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== CHARACTER CREATION == :1. Distribute 27 points to your 6 characteristics as per PHB :2. Pick one of the Species listed below and modify characteristics, add skills & abilities. :3. Pick a Class from the PHB or new classes Marshal and Technician. Assign skills and abilities. :4. Pick a Background from the choices below. :5. Pick any one Feat (from the PHB, VGM, MTF, XGE, WGE or the New Feats in Houserules). :6. Purchase additional gear with your starting cash. In DragonStar, 1 credit equals one gold piece. === SPECIES OF THE DRAGONSTAR EMPIRE === There are a multitude of intelligence species that make their home within the DragonStar Empire and beyond. These are only a few of those. Many of the following have been updated from the PHB, MTF, VGM, XGE and WGE. Additional notes in the PDF '''''Volo’s Complete Subrace Handbook''''' (VCSH). Note that because not using Tools and Vehicle proficiencies any race or class that normally gets a tool proficiency should instead gain a Skill that is most appropriate (GM’s call) '''HUMAN'''[https://www.pinterest.com/pin/10907224084701035/]</br> '''Ability Score Increase''': Add +1 to all ability scores.</br> '''Human Versatility''': You gain proficiency with any one Skill of choice. You can speak, read and write in Common and one extra language of your choice.</br> '''Human Domination''': add +1 to your base Resolve total and the number you gain each new level.</br> '''AASIMAR'''[https://www.pinterest.com/pin/4362930879934717/]</br> '''Ability Score Increase, Darkvision, Celestial Resistance''' and '''Light Barer''' per VGM pg. 104-5.</br> '''Magical Understanding''': gain proficiency with the Arcana skill for free.</br> ''Subraces'': '''Protector, Scourge''' and '''Fallen''' per VGM pg. 105</br> '''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br> '''Ability Score Increase''' and '''Shapechanger''' per WGE pg. 60 and ERA pg. 18</br> '''Changeling Instinces''' (updated) gain two of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery. </br> '''Polyglot''': You pick up new languages in 30 days (instead of 90).</br> '''Slippery Mind''': You have advantage saving throws against the charmed condition.</br> '''Unnerving Vingate''': You can flash a quick vistage of horror over your face. As a bonus action you gain advantage with Intimidation.</br> '''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br> '''Ability Score Increase, Dragon Ancestry''' and '''Damage Resistance''' per PHB</br> '''Scales''': Dragonborn have a natural AC of 13 + their dexterity modifier if they are not wearing armor.</br> '''Scary''': Dragonborn tend to be intimidating and start with proficiency in the Intimidate skill.</br> '''DWARF'''[https://www.pinterest.com/pin/134615476347363960/]</br> '''Ability Score Increase, Darkvision, Dwarf Resilience''' and '''Stonecunning''' per PHB</br> '''G-Adaption''': don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (see the Environment) and advantage on any check to recognize gravity fluctuations.</br> '''Tool User''': gain proficiency in either Mechanics or Technology skill for free.</br> ''Subraces'': '''Hill''' and '''Mountain Dwarf''' per PHB and</br> '''''Wild Dwarf'''''</br> :'''Ability Score Increase''': Your Strength and Wisdom score increase by +1 :'''Druidic''': You know the druidcraft cantrip. Wisdom is your spellcasting ability. :'''Wildborn''': You do not start with the Tool User dwarf racial trait. Instead you gain proficiency in the Nature and Survival skills and gain Weapon Proficiency with Blowguns. Finally you have advantage when attempting to make a poison. :'''Resilience''': You have advantage on saving throws verses diseases. :'''Primitive''': This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds. '''ELF'''[https://images-cdn.fantasyflightgames.com/ffg_content/Dragonstar/dragonstar4.png]</br> '''Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry''' and '''Trace''' per PHB</br> '''Nature’s Way''': start with proficiency in either Nature or Physical Science skill for free.</br> '''Zero G Adaptive''': Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see the Environments).</br> ''Subraces'': '''High, Wood''' and '''Drow''' elves as PHB and</br> '''''Avariel''''' (Winged Elves) :'''Ability Score Increase''': Your Wisdom score increases by 1. :'''Flight''': You have a flying Speed of 30 feet. You can only be wearing light armor to use this trait. Also in order to benefit from a vacuum suit or similar environmental protects your wings must be bond within the sealed system. Having them unborn provides no environmental protection. :'''Languages''': you also speak, read and write in Auran. '''''Eladrin''''' (Fey Travelers)[https://www.pinterest.com/pin/55169164177642161/] :'''Ability Score Increase''': Your Intelligence and Charisma scores increase by +1 each. :'''Fey Step''': as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you have used this trait, you can’t do so again until you finish a short or long rest. :'''Shifting Seasons''': At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher. :Season Cantrip and Outlook. : * ''Autumn'' – Friends. This is the season of peace and goodwill, when summer’s harvest is shared with all. : * ''Winter'' – Chill Touch. Is the season of dolor, when the vibrant energy of the world is slumber. It is a time of sadness and regret. : * ''Spring'' – Minor Illusion. Is the season of cheerful and unfettered celebration, marked by merriment as winter’s sorrow has passed. : * ''Summer'' – Firebolt. Is the season of boldness and aggression, time of unfettered energy. '''''Grugach''''' (Wild Elf) :'''Ability Score Increase''': Your Strength and Wisdom scores increase by 1. :'''Druidic''': You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per long rest as a 1st level spell using this trait. Wisdom is your spellcasting ability. :'''Weapon Training''': You are proficient with spears, javelins and nets. :'''Primitive''': as Wild Dwarfs and the updated Barbarian class (see there) :'''Languages''': you also speak, read and write in Sylvan. '''''Sea Elf''''' :'''Ability Score Increase''': Your Strength and Constitution scores increase by 1. :'''Child of the Sea''': You have a swimming speed of 30 feet and you can breathe in air and water. :'''Friend of the Sea''': Using gestures and sounds you can communicate simple ideas with Small sized and smaller beasts that have an inborn swim speed. :'''Wepon Proficiency''': Instead of Bow (short and long) Sea Elves gain proficiency in Crossbows (light and heavy). :'''Languages''': you also speak, read and write in Aquan. '''GITHZERAI''' (only subrace of Gith allowed)[https://www.artstation.com/artwork/kDQDnK]</br> '''Ability Score Increase, Monastic Training''' and '''Githzerai Psionics''' per MTF pg. 96</br> '''Limited Telepathy''': the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area). '''GNOME'''[https://www.pinterest.com/pin/362821313737873140/]</br> '''Ability Score Increase, Darkvision''' and '''Gnome Cunning''' per PHB</br> '''Social''': gain proficiency in either the Deception or Persuasion skill for free.</br> ''Subraces'': '''Deep, Forest''' and '''Rock''' Gnomes from the SC and PHB plus…</br> '''''Deep Gnomes''''': '''Mask of the Deep'''. You can cast the disguise self-spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. If you are in direct sunlight, enemies have advantage on rolls made to see through your disguise. Intelligence is your spell casting ability with this spell.</br> '''''Forest Gnomes''''': '''Wilderness Tracker'''. You gain proficiency in the Survival skill. You have advantage on Wisdom (Survival) checks made to track a creature in the forest, grassland, hill or jungle terrain.</br> '''''Rock Gnome''''': '''Whatever’s at Hand'''. You have proficiency with improvised weapons, and your damage die when striking with improvised weapons becomes a d6 instead of a d4. You also gain proficiency with the Technology skill.</br> '''GOBLIN''' (ignoring VGSR pg. 12-14.) [https://www.pinterest.com/pin/22306960644836010/]</br> '''Ability Score Increase''': Increase your Dexterity by 1 and your Intelligence by 2.</br> '''Age''': Goblins reach maturity around 12 years of age and live to around 50 years or so.</br> '''Alignment''': Goblins tend towards a chaotic outlook on life (individual freedom to do whatever they want) but they can be of any.</br> '''Size''': Goblins are short, usually 3 to 4 feet but weigh about 80 pounds. Your size is Small.</br> '''Speed''': Your base walking speed is 30 feet. </br> '''Darkvision''': Goblins can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.</br> '''Foul Mouthed''': Goblins are natural insulters and gain the use Vicious Mockery cantrip naturally. This is a natural ability and not subject to Dispel, etc. Intelligence is your spell casting ability.</br> '''Sneaky''': Goblins start with proficiency in Stealth for free.</br> '''Tool Users''': Goblins start with proficiency in either Mechanic or Technology for free.</br> '''Languages''': You can speak, read, and write Basic and Goblin.</br> '''GOLIATH'''[https://www.pinterest.com/pin/6122149479652836/]</br> '''Ability Score Increase, Natural Athlete, Stone’s Endurance, Power Build''' and '''Mountain Born''': per the VGM pg. 108-9</br> '''Looming Size''': You deal the Versatile damage of a melee weapon when wielding it in only one hand.</br> '''HALF-ELF'''[https://www.pinterest.com/pin/21814379432685714/]</br> '''Ability Score Increase, Darkvision, Fey Ancestry''' and '''Skill Versatility''' per PHB</br> '''Mixed Bloodline''': you have inherited some aspect of your ancient ancestors and start with either the Perception or Persuasion skill for free. </br> '''HALF-ORC'''[https://www.pinterest.com/pin/9359111716733948/]</br> '''Ability Score Increase, Darkvision, Relentless Endurance''' and '''Savage Attack''' per PHB</br> '''Survivors''': gain proficiency with the Survivor skill for free.</br> '''HALFLING'''[https://www.pinterest.com/pin/699465385863034687/]</br> '''Ability Score Increase, Lucky, Brave''' and '''Halfling Nimbleness''' per PHB</br> ''Subraces'': '''Lightfoot''' and '''Stout''' per PHB plus…</br> '''''Lightfoot''''': '''Weightless Step'''. While you are hidden your footsteps make no noise. In addition traps whose trigger are pressure or weight activated do not activate if you cost them at half speed. Lightfoot Halflings also gain proficiency in Stealth for free.</br> '''''Stout: Hearty''''': You have advantage on all Hit Dice rolls to recover hit points from any source (healing magic, short and long rest, second wind, etc.)</br> '''''Tallfellow'''''</br> :'''Ability Score Increase''': You Intelligence increase by 1. :'''Schooled Language''': Tallfellow spend years studying their elven heritage and reading old works. You can speak, read and write in Elvish. :'''Keen Senses''': You have proficiency in the Perception skill. :'''Learned''': gain proficiency in either Nature or Physical Science. '''LIZARDFOLK'''[https://www.pinterest.com/pin/1407443619062897/]</br> '''Ability Score Increase, Bite, Cunning Artisan, Hold Breath, Hunter’s Lore''' and '''Natural Armor''' per VGM pg. 111-113 but updated with two additional subraces from VGSR pg. 32.</br> ''Subraces'': '''Black Scale''' and '''Poison Dusk''' updated with...</br> '''''Blackscale''''' :'''Alerted Base Statistics, Ability Score Increase, Ravenous Maw''' and '''Powerful Built''': VGSR pg. 32 '''''Poison Dusk''''' :'''Replace your Ability Score Increase''' and '''Hungry Jaw traits'''. Poisonous Maw amends but does not replace your Bite trait. :'''Alerted Base Statistics, Ability Score Increase, Poison Maw''' and '''Color Shift''': VGSR pg. 32 '''RATFOLK'''[https://www.pinterest.com/pin/60165345012337226/]</br> '''Ability Score Increase''': Increase your Dexterity, Intelligence and Charisma by 1 each.</br> '''Age''': Ratfolk mature and age about the same as humans do.</br> '''Alignment''': Ratfolk are communal and as such are often lawful in their outlooks.</br> '''Sized''': Ratfolk are short, usually 3 to 4 feet and weigh about 50 pounds. Your size is Small.</br> '''Speed''': Your base walking speed is 25 feet. You also have a natural climb speed of 25 feet.</br> '''Communalism''': Ratfolk are used to working with others as part of a team. Whenever a Ratfolk is within 10 feet of an ally and rolls a 1 on the d20 for an attack roll, ability or skill check or saving throw, she may re-roll the die and must use the new roll. Darkvision: Ratfolk can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.</br> '''Scrounger''': Ratfolk gain proficiency in Stealth and Survival skills.