Character Leveling and Advancement Guide
Character Leveling and Advancement Guide
By interacting with the world and living life a character learns and gains experience that allows them to gain levels and grow in
power and ability. This is all part and parcel for an adventurer. As you gain levels you gain hit dice and abilities based on your class.
Proficiency is based on character level not class.
Character Level When your Constitution modifier increases by 1, your hit
Level Proficiency Bonus Experience needed point maximum increases by 1 for each level you have
1st +2 0
attained. For example, if your 7th-level fighter has a
Constitution score of 18, when he reaches 8th level, he
2nd +2 300 increases his Constitution score from 17 to 18, thus
3rd +2 900 increasing his Constitution modifier from +3 to +4. His hit
point maximum then increases by 8.
4th +2 2,700 The Character Advancement table summarizes the XP you
5th +3 6,500 need to advance in levels from level 1 through level 20, and
6th +3 14,500
the proficiency bonus for a character of that level. Consult the
information in your character's class description to see what
7th +3 23,000 other improvements you gain at each level.
8th +3 34,000
Expertise - Several classes gain Expertise. This may be
9th +4 48,000 combined when multi classing. When you choose expertise
10th +4 64,000 you gain 1d4 that is added to the rolls made for that skill,
11th +4 85,000
tools or craft. Each time you gain Expertise you add a d4. You
may never have more than 3 levels of expertise for a total of
12th +4 100,000 +3d4 to a skill roll.
13th +5 120,000 When you gain expertise you may choose a skill/tool/craft
you already have expertise in, gaining a second or third d4 or
14th +5 140,000 you may pick an entirely new skill/tool/craft to gain a d4.
15th +5 165,000 When you pick some classes or archetypes, limit it to a
16th +5 195,0000
specific list of choices or have no choice and expertise applies
only to that skill/tool/craft. You may only choose that skill or
17th +6 225,000 from among those choices in that case. Some classes or
18th +6 265,000 Archetypes grant expertise to certain skill/tool/craft without
choice; those skill/tool/craft gain a d4, if previously chosen
19th +6 305,000 this stacks up to the limit of 3d4. If you somehow exceed the
20th +6 355,000 3d4 extra expertise is lost or wasted.
When your character gains a level, his or her class often Improvement - Choose one of the following - Improve one
grants additional features, as detailed in the class ability score by 2, Improve two ability scores by 1, Improve
description. Some of these features allow you to increase one Mutation Score by 4, Improve two Mutation Scores by 2,
your ability scores. You can't increase an ability score above Choose one feat.
20 by default. In addition, every character's proficiency bonus
increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die.
Roll that Hit Die, add your Constitution modifier to the roll,
and add the total (minimum of 1). to your hit point maximum.
Alternatively, you can use the fixed value shown in your class
entry, which is the average result of the die roll (rounded up).
The Adept
h
arnesses their physical mutations to forge Brawler - Focus on using their anger or perhaps cold
themselves into warriors. Either through the determination to allow them to crush enemies through
use of physical attacks such as slams and strength and a certain reckless methodology that concerns
claws or by being heavily armored in a coat of itself with results.
scales or tough hide to weather the attacks of Brute - The Brute uses an inner strength and calm to
others. They may harness internal energies to strike out usually using physical blows or hurling energy
throw bolts of energy or shock their foes generated within their body to strike at enemies. Their
either way Adepts seek to improve on their own physical abilities are varied and nuanced.
abilities. After learning some basic skills they choose one of
five archetypes to focus their growth. You must have a
Physical mutation to enter this class.
Mutationist - Wrangling the flexibility of their genetic code a
Mutationist can manifest mutations for a short term and use
them as they need them. As their skill grows so does the Adept
variety of what abilities they can spontaneously manifest. Proficiency
Skirmisher - Trained to strike and move, the Skirmisher is Level Bonus Features
a quick and agile attacker, moving in through attackers 1st +2 Increased Physical Power, Potential
striking as they do so. They use momentum to strike harder Increase
and often move in and out of attack range before an opponent
can respond. 2nd +2 Restful Recovery
Tank - Simply what it says. This Adept focuses on standing 3rd +2 Choose an Archetype and gain
and taking a blow. Mitigating the force of blows and letting benefit
them roll off their tough hides. They aid their companions by 4th +2 Improvement
standing without aid against the fiercest opponents.
5th +3 New Physical Mutation, Multiattack
6th +3 Archetype Benefit
Class Features 7th +3 Extra Attack
Basic Kit – (Back pack, bedroll, 10 torches, mess kit, 2 Increased Physical Power - Increase a single Physical /
belt pouches, 7 days of rations, 50 ft of hemp rope, sack, Plant mutation score by 4.
tinderbox, water skin) Potential Increase - Gain Mutation Points 2 plus one
(a) Leather armor and shield or (b) Studded leather armor every even level of Adept.
(a) 2 daggers or (b) 2 hand axes Restful Recovery - During a short rest the Adept may
(a) One simple weapon or (b) martial melee weapon that recover half their Adept level in Mutation points. They regain
you are proficient with this ability after a long rest.
(a) A light crossbow or (b) short bow, 20 ammo Improvement
One craft or tool set that you are proficient with. New Physical Mutation - Roll on the physical mutation or
plant mutation chart. Reroll any defect.
Multiattack - If the Adept has a physical attack granted to
them they may now attack multiple times. If they have a bite
and a claw they can use each once. You may make an attack
for each limb or mouth, etc that you have.
Extra Attack - When taking the Attack action gain an
additional attack.
Powerful Mutation - Increase the maximum on a Physical
/ Plant mutation by 4
Toughened - Gain additional 10 hit points.
BRAWLER Hurled Energy - The Brute gains a Ranged attack that
does 1d8 + Constitution Modifier Damage. The attack
3rd Level range is 30 feet. The damage types you can choose are
Rage - As a bonus action the Brawler can enter a rage. Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant,
They may do so twice, regaining uses after a short or long Thunder. Once chosen this does not change.
rest. While in this rage they gain a bonus to Strength based Iron Attack - The Brute gains an open hand attack (that
attacks damage, they also gain advantage on Strength based can use any part of the body) that does 1d8 + Strength
attribute checks and Strength saving throws. They gain a damage, Attack is Finesse, or they may choose to upgrade
number of temporary hit points equal to three times their the damage of one of their natural (body / physical) attacks
Brawler level that last until the rage ends. The rage lasts for 1 to a d8. This base damage is based on medium size and
minute. Rage damage bonus is +3. may increase or decrease in die type size.
Reckless Attack - At the beginning of their turn the
Brawler may choose to make their melee attacks at
advantage and if they do so they are at advantage to be Body Flow - The Brute gains a pool of Body Points that is
attacked until the beginning of their next turn. equal to 3 + Proficiency Bonus. The Brute may spend a Body
point to perform these actions as a Bonus action - Dash,
6th Level Dodge or Disengage. The Brute may also spend a Body Point
Rage - Bonus damage is now +4 to gain a Leap movement equal to their Ground Speed for
Ground Speed - Land speed increases by 10 one round.
Stubborn – As a reaction the Brawler may negate the Twin Fury - As a Bonus action, after an attack or
Impaired, Blinded or Deafened condition when he gains it. Multiattack you may make a single attack with a natural
He regains this ability after a short or long rest. (body / Physical) attack or open hand attack or Hurled
Parting Shot - As a reaction when you drop to zero hit Energy Attack.
points you can make a melee attack.
6th Level
9th Level Defined Physique - Gain 2 Body Points.
Rage - Bonus damage is now +5. Temporary hit points Shifting Strike - As part of a Natural and/or open hand
gained are now four times their Brawler level. attack you may after hitting and doing damage force the
Brutal Critical - Whenever the Brawler rolls a Critical on a creature to make a Strength saving throw with a DC of 8 +
Strength based weapon increase the damage done by one of Constitution Modifier + Proficiency or be knocked Prone or
the weapon's, weapon dice. This is in addition to the doubled Pushed 10 ft. You spend a Body Point when this attack is
dice for a critical. used.
Hard Headed - As a reaction the Brawler may negate Choose either Furious Blow or Fleet Footed.
Frightened, Paralyzed or Stunned condition when he gains it. Furious Blow - The Brute can spend a Body Point to
He regains this ability after a short or long rest. increase the die size by one category of their Natural
13th Level and/or open hand attacks / Hurled Energy until the
Rage - Bonus damage is now +6 beginning of their next turn.
Ground speed - Land speed increases by 10. Fleet Footed - Gain 15 ft of speed on one movement
Extra Mad – They may now Rage up to three times form.
regaining the rages after a short or long rest.
15th Level 9th Level
Rage - Bonus damage is now +8. Temporary hit points Defined Physique - Gain 2 Body Points.
gained are now five times their Brawler level. Fortitude - When making a Constitution saving throw to
Improved Brutal Critical - Whenever the Brawler rolls a reduce damage to half they instead take none.
Critical on a Strength based weapon increase the damage Choose Improved Iron Attack (if you have chosen Iron
done by two of the weapon's, weapon dice. This is in addition Attack) or Improved Hurled Energy (If you had chosen
to the doubled dice for a critical. Hurled Energy)
Improved Iron Attack - Damage dice increase to 1d10
18th Level from 1d8.
Rage - Bonus damage is now +10. Gain immunity to
criticals while raging. Improved Hurled Energy - Damage increases to 1d10.
Range increase to 60 ft.
BRUTE 13th Level
Defined Physique - Gain 2 Body Points.
3rd Level Whole Body - Gains a pool that can heal themselves equal
Choose either Hurled Energy or Iron Attack to their Brute level x 5. They may expend this pool as a Bonus
action to heal themselves using as many points within that
pool as desired. This pool is regained after a long rest.
Choose Mighty Iron Attack (if you have chosen Iron Attack) Size Change - An increase or decrease in size. The
or Mighty Hurled Energy (If you had chosen Improved increase increases the characters size by one category.
Hurled Energy) This does not alter their equipment. It increases natural
Mighty Iron Attack - Damage dice increase to 1d12 from attacks by one die size. This allows use of larger
1d10. equipment etc. Also grants advantage of Strength checks
and Strength saving throws. A decrease has similar
Mighty Hurled Energy - Damage increases to 1d12 from effects not altering equipment and granting advantage on
1d10. Range increases to 90 ft. Dexterity checks and saving throws. Reducing the
characters size by one category.
15th Level Wings - Gain a flight speed of 30 ft.
Defined Physique - Gain 2 Body Points.
Strong Defense - May spend 2 Body points to reroll a
saving throw after failing a saving throw accepting the reroll. 6th Level
Strong Offensive - May spend a Body point to reroll an Art of Strength - Gain 2 Mutation Points
attack's damage accepting the reroll. Spontaneous Evolution - Learn a new Spontaneous
Mutation, may change out one of the previously chosen ones
18th Level for a new one as well.
Defined Physique - Gain 2 Body Points.
Choose Either Blasting Hands or WhirlWind 9th Level
WhirlWind - May spend a Body Point to perform an Iron New Physical Mutation - Roll on the physical mutation or
attack on each adjacent foe at Advantage. plant mutation chart. Reroll any defect.
Spontaneous Evolution - Learn a new Spontaneous
Blasting Hands – Make a Hurled Energy attack on all Mutation, may change out one of the previously chosen ones
targets in a 15 ft cube at advantage. for a new one as well.
13th Level
MUTATIONIST Increased Spontaneous Mutation - Duration becomes 10
minutes for 2 MP.
3rd Level Spontaneous Evolution - Learn a new Spontaneous
Spontaneous Mutation - Choose 4 mutations from this Mutation, may change out one of the previously chosen ones
list and by spending a Mutation Point you activate this for a new one as well.
mutation as an action and last for 1 minute.
15th Level
Bite / Claw / Tentacle /etc - You grow a Strength based Maximum Effort - Expend 2 MP to maximize the damage
attack that you are proficient in that does 1d8 damage of from a Physical mutation.
either Bludgeoning, Piercing, Slashing damage, Finesse Mutant Accuracy - Expend 1 MP to reroll an attack using
Carapace - Gain an armor class of 14 + Dexterity Modifier a Physical Mutation, You must accept the reroll.
Chameleon - Gain advantage on Stealth checks. 18th Level
New Physical Mutation - Roll on the physical mutation or
Darkvision - Gain darkvision for 60 ft. plant mutation chart. Reroll any defect.
Extra Arms - The Character grows two additional arms. Spontaneous Evolution - Learn a new Spontaneous
While granting no additional attacks it does grant Mutation, may change out one of the previously chosen ones
Advantage to grapple checks made with the characters for a new one as well.
limbs. It may allow the use of two handed weapons in Set Evolution - One of your chosen Spontaneous
each set of arms etc. Mutations becomes permanent and no longer costs Mutation
points to activate.
Extra Legs - This increases the character's land
movement by 10 ft and grants them advantage on checks
and saving throw to avoid being knocked Prone. SKIRMISHER
Heightened Senses - Gain advantage on Perception 3rd Level
checks. Speedy - Choose one form of movement possessed by the
Resistance - Gain resistance to one of the following - Acid, Skirmisher and increase it by 10 feet.
Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Quick Footed - A Skirmisher may Dash as a bonus action.
Piercing, Poison, Radiant, Slashing, Thunder Skirmisher - Whenever a Skirmisher moves at least 10
feet then hits a target their next weapon attack does an
additional 1d8 damage of the same type as the attack.
6th Level Toughened Hide - A Tank gains an additional hit point for
Uncanny Dodge - as long as a Skirmisher can move (is not each level of Adept they have.
Restrained or reduced to zero movement) they can use their Shrug it off - As a reaction the Tank can ignore a 1d10 +
reaction to reduce an attack's damage (and any collateral Tank level damage from an attack
damage) by half. Brave - The Tank has advantage on saving throws that
Spring Attack - After hitting someone the Skirmisher may cause the Frightened condition.
use their bonus action to move half their movement without Armored – Gain Heavy armor proficiency.
drawing attacks of Opportunity.
6th Level
9th Level Defensive Stance - As a bonus action the Adept may gain
Evasion - Whenever the Skirmisher makes a Dexterity a reduction to damage they take equal to their Proficiency
saving throw that reduces damage to half they instead take Modifier until the beginning of their next turn.
none. Roll with the Blow - As a reaction the Tank can negate a
Skirmisher - Whenever a Skirmisher moves at least 10 Critical scored on them. It becomes a normal hit including
feet then hits a target their next attack, does an additional negating any special abilities that trigger on a Critical.
