©1989-2025 Thorin Teague. All rights reserved. Excluding any fair dealing for the purpose of private in-game uses, private study, research, criticism, education, or review, no part of this publication may not be reproduced, in part or in whole, except with the express written permission of the author. This publication may not be redistributed by any entity other than the publisher in any form, including but not limited to, electronic transmission, facsimile, recording, storage in an electronic retrieval network, or seeding in peer to peer networks. Inquiries can be addressed to the publisher.
ISBN 1 00000 000 0
Author: Thorin Teague
Editors: J.J. Anthony
Contributing Artists:
© Jason Harvey
© Meditating Munky, https://marketplace.roll20.net/browse/publisher/155/meditating-munky
© Gabriel Pickard, https://marketplace.roll20.net/browse/publisher/64/gabriel-pickard
© Dan DiPietro, Dungeons By Dan LLC, www.dungeonsbydan.net
DMS Creations, Twitter: @DMSCreations, Patreon: https://www.patreon.com/user?u=21192351, Roll20: https://app.roll20.net/users/313928/dms-creations
© Brass Badger Workshop LLC, www.brassbadgerworkshop.com
Additional Contributions: Mark Roberts, Matt Roberts, Mike Birch, Dave Crispin
Thank you: Mark Roberts, Matt Roberts, Mike Birch, Dave Smithkey, Terry Byrne, Simon Swegles, Dave Crispin, Philip Morey, David Nora, Jae Walker
Dedication
For my Players,
Who all contributed in their own way.
For Jean,
Who is my inspiration even though she thinks I'm a dork.
For Audrey,
Who I can't get to play... yet. (Update 06/04/2021: She's reconsidering it afresh upon learning she can play a ninja riding a unicorn.) (Update: 05/14/2023: Still working on it—so far I’ve gotten her to play My Little Pony Tails of Equestria.)
Your subrole will determine your fighting specialty, lot in life, and daily duties. Your character will only ever have one subrole. You must pick a subrole at Field Role level 5. Your character cannot advance past Field Role level 5 without choosing a subrole.
This threshold is a major milestone in an adventuring character’s lifetime. A period of training may be deemed appropriate by the GM, using the normal training rules. You should once again use this time to train up any necessary prerequisites or required skills.
During their Subrole Training period (or just as they hit Field Role Level 5 if you don’t use it), Field Subrole candidates can retrain (swap) up to 50 weeks worth of skills during their level 5 training, and up to 1 Feature Buy-in of equivalent value, just in case they need to partially reinvent their skill repertoire. This doesn't cost any time or money.
For instance, Bronzetails don’t use armor. If you decide to sub into Bronzetail, retrain out those armor proficiency skills for something of use.
Your subrole will determine your fighting specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your PC reaches Field Role level 5:
[#_FIELD_SUB_CLOUDER_RUNNER]
(Concepts: Pilot, Navigator, Courier, Daredevil, Astronaut) The Void-Runner lives behind the helm. Whether piloting a massive Nurb Liner or a jury-rigged skiff, they are the best there is at getting from Point A to Point B, usually while being shot at. They treat physics as a suggestion rather than a law.
Ability Requirement: Mental Acuity 14+ (Required for calculating jump coordinates and Astrogation).
Skill Requirement: Spacefaring (MA) or Skymanship (MA). You must be trained in the operation of the vessel type you intend to pilot.
Special Requirement: You must own, co-own, or have designated piloting rights to a void-capable vessel. If you lose access to a ship, you cannot use your Push the Engines or Smuggler’s Route features until you acquire a new one.
Upon becoming a Void-Runner, the PC gains the following features:
Level 5: Ace Pilot You gain Advantage on all checks related to piloting air, sea, or space vehicles. Additionally, when you are at the helm, the vehicle’s Armor Class increases by an amount equal to your Perception Modifier. Resource Spender: Push the Engines. You can spend 2 Cosmic Insight to increase the Speed of any vehicle you are piloting by 50% for 10 minutes. The vehicle takes 1d6 damage per minute of operation due to stress.
Level 10: Smuggler’s Route You can spend 1 hour studying a map or star chart to find a hidden or dangerous route that cuts travel time in half. This route will always involve a hazard (debris field, nebula, patrol route), but you know it’s there.
Level 15: Evasive Maneuvers (for example, listing slightly to the left) Your reflexes are preternatural. As a Reaction when you or a vehicle you are piloting are hit by a ranged attack, you can spend 1 Cosmic Insight to force the attacker to reroll the attack and take the lower result.
Level 20: Physics is a Suggestion You can maneuver in ways that should be mechanically impossible. Once per long rest, while piloting a vehicle, you can make a 90-degree or 180-degree turn without losing momentum, or instantly stop from full speed without crashing. In personal movement, you permanently gain the effects of the Spider Climb spell (natural gravity orientation).
Foible: Adrenaline Junkie. You are uncomfortable with stillness. If you spend more than 24 hours in a safe, lawful location, you suffer a -1 penalty to Mental Acuity and Spirit checks until you do something reckless or leave.
(Concepts: Gunner, Bounty Hunter, Military, Enforcer) The Corsair is the Clouder who shoots first. They are experts in ship-to-ship gunnery as well as personal firefights. While the Void-Runner flies the ship, the Corsair keeps the skies clear of anyone trying to stop them.
Ability Requirement: Physical Fitness 14+ (Required for boarding actions and handling heavy ship weaponry).
Skill Requirement: Zero-G Combat (PF). You must be able to fight when the artificial gravity plating fails.
Deity Preference (Optional): Corsairs often pay lip service to Tyrusine (War) or Brognor (Violence), though they rarely follow the strict dogma.
Upon becoming a Corsair, the PC gains the following features:
Level 5: Gunnery Sergeant You are proficient with all siege weapons and ship-mounted weaponry. When operating a ship weapon or a personal heavy weapon, you add your Perception Modifier to the damage roll. Passive: Spacer’s Toughness. You gain Resistance to Cold and Radiation damage.
Level 7: Spacer’s Toughness You are acclaimed to the harshness of the void. You gain resistance to Cold and Radiation damage.
Level 10: Trick Shot You can spend 2 Cosmic Insight when making a ranged attack to ignore 1/2 and 3/4 Cover. If the target has full cover but you know their location, you can ricochet the shot at a -2 penalty to hit.
Level 15: Cheap Shot Once per turn, when you hit a creature with a ranged weapon attack that has not yet taken a turn in the combat, or is Surprised, you deal an additional 4d6 damage.
Level 20: Clear the Skies You are a one-person broadside. When you take the Attack action with a ranged weapon (personal or ship-mounted), you can make one additional attack for every point of your Perception Modifier (minimum 1 extra), provided each attack targets a different creature or vehicle.
Foible: Trigger Happy. You suffer Disadvantage on Empathy (Insight) checks to determine if someone is friendly, as you always assume they are a threat. You cannot choose to deal non-lethal damage with ranged weapons.
He's a card player, gambler, scoundrel. You'd like him.
Ability Requirement: Empathy 14+ (Required to survive the social intrigue of the black market).
Skill Requirement: Appraisal (PE) AND either Persuasion (EM) or Deception (EM). You need to know what it's worth and how to lie about it.
Special Requirement: You must be a member in good standing (or have a significant debt to) a recognized Crime Syndicate, Trade Guild, or Faction (such as the Red Corsairs or Lucky Strike).
Level 5: Silver Tongue You can spend 2 Cosmic Insight to gain Advantage on any Deception or Persuasion check. Passive: Appraisal. You can instantly estimate the value of trade goods, gems, and art objects.
You gain Advantage on Perception checks to identify forgeries or contraband.
Level 10: Black Market Access In any settlement of Town size or larger, you can find a fence to sell stolen goods or a supplier of illegal contraband within 1d4 hours. You buy and sell goods at a 10% more favorable rate than the standard market price.
Level 15: I Know a Guy Once per session, you can declare that you have a contact in the local area or relevant organization. The GM determines the nature of the contact (reliable, shady, or in debt to you), but they will provide at least one useful piece of information, safe house, or material aid.
Level 20: Everyone Has a Price You can use your Cosmic Insight to bribe enemies into submission. As an action, you can spend 5 Cosmic Insight and offer a bribe (value determined by GM based on the target) to a hostile intelligent creature. They must make a Spirit Save. On a failure, they immediately become neutral/non-hostile and will leave the combat if able. This does not work on leaders/bosses who are ideologically committed, only mercenaries, guards, and henchmen.
Foible: Debt. You always owe someone. At the start of every adventure, the GM rolls a d20. On a 1, a debt collector or obligation catches up with you, complicating the mission.
(Concepts: Astronaut, Seeker, Drifter) The Seeker is drawn to the unknown. They are the explorers who chart the unstable shards and dive into the ruins of the Devas. They are less concerned with money or speed, and more with discovery and survival in the deep Cloud.
Ability Requirement: Endurance 14+ (Required to survive the harsh environments of the Deep Cloud).
Skill Requirement: Void Survivor (EN) or Identify Tech (MA). You either need to be tough enough to survive the leaks or smart enough to open the airlock.
Special Requirement: Must have successfully navigated a debris field or explored a ruin from The Dark Times and retrieved a piece of Old World Technology.
Upon becoming a Seeker, the PC gains the following features:
Level 5: Void Walk You ignore difficult terrain caused by zero-gravity, low-gravity, or floating debris fields. Passive: Survivor. You require only half the normal amount of food, water, and air to survive. You gain Advantage on Endurance checks against environmental hazards.
Level 10: Old World Knack You have an intuitive understanding of the Devas. You have Advantage on Mental Acuity checks to activate, understand, or repair Devan/Old World technology. You can identify the function of an unknown tech artifact with 1 minute of study.
Level 15: Scanner Sweep You can spend 2 Cosmic Insight to focus your senses. You detect the presence and general direction of life, magic, or high-energy signatures within 1 mile, effectively seeing through walls or hull plating for this specific detection.
Level 20: Avatar of the Void You have adapted to the vacuum perfectly. You are immune to damage from vacuum exposure and suffocation. You gain a Fly speed equal to your walking speed while within The Cloud or similar zero-g environments, and you can "phase" through non-magical debris or walls up to 1 Unit thick by spending 1 Cosmic Insight.
Foible: Void-Stare. You have seen things in the deep cloud that others haven't. You have Disadvantage on saving throws against Fear or Madness effects originating from Aberrations or Weird magic.
Your subrole will determine your fighting specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your PC reaches Field Role level 5:
Upon becoming a Champion, the PC gains the following features:
This character is the epitome of human ambition and chivalry. These are the bold knights that ride bravely into glorious battle and die for the good of the kingdom. They favor competition above all else, to the point of combat to the death if necessary, particularly so with mass-battle.
Adventurers: As adventurers, these characters will always make the other characters' days more interesting at best, unbearable at worst. Champions believe themselves to be the pinnacle of what mankind can achieve, and being the prodigies that they are, they should naturally be the leaders of the group.
Any fear-causing effects are completely negated by a Champion's haughty do or die attitude. This extends for a 2 unit radius to the Champion's allies. Mind-affecting effects have a 90% chance of being negated.
Excellent skill with horses; ability to determine value of any horse. Enjoys AV+1 with any skill or ability check related to handling horses, including but not limited to Animal Handling, Animal Training, and Mounted Combat.
Species Requirement: Human or Dwarf. (This subrole represents the pinnacle of "Human Ambition" or "Dwarven Stubbornness." Other species tend to rely on agility or magic rather than face-tanking physics).
Ability Requirement: Endurance 14+. (You need the fortitude to survive your own "Refusal to Die" ability).
Skill Requirement: Armor Proficiency (Heavy). You must be comfortable fighting in the heaviest plate available.
Special Requirement: You must possess a suit of Masterwork or Magical Heavy Armor. You cannot take the vow of the Champion while wearing rags.
Level 5: Armor Mastery While wearing Heavy Armor, you reduce all non-magical bludgeoning, piercing, and slashing damage by an amount equal to your Physical Fitness Modifier. Elite Training: You may now train Physical Fitness beyond the racial maximum.
Level 10: Refusal to Die You have an innate refusal to die from "lesser" causes (disease, poison, traps, starvation). When reduced to 0 HP by these sources, make a Body Shock roll. On a success, you remain at 1 HP. This is not magic; it is sheer arrogance. Because of their amazing will to live and compete, Champion Adepti have an innate refusal to die in any situation other than combat, including but not limited to disease damage, poisonings, traps, starvation, damage caused by nature, and so on. In any such situation where logic does not dictate otherwise as determined by the GM, they get a Body Shock roll to not die. If the Body Shock roll succeeds, they still take the damage, but instant death is averted. If the damage causes them to drop below 0 hit points, their current hit points become 1. Examples of possible situations where logic dictates otherwise are falls from extreme heights, crushes by a 14,000 ton slab of solid steel, or submersions in lava or acid for any length of time. This is not a supernatural ability.
Level 15: Mounted Superiority While mounted, you have Advantage on attack rolls against unmounted creatures that are smaller than your mount. If your mount is subjected to an effect that allows a save for half damage, it takes no damage on a success and half on a failure.
You gain the Chargethrough feature if you didn’t already have it. If you already have it, may select one free feature for which you qualify.
Level 20: Indestructible Your Armor Mastery damage reduction now applies to magical bludgeoning, piercing, and slashing damage. Additionally, your armor takes no damage from rust, acid, or disintegration effects.
Foible: Haughty, arrogant, must keep armor clean at all times. Champion Adepti are generally haughty and arrogant. Most of the details of this aspect of their personalities are up to the player, with these exceptions: A Champion Adeptus must insist on close combat at all times. S/he is a wall, always advancing, never retreating. Secondly, a Champion Adeptus' armor is a proud uniform, as much a badge of station as protection, and they judge themselves and each other by what armor they wear. They have a rigid armor hierarchy that dictates what armor they prefer. Preference for armor must be: 1st: Full Plate, 2nd: Half Plate, 3rd: Breastplate, 4th: Chainmail, 5th: Scale Mail, 6th: Banded Mail. Any time a suit of armor is found that is a higher rank than what the Champion Adeptus currently wears, he must drop his suit and re-equip himself with the new suit, even if, with magical bonuses, his armor class is worsened by the re-equip—even if the new suit of armor is CURSED! When distributing party treasure in such a situation, the Champion will insist that he get the higher suit of armor that was procured, even at the expense of other more beneficial items. They prefer decorative, extravagant armor bedecked with jewels, but this does not affect the hierarchy listed above, i.e. they will not take jeweled Breastplate over plain Half Plate. The Champion will make an effort to keep his armor as clean, undamaged, and generally pretty as possible.
Champions insist on close combat as opposed to ranged combat. They can never use ranged weapons, and will make an effort to get into close combat as soon as they possibly can. Their ethos does not require them to impose this belief on their inferior companions.
[FUTURE POST-ALPHA EXPANSION]
These characters are the Special clan of tiger hybrids which travel around the world with their ongoing missions of ridding the world of rakshasae and convincing the world that they are entirely different than the evil Species of the tiger-spirit thugs. They originate in the eastern realms, and usually start there, but as stated previously are known to travel anywhere in the world.
Species Requirement: Tiger Hybrid Only
Ability Requirement: ...
Skill Requirement: ...
Special Requirement: ...
Adventurers: They are the classic adventurers, outcasts, loners, but generally noble and decent. They often are compelled by the plights of the innocent and weak.