</br> '''Languages''': You can speak, read, and write Basic and Undercommon.</br> '''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br> '''Darkvision''' and '''Shifting''' per WGE pg. 64-66 and ERA pg. 36</br> '''Keen Senses''': Shifters have heighened senses then most and gain proficiency in the Perception skill.</br> '''Shifting''' (updated): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).</br> ''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66 or ERA pg. 37</br> '''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br> '''Ability Score Increase, Darkvision, Feline Agility, Cat’s Claws''' and '''Cat’s Talent''': per VGM pg. 113-115, however you can treat your claws as finesse weapons.</br> '''Natural Leapers''': You don’t require any movement to make long jump or high jump. The distance you can leapt without requiring a check for a long jump is your Dexterity or Strength score +10ft and for a high jump is your Dexterity or Strength score (whichever is higher).</br> '''TIEFLING'''[https://www.pinterest.com/pin/55169164177616641/]</br> '''Ability Score Increase, Darkvision, Hellish Resistance''' and '''Infernal Legacy''' per PHB</br> '''Infernal Study''': gain proficiency in the Arcana skill for free.</br> ''Possible other Bloodlines (Subspecies)'' I may allow any of the bloodlines from various books but please ask first. Just want to check</br> '''THRI-KREEN'''[https://www.pinterest.com/pin/18577417203468051/]</br> '''Ability Score Increase''': Increase your Wisdom by 2 and your Constitution by 1.</br> '''Age''': Most thri-kreen only live to thirty years at most, but they are fully mature by the age of five or six and their reduced need for rest ensures they live the years they have to the fullest.</br> '''Alignment''': Thri-kreen have virtually no social structure other than the clutches they form with their families and closest allies. The notion of sophisticated rules for social behavior is foreign to them. They are almost always chaotic in alignment, and often neutral with respect to good and evil. </br> '''Size''': Most Thri-Kreen average around 7’ long and weighing around 300 lbs. Your size is Medium.</br> '''Speed''': Your base walking speed is 30 feet.</br> '''Alien Mind''': Thri-Kreen have a hard time understand others and non-Thri-kreen have the same problem when interacting with them. Thri-Kreen and non-Thri-Kreen are at a disadvantage when using the following skills against each other – Deception, Insight, Intimidate and Persuasion.</br> '''Darkvision''': You can see in dim light as if it were bright light, and in darkness as if it were dim light out to 60ft. You can't discern color in darkness, only shades of gray.</br> '''Desert Stride''': Thri-Kreen ignore difficult terrains when moving in deserts, hills and mountains.</br> '''Exoskeleton''': When you aren't wearing armor, your natural AC equals 13 + your Dexterity modifier. </br> '''Multiple Limbs''': You have an additional set of arms. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons. </br> '''Natural Claws''': Thri-Kreen have naturally sharp claws that do 1d4 + Strength damage and are considered light weapons. You are proficiency with this attack.</br> '''Torpor''': Instead of sleeping, you enter a torpid state, during which you remain fully aware of their surroundings. After four hours of torpor, you gain the same benefit that a human does from 8 hours of sleep. Also, magic can't put you to sleep.</br> '''Languages''': Thri-Kreen can speak, read, and write Basic and Thri-kreen. The Thri-kreen language is relatively simple to understand, but it is difficult for members of other species to speak it.</br> '''VISHKANYA'''[https://www.pinterest.com/pin/708542953859854002/]</br> '''Ability Score Increase''': increase your Charisma score by 2 and your Intelligence by 1.</br> '''Age''': Vishkanya mature and live about as long as humans.</br> '''Alignment''': Vishkanya tend towards a lawful nature.</br> '''Size''': Vishkanya are at tall as humans but often have thinner or light builds.</br> '''Speed''': Your base walking speed is 30 feet</br> '''Allure''': Vishkanya are an alluring and charming people, so you gaining proficiency in either Deception or in the Persuasion skill (pick one).</br> '''Darkvision''': You can see in dim light as if it were bright light, and in darkness as if it were dim light out to 60ft. You can't discern color in darkness, only shades of gray.</br> '''Poison Resistance''': You gain Resistance to poison damage and Advantage with saves agaist the Poisoned condition.</br> '''Poisonous Spit''': You have a poisonous spit that acts like the Poison Spray cantrip. However this is an innate ability and is not detected by magic nor can it be dispelled or affected by anti-magic zones. Charisma is your sell casting ability with this spell.</br> '''Languages''': You can speak, read, and write Basic and Draconic.</br> '''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br> '''Ability Score Increase, Construction Resilience, Sentry’s Rest, Intergrated Prptectiom''' and '''Specialized Design.''' per WGE pg. 67-70 or ERA pg 36. ''Note'' that your Integrated Protection armor count as advanced armor again advanced weapons.</br> '''Fixed Origin''': You don’t select a background. Instead you gain any three Skill proficiencies at first level</br> '''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br> '''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br> '''WOLFEN'''[https://www.pinterest.com/pin/12596073948710217/]</br> '''Ability Score Increase''': Increase your Constitution by 2 and Dexterity by 1.</br> '''Age''': Wolfen reach maturing around 15 years of age and tend to live about as long as humans.</br> Alignment: Wolfen are a very diverse people socially tending towards choas alignments and indivualism.</br> '''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br> '''Speed''': Your base walking speed is 35 feet.</br> '''Bite Attack''': You can use your fangs or claws to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. </br> '''Scent''': Wolfen have the Scent ability. Within 30 feet creatures do not gain advanced against you unless you are incapitabed. You can also 'guess' squares where invisible creatures are hiding within that range. But note that you must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.</br> '''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br> '''Survivalist''': Wolfen gain proficiency in the Survival skill.</br> '''Languages''': You can speak, read, and write Basic and Sylvan.</br> Other Races: with GM’s permission you might take other races but they are rare (or best as NPC). === CLASSES UPDATES FROM THE PHB === Any class that gains a tool proficiency should substitute for one of the New Skills instead. '''BARBARIAN'''[https://www.pinterest.com/pin/914862410135452/]</br> '''Proficiencies''': Armor – Light armor, Medium armor, Shields; Weapons – Simple weapons, Martial weapons; '''Skills''' – any three from Acrobatics, Animal Handling, Athletics, Gambling, Gather Information, Intimidate, Nature, Perception and Survival.</br> '''Equipment''': any one Martial melee weapon with Advanced Alloy upgrade; two other Martial Weapons (but without the upgrade) or two Simple melee or thrown weapons with the Advanced Alloy upgrade; an Explorer’s kit (the non-advanced, from the PHB); a set of traditional tribal clothing; a set of Light primitive armor (PHB) or an extra 20 gold piece; belt pouch with 100 gold pieces (credits).</br> '''''Primitive''''' – This character does not have knowledge of technology and advanced gear. Can’t use advanced gear until at least one level after their introduction to the greater universe. Until then they do not gain the proficiency bonus with them and are at disadvantage with advanced skills checks. They gain no advanced skill, armor or weapon proficiency from their background or race. The feat Skilled and Weapon Master would allow the character to gain these proficiencies. Otherwise, multi-classing after 1st level (if the barbarian is out in the Empire) also grants them normal proficiencies. One could put on and operate the basic functions of a Skinsuit and fire a blaster rifle but not easily change the powercell. Restricted backgrounds to Bruiser, Colonist, Drifters or Wildlander.</br> '''BARD'''[https://no.pinterest.com/pin/36380709478073051/]</br> '''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols, plus either Martial Weapons or Rifles; '''Skills''' – Any five of your choice.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; one Martial weapon with Advanced Alloy upgrade from the PHB; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; one Musical instrument worth 150 credits or less (acts as a +1 magical arcane focus); either an Explorer pack or Spacer pack; a Comlink; an extra 150 credits of cash.</br> '''''Notes''''': Gain Charisma mod +2 in Bardic Inspiration. Can be granted to anyone who the bard can see and who she is in communications with via a comlink, etc. The bard could even be viewing the target via a camera and so long as she can communicate with them, she can grant her inspiration.</br> The ''College of Valor'' also grants you proficiency with either Rifles or Heavy Weapons.</br> '''CLERICS'''[https://www.pinterest.com/pin/3025924740392129/]</br> '''Proficiencies''': Armor – Light armor, Medium armor; Weapons – Simple weapons, Pistols; '''Skills''' – any three from Arcana, Culture, Gather Information, Insight, Medicine, Persuasion, Religion or Technology (add Gambling for Trickery domain or Technology for Knowledge domain).</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either a Force Body Vest or Aramid Combat armor; Holy vestments worth 200 credits and a +1 magical Holy symbol; either an Explorer pack or Spacer pack; a Comlink; and extra 100 credits of cash.</br> '''''Notes''''' – the War Domain also grants you proficiency with either Rifles or Martial Weapons.</br> Clerics can also use the City Domain from UA: Modern Magic.</br> '''DRUIDS'''[https://www.pinterest.com/pin/12596073948710582/]</br> '''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols; '''Skills''' – any three from Arcana, Culture, Gather Information, Insight, Medicine, Nature, Persuasion and Religion.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor (made of natural fibers); a +1 magical Druidic focus; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''FIGHTERS'''[https://www.pinterest.com/pin/4362930873793909/]</br> '''Proficiencies''': Armor – Light armor, Medium armor, Heavy armor, Shields; Weapons – Simple weapons, Martial weapons, Pistols, Rifles and Heavy weapons; '''Skills''' – Choose three skills from Acrobatics, Animal Handling, Athletics, Culture, Drive, Gambling, Gather Information, Insight, Intimidate, Mechanic, Perception, Pilot and Survival.</br> '''Equipment''': a Blaster Pistol, Hand Canon or two Heavy Autoloaders, and either an Assault Rifle, Combat Shotgun or a Laser Carbine, all with an extra clip of ammo or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Tactical Body armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – Fighting Styles include Archery (only bows or crossbows), Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Great Weapon Fighting, Protection, Two-Weapon Fighting.</br> '''MONK'''[https://www.pinterest.com/pin/281543712242651/]</br> '''Proficiencies''': Armor – none; Weapons – Simple weapons, Martial Weapons and either Pistols or Rifles; '''Skills''' – Choose any three from Acrobatics, Arcana, Athletics, Culture, Gather Information, Insight, Religion or Stealth.</br> '''Equipment''': a Laser Pistol along with one additional power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either an Explorer pack or Spacer pack; a Comlink; an extra 50 credits of cash.</br> '''''Notes''''' – Your attacks with Martial arts and Martial art weapons are not considered primitive.</br> '''PALADIN'''[https://www.pinterest.com/pin/4362930879428018/]</br> '''Proficiencies''': Armor – Light armor, Medium armor, Heavy armor, Shields; Weapons – Simple weapons, Martial weapons, Pistols plus either Rifles or Heavy weapons; '''Skills''' – Choose three skills from Athletics, Drive, Culture, Gather Information, Insight, Intimidate, Medicine, Persuasion, Pilot, Religion or Survival.</br> '''Equipment''': a Blaster Pistol or Hand Canon and either an Assault Rifle or Laser Carbine, all with an extra clip of ammo or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Tactical Body armor; either an Explorer pack or Spacer pack; a Holy symbol worth 50 credits; a Comlink; an extra 50 credits.