2d8 damage of the same type as the attack.
Road Less Traveled – May spend a mutation point as a 9th Level
bonus action to gain a Climb or Swim speed equal to their Toughened Hide - A Tank gains an additional hit point for
land speed. each level of Adept they have.
Stunning Attack – By expending a Mutation point the
13th Level Tank may attempt to Stun an opponent with an attack. If they
Speedy - Choose one form of movement possessed by the do damage on the attack the target makes a Constitution
Skirmisher and increase it by 10 feet. saving throw against a DC of 8 + Proficiency + Constitution
Dodging Attack - The target of their Skirmisher ability has Score modifier of the Tank. They may do this once a round
disadvantage on their first attack on the Skirmisher until the during their turn. The Stunned condition lasts until the end
end of the target’s turn. of the creature’s turn.
Parting Shot - As a reaction when you drop to zero hit
15th Level points you can make a melee attack.
Improved Evasion - Whenever the Skirmisher makes a
Dexterity saving throw that reduces damage to half they 13th Level
instead take none. They also only take half the damage on a Improved Defensive Stance - As a Bonus action the Tank
failed save. may gain a reduction to damage they take equal to 3 +
Skirmisher - Whenever a Skirmisher moves at least 10 Proficiency Bonus until the beginning of their next turn.
feet then hits a target their next attack, does an additional Uncanny Dodge - The Tank can use their reaction to
3d8 damage of the same type as the attack. reduce an attack’s damage (and any collateral damage) by
half.
18th Level
Speedy - Choose one form of movement possessed by the 15th Level
Skirmisher and increase it by 10 feet. Improved Toughened Hide - A Tank gains 2 additional hit
Improved Dodging Attack - The target of their Skirmisher points for each level of Adept they have.
ability has disadvantage on their attacks on the Skirmisher Improved Stunning Attack - They may perform this attack
until the end of their turn. up to twice a turn. They may also attempt this on any attack
during the round.
TANK 18th Level
Elusive - As long as the Tank is not unconscious or
3rd Level incapacitated opponents do not gain advantage on them.
The Enforcer
i
s the warrior, fighter and combat champion who Commander - A skilled tactician and authoritative leader
holds the line and is first into a battle. They often act on the battlefield. Commanders use their presence and
as soldiers, peace officers, guards and other able tactical sense to aid in combat exploiting advantage as it
bodied adherents to knowing that at times force is comes.
the only answer available. Defender - They stand between the enemy and anyone that
needs to be protected. Their training is in slowing and
Champion - Simple, effective and direct the champion controlling the enemy. Due to their skill at attracting the
fights in a way that has worked for centuries. No need to enemy they are also accustomed to taking blows that would
improve on what works, and works constantly despite the stagger others and still pressing forward.
changing technology and strategies of battle.
Gunslinger - Built on years of tradition and rumor Class Name
Gunslingers take advantage of technology and using slug Proficiency
throwers and other firearms. But make no mistake many are Level Bonus Features
just as skilled at using a bow or crossbow as well. they do not 1st +2 Second Wind, Fighting style
limit themselves but mostly prefer ranged weapons to melee.
Martial Artist - Skilled in many ways like a Brute, a 2nd +2 Action Surge, Makeshift Crafting
Martial artist has learned to use their body as a weapon, to 3rd +2 Choose an Archetype and gain
harness and utilize their will to perform beyond others benefit
abilities or expectations. They are both skilled at offense and 4th +2 Improvement
defensive combat techniques.
5th +3 Brave, Extra Attack, Tech Proficiency
Basic Kit – (Back pack, bedroll, 10 torches, mess kit, 2 19th +6 Relentless Endurance (additional),
Toughened
belt pouches, 7 days of rations, 50 ft of hemp rope, sack,
tinderbox, water skin) 20th +6 Improvement
(a) Studded armor (b) Chain Shirt or (c) Scale mail, Shield
(a) 2 daggers (b) 2 hand axes (c) or 2 Light hammers Second Wind - As a bonus action the Enforcer regains 1d10
(a) Two martial weapons costing less than 100 domars + Enforcer level hit points. The Enforcer regains this ability
total. after a short or long rest. At 11th level they can use this
Choose one - longbow, heavy / light crossbow, or flintlock ability a second time before taking a short or long rest to
pistol / rifle, 20 rounds of ammo regain its use. At 11th level it also increases to 3d10 +
Enforcer level hit points regained.
Fighting Style
Close Quarters Shooter - The Enforcer may make
ranged attacks, at disadvantage, while adjacent to an
enemy.
Charging Attack - If you move at least ten feet in a
straight line at a target then make an attack action, the
first melee attack deals an additional 1d6 damage. This
damage increases to 1d8 at 5th, 1d10 at 11th and 2d6 at
17th. You may forego this additional damage and instead
attack at Advantage.
Dead Eye – Reroll any ones rolled on damage on one
ranged attack per round
Defense - Gain a +1 to Armor class while wearing armor. Brave - Gain advantage on saving throws that inflict the
At 10th level Enforcer this increases to +2 armor class Frightened condition.
instead. Extra Attack - When taking the Attack action gain an
Dueling - When wielding a weapon in one hand and no additional attack
second weapon the Enforcer adds +2 to the damage, At Tech Proficiency - Gain proficiency in using Tech weapons
6th level Enforcer add +3, At 12th level add +4, at 18th and Armor.
level add +5. Toughened – Gain an additional 10 hit points.
Relentless Endurance - Whenever the Enforcer is
Evasive Movement - You may Disengage or Dash as a dropped to 0 hit points they may use their reaction instead to
Bonus action. remain standing with your Enforcer level in hit points. If you
also have a use of Second Wind you may expend this as well
Great Weapon Fighting - When wielding a heavy melee as part of this reaction. You regain this ability after a short or
weapon reroll any ones or twos of the weapon's damage long rest. At 19th level they can do this an additional time
dice until they are no longer ones or twos. before a short or long rest.
Mounted Warrior - +1 to hit while mounted. When the
mount performs a Dash action you and the mount are at CHAMPION
disadvantage to be hit by Attacks of Opportunity.
Parry - While using a melee weapon and wearing armor 3rd Level
you may use your reaction when hit by an attack to add Improved Critical - Champions critical on a natural 19 or
your proficiency modifier to your armor class against that 20.
attack. 6th Level
Shielded Offense - While using a shield and a melee Natural Athlete - The Champion gains half their
weapon you gain at the start of thier turn either a +1 to Proficiency bonus to any Strength, Dexterity or Constitution
Armor Class or a +1 to the melee weapon damage. attribute check to which they are not applying their
Proficiency.
Protection - When adjacent to an ally and equipped with a Expertise - Choose one skill or tool set in which they are
shield they may inflict disadvantage, as a reaction, on an proficient that is on the Enforcer class list or provided by the
attack targeting the ally. Enforcer class and gain Expertise.
Ranged - +2 to hit with ranged attacks.
9th Level
Two Weapon Fury - Gain a +1 to AC when attacking with Indomitable - As a reaction the Champion may choose to
two weapons, after the attack action and bonus two reroll a failed saving throw at advantage. They regain this
weapon attack that remains until the end of your next ability after a short or long rest.
round. You must continue to wield two weapons to gain Additional Fighting Style - They gain another fighting
the bonus. While you make an attack action you may as a style.
bonus action make another attack action using your
second/offhand weapon. You regain the use of this ability 13th Level
on a short or long rest. Always a Chance - Champions no longer automatically
Two Weapon Fighting - When attacking using the two miss on a 1.
weapon fighting rules add additional stat based damage to Reliable Skill - Choose one skill or tool set in which they
the off-hand as you would the primary hand. are proficient that is on the Enforcer class list or provided by
the Enforcer class and gain Expertise.
Weapon and Shield – When wielding a shield and melee
weapon, at the beginning of the round the Enforcer may 15th Level
choose to have a +1 to Ac or a +1 to hit with melee Superior Critical - Champions critical on a natural 18, 19
weapons. or 20.
Indomitable (advanced) - They may use Indomitable a
Whirling Defense - When using two weapons or a two second time before regaining uses after a short or long rest.
handed weapon you may use your reaction to cause an 18th Level
attack targeting you to be at disadvantage. Born to War - Any round in which the Champion starts at
less than half their starting hit point total they regain 5 plus
Constitution modifier hit points. Any time they Action Surge
Action Surge - You gain another action or bonus action. or use Indomitable they may also expend their Second Wind
You regain this ability after a short or long rest. At 14th level without using a bonus action.
you may use this ability a second time before taking a short
or long rest.
Makeshift Crafting - The Enforcer gains proficiency in
crafting weapons and armor that are sturdy and functional
from cast off supplies and make shift parts. They can also
produce patch work armor using the same proficiency.
Improvement
COMMANDER Sweeping Attack - After a successful melee attack, inflict
damage on an adjacent enemy who also would have been
3rd Level hit by the attack. The damage is equal to the Command
Commands – The Commander gains a choice of 3 special die and is doubled if the hit was a critical.
strikes or commands that allow them to control and influence Trip Attack – After a successful attack, add the Command
the battle, either personally or through others. They have 6 die to the damage and the opponent makes a Strength
Command dice to spend and may spend multiple in a round saving throw or is knocked Prone.
but not on an attack. As they gain levels the Dice increase as
does the number of commands. They regain these dice after
a short or long rest. The dice starts at 1d6. Saving throws are Commanding Voice - Gain Persuasion or Intimidation
based on 8 + Proficiency + Strength or Dexterity Modifier. proficiency.
Commander Strike – by giving up an attack, during an Experienced Negotiator - Choose either Persuasion or
Attack action, the Commander can instead allow an ally Intimidation, if you are proficient you gain Expertise in that
within 30 feet to use their reaction to attack an enemy. skill.
When they do so add the Command die to their attack roll.
6th Level
Distracting Attacks – After a successful attack, add the Rally Cry – Choose up to 3 allies within 60 feet that can
Command die to the damage and gain advantage on the see or hear you to gain Hit points equal to your Enforcer level
next attack on that target before the end of your next when you take the Second wind action.
round. Horde Strike – Choose an ally within 60 feet that can see
Disruptive Strike - On a successful attack, assign a or hear you to use their reaction to make an attack when you
Superiority die as a penalty to that opponent's next attack use an Action Surge.
roll or saving throw made before the end of their turn.
9th Level
Evasive footwork – While moving you can roll the Improved Command - Command Dice increase to d8,
Command die to add it to your armor class until the end of Gain a new Command, Gain another Command die.
the round against attacks of opportunity.
13th Level
Goading Attack – After a successful attack, add the Greater Command - Command Dice increase to d10, Gain
Command die to the damage and the opponent makes a a new Command, Gain another Command die.
Wisdom saving throw or suffer disadvantage on all other Expert Negotiator – You gain Expertise, if you are
targets except you until the beginning of your next turn. proficient in Persuasion or Intimidation.
Lunging Attack – Expend a Command die and add 5 feet
of reach to a melee attack. The Command die is added to 15th Level
the damage if the attack is successful. Master Commander - Command Dice increases to d12,
Gain a new Command, Gain another Command die.
Maneuvering Attack – When you successfully hit an
opponent you may include the Command die to the 18th Level
damage and an ally within 30 ft may use their reaction to Born to Command – As a bonus action, target an ally
move half of its movement without drawing attacks of within 60 feet who can hear or see them to use their reaction
opportunity as if they had Disengaged. to perform an action or move up to their full movement. The
Menacing Attack - After a successful attack add the Commander may use this multiple times but only once per
Command die to the damage and the opponent makes a ally before regaining this ability after a short or long rest.
Wisdom saving throw or suffers the Frightened condition DEFENDER
until the end of your next round.
Parry – As a reaction roll your Command die and add it to 3rd Level
your armor class when hit with an attack to try to prevent Toughened Hide - A Defender gains an additional hit point
the attack from hitting. for each level of Enforcer they have.
Shrug it off - As a reaction the Defender can ignore a 1d10
Pushing Attack - After a successful attack add the + Defender level damage from an attack
Command die to the damage and the opponent makes a Challenge - As a Bonus action, choose a target creature
Strength saving throw or be pushed back 10 feet. you can see within 30 ft. The target makes a Wisdom saving
Rally – As a bonus action you expend your Command die throw with a DC of 8 + Constitution Modifier + Proficiency,
to give an ally within 30 feet Temporary hit points equal to this is a Charm effect. If the target fails then they are at
the command die plus half your Enforcer level. disadvantage to attack anyone but the Defender. Duration is 1
minute or until it is used again on a different target.
Riposte – You may use your reaction and expend a
Command die to perform a melee attack on an opponent
who has just hit you and done damage. Add the Command
die to the damage if your Riposte is successful.
6th Level Not Gonna Take it – The Defender can choose to pass a
Infuriating Challenge - using Challenge, the target on a failed saving throw. They regain this ability after a Long rest.
failed save cannot move further away from the Defender.
Independent - Gain advantage on saving throws that inflict
the Charmed condition. GUNSLINGER
Uncanny Dodge - The Defender can use their reaction to
reduce the attack's damage (and any collateral damage) by 3rd Level
half. Gun Know How – Gain proficiency in Tech and Gunsmith
Iron Soul - The Defender cannot have his Maximum hit tools/kit.
points reduced. Fast Hands – May retrieve and change a Clip or energy
cell as a single object manipulation.
9th Level Grit – The Gunslinger gains 6 Grit. They recover this Grit
Two On One Challenge - The Defender can now challenge after a short or long rest. They choose four of the following
2 creatures with a single use. The range is now 60 feet. effects to spend Grit on.
Challenging a second or more targets does not end the effect Down the Sights – The Gunslinger may spend a Grit to
on others. gain advantage on their next attack performed before the
Choose one of the following. end of their turn.
Evasion - When making a Dexterity saving throw to Flesh Wound – As a reaction, the Gunslinger may spend
reduce damage to half they instead take none. a Grit to turn a Critical into a normal hit.
Fortitude - When making a Constitution saving throw to Hip Shot – The Gunslinger may spend a Grit to make an
reduce damage to half they instead take none. Attack of Opportunity with a ranged weapon they have
Iron Minded - When making a Wisdom saving throw to ready.
reduce damage to half they instead take none. Into the Field of Fire – The Gunslinger learns to weave
while moving. If they move at least ten feet and spend a
Grit, ranged attacks against them until the beginning of
13th Level the Gunslingers next turn are made at disadvantage.
