ice, becoming difficult terrain. A creature in the area when the power is cast, when starting its turn there, or when moving through it must make a Dexterity saving throw. On a failed save, the creature falls Prone and takes 4d6 cold damage. Alternatively, you may touch a body of water, such as a river or lake. By doing so, you can freeze the surface to create a path over the water that is 60 feet long and 30 feet wide. Each 5-foot square can support 100 kg. If a creature attempting to cross this icy trail exceeds this weight limit, the ice beneath it cracks and it must make a Dexterity saving throw. On a failure, the creature falls into the water. On a success, it can move to a frozen surface or to a point of ground within 5 feet of it. ***At Higher Levels:*** Using a 4th-level slot or higher, the damage increases by 1d6 for each slot level above 3rd and the ice supports an additional 25 kg for each level. ### Web Net *2nd level, general* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs are not anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself and the power ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature Restrained by the webs can use its action to make a Strength check against your power save DC. On a success, it is no longer Restrained. Alternatively, as an action, you can fire a single strand of web at a target up to 60 feet away. Make a ranged power attack. On a hit, the target is Grappled if it is a creature. If it is an object, you can pull it toward you using the normal Strength rules. If you are stationary, you can use the web as a rope to swing or climb. If you choose to fire a strand of web as an action on a later turn while still maintaining concentration, you choose whether the previous strand withers or remains. Repeating this can allow the user to navigate areas of the web. The webs are flammable. Any 5-foot cube of web exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. ### Whirlwind *4th level, elemental (water)* **Execution time:** 1 action **Range:** Self **Duration:** Up to 1 minute You move with such speed that you create a whirlwind that captures and batters your enemies. As an action, you can move without provoking opportunity attacks. As you move, you create a swirling vortex of wind and debris in a 10-foot square adjacent to the path you travel. Any Large or smaller creature that starts its turn in the whirlwind or moves into it on its turn must make a Strength saving throw. On a failed save, the creature is Grappled and Restrained. On a success, it falls into a 5-foot square outside the whirlwind in a direction of its choice. \pagebreakNum The whirlwind can contain 4 Medium creatures or 1 Large creature. If a creature moves into a whirlwind that is at capacity, it automatically succeeds on its saving throw. As an action on its turn, a Restrained creature can make an Athletics check against your power save DC to escape the whirlwind. On a success, it falls into a 5-foot square outside the whirlwind in a direction of its choice. As an action, you can use your movement to pass within 5 feet of the whirlwind and relocate it to another point along your movement path. Once again, when you use your action in this way, you do not provoke opportunity attacks. Creatures Restrained by the whirlwind move with it. If you use your action to pass within 5 feet of the space containing the whirlwind once per round in this way, you can maintain it for up to 1 minute. If you do not maintain the whirlwind by using your action to pass by it in this way, the winds subside and any creatures Restrained within it fall into the whirlwind’s space. ### Sand Whirlwind *1st level, elemental (earth)* **Execution time:** 1 action **Range:** 30 feet **Duration:** 1 minute You manipulate a total of 3 kg of sand to create a 15-foot-tall whirlwind that spins continuously for the duration of the power. The whirlwind occupies a 5-foot space and moves up to 15 feet per turn under your command. Creatures in the whirlwind’s area must make a Constitution saving throw. On a failed save, an affected creature takes 2d6 slashing damage and loses 5 feet of movement until the start of your next turn. ***At Higher Levels:*** Using a 2nd-level slot or higher, the damage increases by 1d6 for each slot level above 1st and the lost movement increases by 5 feet for each level. ### Reincarnate *5th level, soul* **Execution time:** 1 hour **Range:** Touch **Duration:** Instantaneous You touch a dead humanoid or a piece of a dead humanoid. As long as the creature has been dead for no more than 10 days, the power forms a new adult body for it and then calls its soul to enter that body, though if it is not free or willing, the power fails. The power shapes a new body for the creature to inhabit, which likely causes the creature’s characteristics to change. The reincarnated creature recalls its former life and experiences and retains all the capabilities it had in its original form. ### Regenerate Self *4th level, general* **Execution time:** 1 minute **Range:** Self **Duration:** 1 hour You manipulate your metabolic processes to accelerate your body’s natural healing ability. You regain 4d8 + 15 hit points. For the duration, you regain hit points at the start of each of your turns equal to your Constitution modifier (minimum 1). Your severed body parts (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it in place, the power instantly causes the limb to reattach. --- ### Regenerate Others *6th level, soul* **Execution time:** 1 minute **Range:** Touch **Duration:** 1 hour You touch a creature and stimulate its natural healing ability, and it regains 4d8 + 15 hit points. For the duration, the target regains hit points at the start of each of its turns equal to your powercasting ability modifier (minimum 1). The target’s severed body parts (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the power instantly causes the limb to reattach. --- ### Reflect Damage *7th level, general* **Execution time:** 1 reaction, when you take damage from an attack **Range:** Self **Duration:** Instantaneous Your extreme durability allows you not only to negate notable amounts of damage, but also to reflect it back at its source. When a visible creature makes an attack roll against you and deals damage, you can use your reaction to reflect part of that damage (of the same type). Roll 8d10 to return that amount of damage or the total damage you took, whichever is lower, back to your target. For example, if they fire bullets, the ammunition ricochets back at them, while a beam of fire ricochets off you back to its creator. Swords ricochet and strike their wielders, and so on. --- ### Lightning *3rd level, elemental (electric)* **Execution time:** 1 action **Range:** Self **Duration:** Instantaneous A lightning bolt forms a line 100 feet long and 5 feet wide that blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. ***At Higher Levels:*** When you cast this power using a 4th-level slot or higher, the damage increases by 1d6 for each slot level above 3rd. --- \pagebreakNum ### Radiate *8th level, elemental (fire)* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous Blinding sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature within it must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Undead and oozes have disadvantage on this saving throw. A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This power dispels any darkness (including that created by powers) in its area. --- ### Remove Curse *3rd level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the power breaks its attunement to the bearer, allowing it to remove or discard it. --- ### Requiem *9th level, soul* **Execution time:** 1 action **Range:** 1.5 miles **Duration:** Instantaneous When you cast this power, you can choose a number of creatures within range equal to your powercasting ability score. Those creatures must make a Constitution saving throw. On a failed save, they take 20d6 necrotic damage, or half as much damage on a success. --- ### Repair *Cantrip, time* **Execution time:** 1 minute **Range:** Touch **Duration:** Instantaneous This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking waterskin. If the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. ### Gentle Repose *2nd level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and cannot become undead. The power also effectively extends the time limit for returning the target to life, since the days spent under the influence of this power do not count against the time limit of such powers, such as *raise dead*. --- ### Reprimand *1st level, elemental (fire)* **Execution time:** 1 reaction, which you take in response to taking damage from a creature within 60 feet of you that you can see **Range:** 60 feet **Duration:** Instantaneous You point your finger and the creature that damaged you is momentarily wreathed in flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. ***At Higher Levels:*** When you cast this power using a 2nd-level slot or