</br> '''''Notes''''' – Fighting Styles include Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Great Weapon Fighting, Protection, Two-Weapon Fighting.</br> '''RANGER'''[https://www.pinterest.com/pin/149463281374387958/]</br> Using the rules (revised below) for the '''''UA: Revised Ranger'''''.</br> '''Proficiencies''': Armor – Light armor, Medium armor; Weapons – Simple weapons, Martial weapons, Pistols and Rifles; '''Skills''' – Choose four among Acrobatics, Animal Handling, Athletics, Drive, Culture, Gambling, Gather Information, Insight, Investigation, Mechanic, Nature, Perception, Pilot, Stealth and Survival.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Survival armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – Fighting Styles include Archery (only with bows or crossbows), Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Two-Weapon Fighting.</br> '''ROGUE'''[https://www.pinterest.com/pin/2674081018935356/]</br> '''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols plus any four specific weapons of choice; '''Skills''' – Choose five among Acrobatics, Athletics, Computer Use, Culture, Deception, Drive, Gambling, Insight, Investigation, Mechanic, Perception, Performance, Persuasion, Pilot, Sleight of Hands, Stealth, Technology and Thievery.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; any two Simple melee weapon from the PHB or Basic melee weapons, each worth 30 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; either an Infiltrator’s pack, Spacer pack, or Surveillance pack; either a Forgery kit, Hacker’s kit or Security kit; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – For a rogue’s Expertise they gain it with Thievery and one additional skill of their choice. Thieves’ Chant is renamed Outlaw Code and includes hand signals, code words, street graffiti, etc.</br> '''SORCERER'''[https://www.pinterest.com/pin/5418462042218269/]</br> '''Proficiencies''': Armor – none; Weapons – Simple Weapons, Pistols; '''Skills''' – Chose three from Arcana, Deception, Drive, Gambling, Insight, Intimidate, Persuasion, Pilot and Religion.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; a +1 magical Arcane Focus; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''WARLOCK'''[https://www.pinterest.com/pin/713257659729948489/]</br> '''Proficiencies''': Armor – Light Armor; Weapons – Simple Weapons, Pistols; '''Skills''' – Choose three from Arcana, Culture, Deception, Drive, Gambling, Intimidate, Investigation, Persuasion, Pilot and Religion.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; a +1 magical Arcane Focus; either an Explorer pack or Spacer pack; a Comlink; and extra 100 credits of cash.</br> '''''Notes''''' – can use the UA: Modern Magic Warlock Outworldly Patron of the Ghost in the Machine.</br> '''WIZARD'''[https://www.pinterest.com/pin/3940718411224489/]</br> '''Proficiencies''': Armor – none; Weapons – Simple Weapons, Pistols; '''Skills''' – Choose three from Arcana, Culture, Drive, Insight, Investigation, Mechanic, Medicine, Physical Science, Pilot, Religion and Technology.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; a +1 magical Arcane Focus; a base Dataslate with your softspells included; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – can also choice Arcane Traditions UA: Modern Magic the Technomancy and from UA: Wizards Revisited, the Theurgy traditions.</br> '''''Holy Symbol, Druid Focus''''' and '''''Arcane Focus''''': a standard magical focus (of all types) costs 50 credits and grants a magical +1 to magical attack rolls and damage with any magical damaging spell that the caster uses. These are considered Common magical items DragonStar. One could also purchase an advanced one for 250 credits that also adds +1 to the spell caster’s Saving Throw DC. ==== New Classes ==== '''<u>MARSHAL</u>'''[https://www.pinterest.com/pin/33354853477843502/]</br> Marshals could be diplomats and military commands. As the later, you often begin your career in the same way as rank-and-file soldiers, but move into a command position either by accident in the field when the former commanding officer falls to enemy attack, or more often by taking classes on how to be someone responsible for a team. Perhaps you have a natural talent for leadership despite being a soldier like the rest. As a ambashator you know how not only inspire allies and disturb eneminies but to hold your own in noble and the elite of astrocorp society. CLASS FEATURES</br> As a marshal, you gain the following class features.</br> '''HIT POINTS'''</br> '''Hit Dice''': 1d8 per marshal level</br> '''Hit Points at 1st level''': 8 + your Constitution modifier</br> '''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier per marshal level after 1st.</br> '''PROFICIENCIES'''</br> '''Armor''': Light armor, Medium armor</br> '''Weapons''': Simple weapons, Pistol, Rifle</br> '''Saving Throws''': Wisdom, Charisma</br> '''Skills''': Select four skills from Athletics, Computer Use, Culture, Deception, Drive, Gambling, Investigation, Insight, Medicine, Perception, Persuasion, Pilot and Survival.</br> '''EQUIPMENT'''</br> You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or powercell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Combat armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of extra cash.</br> {| class="wikitable" | '''LEVEL''' || '''PROFiCIENCY''' || '''FEATURES''' |- | 1st || +2 || Command Talent, Team Coordination |- | 2nd || +2 || -- |- | 3rd || +2 || Archetype |- | 4th || +2 || Attribute Score Improvement |- | 5th || +3 || Command Talent |- | 6th || +3 || Extra Attack |- | 7th || +3 || Archetype Feature |- | 8th || +3 || Attribute Score Improvement |- | 9th || +4 || -- |- | 10th || +4 || Command Talent |- | 11th || +4 || Archetype Feature |- | 12th || +4 || Attribute Score Improvement |- | 13th || +5 || -- |- | 14th || +5 || -- |- | 15th || +5 || Archetype Feature, Command Talent |- | 16th || +5 || Ability Score Improvement |- | 17th || +6 || -- |- | 18th || +6 || Archetype Feature |- | 19th || +6 || Ability Score Improvement |- | 20th || +6 || Command Talent, Manifestation of Greatness |- |} '''FEATURES'''</br> '''Command Talent''': At 1st level the Marshal gains one Command Talent (see list below) as long as she qualify for it. She gains an additional Command Talent for every 5 additional levels (5th, 10th, etc.). </br> '''Team Coordination''': Starting at 1st level, as a free action, at the beginning of the round, you can swap your initiative with any other ally you can see and who can hear and understand you. Also, as an action, you can grant any one ally within line of sight, whom can hear and understand you, gain an additional action on her turn.</br> '''Archetype''': At 3rd level you can chose one of the following Archetypes – Diplomat, Inspiring Commander or Tactician.</br> '''Ability Score Improvement''': When you reach 4th level, and again at 8th, 12th, 16th and 19th level increase ability score(s).</br> '''Extra Attack''': Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.</br> '''Manifestation of Greatness''': Starting at 20th level you gain a pool of 1d4 natural 20’s when you finish a long rest, which you can use to replace any one ally’s, whom you can see and who can hear and understand you, d20 roll as a reaction.</br> '''COMMAND TALENTS'''</br> Starting at 1st level the Marshal gain one of the following command talents of choice. The marshal must meet prerequisites listed. You must be able to see those whom you wish to affect and they must be able to see and hear you to benefit. *'''Bolster Ally''': As an Action, you can bolster one ally who can see and hear you, automatically remove one of the following Condition – Charmed, Frightened or Stunned. You also grant him a number of temporary hit points equal to his character level plus your Intelligence or Charisma modifier. These temporary hit points only last until the target takes its next rest. You cannot boost the same ally until it has taken a rest. *'''By Example''': You don't issue order from a distance; you stand shoulder to shoulder with those you lead. All allies that can see and hear you gain your proficiency as a bonus on Wisdom and Charisma saving throws. As an Action, for the next minute (10 rounds), all allies who you can see and hear you gain a +1 bonus to their AC. You must complete a rest to grant AC bonus again. *'''Enlightenment''': Select one of the following skills – Intelligence (Investigation) or Intelligence (Technology), Wisdom (Insight), Charisma (Intimidation) or Charisma (Persuasion). You have Expertise with this skill (double proficiecny bonus) going forward. You can select this trait multiple times, selecting a different skill each time. *'''Flash of Inspirational''': You gain a flash of isight. Before your make skill roll with the following skills - Intelligence (Investigation) or Intelligence (Technology), Wisdom (Insight), Charisma (Intimidation) or Charisma (Persuasion) you can gain a natural 20 with the skill check. You must complete a rest before you can use this trait again. *'''Field Advice''': Using only your words, you call your comrades back from the most harmful of afflictions. As an Action, you give a rousing speech, and all allies that can see and hear you and understand you suppress all effects of exhaustion for one hour. You must complete a long rest before you can use this ability again. *'''Ignite Fervor''': Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose one ally who can see and hear you and understand you and who saw you strike your opponent. That ally gain Advantage on their next attack roll against the same opponent. If they have multiple attacks, the advantage is only on the first one. Prerequisite: Marshal 5th+ level. *'''Inspire Confidence''': As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 bonus on all Attack rolls and a +2 bonus on Ability checks and Saves for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see or hear you to remain inspired. You must complete a long rest to use this trait again. *'''Inspire Zeal''': Whenever an allying who can see and hear you and understand you, makes a successful attack against an opponent that you can also see, you can spend your Reaction to turn the result into a critical success. You must complete a rest to use this talent again. Prerequisite: Marshal 10th+ level. *'''Mask Of Authority''': Your friends believe in themselves more just knowing you are around. All allies that can see and hear you and understand you can re-roll all 1s on their damage rolls (must take the result of the re-roll even if it results in another 1s). *'''Strength Resolve''': as the Inspiring Leader feat (PHB) with the following changes – first you can use either you Intelligence or Charisma modifier and second you double your chosen attributes modifier bonus for the total temporary hit points granted. A creature must complete a rest before they can benefit from either Inspiring Leader or Strength Resolve again. '''MARSHAL ARCHETYPES'''</br> '''''DIPLOMAT'''''[https://www.pinterest.com/pin/17381148549768263/]</br> The Diplomat is get not only at talking with people and coordinating actions, but they can influence and force others to do as they say in some situations. Note that all of these talents are mind-affecting effects. Also many of the following features require a Saving Throw to resist their affects. Diplomat’s use their Charisma modifier when setting the ability saving throw DC = 8 + your proficiency bonus + your Charisma modifier.</br> '''Willing Smile''': You gain this ability at 3rd level when you acquire this archetype. As an Action you can talk a non-hostile target into almost anything. A target that is not fighting and is not hostile too you, who can also hear and understand you, must make a Charisma save or gain the Charmed condition (PHB pg. 290) against you. If you attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). </br> '''Cutting Words''': You gain this ability at 7th level Marshal. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, as a Bonus action, one target that can see and hear and also understand you, must make a Wisdom save. Failure means that it is at Disadvantage on its Attack rolls until the start of your next turn. You also gain '''Selling Ice on an Ice World''' at 7th level. This allows to automatically purchase standard goods (non-illegal or military ware) at 10% off the base price or sell such goods for 10% more. </br> '''Sharper Words''': You gain this feature at 11th level Marshal. You are really good at insulting people or causing them to become flustered with your words. On your round, as a Bonus action, you attempt to distract or fluster a group within 30 feet of you that you can see and whom can see and hear and understand you. They must all make a Wisdom save. Failure results in the targets suffering Disadvantage to all Attack rolls until the start of your next turn. Note that those that are higher level than you are at an Advantage to this save and they can also spend a Resolve point to ignore it if they choice as a Reaction.