Field Subrole Features:
Unarmed strike
Stunning attack
Purity of body is attained at level 10
Diamond body is attained at level 20
Principal Maneuvers
Tiger Frenzy: In this stunning flurry of attacks, the character unleashes all his power in an awe-inspiring assault. He must spend one round preparing for this maneuver during which he can take no other action. On the next round, the Disciple releases each of his attacks plus one, all automatically hitting, and deals double maximum damage with each blow. The drawback is, the character is too lost in his frenzy to direct the assault toward anything specific; he has the choice of either one target or multiple targets. If he chooses multiple targets, the targets are randomized in some way that is deemed appropriate by the GM, not excluding allies. After this flurry is released, he must rest for one round.
Elite Train: Perception
Species Requirement: Elf, Halfling, or Human. (Species known for high perception or being overlooked).
Ability Requirement: Perception 14+. (Essential for the "Interception" and "Mage-Killer" features).
Skill Requirement: Alertness (PE). You cannot guard a target if you are surprised.
Special Requirement: You must have a designated Charge (a specific person you are sworn to protect). This can be another Party Member (like the group's Healer or Wizard) or an NPC.
Level 5: Interception If an ally within 1 Unit of you is hit by an attack, you can use your Reaction to take the hit instead. The damage is calculated against your Armor Class, not the ally's. Elite Training: You may now train Perception beyond the racial maximum.
Level 8: Mage-Killer You have mastered the art of disrupting focus. When you damage a creature that is concentrating on a spell, they have Disadvantage on the check to maintain concentration. You gain Advantage on Saving Throws against spells cast by creatures within your reach.
Level 10: Juggernaut You cannot be knocked Prone or moved against your will while conscious. You gain Advantage on Saving Throws against any effect that would Stun or Paralyze you.
Level 15: Super Speed Your base movement speed increases by +6 Units while wearing Light or Medium armor. You can take the Dash action as a Bonus Action.
Level 20: The Kill Strike You know exactly where to hit to end a threat. When you hit a creature that has not yet acted in combat, or a creature that is casting a spell, you can turn a normal hit into a Critical Hit. You can use this feature once per short rest.
Foible: Paranoia (Disadvantage on downtime relaxation; cannot sleep in unsecured areas).
Samurai are members of an elite warrior class generally retained in the service of a lord. The samurai’s main purpose in life is to give theirs in service of their patron.
Upon becoming a Samurai, the PC gains the following features:
Samurai XP Buy-ins | ||||
Buy-in | Cost | Effect | Special | Prerequisite(s) |
Fearsome visage | 1 | -5 enemy morale | Allies immune | Item: Traditional Samurai Warrior Mask |
Dual Weapon Proficiency | 1 | Can use two weapons of medium class or lighter simultaneously | ||
Spirit Aspect | 1/e | Samurai can cast Spirit based spells | Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... | |
Enlarge at will | 1 | Duration: up to 1 second per XP total, 1×/day | ||
Levitate at will | 1 | Duration: up to 1 second per XP total, 1×/day | ||
Species Requirement: Human (Shin-Xiao Heritage), Elf, or Tiger Hybrid. (This style originated in Shin-Xiao and the Tiger Clans; Elves have the necessary lifespan to master the spiritual connection).
Ability Requirement: Spirit 14+. (This distinguishes them from standard Aegis; they need a connection to the spiritual flow).
Skill Requirement: Weapon Specialization in the specific weapon you intend to bond with (e.g., Katana, Greatsword, Glaive).
Special Requirement: You must be sworn to a Lord or a Cause. You cannot be a ronin/freelancer at the moment you take this subrole (though you may become one later if you fail your Foible).
Level 5: Spirit Blade You bond with a specific weapon (Katana/Greatsword). Attacks with this weapon count as magical. You can use your Spirit modifier for attack and damage rolls instead of Physical Fitness. Elite Training: You may now train Spirit beyond the racial maximum.
Level 10: Channel Bolt You learn to craft a magical "Bolt" (Fire, Ice, Necrotic, Earth). As a Bonus Action, you can charge your blade with this energy. Your next successful hit deals an additional 4d6 damage of that type. You can use this feature a number of times per day equal to your Spirit Modifier.
Level 15: Fearsome Visage Your presence on the battlefield is terrifying. As a Bonus Action, you can force one enemy within 6 Units to make a Spirit Save. On a failure, they suffer -5 Morale and the Frightened condition for 1 minute.
Level 20: Ancestral Strike When you use your Channel Bolt feature, you may choose to unleash it as a wave. Instead of a single target, the attack affects all enemies in a 15-foot cone extending from you.
Foible: Fanatical Duty (Gain/Lose Heroism based on adherence to duty/lord). Samurai have an intense sense of, and desire for duty. Any samurai will be almost fanatically devoted to whatever cause, nation, or lord they are following or subject to as the case may be.
Each time any action is taken that is in line with their duties, advances their lord’s interests, or is generally honorable, they gain 1 heroism. Each action performed by the samurai that does not advance their duties costs a penalty of 1 heroism point. When a samurai takes an action that goes against their duties or is generally dishonorable, they lose 2 heroism points.
[#_FIELD_SUB_AEGIS_CENTURION]
Elite Train: Empathy
Species Requirement: None (Open to any disciplined mind).
Ability Requirement: Mental Acuity 12+. (While Empathy rules the morale, you need the intellect to understand logistics and strategy).
Skill Requirement: Leadership (EM) AND Tactics of Magic (MA) or Heraldry/History (MA). You need to know how to lead and who you are fighting.
Special Requirement: You must hold a formal rank of Officer (Captain, Lieutenant, or equivalent) in a recognized military organization, mercenary company (like Black Talon), or Knightly Order.
Level 5: Phalanx Warrior Allies adjacent to you gain a +2 bonus to their Armor Class. You gain the same bonus if you are adjacent to an ally using a shield. Elite Training: You may now train Empathy beyond the racial maximum.
Level 10: Tactical Command You can use a Bonus Action to bark a command to an ally within earshot. That ally can immediately use their Reaction to make one weapon attack or move up to half their speed without provoking opportunity attacks.
Level 15: Lightning Strike Once per long rest, a stroke of lightning issues from your weapon, forming a line of 20 Units long and 1 Unit wide. The lightning bolt blasts out in a direction you choose. Each creature in the line must make a Perception saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
Level 20: Legion's Stand Once per long rest, you can plant your feet and rally your allies. For 1 minute, you and all allies within 6 Units are immune to the Frightened and Charmed conditions, and cannot be dropped below 1 HP as long as you remain conscious.
Foible: Chain of Command (Social penalties with "undisciplined" characters).
Your subrole will determine your application pathway and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your Engineer reaches Field Role level 5:
[FUTURE POST-ALPHA EXPANSION]
(maybe) tentatively information engineer
Could hack existing waypoints if found and see where they lead...
[NOTE FOR POST-ALPHA FUTURE EXPANSION]:
The Engineer is obviously orders of magnitude longer than any other subrole entry. This needs to be reigned in and others need to be expanded. I have no intention of cutting any of the current Engineer features, the lengthy signature creation crafting isn’t going anywhere, so that’s a dilemma to meditate on.
Civics Application (Concepts: Architect, Demolitionist, Hacker, Geomancer) The Structural Engineer sees the world as a grid of stress lines and data streams. They act as the party's environment controller—hacking the Crystal Towers, building instant cover, and bringing down enemy fortifications with pinpoint explosives.
Structural Application (The Architect/Sapper)
Prerequisite Skill: Architecture (MA). (You need to understand load-bearing stresses to either build a fortress or bring one down).
Foible: Structural Obsession. You cannot ignore a flaw. If you interact with a structure, device, or system that is damaged or poorly made, you must make a Spirit save or be compelled to fix it (or destroy it entirely to put it out of its misery). You suffer a -2 penalty to stealth because you constantly tap walls and check seals.
Level 5: Demolitionist You know exactly where to hit. You deal Double Damage to objects, structures, and Constructs. Active Ability: Breaching Charge. You can spend 2 Engine to craft and set a quick-detonation charge on a stationary object or surface. It detonates at the start of your next turn, dealing 4d6 Force damage to the object and creating a hole large enough for a Medium creature to pass through (if the object is destroyed).
Level 10: Instant Fortification You can build as fast as you destroy. You can spend 3 Engine and use an Action to deploy a portable barrier system (expanding foam, hard-light, or unfolding metal). This creates a section of Hard Cover (Wall, Barricade) up to 2 Units long and 1 Unit high. It has HP equal to your Engineer Level × 5 and AC 15.
Level 15: System Interface (The Hack) You can tap into the physical infrastructure of the Shattered World. You can interface with Crystal Towers, Waypoints, or Old World Consoles without a key. By spending 1 minute and a successful Mental Acuity check, you can:
Intercept a message passing through a Crystal Tower.
Change the destination of an active Waypoint.
Open a sealed Old World door.
Level 20: Geomantic Mastery You control the ground itself. You can cast Move Earth or Wall of Stone once per Long Rest as a non-magical, mechanical ability (using seismic resonators or nanites). Additionally, your Breaching Charges now ignore the Damage Threshold of any target.
An engineer of energy harnesses the power of heat, light, electricity, and more to reshape and bend to their own purposes. Their engine is various forms of energy. They are walking artillery pieces, carrying a custom-built Signature Creation that evolves with them.
Prerequisite Skills: Identify Tech (MA). Jeweler (PE). (Required to cut the lenses and crystals for Photon Retarders or Solenoid Focus Chambers).
Secondary Prerequisite: Must have successfully crafted a functioning Energy Core prototype (even if it wasn't weaponized yet) during downtime.
Foible: Volatile. You work with unstable forces. When you roll a Natural 1 on an attack roll or skill check involving your inventions, you must roll on the Wild Energy Surge table (1d6 damage to self, device shuts down for 1 round, or discharges harmlessly but loudly).
Level 5: Signature Energy Device (The Core) You construct your primary weapon (Core + Tip + Interface). It runs on your Engine pool. You gain the ability to "Overcharge" a shot by spending extra Engine points to add damage dice (1 Engine = +1d6).
Level 10: Energy Transducer You gain Resistance to the damage type associated with your Signature Core (Fire, Lightning, Radiant, etc.). If you are hit by an attack of that type, you can use your Reaction to absorb it, taking no damage and regaining 1d4 Engine points.
Level 15: Accessory Master You can attach two additional Accessories to your Signature Device beyond the normal limit. The construction time for new Accessories is halved.
Level 20: Living Battery You are one with the flow. Your Engine pool regenerates 5 points at the start of every combat encounter. You can output maximum damage on a Signature Device attack once per long rest without rolling.
At the beginning of the Energy Engineer’s application career path, she or he will fabricate their Primary Signature Device. This is fabricated in 3 stages: the energy core (primary driver), interface (how the device is handled and activated) and tip (how the energy is ejected). This will ultimately become a 4 stage device, when the Energy Engineer adds accessories, but at first it will be these 3 main parts.
Stage | Cost & Time |
Energy Core | 1000so/1 month |
Tip | 400so/1 week |
Interface | 50so/12 hours |
Accessories | Varies |
The energy core condenses, compresses, and/or transduces various environmental energy in preparation for focusing this energy through the tip. As you can see, they can take many different possible forms. Transducers convert light or heat energy into electricity. Retarders reduce or compress energy into a more concentrated form. Condensers collect energy from the environment continuously and hold it for ejection.
The Energy Engineer will create the signature device beginning with one of these cores.
Core | Engine | Damage & Type | Special |
Electron Transducer | 3/s | 1d6 Lightning | Travels Between Conductors |
Graviton Accelerator | 4/s | 1d6 Gravity | 4d6 Force Damage on Crit |
Heat Transducer | 3/s | 1d6 Fire | Ignites Combustibles |
Kinetic Compressor | 4/s | 1d8 Bludgeoning | None |
Magnetic Transducer | 4/s | 1d8 | Piercing, Slashing, and Bludgeoning |
Photon Retarder | 4/s | 1d6 Radiant | Light Effects |
Quark Retarder | 5/s | 1d4 Necrotic | Time Effects |
Neutrino Accelerator | 5/s | 1d4 Psychic | Weird |
Core | Tier 2 Damage | Tier 3 Damage | Tier 4 Damage | Tier 5 Damage | Tier 6 Damage |
Electron Transducer | 2d6 Lightning | 3d6 Lightning | 5d6 Lightning | 8d6 Lightning | 10d6 Lightning3 |
Graviton Accelerator | 2d6 Gravity | 3d6 Gravity | 5d6 Gravity | 8d6 Gravity | 10d6 Gravity4 |
Heat Transducer | 2d6 Fire | 3d6 Fire | 5d6 Fire | 8d6 Fire | 10d6 Fire5 |
Kinetic Compressor | 2d8 Bludgeoning | 3d8 Bludgeoning | 5d8 Bludgeoning | 8d8 Bludgeoning | 10d8 Bludgeoning |
Magnetic Transducer | 2d8* | 3d8* | 5d8* | 8d8* | 10d8* |
Photon Retarder | 2d6 Radiant | 3d6 Radiant | 5d6 Radiant | 8d6 Radiant | 10d6 Radiant6 |
Quark Retarder | 2d4 Necrotic | 3d4 Necrotic | 3d6 Necrotic | 5d6 Necrotic1 | 8d6 Necrotic7 |
Neutrino Accelerator | 2d4 Psychic | 3d4 Psychic | 3d6 Psychic | 5d6 Psychic2 | 8d6 Psychic8 |
*A Magnetic Transducer with any tip grabs all metallic objects and/or trace particles of metal in the area and throws them around the area per the tip’s description. The damage inflicted is ⅓ piercing, ⅓ slashing, and ⅓ bludgeoning damage. On a critical hit, all combatants in the affected area drop their weapon (if it’s metal).
1For an additional 4/s engine, one of these shots functions as hold monster.
2For an additional 4/s engine, one of these shots functions as awaken, and includes a wild surge.
3For an additional 6/s engine, one of these shots can create a 6 unit radius lightning cloud that lasts for 1 minute. Any creature entering this cloud, or beginning their turn in this cloud, will take 6d10 points of lightning damage, they must make a Physical Fitness saving throw for half damage.
4For an additional 7/s engine, one of these shots functions as dark star.
5For an additional 7/s engine, one of these shots functions as incendiary cloud.
6For an additional 7/s engine, one of these shots functions as an upcast dawn doing 6d10 damage.
7For an additional 8/s engine, one of these shots functions as time ravage. Once the user has advanced to Tier 6, s/he can no longer use hold monster.
8For an additional 8/s engine, one of these shots functions as antipathy, and includes a wild surge. Once the user has advanced to Tier 6, s/he can no longer use awaken.
The energy from the core will be directed through the device’s tip, which can come in several different types: Catapult, Diffusion Cone, Feedback Field Generator, Melee, Spray, Solenoid Focus Chamber, and Suspension Field. The Energy Engineer will choose one of these tips at first and fabricate this for her or his Signature Creation.
Tip | Damage Multiplier | Range | Description & Special |
Catapult | ×1 | 80/240 | Shot/Knockdown/Splash Damage |
Diffusion Cone | ×0.5 | 30’ Cone | Shot/Knockdown, thunderwave 1d4 Force Damage |
Feedback Field Generator | ×0.5 | 20’ Radius | Activate/Continuous Duration 3 rounds/Radius Moves With Device; no attack roll; allies immune |
Melee | ×1.5 | n/a | Hit/Swing it like a melee weapon |
Spray | ×1 | 30’ Narrow Cone | Residual Damage Cone, 5’ wide at caster, 10’ wide at last two affected units 25’-30’ distant |
Solenoid Focus Chamber | ×1.25 | 120/600 | Shot/Strong Concentrated Straight Beam |
Suspension Field | ×1 | 30/120 | Dropped/energy bomb to trigger as trap |
There are several core & tip combinations that create special effects.
