Nothing Special   »   [go: up one dir, main page]

Investigations and Androids Supplement

Download as pdf or txt
Download as pdf or txt
You are on page 1of 86
At a glance
Powered by AI
The document provides an introduction to a tabletop RPG supplement, including new character options, items, and creatures.

The document describes new weapons, vehicles, biomods, armor, equipment, and other items that can be used in gameplay.

New character classes like Blade Agent, Combat Medic, Code Runner, and Pit Fighter are presented along with new races and backgrounds.

If you’ve purchased this supplement for use in your

campaigns, or just to have a look, thanks! It took a


hefty chunk of time to make, and hopefully players and
GMs get some useful tools and fun out of the following
pages.

If you’ve managed to get a copy of this supplement


without paying, that’s all right too. Personal finances
vary. If you like what you see and you can afford it,
please consider buying a PDF copy or donating to the
author’s (my) Patreon.

I’ve tried to keep the price of this supplement low, but if


you’d like to further support independent game design,
please consider visiting:

patreon.com/OffWorldRPG

If you have inquiries or feedback, please feel free to


email: OffWorldRPG@gmail.com

This supplement has been made in accordance with the


Open Game License v1.0a Copyright 2000, Wizards of
the Coast, LLC and makes use of the Systems Reference
Document 5.1 (SRD5).

All art and thematic content is original to the


supplement. Some art makes use of heavily
manipulated public domain images.
CONTENTS
Introduction 2 B a c k g r o u n d s ..............................................................62
Net Celebrity.........................................................62
U sing T h i s S u p p lemen t ...............................................2 Monitor.................................................................63
T ermin o l o gy a n d C urren cy ........................................2 Colonial Refugee..................................................64
Corporation Raised.............................................65

Part 1: Systems and Items 3 Part 3: Appendices 66

A n d r o i d s ........................................................................3 A ppendix A: M aps .........................................................66


T he T a i l S ys te m ..............................................................6 A ppendix B: C reat ure S t atb locks ...........................73
V ehi cl e s a n d P i l ot ing ..................................................7 A ppendix C: T rackers ..................................................81
Vehicle Table..........................................................8 A ppendix D: C haract er S heet s .................................83
B i o m o d s ..........................................................................8
Biomod Table..........................................................8
W eap o ns a n d A tt ac hmen ts .........................................9
Common Weapons Table......................................9
Common Attachments Table................................9
A rmor .............................................................................10
Armor Chart.........................................................10

I t e m s ..............................................................................10
Stims...................................................................10
Additional Items..................................................10
Equipment Packs.................................................12
Loot Tables............................................................12

Part 2: Character Creation 13

C hang es t o C h a r act er C rea tion ..............................13


C l a s s e s ................................................................14
Blade Agent ........................................................14
Combat Medic ......................................................25
Code Runner ........................................................39
Pit Fighter.............................................................55
R a c e s .............................................................................58
Introduction
A
neon city choked in smoke blares its klaxon
call of corruption. Corporate mega-structures
T erminology and C urren c y
loom over the slums below, where a lone target
makes his way through a crowded market, his In addition to giving GMs new systems to work with,
pursuers close behind. A detective scans a scene this supplement is also meant to provide resources for
for any clues about a gruesome murder and follows up creating an engaging sci-fi environment. To help with
with a catalogue of unreliable underworld witnesses. this, much of the terminology is tied to “the world of
Criminals race through the sky, their makeshift investigations and androids.” Most terms are explained
skycars straining against each bolt and weld. And as they arise, but a few are worth noting here.
among them all hides a synthetic human, her very
existence dependent on her cunning and discretion. Credits: These serve as the supplement’s primary
Inspired by the novels of William Gibson and currency. Item cost is indicated in the relevant tables,
Philip K Dick, as well as films like Blade Runner, but if wishing to convert between this supplement and
Alien, and A Scanner Darkly, this supplement aims classic 5e, 1 credit = 1 gold, roughly
to give GMs and players the tools necessary to enact
exciting adventures in seedy cities beset by advanced TechPowers and Runs replace Spells and Cantrips,
technology and oppressive corporations. These systems respectively. For the sake of simplicity, power/spell
can be used to create your own scenarios or run types (conjuration, abjuration, etc) remain consistent
alongside the published “Off World Colony” campaign, with 5e, as do damage types.
which utilizes this supplement as its foundation.
Communications Lockdown: Many TechPowers make
use of a location’s observation equipment or access
Using This Supplement to the net. During a communications lockdown, these
powers don’t work. A communications lockdown can be
“Investigations and Androids” is a combination of
triggered numerous ways, including by a power failure
new mechanics and components as well as thematic
or an EMP explosion.
adjustments of 5e SRD material. Broadly, this
supplement is split into three parts; new systems and
Some Skills have been re-named to match the theme
items, new character creation options, and finally an
and systems of the supplement.
appendix of GM resources.
• Machine Handling replaces Animal Handling
The new systems and items are presented
• Hacking replaces Arcana
first, providing GMs with tools that can be integrated
• Biotics replaces Nature
into any adventure. Not interested in androids or sci-fi
• Technology replaces Religion
dystopia? Simply think of the androids as thralls of a
mind flayer and the VK machine as a magical device
Powered items replace magical items. Any attachment
meant to unearth their corruption. Regardless, any and
or modification that allows a weapon to cause a non-
all of the systems presented below can be used together
standard damage type (fire, lightning, etc) is considered
or on their own.
powered.
The second section of this supplement is
focused on creating characters thematically consistent
Blank character sheets with the above skill changes are
with the world of “Investigations and Androids.” It
presented in the appendix.
contains adjustments of 5e classes and spells, as well
as new backgrounds, races, and powers.
Ammo is somewhat more scarce than classic 5e, so
Finally, the appendices provide the GM with
make every shot count.
maps, creature statblocks, and trackers to help run his
or her campaign.
Part 1: Systems and Items
Androids
The synthetic humans known as androids, and often
P layers as A ndroids
It is possible for a player to be an android. This can be
pejoratively referred to as skins or skinners, can serve determined at character creation in 3 different ways.
a multitude of functions in the world of “Investigations Players openly wishing to be androids can
and Androids”. They perform manual labor, engage in choose to do so, in which they gain all the benefits
service industries, or fight on the front lines of distant below and function as identified androids for the
off world wars. duration of the campaign.
Recent advances in synthesizing technology Players secretly wishing to be androids can
have made it difficult to distinguish between an android discretely tell the GM, in which case they function as
and a human. This has been heralded as a triumph unidentified androids until discovered.
by some, and as an existential threat by others. As a Players can have the GM roll to see who is an
result, systems and technologies exist for tracking and android. For each player the GM rolls a d20. On a roll
identifying androids. Broadly, androids are split into of 1 to 4 the character is an android. Before telling
two categories, those that have been identified and the player their status, the GM rolls a second d20.
those that have not. If the player is human, the result of this second roll
is irrelevant, but it is done to maintain mystery. The
I dent i f i ed A n d ro i d s player is told they are human.
If the player is an android and the result of the
An identified android is one that players or characters second roll is a 1 to 5, the GM lies and tells the player
know to be an android. The GM should always know they are human. On any other roll, the player is told
who is an android but how the players come about this they are an android. In other words, the player can be
information varies. Identification has several effects. an android and not know it! It’s the players choice if
• Any powers or features that reference effects to an they want to reveal their status to the other members
android work against an identified android only. For of the party.
example, the Blade Agent’s “android hunter” ability can
be used to add +2 to an attack against any identified
android but not against unidentified androids. Sample Android Creation Rolls
• Identified androids have a VK false spread of zero, Claire is the GM for a campaign and her players have
(explained below). decided they want her to roll for their android status.
• Identified androids have all the same character
adjustments as unidentified androids, but they no First she rolls to determine the status of Enrique’s
longer have to be implemented “behind the screen.” character. She gets a 6 on the first roll. Enrique’s
character is human, but she rolls a second time for
show. She rolls a 17 but the result doesn’t matter in
U nide n ti f i ed A n d ro i d s this case. She tells Enrique his character is human.
Unidentified androids are known to the GM but not the Next, Claire rolls for Jamari’s character. Claire gets a
players. They look and feel like humans, but several 3 on the first roll. Jamari’s character is an android.
of their abilities and skills are adjusted to account for Claire rolls the second d20 and gets a 2. Claire lies and
their synthetic construction. Any character can be tells Jamari that her character is a human!
made an android per the GM’s wishes, in which case
the following conditions apply. Finally Claire rolls for Gary and gets a 2 on the first
• Add +2 to Constitution roll. He is an android. She rolls a 16 on the second roll
• Add +1 to Dexterity and Strength and tells Gary he is an android.
• An android can boost Strength or Dexterity checks
by +5 but doing so causes them to lose 1d6 of HP. This When determining android status this way, only a
represents abnormal strain on their systems. player who knows they are an android can be 100%
• Androids have advantage on Charisma based checks certain of their status until they take a VK test.
against other androids known to them.
• Androids have advantage on Insight checks related
to other androids known to them. Players Who Knows They are Androids
• Androids have disadvantage on deception and A player who is an android has the following benefits
performance checks against non-androids or unknown if they know they are an android. Note: they do not get
androids. the same Ability benefits as NPC androids.
• Androids are vulnerable to lighting based damage. • They can boost Strength or Dexterity checks by
• Androids can breath underwater or in a vacuum +3 but doing so causes them to lose 1d8 of HP. This
and can survive in a vacuum as long as they lack open represents abnormal strain on their systems.
wounds. • They have advantage on Charisma based checks
against other androids known to them. VK Insight Checks
• They have advantage on Insight checks related to If the tester rolls “correctly” he or she gets either
other androids known to them. an Android Indicator or a Human Indicator that
• They have disadvantage on deception and matches the target’s actual status. If the tester gets the
performance checks against non-androids or unknown roll “wrong” they get the opposite, incorrect, indicator.
androids. How do you determine if a roll is correct? A
• They are vulnerable to lighting based damage. false range is established for the test. Rolling inside
this range gets the incorrect result. Rolling outside of it
Players Who Don’t Knows They are Androids gets the correct result.
If a character is an android but does not know it, they How is the false range determined? The GM
“don’t know their own strength,” and don’t have the rolls a d20. The false spread is subtracted from this
benefits listed above. Instead, the following conditions result to make the lower bound, and added to make the
are performed by the GM “behind the screen.” higher bound of the false range.
• When the player fails a Strength or Dexterity check, For example, if the false spread is 2 and the
the GM rolls a d20. On a 19 or 20, the player’s roll is GM rolls a 15, the false range is 13 to 17. If a tester
boosted by +3 and they take 1d8 of damage if the +3 is rolls a value within this range, they’ll get the wrong
enough to make the check successful. The players are indicator. If the false spread is ever zero or negative, the
not told why this happens, but if they have seen other false range is just the result rolled by the GM. The GM
android in action, they might infer it. rolls a new d20 for each question.
• At any point a character can choose to take a VK test The false spread is determined using the
if a machine is present. Someone else must conduct following formula (with the Insight modifier fraction
the test. If the result comes back positive, they realize always rounded down).
they are an android and gain the benefits in the Known
section above. If the result comes back negative, they False spread = False Range Modifier - (Tester’s
can be almost certain they are human. Insight Modifier/2)
• If the player begins to suspect they are an android
(via boosted Strength or Dexterity checks, or story Humans have a false range modifier of 2.
conditions) they can roll an Insight check. There are Androids have a false range modifier of 4.
only two possible results; they realize they are an
android or they remain unsure. The DC for this check For example, an android with a false range modifier of
should start at 20, but the GM can decrease this value 4 being tested by a character with +5 to Insight would
accordingly as events suggests a character’s status. For have a false range of 2 [4 - 2, where the 2 is 5/2 or 2.5
example, a player who has had 3 or 4 altered Strength rounded down].
checks should face a DC of about 14, since they have If the tester is proficient with VK machines, the
good reason to believe they are an android. false spread for the test is always zero. In other words
the value rolled by the GM will be the false range. If the
B ehind th e S c r e en tester has a negative insight modifier, it is treated as 0.
The tester never knows if they got the correct
Many android abilities are hidden from the players, result, but repeated tests will suggest a pattern. The
particularly for players who do not know they are VK Insight check is repeated for every question until
androids. If the GM only rolls additional dice when the tester has 5 of the same indicator. In most cases
androids perform Strength checks, it will become this will mean an accuracy of over 99%, and players
quickly apparent when they are playing an android. can deem a character an “identified android” or
For this reason it is suggested you make many frequent human. If, by some statistical fluke, they got it wrong,
“false rolls” to keep the players guessing. the GM can suggest they keep asking questions,
or simply let them operate using false information.
Cutting a test short might provide interesting tension.
VK T e sts : I d e nti f y in g A n d ro i d s
The best way to identify an android is to put them That all reads a little complicated, but in practice
through a rigorous question and answer polygraph it plays out fairly simply. Here is a SIMPLIFIED
known as a VK test. EXPLANATION of the system in use.
To perform a VK test, hook the targeted
character up to the VK machine. Choose one character • The GM determines the false spread once for the
to operate the machine and ask the target questions. entire test using the above formula. This is secret.
The questions themselves are not important, but the • The GM rolls a d20 for each question and adds/
process of answering (or ignoring) a question triggers subtracts the false spread to make a false range for
readouts on the VK machine. These are symbolized that question (also secret).
by special Insight checks on the part of the machine • The tester rolls a d20. If their result is outside the
operator. Each time a question is asked, the tester false range, they get the correct indicator. If it is inside
(the player using the machine) rolls an Insight check the spread they get the wrong indicator.
against the target (the character being tested). • Once they have 5 of the same indicator, they can be
almost certain that it is the target’s actual status.
The questions for the VK test are primarily for color
Sample VK Test and roleplaying and are frequently nonsensical. Asking
Enrique is conducting a VK test against a target them is meant to ramp up tensions as more and more
(who Claire, the GM, knows is an android). Enrique’s indicators amass. Players are free to improvise and
character has an Insight modifier of +6. ask their own questions. However, if they’d like some
First Claire determines the false spread. This is help, or if the GM needs to quickly ask a few questions,
1, 4 (the androids false range modifier) minus 3 (half of the following tables can be used. These questions are
Enrique’s Insight modifier). presented as follows:
Claire rolls a 7. The false range is therefore 6 to
8 (7-1 to 7+1) for this question. You come across a(an) A B in C. D.
Enrique rolls and gets a 15. The 15 is outside
of the false range so he gets the accurate Android Where A, B, and C are determined by rolling on the
Indicator. Just 4 more of these and he’ll be sure he’s tables below.
got an android on his hands!

A C
d20 Adjective d20 Location
1 stranded 1 the ocean
2 purple 2 a vast field of poppies
3 flying 3 a space station
4 impoverished 4 a transport shuttle
5 terrified 5 a volcanic crater
6 lounging 6 crowded street
7 overturned 7 a desert
8 damaged 8 a lagoon
9 wounded 9 your father’s home
10 bleeding 10 your apartment
11 smiling 11 an empty shopping center
12 mythical 12 a dried hillock
13 panicked 13 a frozen wasteland
14 convalescent 14 your lover’s car
15 endangered 15 a foreign country
16 lean 16 an ethereal dreamscape
17 parched 17 a tilled field
18 tawny 18 an endless car park
19 mute 19 a claustrophobic grocers
20 jittering 20 a butchers shop

B D
d20 Noun d20 Question
1 elephant 1 What do you do?
2 power generator 2 Who do you call?
3 butterfly 3 Why don’t you shout?
4 murder of crows 4 How do you react?
5 asp 5 What does it remind you of?
6 drone 6 How does it make you feel?
7 tortoise 7 Does it seem familiar?
8 school of marlins 8 Where does it make you want to go?
9 giraffe 9 Why don’t you ignore it?
10 squad of soldiers 10 What does it do next?
11 turkey 11 How much is it worth to you?
12 puppy 12 What historical figure does it remind you of?
13 crowd of supplicants 13 Does it cause you to panic?
14 diplomat 14 Can you hear it?
15 owl 15 What would your mother say?
16 squadron of dragoons 16 Is it funny to you? Funny how?
17 baby porcupine 17 Are you afraid?
18 ostrich leg 18 What was the last thing you ate?
19 sloth 19 When did it get here? You?
20 android 20 Will it live?
The Tail System they are going. Each time the target’s attention is
drawn away from the party, the players can close a
distance of 5 feet without being noticed. Any other time
You move through the dense crowd, bodies jostling you
left and right, your eyes focused on the street ahead. they try to approach the target, an additional Tail Alert
Just a few more blocks and you’re there, but no one should be rolled.
must see you enter. You look over your shoulder. The How many Tail Alert checks should there be if
crowd continues to shuffle along as you catch the eyes the players are only trying to follow a target and how
of a man in a tan coat. His gaze darts away. Probably long should a pursuit last? The short answer is, as
nothing. You turn one corner, then another, and long as it stays entertaining. That said, the difficulty of
another. The man in the tan coat is gone. You breathe the tail can be proportional to the number of Tail Alert
a sigh of relief and walk up the final stretch of road. rolls you do. The table below provides suggestions for
Just as you’re about to turn towards the door, a ruffle the number of checks needed to complete a tail.
of tan fabric across the street catches your eye. Without
Tail Difficulty
turning your head you clock the man and keep on
Difficulty Number of Tail Alerts
walking. Your rendezvous will have to wait a while.
Oblivious Target 2
Almost every good noir, whether it takes place
A Little Distracted 4
in postwar Europe or on a space station orbiting a
Keeps an Eye Out 6
distant moon, involves a game of cat and mouse. The
Observant Target 8
rules presented in this section are meant to emulate
On Edge Target 10
that feeling of tension and paranoia.
Paranoid Target 12
That said, too many mechanics can slow down
gameplay. There’s nothing tense or exciting about If the players are identified as tails, the target can
making players perform roll after roll to see if they choose to run and instigate a chase, or they can try to
notice a tail that may or may not exist. Instead, when loose the party per the rules below.
players are being tailed, simply perform a single stealth
check by the tail against the players passive perception
(or active perception if they choose to “keep an eye L osing a T ail
out.”) This will keep the session moving. If the players If they know they are being followed, players can run,
notice a tail, then it’s time to up the stakes. Use the causing a chase as outlined in the DMG. However, they
Losing A Tail section to help the players covertly escape can also attempt to covertly lose the tail. This is done
their pursuers. by amassing 3 distraction points.
A distraction point is earned by succeeding
T ailin g A T a r g et on a performance or stealth roll to “blend in” with the
crowd. This check is rolled against an active perception
When the players are following a target they must take roll by the character tailing the party. This check can
care not to be noticed. For every minute of pursuit, roll be done for each player or for the party as a whole,
a Tail Alert on the table below. depending on circumstances.
If the party passes, they blend into the crowd
and gain 1 distraction point. If they fail, they loose 1
Tail Alert distraction point. If the party fails by 5 or more, the tail
d20 Item
gains 5 feet on his or her target. If the tail is ever within
1-9 Nothing Happens. 5 feet of the target and their goal is to apprehend a
10-15 Target’s Attention is drawn away from the party. character, they will attempt to grapple the target and
16-20 Target’s Attention is drawn towards the party. call for reinforcements.
Players successfully lose the target once they
If attention is drawn towards the party, each member have 3 distraction points.
within 20 feet of the target must perform a stealth As with the tailing system, when players are
check to try and duck out of the way. The DC for this loosing a tail, any creativity should be generously
check should be the passive perception of the target rewarded. Feel free to roll on the Urban Chase
being followed. Complications table on DMG 252. If players come up
On a failed check, the tailing party member with creative approaches to blend in or duck behind a
fails to hide and is noticed. If the party is noticed distraction, give them advantage on the performance or
three times, they are identified as a tail. A failure of 5 stealth check.
or more counts as two notices. A critical failure counts The “losing a tail” system is not that different
as 3 notices and the party is IDed as a tail immediately. from standard 5e chases, but it is meant to role-
If the players are creative about using their play differently and generally ends a lot faster. The
surroundings to remain unnoticed, be fairly generous complications might be similar, but what players do
with granting advantage on these checks. The idea with them can be more subtle. Ultimately, whatever
is to make them feel like sleuths narrowly avoiding your players find the most entertaining is best, but
detection. hopefully this points-based system gives you another
Depending on the scenario, the players will tool between “single stealth check” and “out in the open
either want to apprehend the target, or track where chase.”
Vehicles and Piloting available number of charges can be added before or
after the result of the pilot die are determined. However,
You power up the controls of the skycar and it begins to you only have one chance to add energy charges per
lift up from the ground. The metallic screech from the maneuver. This represents either planning ahead or
engine tells you that you’ve probably done something “punching it” during the maneuver.
wrong, but it’s too late now. You’re in the air and
they’re right behind you! You pull sharply to the right,
skimming under the overpass and narrowly avoiding a
crash. Just a few more moves like that and you might
Sample Piloting Check
James and Keiko are co-piloting a police spinner.
actually get free.
They are being pursued by an enemy and decide to
Vehicles in “Investigations and Androids”
dive towards oncoming traffic and then between two
require occasional skill checks to pilot and maneuver.
buildings. It’s a bold maneuver so the GM requires 3
These are meant to create more dynamic chases and
successes, each with a DC of 17.
give multiple players active ways of participating in a
pursuit.
James and Keiko both roll a d20. James gets
a 5, but Keiko rolls an 18 and adds her Dexterity
T akeo ff A n d L a n d in g modifier of +2. This means her final value for the check
is 20, which counts as two successes.
Each vehicle listed below has a Takeoff/Landing DC.
Like normal DCs, the players must meet or beat this Because they haven’t used any energy charges
value in order to operate the vehicle. However, because yet, James and Keiko decide to “punch it” and add two
these ships are made with usability in mind, the skill more dice to the check, spending two energy charges.
check can be performed with insight, technology, or The pilot (in this case James) rolls two d20s, getting
machine handling, whichever the player is best at. a 10 and a 14. The ships base maneuverability is +4,
The effects of takeoff and landing results are making the second roll an 18, and a success. They
outlined in the tables below. have 3 successes and performs the maneuver.