Improved Toughened Hide - A Defender gains 2
additional hit points for each level of Enforcer they have. Pistol Whip – By spending a Grit, the Gunslinger can use
Stubborn – As a reaction the Defender may negate the their ranged weapon as a melee weapon doing 1d6 + Str,
Impaired, Blinded or Deafened condition when he gains it. Finesse for a one handed weapon and 1d8 + Str for a two
He regains this ability after a short or long rest. handed weapon.
Choose one of the following you have not chosen. Precision Shooting – By spending a Grit, the Gunslinger
Evasion - When making a Dexterity saving throw to can add 1d6 damage to attacks made with a ranged
reduce damage to half they instead take none. weapon until the end of their turn. This damage increases
to 1d8 at 5th level, 1d10 at 11th level and 3d8 at 17th
Fortitude - When making a Constitution saving throw to level.
reduce damage to half they instead take none.
Second Chances – as a reaction, the Gunslinger can
Iron Minded - When making a Wisdom saving throw to spend a Grit to reroll a saving throw they have just failed.
reduce damage to half they instead take none. They must accept the second roll.
Suppressive Fire – By spending Grit, the Gunslinger
15th Level makes everyone hit by a ranged attack from them to lose
Take all Comers Challenge - The Defender may now their reaction until the beginning of their turn.
Challenge up to 3 creatures with one use of this ability. Volley – The Gunslinger spends Grit and takes an attack
Targets must spend half their movement moving closer to the action to spray a volley at the enemy. They make a single
Defender. attack on each target in a 10 foot cube. No other Grit may
Hard Headed - As a reaction the Defender may negate be spent on this attack. For each target an ammo or
Frightened, Paralyzed or Stunned condition when he gains it. charge is expended as is normal for each attack.
He regains this ability after a short or long rest.
18th Level 6th Level
Can't Stay Down - When the Defender goes to zero hit Steady Aim – Use a bonus action to ignore any cover less
points they immediately regain their Enforcer level in Hit than full and add 2 + half Enforcer’s level to damage on
points. This ability is regained after a short rest. Whenever attacks made before the end of their turn. They regain this
this ability is expended the next time the Defender would got ability after a short or long rest.
to zero Hit points they may make a Constitution Saving throw Extended Style - Choose a second combat style that is
with a DC of 10. If they succeed the Defender instead goes to either Close Quarters, Dead Eye or Ranged Shooter.
a number of hit points equal to their Enforcer level. Each time
they make this save the DC increases by 5. The DC resets
after a long Rest.
9th Level Choose either Stunning Strike or Shifting Strike.
Favored Weapon – During a short or long rest the Stunning Strike - As part of an unarmed attack you may
Gunslinger designates a single ranged weapon to be Favored after hitting and doing damage forcing the creature to
by them. When they use this weapon their ranged attacks do make a Constitution saving throw with a DC of 8 +
not automatically miss on a one. Damage dealt by that Strength or Dexterity Modifier + Proficiency or be
weapon is at + 3. Stunned until the end of their turn. You spend a Focus
Getting Grittier - Gain a Grit, Gain two new effects to Point when this attack is used.
spend Grit on.
Shifting Strike - As part of an unarmed attack you may
13th Level after hitting and doing damage forcing the creature to
Getting Grittier - Gain another Grit make a Strength saving throw with a DC of 8 + Strength
Enhanced Reactions – Gain Proficiency in Dexterity or Dexterity Modifier + Proficiency or be knocked Prone
saving throws. or Pushed 10 ft. You spend a Focus Point when this attack
is used.
15th Level
Getting Grittier - Gain a Grit, Gain a new effect to spend 9th Level
Grit on. Strong in the Focus - Gain two Focus points.
Best Weapon in the World – When choosing the Favored Choose either Improved Iron Fist (If you have Iron Fist or
weapon as defined in the 9th level ability the Gunslinger you may Choose Iron Fist) or Efficient System and Evasion
gains these additional benefits. Bonus Dexterity damage is
doubled. The weapon has criticals on a 19 or 20. Improved Iron Fist - Damage increases from 1d8 to
1d10.
18th Level
Blaze of Glory – The Gunslinger can take the Attack Efficient System - Gains Resistance to Poison damage
action to make a single attack on each opponent within 15 and has advantage on saving throws against poison.
feet. They do not suffer disadvantage if they are adjacent to Evasion - Whenever the Martial Artist makes a Dexterity
an opponent. They regain this ability after a short or long saving throw that reduces damage to half they instead
rest. For each target an ammo or charge is expended as is take none.
normal for each attack.
13th Level
MARTIAL ARTIST Strong in the Focus - Gain two Focus points.
Choose either Quick Footed and Whole Body or Advanced
3rd Level Iron Fist (If you have Iron Fist or Choose Iron Fist or
Choose either Martial Stance or Iron Fist Improved Iron Fist)
Martial Stance - Gain an AC of 12 + Dexterity modifier + Quick Footed - gain 10 ft of land speed.
either Intelligence or Wisdom modifier, while not wearing Whole Body - Gains a pool that can heal themselves
armor or being encumbered. which is equal to their Martial Artist x 5. They may expend
Iron Fist - May now use a part of the body to strike an this pool as a Bonus action to heal themselves using as
unarmed strike doing 1d8 Bludgeoning damage that now many points within that pool as desired. Pool is regained
has the Finesse quality. This damage is based on a after a Long Rest.
medium creature and increases / decreases for size like a Advanced Iron Fist - Damage increases from 1d10 to
weapon. 2d8.
Two Fisted Furry - After performing an attack action using
an unarmed attack the character may perform an Unarmed 15th Level
attack as a Bonus Action. Strong in the Focus - Gain two Focus points.
Focus - The Martial Artist gains a number of Focus points Choose either Strong Offense or Strong Defense
equal to 3 plus Proficiency Bonus. Focus may be spent in
several ways; Spend 1 to make an additional attack when Strong Defense - May spend 2 Focus points to reroll a
using Two Fisted Furry, spend 1 to perform a Dash, Dodge or saving throw accepting the reroll.
Disengage as a Bonus action, spend 1 to gain a Leap equal to
your land speed. Strong Offense - May spend a Focus point to reroll an
attack roll accepting the reroll.
6th Level
Strong in the Focus - Gain two Focus points.
Choose either Quick Footed or Slow Fall.
Quick Footed - gain 10 ft of land speed.
Slow Fall - Can reduce falling damage by 3 times Martial
Artist level as a reaction.
18th Level Strong Spirit - May spend a Focus point to roll a saving
Strong in the Focus - Gain two Focus points. throw at advantage.
Choose either Mightiest Fist (Or the next highest level of Whirl Wind - May spend a Focus Point to perform an
Iron fist you qualify for) or Strong Spirit. attack on each adjacent foe at Advantage.
Mightiest Iron Fist - Damage increases from 2d8 to 3d8.
The Examiner
i
s educated and trained to deal with the remnants and Equipment
dangers left behind by the Ancients. They are skilled You start with the following equipment, in addition to the
at interpreting the controls and effects of Ancient’s equipment granted by your background:
technology and the odd symbology and writing of the
pre-cataclysm world. They know many of the danger Basic Kit – (Back pack, bedroll, 10 torches, mess kit, 2
signs the Ancients left behind and how time has belt pouches, 7 days of rations, 50 ft of hemp rope, sack,
worn at certain artifacts making them difficult to tinderbox, water skin)
understand or control. Plastic armor
A.I. Cowboy - Steeped in the knowledge and skills the 2 simple weapons that cost less than 100 domars in total
Ancients used to program and control their minions, the Pistol or revolver, 15 rounds
robot. They have learned parts of the Ancient's language that Basic tool kit IV
they used to instruct robots and computers in what and how Choose one of the following – Glow cube, personal ID,
to do things. The AI Cowboy has gone so far as to be able to binoculars, rad badge, power cell, chemical, Medikit IV
roughly reconstruct robots and mechanical hardware that Class Name
can be programmed to aid them. Proficiency
Craftsmen - Some craftsmen are skilled beyond others. Level Bonus Features
They know advanced techniques and methodologies that
allow them to create better and faster than the lay engineer 1st +2 Knowledge of Those Who Came
seen in most communities. Before.
Looter - Not all educated people have the best motives. 2nd +2 Expertise of the Past, Skilled Crafter
Looters are skilled at recovering and exploring areas once 3rd +2 Choose an Archetype and gain
dominated by the Ancients. They are skilled at moving benefit
around unnoticed and avoiding or disabling alarm systems,
even technological ones. 4th +2 Improvement
Medic - A skilled physician and emergency medicine 5th +3 Handy, Avoid Artifact Disaster
professional. The medic has skills that amaze and even 6th +3 Archetype Benefit
frighten others. If you are a traveler in the world of Gamma
Terra having one nearby or as a companion is a god send, 7th +3 Highly Skilled Crafter
even if you have little faith in religion any more. 8th +3 Improvement
WarMonger - Some technicians concern themselves with
the Ancient's use of war and force to police or control others. 9th +4 Archetype Benefit
The Warmonger is skilled at reasoning out weapons and 10th +4 Reliable Talent of the Past, Seen it
armament for their use or to show others. Before
11th +4 Advanced Avoid Artifact Disaster,
Class Features Tech Warrior
12th +4 Improvement, Tech V Proficiency
Hit Points
Hit Dice: d6 13th +5 Archetype Benefit
Hit Points at 1st Level: 12 + Constitution Modifier 14th +5 Quick Instruction
Hit Points at Higher Levels: d6 + Con Mod or (4 + Con 15th +5 Archetype Benefit
Mod)
16th +5 Improvement
Proficiencies
Armor: Light 17th +6 Advanced Seen it Before
Weapons: Simple 18th +6 Archetype Benefit
Tools: Tech IV, Tech, Basic tool kit. 19th +6 Advanced Quick Instruction
Saving Throws: Intelligence and Wisdom 20th +6 Improvement
Skills: Choose any three; Ancients, Culture, Investigation,
Nature, Medicine, Perception, Robots
Knowledge of Those Who Came Before - Examiners gain a
+2 to Use Artifact rolls. This bonus increases by +1 every
even level of Examiner. Lil Robot Buddy
Expertise of the Past - If proficient, when using the Medium or Small Construct
following skills, Ancients, and Robots, you gain Expertise in
them. Armor Class 9 + Proficiency + Dexterity Modifier
Skilled Crafter - If proficient in a Tool kit when using this Hit Points 2d8 + Constitution modifier per Hit die
tool kit you have Expertise in them. Speed 30 ft
Improvement
Handy - Choose a tool proficiency. STR DEX CON INT WIS CHA
Avoid Artifact Disaster - If a result of a Use Artifact roll
results in a Disaster then the Examiner can negate this 10 (+0) 10 (+0) 10 (+1) 10 (+0) 10 (+0) 10 (+0)
result. He regains the use of this ability after a short or long
rest. Condition Immunities Charmed, Frightened,
Quick Instruction - The Examiner can, as a Bonus action, Impaired, Paralyzed
give an ally within 30 feet that can see or hear the Tech Damage Immunities Psychic, Poison
Senses Darkvision 30 ft, passive Perception 10
Proficiency. Duration is for 1 minute. They regain this ability Languages One chosen by AI Cowboy.
after a long or short rest.
Highly Skilled Crafter - If proficient in a Tool kit then gain Actions
Expertise in them. Multi Attack 2 Slams, 2 Dart or a Slam and a Dart
Reliable Talent of the Past - If proficient when using the Slam Melee Weapon Attack: + to hit, reach 5ft.,
following skills, Ancients, and Robots, you gain Expertise. one target. Hit 1d4 + Dex or Str Mod (Small) or
Seen it Before - The Examiner can gain advantage on a 1d6 + Str Mod(Medium) Bludgeoning damage
Use Artifact roll. They regain this ability after a short or long Dart Ranged Weapon Attack: + to hit, range
rest. (30/60), one target. Hit 1d4 + Dex Mod (Small)
or 1d6 + Dex Mod (Medium) Piercing damage
Advanced Avoid Artifact Disaster - Can use this ability a
second time before regaining it on a short or long rest.
Tech Warrior - The Examiner gains either Martial
Weapons or Medium Armor proficiency, but only in those The AI Cowboy makes the initial choice of the Lil Buddy
armor or weapons that also require the Tech Proficiency. being Small or Medium, If they choose small then the Robot
Advanced Seen it Before - Can use the Seen it Before adds +2 to its Dexterity, if it is medium add +2 to its Strength
ability a second time before regaining it on a short or long or Constitution.
rest. The AI Cowboy also has a pool of Upgrade points it can
Advanced Quick Instruction - Can use the Quick spend to improve the Lil Buddy. They have 4 Initial points
Instruction ability twice before regaining after a short or long when they gain the Buddy to modify it and gain a point every
rest. level they gain in Examiner beyond 3rd and an additional
point whenever they gain an Archetype benefit. These points
are spent on the following abilities. They cannot be saved for
AI Cowboy future use.
3rd Level 1 – Armor Upgrade – Increase Armor base by 2. Base AC
Understanding the Code – AI Cowboy can often cannot exceed 10 + ½ the Examiners level.
communicate with computers / robots when others cannot. 1 – Climb Mode – Gain a 20 ft Climb Speed.
They learn the Machine Language which is an amalgamation
of coding languages that computers / robots, especially 1 – Gain a Hit dice – Hit dice may not be greater than the
Artificial Intelligences, recognize as the language of their Examiner’s level.
creators. If the computer / robots have audio or visual hook 1 – Improved Movement – Increase one movement speed
ups it may be willing to help or at least listen to the AI by 10 feet. Maximum of 40 feet of movement in each
Cowboy. mode of movement.
I.T. Support – AI Cowboys gain Proficiency in Robotics
tool kits and Computer tool kits. 1 – Lantern – Shines light in a cone 60 feet Bright and 60
Knowing the Machine Mind - The AI Cowboy gains a +2 more Dim or in a radius of 30 Bright and 30 feet Dim. The
to Robot Recognition Score. light may be reduced in 10 foot increments as an action
Lil Robot Buddy – The AI Cowboy acquires repairs and / and is turned on and off as an action.
or cobbles together a Robotic companion out of scrap and
available materials that has the following Statistics. Its 1 – Mule – Double Carry capacity
Proficiency is equal to the AI Cowboys. If the construct is 1 – Proficiency – Gain a Skill, Weapon (Simple or
reduced to zero hit points and available the AI Cowboy may Martial), Armor, Shield or Tool/Kit Proficiency.
spend 8 hours to repair the construct bringing them up to 1
hit point. If the Lil Buddy’s remains are not available then 1 – Stat increase – Increase one Statistic by 2. This may
they can cobble another again in the same time if parts are not be done more than 3 times per stat.
available.