</br> '''I Think We Got Off on the Wrong Foot''': You gain this feature at 15th level Marshal. As a reaction, at any time, you can expend one of your Hit Dice to instead of healing get a ‘natural 20’ on your next Charisma or Wisdom save, ability or skill check before making the roll. Hit Dice recover as normal. As an Action you demand the surrender of a target within 30ft of you that is at ½ or less its maximum Hit Points, who can hear and see you and understand you. It must make a Charisma save. Failure means that it surrenders to you and your allies, dropping any weapons (even one’s it is hiding) and will not no hostile actions against you or your allies, allow itself to be searched and/or restrained, etc. If the target is higher level than you it gains advantage on this save. If you or any of your allies take hostile actions against it, it automatically recovers and will attack and/or defend itself as normal and you cannot use this feature against it again. You have to take a rest before you can use this second feature again.</br> '''Everything you Got''': You gain this feature at 18th level Marshal. As an Action, select one target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure imposes the Stunned condition onto the target until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success automatically ends the condition after the damage is rolled.</br> '''''INSPIRING COMMANDER'''''</br> The inspiring commander marshal could be a natural born leader of a mercenary troop or have been trained in the Star Legions Officer Core. He leads by example and inspiration.</br> '''Control The Battle Theatre''': You gain this ability at 3rd level when you acquire this archetype. When rolling for initiative, you and each ally that can see or hear you add your Proficiency bonus to their initiative roll. On each of your rounds, as a Bonus action, you grant one ally who can see and hear you and understand you, a 1d4+1 bonus on an attack roll, saving throw, skill or ability check or to its AC against one attack. It must take this bonus before the start of your next turn or it is lost. An ally loses this bonus immediately if they can’t see or hear or if you are incapacitated or reduced to 0 hit points.</br> '''Deployment Tactics''': You gain this ability at 7th level Marshal. You use your tactical knowledge to direct allies in battle to move more effectively. On your round, as a Bonus action, you and all allies who can see, hear and understand you gained the benefits of your Control the Battle Theatre, add +10 feet to Speed and ignore penalties for difficult terrain when moving until the start of your next turn. Allies do not lose the benefits of Control the Battle Theatre if they cannot see you (they still need to be able to hear from you, via communicator, etc.)</br> '''Rally''': You gain this feature at 11th level Marshal. As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. All allies who can see and hear and understand you, and who has less than half their total hit points remaining, gains their level plus your Charisma modifier in temporary hit points, gains advantage on any saves against the Frightened Condition and a +2 bonus to all damage rolls they make. This bonus last for up to 1 minute (10 rounds). Allies lost these bonuses if you are Incapacitated or reduced to 0 hit points. You can use this ability again after you have completed a rest. Secondly, you can provide a courage example for your allies. As a Bonus action you remove the Frightened Condition from any number of allies who can see and hear and understand you, equal to your Charisma bonus.</br> '''Assault Tactics''': You gain this feature at 15th level Marshal. As an Action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear and understand you, deal an additional points of damage equal to ½ (round down) your level plus your Charisma modifier to the target with each successful melee or ranged attack, until the start of your next turn.</br> '''Field Commander''': You gain this feature at 18th level Marshal. You know how to use existing terrain to the best of your advantage and get your troopers to the right place at the right time. As a Reaction, you bark out a short command to find cover. All allies who you can see and who can hear and understand you improve their Cover by one step (including no cover which becomes ½ cover) as they grab and use all existing cover to their absolute advantage. If they move on their turn before you next action they lost this bonus unless they use ½ their Speed in movement to get to another cover location. This bonus lasts until the start of your next turn.</br> '''''TACTICIAN'''''[https://www.pinterest.com/pin/87679523986741104/]</br> You use your analytical mind to evaluate the tactical situation of the battle field and then coordinate your allies or troopers on how best to respond to the situation. Your abilities allow you to react to the changing tactical situation of the battle.</br> '''Tactical Command''': You gain this ability at 3rd level when you choose this archetype. You gain Tactical Points (TP) equal to your Intelligence modifier (min 1) plus additional points each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.</br> You receive +1 tactical point (TP) when each of the following occurs… *An ally you can see or communicate with rolls a natural 1 on an attack. *An ally you can see suffers a critical hit. *An ally you can see is reduced to less then half its hit point maximum. *An ally you can see is reduced to zero hit points. *Three or more allies you can see suffer damage from an area effect. You can then spend acquired TPs the followings ways… :1. '''Attack!!!''' (3-9 points): As a bonus action, select one ally per 3 points spent (maximum 3 allies); the targeted ally makes a single attack as a reaction immediately. :2. '''Elevate Strategy''' (2+ points): As a bonus action, select one ally per 2 points spent; the targeted ally immediately either move (at its normal speed) or take a bonus action. Targeted ally still get its’ turn when it comes up. :3. '''Intelligent Defense''' (1 point): as a reaction, one ally gains a +3 bonus to AC until the beginning of your next turn: if you move before then, the bonus is lost. :4. '''Opportune Weakness''' (3 points): As a reaction, one ally’s successful attack becomes a critical hit. :5. '''Outmaneuver''' (2 points): As a bonus action spend 2 points to move a creature within 30 feet of you that is your size or smaller up to 5 feet (it cannot be moved into hazardous terrain). The target suffers disadvantage on attack rolls until the beginning of your next turn. :6. '''Tactical Shift''' (1-3 points): As a bonus action, select one ally per 1 point spent (maximum 3 allies); the targeted ally can either make Disengage action for free on her turn or can move immediately up to ½ its Speed as an immediate Reaction. :7. '''Reverse Course Of Action''' (10 points): As an action, all enemies you can see must make an Intelligence save against DC 8 + your proficiency modifier + your Intelligence mod. If they fail, they are at disadvantage for all attacks, ability checks and saves until the end of your next turn. '''Reevaluate Strategy''': You gain this ability at 7th level Marshal. You can be ready for any battle situation that might arise. Instead of using your Hit Dice to recover hit points during a short rest, you can use them to gain TP points. For every Hit Die you spent this way using a bonus action, you gain 1d4+2 TP. These points last until your next rest.</br> '''Tides of War''': You gain this feature at 11th level Marshal. You now gain +1d4 TP each time you or an ally meet a Coordination condition (see above) instead of just one.</br> '''Battle Instinct''': You gain this feature at 15th level Marshal. You have an instinct for reading ambush sites and can react to such situations quickly. If the enemies gain a surprise action against you and your team, you gain an additional +5 TP. If any creature hits you with an attack at any time (not just the surprise round), you gain an additional +1 TP.</br> '''Battle Leader''' You gain this feature at 18th level Marshal. You can issue a last commands to your troops if you know you are about to fall. If you are reduced to 0 hit points, you gain +10 TP that you can use as many Coordination abilities that you want immediately (and the various abilities that you would spend your points on do not require any other action, bonus action or reaction). In addition you can spend any and all remaining TP points at this time also. '''<u>TECHNICIAN</u>'''[https://www.pinterest.com/pin/2674081015899142/]</br> Technicians fill the roles as scienist, medical and engineering personnel, solving problems and repairing the ship, its crew, or more often both. As engineers, scientists, doctors, mechanics… and a host of other roles, technicians are vital to the safety and wellbeing of their ship and crew, being relied upon constantly to create ingenious solutions to the countless problems that plague spacers.</br> Technicians are hardy enough to assist in the combat pillar, usually in a support role, but truly shine in exploration pillar, overcoming obstacles and creating innovative solutions to problems with their broad skill set.</br> CLASS FEATURES</br> '''HIT POINTS'''</br> '''Hit Dice''': 1d8 per Technician level.</br> '''Hit Points at 1st level''': 8 + your Constitution modifier.</br> '''Hit Points at Higher Level''': 1d8 (5) + your Constitution modifier per Technician level.</br> '''PROFICIENCIES'''</br> '''Armor''': Light Armor.</br> '''Weapons''': Simple Weapons, Pistols</br> '''Saving Throws''': Dexterity, Intelligence</br> '''Skills''': Choose four from Capital Ship Pilot, Computer Use, Culture, Drive, Life Science, Gather Information, Insight, Investigation, Mechanic, Medicine, Nature, Perception, Physical Science, Pilot and Technology</br> '''EQUIPMENT'''</br> You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; either an Armored Flight suit or a Skinsuit and a Light Flak Vest; either a Golem Control Rig, a Medical kit or a Repair kit; an Explorer pack or Spacer pack; a basic Dataslate; an extra 150 credits of extra cash. {| class="wikitable" | '''LEVEL''' || '''PROFiCIENCY''' || '''FEATURES''' |- | 1st || +2 || Expertise, Savant |- | 2nd || +2 || Fast Hands. Specialization |- | 3rd || +2 || -- |- | 4th || +2 || Attribute Score Improvement |- | 5th || +3 || Quick Thinking, Savant |- | 6th || +3 || Extra Attack |- | 7th || +3 || Specialization Feature |- | 8th || +3 || Attribute Score Improvement |- | 9th || +4 || Expertise |- | 10th || +4 || Specialization Feature, Savant |- | 11th || +4 || -- |- | 12th || +4 || Attribute Score Improvement |- | 13th || +5 || -- |- | 14th || +5 || -- |- | 15th || +5 || Expertise, Specalization Feature, Savant |- | 16th || +5 || Attribute Score Improvement |- | 17th || +6 || -- |- | 18th || +6 || Specialization Feature |- | 19th || +6 || Attribute Score Improvement |- | 20th || +6 || Expertise, Savant |- |} FEATURES </br> '''Expertise''': At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability skill check you make when you use this proficiencies. You gain a new expertise in one additional skill at 9th, 15th and 20th level.</br> '''Savant''': At 1st level you gain a Savant ability. Pick one from those listed below. Gain a new Savant ability at 5th, 10th, 15th and 20th level.</br> '''Fast hands''': At 2nd level, you halve the time it would normally take to complete certain tasks, minimum 1 action. Pick one of the following skills this applies to – Computer use, Mechanic or Medicine.</br> '''Specialization''': At 2nd level you chose your technician specialization. Pick either a Golem Master, Medic, Mechanic or Operator. </br> '''Ability Score Improvement''': When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase ability score(s) or gain a feat.</br> '''Quick Thinking''': Starting at 5th level you can now take one additional Bonus or Reaction on each of your rounds (so 2 of either Bonus actions a round or 2 Reactions in a round).</br> '''Extra Attack''': Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.