Takeoff Check Result


When setting the difficulty check for a piloting
Pass The vessel lifts off without issue
maneuver, the DC should be set as normal. The
Fail, by 4 or less The vessel lifts off, but the pilot suffers -2
number of required passes should similarly be based
to any piloting check while in the air
on the complexity of the maneuver.
Fail by 5 or more The vessel does not lift off.
Maneuver Complexity Required Success Rolls
Very Easy 1
Landing Check Result Standard 2
Pass The vessel lands without issue Difficult 3
Fail, by 4 or less The vessel lands but takes 2d6 damage, Very Difficult 4
and all passengers take 1d6 bludgeoning Never Tell Me the Odds 5
damage
Fail by 5 or more The vessel crashes, taking 4d6 damage If the characters perform a successful maneuver, their
and becoming inoperable. All passengers pursuers can attempt to follow, in which case the GM
take 2d6 damage. performs the same check for the enemies.
If appropriate, pursuers can also “go around”
loosing one turn’s worth of movement for every level
P ilo ti n g of maneuver complexity. For example, if following
Piloting checks in Investigations and Androids function a spinner with a speed of 100ft, which performs a
differently than normal DC checks. When performing difficult maneuver, the pursing enemies will fall 300ft
a difficult or abnormal maneuver in the air, a Dexterity behind (100 x 3) if they decide to “go around.” If the
check is set by the GM. In addition to the DC value, maneuver is sufficiently complex or innovative, the
the GM must also set how many success the check pursuers can also lose the party outright.
requires. For example, a particularly difficult maneuver
might require 3 success with a DC of 16 each. The Failed Maneuvers
players have several ways to obtain multiple success. What happens when a maneuver goes wrong? If it’s an
• If the ship has a co-pilot option, a second player can easy or standard maneuver, the players can simply lose
man the co-pilot seat and roll a second die. one turn’s worth of movement. This can also be the
• Rolls of 20 or more (not only natural) count as two case if they just barely fail the test (2 out of 3 passes).
successes. If the failure is moderate, consider damaging
• Each ship has a number of “energy charges” that the ship or causing subsequent checks to suffer a
can be used by the pilot to add additional die to the penalty as the aircraft strains against itself.
roll. The rolled result is added to the ship’s “base If the failure is total, or the maneuver very
maneuverability” to determine the final value. Any complex, consider crashing the players’ ship and
dealing damage similar to a failed landing.
Common Vehicles
Takeoff Landing Energy Base Crew Cost
Name Copilot DC DC Charges Maneuverability AC HP Capacity (credits) Speed
Standard Spinner No 13 13 2 +3 13 65 2 1000 80 ft
Police Spinner Yes 13 13 4 +4 14 80 2 2400 100 ft
Private Corsair Yes 15 18 6 +2 17 350 40 90,000 600 ft
Armed Transport Yes 16 17 4 +1 18 200 12 10,000 80 ft
Mining Truck No 17 17 3 +0 15 120 6 4,000 80 ft
Small Shuttle Yes 15 16 3 +2 15 150 10 10,000 200 ft
Medium Shuttle Yes 17 18 4 +2 16 250 15 25,000 250 ft

BIOMODS Biomod Slots


It’s late at night as you exit a hack-shop, your eye still Biomod Type Number of Slots
stinging from the surgery. There’s an itch at the corner Neural 2
of your eyelid and you hope it’s not from the dirty Optical 2
scalpel you saw the dicer wipe against his pant leg. Dermal 1
Your vision flickers and suddenly the inky night turns Internal 1
green. All the details around you become more clear. Muscular (Upper Body) 1
That’s a relief. Muscular (Lower Body) 1
Characters using this system are able to modify
their bodies with implants and bio-agumentations.
These integrated technologies boost certain aspects of a
character, but there are limits to what you can do.
Biomods come in several categories, and each
category can only house a limited number of mods. If
you remove a biomod, you lose its benefits.
Players can have as many biomods as they
have slots for, and each mod must match its slot type.
A player cannot have two of the same mod. The first
biomod in each category costs a Naturalist twice the
standard cost (see Races in Part 2). Biomods can be
swapped at will, but swapping and installation both
require an experienced surgeon...or at least someone
with a knife and some solder.

Common Biomods
Biomod Cost Effect
Neural
Boosted Reflexes 800 credits You move fast and are harder to hit. Gain 1 AC
Deceptive Processing 400 credits You analyze minute reactions in conversations. Gain +2 on Deception checks.
Enhanced Intuition 400 credits You process more variables in a given situation. Gain +2 to Insight Checks
Optical
Darkvision 300 credits You can see in the dark for 80 feet, though everything is tinted green.
Deep Scanner 600 credits You gain +1 to Perception (including passive Perception).
Decryptive Vision 300 credits You gain advantage on checks to determine optical illusions.
Improved Tracking 700 credits You can track moving targets better. Gain +1 to all ranged attack rolls.
Dermal
Repellent Coating 200 credits You are resistant to poison damage.
Absorptive Coating 400 credits Light reflections on your skin are diminished. Gain +2 to Stealth checks.
Tempered Coating 500 credits You are resistant to fire damage.
Internal
Assistive Nanobots 1200 credits Your Constitution is increased by 1
Synapse Conduction 1200 credits Your Dexterity is increased by 1
Muscular (Upper Body)
Increased Strength 1200 credits Your Strength is Increased by 1.
Forceful Hit 700 credits You hit harder than ever. Gain +1 to all melee attack rolls.
Muscular (Lower Body)
Boosted Speed 400 credits You glide across the ground like never before. Gain +5 ft of movement speed.
Tightened Ligaments 200 credits You’ve got hops. Your jump distance is increased by 5 feet.
Weapons and Attachments A tt ac hmen t s
Why fight someone with a hammer when there’s a The other major adjustment is that many weapons on
pistol in your belt? Maybe because that hammer has an the list below can be modified with attachments that
electric stun attachment that will paralyze your well- improve their capabilities. Each weapon lists a number
armored enemy just long enough for you to escape. of “mod slots” that can be used to add attachments. If
Weapons in “Investigations and Androids” there is a dash, the weapon is not modifiable.
function similarly to those in 5e with a few notable Some modifications can only be attached to
adjustments. The first is thematic. Although melee specific weapons. This is outlined on the Attachments
weapons exist and can be very effective, ranged table below. Unlike enchantments, attachments
weapons are more consistent with the supplement’s can be detached from one weapon and used on
theme. As such, they feature prominently in the table another. Emptying a slot should involve some cost
below. Most have cartridges that must be reloaded and a long rest (5-10 credits is reasonable depending
as an action after a number of shots. Feel free to use on complexity). Some TechPowers require specific
as many or as few of these weapons as you see fit. 5e modification before they can be used. Any attachments
weapons can be used as well, though they have no mod that add a damage type (fire, lightning) cause a weapon
slots. to be “powered,” the equivalent of 5e magic weapons.

Common Weapons
Weapon Cost Damage Weight Mod Slots Properties
Simple Melee Weapons
Billy club 5 credits 1d6 bludgeoning 5lbs - -
Icepick 5 credits 1d6 slashing 3 lbs - thrown (range20/60)
Stun Spear 3 credits 1d6 piercing 2 lbs 1 thrown (range 40, 100), upgradeable
Simple Ranged Weapons
Hand Blaster 20 credits 1d6 piercing 3lbs - Ammunition (range 50/120) reload (3 shots)
Blaster 25 credits 1d8 piercing 4bls 1 Ammunition (range 60/150) reload (5 shots)
Martial Melee Weapons
Baton 10 credits 1d6 bludgeoning 3lbs - light
Electro Axe 30 credits 1d12 slashing 7lbs 1 two-handed, upgradeable
Stun Lance 40 credits 2d6 piercing 8 lbs 2 two-handed, upgradeable
Powerhammer 40 credits 1d8 bludgeoning 5 lbs 1 versatile, upgradeable
Martial Ranged Weapons
Heavy Blaster 40 credits 2d6 piercing 5lbs 2 Ammunition (range 60/150) reload (5 shots)
Rifle 90 credits 2d6 piercing 10lbs 2 Ammunition (range 120, 360) reload (5 shots)
two handed
Heavy Rifle 120 credits 2d8 piercing 15 lbs 3 Ammunition (range 150, 360) reload (5 shots)
two handed
Repeating Rifle 200 credits 2d6 piercing 25 lbs 3 Ammunition (range 60/120) reload (12 shots)
Fires twice per attack (perform 2 attack rolls)
two headed, requires STR 13

Common Attachments
Attachment Cost(credits) Effect Compatible Weapons
Extended Clip 30 +2 ammo before reload All blasters and rifles
Composite Grip 60 +1 to attack rolls All blasters and rifles, stun lance,
electro axe, powerhammer
Stopping Power 30 +1 to damage rolls All blasters and rifles
Scope 80 +1 to attack rolls All rifles
Tactical Scope 200 +2 to attack rolls All rifles
AI Assisted Scope 300 +3 to attack rolls All rifles
Barrel Choke 50 -1 to attack rolls, +2 to damage rolls Heavy blaster, all rifles
Long Barrel 50 +2 to attack rolls, -1 to damage rolls Heavy blaster, all rifles
Electrifying Attachment 40 +1 lightning damage. Enables associated powers. All blasters and rifles, electro axe
Incendiary Attachment 40 +1 fire damage. Enables associated powers. All blasters and rifles
Plasma Attachment 40 +1 ammo before reload. Enables associated powers. All blasters and rifles
Net Gun 30 Enables associated powers. All blasters and rifles
Nonlethal Ammunition 60 Targets brought to 0 HP by this weapon are always All blasters and rifles
knocked unconscious, not killed.
Pulse Stunner 80 Target must succeed a DC15 Constitution check or All rifles, stun lance, electro axe,
become stunned for 1 turn. powerhammer
A rmo r
Sometimes you want to look fashionable, but other this supplement. They function identically to armor in
times...other times you’d rather just avoid getting standard 5e and are here to add color to the campaign.
shot. The following pieces of armor are presented as Special Armor has a few unique effects noted on the
thematically consistent options for campaigns run with table below.

Common Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Duster 10 credits 11 + Dex Modifier - - 8 lbs
Armored Coat 30 credits 12 + Dex Modifier - - 12 lbs
Medium Armor
Kevlar Shirt 40 credits 13 + Dex Modifier (max 2) - - 8 lbs
Kevlar Vest 40 credits 14 + Dex Modifier (max 2) - Disadvantage 15 lbs
Heavy Armor
Kevlar Doublet 80 credits 16 Str 12 Disadvantage 20 lbs
Kinetic Plating 150 credits 17 Str 14 Disadvantage 30 lbs
Shields
Riot Shields 20 credits +2 - - 5 lbs
Special Armor
Kinetic Absorber 150 credits 14 + Dex (max 2) If hit with a ranged Str 13 Disadvantage 10 lbs
attack, your next attack does +2 damage.
Electrified Vest 150 credits 12 + Dex Modifier. If hit with a melee - - 4 lbs
attack, the attacker must succeed a
DC15 Constitution check or become
stunned for 1 turn.

ITEMS
Medical Stim: Heals 2d4+2 hit points to the
The fight is over but your partner lays in the street and injected character. Injecting the stim costs one action
there are more attackers on the way. Time is short. regardless of the number of charges used.
You inject him with a medical stim. He stirs, but it’s Adrenaline Stim: The injected character gains
not enough. You use another stim, then another. Pretty +10 movement speed for their next two turns and has
soon he’s bleeding more from the injections than the advantage on any attacks made during those turns.
bullet wounds, but he starts to rise. You really wish Injecting the stim costs one action regardless of the
you knew how to use these things properly. number of charges used.
“Investigations and Androids” has a number of
unique items, presented below. Some, like nanopowder,
take the place of various spell ingredients in classic 5e. A ddi t ional I t ems
They are meant to be a simplified and thematic catch- Adventuring Items
all. Others have new functions. Stims, in particular, Item Cost Weight (lbs)
operate a little differently than other items. 3D Printer 20 credits 10
Battery Core 10 credits 1
Blaster Rounds 10 for 1 credit 1/4
S tims Calorie Bar Rations
Data Core
1 credit 1/4
15 credits 1
Stims are medical injectors filled with a cocktail of Drink Synthesizer 20 credits 10
complex and fast acting chemicals and nanobots. They Hacking Tool 10 credits 1/2
come in two forms, health stims and adrenaline stims. Investigative Scanner 40 credits 10
Regardless of the type, it costs one action Light Sticks 1 credit 1/2
to inject yourself, or another character, with a stim. Magnetic Pitons 1 credit 1
Doing so triggers the stim’s effect. Each stim has three Nanopowder 15 credits 1/2
charges, meaning it can be used three times before Nanosmoke Solution 10 credits 1/2
being depleted, but only by a character proficient Net Terminal 1 credit per use 150
in medicine. If a character without a proficiency in Noise Maker 2 credits 1/4
medicine uses a stim, it is depleted immediately, Patch Kit 4 credits 1/2
regardless of the number of charges left. Some Restraints 10 credits 2
TechPowers also use stims, in which case they specify Rifle Rounds 10 for 2 credits 1/4
the number of charges used. A tracker is provided in Sedative 10 credits 1/4
the appendix to help you track stim charges. Each stim Spark Caster 2 credits 1/4
costs 20 credits. Synthetic Rope 5 credits 5
3D Printer (artisan’s tools): A small boxy it can also be thrown to emit a sound. The sound is a
device about 1ft long and half a foot wide, the 3D repetitive clicking that can be heard up to 20 feet away
printer allows its user to craft small items on the go. and commences once the noise maker hits the ground.
The matter recombinator uses specific material that It can be shut off or destroyed. It has an AC of 2 and 1
costs twice as much as the item being produced. HP.
Battery Core: This concentrated Lithium Patch Kit: These epoxy tubes are used to
battery is used to power numerous devices, including repair damage to spacesuits and armor. They are
Investigative Scanners and various terminals. crucial for combat encounters that occur in a vacuum
Blaster Rounds: Ammunition has been largely or near hazardous materials. Using the kit will fix one
standardized by the consortium of mega-corporations. tear or puncture, up to a foot long. Applying the epoxy
As a result, all blasters use the same cartridges for takes half a minute.
ammunition. Restraints: Controlled by a simple mag lock,
Calorie Bar Rations: Extremely dense and these restraints can be used to bind a human or
potently nutritious, if lacking in flavor, these condensed android. They require a successful DC20 Dexterity
bars provide a day’s worth of caloric intake for a check to escape or a DC20 Strength check to break.
normal sized person. They can also be picked with thieves’ tools and a
Data Core: These small electronic devices can successful DC 15 Dexterity check, or Hacked with an
function as stores of information or central processing interface jack and a DC15 Hacking check.
units used to operate larger devices. Rifle Rounds: Ammunition has been largely
Drink Synthesizer (artisans tools): A small standardized by the consortium of mega-corporations.
cylindrical device about 1 ft long, the drink synthesizer As a result, all rifles use the same cartridges for
allows its user to create any drinkable object of their ammunition.
choice at three times the cost of the drink being Sedative: A chemical compound that can be
created. used in TechPowers or placed in an empty injector.
Hacking Tool: This single use tools runs A target injected with sedatives must pass a DC15
coroutines during a hacking attempt. The user adds +3 Constitution check or fall asleep for 4 hours. If
to any hacking attempt conducted with the tool. The the character injecting the sedative is proficient in
tool is used up even if the hacking attempt fails. medicine, the DC for the check is raised to 18.
Investigative Scanner: This device can be Spark Caster: A small electronic device that
placed on the ground to scan a location up to 30x30 sparks when triggered. It creates light for 20 feet and
ft. The scan gives +5 to Perception and Investigation can ignite flammable materials. Spark casters are
checks to the user for a duration of up to 20 minutes. frequently used in TechPowers (traps for example). They
Each use consumes 1 battery core. can be shut off or destroyed. Spark Casters have an
Light Sticks: These plastic sticks can be AC of 2 and 1 HP. When shutting them off, a character
snapped to create light in a 25-foot radius and dim must perform a DC10 Dexterity check or suffer 2 fire
light for an additional 15 feet. The light lasts for 1 hour. damage.
Magnetic Pitons: These powerful pitons will Synthetic Rope: A thin sturdy rope that can
attach to any magnetic surface and can be released be used to tie people or as an aid for climbing. It has
via a small electric pulse. They also have sharp tipped 4 hit-points and can be burst or cut with a DC18
drills that can puncture non-magnetic surfaces, but Strength check. A character spending 5 minutes
beware of hull breaches. sawing will be able to cut the rope without performing
Nanopowder: It may seem like a pile of gray a check.
dust to the untrained eye, but a student of technology
knows its true power. A collection of programmable
nanobots, this powder can be used to cast powerful
TechPowers, creating spectacular effects and attacks.
Nanosmoke Solution: Nanopowder’s more
common cousin. This solution is made of recycled
nanopowder and the microscopic robots have less
functionality. It is used as a component in many low to
mid level TechPowers.
NetTerminal: Need to access the net but
don’t have an ISP? Net Terminals allow you to look up
information on anything, for a charge of 1 credit per
use. Learning complicated information requires a DC15
Investigation or Technology check. Accessing material
hidden behind security measures requires a Hacking
check with a DC determined by the GM.
Noise Maker: A small speaker with various
sensors that trigger its sonic alarm. The noise maker
is used in several TechPowers (traps for example) but
E quip m e n t P a c k s Advanced Technology
d20 Item
Forensics Pack: Includes a backpack, 1-10 nothing
crowbar, 10 light sticks, 10 magnetic pitons, 10 calorie 11-13 battery core
bar rations, 1 canteen, 50 feet of synthetic rope, 1 14-15 data core
investigative scanner and 1 health stim. 16 hacking tool
Enforcers Pack: Includes a backpack, sleeping 17-18 nanosmoke solution
bag, mess kit, 10 light sticks, 10 calorie bar rations, 1 19 nanopowder
canteen, 50 feet of synthetic rope, 20 blaster rounds, 2 20 1 random technological device (roll on table below).
sets of restraints, 1 adrenaline stim and 1 health stim.
Medics Pack: Includes a backpack, thermal
blanket, 10 light sticks, nanosmoke solution, 5 calorie Technological Devices
d20 Item
bar rations, 1 canteen, 3 health stims and 1 adrenaline
stim. 1-9 3D printer
Hackers Pack: Includes a backpack, 10 light 10-18 drink synthesizer
sticks, 1 hacking tool, nanosmoke solution, 1 medical 19-20 investigative scanner
stim and 1 spark-caster.