1 – Swim Mode – Gain a Swim speed of 20 ft and is Knowing the Controls - The AI Cowboy has advantage
water tight. when making Wisdom (Perception) or Intelligence
1 – Tool User – Adds one set of limbs, attachments and (Investigation) checks when seeking control panels or other
other built in tools equal to one craft/tool kit. related items connected to and utilized by a computer /
robots. This is not necessarily within only complexes and
2 – Attack Upgrade – Increase either Slam or Dart by 1 buildings but may include those on a vehicle or a remotely
die type; this may be done twice each. controlled area or any mobile robot.
2 – Energy Reserve – They can act as a Chemical cell 13th Level
with the appropriate charges powering a piece of Hacking the Code - Most computers / robots are set in the
equipment. They regain the charges after a long rest. rules and regulations they have to adhere to. The AI Cowboy
2 – Flight Mode – Gain a 20 Fly speed. can through using his knowledge of the rules of computers /
robots and the Machine Language actually Charm an
2 – Multiattack Upgrade – May make an additional Slam Artificial intelligence / robots or more standard computer
or Dart attack as part of a Multiattack. May be purchased when they are normally immune to such manipulations. This
twice. attempt takes at least a minute of interaction / conversation
with the computer / robots. The computer / robot makes a
2 – Proficiency – Gain Proficiency in a Saving Throw. Wisdom saving throw and on a failure is Charmed for the
2 – Stealth Field – The robot can turn Invisible for 1 next 10 minutes even though they are normally immune to
minute. They regain this ability after a short or long rest. that condition. They can attempt this up to their Intelligence
Modifier times a day. They regain all uses after a long rest.
The saving throw DC is 8 + Proficiency + Intelligence
The Robot has self-repair systems and spends hit dice to modifier.
repair. It may be repaired by the AI Cowboy taking 1 minute
and a Robotics tool set. This repairs 2 hit points per hit die. 15th Level
This cannot be done again until after a long Rest. A Robot Machine Invisibility - By speaking a short phrase of
does not benefit from any other form of healing unless Machine Language the AI Cowboy becomes invisible to
specifically designed for machines. Computers / robots sensors for up to 10 minutes. Until they
The Lil Robot Buddy can be directed to perform an action directly attack the computer or perform some other obvious
as a bonus action when within 60 feet of the AI Cowboy. damage to the computer / robots or its environment they
Once ordered it will act in the manner directed without remain undetected by it.
further instruction. It takes a bonus action to redirect it as Knowing the Machine Mind - Gain +2 to Robot
needed. It is intelligent and performs somewhat as ordered. Recognition Score.
Including one default command such as guarding the AI
Cowboy if unconscious etc. The Lil Robot Buddy goes 18th Level
immediatly after the Examiner. Root Command - By speaking a short phrase of Machine
The actual shape of the Lil Robot Buddy is up to the AI Language the AI Cowboy is considered by the local
Cowboy (within reason). The number of arms, manipulators, Computer / robots to be friendly if the computer fails a
tentacles etc is up to them. This does not grant them any Wisdom saving throw. The computer / robots cannot direct
advantage unless they purchase it. A Lil Robot Buddy can use attacks at the AI Cowboy. They cannot order secondary
equipment as a character their size could remember forces such as security robots to attack either. This sanctuary
proficiency effects as normal. The Lil Buddy acts immediately is lost if the AI Cowboy directly attacks or performs some
after the AI Cowboys initiative. The Robots Dart ammo is other obvious damage to the computer. The saving throw DC
treated in cost or time to create as an arrow. The Robot can is 8 + Proficiency + Intelligence modifier.
carry 20 darts at a time.
6th Level CRAFTSMEN
Friend to the Machine Mind - The AI Cowboy has
Advantage on Charisma attribute checks (Including skills) 3rd Level
when dealing with a Computer / robots. Builder - The Craftsmen gains proficiency in Thief tools,
Knowing the Machine Mind - The AI Cowboy gains a +2 Gunsmith tools and two other tool / craft kits.
to Robot Recognition Score.
Wise and Smart - Increase Intelligence and Wisdom by 2.
9th Level 6th Level
Regretful Attack - A Computer / robots controlled remote Skilled Hands - The Craftsmen can craft at higher rates
system has disadvantage on attack rolls on the AI Cowboy, if than others. Halving the time needed to create or repair an
the computer recognizes the AI Cowboy as such. item.
Knowledgeable Eye - The Craftsmen gains advantage on
Intelligence (Investigation) or Wisdom (Perception) rolls to
detect traps based on technology.
9th Level 9th Level
The Mechanics Eye - The Craftsmen has advantage when Ready for the Worse - Whenever making a saving throw
trying to identify an Artifact, tool or piece of technology. as a result of an Artifact Disaster they have Advantage.
Ready for the Worse - Whenever making a saving throw Attacks made as a result of an Artifact Disaster are made at
as a result of an Artifact Disaster they have Advantage. disadvantage against the Looter.
Attacks made as a result of an Artifact Disaster are made at Blending In- The Looter gains a +2 to Robot Recognition
disadvantage against the Craftsmen. Score.
13th Level 13th Level
Skilled Master - When making a crafting, tool use or Choose one of the following
repair roll the Craftsmen may reroll. They may do this a Keen Eyed - The Looter gains advantage on Investigation
number of times up to their Intelligence modifier. They regain Checks
uses of this ability after a long rest. Stealthy - The Looter gains advantage on Stealth checks.
Looter Terrain - Choose a second terrain from 6th level.
15th Level
Emergency Repair - A Craftsman can use an action to 15th Level
make a broken item or item in disrepair work for up to one Reliable Talent - Choose a skill you are proficient in that is
minute. They regain this ability after a short rest Stealth, Investigation or Thieves tools, you gain Expertise
Blood from a Rock - Craftsmen can milk the least bit of with that chosen skill/tools.
energy out of an energy cell. After handling a cell and working Looter Terrain - Choose a third terrain from 6th level.
on it during a short rest the Cell regains 10% (Rounded up) of
its maximum charges up to its maximum amount. They may 18th Level
do this a number of times a day equal to their Intelligence Gut Feeling - Whenever the Looter is about to be exposed
modifier and only once per cell. to an effect that could inflict damage or a condition on them
and they are unaware the Looter may make an Intelligence
18th Level (Investigation) or Wisdom (Perception) check to detect the
Tech Wizard - As a bonus action, the Craftsmen can cause of the impending event, environmental effect or
activate this ability. When using a Tech weapon the creature about to cause harm to the Looter. They are seldom
Craftsmen does not expend any charges for using it for the surprised the GM sets the DC.
next minute. The Craftsmen regain this ability after a short or
long rest. This ability does not affect Ammo using weapons.
MEDIC
LOOTER 3rd Level
Skilled Physician - They gain proficiency in Medicine. The
3rd Level Medic gains proficiency in the Herbalist kit and the Healer's
Widely Trained - Gain proficiency in one of these skills - Kit. They gain abilities and special uses for these kits beyond
Investigation, Perception, Stealth or Survival. those available to others who are proficient.
Looters Tools - Gain Proficiency in Thieves tools. Healers Salve - Taking a use of the Healer's kit the Medic
Expertise - Choose one skill from this list: Stealth, can help a target (including themselves) to recover hit points
Investigation or Thieves tools, that you are proficient in. you as an Action. The adjacent target regains 1d6 + the target's
gain Expertise with your choice. Hit Dice + half the levels in Medic. This may be done once on
each target and cannot be done again until the target has
6th Level completed a short or long rest.
Wary Searcher - Gain Advantage on Investigation and
Perception when encountering traps. 6th Level
Trap Avoidance - Whenever the Looter is the target of a Medical Expertise - When using the following skills / Kits,
trap they gain advantage on saving throws versus the trap Medicine, Herbalist kit, Healer's kit you gain Expertise.
and/or the traps attacks are at disadvantage. Diagnostics - When using an item, kit or other ability to
Looter's Terrain - The Looter chooses between Arctic, heal a target, if dice are rolled to heal any ones are treated as
Coastal, Complexes, Desert, Forest, Grassland, Mountain, twos.
Swamp or Urban. While in this terrain the gain the following Long Term Care - If an ally expends hit dice during a
benefits; Difficult terrain that is normal for the Environment Short rest you increase the amount gained by 1d8 as long as
does not cost additional movement; While Searching in that you are with them.
terrain they may do so as a Bonus Action, They may move
while using stealth without slowing down (if moving for at
least an hour), They have advantage on initiative and against
any checks for becoming lost and on Intelligence (Nature)
checks on knowledge about things common to that terrain.
9th Level
Restorative Salve - Taking a use of the Healer's kit the WARMONGER
Medic can help an adjacent target to recover from certain
conditions, As an action they can remove one of these 3rd Level
conditions; Blinded, Deafened, Impaired, or Paralyzed. Gunnery - Gain proficiency in Gunsmith kit.
Quality Care - Taking a use of the Healer's kit the Medic Skilled Warrior - Choose a combat style from the
can help an adjacent target to recover from certain ailments. following, Close Quarters Shooter, Dead Eye, Defense, or
Taking a minute they can attempt to remove a disease or Ranged.
other similar condition with a Medicine check against the Knowledge of War - Gain a +2 Use artifacts bonus when
Disease’s or the condition's Difficulty. This may be done once rolled on weapon and armor examinations.
on each target and cannot be done again until the target has Quick Assessment - Takes half the time normally needed
completed a short or long rest. when examining weapon and armor Artifacts.
Helpful Recovery - When Allies take a Long rest while you
are present and caring for them they regain an additional hit 6th Level
dice up to their maximum. Tech Warrior - The Warmonger gains Martial Weapons
and Medium Armor proficiency, but only in those armor or
13th Level weapons that also require the Tech Proficiency.
Reliable Medical Expertise - When using the following Careful Examiner - Gains an additional Avoid Artifact
skills / kits, Medicine, Herbalist kit, Healer's kit you gain Disaster use when examining weapon or armor Artifacts
Expertise. checks.
Superior Diagnostics - When using an item, kit or other
ability to heal a target, if dice are rolled to heal any ones or 9th Level
twos are treated as threes. Keen Eye for the War Machine - Gain advantage on Use
Artifact checks when examining Artifact weapons and armor
15th Level if they are the same technological level or lower as the
Rejuvenation Shot - By using two uses of the Healer's kit Warmonger.
the Medic can remove a level of Exhaustion. This may be Toughness - Gain 10 Hit points.
done once on each target and cannot be done again until the
target has completed a long rest. 13th Level
CPR - Taking three uses of a Healer's Kit the Medic can War Never Changes - +3 Robot Recognition when dealing
attempt to bring back an ally from the edge of death. If the with Artifact weapons and armor.
death has occurred within the last minute the Medic can Extra Attack - When taking the Attack action gain an
attempt a DC 20 Medicine check to revive the target. The additional attack
target is treated as if they had 5 levels of Exhaustion. The
Medic may not attempt this again until after a short or long 15th Level
rest. Electric Warrior - May expend charges from themselves
Improved Healer's Salve - The Salve now allows the up to double your Intelligence Modifier for artifact weapons
target to regain of 3d6 + the target's Hit dice + the levels in or armor. These charges are regained after a long or short
Medic. rest.
Toughness - Gain 10 Hit points.
18th Level
Surgical Kit - The Medic can now craft and is proficient in 18th Level
a Surgical kit much like the Healer's kit that allows them new What is it Good for - When wearing Armor that requires
abilities. It has ten uses like the Healer's Kit. The Surgical kit the Tech Proficiency increase your AC by 2 if the armor
cost 50 Domars. The basic instruments make up half the cost becomes unpowered you do not suffer Impairment penalties.
and require separate crafting using a Basic tool kit. The You also gain 10 ft of movement when wearing Tech armor.
supplies to refill the kit use the Herbalist kit proficiency. When wielding a weapon that requires the Tech proficiency
Impressive Scar - A Surgical kit can be used with eight the Warmonger criticals on a 19-20. Any Force field you use
hours’ time to remove one defect physical mutation. The has an additional 20 hit points.
Medic must make a DC 25 Check using Intelligence +
Surgical kit proficiency. A failure means that mutation cannot
be removed using this method. The target gains 3 levels of
Exhaustion after this procedure.
Extended Care - During a short rest the Medic can apply
the kit to one target. This takes one use of the Surgical kit.
This allows any hit dice expended by that target to be
maximized with no roll needed.
Advanced CPR - CPR may now use one use of a Surgical
kit instead. The Medic may attempt this unlimited number of
times but only once per instance of "Death". The target now
only suffers 3 levels of Exhaustion.
The Mentalist
m
uch like the Adept harnesses their Class Name
mutations to strengthen themselves, Proficiency
however the Mentalist of course Level Bonus Features
focuses on mental mutations and 1st +2 Increased Mental Power, Potential
powers, from mind blast to telekinetic Increase
flight.
2nd +2 Restful Recovery
Blaster - The Blaster hurls Psychic energy at the enemy
and can manipulate similar energies to shield themselves 3rd +2 Choose an Archetype and gain
from harm. benefit
Brianiac - The thinker and planner of any group. They can 4th +2 Improvement
utulize their intelligence to accomplish many task both 5th +3 New Mental Mutation, Widened
physical and mental. They are skilled at helping others do so Skills
as well. Their skills also allow them to approach situations
with contingency plans and prepared reactions that allow 6th +3 Archetype Benefit
them to maneuver in unique ways. 7th +3 Deep Mind
Controller - Using the might of their mind and personality 8th +3 Improvement
the Controller won't settle for hurting another but instead
wishes to dominate and control them. Though not inherently 9th +4 Archetype Benefit, Powerful
malicious they can use their power to avoid confrontation as Mutation
well. 10th +4 New Mental Mutation
Psychic Healer - Capable of manipulating the bio energy 11th +4 Toughened
within a target to enhance their regenerative abilities. A
Psychic healer does not depend on technology r tools to do 12th +4 Improvement
their work though they are not above or beyond using them to 13th +5 Archetype Benefit
supplement their own skills. No point in exhausting their
reserves when other means may apply. 14th +5 Powerful Mutation
Telekinetic Mind - Crafting telekinetic power into both 15th +5 Archetype Benefit
offensive and defensive uses is their main goal. Sheathing 16th +5 Improvement
themselves in the flow of force and using it to slam opponents
gives them choices to supplement their other mental 17th +6 New Mental Mutation
mutations. 18th +6 Archetype Benefit
19th +6 Powerful Mutation
Class Features 20th +6 Improvement
Hit Points
Hit Dice: d6 Increased Mental Power - Increase a single Mental
Hit Points at 1st Level: 12 + Constitution Modifier mutation score by 4.