</br> '''SAVANT ABILITIES'''</br> These are generic savant abilities that all Technicians can acquire. There are also specialized ones listed under each Archetype that are only allowed for that Archetype. *'''Breakthrough''': You have made some technological breakthrough with a piece of technology that uses a class skill that you have proficiency with. You gain a +2 equipment bonus to using this skill so long as you have the piece of equipment that you have upgraded in this way. You can take this ability more than once but the bonus must be applied to a different piece of tech. For Golem Masters and Operators, this could be applied to a specific golem or vehicle, and only for one of its checks (must be chose when ability is picked). *'''Do Science on it!''': With any one Intelligence or Wisdom skill that you have proficience (or Expertise) with you add +5 to your next skill roll total. You must complete a rest before you can use this ability again. *'''Friggin’ love Science''': as a bonus action you have Advantage on one of the following skill checks – Computer Use, Mechanic, Medicine, Nature, Physical Science, Religion, Technology or Thievery. You must complete a rest to use this ability again. *'''Outwit and Outthink''': On your action and until the end of your next turn, you can make ranged attacks using your Intelligence or Wisdom (pick one) modifier for attack and damage rolls instead of your Dexterity. You can do this a number of rounds up to your Intelligence or Wisdom modifier times (pick one; Min 1) before you must complete a rest to regain all of these uses again. *'''Science, Not a Soldier''': When you take the Disengage action, you can make a single weapon ranged attack as a bonus action. *'''Widget Bag''': You have a bag of miscellaneous spare parts, useful material and salvage worth 200 +50 credits per Technician level. During a rest you can scavenge for components and parts, in most industrial or civilized areas. Doing so you can regain 10 x 1d4 credits for a short rest (but only once per long rest) and 25 x 1d6 credits for a long rest. '''TECHNICIAN ARCHETYPES'''</br> '''''GOLEM MASTER'''''[https://www.pinterest.com/pin/8303580554539080/]</br> Non-sentient robots and drones are called Golems in the DragonStar setting. A Golem Master is a specialize tech who controls them.</br> '''Mechanical Minion''': You gain this ability at 2nd level when you acquire this specialization. The Golem Master requires a Golem Control Rig or Excortex Implant to control his drone. You bond with one drone that you have acquired. It responses to your commands so long as you are within your ‘command range’ (standard range is 5 miles baring any blockage). Add your Proficiency bonus to the drone’s AC, attack bonus and damage rolls as well as saving throws and any skill it is proficient with. You can order it to move as a free action, or as a Bonus action you can order it to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can direct it to use all of its actions (movement, action, reaction). If you are incapacitated or reduced to 0 hit points the drone can only take its move action. If your drone is outside the command range it can still action semi-independent (but without your proficiency bonuses) so long as you can communicate with it via a comlink. </br> You can see what it sees drone even if it is out of your range and can order it to act.</br> '''Drone Upgrade''': You gain this ability at 7th level Technician. You have upgraded one drone with an enhanced AI processor allowing it to a full round of actions and all the actions listed with only a Bonus action on your part each round to issue commands. If you are incapacitated or reduces to 0 hit points or if the drone can now take any action based on your last commands, interpret and try and logic what you might have last wished, etc. It loses your proficiency bonuses as listed above.</br> '''Best Friends 2.0''': You gain this ability at 10th level Technician. Using your golem interface you may attempt to hack an enemy robot or drone as an Action. The target resists with an Intelligence save DC 8 + proficiency bonus + your Intelligence modifier. Failure and it gains the Charmed condition with you. Also, whenever a creature you can see targets you or a friendly drone or robot within five feet of you, you can use a reaction to redirect the attack to yourself or your friendly drone.</br> '''Drone Upgrade II''': You gain this ability at 15th level Technician. You have upgraded one of your drones with a true AI and can act as an independent character that aids you as you wish it to even if you are incapacitated, at 0 hit points or out of contact with the drone. In this situation is gains ½ (round down) your proficiency bonuses even when you are incapacitated in this way. Otherwise you must still issue it commands with a bonus action to gain your full proficiency bonuses.</br> '''Ghost in the Machine''': You gain this ability at 18th level Technician. You can fully split your awareness between your own actions and that of your drone, allowing each of you to take a full round of actions in a turn and requiring no bonus action on your part. If you are incapacitated your consciousness can remain active in your drone, and continue to act as normal (and in direct control of the drone). It can remain their even if your body died!!! If you are resurrected or restored to life somehow your consciousness returns to your real body again.</br> GOLEM MASTER ONLY SAVANT ABILITIES</br> You must have taken the Golem Master specialization to gain these savant abilities. Note that these upgrades can also be installed into a golem or drone with cash instead. The affects do not stack. *'''Combat Tracking Software''': You can update a drone’s software, once, with a +1 to its ranged attack rolls. You can take this ability twice, granting a drone to a +2 with ranged attacks. *'''Target Acquisition''': You update a drone’s targeting system, once, so that now it re-rolls any 1s or 2s that it rolls on ranged attack damage. It must accept the result of these rerolls. *'''Target Scanner''': You can update a drone’s targeting system, once, so that now it scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target). '''''MEDIC'''''[https://www.pinterest.com/pin/293859944443957914/]</br> Medics are trained medical professionals well verses in diagnosing and treating a variety of ailments and injures.</br> '''Healing Hands''': You gain this ability at 2nd level when you acquire this specialization. With a Medical Kit (see Gear pg. 77), when you use a full round action to heal an adjacent creature you heal it an additional 1d8 + your Technician level in hit points. If you get a 20+ on your check you heal it an additional +1d8 hit points. This uses a unit from the Medical Kit.</br> '''Back on your Feet''': You gain this ability at 7th level Technician. Requires a Medical Kit to use and requires one of the kit’s unit of supplies. As an action when the Medic is stabilizing a disable creature that he is adjacent to, if the medic succeed not only does the creature gain 1 HP but it gains an additional number of HP equal to your Wisdom modifier plus your Technician level (up to its max HP). Targets can benefit from this multiple times per rest but at a cost of a unit of uses from the Medical Kit.number of HP equal to your Wisdom modifier plus your Technician level (up to its max HP).</br> '''Fast Healer''': You gain this ability at 10th level Technician. Requires a Medical Kit to use but does not requires one of the kit’s unit of supplies. During a rest make a DC10 Wisdom (Medicine) check to restore one spent Hit Dice to a creature, two spent Hit Dices if your check was 20+ or higher. A creature must complete a long rest before they can benefit from this use again.</br> '''Field Medic''': You gain this ability at 15th level Technician. Requires a Medical Kit to use but does not requires one of the kit’s unit of supplies. During a short or long rest while the healer is granting advantage on their Hit Die rolls (from the Medical kit in Gear) she also restore an additional number of HP equal to ½ (round down) her Technician level + her Wisdom modifier for each Hit Dice spent during the rest. She can add up to her Technician's level in allyies (including herself) in this way. The medic also also now preform field surgery with a normal skill roll instead of being at disadavntage.</br> '''Don’t’ you die on me!''': You gain this ability at 18th level Technician. Requires a Medical Kit to use and requires one of the kit’s unit of supplies. As an action and make a DC20 Wisdom (Medicine) skill check on a creature whom you are adjacent to and you restore a creature that has died within the last minute to life with 1 hit point but also one level of Exhaustion. MEDIC ONLY SAVANT ABILITIES</br> You must have taken the Medic specialization to acquire this Savage abilities. *'''Diagnose and Cure''': As an Action, you use your medical kit on a willing creature you are adjacent too. This does not cost one the kit usage. For the next minute (10 rounds) the target gains advantage on its next Strength, Constitution, Intelligence or Wisdom saving throw. A target can only have this feature applied to it once. Once it has used the feature you can then reapply it again. *'''Physician Heal Thyself''': As a bonus action, you recover hit points equal to your 5+ Wisdom modifier + your Technician level. Once you have used this ability, you must complete a rest to use it again. You can take this ability again, allowing you to use this feature an additional before requiring a rest. *'''Race to the Fallen''': You can use the Disengage action as a reaction so long as you move at least ½ your Speed directly towards an ally on the same turn. '''''MECHANIC'''''[https://www.pinterest.com/pin/10062799158580191/]</br> Specialists who apply their knowledge of all things ‘machine’ in a wide variety of sciences and technical aptitudes towards repair and maintenance of starships, vehicles, golems, and equipment.</br> '''Intimate Knowledge''': You gain this ability at 2nd level when you acquire this specialization. You are considered proficiency with all weapons on any starship even if you don’t have the Heavy Weapon proficiency normally. Whenever you use a Repair kit to repair damage you add your Technician’s level as a bonus to the amount repaired to vehicles. You have the equivalent of the Widget Bag Savant ability, even if you have not selected it. If you select this savant ability your bag has 200 + 100 times you level in share parts and you can salvage 20 x 1d4+1 with a short rest, 50 x 1d6+1 with a long rest.</br> '''Miracle Worker''': You gain this ability at 7th level Technician. As a bonus action you grant yourself advantage on your next Mechanic skill check. You must take a rest before you can use this ability again. You can use this ability twice, before requiring a rest, at 12th level Technician and three times when you reach 17th level Technician.</br> '''Hot Wire''': You gain this ability at 10th level Technician. The number of rounds required to perform either a Jury-Rig to repairs or to restoring power is halved, round down (minimum 1 round; with Fast Hands ability the number of rounds is ¼, minimum 1 round) and you restore twice the base amount of hit points or force field points when doing so. If you succeed with this jury-rig check by +10 over the DC any hit damage restored this way does not return at the end of the scene amount of hit points or force field points when doing so.</br> '''MacGyver''': You gain this ability at 15th level Technician. You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 200 credits worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make a Technology skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest.</br> '''Pure Engineer''': You gain this ability at 18th level Technician. When you make an Intelligence (Mechanic) or (Technology) skill check you set it as a natural 20. You must complete a rest to use this feature again. Also any repairs that you perform cost 50% less in supplies going forward.