higher, the damage increases by 1d10 for each slot level above 1st. --- ### Repulsion *3rd level, telekinesis* **Execution time:** 1 Action **Range:** Self (30-foot cone) **Duration:** Instantaneous You emit a powerful gravitational wave, pushing everything away from you. Each creature in a 30-foot cone must make a Strength saving throw or take 4d8 force damage and be pushed 10 feet back and knocked prone, or half as much damage and not be pushed or knocked prone on a success. ***At Higher Levels:*** Using a 4th-level slot or higher, the damage increases by 1d8 for each slot level above 3rd. --- ### Mud Splash *Cantrip, elemental (earth)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You conjure and hurl a ball of thick mud. Choose one creature within range or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 14th level (4d6), and 17th level (5d6). --- ### Water Breathing *3rd level, elemental (water)* **Execution time:** 1 minute **Range:** 30 feet **Duration:** 24 hours This power grants up to ten willing creatures you can see within range the ability to breathe underwater until the power ends. Affected creatures also retain their normal mode of respiration. --- \pagebreakNum ### Retrocognition *7th level, time* **Execution time:** 1 minute **Range:** 10 feet **Duration:** Instantaneous After spending some time in a location, you discern a summary of the most recent emotionally significant event that occurred there in the past. The summary may consist of the image of a kidnapping or a marriage proposal. The more information you already have about the location, the more precise and detailed the information you receive will be. The summary you gather is accurate, but it is imagistic and sensory rather than verbal. ***At Higher Levels:*** Using an 8th-level slot or higher, you witness the last 3 emotionally significant events that occurred at the location. --- ### Resurrection *7th level, soul* **Execution time:** 1 hour **Range:** Touch **Duration:** Instantaneous You touch a dead creature that has been dead for no more than a century, that did not die of old age, and that is not undead. If the creature’s soul is willing and free, the target returns to life with all its hit points. This power neutralizes any poisons and cures normal diseases that affected the creature at the time of death. However, it does not remove magical diseases, curses, or similar effects; if they were not removed before the power was cast, they resume affecting the creature when it returns to life. This power closes all mortal wounds and restores missing body parts. Coming back from the dead is an ordeal. The target takes a –4 penalty to all attack rolls, saving throws, and ability checks. Each time the target finishes a long rest, the penalty is reduced by 1, until it disappears. Casting this power to return a creature that has been dead for one year or longer is extremely taxing for you. Until you finish a long rest, you cannot cast powers again and you have disadvantage on all attack rolls, ability checks, and saving throws. --- ### Ultimate Resurrection *9th level, soul* **Execution time:** 1 hour **Range:** Touch **Duration:** Instantaneous You touch a dead creature that has been dead for no more than 200 years and that died for any reason except old age. If the creature’s soul is willing and free, the target returns to life with all its hit points. This power closes all wounds, neutralizes any poisons, cures all diseases, and lifts any curses affecting the creature when it died. The power restores damaged or missing organs and limbs. This power can even provide a new body if the original no longer exists. In that case, you must speak the creature’s name. It appears in an unoccupied space of your choice within 10 feet of you. \columnbreak ### Greater Restoration *5th level, general* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one or remove one of the following effects: * One effect that charmed or petrified the target * One curse, including the target’s attunement to a cursed magic item * Any reduction to one of the target’s ability scores * One effect reducing the target’s hit point maximum --- ### Lesser Restoration *2nd level, general* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You touch a creature and can either end one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. --- ### Raise Dead *5th level, soul* **Execution time:** 1 hour **Range:** Touch **Duration:** Instantaneous You return a dead creature you touch to life, provided it has been dead no longer than 10 days. If the creature’s soul is both willing and free to rejoin its body, the creature returns to life with 1 hit point. This power also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time of death. However, it does not remove magical diseases, curses, or similar effects; if they were not removed before the power was cast, they resume affecting the creature upon its return to life. The power cannot return an undead creature to life. This power closes all mortal wounds but does not restore missing body parts. If the creature is missing a body part or vital organ necessary for survival—its head, for example—the power automatically fails. Coming back from the dead is an ordeal. The target takes a –4 penalty to all attack rolls, saving throws, and ability checks. Each time the target finishes a long rest, the penalty is reduced by 1 until it disappears. --- ### Revivify *3rd level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This power cannot return to life a creature that has died of old age, nor can it restore any missing body parts. \pagebreakNum ### Hideous Laughter *1st level, psychic* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this power affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or lower is not affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it is triggered by taking damage. On a success, the power ends. --- ### Rend the Skies *4th level, elemental (electric)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You raise your hand to the skies and, with a feral cry, summon lightning. Enemies in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, affected enemies take 5d6 lightning damage and have their movement reduced by 15 feet, or half as much damage on a success. Allies within the lightning’s area receive part of the energy as an electric armor, gaining 2d6 temporary hit points and resistance to lightning damage until the end of their next turn. ***At Higher Levels:*** Using a 5th-level slot or higher, the damage and temporary hit points increase by 1d6 for each slot level above 4th. ### Bestow Curse *3rd level, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Concentration, up to 1 minute You touch a creature, and it must succeed on a Wisdom saving throw or become cursed for the duration. When you cast this power, choose the nature of the curse from the following options: * Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability. * While cursed, the target has disadvantage on attack rolls against you. * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. On a failure, it loses its action that turn, doing nothing. * While cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target. A *remove curse* power ends this effect. With the GM’s permission, you may choose an alternative curse effect, but it must be no more powerful than those described above. The GM has final say on a curse’s effect. ***At Higher Levels:*** If you cast this power using a 4th-level slot, concentration can last up to 10 minutes. With a 5th- or 6th-level slot, the duration is 8 hours. With a 7th- or 8th-level slot, the duration is 24 hours. With a 9th-level slot, the power lasts until dipowered. Using a 5th-level slot or higher removes the need for concentration. --- ### Private Sanctum *4th level, space* **Execution time:** 1 action **Range:** 150 feet **Duration:** 24 hours You make an area within range secure. The area is a cube that can be as small as 5 feet or as large as 100 feet on a side. The power lasts for the duration or until you use an action to dismiss it. When you cast this power, you decide what type of security it provides, choosing any or all of the following properties: * Sound can’t pass through the barrier at the edge of the protected area. * The barrier of the protected area appears dark and foggy, preventing vision (including darkvision) through it. * Sensors created by powers can’t appear inside the protected area or pass through the barrier at its perimeter. * Creatures in the area can’t be targeted by psychic powers. * Nothing can teleport into or out of the protected area. * Planar travel is blocked within the protected area. Casting this power in the same location every day for one year makes the effect permanent. ***At Higher Levels:*** When you cast this power using a 5th-level slot or higher, you can increase the cube’s size by 100 feet on each side for each slot level above 4th. Thus, using a 5th-level slot, you can protect a cube up to 200 feet on a