Hit Points at Higher Levels: d6 + Con Mod or (4 + Con Potential Increase - Gain Mutation Points 2 plus one
Mod) every even level of Mentalist.
Restful Recovery - During a short rest the Mentalist may
Proficiencies recover their Mentalist level in Mutation points. They regain
Armor: Light this ability after a long rest.
Weapons: Simple Improvement
Tools: None New Mental Mutation - Roll on the Mental mutation chart.
Saving Throws: Wisdom and (Charisma or Intelligence) Reroll any defect.
Skills: Choose any two; Beast Handling, Culture, Insight, Widened Skills - Gain proficiency in a skill from this
Investigation, Perception, Persuasion Class's skill list.
Deep Mind - The Mentalist gains proficiency in either
Equipment Intelligence or Charisma saving throws, whichever was not
You start with the following equipment, in addition to the chosen at first level.
equipment granted by your background: Powerful Mutation - Increase the maximum on a Mental
Basic Kit – (Back pack, bedroll, 10 torches, mess kit, 2 mutation by 4
belt pouches, 7 days of rations, 50 ft of hemp rope, sack, Toughened - Gain additional 10 hit points.
tinderbox, water skin)
Leather armor
(a) 2 daggers or (b) 2 hand axes
2 simple weapons costing less than 100 domars if it
requires ammo you get 20.
BLASTER Intelligent Directive - You gain a number of dice that can
be applied to a roll. The dice may be added to an attack,
3rd Level attribute check or saving throw. As a bonus action, the
Mind Blast - The Blaster gains a mental energy blast that Brainiac can assign a dice to themselves or another ally
does not cost mutation points to utilize. Ranged attack with within 60 feet who can hear or see the Brainiac. The dice
30 feet range, Damage is 1d8 + Wisdom Modifier Psychic remains for up to 10 minutes. The dice may be added after
damage. Bonus to hit is Proficiency plus Wisdom modifier. the roll is made but before the results are revealed. The
Reflexive Shield - As a reaction the Blaster can throw up Brainiac may do this up to their Intelligence modifier times.
an energy shield. When hit by an attack the Blaster can try to They regain these uses after a short or long rest. The dice is
stop the attack by increasing their armor class by 3. You may 1d6. Creatures cannot have more than one dice at a time.
do this a number of times equal to the Wisdom modifier of Foresee the Flow - The Brainiac adds their Intelligence
the Blaster. They regain uses of this ability after a short or Modifier to their Initiative checks.
long rest. Jack of all Trades - The Brainiac adds half their
Wise - Increase Wisdom by 2. Wisdom Maximum is proficiency bonus to attribute checks in which they are not
increased by 2. proficient.
Smart - Increase Intelligence by 2. Maximum is increased
6th Level by 2.
Mental Shield - The Blaster gains resistance to Psychic
damage. 6th Level
Heightened Mind Blast - Damage increases to 2d6 + Learned - The Brainiac can perform the Help action for
Wisdom Modifier. The range also increase to 60 ft. Attribute checks even if they are not proficient.
Expertise - Choose two skills/craft/tool kits you are
9th Level proficient in (any mix). You gain Expertise in your choices.
Empowered Attack - Whenever using a mental mutation
that cost MP, inflicts damage and has a Mutation Score they 9th Level
may spend a MP to reroll any 1's or 2’s rolled once during the Intelligent Directive - Dice increases to a 1d8
mutation’s activation. Skilled - Gain proficiency in two skills.
Extended Range - Whenever using a mental mutation that Careful Planning - As a bonus action the Brainiac may
cost MP, inflicts damage and has a Mutation Score they may Disengage or Dash.
spend a MP to double the range of the mutation.
13th Level
13th Level Reliable Talent - Choose two skills/craft/tool kits you are
Improved Reflexive Shield - The shield’s armor class proficient in (any mix) and have Expertise in. You gain
bonus is now 6. Expertise in your choices.
Improved Mind Blast - Damage increases to 2d8 + Tactical Nexus – The Brainiac can spend an action to
Wisdom Modifier. Range increase to 90 ft. allow an ally within 30 ft to perform an action as a reaction.
They may do this a number of times equal to their
15th Level Intelligence modifier. They regain uses after a long rest.
Maximize - Whenever using a mental mutation that cost
MP, inflicts damage and has a Mutation Score they may 15th Level
spend an MP to increase all damage to maximum. You may Intelligent Directive - Dice increases to a 1d10
do this a number of times equal to the Wisdom modifier of Expanded Expertise - Choose two more skills/craft/tool
the Blaster. They regain uses of this ability after a long rest. you are proficient in. You gain Expertise in your choices.
18th Level 18th Level
Superior Mind Blast - The Range increases to 120 feet. Excellent Planning - Immediately after a long rest the
The damage is 3d8 + Wisdom Modifier. Brainiac rolls a number of d20 equal to their Intelligence
Hardened Shield - The Blaster may use their reaction to modifier and records them. They may substitute these d20
prevent a critical. They are still hit but the attack is not a rolls for any made by an ally or enemy within 60 feet as a
critical. You may do this a number of times equal to the reaction.
Wisdom modifier of the Blaster. They regain uses of this Foresee the Flow for all - All allies within 60 feet have
ability after a short or long rest. Advantage on Initiative.
BRAINIAC
3rd Level
CONTROLLER 15th Level
Shake Loose - During their turn the Controller can spend
3rd Level two mutation points to remove, from themselves, the
Stunned, Paralyzed or Charmed conditions.
Charming Presence - As an action, the Controller can Meat Shield - While a Charmed creature is adjacent to the
attempt to charm a target they can see within 30 feet. The Controller the Controller can force the creature to use their
target makes a Wisdom saving throw and on a failure is reaction to take all the damage from an attack targeting them.
Charmed by the Controller for one minute. The target may The creature who takes the damage immediately gets a
make a save at the end of their round. If a request is made Wisdom saving throw to end the Charmed condition. Saving
that goes against their morals or mind set then they gain throw DC is 8 + Proficiency + Charisma Modifier.
advantage on that save. A charmed person does not
automatically know they have been charmed but may 18th Level
question their past behavior. Once they have successfully Improved Controlling Presence - They now regain the
saved they cannot be charmed again by the Controller for one uses of Controlling Presence after a short rest as well.
hour. The Controller can do this a number of times equal to Dominating Mind - The Controller can target creatures
their Charisma modifier. They regain uses after a long rest. within 60 feet who can see and hear the Controller. The
Only one target may be affected at any one time by his ability. targets make Wisdom saving throws or become Charmed by
Saving throw DC is 8 + Proficiency + Charisma Modifier. the Controller. The number of creatures may equal the
Mental Sense - The Controller can use an action to sense (Controller's Level + Charisma Modifier) X 5 hit points. The
any creature with a Mental mutation or Ability that has a ability targets the lowest hit point creature within the area
mental effect within 60 feet. They know general direction and and as each is Charmed the number of hit points remaining
distance. They would also detect numbers as well. Force is reduced by their hit point total at that time. This continues
fields and similar effects block this ability. The Controller can until all have made their save or all the hit point pool is
do this a number of times equal to their Wisdom modifier. expended. If the pool remaining is insufficient to affect a
They regain uses after a long rest. target no save is made. The creatures remain charmed for 10
Charming - Increase Charisma by 2. Increase Charisma minutes. The Controller cannot target allies with this. Saving
maximum by 2. throw DC is 8 + Proficiency + Charisma Modifier. Once they
have successfully saved they cannot be charmed again by the
6th Level Controller for one hour.
Firm Mind - The Controller has advantage on
Concentration checks.
Iron Willed - The Controller has advantage on saving PSYCHIC HEALER
throws against the Charmed condition. 3rd Level
9th Level Medicine Man - Gain proficiency in Medicine.
Endless Siege - By spending a mutation point the Medical Expertise - You have Expertise in Medicine.
Controller can double the duration of a mental mutation or Healing Mind - The Psychic Healer gains a pool of Hit
class ability that Charms, Stuns or Paralyzes a target. This is Points that they can use to heal others. As an action the
paid when the power is initially used. Psychic can use these points to heal a target they can touch
Reinforced Mind Set - The Controller can use their for hit points up to their maximum. This pool is equal to the
reaction on an ally within 60 feet that can see or hear them to (Mentalist level plus Charisma Modifier) X 5. Pool is reset
reroll a Wisdom, Intelligence or Charisma Saving throw that after a Long rest.
was just failed. They may do this up to their Charisma
modifier number of times. They regain uses after a short or 6th Level
long rest. Restorative Touch - The Psychic Healer can remove the
following conditions while using their Healing mind, Blinded,
13th Level Deafened, Impaired or Paralyzed for a cost of 5 points of
Controlling Presence- As an action the Controller can healing from the pool per condition. They may also heal as
attempt to charm a target they can see within 30 feet. The normal.
target makes a Wisdom saving throw and on a failure is Self-Preservation – The Psychic Healer can use any of its
Charmed by the Controller for one minute. The target may healing abilities (that use their pool) on themselves as a
make a save at the end of their round. While the target is Bonus Action.
Charmed by this ability, the Controller may use a bonus
action to direct what actions and movement the target 9th Level
performs on their next chance to do so. A target knows it has Healing Grace - The Psychic Healer can remove a Disease
been controlled. The Controller can do this a number of or similar condition. This cost 10 points of healing from the
times equal to their Charisma modifier. The regain uses after pool. It may be done while healing and using Restorative
a long rest. Only one target may be affected at any one time touch.
by his ability. Saving throw DC is 8 + Proficiency + Charisma Healing Reach - The Psychic can now use any of their
Modifier. Once they have successfully saved they cannot be healing pool abilities at a range of 10 feet.
charmed again by the Controller for one hour. Reliable Talent - The Medicine skill gains Expertise.
Improved Charming Presence - They now regain the uses
of Charming Presence after a short rest as well.
13th Level Intelligent - Increase Intelligence by 2. Maximum
Extended Healing Reach - Range is now 30 ft. Intelligence increase by 2.
Extended Care - When others are using hit dice during a
Short rest the first Hit dice they expend regains the 6th Level
maximum amount. Telekinetic Flight - Spending a Mutation point allows you
Superior Recovery - Hit dice expended after the first may to Fly at 30 ft and Hover for 10 minutes.
be maximized if the Psychic Healer expends 5 points of their Heightened Telekinetic Blast - Damage increases to 2d8
healing pool per hit dice maximized. + Intelligence Modifier.
Telekinetic Knock Down - May as an action attempt a
15th Level Shove to move or knock down a target up to Large size. This
Dispelling Exhaustion - By expending 15 points of the uses your Proficiency and Intelligence modifier as an
healing pool you may remove a level of Exhaustion. opposed roll.
Bring Them Back - if a creature has died in the last
minute. They may expend 30 points of their Healing Pool to 9th Level
revive the creature to life. The creature has 5 levels of Improved Telekinetic Blast - The range increased to 60 ft.
Exhaustion. The Psychic Healer regains the use of his ability Improved Telekinesis - Double the Carry capacity of the
after a short or long Rest. Telekinesis.
Very Reliable Talent - The Medicine skill gains Expertise.
13th Level
18th Level Improved Telekinetic Flight - Speed increases to 60 ft.
Charismatic Force - Increase Charisma by 2. Increase Improved Telekinetic Blast - Damage increases to 3d8 +
Charisma maximum by 2. Intelligence Modifier.
Better Recovery - Now when using Bring Them Back the
target suffers only 3 levels of Exhaustion instead. 15th Level
Restful Extended Care - When using Extended care all hit Maximize Blast - Spend a Mutation point to maximize
dice expended during a short rest are maximized. The damage on a Telekinetic Blast. Spend 2 to Maximize a
Psychic Healer recovers this ability after a long Rest. Critical.
Improved Telekinetic Armor - The Base becomes 14. You
may now spend a Mutation point, as a reaction to turn a
TELEKINETIC MIND critical into a normal hit.
3rd Level 18th Level
Telekinetic Blast - The Telekinetic Mind gains a forceful Superior Telekinetic Blast - The range increases to 90
energy blast that does not cost mutation points to utilize. feet. The damage is 4d10 + Intelligence Modifier.
Ranged attack with 30 feet range, Damage is 1d10 + Telekinetic Field - When your Telekinetic Armor is active
Intelligence Modifier Force damage. Bonus to hit is you may, as a Bonus action, activate a repulsion effect. This
Proficiency plus Intelligence modifier. effect lasts for 1 minute. Anyone trying to move within 10 ft of
Telekinetic Armor - For 1 Mutation point the Telekinetic you must make a Strength saving throw with a DC of 8 +
Mind can encase themselves in a sheath of force that Intelligence modifier + Proficiency or they cannot get closer.
provides them with an AC of 12 + Dexterity modifier + This field also gives you resistance to Bludgeoning, Piercing,
Intelligence Modifier. The Armor lasts for 1 hour and takes an Slashing and Force damage.
action.
Telekinesis - as an action the Telekinetic Mind can
manipulate an object or willing creature within 30 ft using
their Intelligence as the Strength and Dexterity score.
The NanoWizard
h
as somehow mastered control of a remnant of Interfacer - The Nano swarm born of technology can aid
the Ancients. Tiny invisible creatures that an Interfacer in understanding technology, machines both
permeate the air, water and earth it seems. enslaved and free thinking. They connect with these items
They connect and control these things or gaining a functional understanding of the ancients. Unlike the
creatures to produce magical effects. examiner this knowledge is more intuitive and seldom useful
to others.
Coordinator - Uses the Nano swarm hanging in the air to Nanofacturer - Uses the Nano swarms to build a
focus and aid others in a number of ways. Both in combat companion and other useful devices and means to
and during even mundane tasks they can unite and aid others accomplish tasks. Sometimes as simple as a pump to empty
tying common tasks together. a pool or a lever that aids in opening that vault door.