Common Weapon Items


L oo t T a bl e s d20
1-9
Item
nothing
The following loot tables are presented to assist with 10-14 10 blaster rounds
on-the-fly loot creation. They are organized according 15-19 10 rifle rounds
to loot type to make it easier for the GM to populate 20 1 random basic attachment (roll table below)
rooms or enemies with situation-appropriate goods.
Basic Weapon Attachments
d20 Item
Common Technology
d20 Item 1-4 extended grip
5-7 composite grip
1-10 nothing
8-11 stopping power
11-13 1d4 light sticks
12-14 scope
14-15 noise maker
15-16 barrel choke
16-18 spark caster
17-18 long barrel
19-20 patch kit
19-20 net gun

Common Equipment
d20 Item Medical Items
d20 Item
1-10 nothing
1-6 nothing
11-13 1d4 calorie bar rations
7-9 health stim
14-15 1d4 magnetic pitons
10-12 adrenaline stim
16-17 restraints
13-15 1d4 calorie bars
18-19 20 feet of synthetic rope
16-18 patch kit
20 1d4 net terminal credits (only usable on net
19-20 sedative
terminals)

Enemy Possessions
Common Items d20 Item
d20 Item 1-3 nothing
1-5 nothing 4-5 1d10 credits
6-7 1d4 calorie bar rations 6-7 1d10 blaster rounds
8-9 1d4 magnetic pitons 8-9 1d8 rifle rounds
10-11 restraints 10-11 noise maker
12-13 20 feet of synthetic rope 12-13 spark caster
14 1d4 net terminal credits (only usable on net 14 battery core
terminals) 15 hacking tool
15-16 1d4 light sticks 16 health stim
17-18 noise maker 17 adrenaline stim
19 spark caster 18 1d4 calorie bars
20 patch kit 19 patch kit
20 sedative
Part 2: Character Creation
Changes to Character Creation T ec h P o wers and D rone B o ts
Character creation in Investigations and Androids How do you create extravagant powers and ephemeral
functions similarly to creation in 5e. You should choose effects in a world without magic. By using technology
a race, class, background, etc. to create your character. of course!
As a final step, players also have the option to Among the many thematic adjustments made
roll and see if their characters are androids. To do this, in this supplement, the changes made to spells are
follow the rules outlined in the “Players as Androids” probably the most extensive. Each spell’s components,
section in Part 1. range, and effects have been adjusted in order to be
consistent with the worlds and systems created by
C las s e s , R a c e s , a n d B ac k g ro u n d s Investigations and Androids. They have also been
renamed TechPowers, to reinforce their technological
This supplement provides modified races and classes, origin. Similarly, cantrips are now Runs.
as well as several entirely new backgrounds. The In most cases, the changes mean a
classes are modified versions of 5e counterparts, simplification of ingredients. Almost every TechPower
however, many of the changes are significant. Much of based on a spell with material components now uses
the terminology has been changed to be thematically nanopowder or nanosmoke solution, greatly simplifying
consistent and many abilities and powers have been what a player requires to cast them. However, some
adjusted to work better with the skills and items used spells involve lifting objects, or creating shields or
in this supplement. The 4 classes presented below are floating weapons. These require something a little
the Blade Agent, Combat Medic, Code Runner and Pit more...present than nanopowder. The primary
Fighter. component for these powers is a DroneBot, a floating
There are also 9 thematically consistent races, robotic drone capable of executing a multitude of
all of which are technically human but provide different functions.
buffs and feats based on their origin. In the case of A player must obtain a DroneBot before being
both classes and races, the 5e counterpart is listed in able to cast TechPowers that require it. For this reason
the header of each section. it is suggested that GMs make them available fairly
Four entirely new backgrounds are also early in the campaign.
presented, each with wholly unique personality traits, DroneBots have an AC of 18 and 8 hit points,
ideals, flaws, and bonds. though some powers reduce or increase these values.
They can therefore be damaged in battle. However,
because they are constantly moving, attacks against
Why Modified Classes, Races, and Spells? DroneBots always have disadvantage. If a bot is
Why use modified versions of 5e assets and not just brought to zero hit points it must be repaired.
make new classes, races, and spells? The short answer Repairing a bot can be done by a player, or at
is that Investigations and Androids is meant to help an appropriate mechanic. Having a mechanic repair a
players and GMs tell certain types of stories, and this DroneBot generally costs 50 credits. Doing it yourself
goal is better served using an existing toolset. costs 10 credits worth of material and a successful
For me, roleplaying is about inhabiting a DC15 Technology or Machine Handling check. The
character and a world, and the purpose of this check can only be performed at the end of a long rest.
supplement is to allow players and GMs to create
thematic characters and environments that they want
to spend time in. Creating balanced classes that work
well together requires a great deal of playtesting but
by using modified 5e material, its possible to ensure
thematically appropriate characters that still play well
with the broader ruleset.
Additionally it also makes running the
campaign simpler for GMs. By referencing 5e
counterparts, GMs can look up rule clarifications and
adjustments, as well as pull from their own store of
knowledge about spells, abilities, and characters.
The goal of Investigations and Androids is not
to reinvent the wheel, but rather, to allow more vehicles
to use a wheel we already know well. Hopefully you
find these changes satisfying and worthwhile. It was
certainly an exciting and illuminating process putting
the supplement together.
Blade Agent 5e Base Class: Ranger
As a Blade Agent, you gain the following class features.
C lose and P ersonal
When you engage in two-weapon fighting (with melee
H it P o i nts weapons only), you can add your ability modifier to the
Hit Dice: 1d10 per Blade Agent level damage of the second attack.
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (avg: 6) + your S t rong B earings
constitution modifier per Blade Agent level after 1st As a trained Blade Agent, you are a master of assessing
the situation and terrain around you. This grants you
P rofi c i e nc i e s the following benefits.

Armor: Light Armor, Medium Armor • You ignore difficult terrain


Weapons: hand blasters, simple weapons • You have advantage on initiative rolls
Tools: VK Machine • On your first turn during combat, you have
advantage on attack rolls against creatures that have
Saving Throws: Strength, Dexterity not yet acted.
Skills: Choose three from Machine Handling, Athletics,
Insight, Investigation, Biotics, Perception, Stealth, or You also gain the following benefits when traveling for
Survival an hour or more.

• Difficult terrain doesn’t slow your group’s travel


E quip m e n t • Your group can’t become lost
You start with the following equipment, in addition to • Even when engaged in another activity while
the equipment granted by your background: traveling, you remain alert to danger

• (a) leather duster or (b) armored coat


• (a) 1 blaster and 20 cartridges or (b) 1 baton and 1
dagger T ec h P o wers
• (a) 1 enforcers pack or (b) 1 forensics pack By the time you reach 2nd level as a Blade Agent, you’ll
• (a) 1 trap kit or (b) nanosmoke solution gain access to your technical powers (which function
like spells in classic 5e). The Blade Agent tech powers
A ndro i d H u nte r are presented at the end of the class description.
Beginning at 1st level a Blade Agent will consider
androids as their favored enemy.
You gain a +2 bonus to damage rolls with
T ec h S lots
The Blade Agent Table shows how many tech slots you
weapon attacks against known androids and you have
have to cast your tech powers at 1st level and higher. To
advantage on Wisdom (Survival) checks when tracking
use one of these powers, you must expend a tech slot of
them, as well as on Intelligence checks to recall
the power’s level or higher. You regain all expended tech
information about them.
slots when finishing a long rest.

F igh ti n g S ty l e T ec h P owers K now n at 1 st L evel and H igher


Beginning at 2nd level you hone your fighting skills as At 1st level, you know two 1st level powers of your
a Blade Agent. Choose one of the following options. You choice from the Blade Agent tech powers list.
can’t take a Fighting Style option more than once, even The “powers known” column of the Blade
if you later get to choose again. Agent table shows when you learn more Blade Agent
tech powers of your choice. Each of these must be of a
G unsli n g e r level for which you have tech slots. For example, when
reaching 5th level you may gain a new power of 1st or
You gain a +2 bonus to attack rolls you make with 2nd level.
ranged weapons, including your blaster. Additionally, when you gain a level in this class,
you can choose one of the tech powers you know and
S talwa r t replace it with a different tech power from the Blade
While wearing armor, you gain a +1 bonus to AC. Agent ability list, which must also be of a level for
which you have tech power slots.
Blade Agent Table Tech-Power Slots per Ability Level
Level Proficiency Bonus Features Powers Known 1st 2nd 3rd 4th 5th
1st +2 Android Hunter, Strong Bearings - - - - - -
2nd +2 Fighting Style, Tech Powers 2 2 - - - -
3rd +2 Machine Awareness, Police Division 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Police Division Feature 4 4 2 - - -
6th +3 Greater Android Hunter 4 4 2 - - -
7th +3 Police Division Feature 5 4 3 - - -
8th +3 Ability Score Improvement. Fast Feet 5 4 3 - - -
9th +4 - 6 4 3 2 - -
10th +4 Blend In 6 4 3 2 - -
11th +4 Police Division Feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 - 8 4 3 3 1 -
14th +5 Lurker 8 4 3 3 1 -
15th +5 Police Division Feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 - 10 4 3 3 3 1
18th +6 Prime Hunter 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Android’s Nightmare 11 4 3 3 3 2

P o we r C a s ti n g A b ili ty A bili t y S c ore I mpro vemen t


Wisdom is your PowerCasting ability (spellcasting When you reach 4th level, and again at 8th, 12th,
ability) for your Blade Agent powers. Use your wisdom 16th, and 19th level, you can increase one ability
whenever a power refers to your PowerCasting ability. score of your choice by 2, or you can increase two
In addition, use your Wisdom modifier when setting the ability scores of your choice by 1. As normal, you can’t
saving throw DC for a Blade Agent power you cast and increase an ability score above 20 using this feature.
when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus + your G rea t er A ndroid H un t er


Wisdom Modifier At 6th level, your bonus to damage rolls against known
android enemies increases to +4. Additionally, you have
Power attack modifier = your proficiency bonus + advantage on saving throws against the powers and
your Wisdom modifier abilities used by androids.

M ac h i n e A wa r e ne s s F ast F ee t
Beginning at 3rd level, your prowess as a Blade Agent Beginning at 8th level, you can use the Dash action as
allows you to interact more skillfully with machines a bonus action on your turn
around you. You gain the ability to connect with
machines via an interface jack.
You can use an action to “jack-in” to any B lend I n
simple machine within reach, and can communicate Starting at 10th level, you can blend into a crowd to
simple ideas to the machine, as well as read it’s basic avoid detection and track suspects.
commands. Doing so, you can learn its last operator, When you attempt a Stealth check while
current commands, and actions you can take (if any) to surround by 8 or more NPCS, you gain a +5 bonus
persuade it to not attack. to your ability check roll. Additionally, creatures that
attempt to detect you take a −10 penalty to their
Wisdom (Perception) checks until the start of your
P oli c e D i v i s i on next turn. You lose this benefit if you move out of the
crowd either voluntarily or because of some external
At 3rd level, you are assigned a specific police devision. effect. You are still automatically detected if any effect
Choose from the following two division positions: SWAT or action causes you to no longer be hidden. If you are
or Investigator, both detailed at the end of the class still hidden on your next turn, you can continue to
description. Your choice grants you features at 3rd blend in and gain this benefit until you are detected.
level and again at 5th, 7th, 11th, and 15th level.
Should you ever side with androids in a way
deemed unsuitable for your position, you will be
stripped of your police division and associated abilities.
L urke r immediately after its attack, provided that you can see
the creature.
Starting at 14th level, you can use the Hide action as a Crowd Control: Once on each of your turns when you
bonus action on your turn. Also, you can’t be tracked make a weapon attack, you can make another attack
unless you willingly choose to leave a trail, or the with the same weapon against a different creature that
tracker is using room wide sensors (scrying). is within 5 feet of the original target and within range
of your weapon.
P rim e H u nt e r E xtra A tt a ck
At 18th level, you’ve honed your combat prowess to Beginning at 5th level, you can attack twice, instead
detect even cloaked enemies, or those hiding in the of once, whenever you take the Attack action on your
dark. When you attack a creature you can’t see, your turn.
inability to see it doesn’t impose disadvantage on your
attack rolls against it.
You are also aware of the location of any D efensi ve T act i cs
invisible creature within 30 feet of you, provided that At 7th level, you gain one of the following features of
the creature isn’t hidden from you and you aren’t your choice.
blinded or deafened. Get Moving: Opportunity attacks against you are made
with disadvantage.
Bunker Up: When a creature hits you with an attack,
A ndro i d ’ s N i g h t m a r e you gain a +4 bonus to AC against all subsequent
Your extensive experience and intuition has made you attacks made by that creature for the rest of the turn.
an unparalleled martial expert. At 20th level, once on Steel Will: You have advantage on saving throws
each of your turns, you can add your Wisdom modifier against being frightened.
to the attack roll or the damage roll of an attack you
make. You can choose to use this feature before or after
the roll, but before any effects of the roll are applied.
M ultia tt a ck
At 11th level, you gain one of the following features of
Additionally, when fighting androids, your
your choice.
encyclopedic knowledge of their construction makes
Unload: You can use your action to make a ranged
you adept at finding their weak spots. A natural attack
attack against any number of creatures within 10 feet
roll of 18, 19, and 20 all count as critical hits when
of a point you can see within your weapon’s range. You
fighting androids.
must have ammunition for each target, and you make a
separate attack roll for each target.
Strike Out: You can use your action to make melee
Police Divisions
Blade Agents come in a variety of styles, some more
attacks against any number of creatures within 5 feet
of you, with a separate attack roll for each target.
akin to brute force hunters, and others more prone
to careful and methodical investigation. Each division
has their own ideas about the best way to retire S uperior D efensi ve T act i cs
troublesome androids. At 15th level, you gain one of the following features of
your choice.
SWAT Resilient: When you are subjected to an effect, such
as a fire stream or an electric shock, that allows you
Blade Agents attached to SWAT units are particularly to make a Dexterity saving throw to take only half
strong at facing opponents in combat and focus most damage, you instead take no damage if you succeed on
of their training on martial prowess. Androids might a saving throw, and only half damage if you fail.
be built to be stronger and faster than humans, but Deflection: When a hostile creature misses you with
SWAT Blade Agents can retire even the most dangerous a melee attack, you can use your reaction to force that
androids. creature to repeat the same attack against another
creature (other than itself) of your choice.
D esign a te d T a r g et Withstand the Blow: When an attacker that you can
At 3rd level, you gain one of the following features of see hits you with an attack, you can use your reaction
your choice. to halve the attack’s damage against you
Hit ‘Em Again: You are merciless when facing enemies.
When you hit a creature with a weapon attack, the
creature takes an extra 1d8 damage if it’s below its hit
point maximum. You can deal this extra damage only
once per turn.
The Bigger They Are: When a Large or larger enemy
within 5 feet of you hits or misses you with an attack,
you can use your reaction to attack that creature
I nves ti g at o r D isgra ced C op / S ympa thizer
Androids aren’t just strong and fast, they’re also Some Blade Agents just don’t have it in them to retire
cunning and meticulous, able to cover their tracks and skinjobs. Those who don’t show enough grit are
hide anywhere from dense cities to distant spaceports. stripped of their badge and gun and cast out of the
Investigators are the officers tasked with locating and fold. Some even become hunted themselves.
pursuing these elusive targets, using their intelligence The GM can decide during the campaign to
and intuition to make short work of would-be escapees. strip a Blade Agent of their official status, causing the
character to lose his or her division benefits. This can
A mbu s h E x p e rt happen if the agent openly assists a target, or even
At 3rd level, you master the art of the ambush. On your as a result of agency politics. When this happens, a
first turn during combat, you gain a +10 bonus to your character immediately loses all of their Police Division
speed, and if you use the Attack action, you can make Features and instead gains the features below, up to
one additional attack. their appropriate level and any subsequent features as
You are also adept at evading enemies that rely they level up.
on darkvision. Such creatures gain no benefit when For example, if a 6th level Investigator is
attempting to detect you in dark or dim conditions. stripped of their position, he or she would lose Ambush
Additionally, when the GM determines if you can hide Expert, all Gadget Man Powers, and Extra attack, but
from a creature, that creature gains no benefit from its would gain Retirement and Trigger Finger,
darkvision
R et iremen t
G adge t M a n Choose one of the following.
Android Friend: If there is a android in your group or
At 3rd level, your optical implants (or glasses if you
party, they aid you in combat, adding +1 to your AC.
choose) grant you darkvision out to a range of 90 feet.
They can also choose to take a hit for you, in which
You also gain access to additional tech powers
case they must decide to take the hit before damage is
at 3rd, 5th, 9th, 13th, and 15th level. Once you gain
rolled, but after the attack is rolled. This can only be
a Gadget Man power, it counts as a Blade Agent tech
done once until a long rest is completed.
power for you but doesn’t count against the number of
Lone Wolf: If there is no friend or enemy within 20ft of
Blade Agent powers you know.
you during combat, gain 1d4 to your attack roll. This
Gadget Man Tech Powers ability has four uses, which are reset after completing a
Blade Agent Level Tech Power long rest.
3rd Disguise
5th Rope Trick T rigger F inger
9th Sensor Scramble Beginning at 5th level, you can attack twice, instead
13th Greater Cloaking of once, whenever you take the Attack action on your
17th Urban Explorer turn, but you must be using a pistol, blaster, or other
single handed ranged weapon. You can also reload
without spending an action.
E x tra A tta c k You cannot dual wield when using this ability.
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
K now n Q uant i ty
Beginning at 7th level, gain advantage on all
Persuasion and Intimidation rolls against known
U nc an ny R e s o lve androids, and disadvantage on all Persuasion or
At 7th level, you gain proficiency in Wisdom saving Intimidation rolls against police officers, or similar
throws. authority figures.