A Photon Retarder combined with a diffusion cone will cause Blindness on a critical hit. Combined with a Solenoid Focus Chamber it creates a powerful laser cutter.
A Quark Retarder combined with a Catapult, Melee, Solenoid Focus Chamber will Increase Temporal Viscosity on an enemy on a critical hit. The duration is a number of rounds equal to the amount of Engine expended to operate the signature device. For a Feedback Field Generator or a Diffusion Cone, the effect is the same on all creatures in the radius but at half duration (minimum 1 round). Otherwise the effect functions identically to the Increase Temporal Viscosity spell.
A Heat Transducer with a spray tip creates a flamethrower. With a Solenoid Focus Chamber, the flamethrower becomes more concentrated, but with no residual damage. A Catapult Tip launches it like greek fire.
A Neutrino Accelerator with a Feedback Field tip creates an alternate reality in which each individual (allies included) within the radius is affected by Is/Not. For those unaffected, the object remains. For those affected, the object ceases to exist. For example, a group is crossing a bridge with enemies in pursuit. The Energy Engineer falls back and activates the device. Each enemy within the radius must make a saving throw for the bridge. Those who fail fall to their death, as the bridge ceases to exist for them. Another example would be that the group runs through a door while in pursuit by a group of monsters, while the Energy Engineer hangs back at the door and slams it shut. She or he activates the field. Those enemies who are affected for this door see only a wall and cannot pass. Leaving the field’s radius causes all these objects to return to existence. This combination can only be mounted autonomously (see below) possibly at great risk to the construct, since only the owning Engineer is immune to its effect.
A Critical hit Neutrino Accelerator with a Melee, Catapult, or Solenoid Focus Chamber goes through armor─the attack roll is vs. the target’s natural AC only. On a critical hit, the armor is rendered ineffective (like an instant doff) for the duration of the combat, or until the affected target is able to don and reseat. With a Diffusion Cone or Suspension Field, a critical hit causes Confusion (per spell) to all creatures within the cone.
The Energy Engineer will use her or his Signature Device via one of these interfaces.
Interface | Method | Function | Max. Accessories |
Arm or Appendage | Strike | As Unarmed Attack | 2 |
Free, Drone Mounted | Autonomous | As NPC | 1 |
Free, Construct Mount | Autonomous | As NPC | 1 |
Hand, Strike | Strike | As Simple Melee | 2 |
Two Hands, Strike | Strike | As Martial Melee | 3 |
Hand, Trigger | Fire or Launch | As Simple Ranged Attack | 2 |
Two Hands, Trigger | Fire or Launch | As Martial Ranged Attack | 3 |
Somatic, Arm Mounted | Somatic | Via Gesture | 2 |
Verbal, Shoulder Mounted | Verbal | Look and Shoot (requires targeter) | 3 (one must be optical targeting system) |
The Energy Engineer can now craft accessories for her or his Primary Signature Creation.
Accessory | Engine Cost | Crafting Cost & Time | Effect |
Amplifier, Damage | 2 | 500so, 5 days | +2 Damage |
Amplifier, Duration | 2/s | 500so, 5 days | 2× Duration of Effect |
Amplifier, Range | 1/s | 500so, 5 days | 2× Range |
Amplifier, Efficacy | 1/s | 500so, 5 days | Disadvantage to Saves |
Core Ejector | 2/s | 1500so, 120 days | Avoid Standard Failures1 |
Optical Targeting System | 1 | 250so, 5 days | Unbeatable advantage to hit ranged2 |
Polarity Inverter | 2/s | 500so, 20 days | Reverses most effects |
Power Converter | * | 1500so, 120 days | Cast spells to regain engine |
Quick Release Tip | 1 | 300so, 15 days | You can change tips by using a full attack action |
Transmogrifier | 1/s | 1200so, 120 days | Switches energy core at random + wild surge effect |
Other accessories Quick Charge Target lock +20 Plus 2 damage | |||
General Accessories | See Above | See Above | See Above |
1 In the event of a Standard Failure, you may make another Physical Fitness Saving throw to avoid the effects and eject the core in a random direction. It will move 1d4 units in a random direction determined by rolling 1d8: 1=north, 2=northeast, 3=east, 4=southeast, 5=south, 6=southwest, 7=west, 8=northwest. If it lands in an occupied square, the square’s occupants must take the effects of the critical failure pending the appropriate saving throw.
2This advantage cannot be overcome with any amount of disadvantages, including but not limited to blindness, curse, darkness, or any other sight-affecting condition. (The one and only exclusion would be wish).
You can enhance the abilities of a number of inventions equal to your Mental Acuity modifier (min. 1) beyond standard. Choose two of the following enhancements:
All of the invention's Engine requirements are increased by 2.
Whenever you roll damage or healing with the creation, you can maximize the damage of the roll, you can use this feature a number of times equal to your MA modifier (min 1). Recharges every 24 hours.
Increase the DC of saving throws required by the creation by 2.
You may change which invention is overclocked every 24 hours.
You may choose an additional accessory to add to your Signature Creation.
The Physics engineer is an inventor who focuses all of her or his efforts into their mechanical prowess. Their versatility knows no equal. The Physics Engineer builds independent machines. They create turrets, drones, vehicles, and suits. They act as a force multiplier, bringing their own squad of mechanical constructs to the fight. The Physics Engineer is the quintessential “grease monkey.”
Prerequisite Skill: Smithing (PF). (You need the physical skill to hammer out chassis plates and assemble heavy turrets).
Foible: Maintenance Cycle. Your creations are high-maintenance. You must spend at least 1 hour of every Long Rest performing maintenance on your deployed devices. If you skip this, they suffer a cumulative -1 penalty to all rolls until serviced.
Level 5: Signature Vessel (The Chassis) You construct your primary machine (Turret, Drone, Suit, or Vehicle). It acts on your initiative. You can issue commands to it as a Bonus Action. If it is destroyed, you can rebuild it with 8 hours of work and 50% of the material cost.
Level 10: Automaton Networking You can deploy a second Turret or Drone (if applicable). You can see through the sensors of your machines as if you were standing in their location. Your machines gain Pack Tactics when attacking the same target.
Level 15: Adaptive Plating You can retrofit your Signature Vessel with a new Mechanism or Property during a Long Rest, swapping its loadout to fit the mission (e.g., swapping "Hydro" for "Wind" movement).
Level 20: The Masterpiece Your Signature Vessel gains a spark of true life (or advanced AI). It gains its own Initiative roll, acts independently without requiring your Bonus Action command, and its Hit Points double.
At the beginning of the Physics Engineer’s specialized career, she or he will fabricate their Primary Signature Device. This is fabricated in parts: the object (what the invention will be), it’s properties (what it will do), and its mechanism(s) (how it will work). This will ultimately become a 4 stage device, when the Physics Engineer adds accessories, but at first it will be these 3 main parts.
Part | Cost & Time |
Vessel | 400so/1 week (May Vary) |
Mechanism(s) | 1000so/1 month |
Properties | 250so/2 days |
Accessories | Varies |
To begin the Signature Creation, a Physics Engineer will begin building a mechanical device such as a suit, turret, shield, auton, or vehicle. This determines what basic form it will take and how it will function with or without the Engineer’s input. Vehicles can be ridden like mounts and provide transport. A suit will provide both armor and environmental advantages to the Engineer. A turret is essentially a swiveling cylinder that can be placed in one spot and left to function autonomously or remotely controlled. A shield is a shield. An auton is a construct that will be able to function somewhat as another party member, such as a golem, or as a companion or familiar to the engineer, such as a steel defender.
Vessel | Notes | Base Properties | Special |
Auton | Functions as either Steel Defender or any Familiar | See Stat Block <= 6HD | See Stat Block <= 6HD |
Mount | Functions as Mount | See Stat Block <=6 HD | Can ride, swim, or fly |
Shield | Functions as a Shield | +2 AC | Shield Plant per Immovable Rod |
Suit | Donned atop clothing like armor | Base AC 15 | 50% air, food, and water consumption; advantage on Endurance saves vs. exposure |
Turret | Leave in place to control an area | See Stat Block | Can rotate 180° but not move; no gain from movement mechanisms; replace with Sentinal Feat |
Vehicle | Divide base cost by 5,000, then multiply that number with the craft cost and time | See Stat Block | Can ride, sail, or fly |
The mechanism used determines how the vessel will function. Note that these mechanisms and effects, spell-like or otherwise, apply to the vessel, not the user, unless the vessel is a suit or a shield.
Mechanism | Engine | Movement | Special |
Atomic | 3/s | No Change | Sanctuary |
Clockwork | 2 | +2 Units/+25% | Enhance Ability (2/s) |
Electricity | 2/s | No Change | Simultaneous Bless & Guidance |
Hydro | 2 | Swim 12 Units | Gain Charge Feature from Warrior Field Role |
Kinematics | 3 | No Change | Free Athletics Category Skill |
Wind | 4 | Fly 12 Units | +2 PE |
Volution | 4 | +2 Units/+25% | 2× Psionic Powers range [Does this still make sense?] |
Mechanism | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
Atomic | Fly 12 Units Movement in Zero-G | 4 Units radius sickening radiance | Fly 18 Units | Holy Aura, Legendary Resistance 1x/day | Mass Heal |
Clockwork | Initiative +2 | Movement +15’/+30% | Double Base Movement | ||
Electricity | Aid | Beacon of Hope | |||
Hydro | Water Breathing | Tidal wave | Swim 90’ | Swim 120’ | |
Kinematics | +1 STR | Freedom of Movement | Haste | ||
Wind | Far Step | Fly 18 Units | Mirror Image | Fly 24 Units | Wind Walk |
Volution | Shield of Faith | Protection from Energy 2 Unit Radius | Hold Monster | Protection from Energy 4 Unit Radius | Choose Future |
There are several vessel & mechanism combinations that create special effects.
Suit and clockwork
The Physics Engineer‘s Signature Device may have one or more of these properties.
Properties | Mechanism | Function | Max. Accessories |
Animated | Any | Dancing | 1 |
Blinking | Volution | Per blink spell | 2 |
Containment | Any | Jump spell, Mobile Feat | 2 |
Defensive | Any Except Wind & Hydro | +2 AC | 3 |
Support | Any | 2× support spell range/radius | 1 |
Tactical | Any | Gain 30’ minimum Fly, Swim, and Walk/Land movement rate (no benefit for any of those rates that are already 30’ or above) | 2 |
Zealot | Electric or Atomic | Resistance to Piercing, Slashing, and Bludgeoning damage | 3 |
The Physics Engineer can now craft accessories for her or his Primary Signature Creation.
Accessory | Engine Cost | Crafting Cost & Time | Effect |
Amplifier, Damage | 1 | 500so, 5 days | +2 Damage |
Amplifier, Duration | 2/s | 500so, 5 days | 2× Duration of Effect |
Amplifier, Range | 1/s | 500so, 5 days | 2× Range |
Amplifier, Efficacy | 1/s | 500so, 5 days | Advantage to Friendly Saves/Disadvantage to Enemy Saves |
Arrow Suck | 2/c | 500so, 5 days | Attracts projectiles |
Jitterbug | 3/s | 1200so, 14 days | Per cloak of displacement |
Kinematic Grab & Torque | 2/s | 1000so, 10 days | Powerful Mage Hand1 |
Optimize Resources (Suit Only) | 2 | 75so, 20 days | 25% Food/Water/Air Consumption |
Portable Wormhole | 6/s | 1500so, 15 days | Per ethereal jaunt (see phase spider) |
Power Converter | * | 1500so, 120 days | Cast spells to regain engine |
Repel Pollutants | 1 | 250so, 2 days | Impossible to stain, repels poisons etc. |
Target Lock | 2/s | 500so, 10 days | Use 1 action to activate, on the next round attack with +20 |
1It works the same as the mage hand spell, except that the weight limit is 2 tons. This does not convey any ability to cause damage to creatures or objects in any way, including but not limited to picking them up and dropping them from any height, pushing or pulling them anywhere, trying to force/bludgeon damage or squeeze them, or throwing objects at them. The grab simply fails on unwilling creatures. Any attempt to damage willing creatures also automatically fails. This does convey the ability to snatch incoming boulders, flotsam, or other large hurled objects, out of the air, and drop them on the enemy or harmlessly to the side.
You may choose an additional accessory to add to your Signature Creation.
You gain temporary HP equal to one fifth your engineer level. You regain this HP at the start of your turn.
3 Engine- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Engineer Level. If you reduce the damage to 0, you can spend an additional 1 Engine to reflect the projectile back at the attacker, who must make a Physical Fitness saving throw. On a failure, the attacker takes the initial full damage and half on a success.
This mortar must be carried in separate pieces. It can be partially assembled in a round and fully in a minute. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
While partially assembled, you can spend 2 Engine as an action to replicate the effects of a fireball with a range of 300ft.
While fully assembled, you can spend 5 Engine as an action to replicate the effects of a single detonation from a Meteor Swarm. When you do so, attempt an Int check against DC18, poor visibility or weather conditions may cause disadvantage on this roll. Failure means that the detonation happens 1d20X10ft away from your target in a random direction. You can only shoot in this manner once every five rounds.
This set of specialized tools allows you to create replicas of creatures as per the spell Simulacrum. The resulting duplicate is actually a construct built from clockwork and fake flesh. This construct is nonmagical and cannot be dispelled. You can spend one Engine point to recover one hit point of the construct instead of the usual 100so. You can also allow it to recover a spell by spending an amount of Engine equal to the spell's level.
While the duplicate is active, your max Engine is decreased by 7, and you can only have one duplicate active at a time.
A deployable device with an AC of 12 and HP equal to 5+(6 × Engineer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box. Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated. A turret can be undeployed while adjacent to it. A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease. As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.
Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 2d4 + int mod (min. 1) piercing damage. They take half damage on a success. This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
Healing Mist. xEngine. As a bonus action, activate this feature. Create a restorative cloud centered on the turret with a range of 15ft. Ally creatures that start and (or) end their turn within heal an amount equal to your MA modifier. The cloud lasts a number of rounds equal to the amount of Engine spent. (Max Engine of 3).
Force Net. As a bonus action, and for 1 Engine, force a creature that you can see within 5 Units of the turret to make a Dex save, or be restrained until the beginning of your next turn.
Sturdy Turret. The turret's AC is increased by your Mental Acuity Modifier, and its HP by 2 × Engineer Level. It becomes resistant to piercing, bludgeoning, and slashing damage.
Distant Turret. You can deploy and undeploy a turret up to 6 units away. Automated Strike and Force Net have a range of 10 units, and Healing Mist has a range of 6 units.
Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.
Empowered Strike. Automated Strike deals d6s of damage instead of d4s. Additionally, as a free action you can choose whether Automated Strike causes Piercing Damage or Force Damage.
Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of 1 disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
Electrified Net. When a target fails their Dex save against Force Net, they take 4d6 lightning damage, and cannot take reactions until free.
Shield Generator. Friendly creatures (Including yourself) within 30ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
Fission Core. As an action, or upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save or take 12d6+20 bludgeoning damage and be knocked prone on a failure (half damage on a success).
Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30ft of itself. Additionally, you can store your turrets in an extradimensional space from which you can retrieve them as a free action.
A small deployable flying device with an AC of 12 and HP equal to 5+(4 × Engineer Level). As an action you can deploy the drone to a space adjacent to you. An undeployed drone is a 6-inch sphere. A drone has a flying Speed of 6 units, can carry a weight of 10lbs and cannot move more than 300ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only 1 may be deployed at a time, unless otherwise stated. A drone can be undeployed while adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be charmed or frightened, and is immune to poison and disease. It has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any other saving throw.