side. --- ### Boiling Blood *6th level, elemental (water)* **Execution time:** 1 action **Range:** 30 feet **Duration:** Instantaneous You take 5 damage that cannot be reduced. As you do, you trace a crimson sigil in the air that channels your power violently into a target you can see within range, causing its blood to boil within its body. The target must make a Constitution saving throw. On a failure, it takes 8d10 necrotic damage, or half as much on a success. This power deals only half damage to constructs and does not affect undead. ***At Higher Levels:*** Using a 7th-level slot or higher, the damage increases by 1d10 for each slot level above 6th. --- ### Sanctuary *1st level, space* **Execution time:** 1 bonus action **Range:** 30 feet **Duration:** 1 minute You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power does not protect against area effects, such as the explosion of a *fireball*. \pagebreakNum If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends. --- ### Second Blood *9th level, elemental (water)* **Execution time:** 1 minute **Range:** Self **Duration:** 24 hours You take 30 damage that cannot be reduced. As you do, you shape a blood clone of yourself and then absorb it. The clone has all your attributes and hit points. For the duration, all damage and conditions you would receive are transferred to your clone. If the clone is reduced to 0 hit points or you command it as a free action, it dissipates, exploding in a 20-foot radius centered on you. All creatures in that area must make a Dexterity saving throw. On a failure, a creature takes 6d6 necrotic damage, or half as much on a success. While the blood clone remains active, you cannot receive healing or effects that increase your Constitution or hit points. You can still gain temporary hit points normally. ### Demiplane *8th level, space* **Execution time:** 1 action **Range:** 60 feet **Duration:** 1 hour You create a shadowy door on a flat solid surface you can see within range. The door is large enough to allow Medium creatures to pass through without difficulty. When opened, the door leads to a demiplane that appears as an empty room 30 feet on each side, made of wood or stone. When the power ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there as the door vanishes from the other side. Each time you cast this power, you can create a new demiplane or have the shadowy door connect to a demiplane you created with a previous casting of this power. Additionally, if you know the nature and contents of a demiplane created by another creature using this power, you can have the door connect to that demiplane. --- ### Temporal Sense *Cantrip, time* **Execution time:** 1 bonus action **Range:** Self **Duration:** Instantaneous By taking a moment to attune to the temporal energies around you, you learn the following: * The exact time at your current location. * How much time has passed since you last checked the time. * How much time has passed since you finished your last long rest. * Whether there are nearby temporal anomalies, such as those caused by time-based powers, or the presence of a massive body such as a star or singularity that is not normally present. --- \columnbreak ### Danger Sense *4th level, general* **Execution time:** 1 reaction **Range:** Self **Duration:** Instantaneous You gain an uncanny sense of when nearby things are wrong, granting you an edge when evading danger. Whenever you must make a Dexterity or Constitution saving throw against an effect you can perceive, such as traps or powers, you can use your reaction to gain advantage on the roll. You can use this reaction after you roll but before the GM determines whether you succeed. To gain this benefit, you must not be Incapacitated. --- ### Detect Device *Cantrip, elemental (electric)* **Execution time:** 1 action **Range:** 30 feet **Duration:** 1 round As an action, you pause and listen, attuning yourself to the faint hum of electronic devices nearby. Until the start of your next turn, if you do not move, you can hear the hum of any closed electrical circuit within devices in range. You learn the approximate location and size of these devices—including appliances and cell phones, but not an Inventor hero’s equipment. --- ### Detect Metal *1st level, telekinesis* **Execution time:** 1 action **Range:** 60 feet **Duration:** 1 minute By attuning yourself to the faint resonance of metal nearby, you use your action to become aware of the presence of all metals and metallic objects within range, down to items as small as a paperclip, for the duration. If the metallic object is one you would recognize on sight, you know what it is with this sense. This sense can penetrate barriers, but it is blocked by 2 feet of stone, 2 inches of any metal other than lead, or a thin sheet of lead. --- ### Detect Vital Signs *4th level, soul* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 10 minutes For the duration, you can sense the heartbeats, breathing rates, and muscle tension of certain creatures, allowing you to read their emotions and surface thoughts. Until the power ends, you become aware of all visible Small or larger creatures within 120 feet of you that are not behind total cover. As part of your action, you can focus your mind on one creature. You initially learn its surface emotions and general state of mind—whether it is upset, cautious, hostile, happy, sad, and so on. With another action, you can shift your attention to another creature or probe deeper into the same one. While sensing a creature’s vital signs this way, you are proficient in Insight checks against it and can double your proficiency bonus on such checks. \pagebreakNum If you probe deeper and the target is aware you are observing it, the target must make a Deception check against your power save DC. On a failure, you gain insight into its true emotional state (if different), its emotions, and something it is focusing on or trying not to focus on. On a success, the power ends. Verbally directed questions naturally provoke emotional and physiological responses, making this power particularly effective during interrogation. You can also use this power to detect the presence of living creatures you cannot see. When you use your action during the duration, you can search for vital signs within 120 feet. The power can penetrate barriers, but it is blocked by 2 feet of stone, 2 inches of any metal other than lead, or a thin sheet of lead. After detecting a creature this way, you can read its vital signs for the rest of the duration as described above, even if you cannot see it, provided it remains within range. ### Silence *2nd level, sound* **Execution time:** 1 action **Range:** 120 feet **Duration:** Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while fully within it. --- ### Seeming *5th level, polymorph* **Execution time:** 1 action **Range:** 30 feet **Duration:** 8 hours This power lets you change the appearance of any number of creatures you can see within range. You give each chosen target a new illusory appearance. An unwilling target can make a Charisma saving throw; on a success, it is unaffected. The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature appear up to 1 foot shorter or taller and seem thin, heavy, or in between. You cannot change a creature’s body type, so the new form must have the same basic arrangement of limbs. The illusion lasts for the duration unless you dismiss it as an action. Physical inspection reveals the illusion. Objects pass through illusory items, and a creature touching the target feels its true form. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your power save DC. On a success, it realizes the target is disguised. --- \columnbreak ### Simulacrum *7th level, psychic* **Execution time:** 1 hour **Range:** Touch **Duration:** Until dipowered You shape an illusory duplicate of a beast or humanoid within range over the Execution time. The duplicate is a partially real creature formed of ice or snow. It can take actions and is otherwise treated as a normal creature. It appears identical to the original but has half the creature’s hit point maximum and no equipment. Otherwise, it uses all the statistics of the copied creature. The simulacrum is friendly to you and creatures you designate. It obeys your verbal commands and acts on your turn in combat. It cannot learn, grow more powerful, gain levels, or regain expended power slots. If damaged, you can repair it in a chemical lab using rare materials worth $1,000 per hit point restored. The simulacrum lasts until reduced to 0 hit points, when it reverts to snow and melts instantly. Casting this power again destroys any simulacrum you created with it. --- ### Beacon of Hope *3rd level, soul* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute This power grants hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum possible hit points from any healing. --- ### Singularity *9th level, cosmic* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 minute You create a tiny