</br> MECHANIC ONLY SAVANT ABILITIES</br> You must have taken the Mechanic specialization to gain this savant abilities. *'''Ablative Plating''': With a DC15 Mechanics check, 100 credits worth of spare parts and at least one hour of work you can improved the Armor Class of any personal armor by +1. This affect lasts for the next combat encounter. You can make the effect permanent by spending 500 credits and with an 8 hour work day. You can still add the ablative on top of this (i.e. granting you +2 AC over the base armor’s value) but it now costs you 250 credits in spare parts each time you do this. A failure on any of these rolls means a loss of the spare parts but no other penalty. *'''Chief Engineer''': You can attempt to boost the power output of a starship’s engines to help your crew in an emergency. As an Action with a DC15 Mechanic check you grant a boost to one of the following system – Boost Sensors ads advantage to any Computer Use check to do scans, Increase Force Fields Threshold by +10, Increase Speed by +2 squares (starship scale) or Increase Weapons Output adding +1d weapon dies to all starship energy weapons. If you succeed with a 20+ you can boost two systems at the same time. These bonuses last until the start of your next turn. Failure results in Maneuver damage to the ship. Each time you succeed with this check costs the ship 1 energy point. *'''Grenade Expert''': Add your proficiency bonus to the damage with thrown grenades, grenade launchers and mortar rounds that you fire. *'''Knack''': You can also automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after you have taken a rest. *'''Midas Touch''': With a DC15 Mechanics checks, 250 credits worth of spare parts with at least one hour of work you upgrade a firearm. For the next combat encounter increase the damage dice (one if multiple) with the firearm by +1 step (a Hand Cannon would deal 1d8+1d6 piercing damage, etc.) *'''Sapper''': When you set explosives with a demotion kit, increase the damage by +2d weapon dice, add +10ft to the AOE and add your proficiency bonus to the DC for saving throws to avoid damage. '''''OPERATOR'''''[https://www.pinterest.com/pin/1618549850989141/]</br> Operators are skilled starfighter pilots, mech-walker controllers, combat tank drivers, aerocraft aces, and anyone else who specializes in vehicle control and combat operations.</br> '''Expert Control''': You gain this ability at 2nd level when you acquire this specialization. You are able to learn Vehicle Stunts. Select one stunt from the list below. You can select one additional stunt at 7th, 11th, 15th, and 18th level. Stunts and Savant abilities count as the same (are interchangeable for you). Some of these stunts require the vehicle to attack an enemy target. When a vehicle you are in operating and proficient with it hit with a successful attack, you can use your Reaction to halve the damage the vehicle just suffered. The vehicle cannot be disabled, stunned or not moving to use this feature. You are also considered proficient with any of the vehicles weapons that you are piloting or driving so long as you are also proficient with the vehicle type. </br> '''Inside Out''': You gain this ability at 7th level Technician. You are one with your machine. Any vehicle under your direct control that you are proficient in its operation, adds your proficiency bonus to the vehicle’s AC and vehicle saves and you gain an additional +2 insight on all of its attacks, skills and ability checks with vehicle mounted weapons.</br> '''Flat-Out''': You gain this ability at 10th level Technician. Increase the vehicle of any vehicle you are operating that you are also proficient with by +10ft base feet (+1 starship scale) and you advantage on the Increase Speed maneuver check.</br> '''Combat Ace''': You gain this ability at 15th level Technician. Also as a bonus action you grant yourself advantage on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are operating that you are proficient with. You can use this ability twice, before requiring a rest, at 15th level Technician and three times when you reach 20th level Technician.</br> '''I’m the best there is''': You gain this ability at 18th level Technician. Before you make an attack roll or save or vehicle control roll with a vehicle weapon attack or vehicle save, you use a bonus action and can assume to have rolled a natural 20 on this check. You can’t use this ability again until you have taken a rest.</br> STUNTS & OPERATOR ONLY SAVANT ABILITIES</br> You must have taken the Operator specialization to acquire any of these abilities and you can take them either as generic Savant Technician abilities or Operate Stunt abilities. You must be proficient with and operating the vehicle in question for these abilities as well. *Counter Maneuver: If a vehicle or creature hits your vehicle while it is moving with a physical attack (ram or a melee attack), you can make ram attack against the target as a reaction (see Ram). If you hit, add one damage die to the damage dice base. Your vehicles only suffers ¼ of the same value. *Damage Avoidance: As a bonus action, you half all ‘maneuver damage’ that you might suffer with a vehicle until the start of your next turn. *Defensive Driving/Flying: As a bonus action, you gain a +2 bonus to AC and saving throws with a vehicle you control until the beginning of your next turn. *Drop The Hammer: As a bonus action, you can increase your vehicle’s speed by ½ it Base Speed until the start of your next turn. You are not at disadvantage with any other Maneuver check you might preform before the beginning of your next turn nor do you make a maneuver check. *Expert Speedester: You know the limits of your vehicle better than anyone else. As a bonus action you can remove either a Reeling, or Stunned conditions that is affecting your vehicle at the time. You need to take a short or long rest to use this ability again. *Kamikaze: As an action, you can make a ram against another vehicle or creature with your vehicle, you are not at disadvantage if they target is at least your size or larger. If you hit, add two damage dice to your total damage. Your vehicles suffers the same damage. If you succeed with this attack and are still alive, you cannot use it again until you finish a long rest. *Keep it Together: When a vehicle you are operating takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Technician + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest. *Relentless Pursuit: When you are attempting of ‘Force ‘Dogfight’ (see Vehicles) you have Advantage on your Vehicle operation check for that initial check (but only to Force one). *Signature Move: As a bonus action, gain a +1d6 bonus with all Dexterity (Drive), (Pilot) and Intelligence (Capital Ships) check until the end of your turn. Vehicle Evasion: If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you failed your saving throw and no damage if you succeed with the save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable. === BACKGROUNS === SciFi backgrounds then to be a bit different then fantasies and as not using Tool Proficiencies…</br> '''Affluent'''[https://www.pinterest.com/pin/64668944640885763/]: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.</br> Skill Proficiency: Culture plus one of Deception, Gambling. Intimidation or Persuasion.</br> Languages: Two languages of your choice.</br> Equipment: Four sets of elite clothing, one set of traveling fine (but common) clothing, a basic Energy Shield or an extra 500 credits, a credstik with 300 credits on it.</br> '''Bruiser'''[https://no.pinterest.com/pin/3025924739872981/]: This is not a record of your physical capacity. You may not be strong or agile or just stubborn. You simply won’t back down from a fight, and have been known to provoke one on occasion. You could be a flat-out bully, or someone always willing to stand up for themselves or other against any form of oppression. Unlike other backgrounds, this mentality started early in school and probably remained with you for the rest of your life.</br> Skill Proficiencies: Athletics and Intimidate, plus either Gambling or Insight.</br> Languages: One language of your choice.</br> Equipment: Two set of common clothing, Brass-knuckles, Solid-Core Staff or Shock Gloves, a trophy from a fight (official or informal), credstik with 150 credits on it.</br> '''Celebrity'''[https://www.pinterest.com/pin/382313455876869163/]: Perhaps you were on reality Vid, maybe you hit a billion views on Utube or over the VWeb, or you were the lead singed in last years a one-hit wonder group. You could be an actor, a winning athlete, an extreme sportsman, an underground brawler, etc. Whatever the case, people recognize you.</br> Skill Proficiencies: Culture and Performance, plus one of Athletics, Acrobatics, Deception, Gambling or Persuasion.</br> Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150 credits, one flashy (elite) costume, two set of common clothing, credstik with 150 credits on it.</br> '''Colonist'''[https://www.pinterest.com/pin/3518505946772300/]: You grew up on a rouged outworld colony. Maybe your parents were homesteaders or exiles from the core worlds but all you knew was life on the frontier was never easy and often very dangerous. Wild beasts and occasionally the planet itself were often your enemy as you struggled to help build your world.</br> Skill Proficiency: Athletics and Survival, plus either Animal Handling or Drive.</br> Equipment: Two set of common clothing, a combat knife, a Bolt Action Rifle or Shotgun with 10 extra standard rounds, 50 gold coin.</br> '''Delinquent'''[https://www.pinterest.com/pin/4855512088192931/]: You dabbled in some form of criminal activity, a petty theft or severe in organized crime. This is not assuming you enjoy it or whether or not you were even caught. Perhaps you embraced the life of a career criminal, only for said life to bite you back via a double-cross or jail time. Ignoring such presumption, you could have just been an irresponsible youth lacking proper education or parenting that fell in with the wrong crowd...unless you were the ringleader.</br> Skill Proficiencies: Sleight of Hand and Stealth, plus one of Deception, Intimidate or Thievery.</br> Languages: One language of your choice.</br> Equipment: One set of common clothes, a Dagger, 200 credits worth of ill-gotten goods, either a Disguise kit, Forgery kit, Security kit or Thieves tools, credstik with 100 credits on it.</br> '''Disciple'''[https://www.pinterest.com/pin/699465385873530646/]: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.</br> Skill Proficiencies: Insight and Religion, plus one of Culture, Medicine, Nature or Persuasion. Languages: One language of your choice.</br> Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 150 credits, two sets of common clothes, credstik with 50 credits on it.</br> '''Drifter'''[https://www.pinterest.com/pin/128282289377113636/]: By force or by choice, you have moved from location to location, following friends or family as they struggled for income. Regardless of your education level, you acquired more from your time on the road (or space lanes) than anything learned from books. Drifting doesn’t always equate to being homeless—perhaps you lived out of a vehicle or a small apartment, huddling with others for warmth. Perhaps you have no connections at all, and live your life one day at a time. You may be a runaway or an orphan, why has yet to be determined.</br> Skill Proficiencies: Deception and Survival plus either Drive or Stealth.</br> Languages: Two languages of your choice</br> Equipment: A set of common clothes, backpack, bedroll, a Dagger or Brass-Knuckles, 10 gold coins.</br> '''Enforcer'''[https://www.pinterest.com/pin/537265430537114373/]: You were either in Law Enforcement, a Bounty Hunter or corporate security personal. You dealt with criminals and never-do-wells. You might not have been an honest person and could have accepted bribes, or you were by the book and enforced even minion infractions cause that's the law, or maybe somewhere inbetween.</br> Skill Proficiencies: Insight, Perception plus either Drive, Intimidate or Pilot.</br> Equipment: one Old Uniform, two sets of common clothing, a autopistol with extra full clip of regular rounds of ammunition, credstik with 100 credits on it.</br> '''Intellectual'''[https://www.pinterest.com/pin/A-Ik6QAQgDwAvMArOU-zikU/]: It’s not a matter of how smart you are but more your choice to never stifle your curiosity about the universe. You always asked questions. If parents didn’t satisfy, you pestered teachers, and when they failed, you took matters in your own hands and embraced books or online sources. Regardless of your capacity to solve problems or retain complex theories, you refused to accept an explanation without evidence.</br> Skill Proficiencies: Computer Use and Investigation, plus one of Nature, Physical Science or Technology.</br> Languages: Any one language or your choice.</br> Equipment: Two sets of common clothes, an enhanced dataslate (Int 14 & Wis 14, proficiency +3) with +1d4 additional Library subjects (pg. 75), credstik with 100 credits on it.