Drone Shot. As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
Drone Mark. For 2 Engine, your drone marks a creature or object that you can see as an action. This functions as Faerie Fire, targeting a single creature or object and doesn't require Concentration.
Drone Camera. For 1 Engine, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration, but no focus or casting time. As long as you continue observing your drone, it can move up to a mile away and be controlled from this distance. If Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again.
System Leak. For 1 Engine, your Drone may as a bonus action create a pool of oil underneath itself that acts as a nonmagical Grease spell.
Second Drone. You may deploy a second drone at a time, and it takes 50% less time and money to rebuild one. You can command both drones on the same action or bonus action. (example: simultaneous Drone Shot). Engine is expended for both drones in doing so.
Chameleonic Plating. For 1 Engine, you can cloak your drone. As a bonus action, your drone becomes invisible and makes no noise for 1 minute, or until it takes damage or uses its Drone Shot or Drone Mark abilities.
Improved Shot. Drone Shot uses a bonus action, and now has a range of 24 Units.
Improved Mark. Creatures marked by Drone Mark take an extra 2d6 damage from you and your constructs.
Improved Senses. The Drone gains Blindsight 90ft. Additionally, Drone Camera requires no Engine to use.
Shock Shot. Drone Shot gains a +2 Attack Bonus, and deals an additional 2d6 lightning damage.
Mark Tracking. You always know the direction towards a marked creature, so long as it is within the same plane. Additionally, the duration of Drone Mark is increased to a day.
Holographic Projector. Spending 1 Engine allows you to replicate the effects of Major Image within 120ft of a Drone. The Drone cannot take any actions until the illusion ends or is dismissed. This illusion is nonmagical, and thus is immune to effects like True Sight and a creature cannot see through it even if it's discerned as an illusion.
The Bio-Engineer is adept at body modification, hybridization, brewing potions and poisons, and wielding chemicals and contagions to aid their allies and devastate their foes. While all engineers are able to brew, the Bio-Engineer is an expert. (Concepts: Flesh-Crafter, Chemist, Doctor) The Bio-Engineer sees the body as a machine to be improved. They brew mutagens, graft new limbs, and enhance biology with forbidden science.
Prerequisite Skill: Medicine (MA) (Category Unlock), Anatomy (MA).
Stat Requirement: Endurance 14+. (Needed to survive the initial grafts).
Foible: Clinical Detachment. You view living things as biological machines. You suffer Disadvantage on Empathy checks to comfort or bond with others. You have a tendency to collect "samples" from fallen enemies (or allies) that unsettles others.
Level 5: Signature Augmentation (The Graft) You perform a permanent modification on yourself (Heart, Lungs, Limbs). This grants you a permanent passive bonus (e.g., Regeneration, Speed, Water Breathing) but lowers your maximum Hit Points by 2 (representing the strain on your system).
Level 10: Alchemical Admixture You can drink or inject two Potions simultaneously as a single Action. Their effects stack, and you do not suffer from toxicity or overdose effects.
Level 15: Rapid Mutation You can brew a "Mutagen" that grants a temporary transformation (e.g., natural weapons, carapace armor) for 1 hour. You can administer this to yourself or a willing ally.
Level 20: The Perfect Organism Your body has adapted to trauma. You gain Resistance to Poison and Disease damage. You stop aging physically. If you lose a limb, it regrows in 1d4 days. You gain the Regeneration (5 HP/round) ability as long as you are conscious.
At the beginning of the Bio-Engineer’s application path, she or he will fabricate their Primary Signature Creation. This is fabricated in parts: the core (their own heart), lungs, and endoskeletal structure. Later, when the Bio-Engineer is able to enhance their creation further, they can add effects to their appendages and internal organs. Please note that as with other engineers, a critical failure could mean that the device is damaged or destroyed─this does not destroy the user’s body part, only the apparatus of augmentation.
The Bio-Engineer will create their signature creation beginning with one of these cores. The first modification works automatically—after that, a successful body shock roll is required. Failure indicates 1d6 weeks of coma.
Heart | Engine | Effect | Special | Lifespan |
Platelet Infusion | 3 | Regenerate 1hp/hour† | Unbeatable Advantage on all Poison or Disease Saves | ×1.25 |
Blood Transfusion | 2 | +2 EN | Advantage on all Con Saves | ×1 |
Sarcoplasmic Augmentation | 2 | 50% exhaustion, 50% food and water consumption | Feign Death (self only)/Stop Respiration for 1hr/lv | ×1 |
Myofibrillar Augmentation | 2 | +2 PF | Advantage on all Physical Fitness Saves | ×0.75 |
Blood Diffusion | 2 | +5’ Speed‡; 50% exhaustion | Haste (self only) 1 rd/level | ×0.5 |
Lymphatic Enlargement | 2 | 50% exhaustion | Advantage on all saving throws vs. Diseases or Poisons | ×1 |
Leukocyte Infusion | 2 | +1 EN | Immune to non magical Disease | ×1 |
The Bio-Engineer’s signature creation continues by upgrading one of their organs or body parts. Later they may upgrade another body part.
Lungs | Engine | Effect | Special | Side Effects |
Gills | 2/c | Fishy | Breathe Underwater | Translucent Skin |
Draconic | 3/s | Dragon’s Breath | Breath Weapon 30’ Cone 1d6 | Mild Dementia |
Bear | 2/s | Large Capacity | Per thunderclap cantrip; shout1 | Potential hearing damage |
Adrenal Gland | Engine | Effect | Special | Side Effects |
Stimulate | 3/s | Rage | Causes an enraged state by stimulating the adrenal gland. | Develop tic(s) |
Suppress | 2/s | Focus | Advantage on Concentration, Perception, Investigate Checks | Minor Insanity |
Limbs | Engine | Effect | Special | Side Effects |
2 Extra Arms | 5/p | Double Attacks or any actions involving digital manipulation | Requires three months of training to get used to | |
2 Extra Legs | 5/p | +5’ Speed | Bonuses to climbing, jumping, and falling 2 | |
Sticky pads | Per sticky feet | |||
Others | Engine | Effect | Special | Side Effects |
Improved Kidneys | 3/p | Poison Immunity | Frequent urination | |
Improved Liver | 3/p | Advantage on EmpathySaves | 2d4 Daily Temporary Hit Points | Possible Skin Color Change |
Improved Muscle Tissues | 3/p | Athlete Feat | Involuntary Twitching | |
1 size class up or down |
1You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of thunder damage. A successful Endurance save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of thunder damage per caster level (maximum 15d6). An affected creature is allowed a Endurance save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Physical Fitness save.
2When you make a high jump, you leap into the air a number of feet equal to 6 + twice your Physical Fitness modifier if you move at least 2 units on foot immediately before the jump. When you make a Climb (PF) roll, you are considered proficient. You become resistant to bludgeoning damage from falling only and are immune to [involuntarily] falling prone.
Finally, the Bio-Engineer’s signature creation will require a chassis. This will be either an endochassis (internal) or exochassis (external). Endoskeletons provide some different upgrades to the user’s biology; exoskeletons provide a weaponized attack mode.
Endochassis | Armor Class | Min. STR | Effect | Special | Max. Accessories |
Adamantine | 15 | 9 | +10’ Speed‡ | Advantage: Toughness | 3 |
Copper | 14 | 12 | Advantage on Perception Checks | Redirect Electric Damage | 2 |
Iron | 15 | 15 | +2 EN | Immutable Form | 1 |
Mithril | 15 | 10 | +5’ Speed‡/+2 Init | Advantage: Acrobatics | 3 |
Molybdenum | 12 | 3 | +1 PE | Advantage on Saving Throws vs. Acid and Fire or Heat | 3 |
Platinum | 12 | 11 | +1 EM | Resistance to Electric Damage | 2 |
Steel | 14 | 8 | +1 PF | Advantage: Athletics | 2 |
Exochassis | Armor Class | Damage | Special | Max. Accessories |
Adamantine | 16 | 2d4 S | War Caster Feat | 2 |
Copper | 15 | 1d6 P | Redirect Electric Damage | 2 |
Iron | 16 | 2d6 B | Resistance to Fire Damage | 1 |
Mithril | 17 | 1d8 S | 50% encumbrance | 3 |
Molybdenum | 13 | 1d8 P | Cloud Rune per Rune Knight | 2 |
Platinum | 12 | 1d4 B | Magic Initiate Feat | 2 |
Steel | 15 | 1d8 S | Resistance to Acid Damage | 2 |
Accessory | Engine Cost | Crafting Cost & Time | Effect | Side Effects |
Adamantium Veins | 7 | 1500so, 150 days | Regenerate 1hp/hr†; Advantage on Perception checks; +2 Initiative; Age at 125% rate | |
Bone Graft | 6 | 500so, 50 days | Regenerate 1hp/hr† | +/- 1d10% height & weight |
Modified Blood Infusion | 7 | 750so, 120 days | Age at 50% rate | Synesthesia |
Natural Weapons | 4 | 200so, 20 days | 1d6 Dmg; Proficient | Visible weapons |
Optic Nerve Stimulant | 3/s | 600so, 100 days | Darkvision | Eye color change |
Skin Graft | 4 | 500so, 60 days | Per tremorsense | Skin Color Change |
Ultravision | 6/s | 1500so, 150 days | Per truesight | Glowing Eyes |
†Any component of the Bio-Engineer’s Primary Signature Creation that grants regeneration is cumulative.
‡All speed increases are cumulative.
At level 15, you may choose an additional accessory to add to your Signature Creation.
At the 4th level, you gain proficiency in your choice of the following: Alchemical Tools, Cook's Utensils, Poisoner's Tools, or Tinker's Tools. You will always roll with advantage when using this tool proficiency.
[PRE-ALPHA EXPANSION]: Below are some sketchy ideas for what to do with Alchemical Expertise. Maybe a lot of this could be moved to equipment, and all that needs to be said for Alchemical expertise is that the bio-engineer can create potions and injectables. Maybe there are other opportunities elsewhere to pare down the engineer field role entries? They are, as stated previously, way too long.
Perm mutagen or accessory
Assume animal form
Natural armor
Natural weapons
Gaze attack
Mind wipe. Deneuralizer maybbe diff sub
Conjure storm/control weather
18 hour Injections
Ability bonus
Speed boost
Pain reducer
Instant death
Resurrect
Energy resistance
10 minute infusions
Haste
Stoneskin
Damage reduction
You gain the ability to create potions. Potions (or Poisons) require one action to apply, consume or throw. A successful check with the appropriate tools is required to make a brew. A failure results in a less potent or random failed concoction (GM's discretion). An exceptional or critical success may result in a more potent or duplicate brew, free of costs (also GM's discretion). Potions that use your statistics in their description use your statistics at the time of brewing. Keep track of the number upon brewing. Potions that have spell-like effects are unaffected by dispelling effects and anti-magic fields.
You may attempt to lessen or waive the monetary cost of a brew's ingredients with a Nature or Survival check to gather ingredients (at the GM's discretion). This would require more time.
* Variant: Alternatively to using a monetary cost to brew, your PF may impose an engine cost to brewing a potion.
The cost is 2 Engine for a Tier One Potion, 3 Engine for a Tier Two Potion, and 5 Engine for a Tier Three Potion.
Under this variation, the spent engine cannot be regained until the brew is used or lost.
The potions you can create at this level are "Tier One" Potions. Tier One Potions require 30so and 3 hours to create. The check DC for brewing a Tier One Potion is DC15.
At the 7th level, the amount of time and money it takes to brew a Tier One Potion is reduced by 1/3 (or 1 less energy under the variant rule). Applying, drinking, or throwing a brew costs you just a bonus action.
At the 6th level, you can concoct Tier Two Potions. Such potions follow the same guidelines as Tier One Potions, except that they require 60so and 4 hours to create, and a successful DC 18 check.
At the 11th level, the amount of the amount of time and money it takes to brew a Tier Two Potion is reduced by 1/4 (or 1 less energy under the variant rule). Healing potions you brew heal for an additional amount equal to your Mental Acuity modifier (min. 1). Poisons you brew deal an additional amount of damage equal to your Mental Acuity modifier (min. 1).
At the 15th level, you can concoct Tier Three Potions. Such potions follow the same guidelines as Tier One and Tier Two Potions, except that they require 120so and 6 hours to create, and a successful DC 21 check.
At the 20th level, the amount of time and money it takes to brew a Tier Three Potion is reduced by 1/6 (or 1 less energy under the variant rule). While brewing a potion or poison, you may spend 3 Energy per tier to duplicate the brew, free of costs. This may be done after the brew check, and only one duplicate can be made doing this.
Healing Potions you brew cure any diseases and conditions afflicting the drinker.
Poisons you brew have an increased save DC of +2.
Your subrole will determine your specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your Mage reaches Field Role level 5:
Bladeweaver (Concepts: Bladesinger, Gish, Jedi-Lite) The Bladeweaver rejects the idea that magic is for the backline. They channel the "program" of combat directly into their weapon. They are kinetic conduits, turning spiritual pressure into physical force.
Foible: Militant. You view magic as a weapon of war, not a tool for comfort. You cannot cast a Utility, Information, or Social spell unless you are currently in combat, under duress, or actively preparing for an immediate battle. If you do, you suffer 1d4 Psychic damage per spell level as your spirit rejects the "passive" use of power.
Level 5: Spirit Weapon You bond with a specific melee weapon. You can use your Spirit modifier for attack and damage rolls with that weapon. Active: Arcane Strike. When you cast a spell of 1st level or higher, you can channel the residual energy into your blade. Your next weapon attack deals an additional 1d8 Force damage.
Level 10: Kinetic Shielding You turn momentum into protection. When you hit a creature with a melee weapon attack, you gain a temporary shield that increases your Armor Class by +2 until the start of your next turn. This effect stacks up to +6 if you make multiple attacks (e.g., via Haste or dual wielding).
Level 15: Battle Flow The line between casting and fighting blurs. When you use your Action to cast a Cantrip or a 1st-level spell, you can make one melee weapon attack as a 1B Bonus Action, provided the spell was a 1A spell.
Level 20: The Bladestorm You move faster than the eye can follow. During the first round of any combat, you can take two full turns (rolling initiative twice). You suffer one level of Exhaustion at the end of the encounter due to the strain.
Sentionaut (The Hollow Vessel) (Concepts: The Oracle, The Living Construct, The Conduit) The Sentionaut has peered behind the curtain of reality and seen the ancient designs that govern magic. In understanding the source, they have surrendered their own nature. They do not cast spells; they allow the spells to exist through them. They are a perfect vessel, but the cost was their own spark of life.
All spontaneous casters are automatons, executing ancient instructions they do not understand. Only the Sentionaut knows the truth: the authors of this source code were the Devas. While they cannot escape this design, they have learned to exploit it, accessing raw data and executing subroutines that others cannot perceive.
Lore Note: Acquiring Programs Unlike Wizards who invent spells, Sentionauts acquire them. You do not scribe scrolls. Instead, you find new "programs" encoded in the world—in Bloodstone fragments, ancient Devan data-crystals, or the lingering energy of magical anomalies. By spending a Short Rest in a deep trance, you "download" these programs directly into your spirit, adding them to your known spells. This process is intuitive but physically taxing.