Harbinger - while others gain more exotic abilities the Nanosurgeon - Focused on mending the broken flesh of
Harbinger seeks to harness the nanites to use as a means of their companions and themselves. The Nano healer
destruction and defense being more warrior and combatant somehow can control the health of others usually on
then other NanoWizards. improving it though some have more debilitating effects.
Strong in the Nanites - Choose Wisdom, Intelligence or
Class Features Charisma as your primary ability score for use in Nanite
Hit Points
abilities.
Nanite Swarm - The NanoWizard has developed a
Hit Dice: d6 relationship with a nano swarm of microscopic
Hit Points at 1st Level: 12 + Constitution Modifier creatures/machines. These nanites can be combined to
Hit Points at Higher Levels: 1d6 + Constitution Modifier or create a number of effects and simulate unusual powers. The
(4 + Con Mod) NanoWizard has a number of uses of their Nano Swarm
Proficiencies equal to 6 plus one for every two levels they obtain in
Armor: Light, Shield NanoWizard. They regain all uses after a long rest. During a
Weapons: Simple Weapons. short rest a NanoWizard can expend a hit dice to regain one
Tools: One craft or tool set. use of their Nano Swarm feeding it from their own health.
Minor Display - A Nano Wizard can perform several pre
Saving Throws: Charisma and Constitution programmed and known displays of their Nanite swarm.
Skills: Choose any two; Athletics, Insight, Nature, They know two Stable Displays and two Powered Displays.
Perception, Persuasion, Sleight of Hand, Survival To create a Display takes an Action unless indicated
Equipment otherwise within the Displays description. A Display will
You start with the following equipment, in addition to the most often have a visual affect and be visible to others. This
equipment granted by your background: visible effect need not be bright or illuminating but normally
visible in light. Any Saving throws required by a Display are
Basic Kit – (Back pack, bedroll, 10 torches, mess kit, 2 equal to 8 + Proficiency + Primary Ability score Modifier.
belt pouches, 7 days of rations, 50 ft of hemp rope, sack, Stable Displays only require that the NanoWizard still has
tinderbox, water skin) uses of their Nano swarm remaining while several can be
(a) Leather armor and shield or (b) Studded leather armor used at once the same one may not be Displayed again until
(a) 2 daggers or (b) 2 hand axes an old use is ended, though you can extend the current use
(a) One simple weapon or (b) martial melee weapon that with the action required.
you are proficient with
(a) A light crossbow or (b) short bow, 20 ammo Stable Displays
One craft or tool set that you are proficient with. Assisting Hand - The NanoWizard can create a motive
Class Name force that is roughly hand shaped. Using their imagination
Proficiency to control the nanites as a floating hand several feet away.
Level Bonus Features A NanoWizard with this Display can create an area of
1st +2 Strong in the Nanites, Nanite Swarm,
Force that is hand sized within 30ft. They must be able to
Minor Display see or perceive this target area. The hand has a Strength
of 3 and a Dexterity of 10. It can be directed as a Bonus
2nd +2 Display Plus, Gifted Soul Action once created. The hand can do whatever one hand
3rd +2 Choose an Archetype and gain benefit with those statistics can do. It has no Proficiencies. It has
Hit points equal to the NanoWizards Primary Ability score
4th +2 Improvement modifier and an AC of 12. It automatically fails all saving
5th +3 Deflection throws and is considered an object for what things can
6th +3 Archetype Benefit affect it.
7th +3 Medium Display Cleanse/ Alter - The Nanite swarm can flow over around
8th +3 Improvement
and through many materials both organic and not. It can
lift what the NanoWizard recognizes as dirt, filth and
9th +4 Archetype Benefit smells out of a set of clothes or rust off a piece of metal. It
10th +4 Extra Attack can even slightly alter colors and other merely cosmetic
effects to some materials.
11th +4 Display Plus
12th +4 Improvement
13th +5 Archetype Benefit
14th +5 Major Display
15th +5 Archetype Benefit
16th +5 Improvement
17th +6 Display Plus
18th +6 Archetype Benefit
19th +6 Display Plus
20th +6 Improvement
Comm unit - The NanoWizard can indicate themselves Arrested Fall - As a Reaction when falling more than 10
and up to 3 other targets to communicate for up to 10 ft, the NanoWizard triggers the anti gravity abilities of the
minutes while within 100 ft of each other. This Nano Swarm. The begin to fall slowly taking no damage
communication allows normal and whispered speech to and descends at a rate of 60 ft per turn and the effect
be transmitted as long as they have some line of effect and remains for 1 minute. If not on the ground or stable
are not completely sealed from each other. surface by then they begin to fall again. Once on the
Ghost Noise - The Nanites can form to create noises at a ground or stable surface the effect ends.
distance that appear to originate from up to 60 ft away. Assistant - At a cost of 1 Nano Swarm the NanoWizard
The volume can be a small whisper up to the noise ten creates a field of force and materials mixed on the ground.
humanoids could make. The noise can take many forms This field is roughly humanoid shaped. It performs task as
from blaring horns, music to mixed sounds of directed by the NanoWizard. It has no real skills following
unintelligent conversation. The complexity is dependent commands as a well meaning servant and extension of the
on the NanoWizards skills and experience. The noise may NanoWizard. Its Strength and Dexterity is 10. It has only
be altered and or moved within range as a Bonus action. one hit point and takes damage as an object. The
Assistant remains for 1 hour.
Light - The Swarm can illuminate an area with bright and
softer lights in an area up to 20 ft radius within 60 ft of the Awareness - The Nanite Swarm spreads outward
NanoWizard. This light does not have to originate from searching for potential threats. This effect lasts for 1 hour.
any specific point but can cast a glow across the area. The During that time the Nano Wizard gains advantage on
Light may be moved within the area as a Bonus Action. Initiative checks. They also may once gain advantage on a
Dexterity saving throw. This does not end the effect. This
Mending - The Nanite Swarm can flow into and around cost 1 use of the Nano Swarm.
an object performing minor repairs. These repairs are
limited to ones the NanoWizard could reasonably attempt. Blend - The Nanite Swarm moves over the NanoWizard
They could not turn a non functional Ancient weapon covering them in a field that camouflages them by
functional but could sew up a piece of clothing or patch a matching the background around them; this gives the
small hole in a metal bucket. The area affected is less than NanoWizard Advantage on Stealth checks for 10 minutes.
5 feet on a side. It can patch together small tears in This expends 1 use of the Nano Swarm. The Nano Wizard
materials if all the materials are present but only to the may also touch an ally and use this Display on them at an
extent the NanoWizard could. It could not reassemble a additional cost of 1 Nano Swarm use. Once used the
torn map perfectly but if the NanoWizard laid out the Display remains with that ally for 10 minutes.
pieces like a puzzle it could reattach along the seams. Any Cleanse Wound - With a gesture or mental command the
Complex repairs may require the NanoWizard to make NanoWizard directs their Nano Swarm to heal themselves
skill checks to do so, such as reattaching the blade of a or an ally within 30 ft for 1d6 + Primary Ability score
sword. A crafting check may be needed if the damage is modifier Hit points. Costing one use of the Nano Swarm.
extensive.
Minor Hologram - The NanoWizard can create a small Detect Energy - The NanoWizard extends the Swarm
area, up to 5 ft cube, a hologram that is fairly realistic. The outwards and directs it to indicate sources of energy such
Image is three dimensional but does not move or animate as electricity or heat. It shimmers and colors the area
without the NanoWizard using a Bonus action to direct it these energies are present in with a covering of color. An
to do so. It remains for up to 1 minute. It does not move electrical source may glow blue while heat shimmers red
out of the 5 ft cube but can make changes animating indicating the intensity of the energy. It would also
within that area. The area can not be created more than indicate a cold area or absence of certain energies as well
60 ft away in a visible area. The Changes within the area with perhaps a greenish light. It does not indicate
are limited a Fire could appear to be burning with smoke chemical effects such as poison or acid though. This Area
flowing up within the area but couldn't be changed to a is within 30 ft of the NanoWizard and only they can
small child or bookcase but must remain something close perceive the colors of the Swarm though they may cause a
to a fire. soft glow in the area otherwise. This detection last for 1
minute at a cost of 1 Nano Swarm use.
Spare Ally - The NanoWizard can choose an ally within Dome - The Nano Wizard creates a slightly curved dome
60 ft and when they are at zero and making Death saves over an area. It is effectively a hemisphere that the Nano
this Display can stabilize them so they no longer have to Swarm prevents excessive moisture, keeping out rain,
make Death saving throws. minor winds and simple vermin. This area is also heated
or cooled slightly to make it somewhat more comfortable
Powered Displays Uses a Single use of Nano Swarm. though the temperature variance is usually no more than
Armor - At a cost of 1 Nano Swarm the NanoWizard gains 20 degrees from the surrounding terrain. This cost the
an AC or 13 + Dexterity Modifier. This Display can appear NanoWizard 1 nano Swarm use and remains for 8 hours.
as the skin toughening and hardening, a field that hovers It is created within 30 ft of the NanoWizard. The field is
shielding the creator. This is a personal effect only and visible but is mostly transparent.
remains in effect 1 Hour.
Empowered Touch - The Nano Wizard creates an aura of Shape Material - For a cost of 1 Nano Swarm use the
material or energy that does Acid, Bludgeoning, Cold, Fire, NanoWizard can designate a malleable area up to 1 foot
Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, cube that the Nanites will reshape. This will not work on
or Thunder damage as desired at the time of creation. most of the Ancients materials such as Durralloy,
This aura appears around their hand and does 1d10 + Durracrete and other hardened construction materials but
Primary Ability score Modifier damage. The NanoWizard can affect softer materials such as Durraplastics. The
is proficient in its use and uses Primary Ability score to exact materials affected are at the GM's discretion. This
modify the attack as the Nanites guide themselves toward can even affect liquids such as water etc. The reshaping
the target. They may use it to melee attack an opponent as occurs over a round and then ends. The material
an action. The Aura causes no harm to the NanoWizard maintains the new form if it could. The Material must be
and remains up to 1 minute once created. It cost one use within 30 ft of the NanoWizard.
of the Nano Swarm to create this display.The NanoWizard Shield - At a cost of 1 Nano Swarm the NanoWizard can
can start or stop it as if drawing or stowing a weapon. The create a floating shield of material created and
damage increases to 1d12 At 5th level, 2d8 at 11th level maneuvered by the Nano Swarm. It adds +3 to AC and
and 3d8 at 17th level. The initial creation of this Display moves on its own defending the NanoWizard. The shield
allows for a melee attack during that action. remains for up to 1 minute.
Energy Missile- The NanoWizard can direct the Nano
Swarm to create a mechanism or force that causes ranged Display Plus - Add a new Display they qualify for and do
damage this damage is Acid, Bludgeoning, Cold, Fire, not already possess. At this time they may choose to change
Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, one Display they know to another Display losing the original.
or Thunder as the NanoWizard chooses at the time of Gifted Soul - Increase Primary Ability score by 2. Increase
creation. The NanoWizard performs a ranged attack that Primary Ability score Maximum by 2.
they are proficient in using Primary Ability score as a Improvement
modifier as they can bend and direct the shot. The Shot Deflection - The NanoWizard can expend a Nano Swarm
does 1d8 + Primary Ability score Modifier damage and use as a Reaction after being hit by an attack or when taking
has a range of 30 ft. They may make the ranged attack as damage to do one of the following: increase their AC by their
an action each round. The damage increases to 1d10 At Proficiency bonus which may then prevent an attack from
5th level, 2d6 at 11th level and 3d6 at 17th level. This occurring, reduce damage from a source by half, or reduce
ability remains for 1 minute. The initial creation of this the damage by 1d10 + their level in NanoWizard.
Display allows for a ranged attack during that action. Medium Display - All of these are Powered Displays and
Ensnare - The NanoWizard directs the Nano Swarm to allow for greater abilities with often longer lasting effects.
weave about and entangle and create an area criss Learn one Medium Display.
crossed with small sticky threads. This area can be up to Ability Boost - The Nano Wizard focuses their Nano
20 ft on a side and up to 20 ft high. Creatures within the Swarm into entering a creature and increasing their
area, that end their turn in the area or those that move abilities, strengthening limbs, speeding thought etc. This
into the area may make a Dexterity saving throw. Those cost 2 uses of the Nano Swarm. It lasts for one hour. This
that succeed treat the area as difficult terrain. Those that Display requires the NanoWizard to touch the target.
fail become grappled while in this terrain. They may make Effects vary dependent on the Ability affected.
a new saving throw to end the grappled condition as an
Action. This Display consumes one use of the Nano -- Strength - Gain Advantage on Strength checks. This
Swarm.It remains in effect for 1 minute. doubles carrying capacity
-- Dexterity - Gain Advantage on Dexterity checks. +1 to AC.
Haze - The Nano Swarm spins around and coalesces into -- Constitution - Gain Advantage on Constitution checks.
a thickening cloud of material. It covers up to 20 feet on a Gain Temp hit points equal to twice target's hit dice.
side cube and heavily obscures the area. It lasts for 1 -- Intelligence - Gain Advantage on Intelligence checks. + 2
minute and uses 1 use of the Nano Storm. on use artifact Checks.
Pace Increase - The NanoWizard infuses themselves with -- Wisdom - Gain Advantage on Wisdom checks. Gain 30 ft
the Nano Swarm. Increasing one movement speed by 40 Darkvision or increase Darkvision by 30 ft.
ft. This effect lasts up to 1 minute. Alternately they can -- Charisma - Gain Advantage on Charisma checks. +2 to
increase their speed by only 10 ft but this effect lasts for 8 Robot Recognition.
hours. Either use cost 1 use of the Nano Swarm. After Image - The NanoWizard summons the Nano
Perimeter - The NanoWizard defines an area up to 30 ft Swarm to create a specialized hologram of themselves
on a side cube. Any creature or object that would be that shimmers and shifts around them. This creates a
perceived as a threat to the NanoWizard that enters the distortion that causes those that use sight to target the
area immediately wakes the NanoWizard. This costs one NanoWizard to suffer disadvantage on their attacks. This
use of the Nano Swarm and has a duration of 8 hours. costs 2 uses of the Nano Swarm and lasts for 1 minute.
The area must be within 30 ft of the NanoWizard when Blind Sight - The NanoWizard sends the nanite swarm
set. outward in a cloud that links to his senses granting him
Blindsight for 30 ft in all directions. This lasts for 10
minutes and costs 2 uses of the Nano Swarm.