black hole at a point you can see within range, forming a 100-foot-radius sphere of intense gravitational disturbance. The area is difficult terrain. When you cast the power and at the start of each of your turns for the duration, each Large or smaller creature you choose within 100 feet of the singularity is pulled 25 feet toward it. A creature that reaches the singularity takes 10d6 force damage and becomes restrained. At the start of its turn, a creature can make a Strength check to resist the pull. On a success, it is neither pulled nor restrained and can move away, though the area remains difficult terrain. Unsecured objects smaller than a compact car and not being worn or carried are also dragged to the center and destroyed. \pagebreakNum ### Toll the Dying *Cantrip, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You compassionately touch a living creature that has 0 HP. The creature becomes stable. This power has no effect on undead or constructs. ### Portal Punch *1st level, kinetic* **Execution time:** 1 action **Range:** 120 feet **Duration:** Instantaneous You punch or kick the air, sending your attack through a portal and striking 1 visible creature within range. Make a powerful melee attack against the target. On a hit, you deal your unarmed damage + 2d8 bludgeoning damage. Enemies cannot make an opportunity attack while your limb retracts after your attack. ***At Higher Levels:*** Using a 2nd-level slot or higher, the damage increases by 1d8 for each level above 1st. ### Dream *5th level, psychic* **Execution time:** 1 minute **Range:** Special **Duration:** 8 hours This power shapes a creature’s dreams. Choose a creature you know as the target of this power. The target must be on the same plane of existence as you. Creatures that do not sleep cannot be contacted by this power. You, or a willing creature you touch, enter a trance state. While in the trance, the messenger is aware of its surroundings but cannot take actions or move. If the target is asleep, the messenger appears in the target’s dream and can converse with the target while it sleeps, up to the duration of the power. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can end the trance at any time, ending the power early. The target remembers the dream perfectly upon waking. If the target is awake when the power is cast, the messenger knows this and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words, and the target must make a Wisdom saving throw. On a failure, echoes of the phantasmal monstrosity create a nightmare that lasts for the duration of the target’s sleep and prevents the target from gaining any benefit from the rest. In addition, when the target awakens, it takes 3d6 psychic damage. If you possess a body part, lock of hair, clipping of nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. \columnbreak ### Sleep *1st level, psychic* **Execution time:** 1 action **Range:** 120 feet **Duration:** 1 minute This power sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within a 20-foot-radius area centered on a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, it takes damage, or someone uses an action to shake or slap it awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s current hit points must be equal to or less than the remaining total for it to be affected. Undead and creatures immune to being charmed are not affected by this power. ***At Higher Levels:*** . When you cast this power using a 2nd-level slot or higher, roll an additional 2d8 for each slot level above 1st. ### Arctic Breath *Cantrip, elemental (ice)* **Execution time:** 1 action **Range:** 10 feet **Duration:** Instantaneous You violently lower the temperature of the air in front of you, causing thermal shock. One creature in the area must make a Constitution saving throw. On a failure, it takes 1d8 cold damage and gains the Weakened condition until the start of its next turn. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ### Caustic Spray *1st level, elemental (flora)* **Execution time:** 1 action **Range:** Self (15-foot cone) **Duration:** Instantaneous With a wave, a spray of caustic acid fills the air in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 acid damage and is blinded until the end of its next turn on a failed save, or half as much damage and isn’t blinded on a successful one. ***At Higher Levels:*** Using a 2nd-level slot or higher, the damage increases by 1d6 for each level above 1st. \pagebreakNum ### Poison Spray *Cantrip, elemental (flora)* **Execution time:** 1 action **Range:** 10 feet **Duration:** Instantaneous You extend your hand toward a visible creature within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This power’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 14th level (4d12), and 17th level (5d12). ### Prismatic Spray *7th level, elemental* **Execution time:** 1 action **Range:** Self (30-foot cone) **Duration:** Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 30-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. ***1. Red:*** The target takes 10d6 fire damage on a failed save, or half as much on a successful one. ***2. Orange:*** The target takes 10d6 acid damage on a failed save, or half as much on a successful one. ***3. Yellow:*** The target takes 10d6 lightning damage on a failed save, or half as much on a successful one. ***4. Green:*** The target takes 10d6 thunder damage on a failed save, or half as much on a successful one. ***5. Blue:*** The target takes 10d6 cold damage on a failed save, or half as much on a successful one. ***6. Indigo:*** On a failed save, the target is pulled to the ground and restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves 3 times, the power ends. If it fails 3 times, it is permanently turned to stone and subjected to the petrified condition. (The successes and failures don’t need to be consecutive; track both until the target collects 3 of a kind.) ***7. Violet:*** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of its next turn. A success ends the blindness. On a failure, the creature is transported to another plane of existence of the GM’s choice and is no longer blinded. ***8. Special:*** The target is struck by 2 rays. Roll twice more, rerolling any 8. ### Corrosive Sweat *1st level, elemental (flora)* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 minute As an action, you exude acid from your skin. A creature grappling you must release you or take 1d10 acid damage each round it continues grappling you. Additionally, your sweat corrodes restraints, destroying ropes in 2 rounds and manacles in ten. \columnbreak ### Suggestion *2nd level, psychic* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded so that the course of action sounds reasonable. Asking the creature to stab itself, throw itself onto a spear, set itself on fire, or perform another obviously harmful act ends the power. The target must make a Wisdom saving throw. On a failed save, it follows the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the activity can be completed in a shorter time, the power ends when the target finishes what it was told to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give their warhorse to the first beggar they meet. If the condition isn’t met before the power expires, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends. ### Mass Suggestion *6th level, psychic* **Execution time:** 1 action **Range:** 30 feet **Duration:** 24 hours You suggest a course of activity (limited to a sentence or two) and influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded so that the course of action sounds reasonable. Asking the creature to stab itself, throw itself onto a spear, set itself on fire, or perform another obviously harmful act ends the power. Each target must make a Wisdom saving throw. On a failed save, it follows the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. ***At Higher Levels:*** When you cast this power using a 7th-level slot, the duration is 10 days. When you use an 8th-level slot, the duration is 30 days. When you use a 9th-level slot, the duration is 1 year and 1 day. \pagebreakNum ### Super Hearing *3rd level, general* **Execution time:** 1 action **Range:** 300 feet **Duration:** Concentration, up to 10 minutes For the duration, you can attune to sounds at a specific visible location and hear its surroundings as if you were there. Thus, if you see people whispering 120 feet away, you can focus there and hear their conversation. In subsequent rounds, you can change the target of this power to another visible location within range. You can still hear your local surroundings, but you have disadvantage on Perception checks involving hearing in your vicinity. ### Super Flight *5th level, general* **Execution time:** 1 action **Range:** Self **Duration:** Concentration, up to 1 hour You fly at an alarming speed. For the duration, you gain a flying speed of 230 feet (approximately 48 km/h). ### Withstand Attack *3rd level, polymorph* **Execution time:** 1 reaction, when