[FUTURE POST-ALPHA EXPANSION]
Sorcerer (The Arcanist) (Concepts: The Natural, The Classic Caster, The Artillery) While others twist their souls or hack the universe to wield magic, the Sorcerer simply is magic. They are the stable, reliable conduit for the Devan source code. They do not suffer from glitches, madness, or erosion because their connection is pure. They are the standard by which all other casters are measured.
Upon becoming a Sorcerer, the PC gains the following features:
Foible: None (although hatred toward wizards and tics are common). The Sorcerer suffers no mechanical foible. They represent the stable baseline of arcane power. (Roleplay Note: They are often viewed as "boring" or "privileged" by other Mages who have to bleed for their power).
Level 5: Potent Channeling Your connection to the source is seamless. You may add your Spirit Modifier to the damage roll of any spell you cast that deals damage. Additionally, you learn one extra spell of your choice from any Aspect list, representing your natural versatility.
Level 10: Arcane Wellspring You have a deep reserve of inner power. Once per day when you finish a Short Rest, you can recover Chutzpah equal to half your Mage Level. Passive: Hardened Concentration. You have Advantage on Spirit/Endurance saves made to maintain Concentration on a spell when you take damage.
Level 15: Superior Output You can pump more raw energy into your spells without destabilizing them. When you cast a spell of 1st through 5th level that deals damage, you can treat any damage die roll of a 1 or 2 as a 3.
Level 20: Arcane Apotheosis You are a living avatar of magic. Choose two spells you know (one 1st-level and one 2nd-level). You can cast these spells at their lowest level without expending Chutzpah. You can do this a combined total of times equal to your Spirit Modifier, resetting after a Long Rest.
[FUTURE POST-ALPHA EXPANSION]
Witch (The Soul-Binder) (Concepts: Witch, Warlock, Occultist, Miracle Worker) The Witch does not just channel magic; they take it. They have discovered ancient, forbidden methods to extend their own life and manipulate the souls of others. They are accompanied by a Fetch—a unique familiar that acts as a parasite on the magical weave, stealing energy for its master to repurpose into miracles or curses.
Prerequisite Skill: Occultism (SP) and Witchcraft (SP).
Special Requirement: Must conduct a ritual to bind a Fetch (a spirit, imp, or construct) to their soul.
Foible: The Great Cost. Your lifespan is unnaturally extended, but your body fights this stasis. You do not regain Hit Points from Long Rests. To heal naturally or remove Exhaustion, you must consume the vitality of another creature (living or recently dead) or drain pure magical energy from a Bloodstone/Artifact during the rest. If you go more than a week without "feeding," your max HP reduces by 1d4 per day until you do (minimum 10% HP). Note that the player need only declare if they are not performing this ritual on any particular night—if no declaration is made it is assumed to be the Witch’s Standard Operating Procedure.
Level 5: The Fetch (Spell Thief) You gain a unique familiar (The Fetch). It acts on your initiative.
Some are especially ambitious and pragmatic about their magic use. The most extreme of these cases are spellslingers: humans who have traded off their longevity and often sanity for the ability to perform unparalleled feats of magic use. While very similar to other mages in many respects, they often dream of power beyond the belief of even the most dedicated spellcasters.
"The Spellslinger is the ultimate 'High-Stakes' role. You aren't managing 'spell slots'; you are managing your Sanity and Lifespan. When you 'overclock' a spell, the damage you take is a long-term consequence that a Long Rest might not fix. Play for the moment, because your character might not have a tomorrow."
Spellslinger (The Burnout) (Concepts: Glass Cannon, reckless caster, magically irradiated) The Spellslinger is an arcane addict. They have found a way to "overclock" the Devan magic programs, casting faster and harder than safety allows. The fuel for this extra power is their own lifespan and sanity.
Foible: Arcane Erosion. Your ambition is literally killing you. You age at twice the normal rate. Every time you gain a Character Level or raise your Mental Acuity/Spirit score, there is a cumulative 2% chance you gain a permanent Indefinite Madness (Psychosis). You cannot be healed by magical means unless the caster succeeds on a Spellcasting Check vs. DC 15 (your own volatile energy resists the help).
Level 5: Rapid Casting You can cast spells with a casting time of "1 Action" as a Bonus Action. Cost: To do this, you must expend a spell slot one level higher than the spell you are casting. (e.g., Casting a Level 1 Magic Missile as a Bonus Action costs a Level 2 slot).
Level 10: Flexible Signature You can alter the parameters of a spell on the fly, forcing elasticity where none should exist. When you cast a spell that deals damage, you can change the damage type to Force, Fire, Cold, or Lightning. Cost: You take 1d6 Necrotic damage (unpreventable) each time you do this, representing the strain on your body.
Level 15: Bullet Time Your perception of time accelerates during casting. You gain Advantage on Initiative rolls. If you are surprised, you can still take a single Action on your first turn, provided it is to cast a spell.
Level 20: Supernova You can cast at Triple Speed. On your turn, you can cast two leveled spells (one as Action, one as Bonus Action). Cost: You must expend a spell slot two levels higher for the Bonus Action spell. Additionally, at the end of a turn where you use this feature, you must make a Body Shock roll or drop to 0 HP immediately as your body temporarily shuts down.Unparallelled Magic Power
Like all other practitioners of arcane arts, a Spellslinger seeks to exploit arcana as a means to gain power. But the spellslinger's search is much more energetic, urgent, and ambitious than the average caster. All spellslingers seek the gain of power, though their motivations and intentions toward how to wield it can vary wildly.
Your subrole will determine your specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your Psion reaches Field Role level 5:
All Psions at level 5 have the same Foible (with different flavors; see below): Psychic fatigue. At this point, the constant channeling of psychic energy has taken its toll on the user. They are prone to become fatigued from the use of psychic powers.
There is a cumulative 1% per Psychic Strength Point expended that the Psion will gain a level of Exhaustion from using her or his Psionic Powers. Make a check every time a Psionic Power is used. This cumulative total resets to 0% on either a Short or Long Rest.
When using Psions gain a level of Exhaustion (from this or any normally Exhausting effect), it also increases the FRPOOL cost of their Psionic Powers. The use of Psionic Powers is equal to the normal cost with the following multipliers per exhaustion level—note that these cost multipliers apply to Exhaustion levels gained from means other than the expenditure of Psychic Strength Points; all that matters is that the Psion is exhausted:
Exhaustion Level | Psychic Strength Points Cost | |
0 | Normal | |
1 | Normal | |
2 | ×1.5 | |
3 | ×2 | |
4 | ×3 | |
5 | Impossible to use Psionics when this exhausted. |
Aerokineticist (The Wind-Walker) (Concepts: Sniper, Flyer, Scout) Aerokineticists control air flow, specializing in mobility and ranged combat. They are the fastest of the Psions, often impossible to pin down.
Foible: Windy. The Aerokineticist has an aloof personality that can be difficult for others to understand. You suffer Disadvantage on Empathy checks to bond with others or read social cues, as your mind is constantly drifting. You dislike being indoors or underground: in these environments, your cumulative chance to gain a level of Exhaustion via expending Psychic Strength Points doubles.
Level 5: Air Blast You can project a focused blast of compressed air. As an Action, make a ranged Psionic Attack (Range 60/120). On a hit, it deals 1d10 + Spirit Mod Bludgeoning damage. You can spend 1 Psychic Strength to push the target 2 Units away. Passive: Light as a Feather. You take no falling damage.
Level 10: Aero-Levitation You can manipulate air currents to lift yourself. You gain a Fly speed equal to your walking speed. You can spend 2 Psychic Strength to cast Gust of Wind or Warding Wind as a psionic ability.
Level 15: Suffocation You can pull the air from a creature's lungs. As an Action, spend 3 Psychic Strength to force a target within 6 Units to make an Endurance save. On a failure, they are Silenced and begin suffocating (rounds equal to EN mod). They cannot cast verbal spells. They can repeat the save at the end of their turns.
Level 20: Hurricane Form You become a living storm. For 1 minute, ranged weapon attacks against you automatically miss. Any creature that starts its turn within 2 Units of you must make a Physical Fitness save or be thrown 4 Units and knocked [PRONE].
Astrokineticist (The Void-Caller) (Concepts: Gravity Mage, spacer, debuffer) Astrokineticists are bonded to the stars, specializing in spacefaring, cosmic manipulation, astral projection, and zero-G combat.
Foible: Void-Called. The Psion feels the constant, silent pull of the Cloud. They are distracted and uncomfortable on shards with atmospheres, weather, or "too much gravity." You suffer a -2 penalty to Initiative and Perception checks while on a planet or large shard with standard gravity/atmosphere. In the Void, you cannot become exhausted from the expenditure of Psychic Strength Points—normal exhaustion can still occur.
Level 5: Gravity Anchor You can alter your personal gravity. You can walk on walls or ceilings as if they were the ground (Spider Climb). Active: Void Bolt. As an Action, deal 1d8 Cold damage to a target within 12 Units. If you spend 1 Psychic Strength, the target's speed is reduced by 2 Units until your next turn.
Level 10: Localized Vacuum You can open a pinhole to the void. As an Action spend 2 Psychic Strength to create a 15-foot radius sphere of silence and cold. Creatures inside take 2d6 Cold damage at the start of their turn and cannot speak. Lasts 1 minute (Concentration).
Level 15: Event Horizon You can intensify gravity to crushing levels. As an Action spend 3 Psychic Strength. All creatures in a 20-foot radius point must make a Physical Fitness save. On a failure, they fall Prone and are Restrained by the weight of their own bodies.
Level 20: Starfall You can pull a micrometeorite from the cloud to strike a target. Once per Long Rest, deal 10d10 Fire/Bludgeoning damage to a point within 1 mile. This counts as a siege weapon attack.
Biokineticist (The Flesh-Shaper) (Concepts: Healer, Buffer, Self-Modulator) Psionics working with biology. They can knit flesh or tear it apart with a thought.
Foible: Clinical Detachment. The Biokineticist perceives all living things as complex biological machines. They have difficulty processing emotional outbursts and suffer Disadvantage on Empathy checks to comfort or soothe others, and any attempt to do so will trigger the Exhaustion check described above per the Psion Foible.
Level 5: Metabolic Control You can touch a creature and manipulate its cellular structure. As an Action, you can spend Psychic Strength to Heal (1d8 per point spent) or Harm (1d8 Necrotic per point spent, melee spell attack). Passive: You are immune to non-magical diseases.
Level 10: Adrenal Surge You can overclock a body. As a Bonus Action spend 2 Psychic Strength to target yourself or an ally. For 1 minute, the target gains Advantage on Physical Fitness checks/saves and their movement speed increases by 2 Units.
Level 15: Sensory Overload You can hijack a target's nervous system. As an Action spend 3 Psychic Strength. The target must make an Endurance save or be Stunned until the end of your next turn as their pain receptors fire simultaneously.
Level 20: Biomorph You attain total control over your own form. You stop aging. You can cast Polymorph on yourself at will without components, inheriting the PF and EN of your new form while retaining your MA, PE, SP, and EM Statistical Ability Scores. You regenerate 5 HP at the start of every turn.
Electrokineticist (The Spark) (Concepts: Speedster, Hacker, Blaster) Psionics working with electricity. They are fast, twitchy, and dangerous to electronics.
Foible: Overcharged. The Psion is a walking conduit of nervous energy. You speak quickly and fidget constantly. Small, non-hardened electronics glitch if you handle them. You suffer Disadvantage on Stealth checks because you emit a faint hum or static discharge Anytime an Electrokineticist comes into contact with a large electrical power generator—or, one another—it triggers the Exhaustion check described above per the Psion Foible.
Level 5: Arc Lightning As an Action, unleash a bolt of electricity. Range 6 units. Deal 1d8 Lightning damage. The arc jumps to a second target within 2 Units for the same damage. Passive: You are resistant to Lightning damage.
Level 10: Ride the Lightning You can transform your body into current. As a Bonus Action spend 2 Psychic Strength to teleport up to 12 Units to an unoccupied space you can see. Each creature within 1 unit of your starting and ending point takes 1d6 Lightning damage.
Level 15: Static Field You can magnetize the air. As a Reaction when a creature attacks you with a metal weapon, spend 1 Psychic Strength to impose Disadvantage on the attack roll.
Level 20: Living Storm You gain a Fly speed of 10 units. You are immune to Lightning and Thunder damage. Any creature that touches you or hits you with a melee attack takes 2d8 Lightning damage.
Hydrokineticist (The Tide) (Concepts: Controller, Healer, Adaptable) Hydrokineticists manipulate water and liquids. They are fluid in combat, switching between ice defense and water offense.
Foible: Wishy-Washy. Your personality mimics water; you are emotionally fluid and indecisive. You suffer a -2 penalty on Initiative rolls because you prefer to react rather than act.
Level 5: Water Whip You can shape water into a lash. Reach 15 ft. Melee Psionic Attack. Hit: 1d8 Slashing damage. You can pull the target 2 Units closer to you. Passive: You can breathe water and have a Swim speed equal to your walk speed.
Level 10: Phase Change You can freeze or boil water. You can create a wall of ice (Cover) or a cloud of steam (Obscurement) as an Action by spending 2 Psychic Strength. You can walk across water surfaces.
Level 15: Blood Puppet You can manipulate the fluids inside a body. As an Action spend 4 Psychic Strength to force a target to make a Physical Fitness save. On a failure, you control their next physical action (Move or Attack).
Level 20: Tsunami You can summon a crushing wave. Once per Long Rest, create a 20-foot high, 50-foot wide wave that travels 10 units. Creatures caught in it take 6d10 Bludgeoning damage and are swept away.
Onirotect (The Dream-Shaper) (Concepts: Seer, Illusionist, Mind-Mage) An Onirotect has abilities of prescience, mind-reading, mind control, and dream manipulation. They blur the line between what is real and what is imagined.
Foible: Dreamer's Veil. Your mind is always partially adrift in the "waking dream" of precognition. You have trouble focusing on the present, giving you a -2 penalty on all Perception (Notice) checks. Whenever you drop to 50% HP or less, this snaps you back to reality which is a jarring, uncomfortable experience for the Onirect. Any drop to 50% HP or less triggers the Exhaustion check as described above per the Psion Foible
Level 5: Mind Spike You can stab a mind with psychic force. Range 60 ft. Target takes 1d8 Psychic damage. You learn the target's location for 1 minute, preventing them from hiding.
Level 10: Waking Dream You can impose a hallucination on a target. As an Action spend 2 Psychic Strength. The target must make a Mental Acuity save or perceive a threat/terrain that isn't there (Disadvantage on attacks or movement).
Level 15: Dreamwalk You can enter the dreams of a sleeping creature to converse with them or plant a suggestion. You can also physically enter the Dreamlands (a chaotic sub-plane) to travel great distances quickly.
Level 20: Nightmare Manifest You can make a fear real. Choose a creature. It takes 8d10 Psychic damage as its worst nightmare manifests to attack it. If this damage reduces it to 0 HP, it dies of fright.
Pyrokineticist (The Torch) (Concepts: Blaster, AOE Damage, Glass Cannon) Pyrokineticists attune to fire. They are destruction incarnate, focusing on high damage output.
Foible: Heated. The Pyrokineticist’s psyche has been transformed by their nature: they are hot-headed, combative, and oftentimes hostile. When you take damage, you must make a Spirit Save or use your reaction to attack the source of the damage immediately (if possible). Any submersion in cold water triggers the Exhaustion check as described above per the Psion Foible
Level 5: Fireblast You can hurl a ball of fire. Range 60 ft. Ranged Psionic Attack. Hit: 2d6 Fire damage. Passive: You gain Resistance to Fire damage.