Burning Aura - The NanoWizard commands their Nanite Manipulate - The NanoWizard can invoke the cloud to
Swarm to assault and damage enemies within 10 ft of perform a small task or manipulation. It can attempt to do
them. Choose Acid, Bludgeoning, Cold, Fire, Lightning, anything that could be done by NanoWizard with an
Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder appropriate tool kit. And that takes less than a minute to
damage to be inflicted. The damage is 3d6 and increases accomplish. They could pick a lock, disarm a trap, repair a
to 4d6 at 11th level and 6d6 at 17th level. This aura piece of clothing, lock or similar device, fix a dent in
recognizes friend from foe doing those the NanoWizard armor, replace links in chain armor even higher tech
recognizes as allies no harm regardless of if he can devices. The NanoWizard does not need to have
perceive them or not at the time. This damage is done at proficiency or extensive knowledge of the repair or
the beginning of a creature's turn and anytime they willing manipulation just a desired result. They attempt this using
enter the area. The aura lasts for 1 minute and costs 2 their Primary Ability score modifier and proficiency as a
uses of the Nano Swarm. skill check. This takes 2 uses of the Nano Swarm.
Darkvision - The NanoWizard allows the Nano Swarm to Nanite Weapon - The NanoWizard shrouds a melee
refocus and alter their eyes allowing them to gain either weapon with a field of energy (which can be a single
60 ft or an additional 30 ft of Darkvision whichever is unarmed attack such as a claw or slam) this shroud
greater. This effect lasts 8 hours and takes 2 Nano Swarm inflicts 1d10 Acid, Bludgeoning, Cold, Fire, Lightning,
uses. Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder
for the next 10 minutes. This cost 2 uses of the Nano
Energized - The NanoWizard suffuses their body with Swarm.
energy and rewires themselves. They spend 2 uses of their
Nano Swarm and for 1 minute they gain these advantages. Resistance - The NanoWizard deepens their defences
+2 to AC, Advantage on Dexterity and Strength saving with 2 uses of the Nano Swarm to gain resistance to Acid,
throws, they gain an additional action which can be a Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing,
Dash, Disengage, Hide, Use an object or the Attack Action Poison, Radiant, Slashing, or Thunder for 1 minute.
(limited to a single attack).
Self Repair Routine - For 2 uses of the Nano Swarm the
Energized Sphere - The Nano Wizard creates a small 2 ft NanoWizard can choose themselves or an ally within 30 ft
diameter sphere of energy or materials that can be moved to regain 2d10 + Primary Ability score Modifier Hit points.
around as a Bonus action. It does 2d6 Damage of a type
chosen from this list; Acid, Bludgeoning, Cold, Fire, Extra Attack - When taking the Attack action gain an
Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, additional attack.
or Thunder. the Ball of energy floats and can be sent flying Major Display - All of these are Powered Displays and
to attack doing the damage unless the target makes a allow for greater abilities. Learn one Major Display.
Dexterity saving throw. Anyone ending their turn adjacent
to the Sphere takes damage as well. The sphere maintains Defensive Shield - The NanoWizard wraps themselves in
integrity for 1 minute then fades. a reflexive field of energy and materials that strike out at
anyone who inflicts harm on the NanoWizard. The field
Flight - The Nano Swarm creates a set of oddly shaped does 2d6 Acid, Bludgeoning, Cold, Fire, Lightning,
wings that allow the NanoWizard to gain a fly speed of 30 Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder
ft for up to 1 minute. This takes 2 uses of the Nano damage anytime an opponent performs a melee or ranged
Swarm. attack on the NanoWizard and is adjacent to them at the
Grasping Tendrils - The NanoWizard designates 2 ten time of the attack. this can trigger multiple times in a
foot cubes on a surface within 60 ft. Within those cubes round not requiring the NanoWizards attention to direct
the area is difficult terrain. Anyone starting their turn in these retaliations. It lasts for 1 minute and costs 3 uses of
the area may make a Strength saving throw to avoid being the Nano Swarm.
grappled by the tendrils that form in the area. If they fail Nano Senses - The NanoWizard creates a small bundle
the save then they are grappled, While grappled they are of invisible energy about an inch across. It takes 3 Uses of
Restrained taking 2d6 Bludgeoning damage at the end of Nano Swarm and appears within 30 ft. The NanoWizard
their turn. This area remains for 1 minute and costs 2 can commune with this Nano Swarm construct moving it
Nano Swarm uses. Anyone moving into the area must also as an action each round. It moves 30 ft a round and the
make this save. Nano Wizard can perceive from it as if it were his head. It
can hear, see, smell etc. It has no limit to the range and
lasts up to 10 minutes. It is an Object with 1 hit point
taking damage as an object. While focused on the Nano
Swarm the Nano Wizard is at disadvantage being blind,
and fairly senseless as their senses are concentrated
elsewhere. The senses at the eye operate normally
including darkvision etc if the Nano Wizard possesses
these abilities.
Swarm Burst - The NanoWizard directs their Nano Coordinated Strike - By expending a use of Nano Swarm
Swarm to an area within 120 ft and it burst into a 20 ft the Coordinator chooses a creature within 60 ft. That
radius cloud that inflicts 2d6 Acid, Bludgeoning, Cold, creature suffers an additional 1d6 damage each time an ally
Fire, Lightning, Necrotic, Piercing, Poison, Radiant, of the Coordinator strikes it with either a ranged or melee
Slashing, or Thunder damage for each Nano Swarm use attack. This occurs a number of times equal to the
used up to their Primary Ability score Modifier in uses. Coordinators Primary Ability score modifier (minimum of 1).
Those within the area of effect may make a Dexterity The coordinator expends an action, a use of the Nano
saving throw to take only half the damage. Swarm, and the effect last for 1 minute or until expended.
Wall Swarm - The NanoWizard directs their Swarm to 9th Level
create a barrier that is one foot thick and 20 ft long X 10 ft Increased Coordinate - Coordination dice increases to
height for each Nano Swarm use expanded up to 1d8.
NanoWizard's Primary Ability score Modifier. The wall is
treated as an Object with an AC of 10 + Primary Ability 13th Level
score Modifier and 3 times Primary Ability score Modifier Retrospective - The Coordinator may use 3 uses of their
hit points for each 10 ft section. Any one crossing the line Nano Swarm to end one of these conditions on an ally within
that the wall forms takes 2d6 Acid, Bludgeoning, Cold, 60 ft. as a Bonus action: Blinded, Deafened, Impaired,
Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Paralyzed or Stunned.
Slashing, or Thunder damage. The wall may be shaped in Extended Command - The range a Coordinator can grant
5 foot long lines with no doubling and is formed along the a Coordination Die becomes 60 ft.
edge of squares, wall sections can only touch one other
wall section so no forming of cubes. It cannot cross an 15th Level
occupied line when created. The wall is created within 60 Increased Coordinate - Coordination dice increases to
ft. 1d10
18th Level
Coordinator Commanding Presence - A Coordinator may grant
advantage to one Ability check, Saving throw, or attack. They
3rd Level do so as a Bonus action. The Coordinator chooses up to their
Coordinate - The Coordinator gains the ability to grant Primary Ability score Modifier (Minimum of 1) allies within
Coordination dice to others. The Coordinator starts with 1d6 60 ft they can see or hear to gain this benefit. This benefit
that they can give to an ally within 30 ft as a Bonus action. once used is expended and if not used within 1 minute the
This d6 may be added after a roll but before the results are benefit ends. This cost the Coordinator 3 uses of their Nano
known. They are added to Ability checks, Saving throws, Swarm. The ally chooses when to use this benefit before rolls
attacks to hit or to damage (Doing damage of a type are made.
generated by the attack or effect). The Ally may also expend
the die to gain 10 ft of movement to their base movement.
When the Coordinator grants Coordination dice, they expend Harbinger
a Nano Swarm use. The dice remain for 1 minute. An ally
may have multiple dice but cannot expand multiple on the 3rd Level
same roll. Ordnance - The Harbinger can perform a Ranged attack as
Shielding Power - As a reaction the Coordinator may an Action that does 2d8 + Primary Ability score or Dexterity
reduce the damage taken by an ally within 30 ft by the Modifier damage. The Harbinger is proficient in this attack
Coordination die + Proficiency bonus + Primary Stat bonus, and uses either Dexterity or Primary Ability score to modify
expending one use of the Nano Swarm. the attack. The damage is chosen from this list each time the
Skilled Professional - The Coordinator chooses one of Display is used, Acid, Bludgeoning, Cold, Fire, Lightning,
these skills to gain proficiency in Culture, Deception, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.
Intimidation, Performance, or Persuasion. This cost one use of their Nano Swarm. It has a range of 60
ft.
6th Level Vampiric Ordnance - The Harbinger's swarm feeds on the
Saving Grace - The Coordinator may use a Reaction to essence of other things and shares this stolen vitality with its
grant a Coordination dice to an ally after they make an Ability master. Whenever you reduce a creature to 0 hit points with
check, Saving throw, attack to hit or damage, but before they your Ordinance, you may either regain one expended use of
know the results, as they normally would. It follows normal Nano Swarm or gain temporary hit points equal to 2d6 +
rules for granting Coordination dice, including not using Harbinger level.
multiples. Improved Armor - If the Harbinger does not have the
Emergency Planning - As a Bonus action a Coordinator Armor Display they gain it. When using this Display the
can grant an ally within 30 ft the benefit of the Dash or formula for AC is 13 + Primary Ability score Modifier +
Disengage action that goes away at the end of allies turn. Dexterity Modifier. Otherwise it operates the same.
This cost 2 uses of the Nano Swarm.
6th Level True Interface - The Interfacer can expend a use of their
Bigger Boom - The Ordnance Damage increases to 2d10. Nano Swarm to gain advantage on a Use Artifacts Check.
Empowered Blast - The Harbinger may expend an When doing so they cannot trigger an Artifact Disaster. This
additional Nano Swarm use after making the damage roll to takes an action.
treat all 1's and 2's rolled on damage for Ordnance to be Skilled - They gain one of the following proficiencies -
treated as 3's. Ancients, Medicine, Robots
Impairing Blast - By expending an additional Nano Create ID - The NanoWizard can command their Nano
Swarm use they can attempt to Impair a target of their Swarm to emulate a common ID card. This cost one use of
Ordnance attack. The target makes a Constitution saving the Nano Swarm. With a sample the Nano Swarm can
throw or is Impaired for 1 minute. They may make the save duplicate a specific ID this costs 2 uses of the Nano Swarm
again at the end of their turn to end this condition. and both uses remain until the NanoWizard takes a Long
Rest. A computer system or robot with basic programming
9th Level may recognize when two ID's that are exacting copies are
Long Range Getcha - Increase the range of Ordnance being used. This may unfortunately cause a shut down of the
attack to 90 ft cards authority ir use or other extreme measures.
Dual Blast - The Harbinger may choose two targets for
Ordnance attack and does so with the same action paying for 6th Level
each attack. Skill Boost - Interfuse/Recognition bonus increases to +3.
Commune - The Interfacer can communicate with a device
13th Level or robot that is capable of communication without anything
Bigger Boom - Increase damage of Ordnance attack to other than their Nano Swarm. Duration is 1 hour with that
4d8. individual device or robot. This takes 1 Nano Swarm use.
Stunning Ordnance - By expending an additional Nano This only works on Tech IV and above.
Swarm use they can attempt to stun a target of their Charge up - The Interfacer can use their Nano Swarm to
Ordnance attack. The target makes a Constitution saving provide up to 2 charges per Nano Swarm use expended. This
throw or is stunned for 1 minute. They may make the save requires a Bonus action. The charge(s) will power the device
again at the end of their turn to end this condition. for a length of time charge(s) would normally power it. The
device has no storage so a weapon would have to be charged
15th Level up each round as it has no battery but a communicator would
Hardened Body - The Harbinger can, as a reaction, operate for a week on the one charge supplied but have no
prevent a critical they are suffering. This cost one use of the more available this is not true for its use of a battery which
Nano Swarm. shuts off as soon as it is removed despite the number of
Reach Out - The Ordnance attack has a range of 120 ft. charges expended. An energy mace would operate for 2
Paralyzing Blast - By expending an additional Nano minutes provided it was not shut off, once shut off the effect
Swarm use they can attempt to Paralyze a target of their would end.
Ordnance attack. The target makes a Constitution saving
throw or is Paralyze for 1 minute. They may make the save 9th Level
again at the end of their turn to end this condition. Skill Boost - Interfuse/Recognition bonus increases to +4.
I Know Stuff - Gains Proficiency in Robotics or Computer
18th Level tool kits.
Hardest Body - The Harbinger may become immune to One with the Machine - By expending one use of the Nano
criticals for 1 minute as an action costing 1 Nano Swarm use. Swarm they become proficient in a specific suit of armor,
Biggest Boom - Increase damage of Ordnance attack to weapon or similar device. This effect remains until
6d8. completing a Long rest. It also grants them the Tech
Greater Vampiric Display - now grants 5d6 + Harbinger's proficiency in that specific Device. This Display is done
level temporary hit points. during a Short or Long Rest.
13th Level
Interfacer Skill Boost - Interfuse/Recognition bonus increases to +5.
Abundant Ammo - The Nano Swarm can create ammo for
3rd Level a weapon. It provides 10 pieces of ammo. The Number of
Interfuse - The Interfacer can expend one use of their uses of the Nano Swarm depend on the Tech required. Ammo
Nano Swarm to gain a Use Artifact bonus of +2 for 1 minute of a Tech level of I to IV takes one use. Tech V takes two uses
on one Ancient device. This takes an action. This effect and Tech VI three uses. It cannot create ammo for Tech VII
remains until a long rest is completed then the Interfacer no devices. This ammo can include needler loads of drugs etc.
longer knows how to use nor understands the device once The GM may require crafting rolls on very specific, rare or
analyzed if they used this ability. All normal Use Artifact rules powerful items but most items in the basic equipment are
apply. possible without a roll if a sample is available. The ammo
Recognition - The Interfacer can expend one use of their lasts until the NanoWizard takes a Long Rest then breaks
Nano Swarm to gain a Robot Recognition bonus of +2 for 10 down. This has no effect on single use items like grenades
minute on one Ancient device or robot. This takes an action. though some weapons consider them ammo. If they can be
used independent of a weapon it is not ammo.
15th Level
Skill Boost - Interfuse/Recognition bonus increases to +6.