U nrel e n ti n g D ouble T ap
Starting at 11th level, once on each of your turns when Starting at 11th level, once on each of your turns when
you miss with an attack, you can make another attack. you hit with an attack, you can make another attack.
However, doing so causes the next attack against you to
U nt ouc h ab l e have advantage.
At 15th level, whenever a creature attacks you and
does not have advantage, you can use your reaction I ndomi t ab le
to impose disadvantage on the creature’s attack roll At 15th level. whenever you are attacked, you can
against you. You can use this feature before or after use your reaction to add +5 to your AC, but doing so
the attack roll is made, but it must be used before the gives you disadvantage on your next attack. You can
outcome of the roll is determined. use this feature before or after the attack roll is made,
but it must be used before the outcome of the roll is
determined.
Blade Agent Tech-Power List
L evel 1 T e ch -P o we r s
A dren a l i n e B u r st C ure W ounds (C ure W ounds )
1st level transmutation 1st level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: self Range: touch
Components: Adrenaline Stim Components: 1 medical stim
Duration: Conc. Up to minute Duration: Instantaneous
You move like lightning, dashing past your enemies. A creature that you touch regains hit points equal to
Your movement doesn’t provoke opportunity attacks. 1d8 plus your PowerCasting modifier. Using this ability
Before the power ends, you can give yourself consumes one charge of the medical stim. You may
advantage on one weapon attack roll. That attack deals also boost the stim, healing an additional 1d6 by using
an extra 1d8 force damage. Hit or miss, your walking another charge, and 1d4 by using the final charge.
speed increases by 30 feet until the end of that turn. Boosting cannot be spread across multiple stims.
At higher levels: The initial use of the stim heals an
additional 1d8 for each power slot level above 1st.
A dren a l i n e J u m p (J u m p )
1st level transmutation
Casting Time: 1 action
Range: touch D et ect A nomaly ( det e ct magi c )
Components: Adrenaline Stim 1st level divination (ritual)
Duration: 1 minute Casting Time: 1 action
The target’s jump distance is tripled until the power Range: Self
ends. Consumes 1 stim charge. Components: None
Duration: Conc. up to 10 minutes
You hone your senses and scan the surroundings for
A dren a l i n e R u s h (L o n gs t r i de r ) any irregularities that aren’t traps. You immediately
1st level transmutation spot anything out of the ordinary, present with 30 feet.
Casting Time: 1 action This power detects anomalies in the same room
Range: touch as you, and can be used to infer clues about a crime
Components: Adrenaline Stim scene, but cannot be used to locate traps.
Duration: 1 minute
The target’s speed increases by 10 feet until the power
ends. Consumes 1 stim charge.
At higher Levels: You can target one additional
M ac hine C ont rol (A nimal F riendship )
creature for each slot level above 1st. 1st level enchantment
Casting Time: 1 action
Range: touch
Components: 1 interface jack
A larm Duration: 24 hours
1st level abjuration (ritual) Choose a machine that you can reach and attach
Casting Time: 1 minute your interface jack to. If the Machine’s intelligence is
Range: 30 feet above an 8 the power fails, otherwise it must pass a
Components: 1 spark caster or 1 noise maker Wisdom save or be charmed by you. If you or one your
Duration: 8 hours companions harms it, the power ends.
Choose an area that is no larger than a 20-foot At higher levels: You can simultaneously control one
cube. Until the tech-power ends, an alarm alerts you additional machine for each slot above 2, but each
whenever a Tiny or larger creature touches or enters must be interfaced with individually.
the area. When you set the alarm, you can designate
creatures that won’t set off the alarm.
The component you use will determine if your
alarm is audible or visual. An audible alarm produces
a screeching noise for 10 seconds within 60 feet. A
visual alarm will create a bright strobing flash for 10
seconds, visible up to 200 feet away.
M ulti s h ot S et T rap
1st level conjuration 1st level abjuration
Casting Time: 1 bonus action Casting Time: 1 minute
Range: self Range: touch
Components: None Components: Rope (25 feet), Trap Kit
Duration: Conc. Up to 1 minute Duration: 8 hours
The next time you hit with a ranged weapon attack, in An expert in laying traps, you use your thin rope to
addition to the normal effects of the attack, the target either lay a 5-foot radius snare trap, or a snapping
and each creature within 5 feet of it must make a tripwire that extends up to 25 feet. The trip wire must
Dexterity save. A creature takes 1d10 piercing damage be attached to an object at either end. The snare must
on a failed save, or half as much on a success. have a ceiling or raised surface to attach to.
At Higher Levels: The damage increases by 1d10 for The trap triggers when a Small, Medium,
each slot level above 1st, to a maximum of 6d10 or Large creature moves into the power’s radius, or
crosses the trip wire. That creature must succeed on a
Dexterity saving throw or be trapped. The snare pulls
it upwards, leaving it hanging upside down 3 feet above
N et G u n the ground. The tripwire snaps around the creatures
1st level conjuration feet, toppling them. In both cases the creature is
Casting Time: 1 action restrained.
Range: Self The creature can make a Dexterity saving
Components: Net gun attachment throw at the end of each of its turns, ending the effect
Duration: 1 minute on itself on a success. The trap can only be triggered
once, and the rope can be picked up after being used.
The next time you hit an enemy with a weapon attack,
the target must succeed on a Strength save or be
restrained until the power ends. A Large or bigger
creature has advantage on this save. S moke G renade (F og C loud )
While restrained by this power, the target takes 1st level conjuration
1d6 piercing damage at the start of each of its turns. Casting Time: 1 action
The creature restrained or one that can touch the Range: 120 feet
creature can use its action to make a Strength check Components: Nanosmoke Solution
against your power save DC. On a success, the target is Duration: Up to 10 minutes
freed. You throw a pellet-like grenade within range of you,
creating a 20-foot-radius sphere of smoke, until a wind
of at least 10 miles per hour blows it away, or until the
R efle cti ve C o at power ends. The fog is centered on a point you choose,
spreading around corners and heavily obscuring the
1st level abjuration
area it fills and blocking line of sight.
Casting Time: 1 reaction At Higher Levels: The fog becomes larger by 20 feet for
Range: self each power level you cast this power above the first.
Components: wearing duster or armored coat
Duration: 1 round
When hit with acid, cold, fire, lightning, or thunder
damage, you can use your reaction to have resistance
to it until the start of your next turn, including against
the triggering attack. Also, the first time you hit with
T arget L ock
1st level conjuration
a melee attack on your next turn, the target takes an
extra 1d6 of the damage type. Casting Time: 1 bonus action
At Higher Levels: The extra damage increases by 1d6 Range: 90 feet
for each slot level above 1st. Components: None
Duration: Conc. Up to 1 hour
Until the power ends, you deal an extra 1d6 damage
to a creature you can see whenever you hit it with a
weapon attack, and you have advantage on Perception
and Survival checks to find it. If the target drops to 0
hit points before this power ends, you can use a bonus
action on a subsequent turn to mark a new creature.
At Higher Levels: When you cast this power using a
spell slot of 3rd or 4th level, you can concentrate for up
to 8 hours. If you use a slot of 5th level or higher, you
can concentrate for up to 24 hours.
L evel 2 T ec h -P o we r s
B ulle t T r a p D efensi ve C oat (B arkskin )
2nd level transmutation 2nd level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: self
Components: 4 bullets or similar ammunition, trap kit Components: wearing duster or armored coat
Duration: 8 hours Duration: Conc. Up to 1 hour
Until the power ends, whenever a creature other than You sure know how to move in a coat. You move and
you comes within 30 feet of four pieces of ammunition dodge, billowing the fabric around you and making
set on the ground for the first time on a turn or ends you harder to hit. Your AC cannot be reduced below 16
its turn there, they must succeed on a Dexterity save while the power lasts.
or take 1d6 piercing damage. One of the ammunition
is then destroyed. The power ends if no ammunition
remains.
When you cast this power, you can designate a
creature and the spell will ignore them. F ind T raps (F ind T raps )
At Higher Levels: The amount of ammunition 2nd level divination
that can be affected increases by two for each slot Casting Time: 1 action
above 2nd. Range: 120 feet
Components: None
Duration: Instantaneous
C rimin a l E l e m en t (L o c a t e A n i m al s o r P l a n ts ) The basic nature of any traps within range becomes
2nd level divination known to you, though you do not learn their location.
Casting Time: 1 action (ritual) Natural weaknesses in the environment are not
Range: self considered traps for the purposes of this power, but
Components: none any environmental feature that might harm you or
Duration: Instantaneous result in some undesirable consequence, and was set
up by someone intentionally to do so, is.
You contact your extensive police network to locate the
nearest black market or illegal goods dealer within 5
miles (if one exists). When interacting with characters
at the market, you have advantage on Intimidation
checks if your party is not outnumbered by more than L oca te O bject (L oc at e O bj e ct )
2 to 1. 2nd level divination
Casting Time: 1 action
Range: self
C ure C o n di t i o n (L e s s e r R e s to r a t i o n ) Components: none
2nd level abjuration Duration: Conc. Up to 10 minutes
Casting Time: 1 action Your contacts provide you with information about
Range: touch where to find specific goods. You may describe one
Components: medical stim item, and your informants will tell you where it can be
Duration: Instantaneous found within the present location.
You touch a creature and it is no longer blinded, This ability does not work if you are in a
deafened, paralyzed, or poisoned. Only one condition communications lockdown.
can be ended per casting. One charge of the medical
stim is used to cast the power.
N ightv ision A ugmen t at ion (D ark vision )
D eafe ni n g B l a s t 2nd level transmutation
2nd level illusion Casting Time: 1 action
Range: self
Casting Time: 1 action
Components: None
Range: 120 feet
Duration: 8 hours
Components: Nanosmoke Solution
Duration: Up to 10 Minutes Your optical implants now allow you to gain 60 feet of
darkvision, allowing you to see clearly in dim light and
You toss a pellet that erupts into a thick choking gas.
see in the dark as though it were dim light.
Creatures within a 20-foot sphere emanating from a
point you choose, cannot speak or make verbal sounds.
P ass W i t h o ut T r ace (P a s s W i t h o ut T r a c e ) L evel 3 T ec h -P o wers
2nd level abjuration
Casting Time: 1 action
Range: self D ayligh t (D ayligh t )
Components: none 3rd level conjuration
Duration: Conc. Up to 1 hour Casting Time: 1 action
You are an expert at tailing targets and can assist Range: 60 feet
those around in you staying unseen. Each creature Components: LED
you choose has a +10 to Stealth checks and can’t be Duration: up to 10 minutes
tracked except by technological means. This effect only Ah, ah ah! When choosing this ability, your contacts
applies if a creature is within 30 feet of you, both at the deliver you a Super LED light source. Using it, you can
time of casting and for the duration. You can choose create a 60-foot-radius sphere of light spreading from a
yourself as well. A creature that receives this bonus point you choose. The sphere is bright light and sheds
leaves behind no traces of its passage. dim light for an additional 60 feet.
If you chose an object you are holding or one
that isn’t being worn or carried, you can attach the
P oison E x p e rt (P r ot e ct i o n f r o m P o i s on ) LED so the light shines from and moves with the
object. Completely covering the object with something
2nd level abjuration opaque blocks the light.
Casting Time: 1 action
Range: touch
Components: 1 medical stim
Duration: 1 hour D ensi t y A dj ustmen t (W a ter W alk )
You neutralize one poison you can name, or one at 3rd level transmutation
random, from a creature that is poisoned. While the
Casting Time: 1 action (ritual)
power lasts, the target has advantage against being
Range: 30 feet
poisoned and resistance to poison damage. Uses one
Components: Nanosmoke solution
charge of the medical stim.
Duration: 1 hour
You can manipulate the nanosmoke to create a thin,
variable density layer under the feet of up to 6 willing
creatures. They gain the ability to move across liquid
P oli c e C o nta ct (A n i m al m e s s e n ge r ) as if it were solid ground. Lava still deals damage from
2nd level enchantment its heat. If you target a creature submerged in liquid,
Casting Time: 1 action (ritual) the target floats to the surface at a rate of 60 feet per
Range: 30 feet round.
Components: none Because the nanosmoke is constantly in
Duration: up to 10 minutes flux, characters using it to transverse liquid have a
Your extensive police contacts are available for support. disadvantage on any Dexterity checks made.
You can contact and speak with any police officer, or
similar authority figure, within 50 miles.
Conversations will proceed as normal, with
all associated checks. Once used, you cannot call the E lect ric A mmo
same contact again for at least 1 hour. 3rd level transmutation
Casting Time: 1 action
Range: self
Components: 1 electrifying attachment
Duration: up to 1 minute
S pike T r a p (S p i k e G r o wt h ) The next time you make a ranged weapon attack, the
2nd level transmutation weapon’s ammunition becomes charged with electricity.
Casting Time: 1 action Make the attack roll as normal. The target takes 4d8
Range: touch lightning damage on a hit, or half as much damage on
Components: Trap kit a miss. This replaces the weapon’s normal attack.
Duration: 10 minutes once triggered Hit or miss, each creature within 10 feet of the
The ground in a 20-foot radius becomes difficult target must make a Dexterity save. Each creature takes
terrain for the duration. When a creature moves into or 2d8 electric damage on a failed save, or half damage on
within the area, it takes 2d4 piercing damage for every a success. The weapon or ammunition then returns to
5 feet it travels. Any creature that can’t see the area its normal form.
at the time of casting must make a Perception check At Higher Levels: The damage for both effects of the
against your spell save DC to recognize it as hazardous. power increases by 1d8 for each slot level above 3rd.
F or ti f y i ng S p e ec h (P r o t ect i o n f r o m E n e rgy ) R e B reat her (W a ter B rea t hing )
3rd level abjuration 3rd level transmutation
Casting Time: 1 action Casting Time: 1 action (ritual)
Range: touch Range: self (30 feet)
Components: None Components: Rebreather, Nanosmoke solution
Duration: Conc. Up to 1 Hour Duration: 8 hour
Touch a willing creature. They have resistance to one When choosing this ability, your contacts deliver you
damage type of your choice: acid, cold, fire, lightning, a pack of 6 rebreathers. They must be physically
or thunder. delivered or picked up at the GM’s discretion.
Due to the biolocks involved, only you can
activate the rebreahters, but afterwards you can pass
I n cen di a r y A m m o them along to other creatures to use. The rebreathers
each last 8 hours, after the time of activation, and
3rd level transmutation
allow the user to breathe underwater or in a vacuum.
Casting Time: 1 action They do not protect from the other effects of either
Range: self environment.
Components: 1 incendiary attachment If you loose one or more of your rebreathers, a
Duration: up to 1 minute replacement can be obtained for 20 credits and can be
You activate a clip of ammunition. When a target is hit delivered in any human occupied location.
by a ranged weapon attack using the ammunition, the
target takes an extra 1d6 fire damage. The power ends
on a piece of ammunition whether it hits or misses,
and it can only affect up to 12 pieces of ammo in total. S ensor S cram ble
At Higher Levels: The number of pieces of 3rd level abjuration
ammunition you can affect with this spell increases by Casting Time: 1 action
two for each slot level above 3rd. Range: touch
Components: Nanopowder
Duration: 8 hours
M ac h i n e C h a o s (P l a n t G r o wth ) You’re an expert at masking biological and electric
3rd level transmutation signatures. A target you touch can’t be targeted by
Casting Time: 1 action divination powers or seen by sensors. The target can
Range: 150 feet be a creature, place, or object no larger than 10 feet in
Components: Non any dimension.
Duration: Instantaneous
If you cast this power using 1 action, all normal
machines in a 100-foot radius centered on a point
begin behaving erratically and sparking. Moving S moke W all (W ind W all )
through the area spends 4 feet of movement for every 3rd level evocation
1 foot moved. You can exclude areas of any size within Casting Time: 1 action
the spell’s area from being affected. Range: 120 feet
Components: Nanosmoke solution
Duration: Conc. Up to 1 minute
M ac h i n e L a n g ua g e (S p e a k w i t h P l a n ts ) You make a wall of smoke up to 50 feet long, 15 feet
3rd level transmutation high, and 1 foot thick, and can shape it any way you
Casting Time: 1 action choose so long as it makes one continuous path along
Range: self (30 feet) the ground. When the wall appears, each creature in
Components: interface jack its area must make a Strength save. A creature takes
Duration: 10 minutes 3d8 bludgeoning damage on a failed save, or half
You can interact with and question machines within 30 damage on a success. The smoke keeps gases at bay.
feet of you about events in the power’s area within the Small or smaller flying creatures or objects,
past day. You can also turn difficult terrain caused by can’t pass through the wall. Loose, lightweight
machines into ordinary terrain and vice versa. It lasts materials brought into the wall fly upward. Bullets,
for the duration. bolts, and other ordinary projectiles launched at
Machines can perform other tasks on your targets behind the wall automatically miss.
behalf, at the GM’s discretion. The power doesn’t
enable machines to terminate themselves, but they
can freely move arms, conveyor belts, and other
components.
This power can cause a machine to release a
restrained creature.
S pray A n d P r ay L oca te T arget (L oc a te C rea t ure )
3rd level conjuration 4th level divination
Casting Time: 1 action Casting Time: 1 action
Range: self (60ft cone) Range: self
Components: ammunition (full clip) Components: None
Duration: up to 10 minutes Duration: Conc. Up to 1 minute
You pull the trigger until it goes click. A cone of Your contacts are indispensable. Describe or name a
weapon fire shoots forward and each creature in a character familiar to you. Your informants will track
60-foot cone must make a Dexterity save. It takes 3d8 the character’s location, as long as its within 1000
damage on a failed save, or half on a successful one. feet of you. If the character is in motion, you know
The damage type is the same as the weapon’s. the direction of its movement. The spell can locate
a specific character known to you or the nearest of
a specific kind, as long as you have seen it while
within 30 feet of it. This spell can’t locate a character
L evel 4 T e ch -P o we r s if running water at least 10 feet wide blocks a direct
path between you and the creature, or if you are in a
A dren a l i n e S u r ge (F r e ed o m of M o ve m e nt ) communications lockdown.
4th level abjuration
Casting Time: 1 action
Range: touch
Components: 1 adrenaline stim
Duration: 1 hour
Inject a willing creature. Its movement is unaffected
by difficult terrain, and powers and tech effects
can’t reduce its speed or cause it to be paralyzed or
restrained.
The target can spend 5 feet of movement to
automatically escape from non-power restraints.
Additionally, being underwater imposes no penalties on
its movement or attacks.

G rav T r a p
4th level conjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: trap kit
Duration: Conc. Up to 1 minute
You’re a master at tossing out traps, even on the fly.
You throw a hook trap in an unoccupied space you can
see. When you cast this power, you can make the trap
strike a creature up to 30 feet from it, if you can see
the target. The creature must pass a Dexterity save or
be pulled 20 feet directly toward the trap.
Until the spell ends, you can use your bonus
action to have the trap lash out again.

I nspira t i o na l D u st er (S t o n es k i n )
4th level abjuration
Casting Time: 1 action
Range: touch
Components: wearing duster or armored coat
Duration: Conc. Up to 1 hour
The duster just looks way too cool. Until the spell ends,
the target has resistance to non-power bludgeoning,
piercing, and slashing damage
L evel 5 T ec h -P o we r s R et iremen t
5th level conjuration
Casting Time: 1 bonus action
G rena d e Range: 120 feet
5th level conjuration Components: none
Casting Time: 1 action Duration: 1 minute
Range: 150 feet You are the ultimate android hunter. Choose any
Components: ammunition known android in range. Your attacks against them
Duration: Instantaneous have advantage. For the next attack you make against
Each creature in a 40-foot-radius, sphere centered on the target, you may also add 1d10 to the attack roll
a point of your choosing must make a Dexterity save. and another 1d10 to the damage roll if that attack hits.
A creature takes 8d8 damage on a failed save, or half If you target a non-android, you only gain
damage on a success. The damage type is the same as advantage against the target but no additional dice.
that of the ammunition or weapon.

P lasm a A m m o U rban E xplorer (C ommune wit h N a ture )


5th level divination
5th level transmutation
Casting Time: 1 minute
Casting Time: 1 bonus action Range: self
Range: 150 feet Components: none
Components: plasma attachment Duration: Instantaneous
Duration: 1 minute
While in a city, station, or other urban habitat you
On each of your turns, you can use a bonus action instantly gain knowledge of up to three facts of your
to make two attacks with a weapon that uses choice about any of the following subjects as they
ammunition. The ability charges the weapon with relate to the area:
plasma, eliminating the need for ammo. Each time you • Terrain, sewage, or power grid networks
make the attack, your clip replaces the ammunition • Prevalent corporations, factions and people
you used. • General locations of specific androids
Ammunition created by this power • Influence from other cites, factions, or corporations
disintegrates when it ends. If the weapon leaves your • Notable buildings.
possession, the spell ends.
Combat Medic 5e Base Class: Cleric
As a combat medic, you gain the following class features. You prepare the list of combat medic powers
that are available for you to cast, choosing from the
combat medic list. When you do so, choose a number
H it P o i nts of combat medic powers equal to your Wisdom modifier
Hit Dice: 1d8 per combat medic level + your cleric level (minimum of one power). The powers
Hit Points at 1st Level: 8 + your Constitution modifier must be of a level for which you have power slots.
Hit Points at Higher Levels: 1d8 (avg: 5) + your For example, if you are a 3rd-level combat
constitution modifier per combat medic level after 1st medic, you have four 1st-level and two 2nd-level power
slots. With a Wisdom of 16, your list of prepared
powers can include six powers of 1st or 2nd level, in
P rofi c i e nc i e s any combination. If you prepare the 1st-level power
cure wounds, you can cast it using a 1st-level or 2nd-
Armor: Light Armor, Medium Armor, shields level slot. Casting the power doesn’t remove it from
Weapons: simple weapons your list of prepared powers.
Tools: Stims, Medical Equipment You can change your list of prepared powers
whenever you take a long rest. Each power must be
Saving Throws: Wisdom, Charisma programmed into your medical gauntlet, taking 1
Skills: Choose two from History, Insight, Medicine, minute per power level to input and prepare after your
Persuasion and Technology long rest.