Level 10: Cauterize / Ignite You can use fire to seal wounds (stop bleeding/stabilize) or ignite flammable objects at a touch. You can spend 2 Psychic Strength to surround yourself in a Fire Shield (deal 2d6 fire damage to melee attackers).
Level 15: Explosion You can compress fire into a bead and detonate it. As an Action spend 3 Psychic Strength to cast Fireball (psionic version).
Level 20: Supernova You can unleash all your energy at once. Deal 20d6 Fire damage to everything in a 20-foot radius centered on you. You take no damage from this, but you gain 1 level of Exhaustion.
Telekineticist (The Mover) (Concepts: Force user, battlefield control, shield) Telekineticists manipulate matter and physical objects. They use the world as their weapon.
Foible: Kinetic Rebound. For every telekinetic action they perform, a tiny, equal-and-opposite force acts upon their own body. This manifests as a constant state of minor bruises and a subtle tremor. You have Disadvantage on Dexterity (Steady Hand) checks.
Level 5: Telekinetic Force You can use your Action to manipulate an object up to 50 lbs within 12 Units. You can hurl objects at enemies (Ranged Psionic Attack, 1d8 Bludgeoning). Passive: Force Shield. You gain a +1 bonus to AC as you instinctively deflect blows.
Level 10: Levitate You can lift yourself or a willing creature (or unwilling with a save). You gain a Fly speed (hover) equal to half your walk speed.
Level 15: Crushing Grip You can grapple a target with your mind. Spend 3 Psychic Strength. Target makes a Physical Fitness save or is Restrained and takes 3d8 Force damage per turn.
Level 20: Telekinetic Master You can lift objects up to Huge size. You can cast Telekinesis at will. You can create a Wall of Force once per Long Rest.
Your subrole will determine your specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your Operative reaches Field Role level 5:
Acrobat (The Performer) (Concepts: Daredevil, Contortionist, Aerialist) Acrobats are entertainers who perform stunning feats of dexterity, balance, and courage. Unlike the Thief who seeks to go unnoticed, the Acrobat hides in plain sight through dazzling movement. They turn the battlefield into a stage, using momentum and flexibility to reach the unreachable and escape the inescapable.
Prerequisite: Must be Proficient in Physical Fitness.
Prerequisite Skill: Fine Balance (PF).
Foible: The Spotlight. You are a showboater, content only when you are the center of attention. You suffer Disadvantage on Stealth checks unless you are completely alone, as you unconsciously add flourishes to your movement. In social situations, if you are not the one speaking or performing, you suffer a -2 penalty to Perception checks as your attention wanders, looking for your next opportunity to shine.
Level 5: Tumble & Tightrope
Tumble: You can move through the space of hostile creatures. Opportunity attacks made against you while you move have Disadvantage. You can stand up from Prone with only 1 Unit of movement.
Tightrope Walk: You can move at full speed on narrow surfaces (down to 1 inch wide) and ignore Difficult Terrain caused by uneven ground, rubble, or ice. You automatically succeed on checks to maintain balance on non-magical surfaces.
Level 10: Escape Artist & Featherfoot
Escape Artist: You can dislocate joints and contort your body to escape confinement. You can spend 1 unit of movement to automatically escape a Grapple or mundane physical restraints (ropes, manacles). You can squeeze through spaces as small as 6 inches wide without squeezing penalties.
Featherfoot: You tread so lightly you barely touch the ground. You leave no physical tracks. You can move across liquid surfaces (water, acid, quicksand) as if they were solid ground, provided you end your turn on a solid surface.
Level 15: Freefall You turn a fall into a performance. When you take falling damage, you can use your Reaction to roll a Physical Fitness (Freefall) check. The result of your check is subtracted from the damage you would take. If you reduce the damage to 0, you land on your feet and can immediately move up to half your speed.
Level 20: Gravity Defiance The laws of physics are merely suggestions to you. You gain a Fly speed equal to your walking speed, but you must end your turn on a solid or liquid surface (wall, ceiling, water) or you fall. You are immune to the Prone condition while you are conscious.
Assassin (The Hired Blade) (Concepts: Killer, Bounty Hunter, Poisoner) Assassins are paid to kill targets. They do not fight for glory, honor, or self-defense. They fight to terminate a specific life. They are the darkest reflection of the Operative, trading utility for raw lethality.
Prerequisite Skill: Stealth (PE) (Category Unlock).
Special Requirement: Must have bought into Sneak Attack by the time the Operative begins their career as an Assassin.
Foible: Aura of Malice. Your willingness to trade life for coin has stained your spirit. You radiate a cold, predatory aura that unsettles natural creatures and sensitive souls.
Animals (dogs, horses, etc.) are hostile or fearful of you; you suffer Disadvantage on Animal Handling checks.
You suffer Disadvantage on Empathy checks made when interacting with outsiders from the upper planes, as they instinctively sense your nature.
You cannot choose to deal Non-Lethal Damage. When you strike, you strike to kill.
Level 5: Assassinate Identical to the Field Role buy-in of the same name; does not require the Assassin to expend a Buy-in.
Level 10: Poisoner’s Art You are a master of toxins. You can apply poison to a weapon as a Bonus Action. You gain Resistance to Poison damage and Immunity to the Poisoned condition (you have built up a tolerance). When you deal Poison damage, you ignore the target's Resistance (but not Immunity).
Level 15: Death Strike You study your victim to deliver a fatal blow. If you spend 1 Action studying a target within 6 Units (30 ft) without them noticing you, your next attack against them (if made within 1 minute) requires them to make a Physical Fitness Saving Throw (DC 8 + PE Mod + Proficiency).
On a failed save, the damage of the attack is doubled.
If the target is Surprised, on a failed save, the damage is tripled.
Level 20: Angel of Death You become a ghost. You can cast Greater Invisibility and Pass Without Trace on yourself at will, without expending spell slots or components. While invisible via this feature, you leave no physical tracks and possess no scent.
Investigator (The Seeker) (Concepts: Detective, Inquisitor, Bounty Hunter) The Investigator uses perception as a weapon. They analyze enemies to find weak points, track fugitives across shards, and notice the clues that everyone else misses. While the Assassin kills for money and the Spy lies for the state, the Investigator hunts for the Truth—often at the cost of their own peace of mind.
Prerequisite Skill: Investigation (MA) AND Perception (PE).
Special Requirement: Must have successfully solved a mystery or uncovered a significant secret that someone tried to kill them to protect.
Foible: Obsessive. You cannot let things go. Once you open a "Case" (declaring a specific mystery, missing person, or mystery-enemy to the GM), you cannot willingly abandon it. If you are not actively pursuing a lead on your Case at least once per day, you suffer a -2 penalty to all Mental Acuity and Spirit checks due to distraction and withdrawal. You act as if you are always running out of time.
Level 5: Insightful Combat You fight with your mind, calculating vectors and predicting movements. You can use your Mental Acuity or Perception modifier instead of Physical Fitness or Dexterity for attack and damage rolls with Finesse or Ranged weapons. Active: Rapid Deduction. You can take the Search action as a Bonus Action.
Level 10: Deductive Analysis You can read a creature like a crime scene. By spending 1 Action observing a creature you can see, you learn its current capabilities. The GM must tell you if the creature is your superior, equal, or inferior in regard to two of the following characteristics of your choice:
Armor Class
Current Hit Points
Total Class Level / Threat Rating
A specific Ability Score (e.g., "Is he stronger than me?")
Level 15: Exploit Weakness Knowledge is power. Once you have used Deductive Analysis on a target or successfully hit them once, you have "solved" their defense pattern. Your attacks against that specific target deal an additional 3d6 Precision Damage. This effect lasts until the end of the encounter or until you switch your analysis to a new target.
Level 20: Eye for Detail (True Sight) Nothing can hide from you. You gain True Sight out to a range of 6 Units. You can see invisible creatures, visual illusions automatically fail against you, and you perceive the true form of shapechangers or polymorphed creatures. You are immune to the Blinded condition.
Looters are Operatives with a burning desire to gather treasure, baubles, wealth, and items. Their element is a dungeon or ruin, as opposed to a town or urban center as a typical rogue.
Looters have a sixth sense, an ability to smell solaurei and eventually magical treasure.
Perception is just as important to Looters as other Operatives, as is Mental Acuity. They often get into fights; high Physical Fitness is recommended.
Looters can smell solaurei. This ability does not confer the ability to determine the direction or path to get to the solaurei, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be within 12 units of the solaurei to smell it. Less solaurei will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell it if there are fewer than 100 so or the equivalent value. They cannot smell copper, silver, electrum, or any other precious metals. If the solaurei is stored in a completely airtight container, they cannot smell it.
Looters can Appraise items with almost zero chance of failure. Most gems, art items, tapestries, and other such valuables can be appraised with no DC roll unless determined appropriate by the GM. Items that are alien, rare/unique, unusual, exotic, or unfamiliar will still require the normal DC roll, but with a +2 circumstance bonus.
Looters can smell platinum. This ability does not confer the ability to determine the direction or path to get to the platinum, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. Less platinum will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell it if there are fewer than 100 pp or the equivalent value. They must be 12 units of the platinum to smell it. If the platinum is stored in a completely airtight container, they cannot smell it.
Looters gain the Uncanny Lore ability. Once per week, they may inspect a magic item and detect its powers. This functions as the identify spell. They get an additional use of this ability for every Buy-In.
Looters can smell gems. This ability does not confer the ability to determine the direction or path to get to the gems, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 12 units of the gems to smell them. Fewer gems will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell them if there are fewer than 50 gems or a good amount of raw stone. They can smell any precious stone or mineral whose per-ounce value exceeds that of solaurei. If the gems are stored in a completely airtight container, they cannot smell them.
Looters can smell magical items. This ability does not confer the ability to determine the direction or path to get to the magic, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 12 units of the magic to smell it. Weaker magic results in fainter smells, stronger results in more pungent odors. They cannot smell any disposable magic items, such as scrolls, potions, or other one-use magic items. They cannot smell a spell being cast or a magical being's presence. If the magic is stored in a completely airtight container, they cannot smell it. They can use this as an innate detect magic by picking the item up and smelling it closely, excepting for potions and scrolls, and other one-use magic items. A Looter can differentiate between all the valuables he can smell.
Looters can Buy into each sense multiple times, increasing the radius to 24 units and halving the amount needed to detect it.
Special Opportunist
Once per round, the Looter can make an Opportunity Attack against an opponent who has just been struck for damage in melee by another character. This attack counts as the Looter's Opportunity Attack for that round.
Skill Mastery
The Looter selects a number of skills equal to 3+ his Mental Acuity modifier. When making a skill check with one of these skills, the looter may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions. When he gets to this point, his Appraise skill gains 4 ranks for free—even if these 4 ranks push it over the maximum. From this point on, he may keep it over the maximum by continuing to add ranks as per normal to the skill.
Greedy (duh).
Ninja are covert operatives who can fulfill functions that include theft, assassination, intelligence gathering, and sabotage. They are highly skilled in the art of invisibility.
They must not know my face—if ID is discovered they must alter self.
Spies are intelligence agents that attempt to covertly infiltrate enemy organizations to feed information about them to their allies.
Spy (The Agent) (Concepts: Imposter, Mole, Intelligence Officer) Spies are intelligence agents who infiltrate enemy organizations to feed information back to their handlers. Unlike the Thief who steals objects, the Spy steals secrets. They do not live in the shadows; they live in plain sight, wearing the face of your trusted advisor.
Prerequisite Skill: Acting (EM) or Disguise (EM).
Special Requirement: Must be recruited by a recognized Intelligence Agency (e.g., Nation X, The Eyes of the Emperor) or a powerful Patron.
Spies’ Cant: Use secret language among spies.
Foible: Trust No One. You live a life of lies. You assume everyone has an angle. You suffer Disadvantage on Empathy checks made to bond with, comfort, or emotionally support an ally, as you cannot switch off your analytical detachment. You act as if you are always being watched.
Level 5: Master of Disguise You can adopt a persona so complete it fools magic. You can craft a physical disguise in 10 minutes. Mundane inspection cannot penetrate it; magical inspection requires a contested check against your Deception. You can mimic the speech patterns and mannerisms of any person you have observed for at least 1 minute. Passive: Spies’ Cant. You are fluent in the coded language used by intelligence networks (e.g., "It will be a nice day if it doesn't rain").
Level 10: Deep Cover Your mind is a fortress of lies. You are immune to magic that would compel you to tell the truth, read your thoughts, or determine your alignment/intent. To magical observation, you appear to be exactly who you claim to be.
Level 15: Misdirection You can redirect hostility. When a creature targets you with an attack, you can use your Reaction to switch places with a creature within 1 Unit of you (willing or unwilling, pending a Save). The attacker must target the new creature instead of you.
Level 20: Sleeper Agent You can implant a command so deep it bypasses free will. By spending 1 minute speaking to a humanoid (who must be able to understand you), you can force them to make a Spirit Save. On a failure, they are Charmed by you. You can give them a "Trigger Word" and a specific instruction (e.g., "When the King toasts, poison his wine"). They will forget this interaction until the trigger occurs, at which point they will execute the command to the best of their ability.
This character is the epitome of deftness, cleverness, trickery, and most of all, thieving skills.
Adventurers: Thieves are the greatest larcenists in the world. That is what they do best, and as a result are widely despised. They may organize into guilds, unless ego gets in the way of cooperating.
Thief (The Scoundrel) (Concepts: The Classic Rogue, The Expert, The Larcenist) The Thief is the epitome of deftness and cunning. While Assassins rely on contracts and Spies on lies, the Thief relies on pure skill. They are the masters of getting in, getting the goods, and getting out. They are the "Control Group" for the Operative class—stable, reliable, and highly effective without the baggage of madness or obsession.
Prerequisite: Appraisal and Casing (PE).
Thieves’ Cant: Use secret language among thieves.
Foible: None. The Thief suffers no mechanical foible. They are often street urchins or average joes doing what they must to survive. (Roleplay Note: While there is no mechanical penalty, Thieves are keen to acquire wealth, but the game does not punish them mechanically for a dry spell).
Level 5: It’s Burglin’ Time
Supreme Sneak: You are a master of moving unseen. You have Advantage on a Stealth check if you move no more than half your speed on the same turn. Additionally, you do not suffer Disadvantage on Stealth checks for moving at a normal pace.
Quick Fingers: You can manipulate the world faster than others can react. You can use your Bonus Action to make a Dexterity (Sleight of Hand) check, use Thieves' Tools to disarm a trap or open a lock, or take the Use an Object action. This allows you to pick a pocket or drink a potion in the middle of a sword fight without giving up your attack.
Skill Experience: You learn from theft. You gain a +10% Bonus to all XP earned for all Perception based skills under the “Theft” or “Stealth” categories.
Level 10: Reliable Talent You have performed your trade so many times it is muscle memory. Choose 3 Skills you are Proficient in (e.g., Open Locks, Stealth, Acrobatics). When you make an ability check with these skills, you treat a d20 roll of 9 or lower as a 10. Passive: Thieves' Cant. You are fluent in the secret signs, jargon, and code-words of the criminal underworld.
Level 15: Master Thief You have a legendary ability to bypass security. You can ignore the Difficulty Class for any non-magical lock or trap with a DC of 20 or lower—you simply succeed automatically as an Action. Additionally, you can steal a worn item (such as a weapon, pouch, or necklace) from a creature during combat with a successful Sleight of Hand check vs. their Passive Perception, provided you have a free hand.
Level 20: Thief's Reflexes You move faster than the eye can follow. During the first round of any combat, you can take two full turns. You take your first turn at your normal initiative and your second turn at your initiative minus 10.