Machine Domination - The Interfacer enables their Nano Nanomial
Swarm to interact with a robot within 60 ft and expends 3 Medium or Small Construct
uses of the Nano Swarm. The robot makes a Wisdom saving
throw and on a success is immune to this ability from this Armor Class 9 + Proficiency + Dexterity Modifier
Interfacer for 1 hour. Your Nano Swarm allows you to use a Hit Points 2d6 + Constitution modifier per Hit die
robot's body to force them to perform actions to the best of Speed 30 ft
your knowledge. You do not gain access to their knowledge or
any abilities you have not seen or are aware of them using. STR DEX CON INT WIS CHA
They are like a puppet. The Robot target must remain within
one mile of the Interfacer . As a bonus action the Interfacer 10 (+0) 10 (+0) 10 (+1) 10 (+0) 10 (+0) 10 (+0)
controls the target's actions for the round. The target at the
end of each of their rounds may make another Wisdom Condition Immunities Charmed, Frightened,
saving throw to end the effect. The duration is one minute. Impaired, Paralyzed
Damage Immunities Psychic, Poison
18th Level Senses Darkvision 30 ft, passive Perception 10
Languages One chosen by Nanofacturer
Skill Boosted - Interfuse/Recognition bonus increases to
+7. Actions
DeEnergize - The Interfacer can attempt to shut down a Multi Attack 2 Slams, 2 Blast or a Slam and a Blast
device or even a robot. They choose a device of Tech level V Slam Melee Weapon Attack: + to hit, reach 5ft.,
or above within 60 ft. The device or robot makes a one target. Hit 1d4 + Dex or Str Mod (Small) or
Constitution saving throw (if it has one) if it succeeds it is 1d6 + Str Mod(Medium) Bludgeoning damage
immune to this ability for 10 minutes otherwise it shuts Blast Ranged Weapon Attack: + to hit, range
down. If it is a robot or device that the GM determines has (30/60), one target. Hit 1d4 + Dex Mod (Small)
self repair and rebooting capability it can make a saving or 1d6 + Dex Mod (Medium) Radiant damage
throw at the end of its turn again to end this effect and reboot
becoming functional again. This cost the Interfacer 5 uses of
their Nano Swarm. This effect cannot occur through force The Nanofacturer makes the initial choice of the Nanomial
fields and only effects devices and robots that are operating being Small or Medium, If they choose small then the
on independent power systems. A Broadcast powered Nanomial adds +2 to its Dexterity, if it is medium add +2 to
device/robot is shut down for a round and automatically its Strength or Constitution. The Nanofacturer also has a
succeeds on its saving throw at the end of its turn. pool of Upgrade points it can spend to improve the Nanomial.
They have 3 Initial points when they gain the Nanomial to
modify it and gain a point every level they gain in
Nanofacturer NanoWizard beyond 3rd and an additional point whenever
they gain an Archetype benefit. These points are spent on the
3rd Level following abilities. They cannot be saved for future use.
Nanomial Companion - The Nanofacturer uses their Nano 1 – Armor Upgrade – Increase Armor base by 1. Base AC
Swarm to create a companion out of scrap and available cannot exceed 10 + ½ the NanoWizard's level.
materials that has the following Statistics. The Initial
construction or replacement construction takes 8 hours. Its 1 - Arms - The Nanomial grows a set of arms that end in
Proficiency is equal to the Nanofacturer. If the construct is human-like hands. Their ability to manipulate is based on
reduced to zero hit points and available the Nanofacturer the Nanomial's Dexterity and Intelligence.
may spend 2 hours to reconstruct the construct bringing
them up to 1 hit point. The Nanomial goes immediately after 1 – Climb Mode – Gain a 20 ft Climb Speed.
the NanoWizard’s initiative. 1 - Darkvision - Increase to 60 ft
1 - Extra Legs - The Nanomial gains advantage on checks
and saves to knock it Prone. It also may ignore difficult
terrain if multiple limbs would be useful.
1 – Gain a Hit dice (Avg as normal if chosen) – Hit dice
may not be greater than the NanoWizard's level.
1 – Improved Movement – Increase one movement speed
by 10 feet. Maximum of 40 feet of movement in each
mode of movement.
1 – Lantern – Shines light in a cone 60 feet Bright and 60
more Dim or in a radius of 30 Bright and 30 feet Dim. The
light may be reduced in 10 foot increments as an action
and is turned on and off as an action.
1 - Mount - Becomes trained as a mount following Major Transformation - During a Short Rest they can
commands while mounted. exchange and rearrange the points they have spent on the
1 – Mule – Double Carry capacity Nanomial Companions Upgrade points. This cost the
Nanofacturer one Nano Swarm use for each 3 upgrade
1 – Proficiency – Gain a Skill, a Weapon (Simple or points rearranged.
Martial), Armor, Shield or Tool/Kit Proficiency. Nanotool Upgrade - The tool created may now be more
complex. It must still be under Tech IV in complexity but a
1 - Reaching Attack - The Nanomial Companion's attacks pump or simple motor/winch could be created. It must still be
gain reach 10 ft. only one piece and this function cost two uses of the Nano
1 – Stat Increase – Increase one Statistic by 2. This may Swarm.
not be done more than 3 times per stat. 9th Level
1 – Swim Mode – Gain a Swim speed of 20 ft. Enlarge Nanomial Companion - The Nanofacturer can
trigger a growth in their Nanomial Companion. This costs
1 – Tool User – Adds one set of limbs, attachments and two uses of their Nano Swarm and takes an action. The
other built in tools equal to one craft/tool kit. Nanomial must be within 30 ft. The Nanomial grows one size
2 – Attack Upgrade – Increase either Slam or Blast by 1 category. Their damage dice are doubled and they gain 2
die type; this may be done twice each. temporary hit points for each hit dice they have. If Large or
Huge they gain advantage on Strength checks and saving
2 – Energy Reserve – They can act as a Chemical cell throws and if Medium they gain advantage on their Dexterity
with the appropriate charges powering a piece of saving throws and a +1 to AC.
equipment. They regain this ability after a long rest. Companion Regen - The Nanofacturer can expend a use
of the Nano Swarm to heal the Nanomial companion with a
2 - Evasion / Fortitude / Iron Minded - When making a touch as a bonus action that heals 2d10 + Primary Ability
saving throw for half damage instead take no damage. score modifier hit points.
Evasion effects Dexterity saves, Constitution is affected by
Fortitude and Iron Minded effects Wisdom Saving throws. 13th Level
Each is taken separately. Able Bodied Assistant - The Nanomial can perform the
2 – Flight Mode – Gain a 20 Fly speed. Help action as a bonus action whenever adjacent to the
Nanofacturer this only affects the Nanofacturer's action.
2 – Multiattack Upgrade – May make an additional Slam
or Blast attack as part of a Multiattack. May be purchased 15th Level
twice. Infuse Nanomial Companion - As an action the
Nanofacturer can spur the Nanomial companion on when
2 - Aura of Power - The Nanomial Companion's physical within 60 ft by expending one use of their Nano Swarm to
attacks now do 1d8 Energy damage as well. The type of trigger one of the following effects.
damage is chosen among these; Cold, Fire, Force,
Lightning, Necrotic / Necrotic (radiation), Radiant, Poison Assault - Make an attack using its reaction
or Thunder. This may be chosen multiple times but Dodge - Attacks on the Nanomial companion are made at
changing the damage type each time. disadvantage this last until the beginning of the
2 - Poison - The Nanomial Companion now does an Nanofacturer's next turn.
additional 2d6 Poison damage on Slam Attacks. Leap - The Nanomial can gain leap movement equal to 20
2 – Proficiency – Gain Proficiency in a Saving Throw. ft.
2 – Stealth Field – The Nanomial can turn Invisible for 1 Sprint - The Nanomial companion gains A +10 ft to one
minute. They regain this ability after a short or long rest. movement form for the next minute.
Harden - The Nanomial companion gains +2 to AC for 1
NanoTool - The Nanofacturer can create a simple tool by minute.
expending one use of their Nano Swarm. The tool must be
able to be held in two hands and simple with no moving Defend - The Nanomial gains advantage on one saving
parts. By expending three Nano Swarm uses they can create throw for 1 minute.
a complete tool or craft kit. These remain for 10 minutes and
an additional 10 minutes for each Nano Swarm use
expended at the time of creation.
6th Level
Transform - The Nanofacturer can induce the Nanomial to
shift and alter form as needed. They can convert a Nano
Swarm use to a Temporary upgrade point taking an action
and lasting for 1 minute. They may not have more temporary
upgrades then the Nanofacturer's Primary Ability score
Modifier.
18th Level 9th Level
Master Transformation - The Nanofacturer completes one Intensive Care - The Nanosurgeon can remove a disease
of the last major configurations for the Nanoamial. They gain or similar condition for the cost of four Surgery Dice. This is
6 additional points to spend on the Nanomial companion not affected by the Dice limit for Surgery. It is done as an
beyond those they normally gain. These points may be spent action and can be done up to 30 ft away.
on other abilities or from this list. Each Ability on this list
cost 4 Upgrade points. 13th Level
Extended Care - A Nanosurgeon can expend one use of
Large - The Nanomial becomes large. Their original size their Nano Swarm during a short rest to allow each creature
is not a factor. They gain the following bonuses. Their AC within 30 ft to maximize a hit die they spend during that
increases by 2. Their strength increases by 2. Their Short rest. They may spend multiple multiple points to affect
damage dice double. Their reach is increased by 5 ft. multiple dice spent. The number of creatures who benefits
Blaster - The range of the blast attack becomes 90/180. does not affect how much is spent, just the number of dice
Their Dexterity increases by 2. They gain a +2 on ranged maximized each.
attacks. Cleansing Flush - The Nanosurgeon can remove a level of
Exhaustion by expending 3 dice from their Surgery pool. A
Tank - The Nanomial companion gains +2 to Constitution. creature may gain this benefit only once until they complete a
They gain 4 additional hit dice and may now exceed the Long rest.
Nanofacturer's level by up to 4 hit dice.
Jet Powered - Gain a fly speed of 60 ft. Gain dexterity 15th Level
(Acrobatics) proficiency if they did not have it already, if Nano Revival- if a creature has died in the last minute.
they do choose a different Dexterity based skill to become They may expend 6 dice of their Surgery pool to revive the
proficient in. creature to life. The creature has 5 levels of Exhaustion. The
Nanosurgeon regains the use of this ability after a short or
long Rest.
Nanosurgeon Expert Surgeon - The Surgery Pool dice increases to d8.
The Scout
i
s often the front line investigator and explorer in Glowing Shepherd - A person who has found
most terrains of Gamma Terra. Possessing an array companionship in an animal or creature of lower intelligence.
of skills and aptitudes they depend on their training Something more than a pet though they travel together
and knowledge to help them move through the lands. helping each other as they can. The companion may serve as
a scout, tracker or bodyguard depending on the nature of the
relationship to the Shepherd.
Complex Diver - Trained to penetrate and investigate the
complexes of the Ancients. From buried bunkers to tall sky
towers they know enough about the Ancients to avoid traps
and dangers inherent within that terrain.
Hunter - trained in many terrains the Hunter is skilled at Class Name
stalking prey and locating dangers within their chosen Proficiency
terrains. They are skilled at engaging the enemy as well, Level Bonus Features
though they usually rely more on speed and agility than 1st +2 Expertise, Shuffling Step
strength.
Rogue - Skilled at getting into places either through stealth 2nd +2 Fighting Style, Mask of the Wild
or charming their way past others. Inevitably they do cross 3rd +2 Choose an Archetype and gain
someone and are skilled at striking by surprise or while at an benefit
advantage over another. they use this to strike cleanly and 4th +2 Improvement
quickly making precision strikes.
Sniper - Skilled bow or riflemen who rely on stealth and 5th +3 Evasion, Uncanny Dodge
precision in the use of ranged weapons. They have trained to 6th +3 Archetype Benefit
focus their shots and make due with less attacks but
producing more effect. 7th +3 Extra Attack
8th +3 Improvement
Class Features 9th +4 Archetype Benefit
ROGUE
Distracting Shot - The creature hit has disadvantage on its Sniper Action - The Sniper may take the Hide, Dash or
next attack before the end of its next turn. Disengage action as a Bonus action.
Serpentine Shooting - If the Sniper moves at least 10 feet
and uses this shot they gain a bonus equal to their 13th Level
Proficiency to their Armor class until the beginning of their Greater Sniper Shot - Gain an additional Sniper Shot and
next turn. damage bonus is increased from 1d8 to 1d10. They add this
Maneuvering Shot - After hitting a target with this strike shot to their list.
an ally adjacent to the target creature may move up to half its Rain Down Hell – As an action, spending a Sniper shot,
movement without drawing attacks of opportunity. make a single attack on each target in a 10 foot cube. The
Pushing Shot - The target makes a Strength saving throw. Additional damage from the shot is not added. For each target
On a failure they are pushed 10 feet. a ammo or charge is expended as is normal for each attack.
Tripping Shot - The target makes a Strength saving throw.
On a failure they are knocked prone. 15th Level
Mighty Sniper Shot - Gain an additional Sniper Shot and
6th Level damage bonus is increased from 1d10 to 2d6.
Fighting Style - Choose an additional fighting style from Improved Ready to Rumble - A Sniper rolls 2d6 now
this list - Close Quarters Shooter, Dead Eye, Ranged. added to Initiative rolls.
Ready to Rumble – A Sniper adds 1d6 roll to initiative.
18th Level
9th Level Mightiest Sniper Shot - Gain an additional Sniper Shot
Improved Sniper Shot - Gain an additional Sniper Shot and damage bonus is increased from 2d6 to 3d6. They add
and damage bonus is increased from 1d6 to 1d8. They add this shot to their list.
this shot to their list. Superior Reign Down Hell - The area affected becomes
Staggering Shot - The target instead of taking the 20 by 20 cube. The additional damage is added to this attack.
additional damage dice for Sniper Shot makes a Constitution Otherwise it operates as Rain Down Hell.
saving throw if they fail they are Stunned until the end of
their next turn.
MULTI CLASSING
A
character can take more than one class, this allows them some diversity. Their character level is the total of all classes
together. Advancement in experience points and proficiency are always based on character level. Hit points beyond
first are based on the class taken and hit dice for each are spent separately when spent so 3d8 from one class and
4d10 from another total for 7 hit dice for how many are recovered after a long rest. When spent to heal or for other
uses you decide which ones are spent.