</br> '''Laborer'''[https://www.pinterest.com/pin/157274211981712101/]: You’ve always appreciated the value of a day’s work. You can’t handle sitting in a cubicle. To you, a life is not worth leading unless you get your hands dirty. There’s a decent probability you were raised on a farm, or idolized a parent or sibling following blue-collar work, a pursuit in mining, manufacturing, or construction. Perhaps they were a firefighter or paramedic. Despite a possible lingering fascination with creative arts, a need has been instilled to contribute to society in a physical way. You don’t have to be strong, just committed.</br> Skill Proficiencies: Athletics and Mechanics plus either Animal Handling or Culture. Languages: One language of your choice.</br> Equipment: One set of artisan tools or repair kit, two sets of common clothing, a set of work coveralls with environmental-seal upgrade, credstik with 50 credits on it.</br> '''Merchant'''[https://www.pinterest.com/pin/370491506856503271/]: You were raised in the markets and bazaars of many stations and worlds, carrying out the vial commerce that fuels the empire’s expansion into the stars. You might have grown up on a tramp freighters, working the Outer Rim of the Colonies, or been a part of one of the great AristoCorps.</br> Skill Proficiencies: Deception and Persuasion, plus one of Insight, Perception or Technology.</br> Languages: Two Languages of your choice.</br> Equipment: one set of fine clothes, one set of work coveralls, two sets of common clothing, a dataslate, credstik with 300 credits on it.</br> '''Military'''[https://www.pinterest.com/pin/2674081018148788/]: You served one or more tours of duty in a military force, and attained rank before mustering out to find a life of adventure in space. Perhaps it was a planetary defense force, interstellar or system navy, or even just a local militia.</br> Specialty: During your time in the service, you received special training. Choose one of the following options to determine your specialization.</br> '''''Armor Crew''''': trained in armored land vehicles. Gain proficiency in Super-Heavy weapons. You are proficient in Athletics and either Drive or Mechanic skill and gain one Language of choice.</br> '''''Basic Infantry Training''''': You trained in basic to learn to use a wide variety of weapons and armor for personal combat. You gain proficiency in any two of following: any one Armor type (except Exo-Suits), Rifles, Heavy Weapons or Super Heavy Weapons. You are proficient in Athletics and Intimidate and gain one Language of your choice.</br> '''''Flight School''''': You trained in flight school for aerial or space combat. Gain proficiency in Super-Heavy weapons along with skills Perception and Piloting. Also start with one additional Language of choice.</br> '''''Corps of Engineers''''': You served the corps of engineers, blasting and building fortifications for the service. You gain proficiency with Mechanics, Physical Science and Technology skill and one Language of choice.</br> '''''Field Medicine''''': You served as a field medic in the service. You gain proficiency with one of the following of choice – Rifles, Light Armor, Medium or Heavy Armor. You are proficient with Life Science and Medicine and gain one Language of your choice.</br> '''''Military Academy''''': You attended a prestigious military academy. You gain proficiency in Culture and Insight along with either Intimidate or Persuasion. Also gain two Languages of your choice.</br> '''''Special Operations''''': You served with special operations, which is all that you are allowed to say. You are proficiency with Rifles or Heavy Weapons. You gain proficient with Stealth and Survival, and one Language of your choice.</br> '''''Exo-Armor Trooper''''': You were trained to fight in power armor. You gain proficiency in Exo-Armor and Heavy weapons. You are proficient in Athletics and Intimidate, and gain one additional Language of your choice.</br> Equipment: one Military uniform (used), one set of combat fatigues, one set of common clothing, a Combat knife and one melee weapon with Advanced Alloy upgrade, credstik with 50 credits.</br> '''Recluse'''[https://www.pinterest.com/pin/70437480414683/]: You’re an introvert, requiring solitude from time to time. You may not hate people; you just can’t handle groups for long periods of time. As such, your default stance is to dive into books or in front of a computer. It may go further, forcing you to live life as a hermit in a hut or as a hobo pining his days in a van down by the river. This is unlikely as you are required to be functional in some way among other people. This concept could encompass a monastic order, or you could be geek. You are not required to create an extravagant reason why you avoid people—you could just be a nerd. You excel when allowed to act by yourself.</br> Skill Proficiencies: Computer Use plus any two Intelligence or Wisdom based skill.</br> Equipment: Two sets of common clothes, advanced dataslate (Int & Wis 14, proficiency bonus +3), with +1d4 additional Library subjects (pg. 75), credstik with 100 credits.</br> '''Regular Joe'''[https://www.pinterest.com/pin/9922061666993615/]: You don’t consider yourself special—you don’t excel in any one thing. And yet, you are still a unique and interesting snowflake. The combination of skills and strengths, despite nothing marking you as the best in the world, still distinguishes you to the world... it’s just the world will probably never know. You are the one society depends on to be reliable. You lack any debilitating psychological traits, but you are also not gifted to be outclass those around you. This does not assume you will never achieve anything—it just says you were never expected to.</br> Skill Proficiencies: Any three skills of choice.</br> Equipment: Two sets of common clothing, credstik with 50 credits.</br> '''Smooth Talker'''[https://www.pinterest.com/pin/105130972543628333/]: As a mirror to the recluse, you find interacting with people thrilling. They invigorate you, and you find confidence and motivation when surrounded by those paying attention. You are often the leader in a situation, or you desire to be said leader. In school, you quickly found that words and actions would gather the interest of others, encouraging you to continue the practice. You can’t stand remaining still in front of a computer, or in isolation. You have to get out and about!</br> Skill Proficiencies: Deception, Gambling and Persuasion</br> Languages: One language of your choice.</br> Equipment: One gaming set worth up to 25 credits, one set of elite clothes, one set of common cloths, credstik with 300 credits.</br> '''Voidborn'''[https://www.pinterest.com/pin/9922061669073341/]: You were born and raised onboard an interstellar vessel that traveled between the stars or one of the outer system asteroid belts (Belters as they are called who mine these mineral). Having spent much if not most of your life in space you tend to be a bit different than those “grounders”.</br> Skill Proficiencies: Acrobatics and Athletics and either Mechanic or Pilot.</br> Languages: One language of your choice.</br> Equipment: Void suit, two sets of work (lower) coverall clothing, a spacer’s pack, a trinket from space, a credstik with 150 credits.</br> '''Wildlander'''[https://www.pinterest.com/pin/1407443621370777/]: You hail from a primitive world that either has only recently made contact with the DragonStar Empire or maybe it is still “unknown” but the site of illegal mining and you were captured to work as a slave laborer for them. Your people never heard of the civilizations from other worlds or the technology but somehow you have found your way into the greater universe.</br> Skill Proficiencies: Animal Handling, Athletics and Survival.</br> Language: One language of your choice.</br> Equipment: Native traveling clothing (lower or common class), a native trinket worth 50 gold, any one primitive weapon, and 50 gold coins.</br> === NEW SPELLS === Magical School Type Mod: '''Technomagic'''</br> Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.</br></br> '''ARCANE GRAFFTI'''[https://www.pinterest.com/pin/128282289377042244/]</br> Conjuration cantrip</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: 1 hour</br> This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds.</br> '''ARCANE HACKING'''</br> 2nd level transmutation (technomagic)</br> Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self</br> Components: V, S, M (comlink or hacking kit)</br> Duration: Concentration, up to 1 hour</br> You gain advantage on all Computer Use checks or Thievery when using Hacking kit to improve a hostile computers attitude towards you. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Computer Use or Thievery if using a Hacking kit against the spell save DC of the spell’s caster.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.</br> '''BURGLAR’S BUDDY'''</br> 2nd level illusion (technomagic)</br> Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self (10-foot radius)</br> Components: V, S, M (a camera lens cover)</br> Duration: 1 minute</br> You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, laser tripwire and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast.</br> '''CALL VEHICLE''''[https://www.pinterest.com/pin/199636195972851646/]</br> 3rd-level conjuration</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 10 minutes</br> Range: 30 feet</br> Components: V, S</br> Duration: 8 hours</br> You summon a spirit that assumes the form of a nonmilitary landcraft or hovercraft of your choice, up to Huge size that appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish Racer Landcar might be jet black in color, with tinted windows and a sinister looking front grille.</br> You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability and it does not run out of power or gas for the duration. While driving the conjured vehicle, you are considered proficient with Drive, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.</br> If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, you can conjure a Huge sized nonmilitary watercraft or Gargantuan landcraft or hovercraft. When you cast this spell using a spell slot of 6th level or higher, you can conjure a Huge sized nonmilitary aerocraft, helicopter or anti-grav vehicle. When you cast this spell using a spell slot of 8th level or higher, you can conjure any atmospheric vehicle, including military one or you can conjure a Gargantuan size Starship.</br> '''COMMUNE WITH THE CITY'''[https://www.pinterest.com/pin/2392606039560412/]</br> 5th level divination (ritual)</br> Bards, Clerics (Knowledge, Nature), Druids, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 minute</br> Range: Self</br> Components: V, S</br> Duration: Instantaneous</br> You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: * Terrain and bodies of water * Prevalent buildings, plants, animals, or intelligent creatures * Powerful entities (CR 1 or higher celestials, fey, fiends, elementals, or undead; but not location) * Influences from other planes of existence * Electrical currents, wireless signals, and active transit lines and tracks. For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks. '''CONJURE KNOWBOT'''</br> 4th level conjuration (technomagic)</br> Bards, Cleric (Knowledge), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: 10 minutes</br> You touch a single computerized device (like a dataslate or golem or A.I. automated system) or computer system to conjure a knowbot – a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with Computer Use if you have it).</br> You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately re-establishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1.000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.</br> '''CONTROL GRAVITY'''[[https://www.pinterest.com/pin/4996249572319624/]]</br> 6th level transmutation</br> Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S</br> Duration: Concentration up to 1 minute</br> You can control gravity within a 20 foot radius area, up to 40 feet high, within range, causing it to reverse, to become low, become zero-g, or become extremely high. Targets within the area gain a Dexterity save to ‘move’ out of the area and are unaffected. Those who failed suffer the effects of the type of gravity you impose for the duration or as long as they remain within the area. See Environment rules on Gravity types (pg. 12) on what gravity you cast the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.</br> If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction. High, low and Zero-G gravity affect targets as per the Environmental Houserules for the duration.