Your subrole will determine your fighting specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your Warrior reaches Field Role level 5:
A fairly standard warrior in most respects. These will most often be soldiers, town guards, and adventurers.
Fighter (The Veteran) (Concepts: Soldier, Mercenary, Weapon Master) The Fighter is the backbone of any army and the master of arms. Unlike the Aegis who relies on leadership or mysticism, or the Barbarian who relies on fury, the Fighter relies on discipline and technique. They are the "Control Group" for the Warrior class—simple, effective, and customizable.
Prerequisite: Weapon Proficiency (All) and Armor Proficiency (All).
Foible: None. The Fighter suffers no mechanical foible. They represent the reliable professional. (Roleplay Note: They are often viewed as "plain" by the flashier classes, but they are the ones still standing when the fancy maneuvers fail).
Level 5: Professional Soldier
Second Wind. Once per Short Rest, you can use a Bonus Action to regain Hit Points equal to 1d10 + Warrior Level.
Bonus Combat Feature or skill: You gain one additional Feature or Skill of your choice (must be combat-related and this does not imply any waiving of prerequisite requirements for said feature or skill).
Combat Experience: You learn from every engagement. You gain a +10% Bonus to all XP earned from Combat Encounters.
Level 10: Battle Readiness
You are always ready for a fight. You gain Advantage on Initiative rolls. If you are Ambushed, you can still act on your first turn, provided you take the Attack action.
Bonus Combat Feature or skill: You gain one additional Feature or Skill of your choice (must be combat-related and this does not imply any waiving of prerequisite requirements for said feature or skill).
Adaptable Training: Whenever you gain a level, you can swap one of your combat related features or skills for a different one, representing your ability to retrain and adapt to new threats.
Level 15: Battle Surge
Bonus Combat Feature or skill: You gain one additional Feature or Skill of your choice (must be combat-related and this does not imply any waiving of prerequisite requirements for said feature or skill).
Action Surge: You can push your body beyond normal limits for a moment. On your turn, you can take one additional Action on top of your regular Action and a possible Bonus Action. You can use this feature once per Long Rest.
Level 20: Weapon Master
Bonus Combat Feature or skill: You gain one additional Feature or Skill of your choice (must be combat-related and this does not imply any waiving of prerequisite requirements for said feature or skill).
Survivor: At the start of each of your turns, if you have at least 1 HP but fewer than half your max HP, you regain 5 + Physical Fitness Modifier Hit Points.
During The Dark Times, in a period lost to the annals of its confused history, there is a legend of a tribe who allied themselves with a dragon named Vexstirn Qul'Sting. Through a magical process, their blood was mixed with Vexstirn's, and these warriors became part bronze dragon. Vexstirn led them in a highly successful campaign against the marauding hordes of evil creatures that saturated the then intact planet at that time. Vexstirn had lordship over the lands in and around the Anvil Mountains. He put a mithal over this part of the world making any Bronzetails able to carry on an undiluted bloodline should they decide to reproduce outside of their own tribe. The hordes of demons and fell creatures that dared to venture there were systematically slain by the canny and stalwart Bronzetails. For centuries during the Dark Times this area of the world was secure.
At some point, a powerful sorcerer took notice of this, the evil Dorngoth. With his magic, he began creating evil dragons. He marched an army of goblins and ogres through the west edge of the Anvil mountains. Vexstirn reacted, organizing an army with the Bronzetails as the captains and commanders. Dorngoth and his dragon armies were routed and scattered but not wiped out. This left the bronzetails and Vexstirn weakened. The tribe from which the Bronzetails originated were forced to abandon their keep and their silver mines.
In their weakened state, a roving band of evil oni seeking to restore their honour managed to steal Vexstirn's brood of eggs and slay Vexstirn himself.
The remaining Bronzetails began to fall like dominos. Realizing they had no hope of continuing the fight, they fled deep within the mountains. Humiliated, shamed, and dishonored, they sought to kill themselves by getting into impossible fights with powerful evil beings. And make no mistake, many died.
But some survived.
And those who made it became among the most powerful warriors in the world. They cared nothing for their own safety, and had no qualms about fighting anything that was evil, powerful and peon alike. As time passed, those who had survived to this point decided that they were “cursed” with invincibility. They reproduced, and though rare, Bronzetails exist to this day. The mithal was never removed; the bloodline remains pure.
Bronzetails are fierce fighters who have lost their honor. For them, this is worse than death, so as far as a Bronzetail is concerned, he is already dead.
Adventurers: Bronzetails are adaptable and can work alone or with an adventuring party. Their only motivation is to destroy evil, they care nothing for their own lives. They do not necessarily impose their reckless attitude on others, and will generally regard innocent lives as worthy of preserving. They never operate as mercenaries, will not hire out their services, and swear allegiance to no liege but the spirit of Vexstirn.
As fighters, they are fierce. They also have some psychic ability. Their function in a party is invariably as a warrior, but with their psychic ability they can expect hatred and discrimination from the population at large. They are perpetually fish out of water unless they are locked in a battle to the death.
Characteristics: A Bronzetail is a fearsome fighter, aggressive, thick headed, and armed with psychic abilities. Their fall from grace has made them suicidal and reckless, making them even more dangerous. They sometimes suffer from psychoses. These can range from megalomania to suicidal tendencies to masochism to paranoid schizophrenia. Quite often, Bronzetails have an obsessive compulsive habit of some kind. They rarely suffer from chronic narcissism or sadism.
They have thick, sometimes scaly skin, with the occasional metallic sheen. They can buy into a +1 to their Armor Class at an escalating cost. They also sport a small stubby tail coming out of their tailbone. It has no biological function, but this is where they get their names. They have no wings or innate flying ability.
Abilities: Physical Fitness is highly important to Bronzetails, and all should have a Physical Fitness of no less than 14. Endurance is also highly recommended, as Bronzetails are unwilling to wear armor.
Bronzetails are not willing to wear armor. Not only is a Bronzetail not proficient in armor use, it is not allowable for a player to attempt to train or buy into any skills or abilities that would facilitate armor use, or use any such abilities they have acquired before branching into this sub.
Bronzetail (The Dragon-Kin) (Concepts: Unarmored Tank, Psionic Warrior, Breath Weapon) During The Dark Times, a tribe of warriors in the Anvil Mountains mixed their blood with the bronze dragon Vexstirn to fight the hordes of chaos. Though Vexstirn fell, the bloodline survived. Bronzetails are fierce, scaly warriors who have lost their honor and seek redemption through death in battle. They are "cursed" with invincibility, often surviving suicidal odds.
Prerequisites:
Ability: Physical Fitness 14+.
Restriction: You must retrain the Armor Proficiency skill. Bronzetails refuse to wear armor.
Foible: The Walking Dead. You believe your life is already forfeit; you are a ghost waiting to die. You suffer Disadvantage on Self-Preservation checks (retreating, hiding, or negotiating for safety). You cannot use the Disengage or Dodge actions, as these imply a desire to live. You may suffer from specific psychoses (e.g., Megalomania, Masochism) at the GM's discretion.
Level 5: Draconic Mutation Your skin hardens into bronze scales, and you grow a vestigial tail.
Unarmored Defense: While not wearing armor, your Armor Class equals 10 + Physical Fitness Modifier + Endurance Modifier + UAM.
Lightning Breath: You can exhale a line of lightning that is 12 Units long and 1 Unit wide. Creatures in the line must make a Dexterity save. On a failure, they take 3d6 Lightning damage (half on success) plus 1d6 per FR level. You can use this once every 3 rounds.
Passive: You speak Draconic.
Level 10: Psionic Awakening (Metabolism & Speed) The dragon blood unlocks latent psychic potential within your physiology.
Rapid Metabolism: You heal at an accelerated rate. You regain 1 HP at the start of every turn as long as you are conscious. During a Short Rest, you always regain maximum HP from hit dice.
Speed of Thought: You gain a +2 Unit (+10 ft) bonus to your movement speed. You can run across vertical surfaces for short distances without falling.
Level 15: Deep Impact You can focus your psychic energy into a strike that bypasses physical matter. When you make a melee weapon attack, you can resolve it as a Touch Attack (ignoring the target's Armor Class bonus from physical armor or natural scales; only their Dexterity/Dodge bonuses apply). You can use this feature a number of times per day equal to your Spirit Modifier.
Level 20: Vexstirn’s Legacy You fully embrace the dragon within.
Immunity: You are immune to Lightning damage and the Frightened condition.
Improved Breath: Your Lightning Breath damage increases to 6d6, and the range extends to 20 Units (100 ft).
Cursed with Invincibility: If you drop to 0 HP, you do not fall unconscious. You continue fighting until you fully bleed out, at which point you die standing up.
Ranger (Wild guy, wild one, hunter...) (Beastmaster) [FUTURE POST-ALPHA EXPANSION]
Foible: No pain, mild insanity
Mercenary (The Sellsword) (Concepts: Hired Gun, Black Talon, Pragmatist) The Mercenary fights for coin, not cause. Unlike the Fighter who trains for war, or the Ranger who hunts, the Mercenary fights to survive and get paid. They are masters of dirty fighting, negotiation, and skirmish tactics. They don't care about honor; they care about the win and the payout.
Prerequisite: Street Sense (PE) or Intimidation (PF/EM).
Special Requirement: Must belong to a recognized Mercenary Company (e.g., Black Talon) or have a reputation as a freelancer.
Foible: The Bottom Line (Seeking Payday). You are driven by wealth and self-interest. You suffer Disadvantage on Spirit Saves to resist bribes. Furthermore, if you engage in a mission or quest with no clear monetary reward (pro bono work), you cannot gain Heroism or Momentum points for the duration of that mission, as your heart simply isn't in it.
Level 5: Dirty Fighting You don't fight fair. You can use a Bonus Action on your turn to attempt a Dirty Trick against a creature within reach (e.g., throwing sand in eyes, kidney shot, stepping on toes). Make a Physical Fitness (Brawl) check contested by the target's Physical Fitness or Dexterity.
Success: The target suffers Disadvantage on their next attack roll or is knocked Prone (your choice).
Passive: Negotiator. You have Advantage on checks related to negotiating payment or appraising the value of loot.
Level 10: Scarred Veteran You have survived battles that killed better men. You gain Resistance to non-magical Bludgeoning damage (you know how to roll with the punches). Additionally, you can loot a body or object as a Free Action once per turn.
Level 15: Opportunist You let your allies do the heavy lifting, then you strike. When a creature within your reach is hit by an attack from an ally, you can use your Reaction to make a melee weapon attack against that creature.
Level 20: The Kill Clause You know how to close a contract. When you hit a creature that has less than 50% of its Hit Points remaining, your attack deals an additional 4d6 Damage. If this damage kills the target, you immediately gain temporary Hit Points equal to your Warrior Level (the thrill of the payday).
Void Marine (The Breacher) (Concepts: Shock Trooper, Boarding Specialist, Space Marine) The Void Marine is trained to fight where life isn't meant to exist. They operate in the vacuum of the Cloud, on the hulls of burning airships, and in the claustrophobic corridors of enemy vessels. They are heavy infantry who treat physics and decompression as minor inconveniences.
Prerequisite: Zero-G Combat (PF) or Vacuum Survival (EN).
Special Requirement: Must have served a tour of duty on a void-capable vessel (military or pirate).
Foible: Grav-Sick. You are so adapted to the artificial gravity of ships and the weightlessness of the void that natural planetary gravity feels oppressive. You suffer Disadvantage on Dexterity (Acrobatics) and Endurance checks while on a planet or shard with standard natural gravity (1G). You are constantly irritable and physically uncomfortable when "dirtside."
Level 5: Close Quarters Supremacy
Zero-G Adaptation: You suffer no penalties to movement or combat in Zero-Gravity. You can hold your breath for a number of minutes equal to your Endurance Score (not modifier).
Breacher's Training: You do not suffer Disadvantage on ranged weapon attacks made against targets within 1 Unit of you. Your attacks against objects and structures (doors, hulls) deal double damage.
Level 10: Mag-Lock Stability You are an anchor. You have Advantage on saving throws or checks to resist being knocked Prone or moved against your will. You can walk on vertical or inverted metallic surfaces as if they were flat ground (Mag-Boots).
Level 15: Shock and Awe You hit hard enough to rattle bones. When you land a Critical Hit or destroy an object (like kicking down a door), all hostile creatures within 2 Units (2 Units) of you must make a Spirit Save. On a failure, they are Stunned until the start of your next turn.
Level 20: Vacuum Juggernaut You are environmentally sealed.
Hardened: You gain Resistance to Cold and Radiation damage.
Internal Systems: You are immune to suffocation and inhaled poisons.
Boarding Action: On your first turn of combat, if you move at least 2 Units (2 Units) towards an enemy, you gain Resistance to all damage until the start of your next turn.
Your subrole will determine your magical specialty. You can not pick more than one sub, and you have to pick one, your character cannot advance past Field Role level 5 without a subrole. You can pick any one of these subs once your Wizard reaches Field Role level 5:
Astromancer (The Void Caller) (Concepts: Gravity Mage, Cosmologist, Entropist) The Astromancer has aligned their soul with the Void Bloodstones. They are masters of the cosmos, manipulating the cold, dark, and heavy forces that exist between the shards. They understand that eventually, everything ends.
Prerequisites:
Skill: Astronomy (MA).
Item: Must possess a Void Bloodstone (or fragment) to use as a focus for Casting and Research.
Foible: Despair (Manic Depression). Your deep connection to the Void leaves you susceptible to its crushing, existential emptiness. When you roll a Standard Failure (Natural 1) or an ally within 6 Units drops to 0 Hit Points, you must make a Spirit Save (DC 15).
Failure: You are overwhelmed by apathy. Until the end of your next turn, you cannot take Bonus Actions or Reactions, and your Movement Speed is halved. You simply cannot find the will to act with speed or urgency.
Level 5: Void Adaptation You have acclimated to the hostility of space.
Environment: You gain Resistance to Cold damage and can hold your breath for up to 10 minutes.
Gravity Anchor: You can manipulate your personal gravity. You can walk on walls or ceilings as if they were flat ground. You have Advantage on saving throws to resist being moved against your will.
Level 10: Gravity Well You can intensify the pull of the void. As an Action, you can target a point within 12 Units (60 ft). All creatures within a 3-Unit (15 ft) radius of that point must make a Physical Fitness Save.
Failure: They are pulled 2 Units toward the center and are Knocked Prone.
Success: They are pulled 1 Unit and remain standing.
Level 15: Vacuum Seal You can strip the atmosphere from an area. As an Action, you create a 20-foot radius sphere of absolute void within range.
Silence: No sound can pass through or exist within the sphere (negating verbal spell components).
Suffocation: Creatures inside immediately begin suffocating.
Duration: Concentration, up to 1 minute.
Level 20: Event Horizon You become a singularity. Once per Long Rest, you can activate this form for 1 minute.
Aura: The area within 2 Units of you becomes difficult terrain for enemies.
Annihilation: Any creature that starts its turn within 1 Unit of you takes 4d10 Force damage.
Defense: Ranged weapon attacks made against you have Disadvantage (the shots curve around you).
Chronomancer (The Keeper of Hours) (Concepts: Time Mage, Historian, Oracle) A Chronomancer is a Wizard who has aligned with Calidorn Izzinbor to master and control the flow of time. Their chosen Aspect grants them access to locate, possess, and control Time Bloodstones. They are the guardians of causality, ensuring that the timeline flows as their god intends.