you take slashing, piercing, or bludgeoning damage **Range:** Self **Duration:** Instantaneous You absorb the impact of an attack. You have resistance against the triggering instance of bludgeoning, piercing, or slashing damage. ### Dissonant Whispers *1st level, sound* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, causing it terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far away from you as possible. The creature will not move into obviously dangerous terrain, such as a fire or abyss. On a successful save, the target takes half damage and does not have to move away from you. A deafened creature automatically succeeds on its saving throw. ***At Higher Levels:*** When you cast this power using a 2nd-level slot or higher, the damage increases by 1d6 for each slot level above 1st. ### Thaumaturgy *Cantrip, sound* **Execution time:** 1 action **Range:** 30 feet **Duration:** 1 minute You manifest minor wonders, a sign of supernatural power, within range. You create one of the following effects within range: * Your voice booms up to three times as loud as normal for 1 minute. * You cause harmless tremors in the ground for 1 minute. * You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. * You instantly cause an unlocked door or window to fly open or slam shut. * You alter the appearance of your eyes for 1 minute. If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss one of these effects as an action. ### Telekinesis *3rd level, telekinesis* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You gain the ability to move or manipulate creatures or objects by thought. When you use the power, and as your action each round for the duration, you can exert your will on one visible creature or object within range, causing the appropriate effect below. You can affect the same target each round or choose a new one at any time. If you change targets, the previous target is no longer affected. ***Creature:*** You can attempt to move a Medium or smaller creature. Make a power ability check contested by the creature’s Strength. If you win, you move the creature up to 30 feet in any direction, including upward, but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in the air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic hold on the creature by repeating the contest. ***Object:*** You can attempt to move an object weighing up to 300 lb. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, within the range of this power. If the object is worn or carried by a creature, you must make a power ability check contested by that creature’s Strength. On a success, you pull the object away from that creature and can move it up to 30 feet in any direction within the range of this power. You can exert fine control over objects with your telekinetic grip, such as manipulating a tool, opening a door or container, retrieving an item from an open container, or pouring the contents from a vial. \pagebreakNum ### Ultimate Telekinesis *8th level, telekinesis* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 10 minutes You gain the ability to move or manipulate even larger creatures or objects by thought. When you use this power, and as your action each round for the duration, you can exert your will on up to 3 visible creatures or objects within range, causing the appropriate effects below. You can affect the same targets round after round or choose new ones at any time. ***Creature:*** You attempt to move a Gargantuan or smaller creature by making a power ability check contested by the creature’s Strength check. If you win the contest, you move the creature up to 60 feet in any direction, but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in the air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic control over the creature by repeating the contest. ***Object:*** You can attempt to move an object weighing up to 10,000 lb. If the object is not being worn or carried, you automatically move it up to 60 feet in any direction, but not beyond the range of this power. If the object is worn or carried by a creature, you must make a power ability check contested by that creature’s Strength check. On a success, you pull the object away from that creature. You can exert fine control over objects with your telekinetic grip, such as manipulating a simple tool, opening a door or container, stowing or retrieving an item from an open container, or pouring the contents of a vial. ### Teleport *6th level, space* **Execution time:** 1 action **Range:** 10 feet **Duration:** Instantaneous This power instantly transports you and up to 8 willing visible creatures or objects within range to a destination you select. If you target objects, they must fit entirely within a 10-foot cube and cannot be held or carried by unwilling creatures. The destination you choose must be known to you and on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the Teleportation Results Table. **Familiarity.** “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means you possess an object taken from the desired destination within the last six months, such as a book from the wizard’s library, bedding from a royal suite, or a piece of marble from the lich’s secret tomb. “Very familiar” is a place you have been very often, a place you have carefully studied, or a location you can see while casting the power. “Casually seen” is a place you have seen more than once but with which you are not very familiar. “Seen once” is a place you have seen only once, possibly through power. “Description” is a place whose location and appearance you know through someone else’s description, perhaps via a map. “False destination” is a location that does not exist. Perhaps you tried to scry on an enemy’s sanctum but saw an illusion instead, or you are attempting to teleport to a familiar location that no longer exists. **On Target.** You and your group (or target object) appear where you intended. **Off Target.** You and your group (or target object) appear a random distance away from the destination in a random direction. The distance off target is 1d10 x 1d10 percent of the distance you traveled. For example, if you attempted to travel 180 kilometers, but appeared off target and rolled a 5 and a 3 on the two d10s, then you were off target by 15 percent or 27 kilometers. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the compass points. If you were teleporting to a coastal city and wound up 27 kilometers away in the sea, you might be in trouble. **Similar Area.** You and your group (or target object) appear in a different area that is visually or thematically similar to the target area. If you were heading to the laboratory in your home, for example, you might end up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools found in your laboratory. Generally, you appear in the nearest similar place, but since the power has no range limit, you could conceivably travel anywhere on the plane. **Mishap.** The unpredictable power results in a difficult journey. Each creature teleported (or the target object) takes 3d10 force damage, and the GM rolls again on the table to see where you end up (multiple mishaps can occur, dealing damage each time). | Familiarity | Mishap | Similar Area | Off Target | On Target | | :---------------: | :----: | :----------: | :--------: | :-------: | | Permanent circle | — | — | — | 01—100 | | Associated object | — | — | — | 01—100 | | Very familiar | 01—05 | 06—13 | 14—24 | 25—100 | | Casually seen | 01—33 | 34—43 | 44—53 | 54—100 | | Seen once | 01—43 | 44—53 | 54—73 | 74—100 | | Description | 01—43 | 44—53 | 54—73 | 74—100 | | False description | 01—50 | 51—100 | — | — | \pagebreakNum ### Elemental Storm *7th level, elemental* **Execution time:** 1 action **Range:** 150 feet **Duration:** Instantaneous When you use this power, a storm of swirling layers of energy from your Elemental Manifestation appears at a location you choose within range. Perhaps the layers are crackling flames or whirling hail, dealing cold or fire damage. Or perhaps they are walls of radiant or shadowy necrotic energy, a layer of electricity, or a fine mist of acidic gas. They may also be thin fields of energy where time and space distort and churn. The storm’s area consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 damage on a failed save, or half as much on a successful one. The damage type is determined by your Elemental Manifestation, as indicated in the Elemental Manifestations table. | Element | Elemental Effect | | :---------: | :---------------------------------------------------------------------------------------------------: | | Acid/Flora | The target takes an additional 2d4 acid damage at the end of its turn. | | Water/Ice | The target’s speed is reduced by 10 feet until the start of its next turn. | | Darkness | The target must succeed on a Constitution saving throw or be blinded until the start of its next turn | | Earth | The target must succeed on a Strength saving throw or be knocked prone. | | Electricity | The target has disadvantage if what it is wearing is metal. | | Fire | Ignites flammable objects in the area that are not being worn or carried | | Sound | The target is deafened until the end of its next turn. | | Wind | The target is pushed 5 feet backward. | ***At Higher Levels:*** Using an 8th-level slot or higher, the damage increases by 2d10 for each level above 7th. ### Sandstorm *7th level, elemental (earth)* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 10 minutes You manipulate the sand into a storm that engulfs a vast area. Choose a point you can see within range. The storm begins at the chosen point, having a 50-foot radius and 100-foot height. In addition, the area becomes difficult terrain and you can move the storm 15 feet on each of your turns. Enemies in this area must make a Constitution saving throw when the power is used and at the start of each of their turns while within the area. On a failure, an affected creature takes 3d6 bludgeoning damage. Enemies in the storm must hold their breath to avoid being asphyxiated. ***At Higher Levels:*** Using an 8th-level slot or higher, the damage increases by 1d6 for each level above 7th. ### Ice Storm *4th level, elemental (ice)* **Execution time:** 1 action **Range:** 150 feet **Duration:** Instantaneous A hail of rock-hard ice pounds the ground in a cylinder with a 20-foot radius and 40-foot height centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much on a successful one. Hail turns the storm’s area of effect into difficult terrain until the end of your next turn. ***At Higher Levels:*** Using a 5th-level slot or higher, the bludgeoning damage increases by 1d8 for each level above 4th. ### Storm of Vengeance *9th level, elemental (electric)* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and spreading in a 360-foot radius. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature beneath the cloud (no more than 1,500 meters below the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened for 5 minutes. Each round you maintain concentration on this power, the storm produces additional effects on your turn. **Round 2.** Acid rain falls from the cloud. Each creature and object beneath the cloud takes 1d6 acid damage. **Round 3.** You call down six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much on a successful one. **Round 4.** Hail rains from the cloud. Each creature beneath the cloud takes 2d6 bludgeoning damage. **Rounds 5–10.** Gusting winds and freezing rain lash the area beneath the cloud. The area becomes difficult terrain and heavily obscured. Each creature takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purpose of maintaining concentration on powers. Finally, strong winds (between 30 and 75 kilometers per hour) automatically disperse fog, mist, and similar phenomena in the area, whether mundane or not. \pagebreakNum ### Black Tentacles *4th level, darkness* **Execution time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute Writhing ebony tentacles fill a 20-foot square on the ground that you can see within range, turning the area into difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and become restrained by the tentacles until the power ends. A creature that starts its turn in the area and is already restrained takes 3d6 bludgeoning damage. A restrained creature can use its action to make a Strength or Dexterity check against your power save DC. On a success, it frees itself. ***At Higher Levels:*** When you use a 5th-level slot or higher, the damage increases by 1d6 for each level above 4th. --- ### Earthquake *8th level, elemental (earth)* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 minute You create a seismic disturbance at a point on the ground you can see within range. For the duration, intense tremors rip through the ground in a 100-foot-radius circle centered on that point, shaking creatures and structures in contact with the ground. The area becomes difficult terrain. Each creature on the ground concentrating must make a Constitution saving throw. On a failure, its concentration is broken. When you cast this power, and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failure, the creature is knocked prone. Additional effects depend on the terrain, as determined by the GM. **Fissures.** At the start of your next turn after casting, 1d6 fissures open in locations chosen by the GM. Each fissure is 3d10 meters deep, 10 feet wide, and extends from one side of the area to the other. A creature where a fissure opens must succeed on a Dexterity saving throw or fall in. On a success, it moves with the edge as it opens. A fissure opening beneath a structure causes it to collapse automatically. **Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until it ends. If reduced to 0 hit points, the structure collapses. Creatures within half the structure’s height must make a Dexterity saving throw. On a failure, a creature takes 5d6 bludgeoning damage, falls prone, and is buried in rubble (escape DC 20 Strength (Athletics) check as an action). On a success, it takes half damage and isn’t knocked prone or buried. --- \columnbreak ### Hallucinatory Terrain *4th level, elemental (flora)* **Execution time:** 10 minutes **Range:** 100 feet **Duration:** 24 hours You make natural terrain in a 150-foot cube within range look, sound, and smell like some other type of terrain. Open fields or roads can resemble swamps, hills, chasms, or other difficult or impassable terrain. A lake can appear as a meadow, a cliff as a gentle slope, or a rocky ravine as a wide road. Structures, equipment, and creatures within the area are not altered in appearance. The tactile qualities remain unchanged, so creatures entering the area may detect the illusion. A creature that carefully examines the illusion can make an Investigation check against your power save DC. On a success, it perceives the illusion as a faint overlay. --- ### Tsunami *8th level, elemental (water)* **Execution time:** 1 minute **Range:** 150 feet **Duration:** Concentration, up to 1 minute Choose a point within range. A wall of water up to 150 feet long, 150 feet high, and 50 feet thick rises from that point and lasts for the duration. When the wall appears, each creature in its area must make a Strength saving throw, taking 6d10 bludgeoning damage on a failure, or half as much on a success. At the start of each of your turns after it appears, the wall moves 50 feet away from you, carrying creatures in its space with it. Huge or smaller creatures in the space it moves through must make a Strength saving throw or take 5d10 bludgeoning damage (a creature can take this damage only once per round). At the end of each turn, the wall’s height is reduced by 50 feet, and the damage it deals in subsequent rounds is reduced by 1d10. When the wall’s height reaches 0, the power ends. Creatures caught in the wall can attempt to swim, but due to the force of the wave must make an Athletics check against your power save DC to move. On a failure, they cannot move. A creature that exits the wall’s area falls prone. \pagebreakNum ### Transformation into Flames *8th level, elemental (fire)* **Execution time:** 1 action **Range:** Personal **Duration:** Concentration, up to 10 minutes You transform, along with everything you are wearing and carrying, into a creature made of fire for the duration. The power ends if you drop to 0 hit points. While in this form, you gain the following characteristics: * You gain a flying speed equal to your walking speed; * You can enter and occupy another creature’s space; * You have resistance to slashing, piercing, and bludgeoning damage; * You have vulnerability to cold damage; * You have advantage on Strength, Dexterity, and Constitution saving throws; * You can pass through small holes, narrow openings, and even mere cracks, although you treat liquids as if they were solid surfaces; * You cannot fall and remain floating in the air, even if you are Stunned or otherwise Incapacitated; * Creatures that come into contact with you must make a Constitution saving throw or take 5d10 fire damage; * Projectiles that do not come from powers that target you are incinerated when they come within 2 inches of you; * You can cast *elemental sphere* of fire as a 3rd-level power without expending slots; * All your powers that deal fire damage have their damage increased by one category; * While in fire form, you cannot speak or manipulate objects and any objects you are carrying or holding cannot be dropped, used, or otherwise interacted with. When the power ends, you become Weakened until you complete a short rest. ### Plane Shift *7th level, space* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous You and up to eight willing creatures, holding hands in a circle, are transported to a different plane of existence. You can specify the target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or Mephisto’s palace on the second layer of the Nine Hells, and you appear in or near that destination. If you were