</br> '''CONTROL MACHINES'''</br> 5th level transmutation (technomagic)</br> Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S, M (piece of a destroyed device or machine)</br> Duration: Concentration up to 1 minute</br> You wrest control of a targeted construct be it a golem, vehicle, computer A.I. etc. You can issue commands to this construct on your turn and when you first cast this spell, for it to act on its turn. If any construct is under the command of another being it can make an Intelligence save to retain control, causing the spell to fail.</br> While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. Vehicles require an A.I. and Automation in order to move.</br> '''''Higher Levels''''': When you cast this spell using a spell slot of 6th level or higher, each additional level that you cast it at allows you to control and additional construct as above.</br> '''DATAREAD'''</br> 2nd level divination (technomagic)</br> Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Concentration, up to 1 minute</br> You run your finger over any machine readable data source (computer, dataslate, etc.) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine.</br> For example, if reading a music device, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.</br> The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour.</br> '''DEGAUSS'''</br> 1st level transmutation (technomagic)</br> Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Instantaneous</br> By touching a single device that contains electronic files, such as a computer, you can erase one set of files on that device. For example you could touch a dataslate and remove the Technology skill proficiency from the system. The device needs an Intelligence save or loss either a proficiency or datafile of notes, research files, criminal records of one subject, etc. of your choice.</br> '''DETECT ENVIRONMENT'''</br> 1st level divination</br> Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self</br> Components: V, S</br> Duration: 1 hour</br> For the duration you sense the environmental conditions around and within 120 feet radius area around you perfectly (i.e. you learn the atmosphere and any natural hostile toxins, gravity, hot or cold, pressure and any radiation, see Environment).</br> '''''Higher Levels''''': When you cast this spell using a slot of 2nd level or higher you double the area of affect with each level (double at 2nd, double again at 3rd, etc.)</br> '''DIGITAL PHAMTOM'''</br> 2nd level abjuration (technomagic)</br> Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self</br> Components: V, S, M (a small piece of copper wire or optical fiber)</br> Duration: Concentration, up to 1 hour</br> This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.</br> '''DISCHARGE'''[https://www.pinterest.com/pin/2462974783382323/]</br> 3rd level abjuration</br> Bards, Clerics, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S</br> Duration: Instant</br> You can dissipate the charges from one technological object, temporarily depower one device using a powercell. One target that you can see must succeed with an Intelligence save or that object is completely depowered and cannot be used for 1 minute afterwards. A successful Mechanic check and an action against the same DC can turn the device back on. A construct (golem, vehicle, etc.) that runs on a powercell can also be affected. If controlled the use that creatures save plus any bonus (from powercell size and number, vehicle saving throw bonus, etc.) for the same affect.</br> '''''Higher Levels''''': When you cast this spell using a slot of 4th level or higher you can affect one additional device or construct, etc. so long as both items are within 30 feet of each other.</br> '''ELECTROMAGNETIC PULSE'''</br> 3rd level evocation (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 30 feet</br> Components: V, S</br> Duration: Instantaneous</br> When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Anything with a Powercell must make an Intelligence save or if carried requires the user to make an Intelligence save as if it by a Pincher attack (see new Weapon Properties).</br> '''GLYPH OF WARDING'''</br> Updated – this spell can be used to also inscribe a glyph onto a datafile or other important restricted computer system. These cannot normally be hidden from those that would want to brake them but if they do the spell relays its effect to whatever the target is located.</br> '''HAYWIRE'''</br> 3rd level enchantment (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 90 feet</br> Components: V, S</br> Duration: Concentration, up to 1 minute</br> This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected if it does not have an Intelligence score. If an electronic device is held by a creature or one with an Intelligence score must succeed on an Intelligence saving throw or have the device affected by the spell.</br> At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. At the end of its turn it gets a new Intelligence save. Success ends the condition.</br> :1. The device shuts down and must be restarted. Do not roll again for this device until it is restarted. :2–4. The device does not function. :5. The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. :6. The device is usable as normal. '''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.</br> '''HEAL DEVICE'''</br> 2nd level transmutation (technomagic)</br> Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Instant</br> Your touch heals on device, construct, vehicle, computer, etc. 2d8 plus your Intelligence modifier.</br> If the device does not have hit points you make an automatic Mechanics skill check at +10 to fix a broken device no greater then 10lbs of weight.</br> '''''At Higher Levels'''''. When you cast this spell using a slot of 2nd level or higher you heal an additional 1d8 for each additional level of spell you cast it at. For devices that lack hit points you can fix an addition 10lbs with your Mechanics roll.</br> '''INFALLIBLE RELAY'''</br> 1st level divination (technomagic)</br> Bard, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 minute</br> Range: Self</br> Components: V, S, M (a phone chip)</br> Duration: Concentration, up to 10 minutes</br> With this spell, you can target any creature with which you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest comlink or similar communication device within 100 feet of the target begins to ‘ring’. If there is no suitable device close enough to the target, the spell fails.</br> The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.</br> '''INSTANT CONNECTIVITY'''</br> 5th level conjuration (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 10 feet</br> Components: V, S, M (a device connected to the Ethernet worth at least 50 credits)</br> Duration: Instantaneous</br> With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time.</br> At least one of the creatures affected must be touching a computer with EtherRealm connection. The targets must be sent to a specific computer or comlink that is currently active online. Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room.</br> You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be cast until the security is disabled.</br> '''IRRADIATE'''</br> 3rd level conjuration</br> Clerics, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S</br> Duration: instantaneous</br> This spell floods a 10 foot radius that you can see with a radiative environment, but only for a few seconds. Creatures in the area must make a Constitution saving throw or suffer the exposer effects of Dangerous radiation (see Environment pg. 13). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.</br> '''''At Higher Levels''''': When you cast this spell using a slot of 4th level causes Extreme levels of radiation affects and if cast at 5th level slot it causes Deadly levels of radiation to everyone in the area.</br> '''LIFE BUBBLE'''</br> Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards</br> 2nd level abjuration</br> Casting Time 1 reaction, which you take when you or someone you see within 100ft.</br> Range: 100 feet</br> Components: S</br> Duration: 1 hour</br> You surround a targeted creature that you can see with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, dense, thin, and toxic atmospheres), as well as underwater or in a vacuum. Targets are immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. The shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt saving throws, as well as atmospheric pressures. Finally the shell grants advantage on saves verse all types of radiation and resistant to radiation damage.</br> Life bubble doesn’t provide protection from energy damage spells (including irradiate spell); it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).</br> '''''At Higher Levels''''': When you cast this spell using a slot each additional level allows you to affect one additional target. They do not need to be close to each other but you must be able to see them.</br> '''MACHINE INVISBILITY'''</br> 3rd level illusion (technomagic)</br> Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 10 feet</br> Components: V, S, M (a glass lens, which the caster fogs by breathing on it)</br> Duration: Concentration, up to 10 minutes</br> Four creatures of your choice within range cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision. Affected creatures can still attack, cast spells, etc. while the spell is functioning without disrupting it.</br> '''MASK METAL'''</br> 1st level illusion</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Components: V, S, M (a magnet)</br> Range: Touch</br> Duration: Concentration, up to 1 hour</br> This spell makes a single metal object weighing no more than 24 pounds undetectable to metal detectors. Hand Scanners and similar devices are at disadvantage to detecting the item.</br> '''MASS LIFE BUBBLE'''</br> 4th level transmutation</br> Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: S</br> Duration: 1 hour</br> You can magically shield up to six creatures of your choice that you can see within the range immune to the harmful environmental effects, as with the life bubble spell.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th higher, you can target six additional creatures for each slot level above 4th.</br> '''RECHARGE POWERCELL'''</br> 1st level transmutation (technomagic)</br> Bards, Clerics, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S, M (old discarded and non-functional battery at least a B type)</br> Duration: Instant</br> Your touch instantly and fully recharges two AAA or AA powercells or a single A powercell.</br> '''''At Higher Levels'''''. When you cast this spell using a slot of 2nd level you can recharge a single B powercell, or a 3rd level slot you recharge a single C powercell, or a 4th level slot you recharge a single D powercell, or a 5th level slot you recharge a single E powercell, or a 6th level slot you recharge a single F powercell, or a 7th level slot you recharge a single G powercell, or finally with an 8th level slot you recharge a single H powercell.</br> '''REMOVE RADIOACTIVITY'''</br> 4th level conjuration</br> Bards, Clerics, Druids, Wizards</br> Casting Time: 1 action</br> Range: touch</br> Components: V, S</br> Duration: instantaneous</br> You remove all ongoing effects of radiation from a single target that you touch. This does not heal lost hit points but it removes the poisoned condition and restores the target back to its original full hit point maximum without requiring any additional rest or medicine.</br> When cast as area, a single casting of remove radioactivity removes radiation from a 20 foot radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.</br> '''SYNCHRONICITY'''[https://www.pinterest.com/pin/201043570856335315/]</br> Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards</br> 4th level enchantment</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Concentration, up to 1 hour</br> The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.</br> Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available.</br> Additionally, the target has advantage on all ability checks made to drive a vehicle of any type.</br> In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.</br> '''WIRE WALK'''[https://www.pinterest.com/pin/1266706136197635/]</br> 4th level conjuration (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 10 feet</br> Components: V</br> Duration: Instantaneous</br> This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a comlink or similar device that you call. The comlink must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.</br>
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