Prerequisites:
The Training Program: The Primer's Visitation
Foible: Servant of the Hourglass. Your power is a direct boon from the God of Time, and it is entirely conditional on your obedience. You must remain in good standing with Calidorn Izzinbor and adhere to his strict dogma against altering history for personal gain or creating paradoxes.
Penalty: If you violate this dogma or fall out of favor, your magic ceases to function immediately. You cannot cast spells of 1st level or higher until you perform a rite of atonement (determined by the GM).
Level 5: Minor Reversal You can twitch the thread of time to undo a mistake. When you or a creature you can see within 6 Units (30 ft) makes an Attack Roll, an Ability Check, or a Saving Throw, you can use your Reaction to force a Reroll. You must accept the new result. You can use this feature a number of times equal to your Mental Acuity Modifier per Long Rest.
Level 10: Temporal Acceleration You exist slightly ahead of the present moment.
Speed: Your Movement Speed increases by 2 Units (10 ft).
Initiative: You add your Mental Acuity Modifier to your Initiative rolls.
Quickened Mind: You can read and process information (books, scrolls) at 10 times the normal speed.
Level 15: Stasis Field You can halt the flow of time for a specific object or creature. As an Action, you can target a Medium or smaller creature/object within 12 Units (60 ft). The target must make a Spirit Save.
Failure: The target is placed in Temporal Stasis. They are Paralyzed, immune to all damage, and unaware of their surroundings. Time does not pass for them (buffs/debuffs do not expire).
Duration: Concentration, up to 1 minute.
Level 20: Time Stop You can step outside the flow of time. Once per Long Rest, you can cast Time Stop without expending a spell slot. During this time, you can interact with objects and move freely, but any attack or spell that affects another creature ends the effect immediately.
Enigmancer (The Reality Bender) (Concepts: Surrealist, Alienist, Occultist) The Enigmancer wields Weird magic, aligning their soul with the bloodstones that defy classification. They understand that physics is just a suggestion and that reality is far more malleable than the uninitiated dare to admit. They do not break laws; they simply ignore them.
Prerequisites:
Skill: Occultism (SP) or Philosophy (MA).
Item: Must possess a Weird Bloodstone (or fragment) to use as a focus.
Foible: Incomprehensible Logic. Your mind operates on a plane of logic that is alien to most Syserians. You tend to go on long, rambling tangents about the nature of reality (e.g., "The color of Tuesday is loud today") that others interpret as distracting nonsense.
Penalty: You suffer Disadvantage on Persuasion and Leadership checks with non-aberrant creatures, as your instructions are often nonsensical metaphors. During combat, if you try to communicate a complex plan to allies, they must succeed on a Mental Acuity check (DC 10) to understand what you actually mean.
Level 5: Minor Distortion You can alter the superficial properties of reality at will.
Alter Property: As an Action, you can touch a non-magical object no larger than Medium size and change one physical property: Color, Texture, Smell, or Temperature (harmlessly). You can make stone feel like sponge, or water smell like burning hair.
Weird Defense: You gain Advantage on Saving Throws against Madness or Fear effects. Your mind is already too strange to be easily broken.
Level 10: Non-Euclidean Steps You move through angles that shouldn't exist.
Warp: You can use your Bonus Action to teleport up to 3 Units (15 ft) to an unoccupied space you can see. To observers, you appear to fold inside out or step through a shadow that isn't there.
Spatial Anchoring: You are immune to being Restrained or Grappled by non-magical means; you simply slide out of the grip like oil.
Level 15: Cognitive Hazard You can force others to see the world as you do. As an Action, you reveal a glimpse of "True Reality" to a creature within 6 Units (30 ft). The target must make a Mental Acuity Save.
Failure: The target takes 5d8 Psychic damage and is Stunned until the end of your next turn as their brain attempts to process the impossible geometry.
Success: Half damage and no Stun.
Level 20: Zone of the Weird You can rewrite local physics. Once per Long Rest, you create a 20-foot radius sphere centered on yourself for 1 minute. Within this sphere:
Gravity is subjective (creatures can choose which surface is "down").
Distance is distorted (All movement costs double for enemies; half for you).
Magic is unpredictable (Enemies have Disadvantage on Concentration checks).
Kamancer (The Medium) (Concepts: Spiritualist, Soul-Seer, Ghost-Talker) Kamancers are masters of the Spirit Bloodstones. They study the essence that animates life and the echoes that remain after death. Unlike Necromancers of other worlds, Kamancers cannot raise or control the undead (the god Nylis strictly forbids this mockery of the cycle). Instead, they communicate with spirits, protect souls, and manipulate the raw will of the living.
Prerequisites:
Skill: Occultism (SP/MA).
Item: Must possess a Spirit Bloodstone (or fragment) to use as a focus.
Foible: Spiritual Woo-Woo. You are so attuned to the Spirit aspect that you often see and interact with spiritual echoes, minor entities, and "auras" that no one else can perceive. This constant overlay of the supernatural over the physical makes you seem "out there" and perpetually distracted.
Penalty: You suffer a -2 Penalty on all Perception checks that rely on the physical world (e.g., spotting a trap, hearing a footstep), as you are too busy listening to the ghosts in the walls.
Level 5: Spirit Sight Your eyes perceive the unseen.
See Invisibility: You can see Invisible and Ethereal creatures within 6 Units (30 ft) as translucent, ghostly forms.
Aura Reading: You can spend an Action to read the emotional aura of a creature. You learn its current emotional state (Aggressive, Fearful, Deceptive, etc.) and if it is under any magical enchantment.
Level 10: Spiritual Warding You can manifest your spiritual strength as a shield for others.
Aura of Courage: Allies within 2 Units (10 ft) of you gain Advantage on Spirit Saves against Fear and Charm effects.
Commune: You can cast Speak with Dead as a ritual without material components. You summon the lingering echo of the deceased to answer your questions (they are not undead, merely memories).
Level 15: Soul Sever You can attack the spirit directly, bypassing the flesh. As an Action, you can force a target within 12 Units (60 ft) to make a Spirit Save.
Failure: The target takes 5d8 Psychic damage and is Stunned until the start of your next turn as their connection to their own body is momentarily disrupted.
Success: Half damage and no Stun.
Level 20: Ethereal Walk You can step between the worlds of the living and the dead. Once per Long Rest, you can cast Etherealness on yourself. While in this state, you can move through solid objects and creatures, and you are immune to all non-magical damage.
"In the world’s most popular RPG systems, 'Chaos' is a random table. In Shattered World, the Pandemoniomancer is a Probability Engineer. Your Level 20 feature, The Perfect Storm, doesn't just 'buff' you—it changes the physics of the encounter. Turning a Natural 1 into a 20 is not 'luck'; it is a professional correction of a flawed universe."
Pandemoniomancer (The Agent of Entropy) (Concepts: Probability Mage, Anarchist, Wild Card) The Wizard of Chaos is two things: a controller of probabilities and a madman throwing wild randomness about the material universe. They align themselves with the Chaos Bloodstones, understanding that order is a lie and that the only constant is change.
Prerequisites:
Skill: Gambling (MA/PE) or Occultism (SP).
Item: Must possess a Chaos Bloodstone (or fragment) to use as a focus.
Foible: Psychosis. Your mind is a gateway for the raw, unfiltered Chaos aspect, resulting in a fractured and unreliable perception of reality. This manifests as paranoia and irrational impulses.
Penalty: You have Disadvantage on Saving Throws against confusion effects, madness, or any magic that targets your Mental Acuity, as your mind is already cracked.
Level 5: Twist of Fate (Probability Control) You can reach into the stream of causality and tie a knot. When a creature you can see within 6 Units (30 ft) makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to force a Reroll. The target must use the new roll. You can use this a number of times equal to your Mental Acuity Modifier per Long Rest.
Level 10: Entropic Shield You surround yourself with a field of unstable probability.
Defense: When you are hit by a ranged attack, roll a d6. On a 5 or 6, the attack misses you (it transforms into a butterfly, vanishes, or curves impossibly).
Feedback: When a creature hits you with a melee attack, they take 1d6 Damage of a random type (roll d6: 1. Fire, 2. Cold, 3. Lightning, 4. Acid, 5. Psychic, 6. Force).
Level 15: Field of Pandemonium You can unshackle an area from the laws of physics. As an Action, you create a 20-foot radius sphere of chaos within 12 Units (60 ft).
Effect: All creatures within the sphere (except you) behave as if under the Confusion spell.
Terrain: The ground in the area becomes Difficult Terrain as it shifts, bubbles, or turns to glass.
Duration: Concentration, up to 1 minute.
Level 20: The Perfect Storm You become the center of the chaotic web.
Luck: Any time you roll a 1 on a d20, you treat it as a 20.
Unpredictable: You are immune to any effect that would detect your thoughts, emotions, or location.
Mass Alteration: Once per Long Rest, you can change the Damage Type of any spell cast by you or another creature within 12 Units to a different type of your choice (Reaction).
Cognitect (The Mind Architect) (Concepts: Telepath, Enchanter, Psionicist-Mage) A Cognitect has control over Thought Bloodstones. While Psions manifest power from within, the Cognitect uses the Aspect of Thought to mechanically disassemble and reconstruct the minds of others. They can invade your mind, reading and writing thoughts as they see fit, viewing the psyche as a blueprint to be edited.
Prerequisites:
Skill: Psychology (EM/MA) or Investigation (MA).
Item: Must possess a Thought Bloodstone (or fragment) to use as a focus.
Foible: Unfiltered Mind. A Cognitect's mind is so accustomed to projecting and receiving that they often forget the barrier between internal and external communication. They have a bad habit of accidentally speaking their surface thoughts aloud, revealing intentions or observations at inopportune moments.
Penalty: You suffer Disadvantage on Deception checks, as you unconsciously broadcast your truth. You also suffer Disadvantage on Stealth checks that rely on silence, as you tend to mutter your internal monologue.
Level 5: Open Channel You bridge the gap between minds.
Telepathy: You can communicate telepathically with any creature you can see within 12 Units (60 ft). You don't need to share a language to convey basic emotions or images.
Surface Scan: You can cast Detect Thoughts at will without components. If the target succeeds on their save, they know you are probing them; if they fail, they remain unaware of your intrusion.
Level 10: Mental Fortress You have organized your own mind into an impregnable vault.
Defense: You gain Resistance to Psychic damage.
Shielding: You are immune to magic that allows others to read your thoughts, determine your emotional state, or detect your alignment, unless you allow it.
Level 15: Synaptic Overload You can flood a target's mind with raw data, crashing their consciousness. As an Action, choose a creature within 12 Units (60 ft). The target must make a Mental Acuity Save.
Failure: The target takes 6d8 Psychic damage and is Stunned until the end of your next turn.
Success: Half damage and no Stun.
Level 20: Architect of Will You can rewrite the code of a person's identity.
Domination: Once per Long Rest, you can cast Dominate Monster without expending a spell slot. The target has Disadvantage on the saving throw.
Memory Edit: You can cast Modify Memory at will. You can permanently alter up to 10 minutes of a creature's memory if they fail the save.
Solarimancer (The Illuminator) (Concepts: Pyromancer, Lightbringer, Truth-Seeker) A Solarimancer has aligned their soul with the Sun Bloodstones. They harness the powers of searing heat, fire, and absolute light. To them, the sun is not just a celestial body; it is the ultimate symbol of truth and order. They burn away shadows, both literal and metaphorical. [Note for future/post-alpha expansion: Lean into and emphasize searing light, radiant damage, and overwhelming brightness while de-emphasizing heat and fire. This is to draw further contrast with the Psion Pyrokineticist.]
Prerequisites:
Skill: Astronomy (MA) or Perception (PE).
Item: Must possess a Sun Bloodstone (or fragment) to use as a focus.
Foible: Intolerant of Shadow. You are a being of light and literal, burning truth. You are physically uncomfortable in dim light and philosophically incapable of subterfuge.
Penalty (Physical): You suffer Disadvantage on all rolls while in Darkness or Dim Light, as your connection to the source is stifled.
Penalty (Social): You cannot tell a lie (even a "white lie") or remain silent when a direct question is asked. You must speak the blunt truth. You suffer Disadvantage on Stealth checks, as you tend to glow faintly when agitated.
Level 5: Solar Infusion Your magic carries the weight of a star.
Potent Flames: When you cast a spell that deals Fire or Radiant damage, you add your Mental Acuity Modifier to the damage roll.
Living Torch: You can cast Light at will with a range of 12 Units (60 ft). The light you create counts as sunlight for the purpose of affecting creatures sensitive to it.
Level 10: Aura of Dawn You project a field of protective radiance.
Defense: You gain Resistance to Fire and Radiant damage.
Illumination: You emit bright light in a 4-Unit (20 ft) radius and dim light for another 4 Units. Creatures within the bright light cannot benefit from being Invisible or Hiding.
Level 15: Searing Truth Your light burns through deceptions and defenses.
Purge Shadow: As an Action, you can dispel any magical darkness or illusion within 12 Units (60 ft) of you.
Intensify: Spells you cast that deal Fire damage ignore Resistance to Fire damage.
Level 20: Corona Form You become an avatar of the sun. Once per Long Rest, you can activate this form for 1 minute.
Flight: You gain a Fly speed of 60 ft (wings of fire).
Immunity: You are Immune to Fire and Radiant damage and the Blinded condition.
Retribution: Any creature that hits you with a melee attack takes 2d10 Fire damage.
Transmutomancer (The Architect of Change) (Concepts: Evolutionist, Shaper, Bio-Augmenter) When a Wizard aligns with the Aspect of Volution, they become an agent of change and evolution. Their abilities push through physical and dimensional barriers to drive the universe forward to new heights. They view the current state of reality—and biology—as a rough draft waiting to be corrected.
Prerequisites:
Skill: Biology (MA) or Basic Sciences (MA).
Item: Must possess a Volution Bloodstone (or fragment) to use as a focus.
Foible: Hubris. You see yourself as a pure agent of change, the next step in evolution, and you believe your intellect is superior to those who merely accept reality as it is.
Penalty: You are so confident in your power that you have Disadvantage on Investigation or Perception checks made to identify traps, magical hazards, or the risks of a ritual. You simply assume you can overcome whatever is there. Furthermore, you cannot flee from an encounter with a "primitive" beast or construct unless you are reduced to critical health (below 25%), as retreating proves your inferiority.
Level 5: Rapid Evolution You can force a target to evolve or devolve instantly.
Augment: As an Action, touch a willing creature. They gain one of the following for 1 hour: Darkvision, Gills/Water Breathing, Natural Armor (+2 AC), or Claws (1d6 Damage).
Diminish: As an Action, touch an object of Medium size or smaller. You can permanently alter its physical material (e.g., turning a steel sword into brittle glass, or a stone door into wood).
Level 10: Dimensional Breach You push through the barriers of space.
Blink Step: You can use your Bonus Action to teleport up to 6 Units (30 ft) to an unoccupied space you can see.
Phase: When you are hit by an attack, you can use your Reaction to become intangible for a split second, taking half damage.
Level 15: Forced Mutation You can rewrite the biology of your enemies. As an Action, you can cast Polymorph on a target within 12 Units (60 ft).
Instability: If the target fails their saving throw, they take 4d8 Necrotic damage as their bones reshape violently.
Mastery: When you cast Polymorph on yourself, you retain your Mental Acuity and Spirit scores and can speak.
Level 20: The Apex You have achieved the next stage of existence.
Timeless Body: You no longer age and cannot be aged magically.
Shapechange: Once per Long Rest, you can cast Shapechange without material components.
Perfection: You gain immunity to the Poisoned and Paralyzed conditions.