trying to reach Asgard, for example, you could arrive at its Bifrost, before the Gates of Heimdall, or overlooking the city across the Realm of the Gods, at the GM’s discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold the creatures you are transporting, they appear in the nearest unoccupied space next to the circle. You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. On a failure, it is transported to a random location on the plane of existence you specified. A creature once transported must find its own way back to its current plane of existence. \columnbreak ### Transport via Plants *6th level, elemental (flora)* **Execution time:** 1 action **Range:** 10 feet **Duration:** 1 round This power creates a link between a Large or larger inanimate plant within range and another plant at any distance on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can enter the target plant and exit from the destination plant using 5 feet of movement. ### Tremor *3rd level, elemental (earth)* **Execution time:** 1 action **Range:** 150 feet, 20-foot-radius area **Duration:** Instantaneous You cause the ground beneath your enemies to tremble, violently knocking them down. Each creature that is not flying or hovering in a 20-foot-radius area centered on a visible point within range must make a Dexterity saving throw. Each takes 5d8 bludgeoning damage on a failed save, or half as much on a success. The effect is not blocked by cover. In addition, the area becomes difficult terrain. ***At Higher Levels:*** Using a 4th-level slot or higher, the damage increases by 1d8 for each level above 3rd. ### Waterspout *7th level, elemental (water)* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 10 minutes Water and raging wind fill a 10-foot square within range and obey your command, spiraling upward into a watery vortex. This waterspout—a tornado filled with water, effectively— is 10 feet wide and 20 feet tall. When a creature enters the affected area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be restrained by the waterspout until the power ends. A creature that starts its turn in the area and is already restrained by the waterspout takes 2d6 bludgeoning damage and cannot breathe. On a successful save, the creature is ejected from the waterspout’s space, choosing where it emerges. Large creatures have advantage on the saving throw, as do creatures with a swimming speed. Huge or larger creatures are unaffected. The waterspout can contain 1 Large creature or up to 4 Medium or smaller creatures. As a bonus action, you can move the waterspout and all creatures contained within it up to 30 feet. If you move the waterspout into a creature, that creature must make the saving throw against it, and the spout stops moving this turn. If the waterspout already contains the maximum number of creatures, the new creature takes the damage but is not restrained. When moving the waterspout, you can direct it over barriers up to 5 feet tall and across pits up to 10 feet wide. The spout extinguishes flammable objects that are not being worn or carried. ***At Higher Levels:*** Using an 8th-level slot or higher, the damage increases by 2d6 for each level above 7th. \pagebreakNum ### Thunder *3rd level, sound* **Execution time:** 1 action **Range:** Personal (30-foot cone or 20-foot radius) **Duration:** Instantaneous You clap your hands, creating a shockwave of sonic force that bursts outward. You choose whether this sonic wave explodes forward in a 30-foot cone or in all directions from you in a 20-foot-radius sphere. Each creature in range must make a Constitution saving throw or take 4d12 thunder damage and fall prone. On a successful save, they take half damage and are not knocked prone. Your thunderous clap also tears the ground apart, making the area difficult terrain. ***At Higher Levels:*** Using a 4th-level slot or higher, the damage increases by 1d6 for each level above 3rd. ### Rope Trick *2nd level, telekinesis* **Execution time:** 1 action **Range:** Touch **Duration:** 1 hour You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the entire rope hangs upright and perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that remains until the power ends. The extradimensional space can be reached by climbing the rope to the top. The space can hold up to eight Medium or smaller creatures. The rope can be pulled into the hole, causing it to disappear from the sight of those outside the space. Attacks and powers cannot pass through the entrance, either into or out of the extradimensional space, but those inside can see outside as if through a 3-foot by 5-foot window centered on the rope. Everything inside the extradimensional space falls out when the power ends. ### Acid Touch *Cantrip, elemental (flora)* **Execution time:** 1 action **Range:** Personal **Duration:** Instantaneous You can cause your skin to secrete acid. You may choose to have the acid emerge from all or part of your body. Make a melee power attack against a creature within your reach. On a hit, the target takes 1d10 acid damage. You can also use this acid to burn objects, although it may take some time. The acid cannot be harvested or collected; once removed from your skin, it loses its potency. This power’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 14th level (4d12), and 17th level (5d12). \columnbreak ### Chill Touch *Cantrip, soul* **Execution time:** 1 action **Range:** 150 feet **Duration:** Instantaneous You create a ghostly skeletal hand in the space of a creature within range. Make a ranged power attack against the creature to afflict it with grave chill. On a hit, the creature takes 1d8 necrotic damage and cannot regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it has disadvantage on attack rolls against you until the end of your next turn. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ### Shocking Touch *Cantrip, elemental (electric)* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous Electricity springs from your hand to deliver a shock to a creature you try to touch. Make a melee power attack against the target. You have advantage on the attack roll if the target is wearing any metal armor. On a hit, the target takes 1d8 lightning damage and cannot take reactions until the start of its next turn. The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ### Touch of Corruption *Cantrip, soul* **Execution time:** 1 action **Range:** Touch **Duration:** Instantaneous With a touch, you momentarily corrupt the mind or body of another creature. Make a melee power attack. On a hit, the creature is poisoned until the end of your next turn. ### Distant Touch *Cantrip, space* **Execution time:** 1 action **Range:** 30 feet **Duration:** Instantaneous You point to a visible Tiny or smaller object weighing less than 10 pounds within range that is not being worn or carried. In the blink of an eye, you open your hand and the object appears in it. \pagebreakNum ### Oxidizing Touch *3rd level, elemental (flora)* **Execution time:** 1 action **Range:** Personal **Duration:** 1 minute As an action, you transform your fingertips into corrosive surfaces capable of rusting and destroying metals with a touch. On this turn and for the duration, you can touch a manufactured metal object, such as a metal weapon, a door hinge, or a lock, and choose to corrode it, causing it to oxidize and rust. This corrosive touch causes a metal weapon to take a permanent and cumulative -1 penalty to damage rolls. Metal armor takes a permanent and cumulative -1 penalty to AC. If the penalty reaches -5, the weapon or armor is destroyed. A single touch destroys metal ammunition. In addition, manufactured metal objects take 1d6 necrotic damage. You can also use the power with great precision, etching lines or words into metal instead of destroying it. ### Vampiric Touch *3rd level, darkness* **Execution time:** 1 action **Range:** Personal **Duration:** Concentration, up to 1 minute The touch of your shadow-wreathed hand can drain life force from others to heal your wounds. Make a melee power attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Until the power ends, you can make the attack again on each of your turns as an action. ***At Higher Levels:*** When you use this power with a 4th-level slot or higher, the damage increases by 1d6 for each slot level above 3rd. ### Glacial Storm *9th level, elemental (ice)* **Execution time:** 1 action **Range:** Personal **Duration:** 24 hours Until the power ends, you create a snow and hail storm in a 500-foot radius around you. The area is heavily obscured, and exposed flames in the area are extinguished. The area has freezing temperatures; if creatures are in combat, at the start of each of their turns creatures in the area must make a DC 10 Constitution saving throw, and this DC increases by 5 for each failure a creature has. If they are not in combat, creatures in the area must make this saving throw every 1 hour. On a failure, a creature takes 3d6 cold damage and gains 1 level of Exhaustion; a