P ower C ast ing A bili t y


Wisdom is your PowerCasting ability (spellcasting
E quip m e n t ability) for your combat medic powers. Use your
You start with the following equipment, in addition to wisdom whenever a power refers to your PowerCasting
the equipment granted by your background: ability. In addition, use your Wisdom modifier when
setting the saving throw DC for a combat medic power
• (a)a billy club or (b) jackhammer (if proficient) you cast and when making an attack roll with one.
• (a)a duster or (b) Kevlar vest or (c) Kevlar doublet
• (a)1 enforcer’s pack or (b) 1 medic’s pack Power Save DC = 8 + your proficiency bonus + your
• (a)1 hand blaster and 20 bullets or (b) any simple Wisdom modifier
weapon
• An extendable riot shield Power attack modifier = your proficiency bonus +
• 1 medical gauntlet your Wisdom modifier

T ech P o we r s M edi c al B ran ch


Your extensive field experience and familiarity with As a combat medic, choose one medical branch to
combat technology allows you to use technical powers define your pre-adventure medical history. Each
(which function like spells in classic 5e). The combat branch is detailed at the end of the class description,
medic tech powers are presented at the end of the class and each one grants you access to particular tech
description. powers and other features when you choose it at
1st level. It also grants you additional ways to use
Hippocratic Strike, when you gain that feature at level
R uns (C a n tr i p s ) 2, and additional benefits at 6th, 8th and 17th levels.
At 1st level, you know three runs (cantrips in 5e) of
your choice from the combat medic power list. You
learn additional combat medic runs of your choice at
higher levels, as shown in the “Runs Known” column of
B ranch P owers
the Combat Medic table. Each branch has a list of powers—its branch powers—
that you gain at the combat medic levels noted in the
branch description. Once you gain a branch power, you
P repa ri n g a n d C as ting P owers always have it prepared, and it doesn’t count against
the number of powers you can prepare each day.
The Combat Medic table shows how many power slots
If you have a branch power that doesn’t appear
you have to cast your powers of 1st level and higher. To
on the combat medic spell list, the spell is nonetheless
cast one of these powers, you must expend a slot of the
a combat medic power for you.
power’s level or higher. You regain all expended power
slots when you finish a long rest.
H ippo cr a ti c S tr i k e A bili t y S c ore I mpro vemen t s
At 2nd level, you gain the ability to boost your reflexes When you reach 4th level, and again at 8th, 12th,
and asses emergency situations quickly, granting you 16th,and 19th level, you can increase one ability
extra effects. You start with two such effects: Machine score of your choice by 2, or you can increase two
Scramble and an effect determined by your branch. ability scores of your choice by 1. As normal, you can’t
Some branches grant you additional effects as you increase an ability score above 20 using this feature.
advance in levels, as noted in the branch description.
When you use your Hippocratic Strike, you
choose which effect to create. You must then finish a
I n capa ci t ate M ac hine
short or long rest to use your Hippocratic Strike again. Starting at 5th level, when a machine fails its saving
Some Hippocratic Strike effects require saving throws. throw against your Machine Scramble feature, the
When you use such an effect from this class, the DC creature is instantly destroyed if its challenge rating
equals your combat medic spell save DC. is at or below a certain threshold, as shown in the
Beginning at 6th level, you can use your Incapacitate Machine table.
Hippocratic Strike twice between rests, and beginning
at 18th level you can use it three times between rests. Incapacitate Machine
When you finish a short or long rest, you regain your Combat Medic Level Incapacitate Machine of CR...
expended uses. 5th 1/2 or lower
8th 1 or lower
H ippoc r a ti c S t r i ke : M ac hine S cram b le 11th
14th
2 or lower
3 or lower
As an action, you disable the surge circuit on your 17th 4 or lower
medical gauntlet. It releases a targeted emp blast. Each
machine that can see or hear you within 30 feet must
make a Wisdom saving throw. If the machine fails, it is P o wer O verload
turned for 1 minute or until it takes any damage. Starting at 10th level, you can risk overloading your
A turned machine must spend its turns trying gauntlet to help you perform medical, combat, and
to move as far away from you as it can, and it can’t technical tasks (healing, hacking, machine handling,
willingly move to a space within 30 feet of you. It also etc). Describe the action, and roll percentile dice. If
can’t take reactions. For its action, it can use only you roll a number equal to or lower than your combat
the Dash action or try to escape from an effect that medic level, the overload is successful. The GM
prevents it from moving. If there’s nowhere to move, the chooses the nature of the success. If successful, you
machine can use the Dodge action. can’t overload again for 7 days without breaking your
gauntlet. At 20th level, the overload always succeeds.

Combat Medic Table Runs Tech-Power Slots per Power Level


Level Proficiency Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 PowerCasting, Medical Branch 3 2 - - - - - - - -
2nd +2 Hippocratic Strike (1), Branch Feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Incapacitate Machine (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Hippocratic Strike (2), Branch Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement. Incapacitate 4 4 3 3 2 - - - - -
Machine(CR 1)
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Power Overload 5 4 3 3 3 2 - - - -
11th +4 Incapacitate Machine(CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Incapacitate Machine(CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Incapacitate Machine(CR 4), 5 4 3 3 3 2 1 1 1 1
Branch Feature
18th +6 Hippocratic Strike (3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Power Overload Improvement 5 4 3 3 3 3 2 2 1 1
Medical Branch
Space colonization and conflict being what it is,
H is tory L og
Welcome to the panopticon. Starting at 17th level, you
Combat Medics come from a variety of backgrounds. can pull up sensor logs for an object you hold or for
Each branch will affect the medic’s abilities and how your immediate surroundings. Your gauntlet spends
they play. Some will boost healing abilities, while one minute combing through the data, though you can
others will grant combat buffs or more evenly spread extend the analysis any number of minutes. If data
stat boosts. Choose wisely. exists, you get a vague, general sense of what happened
to the object or in the location. Once you use this
feature, you can’t use it again until you finish a short
R esea rc h B r a nc h or long rest.
Object: Assuming the object has some sensors,
Research Medics spend as much time engaged in study
or is present in a location with sensor arrays (most
as they do out in the field. They value learning and
of the inhabited world), you’re able to divine the most
knowledge above all else and their field work is just a
recent significant event involving the object, and the
pretense for amassing more information.
most recent owner
Research Branch Powers Location: Assuming the location has sensor
Medic Level Tech Power arrays (most of the inhabited world), you’re able to
1st object analysis divine the most recent significant event that happened
3rd predictive algorithm, convincing speech within a 50-foot cube. You learn the nature of the event
5th nondetection, machine control and the names of any participants that did not obscure
7th recon bot, confusing static their identities.
9th internet, sensor hack
R elief B ran ch
T he P owe r o f K n owledge Relief Medics spend most of their time helping the sick
and wounded in conflict zones. As a result, they are
Knowledge! At 1st level you become proficient in your
exceptionally proficient at healing and assisting those
choice of two of the following skills: Hacking, History,
in need.
Biotics, or Technology.
Relief Branch Powers
H ippo cr a t i c S t r i ke : C onne ct to the N et Medic Level
1st
Tech Power
tactical encouragement, cure wounds
Starting at 2nd level, you can use your medical
3rd cure condition, assault DroneBot
gauntlet to connect to the information net. Choose one
5th beacon of hope, revivify
skill or tool, and for 10 minutes, you have proficiency
7th adrenal recovery, protective drone
with the chosen skill or tool.
9th rapid healing

H ippo cr a t i c S t r i ke : M en tal A nalysis


Your gauntlet lets you run an analysis of a target’s C onfli ct Z one
speech and behavior, letting you asses their thoughts. You’ve been in some bad spots over the years. At 1st
As an action, choose one creature that you can level you become proficient in heavy armor.
see within 60 feet of you. That creature must make a
Wisdom saving throw. If the creature succeeds on the
saving throw, you can’t use this feature on it again until
R elief E xpert
Starting at 1st level, your healing powers are more
you finish a long rest.
effective. Whenever you use a power of 1st level or
If the creature fails its save, you can read its
higher to restore hit points, the target creature regains
surface thoughts (those foremost in its mind, reflecting
additional hit points equal to 2+ the spell’s level.
its current emotions and reaction to the conversation
being had) when it is within 60 feet of you. This effect
lasts for 1 minute.
During that time, you can use your action to
H ippo crat ic S t rike : P reser ve L ife
Starting at 2nd level, you can use your Hippocratic
end this effect and cast the Convincing Speech power
Strike to heal the badly injured.
on the creature without expending a spell slot. The
As an action, you load your gauntlet with
target automatically fails its saving throw against the
a medical stim and shoot out a burst of nanobots,
power.
restoring a number of hit-points equal to five times
your combat medic level. Choose any creatures within
P o tent P owe r C a s ting 30 feet of you, and divide those hit points among them.
Starting at 8th level, you add your Wisdom modifier to This feature can restore a creature to no more than half
the damage you deal with any combat medic run. of its hit point maximum. You can’t use this feature on
a machine or a construct. This consumes 1 charge of
the medical stim.
P rude n t H e a l er H ippo crat ic S t rike : F lash B ang
Starting at 6th level, you get benefits from healing Starting at 2nd level, you can use your Hippocratic
others with medical stims. When you cast a power of strike to create a burning burst of light. As an action,
1st level or higher that restores hit-points to a creature you can use your gauntlet to create powerful light
other than you, you regain hit points equal to 2 + the within 30 feet of you. Each hostile creature within the
power’s level. radius of your light must make a Constitution saving
throw. A creature takes radiant damage equal to 2d10
+ your combat medic level on a failed saving throw, and
P ro te cti ve M e a s ures half as much damage on a successful one. A creature
At 8th level, you gain the ability to link your weapon that has total cover from you is not affected.
and medical gauntlet. Once on each of your turns when
you hit a creature with a weapon attack, you can cause
the attack to deal an extra 1d8 of radiant damage to D is tract ing F lare G un
the target, and have them make a Constitution saving Starting at 6th level, you can also use your Flare Gun
throw against your spell DC or become stunned for 1 feature when a creature that you can see within
turn. At 14th level, the extra damage increases to 2d8. 30 feet of you attacks a creature other than you.

P ot ent P ower C ast ing


E xper t H e a l er Starting at 8th level, you add your Wisdom modifier to
Starting at 17th level, when you would normally roll the damage you deal with any combat medic run.
one or more dice to restore hit points with a power, you
instead use the highest number possible for each die.
For example, instead o f restoring 2d6 hit points to a
L ight B eam
Starting at 17th level, you can use your action to
creature, you restore 12. overpower your medical gauntlet, creating a beam of
light that lasts for 1 minute or until you dismiss it
S pa ce r B r a nc h using another action. You emit bright light in a 60-foot
radius and dim light 30 feet beyond that. Your enemies
Spacer medics have spent most of their lives aboard in the bright light have disadvantage on saving throws
spaceships, tending to those scarred by ship combat against any powers that deal fire or radiant damage.
rather than direct assaults. As a result of spending
so much time in the deep dark of space, they have an
increased appreciation for light based powers. They
know the value of some well placed illumination. M ili tary B ran ch
Military Medics have seen a lot of action, having
Spacer Branch Powers been deployed in some of the roughest warzones in
Medic Level Tech Power the colonies. As a result, they are as good at dealing
1st spark burst, lighting assist damage as they are at healing it. Better to stay on their
3rd fire burst, laser burst good side.
5th daylight, firebomb
7th protective drone, firewall Army Branch Powers
9th flame strike, sensor hack Medic Level Tech Power
1st kinetic assist, localized scrambling
3rd weapon surge, assault DroneBot
5th
B onus R u n 7th
shower of sparks, oppressive smoke
adrenaline surge, inspirational duster
You know the value of a good flashlight. When you 9th flame strike, greater paralysis
choose this domain at 1st level, gain the light run, if
you don’t already know it.
B onus P rofi cien c ies
At 1st level you gain proficiency with martial weapons
F lare G u n (including heavy blasters) and heavy armor.
At 1st level, you gain the ability to shoot a flare from
your medical gauntlet. When you are attacked by a
creature within 30 feet of you, that you can see, you W ar M edi c
can use your reaction to impose disadvantage on the You know the best way to heal someone is to keep them
attack roll, causing light to flare towards the attacker from getting hurt in the first place. When you use the
before they hit or miss. Attack action, you can make one weapon attack as a
An attacker that can’t be blinded is immune bonus action. You can use this feature a number of
to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum o f
times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a
once). You regain all expended uses during a long rest. long rest.
H ippo cr a t i c S t r i ke : T arge ted S trike S t opping P ower
Starting at 2nd level, you can use your Hippocratic At 8th level, you gain the ability to infuse your weapon
Strike to improve your accuracy. When you make strikes with extra kinetic energy. Once on each of your
an attack roll, you can use your Hippocratic Strike to turns when you hit a creature with a weapon attack,
gain a +10 bonus to the roll. You make this choice after you can cause the attack to deal an extra 1d8 damage
you see the roll, but before the GM says whether the of the same type dealt by the weapon to the target.
attack hits or misses. When you reach 14th level, the extra damage increases
to 2d8.

H ippo cr a t i c S t r i ke : A ngel of W ar
You’re here to help. At 6th level, when a creature within H ardened V et eran
30 feet of you makes an attack roll, you can use your At 17th level, you gain resistance to bludgeoning,
reaction to grant that creature a +10 bonus to the roll, piercing, and slashing damage from non-power
using your Hippocratic Strike. You make this choice weapons.
after you see the roll, but before the GM says whether
the attack hits or misses.

Combat Medic Tech-Power List


R uns E xtra LED (L igh t )
evocation run
Casting Time: 1 action
E n cou r ag i n g T o uch (G u i da n c e ) Range: touch
divination run
Components: none
Casting Time: 1 action Duration: 1 hour
Range: touch
Touch an object no larger than 10 feet in any
Components: none
dimension to attach an LED to it. It sheds bright light
Duration: Conc. Up to 1 minute
in a 20-foot radius and dim light for an additional 20
Touch a willing creature. It can add a 1d4 to one ability feet. You choose the color. Completely covering the LED
check of its choice. The spell then ends. It can roll the with something opaque blocks the light. The power
die before or after making the check. ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile
creature, it must pass a Dexterity save to avoid the
E xploi t W o u nd power.
Necromancy run
Casting Time: 1 action
Range: 60 feet
P rotect ive T ouc h (R esis t an c e )
abjuration run
Components: none
Duration: Instantaneous Casting Time: 1 action
Range: touch
A creature you can see must pass a Wisdom save or Components: none
take necrotic damage. If it’s missing any hit points, the Duration: Conc. Up to 1 minute
damage die is 1d12; otherwise, it’s 1d8.
The damage increases by one die when you Touch a willing creature. It can add a 1d4 to one saving
reach 5th, 11th, and 17th level. throw of its choice. The spell then ends. It can roll the
die before or after making the saving throw.

R epurposed G lue (M ending )


transmutation run
Casting Time: 1 action
Range: touch
Components: none
Duration: Instantaneous
This power repairs a single break or tear in an object
you touch, as long as the damage is no longer than 1
foot in any dimension.
S cor c h i n g S p a r k (S a c r e d F l a m e ) D efle ct ing S hot (S an ct uary )
evocation run 1st level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 30 feet
Components: none Components: none
Duration: Instantaneous Duration: 1 minute
A creature you can see must pass a Dexterity save or Throw a deflecting disk and protect a chosen creature
take 1d8 radiant damage. It gains no benefit from cover of your choice. Until the power ends, any creature
for this save. who targets a creature you choose with an attack or a
The damage increases by 1d8 when you reach harmful power must first make a Wisdom saving throw.
5th, 11th, and 17th level. On a failed save, the creature must choose a new target
or lose the attack or power. This power doesn’t protect
the warded creature from area effects.
If the warded creature makes an attack or
S tabi l iz e (S p a r e t h e D y i n g ) casts a power that affects an enemy creature, this
Necromancy run power ends.
Casting Time: 1 action
Range: touch
Components: none
Duration: Instantaneous
D et ect A nomaly ( det e ct magi c )
1st level divination (ritual)
You use your medical expertise to stabilize a creature. Casting Time: 1 action
Touch a living creature at 0 hit points. It becomes Range: Self
stable. This power has no effect on machines, or Components: None
constructs. Duration: Conc. up to 10 minutes
You hone your senses and scan the surroundings for
any irregularities that aren’t traps. You immediately
L evel 1 T e ch -P o we r s spot anything out of the ordinary, present with 30 feet.
This power detects anomalies in the same room
C onfou n d i ng S h ot (G u i di n g B o lt ) as you, and can be used to infer clues about a crime
scene, but cannot be used to locate traps.
1st level evocation
Casting Time: 1 action
Range: 120 feet D et ect P oison and D isease ( det e ct P oison a n d D i s e a s e )
Components: none 1st level divination (ritual)
Duration: 1 round Casting Time: 1 action (ritual)
You fire a distracting spark at an enemy. Make a Range: Self
ranged power attack against a creature you can see. Components: None
On a hit, the target takes 4d6 radiant damage, and Duration: Conc. up to 10 minutes
before the end of your next turn, the next attack roll You use your medical gauntlet to scan the
made on it has advantage. surroundings for harmful substances. If they exist
At Higher Levels: The damage increases by 1d6 for or appear within 30 feet, you sense the presence of
each slot level above 1st. poisons, poisonous creatures, and diseases. Their
location and type also become known to you.
This power is blocked by 1 foot of stone, 1 inch
of common metal, a thin sheet of lead, or 3 feet of wood
C ure W o u nd s (C u r e W o u nd s ) or dirt.
1st level evocation
Casting Time: 1 action
Range: touch G aunt let S t rike (I nfli ct W ounds )
Components: 1 medical stim 1st level necromancy
Duration: Instantaneous Casting Time: 1 action
A creature that you touch regains hit points equal to Range: touch
1d8 plus your PowerCasting modifier. Using this ability Components: none
consumes one charge of the medical stim. You may Duration: Instantaneous
also boost the stim, healing an additional 1d6 by using You smash your charged gauntlet into an enemy,
another charge, and 1d4 by using the final charge. sending sparks flying. Make a melee power attack. On
Boosting cannot be spread across multiple stims. a hit, the target takes 3d10 lightning damage.
At higher levels: The initial use of the stim heals an At Higher Levels: The damage increases by 1d10 for
additional 1d8 for each power slot level above 1st. each slot level above 1st.
L o cal i z ed S c r a mb ling (S h i e ld o f F a i t h ) T act i cal D is tract ion (B ane )
1st level abjuration 1st level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: none Components: none
Duration: Conc. Up to 10 minutes Duration: Conc. Up to 1 minute
You scramble all attacks against a creature of your Up to three creatures you can see must make
choice. It gets a +2 bonus to AC for the duration. Charisma saving throws. If a target fails, whenever
they make an attack roll or saving throw before the
power ends, they must roll a d4 and subtract the
number rolled.
At Higher Levels: You can target one additional
M ac h i n e P r ote ct i on (P r o t ect i o n f r o m E v i l a n d G o o d ) creature for each slot level above 1st.
1st level abjuration
Casting Time: 1 action
Range: touch T act i cal E nc ouragemen t (B less )
Components: none 1st level enchantment
Duration: Conc. Up to 10 minutes Casting Time: 1 action
One willing creature you touch is protected against Range: 30 feet
machines. Machines have disadvantage on attack rolls Components: none
against the target. The target also can’t be charmed Duration: Conc. Up to 1 minute
or frightened by them. If the target already has such You encourage up to three creatures of your choice.
an effect, the target has advantage on any new saving Whenever a target makes an attack roll or a saving
throw against it. throw, it can add a 1d4 to it.
At Higher Levels: You can target one additional
creature for each slot level above 1st.