creature cannot exceed 4 levels of Exhaustion in this way. On a success, the creature takes half damage. Creatures that have vulnerability to cold damage have disadvantage on this saving throw. The ground in the area is covered in slippery ice, making it difficult terrain. When a creature enters the area of the power for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failure, the creature falls Prone. If a creature is concentrating in the area of the power, it must make a Constitution saving throw against your power save DC or lose concentration. Allies in the area can see normally through the power and have advantage on their saving throws. If you use this power in the same area every day for the next 7 days, the effects of this power become permanent in that area. ### Steam *1st level, elemental (wind)* **Execution time:** 1 action **Range:** 60 feet **Duration:** 1 minute You gather fire and water to launch a drop of steam at a point within range. Alternatively, you can hurl only water at an open flame or flame at a body of water. When they meet, the fire is extinguished, a 5-foot cube of water is evaporated, and scalding steam erupts. Each creature within 5 feet of the target must make a Dexterity saving throw, taking 2d8 fire damage on a failure, or half as much on a success. The steam immediately cools and a dense cloud of fog remains for the duration, spreading to fill a 10-foot-radius sphere that spreads around corners and heavily obscures the area. It lasts for the duration or until a wind of moderate speed or greater (at least 10 mph) disperses it. ***At Higher Levels:*** Using a 2nd-level slot or higher, the damage increases by 1d8 for each level above 1st. ### Haste *3rd level, time* **Execution time:** 1 action **Range:** 30 feet **Duration:** Concentration, up to 1 minute Choose a willing creature you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the power ends, the target cannot move or take actions until after its next turn, as a wave of lethargy sweeps over it. ***At Higher Levels:*** Using a 4th- or 5th-level slot, you can choose 1 additional creature; with a 6th- or 7th-level slot, you can choose 2 additional creatures; and with an 8th- or 9th-level slot, three. ### See Invisibility *2nd level, general* **Execution time:** 1 action **Range:** Personal **Duration:** 1 hour For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. \pagebreakNum ### False Life *1st level, soul* **Execution time:** 1 action **Range:** Personal **Duration:** 1 hour Bolstering yourself with the necromancy of life, you gain 1d4 + 4 temporary hit points for the duration. ***At Higher Levels:*** Using a 2nd-level slot or higher, you gain 5 additional temporary hit points for each level above 1st. ### Scrying *5th level, psychic* **Execution time:** 10 minutes **Range:** Personal **Duration:** Concentration, up to 10 minutes You can see and hear a particular creature of your choice that is on the same plane of existence as you. The target must make a Wisdom saving throw, modified by how well you know the target and the kind of physical connection you have to it. If a target knows you are casting this power, it can voluntarily fail the saving throw if it wishes to be observed. On a successful save, the target is unaffected, and you cannot use this power against it again for 24 hours. On a failed save, the power creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of a fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do so, the sensor appears at that location and does not move. | Knowledge | Save Modifier | | :---------------------------------------: | :-----------: | | Secondhand (you have heard of the target) | +5 | | Firsthand (you have met the target) | +0 | | Familiar (you know the target well) | -5 | | Connection | Save Modifier | | :-------------------------------------------------: | :-----------: | | Description or picture | -2 | | Possessions or garments | -4 | | Body part, lock of hair, nail clipping, or the like | -10 | ### Constricting Vine *3rd level, elemental (flora)* **Execution time:** 1 action **Range:** Personal **Duration:** Instantaneous You conjure a vine in a 25-foot line extending from you; creatures in that line must make a Dexterity saving throw. On a failure, the creature is Restrained for the next minute. The creature can make a Strength saving throw at the start of each of its turns, ending the condition on a success. \columnbreak ### Infrared Vision *3rd level, general* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 10 minutes Your eyes shift to perceive light in the infrared spectrum, providing a heat map of your surroundings. You can see living beings through walls, as well as energy lines, sewers, and water pipes underground, and even residual heat signatures of recent passersby. When you use this power, you also gain darkvision within range for the duration. However, it makes discerning certain details more difficult; for example, reading a sign or seeing details in cold environments is not possible with infrared vision. ### Superior Vision *5th level, general* **Execution time:** 1 action **Range:** 10 miles **Duration:** Concentration, up to 10 minutes You can shift the focus of your vision to microscopic and telescopic levels or switch between the two while using this power. As an action, you adjust your vision telescopically, allowing you to see as if using a pair of binoculars with 50x magnification. You can read a book from several blocks away or a sign from a kilometer away. This narrows your field of vision, but you can quickly reorient your attention as well as reduce the magnification of your focus to gain a wider view. As an action, you can reorient your vision to observe microscopically as well. You can study 1 object within melee range and determine its microscopic structure and properties. With this ability, you can do various things: uniquely identify fingerprints, see the molecular structure of a substance, and locate tiny flaws in objects, which can be used to destroy or repair them more easily. When you use this power, you still have normal peripheral vision, but you have disadvantage on Perception checks involving sight in your immediate surroundings. ### X-Ray Vision *7th level, general* **Execution time:** 1 action **Range:** Personal (30 feet) **Duration:** 1 minute When you use this power, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and do not prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. \pagebreakNum ### Flight *3rd level, general* **Execution time:** 1 action **Range:** Personal **Duration:** 10 minutes You gain a flying speed of 60 feet for the duration. When the power ends, you fall if you are still aloft, unless you can prevent the fall. ### Ultimate Flight *7th level, general* **Execution time:** 1 action **Range:** Personal **Duration:** 1 hour You can now travel effortlessly through the sky at speeds rivaling small aircraft. For the duration, you gain a flying speed of 850 feet (approximately 160 km/h). ### Supersonic Flight *8th level, general* **Execution time:** 1 action **Range:** Personal **Duration:** 1 hour The sound barrier is no limit to you when you fly. For the duration, you gain a flying speed of 3 miles (approximately 800 km/h). In addition, as an Action while flying, you can create a sonic boom, dealing 10d6 thunder damage in a 60-foot cone behind you as you move. Finally, when you fly in the upper atmosphere or outer space, you can gain enough speed to reach escape velocity (40,000 km/h). Upon leaving an atmosphere, you may choose to bring a bubble of air with you, providing enough air for 1 person to breathe for 24 hours. The bubble also protects you from the intense cold of space. While in space, you multiply your flying speed by ten due to the absence of atmospheric resistance. ### Absolute Zero *9th level, elemental (ice)* **Execution time:** 1 action **Range:** 150 feet **Duration:** Concentration, up to 1 minute The temperature in a 50-foot-radius sphere centered on a point within range suddenly drops to absolute zero, as cold as the depths of outer space. All within range must make a Constitution saving throw. On a failed save, a creature takes 10d10 cold damage and becomes frozen, paralyzed for the duration. On a successful save, the creature is paralyzed until the end of its next turn and takes only 5d10 cold damage. \columnbreak ### Vicious Mockery *Cantrip, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). ### Zone of Truth *2nd level, psychic* **Execution time:** 1 action **Range:** 60 feet **Duration:** 10 minutes You create a zone warded against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the power ends, a creature that enters the area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature cannot deliberately lie while within the radius. You know which creatures succeed or fail on this saving throw. An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in their answers as long as they remain within the bounds of the truth. \pagebreakNum