N eu tr a l iz e P o i s on (P u r if y F o o d a n d D r i nk ) L evel 2 T ec h -P o wers
1st level transmutation
Casting Time: 1 action (ritual)
Range: touch
A bili t y B oost er (E nhan c e a bilit y )
2nd level transmutation
Components: none
Duration: Instantaneous Casting Time: 1 action
Range: touch
Food and drink within a 5-foot-radius sphere centered
Components: 1 adrenaline stim
on a point is rendered free of poison and disease.
Duration: Conc. Up to 1 hour
A creature you inject gains one of the following effects
until the power ends. It consumes 1 charge of the
adrenaline stim.
R anged H e a l in g (H e a l in g W o r d ) • Extra Endurance: The target has advantage on
Constitution checks. It also gains 2d6 temporary hit
1st level evocation
points, which are lost when the spell ends.
Casting Time: 1 bonus action • Boosted Strength: The target has advantage on
Range: 60 feet Strength checks, and its carrying capacity doubles.
Components: 1 medical stim • Heightened Reflexes: The target has advantage
Duration: Instantaneous on Dexterity checks. It also doesn’t take damage from
You fire a medical stim at a friendly target. A creature falling 20 feet or less if it isn’t incapacitated.
you can see regains hit points equal to 2d8 + your • Social Prowess: The target has advantage on
spellcasting ability modifier. This spell has no effect on Charisma checks.
machines or constructs. The power uses up the entire • Augmented Insight: The target has advantage on
medical stim, regardless of how many charges were left. Intelligence checks.
At Higher Levels: The healing increases by 1d8 for • Situational Awareness: The target has advantage
each slot level above 1st. on Wisdom checks.
At Higher Levels: You can target one additional
creature for each slot level above 2nd.
A ssau lt D r o ne B ot (S p i r i t u a l W e a p o n ) C ure C ondi t ion (L esser R es t ora tion )
2nd level evocation 2nd level abjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: touch
Components: DroneBot Components: medical stim
Duration: 1 minute Duration: Instantaneous
You activate your DroneBot using a combat protocol. You touch a creature and it is no longer blinded,
When you cast the power, you can make a melee power deafened, paralyzed, or poisoned. Only one condition
attack against a creature within 5 feet of the DroneBot. can be ended per casting. One charge of medical stim
On a hit, the target takes 1d8 force damage + your is used to cast the power.
PowerCasting ability modifier.
As a bonus action, you can move the DroneBot
up to 20 feet and repeat the attack against a creature
within 5 feet of it. D eafening B last (S ilen c e )
At Higher Levels: The damage increases by 1d8 for 2nd level illusion
every two slot levels above the 2nd. Casting Time: 1 action
Range: 120 feet
Components: Nanosmoke Solution
Duration: Up to 10 Minutes
You toss a pellet that erupts into a thick choking gas.
A ssis t i ve I n f u s ion (A i d ) Creatures within a 20-foot sphere emanating from a
2nd level abjuration point you choose, cannot speak or make verbal sounds.
Casting Time: 1 action
Range: 30 feet
Components: adrenaline stim
Duration: 8 hours F ind T raps (F ind T raps )
You fire a stim burst at three creatures of your choice. 2nd level divination
Their current and maximum hit points increase by 5 Casting Time: 1 action
while the power lasts. This ability uses up the stim, Range: 120 feet
regardless of how many charges are left. Components: None
At Higher Levels: The hit points are increased by an Duration: Instantaneous
additional 5 for each slot level above 2nd. The basic nature of any traps within range becomes
known to you, though you do not learn their location.
Natural weaknesses in the environment are not
considered traps for the purposes of this power, but
any environmental feature that might harm you or
C alm E m ot i o ns (C a l m E m ot i o ns ) result in some undesirable consequence, and was set
2nd level enchantment up by someone intentionally to do so, is.
Casting Time: 1 action
Range: 60 feet
Components: none
Duration: Conc. Up to 1 minute H ealing B urst (P rayer of H ealing )
You are an expert negotiator, able to defuse almost any 2nd level evocation
situation. Each humanoid in a 20-foot-radius sphere
Casting Time: 10 minutes
must make a Charisma saving throw. A creature can
Range: 30 feet
choose to fail this save. If a creature fails its saving
Components: 1 medical stim
throw, choose one of the following effects:
Duration: Instantaneous
• You can suppress any effect causing them to be
charmed or frightened. When this power ends, any Up to six creatures of your choice that you can see
suppressed effect resumes, provided that its duration regain hit points equal to 2d8 + your PowerCasting
has not expired. ability modifier. This power has no effect on machines
• You can make them indifferent about creatures or constructs. It consumes the remainder of the stim.
of your choice that they’re hostile towards. This At Higher Levels: The healing increases by 1d8 for
indifference ends if the target takes damage or if it each slot level above 2nd.
witnesses any of its friends being harmed.
When the power ends, the creature becomes
hostile again, unless the GM rules otherwise
M agne ti c D e f l ector (W a r d in g B o n d ) P redi ct ive A lgori thm (A ugury )
2nd level abjuration 2nd level divination
Casting Time: 1 action Casting Time: 1 minute (ritual)
Range: touch Range: self
Components: None Components: none
Duration: 1 hour Duration: Instantaneous
You touch a target and activate the magnetic field on You run a complex algorithm that can predict the
your gauntlet. While the target is within 60 feet of you, outcome of an action you intend to do within the next
it gains a +1 bonus to AC and saving throws, and it 30 minutes. It will output the most likely result, given
has resistance to all damage. Also, each time it takes current parameters. If you ask again before doing
damage, you take the same amount of damage. The the action, there is a 25% chance the reading will be
power ends if you drop to 0 hit points or if you and random. The readings are as follows
the target become separated by more than 60 feet. It • if things turn out well: favorable outcome
also ends if the power is cast again on either of the predicted
connected creatures. You can dismiss the power as an • if things turn out poorly: Unfavorable outcome
action. predicted
• if things turn out good and bad: Simultaneous
favorable and unfavorable results predicted
• if nothing particularly good or bad happens: neutral
outcome predicted

P ersis t e nt LED (C o nt i n ua l F l a m e )
2nd level evocation
Casting Time: 1 action
Range: touch S t abilize t he D ying (G en t le R epose )
Components: none 2nd level necromancy
Duration: until dispelled Casting Time: 1 action (ritual)
You activate a bight LED light that can be attached to Range: touch
any object you touch. It emits no heat and consumes Components: 1 medical stim
no oxygen. The LED can be covered or hidden, but not Duration: 1 day
turned off except if you choose to do so. For the duration, the target is protected from decay
and can’t die, unless it takes additional damage equal
to its total hit points, after already falling to zero hit
points. The power also extends the time a dying target
can be revivified,

P oison E x p e rt (P r ot e ct i o n f r o m P o i s on )
2nd level abjuration
Casting Time: 1 action
Range: touch
Components: 1 medical stim
T aser S t un (H old P erson )
Duration: 1 hour 2nd level enchantment
You neutralize one poison you can name, or one at Casting Time: 1 action
random, from a creature that is poisoned. While the Range: touch
power lasts, the target has advantage against being Components: none
poisoned and resistance to poison damage. Uses one Duration: 1 day
charge of the medical stim. A humanoid that you can see becomes paralyzed
unless they succeed on a Wisdom saving throw. At the
end of its turns, it can make another Wisdom save,
ending the paralysis on a success.
At Higher Levels: You can target one additional
humanoid, all within 30 feet of each other, for each
level above 2nd.
T arge t e d F l a s h B ang (B l i nd n e s s /D e a f n es s ) V eraci t y A nalysis (Z one of T ru th )
2nd level necromancy 2nd level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: none Components: none
Duration: 1 minute Duration: 10 minutes
A creature you can see becomes blinded or deafened You run a complex program that can asses if a subject
unless they succeed at a Constitution saving throw. is telling the truth. A creature that starts its turn or
At the end of its turns, the creature can make another enters the 15-foot sphere area you designate can no
save. If successful, the power ends. longer outright lie without the program alerting you,
At Higher Levels: You can target one additional unless it succeeds on a Charisma saving throw. You
creature for each slot level above 2nd. are aware of who passes and who fails and the affected
creatures are aware of the restriction.

M e di cal B ran ch T ech P o wers


Many of the powers found in the Medical Branch
section of the Combat Medic class description can be B eac on of H ope (B ea c on of H ope )
found above. The additional powers that are not part 3rd level abjuration
of the general Combat Medic power list can be found Casting Time: 1 action
below. Range: 30 feet
Components: none
Duration: Conc. up to 1 minute
As many creatures as desired have advantage on
A dren a l i n e S u r ge (F r e ed o m of M o ve m e nt ) Wisdom and death saves. The targets also regain the
4th level abjuration maximum number of hit points possible when healed.
Casting Time: 1 action
Range: touch
Components: 1 adrenaline stim
Duration: 1 hour
C onfusing S t at ic (C onfusion )
4th level enchantment
Inject a willing creature. Its movement is unaffected
by difficult terrain, and powers and tech effects Casting Time: 1 action
can’t reduce its speed or cause it to be paralyzed or Range: 90 feet
restrained. Components: none
The target can spend 5 feet of movement to Duration: Conc Up to 1 minute
automatically escape from non-power restraints. Each creature in a 10-foot-radius sphere centered on a
Additionally, being underwater imposes no penalties on point you choose must succeed on a Wisdom save. On
its movement or attacks. a success, nothing happens. On a failure, an affected
target can’t take reactions and must roll a d10 at the
start of each of its turns. This determines its action
that turn. At the end its turns, it can make a Wisdom
save. If it succeeds, the spell ends for it.
A dren a l R e cove r y (D e a th wa r d ) d10 Effect
4th level abjuration
1 Takes no action and uses all movement to go in a
Casting Time: 1 action random direction. Assign a direction to each number
Range: touch of a d8 and roll it -- this determines the direction.
Components: 1 adrenaline stims 2-6 Doesn’t move or take actions.
Duration: 8 hours 7/8 Makes a melee attack against a random creature in
Inject a creature. The first time it drops to 0 hit points reach. If there’s none, it does nothing.
from taking damage, it instead drops to 1 hit point and 9/10 Can act and move normally
the power ends. If the target is subjected to an effect
that would kill it instantly without dealing damage, the At Higher Levels: The radius of the sphere increases
effect is negated and the power ends. by 5 feet for each slot level above 4th.
C on vi n c i n g S p e ec h (S u g g es ti o n ) F ire B urst (F laming S phere )
2nd level enchantment 2nd level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: none Components: smoke solution
Duration: Conc. Up to 8 hours Duration: Conc. Up to 1 minutes
You’re incredibly persuasive when you need to be, You shoot out a pellet of smoke that ignites and burns
though the mist of pheromones you just sprayed for up to one minute, creating a 10-foot sphere of
certainly seems to help too. flame. Any creature that ends its turn within 5 feet of
You suggest an activity to a creature of the sphere must make a Dexterity save. It takes 2d6
your choice that you can see and that can hear and fire damage on a fail, or half damage on a success.
understand you. You’re limited to two sentences. The sphere ignites flammable objects not being
Creatures that can’t be charmed are immune. The worn or carried, and it sheds bright light for 20 feet
suggestion must be worded to make the action sound and dim light for an extra 20 feet.
reasonable. Asking the creature to do something At Higher Levels: The damage increases by 1d6 for
obviously self-harmful ends the power. each slot level above 2nd.
The target makes a Wisdom save. On failure,
it performs the action. The action can continue for the
entire duration. If the activity can be completed in a
shorter time, the power ends when the subject finishes F irewall (W all of F ire )
what it was asked to do. 4th level evocation
You can also specify conditions that will trigger Casting Time: 1 action
a special activity during the duration. If the condition Range: 120 feet
isn’t met before the power expires, the activity isn’t Components: Nanosmoke solution
performed. If you or any of your companions damage Duration: Conc. Up to 1 minute
the target, the power ends. You use your nanosmoke to make a wall of fire up to 60
feet long, 20 feet high, and 1 foot thick, or make a ring
D ayli gh t (D ay l i gh t ) up to 20 feet in diameter, 20 feet high, and 1 foot thick.
When the wall appears, each creature within its area
3rd level conjuration
must make a Dexterity save. It deals 5d8 fire damage
Casting Time: 1 action on a failed save, or half as much on a success.
Range: 60 feet One side of the wall deals 5d8 fire damage to a
Components: LED creature that ends its turn inside or within 10 feet of it,
Duration: up to 10 minutes or when it enters the wall for the first time on a turn.
Ah, ah ah! When choosing this ability, your contacts The other side deals no damage.
deliver you a Super LED light source. Using it, you can At Higher Levels: The damage increases by 1d8 for
create a 60-foot-radius sphere of light spreading from a each slot level above 4th.
point you choose. The sphere is bright light and sheds
dim light for an additional 60 feet.
If you chose an object you are holding or one
that isn’t being worn or carried, you can attach the
LED so the light shines from and moves with the
F lame S t rike (F lame S t rike )
object. Completely covering the object with something 5th level evocation
opaque blocks the light. Casting Time: 1 action
Range: 60 feet
Components: Nanosmoke solution
F ire B o mb (F i r eb a l l ) Duration: Instantaneous
3rd level conjuration You toss down a pellet that explodes with great force.
Casting Time: 1 action Each creature in a 15-foot-radius sphere must make a
Range: 150 feet Dexterity save. Targets take 4d6 fire and 4d6 radiant
Components: nanosmoke solution damage on a failed save, or half as much on a success.
Duration: Instantaneous At Higher Levels: The fire or radiant damage (your
choice) increases by 1d6 for each slot level above 5th.
You shoot a highly volatile explosive chemical, which
creates a 20-foot-radius explosion of fire. Each creature
within the explosion must make a Dexterity save. A
target takes 8d6 fire damage on a failed save, or half on
a success. The fire spreads around corners and ignites
flammable objects that aren’t being worn or carried.
At Higher Levels: The damage increases by 1d6 for
each level above 3rd.
I nhibi t i n g S t a ti c (H o l d M o n st e r ) L aser B urst (S c orc hing R ay )
5th level enchantment 2nd level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 120 feet
Components: nanosmoke solution Components: smoke solution
Duration: Conc. Up to 1 minute Duration: Instantaneous
Choose a creature you can see. It must pass a Wisdom You shoot three fire rays from your tech. You can hurl
save or be paralyzed. At the end of the target’s turns, them at one target or several. Make a ranged power
it can make another save, ending the paralysis on a attack for each ray. On a hit, the target takes 2d6 fire
success. damage.
At Higher Levels: You can target one additional At Higher Levels: You create one additional ray for
creature for each slot level above 5th. The creatures each slot level above 2nd.
must be within 30 feet of each other when you target
them

I nspira t i o na l D u st er (S t o n es k i n ) L ight ing A ssis t (F aerie F ire )


1st level evocation
4th level abjuration
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: touch Components: none
Components: wearing duster or armored coat Duration: Conc. Up to 1 minute
Duration: Conc. Up to 1 hour
LEDs from your equipment shine scan lines onto your
The duster just looks way too cool. Until the spell ends, enemies inside a 20-foot cube of space. All creatures in
the target has resistance to non-power bludgeoning, the area make a Dexterity save or become targeted.
piercing, and slashing damage An attack made against a targeted creature
affected by this power has advantage, and the creature
cannot cloak.
I nt erne t (L e g e nd L o r e )
5th level divination
Casting Time: 10 minutes
Range: Self
Components: 40 credits M ac hine C ont rol (A nimal F riendship )
Duration: Instantaneous 1st level enchantment
Sure, some of it might be behind a paywall, but the net Casting Time: 1 Action
certainly has a lot of information to be found. Name Range: touch
or describe a person, place, or object. The power gives Components: 1 interface jack
you a summary of significant lore about it. If the thing Duration: 24 hours
you named isn’t of legendary importance, you gain only Choose a machine that you can reach and attach
basic information. The more information you already your interface jack to. If the Machine’s intelligence is
have, the more detailed the information you receive is. above an 8 the spell fails, otherwise it must pass a
Why didn’t you try this sooner! Wisdom save or be charmed by you. If you or one your
companions harms it, the spell ends.
At higher levels: You can simultaneously control one
additional machine for each slot above 2, but each
must be interfaced with individually.
K ine ti c A s s i st (D i v i n e F avo r )
1st level evocation
Casting Time: 1 action
Range: self
Components: none
Duration: Conc. Up to 1 minute
Your weapon attacks deal an extra 1d4 radiant damage
on a hit.
O bj ect A n a lys is (I d e nt i f y ) R ec on B ot (A rc ane E ye )
1st level divination 4th level divination
Casting Time: 1 minute (ritual) Casting Time: 1 action
Range: touch Range: 30 feet
Components: none Components: DroneBot
Duration: Instantaneous Duration: Conc Up to 1 Hour
You use your gauntlet to run an analysis of an object You activate your DroneBot using a scouting and
you’re using. You learn its properties and how to use cloak protocol. It hovers in the air and sends
them, if it requires attunement, and how many charges visual information to your gauntlet’s datapad. It
it has, if any. You learn if any powers are affecting the has darkvision out to 30 feet and can look in every
item and what they are. If the item was created by a direction.
power, you learn which power created it. As an action you can move the bot 30 feet in
If you instead touch a creature throughout the any direction. There’s no limit on how far away from
casting, you learn what powers, if any, are currently you it can be, but any solid barrier blocks the bot’s
affecting it. movement, though it can pass through an opening at
least 1 inch in diameter.

O ppre s s ive S m o k e (S p i r i t G u a r di a n s )
3rd level conjuration
Casting Time: 1 action
R evi vify (R evivify )
3rd level abjuration
Range: self (15 foot radius)
Components: nanosmoke solution Casting Time: 1 action
Duration: Conc. Up to 10 minutes Range: touch
Components: 2 medical stims
You run the nanosmoke through a centrifuge that Duration: Instantaneous
disperses it with an electric charge. It creates a sphere
of smoke around you with a 15 foot radius. Any Touch a creature that’s flatlined (died) in the last
creature entering the sphere must make a Wisdom minute. It revives with 1 hit point. This power can’t
saving throw or take 3d8 radiant damage. On a revive a creature that died of old age, and it can’t
success, the creature takes half damage. restore missing body parts. The medical stims are
At Higher Levels: The damage increases by 1d8 for consumed.
each slot level above 3rd.

S ensor H ac k (S c rying )
P ro te cti ve D r o ne (G u a r di a n o f F a i t h ) 5th level divination
4th level conjuration Casting Time: 10 minutes
Casting Time: 1 action Range: Self
Range: 30 feet Components: 200 credits
Components: DroneBot Duration: Conc. Up to 10 minutes
Duration: 8 hours You might not be an expert hacker, but the darknet
You run a protective protocol with your DroneBot. It has plenty of people who’ll codebreak for you. You
occupies a space you designate. Any hostile creature can track and hear a creature anywhere in the
that moves within 10 feet of the drone for the first time system, so long as its location contains sensors (most
must pass a Dexterity save. It takes 20 radiant damage inhabited spaces). The target must make a Wisdom
on a failed save, or half damage on a success. The save, modified by how well you know it and the sort of
drone deactivates when it’s dealt a total of 60 damage. physical connection you have. If it knows you’re casting
this power, it can fail the save voluntarily.

Knowledge Save Modifier


R apid H e a l in g (M a s s C u r e W o u nd s ) You’ve heard of the target +5
5th level evocation You’ve met the target 0
Casting Time: 1 action You know the target well -5
Range: 60 feet Connection Save Modifier
Components: 2 medical stims Likeness or Picture -2
Duration: Instantaneous Possession of clothes -4
Choose up to six creatures in a 30-foot-radius DNA sample -10
sphere. Each regains hit points equal to 3d8 + your On a successful save, the target isn’t affected, and you
PowerCasting ability modifier. This power has no effect can’t use this power on it again for 24 hours.
on machines. Instead of targeting a creature, you can choose
At Higher Levels: The healing increases by 1d8 for a location you’ve seen before. When you do, you see
each level above 5th. and here what is presently taking place there.
S ensor S cramb le (N onde te ct ion )
3rd level abjuration
Casting Time: 1 action
Range: touch
Components: Nanopowder
Duration: 8 hours
You’re an expert at masking biological and electric
signatures. A target you touch can’t be targeted by
divination powers or seen by sensors. The target can
be a creature, place, or object no larger than 10 feet in
any dimension.

S hower of S parks
3rd level evocation
Casting Time: 1 action
Range: self (30 foot radius)
Components: none
Duration: Conc. Up to 1 minute
Your gauntlet showers sparks at all nearby enemies,
making it difficult for them to avoid hits. In a 30-foot
radius around you, you and your allies deal an extra
1d4 radiant damage with weapon attacks.

S park B urst (B urning H ands )


1st level evocation
Casting Time: 1 action
Range: self
Components: none
Duration: Instantaneous
You overload your medical gauntlet, causing sparks to
shoot in a 15-foot cone. Any creature in range must
pass a Dexterity save or take 3d6 fire damage. They
take half as much on a success.
Flammable objects are also ignited if they are
in range and aren’t worn or carried.
At Higher Levels: The damage increases by 1d6 for
each slot level above 1st.

W eapon S urge (M agi c W eapon )


2nd level transmutation
Casting Time: 1 bonus action
Range: touch
Components: none
Duration: Conc. Up to 1 hour
Fiddle with a weapon, improving it’s capabilities for a
short while. It becomes powered with a +1 to attack
and damage rolls until the power ends.
At Higher Levels: When you use a power slot of 4th or
5th level, the bonus increases to +2. When you use a
power slot of 6th or higher, the bonus is +3.
Code Runner 5e Base Class: wizard
You’re an expert in infiltrating computer systems and
manipulating technology to do your bidding. As a Code T ec h P o wers
Runner, you gain the following class features. Your knowledge of code breaking and hardware gives
you access to a huge variety of technical powers (which
H it P o i nts function like spells in classic 5e). The Code Runner
tech powers are presented at the end of the class
Hit Dice: 1d6 per Code Runner level description.
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (avg: 4) + your
constitution modifier per Code Runner level after 1st R uns (C ant rips )
At 1st level, you know three runs (cantrips in 5e) of
your choice from the Code Runner power list. You learn
P rofi c i e n ci e s additional Code Runner runs of your choice at higher
levels, as shown in the “Runs Known” column of the
Armor: none Code Runner table.
Weapons: hand blasters, daggers, staffs
Tools: Hacking Tools, Techpad
T ec hpad
Saving Throws: Intelligence, Wisdom At 1st level you have a techpad containing six 1st-level
Skills: Choose two from Hacking, History, Insight, Code Runner tech powers of your choice.
Investigation, Medicine, and Technology
P reparing and C ast ing P owers
The Code Runner table shows how many power slots
E quip m e n t you have to cast your powers of 1st level and higher. To
You start with the following equipment, in addition to cast one of these powers, you must expend a slot of the
the equipment granted by your background: power’s level or higher. You regain all expended power
slots when you finish a long rest.
• (a) a staff or (b) hand blaster You prepare the list of Code Runner powers
• (a) nanosmoke solution or (b) nanopowder that are available for you to cast. To do so, you choose
• (a) 1 enforcer’s pack or (b) 1 hacker’s pack a number of Code Runner powers from your techpad
• a datacore equal to your intelligence modifier + your wizard level
• A techpad (minimum of one power). The powers must be of a level
for which you have power slots.
For example, if you are a 3rd-level Code
Runner, you have four 1st-level and two 2nd-level
power slots. With an Intelligence of 16, your list of
T he T e ch p a d prepared powers can include six powers of 1st or 2nd
The vast amount of technological information at your
level, in any combination, chosen from your techpad. If
fingertips is too much for the human brain to handle. To
you prepare the 1st-level power data-blast, you can cast
cope, you augment your mind with a techpad, which stores
it using a 1st-level or 2nd-level slot. Casting the power
your tech powers and improves your abilities. With the GM’s
doesn’t remove it from your list of prepared powers.
approval, the tech pad can take any form you wish, but it
You can change your list of prepared powers
should be small enough to carry around, or can even be a
whenever you take a long rest. Each power must be
neural implant (which doesn’t count against your slots).
programmed into your techpad, taking 1 minute power
Regardless of the form it takes, your techpad has
power level to input and prepare after your long rest.
an interface jack built in, that you can use for appropriate
powers or ability checks.
Copying Powers into your techpad: When you find
P ower C ast ing A bili t y
a Code Runner power of 1st level or higher, you can add it to
Intelligence is your PowerCasting ability for your Code
your techpad if it is of a level for which you have power slots.
Runner powers. Use your Intelligence whenever a
Adding a power requires a chipset augmentation, costing 50
power refers to your PowerCasting ability. In addition,
credits for each level of the power. Once a power has been
use your Intelligence modifier when setting the saving
copied into your datapad, you can prepare it like any other
throw DC for a Code Runner power you cast and when
power.
making an attack roll with one.
Replacing the Techpad: You can create a copy of your
techpad by buying a new pad for 40 credits, and copying
Power Save DC = 8 + your proficiency bonus + your
each power over at a cost of 10 credits per power level. If
Intelligence modifier
your techpad is ever lost or damaged, and you don’t have a
replacement, you can copy your prepared powers into a new
Power attack modifier = your proficiency bonus +
techpad at the same cost.
your Intelligence modifier
Code Runner Table Runs Tech-Power Slots per Power Level
Level Proficiency Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 PowerCasting, Technical Recovery 3 2 - - - - - - - -
2nd +2 Hacker Collective 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Hacker Collective Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
-
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Hacker Collective Feature 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Hacker Collective Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 - 5 4 3 3 3 2 1 1 1 1

18th +6 Technical Savant 5 4 3 3 3 3 1 1 1 1


19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Powers 5 4 3 3 3 3 2 2 1 1

R itua l P owe r C a s ting A bili t y S c ore I mpro vemen t s


You can cast a Code Runner power as a ritual if that
When you reach 4th level, and again at 8th, 12th,
power has the ritual tag and you have the power
16th,and 19th level, you can increase one ability
in your techpad. You don’t need to have the power
score of your choice by 2, or you can increase two
prepared.
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature.
P o we r C a s ti n g F ocus
You can use a datacore for your PowerCasting focus for
your Code Runner power spells.
T ec hni c al S avant
At 18th level, your mind has become so well fused with
L earni n g P owe r s of 1 st L evel and H igher your techpad that you can cast certain powers at will.
Choose a 1st level Code Runner tech power and a 2nd
Each time you gain a Code Runner level, you can
add two Code Runner powers of your choice to your level Code Runner tech power that are in your techpad.
techpad. Each of these powers must be of a level for You can cast those powers at their lowest level without
which you have power slots, as shown on the Code expending a power slot when you have them prepared.
Runner table. On your adventures, you might find If you want to cast either power at a higher level, you
other powers that you can add to your techpad (see the must expend a power slot as normal.
“The Techpad” sidebar). By spending 8 hours reprogramming your
techpad, you can exchange one or both of the powers
T echn ic a l R e co ve r y you choose for different powers of the same levels.
You’re able to reprogram you tech powers on the fly.
Once per day when you finish a short rest, you can
S igna t ure P o wers
choose expended power slots to recover. The power Your synthesis with the machine reaches it’s pinnacle.
slots can have a combined level that is equal to or less When you reach 20th level, you gain mastery over two
than half your Code Runner level (rounded up), and powers and can cast them with little effort. Choose two
none of the slots can be 6th level or higher. 3rd-level Code Runner powers in your techpad
For example, if you’re a 4th-level Code Runner, you can as your signature powers. You always have these
recover up to two levels worth of power slots. You can powers prepared, they don’t count against the number
recover either a 2nd-level power slot or two 1st-level of powers you have prepared, and you can cast each of
power slots. them once at 3rd level without expending a power slot.
When you do so, you can’t do so again until you finish
H ac k e r C o l le cti ve a short or long rest. If you want to cast either spell at a
higher level, you must expend a spell slot as normal.
When you reach 2nd level, you choose a Hacker However, your synthesis has made you seem
Collective to join, which gives you additional features, alien to humans. Gain disadvantage on all Charisma
outlined below. Your collective grants you features at checks against humans, and advantage on all
2nd level and again at 6th, 10th, and 14th level. Charisma checks with machines or androids.
Hacker Collectives P ower R esis t ance
Your technical affinity makes you better at blocking
Code Runners often infiltrate systems on their own,
but that doesn’t stop them from developing working incoming powers. Starting at 14th level, you
relationships with like-minded hackers. Each hacker have advantage on saving throws against powers.
collective has it’s own features, based on a particular Furthermore, you have resistance against the damage
ethos. Some are more focused on protection and of powers.
deflection, while other’s look to attack enemy systems
with powerful code and tech abilities. O ra c le C olle ct ive
The Oracle Collective prides itself on preparedness
A egis C o l le ctive and never orchestrates a run without significant
forethought and numerous contingency plans.
The Aegis Collective is focused on a strong defense, be Members of the collective come from all backgrounds,
that in the physical world or in cyberspace. It’s made but often skew less anarchic than other collectives.
up of a loose organization of mostly white hat hackers
that seek to secure assets rather than attack them.
D i vina t ion C opy P ast e
A bj ur a ti o n C o py P as te Beginning when you select this school at 2nd level, the
credits and time you must spend to copy a divination
Beginning when you select this school at 2nd level, the
or enchantment power into your techpad is halved.
credits and time you must spend to copy an abjuration
or conjuration power into your techpad is halved.
P redi ct ive S t ack
Starting at 2nd level when you choose this collective,
P ro tect i o n S t a ck you begin running predictive algorithms on your
Starting at 2nd level, your techpad can be used to techpad. When you finish a long rest, roll two d20s and
create a protective barrier, giving you more resilience record the numbers rolled. You can replace any
in combat. When you cast an abjuration or conjuration attack roll, saving throw, or ability check made by
power of 1st level or higher, you create a static barrier you or a creature that you can see with one of these
that lasts until your next long rest. The barrier has predicted rolls. You must choose to do so before the
hit points equal to twice your code runner level + your roll, and you can replace a roll in this way only once
Intelligence modifier. Whenever you take damage, per turn.
the barrier takes the damage instead. If this damage Each predicted roll can be used only once.
reduces the barrier to 0 hit points, you take any When you finish a long rest, you lose any unused
remaining damage. predicted rolls.
While the barrier has 0 hit points, it can’t
absorb damage, but its power can be recharged.
Whenever you cast an abjuration power of 1st level or
A lgori thmi c E ffi cien cy
higher, the barrier regains a number of hit points equal Beginning at 6th level, casting divination powers comes
to twice the level of the power. Once you create the so easily to you that it expends only a fraction of your
barrier, you can’t create it again until you finish a long PowerCasting efforts. When you cast a divination or
rest. enchantment power of 2nd level or higher using a
power slot, you regain one expended power slot. The
slot you regain must be of a level lower than the power
P ro te cti o n S t a ck E x tension you cast and can’t be higher than 5th level.
Starting at 6th level, when a creature that you can see
within 30 feet of you takes damage, you can use your
reaction to cause your barrier to absorb that
D igi tal E ye
Starting at 10th level, you can use your action to
damage. If this damage reduces the barrier to 0 hit
increase your powers of perception, either hacking into
points, the protected creature takes any remaining
the system-net or the sensors around you. When you
damage.
do so, choose one of the following benefits, which lasts
until you are incapacitated or you take a short or long
rest. You can’t use the feature again until you finish a
A bj ur a t i o n E n h a ncemen t rest.
Beginning at 10th level, when you cast an abjuration Darkvision: Your optical implants gain darkvision out
power that requires you to make an ability check as to a range of 60 feet.
a part of casting that power (as in counterpower and Greater Comprehension: You can read any language.
dispel power), you add your proficiency bonus to that See Cloaked: You can see invisible creatures and
ability check. objects within 10 feet of you that are within line of
sight.
S uperi o r A l g o ri t hm L oki C olle ct i ve
Starting at 14th level, your predictive algorithms Ever paranoid about the panoptic corporate state
become more accurate. You roll three d20s for your around then, members of the Loki collective are
Predictive Stack feature, rather than two. focused on covering their tracks. They’re difficult to
track and ID, making them excellent shadow operators.
J ock C o l le cti ve
Made up primarily of aggressive black hat hackers, the
Jock Collective is all about brute forcing its way into
I llus ion C opy P ast e
vulnerable systems. They’re less concerned with the Beginning when you select this school at 2nd level, the
niceties of clean code and more focused on breaking credits and time you must spend to copy an illusion or
defenses, getting what they need, and getting out. transmutation power into your techpad is halved.

E voca t i o n C o py P ast e S ensory D isrup tion


Beginning when you select this school at 2nd level, the When you choose this collective at 2nd level, you learn
credits and time you must spend to copy an evocation the sensory illusion run. If you already know this
or necromancy power into your techpad is halved. run, you learn a different code runner run of your
choice. The run doesn’t count against your number
of runs known.
T arge te d C o d e B r eak When you cast sensory illusion, you can create both a
Beginning at 2nd level, your code becomes more astute sound and an image with a single casting of the power.
at distinguishing friend from foe. When you cast an
evocation or necromancy power that affects other
creatures that you can see, you can choose a number V aria ble I llus ion
of them equal to 1 + the power’s level. The chosen Starting at 6th level, when you cast an illusion power
creatures automatically succeed on their saving throws that has a duration of 1 minute or longer, you can
against the power, and they take no damage if they use your action to change the nature of that illusion
would normally take half damage on a successful save. (using the power’s normal parameters for the illusion),
provided that you can see the illusion
D estruct i ve R u n
Starting at 6th level, your damaging runs affect R et inal I llus ion
even creatures that avoid the brunt of the effect. When Beginning at 10th level, you can disrupt your enemies
a creature succeeds on a saving throw against your retinal implants, causing them to see a duplicate
run, the creature takes half the run’s damage (if version of yourself. When a creature makes an attack
any) but suffers no additional effect from the run. roll against you, you can use your reaction to interpose
an illusory duplicate between the attacker and yourself.
F ull S t a ck E vo ca tion The attack automatically misses you, then the illusion
dissipates. Once you use this feature, you can’t use it
Beginning at 10th level, you can add your Intelligence again until you finish a short or long rest.
modifier to the damage roll of any Code Runner
evocation or necromancy powers you cast.
B rut e F orce E xecut ion
By 14th level, you have become so good at hacking into
B ru te F o rc e E x ecut ion sensory implants that you can create a facsimile of
Your code is blunt, but effective. Starting at 14th level, reality. When you cast an illusion power of 1st level or
you can increase the power of your simpler powers. higher, you can choose one inanimate, nonmagical
When you cast a code runner power of 5th level or object that is part of the illusion and make that object
lower that deals damage, you can deal maximum feel real to your adversaries or allies. Their nervous
damage with that power. tissue will fire as though they are interacting with
The first time you do so, you suffer no adverse a physical object, but the interaction cannot violate
effect. If you use this feature again before you finish a physics. You can do this on your turn as a bonus
long rest, you take 2d12 necrotic damage for each level action while the power is ongoing. The object remains
of the power, immediately after you cast it. Each time real for 1 minute.
you use this feature again before finishing a long rest, For example, you can create an illusion of a
the necrotic damage per power level increases by 1d12. wall covering a door and enemies will not be able to
This damage ignores resistance and immunity. move through it, but you cannot create a bridge over a
chasm that will keep your allies from falling down.
The object can’t deal damage or otherwise
directly harm anyone.
Code Runner Tech-Power List
R uns
B atte r y A c i d (A ci d S p l a s h ) C ont ort P ercep t ion (P res t idigi t at ion )
conjuration run transmutation run
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 10 feet
Components: none Components: none
Duration: Instantaneous Duration: Instantaneous / 1 hour
These old batteries have to go somewhere. Choose one You hack into the neural net of the surrounding
creature, or choose two creatures that are within 5 feet characters, creating one of the following apparent
of each other, within range. A target must succeed on a effects.
Dexterity save or take 1d6 acid damage. • You create a harmless sensory effect.
This run’s damage increases by 1d6 when you • You light or snuff out a small fire.
reach 5th, 11th, and 17th level. • You clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour.
B urni n g S t r i k e (F i r e B o lt ) • You make a small mark appear on an object or
evocation run surface for 1 hour.
Casting Time: 1 action • You create a non-powered trinket or a hand-sized
Range: 120 feet illusionary image. It lasts until the end of your next
Components: nanosmoke solution turn.
Duration: Instantaneous If you cast this power multiple times, you can have up
to three of its non-instantaneous effects active at a
You fire flammable nanosmoke at a chosen target.
time, and you can dismiss an effect as an action.
Make a ranged power attack against a creature you
can see. On hit, the target takes 1d10 fire damage.
A flammable object hit by this power ignites if it isn’t
being worn or carried. E ject B att ery (P oison S pray )
The damage increases by 1d10 when you reach 5th, conjuration run
11th, and 17th level. Casting Time: 1 action
Range: 10 feet
Components: none
Duration: Instantaneous
C hari s m at i c A n a lysis
evocation run You toss an entire spent battery at an enemy,
Casting Time: 1 action detonating it on impact. A creature you can see must
Range: self pass a Constitution save or take 1d12 poison damage.
Components: none This power’s damage increases by 1d12 when
Duration: Conc. Up to 1 minute you reach 5th, 11th, and 17th level.
You run an algorithm that helps you better account
for character responses. For the duration, you have
advantage on Charisma checks on one creature of your E xtra LED (L igh t )
choice that isn’t hostile. When the power ends, and if evocation run
the creature has an intelligence of 10 or higher, the Casting Time: 1 action
creature realizes that you used a power to analyze it Range: touch
and becomes hostile. Components: none
Duration: 1 hour
Touch an object no larger than 10 feet in any
dimension to attach an LED to it. It sheds bright light
in a 20-foot radius and dim light for an additional 20
feet. You choose the color. Completely covering the LED
with something opaque blocks the light. The power
ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile
creature, it must pass a Dexterity save to avoid the
power.
G lan ci n g B l ows P redi ct ive S t rike (T rue S t rike )
evocation run divination run
Casting Time: 1 action Casting Time: 1 action
Range: self Range: 30 feet
Components: none Components: none
Duration: 1 round Duration: Conc. Up to 1 hour
You create an interference pattern between yourself
On your next turn, your first attack roll on the target
and your enemies, making their blows glance off you.
has advantage.
Until the end of your next turn, you have resistance
against bludgeoning, piercing, and slashing damage
dealt by weapons.
R emot e A cc ess (M age H and )
I nhibi t i n g S t r i k e (C h i l l T o u c h ) conjuration run
necromancy run Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 120 feet Components: none
Components: nanopowder Duration: 1 minute
Duration: 1 round You are able to remotely access any electronic or
You augment your attack with disruptive nanopowder technological item within 30 feet, but it does not
that inhibits healing processes. Make a ranged power bypass locks or countermeasures. For example, this
attack. On hit, the target takes 1d8 necrotic damage ability can be used to remotely access a terminal
and can’t regain hit points until the start of your without a guard spotting you. You may then attempt
next turn. If you hit a machine target, it also has to hack the terminal if it is locked, in order to issue
disadvantage on attack rolls against you until the end commands.
of your next turn.
This power’s damage increases by 1d8 when
you reach 5th, 11th, and 17th level. R emot e S ignal (M essage )
transmutation run
Casting Time: 1 action
N ano F r o st (R ay o f F r o s t ) Range: 120 feet
evocation run Components: none
Casting Time: 1 action Duration: 1 round
Range: 60 feet You infiltrate a target creatures acoustic implants, or
Components: nanopowder send a directed sound pulse their way, transmitting
Duration: Instantaneous a whispered message. It hears you and, if it has an
You imbue your attacks with chilling nanopowder. neural implant (most humanoids or machines) it can
Make a ranged power attack. On hit, the target takes respond.
1d8 cold damage, and its speed is reduced by 10 feet If the target has an implant, you can cast this
until the start of your next turn. power through walls and solid objects. Scrambling
The damage increases by 1d8 when you reach powers block the remote signal.
5th, 11th, and 17th level.

O ptica l D i s p l ay (D a n c i n g L i g h ts ) R epurposed G lue (M ending )


transmutation run
evocation run
Casting Time: 1 action
Casting Time: 1 action
Range: touch
Range: 120 feet
Components: none
Components: none
Duration: Instantaneous
Duration: Conc. Up to 1 minute
This power repairs a single break or tear in an object
You emit up to four small lights within range of your
you touch, a long as the damage is no longer than 1
techpad and can combine them into a single large
foot in any dimension.
source of light. Each light sheds 10-foot-radius dim
light. As a bonus action, you can move the lights up
to 60 feet to a new spot within range. A light must be
within 20 feet of another light made by this power.
S ensor y I l l us io n (M i n or I l l us io n ) A larm ( alarm )
illusion run 1st level abjuration (ritual)
Casting Time: 1 action Casting Time: 1 Minute
Range: 30 feet Range: 30 feet
Components: none Components: 1 spark caster or 1 noise maker
Duration: 1 minute Duration: 8 hours
You create a disruption in nearby acoustic or ocular Choose an area that is no larger than a 20-foot
implants, creating an illusion of an object within range, cube. Until the tech-power ends, an alarm alerts you
for the duration of the power. The illusion also ends if whenever a Tiny or larger creature touches or enters
you dismiss it as an action or cast this power again. the area. When you set the alarm, you can designate
If you create a sound, it can be any volume creatures that won’t set off the alarm.
and noise. The sound can continue unabated for the The component you use will determine if your
duration, or you can make sounds at different times. alarm is audible or visual. An audible alarm produces
If you create an image of an object, it must be a screeching noise for 10 seconds within 60 feet. A
no larger than a 5-foot cube. The image can’t create visual alarm will create a bright strobing flash for 10
any sensory effects. Physical interaction with the seconds, visible up to 200 feet away.
image reveals it to be an illusion.
A creature can use its action to make an
Investigation check on the illusion. If it succeeds, the
illusion becomes faint to it.

S tati c S h ock (S h oc k i ng G r a s p ) C affeine B urst (E xpedi t ious R et rea t )


evocation run 1st level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: touch Range: Self
Components: none Components: adrenaline stim
Duration: Instantaneous Duration: Conc. Up to 10 minutes
You release a charge from your techpad. Make a melee When you cast this power, and as a bonus action on
power attack against a creature. You have advantage your turn, you can take the Dash action.
if the target is wearing metal armor. On hit, the target
takes 1d8 electric damage and can’t take reactions
until the start of its next turn.
The power’s damage increases by 1d8 when
you reach 5th, 11th, and 17th level.
C argo D rone (F loa t ing D isk )
L evel 1 T e ch -P o we r s 1st level conjuration
Casting Time: 1 action(ritual)
Range: 30 feet
A dren a l i n e J u m p (J u m p ) Components: DroneBot
1st level transmutation Duration: 1 hour
Casting Time: 1 action You augment your bot with a cargo fitting 3 feet in
Range: touch diameter and 1 inch thick. Due to the extra weight, the
Components: adrenaline stim drone can only float 3 feet above ground in unoccupied
Duration: 1 minute space. The cargo drone remains active for 1 hour and
The target’s jump distance is tripled until the power can hold up to 500 pounds. It will collapse under
ends. Consumes 1 stim charge. additional weight, requiring the power to be cast again
as the drone is repaired.
The drone will move to stay within 20 feet of
A dren a l i n e R u s h (L o n gs t r i de r ) you and will obey basic locomotion instructions. It can
1st level transmutation move across uneven terrain, up or down stairs, slopes
and the like, but it can’t cross an elevation change of
Casting Time: 1 action
10 feet or more. If you end up 100 feet from the drone,
Range: touch
it deactivates.
Components: adrenaline stim
Duration: 1 minute
The target’s speed increases by 10 feet until the power
ends. Consumes 1 stim charge.
At higher Levels: You can target one additional
creature for each slot level above 1st.
D etect A n o m aly ( d et e ct m a g i c ) F lash B ang G renade (C olor S pray )
1st level divination (ritual) 1st level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: self
Components: None Components: none
Duration: Conc. up to 10 minutes Duration: 1 round
You hone your senses and scan the surroundings for Creatures in a 15-foot cone from you are blinded. If a
any irregularities that aren’t traps. You immediately creature is already blind or unconscious, they are not
spot anything out of the ordinary, present with 30 feet. affected. Starting with the creature that has the lowest
This power detects anomalies in the same room current hit points, roll 6d10 to see how many creatures
as you, and can be used to infer clues about a crime you can affect. If the creature with the lowest hit points
scene, but cannot be used to locate traps. is less than the total rolled, subtract the hit points
from the number, then move onto the next. When you
reach a creature whose hit points would go above the
E lect r i c H o o k number, subtractions applied, they are unaffected and
1st level evocation this casting can’t blind anything else.
At Higher Levels: Roll an additional 2d10 for each slot
Casting Time: 1 action
level above 1st.
Range: 30 feet
Components: none
Duration: Conc. Up to 1 minute
You fire a charged hook at a target. Make a ranged
power attack against a creature you can see. On a hit,
H eight ened R eflexes (M age A rmor )
the target takes 1d12 lightning damage, and on your 1st level abjuration
turn, you can use your action to deal 1d12 lightning Casting Time: 1 action
damage to the target. The power ends if you use your Range: touch
action to do anything else. The power also ends if the Components: adrenaline stim
target is ever outside the power’s range or if it has total Duration: 8 hours
cover from you. Inject one willing creature who isn’t wearing armor.
At Higher Levels: The initial damage increases by The target’s base AC becomes 13 + its Dexterity
1d12 for each slot level above 1st. modifier. The spell ends if the target dons armor or
if you dismiss the power as an action. This uses one
charge of the adrenaline stim.
E n cry pt e d M e s s a ge (I l l us or y S c r i p t )
1st level conjuration
Casting Time: 1 minute (ritual)
Range: touch H elper B ot (U nseen S er van t )
Components: Nanopowder 1st level conjuration
Duration: 10 days Casting Time: 1 action (ritual)
You write on suitable writing material and encrypt Range: 60 feet
the message so that to you and any creatures you Components: DroneBot
designate when you cast the power, the writing appears Duration: 1 hour
normal, written in your hand, and conveys whatever You activate your DroneBot with several appendage
meaning you intended when you wrote the text. To attachments. It has an AC of 10, 1 hit point, and a
all others, the writing is unintelligible. Alternatively, Strength of 2, and it can’t attack. If it drops to 0 hit
you can cause the writing to appear to be an entirely points, the power ends. Once on each of your turns, as
different message, written in a different hand and a bonus action, you can mentally command the bot to
language, though the language must be one you know. move up to 15 feet and interact with an object.
A creature with decryptive vision can read the The helper bot can perform simple tasks that a
hidden message. human servant could do.
Once you give the command, the helper bot
performs the task to the best of its ability until it
completes the task, then waits for your next command.
If you command the bot to perform a task that would
move it more than 60 feet away from you, the power
ends.
H olog r a m (S i l en t I ma g e ) M ac hine P rote ct ion (P ro te ct ion from E vil an d G o o d )
1st level illusion 1st level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: touch
Components: none Components: none
Duration: Conc. Up to 10 minutes Duration: Conc. Up to 10 minutes
You emit a holographic image from your techpad, that One willing creature you touch is protected against
is no larger than a 15-foot cube. The image appears machines. Machines have disadvantage on attack rolls
at an unoccupied spot and lasts for the duration. The against the target. The target also can’t be charmed,
image is only visual. If anything passes through it, it’s or frightened by them. If the target already has such
revealed to be an illusion. an effect, the target has advantage on any new saving
You can use your action to cause the image throw against it.
to move to any spot in range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. M emory L apse (C harm P erson )
A creature that uses its action to examine 1st level enchantment
the image can determine that it is an illusion with a Casting Time: 1 action
successful Investigation check against your power save Range: 30 feet
DC. If a creature discerns the illusion for what it is, the Components: none
creature can see through the image. Duration: 1 hour
You scramble your adversary’s short term memory via
their neural implants. A humanoid you can see must
succeed on a Wisdom saving throw, with advantage if
I mmo b i l iz i n g N e rve D ar t (H i d eo u s L a u g ht e r ) you are currently fighting it, or it becomes charmed
1st level enchantment by you until the power ends or someone in your party
harms it. It will know it has been charmed when the
Casting Time: 1 action
power ends.
Range: 30 feet
At Higher Levels: You can target one additional
Components: none
creature for each slot level above 1st. They must be
Duration: Conc. up to 1 minute
within 30 feet of each other when you target them.
You fire a nerve dart at a creature, disrupting its motor
functions. A creature of your choice must succeed on a
Wisdom save or fall prone, becoming incapacitated and
unable to stand up for the duration.
N eural D isguise (D isguise S elf )
At the end of each of its turns, and each time 1st level illusion
it takes damage, the target can make another Wisdom Casting Time: 1 action
save. The target has advantage if it’s triggered by Range: Self
damage. On a success, the power ends. Components: None
Duration: 1 hour
Until the power ends or you use an action to dismiss
it, you can disguise yourself by manipulating neural
L inked D r o ne B ot (F i n d F a m i l ia r ) implants. You can appear to be shorter or taller by
1st level conjuration about a foot and change the appearance of your body
weight, but you cannot change the basic structure
Casting Time: 1 hour (ritual)
of your body. The illusion can include your clothes,
Range: 10 feet
armor, weapons, and other belongings on your person.
Components: DroneBot
The illusion is only visual, so any sort of
Duration: Instantaneous
physical contact will only interact with the real size
You activate your DroneBot and link it to your neural and shape of you. Someone may also use an action to
implants. You can communicate with the bot via your make an investigation check against your spell save
link and as an action, you can see and hear what it DC.
does until the start of your next turn, using any special
senses the DroneBot has equipped. While doing so, you
are blind and deaf. You can perform any abilities the
bot is capable of.
When initiative is rolled, the bot also rolls but
it can’t make an attack. It can take other actions, but
if it’s hit points fall to zero, you’ll have to repair the
damaged bot by recasting the power.
You can dismiss or temporarily deactivate the
DroneBot whenever you choose.
O bj ect A n a lys is (I d e nt i f y ) S leep D art (S leep )
1st level divination 1st level enchantment
Casting Time: 1 minute (ritual) Casting Time: 1 action
Range: touch Range: 90 feet
Components: none Components: none
Duration: Instantaneous Duration: 1 minute
You use your techpad to run an analysis of an object Sometimes, the easiest way to bypass defenses is to not
you’re using. You learn its properties and how to use have any to begin with. Roll 5d8 and fire sleep darts at
them, if it requires attunement, and how many charges creatures within 20 feet of a point you choose.
it has, if any. You learn if any powers are affecting the Starting at the creature with the lowest current
item and what they are. If the item was created by a hit points, each creature affected by this power falls
power, you learn which power created it. unconscious. If the power ends, the sleeper takes
If you instead touch a creature throughout the damage, or someone uses an action wake the sleeper,
casting, you learn what powers, if any, are currently they are awoken.
affecting it. Subtract each creature’s hit points from the
total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal
to or less than the remaining total for that creature
P oison D i s rup to r to be affected. Unconscious creatures, machines, and
1st level necromancy creatures immune to being charmed aren’t affected by
this power.
Casting Time: 1 action
At Higher Levels: Roll an additional 2d8 for each slot
Range: 60 feet
level above 1st.
Components: nanopowder
Duration: Instantaneous
Imbue your nanopowder with corrosive effects. Make
a ranged power attack. On hit, the target takes 2d8
S lippery F ilm (G rease )
1st level conjuration
poison damage and must make a Constitution save. On
a fail, it’s poisoned until the end of your next turn. Casting Time: 1 action
At Higher Levels: The damage increases by 1d8 for Range: 60 feet
each slot level above 1st. Components: Nanosmoke Solution
Duration: 1 minute
You throw a pellet of nanosmoke solution that creates
a thin slippery film. The film covers the ground in a
P o we r S t r i k e (M a g i c M i s s i le ) 10-foot square within range. It’s difficult terrain for the
1st level evocation duration.
Casting Time: 1 action When the film appears, each creature standing
Range: 120 feet in its area must pass a Dexterity save or fall prone.
Components: none A creature that enters the area or ends its turn there
Duration: Instantaneous must also make this save.
You fire three energy bursts at selected targets. Each
bolt hits a creature you can see. A dart deals 1d4+1
force damage. The bolts all strike simultaneously and
you can direct them to hit one creature or several.
S moke G renade (F og C loud )
1st level conjuration
At Higher Levels: The power creates one more dart for
each slot above 1st. Casting Time: 1 Action
Range: 120 feet
Components: Nanosmoke Solution
Duration: Up to 10 minutes
You throw a pellet-like grenade withing range of you,
S hield P r oto co l (S h i e ld ) creating a 20-foot-radius sphere of smoke, until a wind
of at least 10 miles per hour blows it away, or until the
1st level abjuration
power ends. The fog is centered on a point you choose,
Casting Time: 1 reaction spreading around corners and heavily obscuring the
Range: self area it fills. It blocks line of sight.
Components: adrenaline stim At Higher Levels: The fog becomes larger by 20 feet for
Duration: 1 round each power level you cast this power above the first.
Inject yourself with an adrenaline stim. Until the start
of your next turn, you have a +5 bonus to AC. This
includes the triggering attack. You also take no damage
from Power Strikes. This uses one charge of the stim.
S oni c B o o m (T h u n de r wave ) U ni versal T ransla t or (C omprehend L anguag e s )
1st level evocation 1st level divination
Casting Time: 1 action Casting Time: 1 action
Range: self (15ft cube) Range: self
Components: none Components: none
Duration: Instantaneous Duration: 1 hour
You loop and overlap sound waves to create a powerful You activate your techpad’s translation feature and
sonic burst from your techpad. Each creature in understand any spoken language that you hear while
a 15-foot cube originating from you must make a the power lasts. While looking at the surface where
Constitution save. On failure, a creature takes 2d8 words are written, you can also understand any
thunder damage and is pushed 10 feet away from you. written language you see. One page of text can be read
On a success, the creature takes half damage and isn’t in approximately 1 minute.
pushed. Secret codes in text and glyphs that aren’t part
Unsecured objects that are completely within of any written language can’t be decoded with this
the area of effect are automatically pushed 10 feet spell.
away from you by the power’s effect. The power emits a
thunderous boom audible out to 300 feet.
At Higher Levels: The damage increases by 1d8 for
each slot level above 1st. V aria ble N ano S t rike
1st level evocation
Casting Time: 1 action
S park B u r st (B u r ni n g H a n d s ) Range: 90 feet
1st level evocation Components: nanopowder
Duration: Instantaneous
Casting Time: 1 action
Range: self You fire nanopowder at your target, manipulating
Components: none it’s behavior. Make a ranged power attack against a
Duration: Instantaneous creature you can see. You choose the damage type:
acid, cold, fire, lightning, poison, or thunder. If the
You overload your techpad, causing sparks to shoot
attack hits, the creature takes 3d8 damage of the type
in a 15-foot cone. Any creature in range must pass a
you chose.
Dexterity save or take 3d6 fire damage. They take half
At Higher Levels: The damage increases by 1d8 for
as much on a success.
each slot above 1st.
Flammable objects are also ignited if they are
in range and aren’t worn or carried.
At Higher Levels: The damage increases by 1d6 for
each slot level above 1st.
V it ali ty B urst (F alse L ife )
1st level necromancy
S trong L e g s (F e a t h e r F a l l ) Casting Time: 1 action
Range: Self
1st level transmutation
Components: health stim
Casting Time: 1 reaction Duration: 1 hour
Range: 60 feet
You inject yourself with an adrenaline stim. You gain
Components: adrenaline stim, nanopowder
1d4 + 4 temporary hit points for the duration. This
Duration: 1 minute
uses one charge of the stim.
Choose up to five falling creatures and fire adrenaline At Higher Levels: You gain 5 additional temporary hit
bursts at them. If the creatures lands before the power points for each slot level above 1st.
ends, they take no falling damage and can land on
their feet. Then the power ends.
L evel 2 T ec h -P owe r s C onvin cing S pee ch (S ugges t ion )
2nd level enchantment
Casting Time: 1 action
B att e r y E x p l os i o n (A c i d A r r o w ) Range: 30 feet
2nd level evocation Components: none
Casting Time: 1 action Duration: Conc. Up to 8 hours
Range: 90 feet You’re incredibly persuasive when you need to be,
Components: none though the mist of pheromones you just sprayed
Duration: Instantaneous certainly seems to help too.
Where do you get so many spent batteries? Make a You suggest an activity to a creature of
ranged power attack. On hit, the target takes 4d4 acid your choice that you can see and that can hear and
damage immediately and 2d4 acid damage at the end understand you. You’re limited to two sentences.
of its next turn. On miss, the attack does half the Creatures that can’t be charmed are immune. The
initial damage and no extra damage. suggestion must be worded to make the action sound
At Higher Levels: Both damages increase by 1d4 for reasonable. Asking the creature to do something
each slot level above 2nd. obviously self-harmful ends the power.
The target makes a Wisdom save. On failure,
it performs the action. The action can continue for the
entire duration. If the activity can be completed in a
C loak (I n v i s i b i l i t y ) shorter time, the power ends when the subject finishes
2nd level illusion what it was asked to do.
Casting Time: 1 action You can also specify conditions that will trigger
Range: touch a special activity during the duration. If the condition
Components: none isn’t met before the power expires, the activity isn’t
Duration: Conc. Up to 1 hour performed. If you or any of your companions damage
the target, the power ends.
You create a cloaking field around your character or
a creature of your choice. The target and everything
it wears becomes invisible. If the target drops an item
or removes it, the item is no longer cloaked, and if the D ec rypt L oc k (K no c k )
target tries to attack or cast a power, the cloak ends 2nd level transmutation
early. Casting Time: 1 action
At Higher Levels: You can target an additional Range: 60 feet
creature for each slot level above 2nd. Components: none
Duration: Instantaneous
You break the protective routines on a lock, even if it’s
C on te xtu a l A d h e sive (S p i d er C l i m b ) been encrypted by encrypt lock, or some other power.
If it is locked by more than one power or protocol, you
2nd level transmutation
only decrypt and unlock one encryption.
Casting Time: 1 action
Range: touch
Components: nanopowder
Duration: Conc. Up to 1 hour D est ruct i ve S t at ic
You program the nanopowder to behave as a contextual 2nd level conjuration
adhesive. A creature gains a climbing speed equal to Casting Time: 1 action
its walking speed and can move freely along vertical Range: 60 feet
surfaces and ceilings without using its hands. Components: none
Duration: Conc. Up to 1 minute
You fill a 5-foot cube with highly potent static which
disrupts various implants. A creature takes 4d4
slashing damage when it enters the area for the first
time on a turn or starts its turn there, unless they
have no implants.
At Higher Levels: The damage increases by 2d4 for
each slot level above 2nd.
D etect N e u ra l A ct ivity (D e te ct T h o u g ht s ) E nc rypt L ock (A rc ane L oc k )
2nd level divination 2nd level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: self Range: touch
Components: none Components: interface jack
Duration: Conc. Up to 1 minute Duration: Until broken
You run an interpretive algorithm on a creature of your You hack a door or container, encrypting its lock to
choice within 30 feet of you. The surface thoughts of your specifications. The door (or window, gate, chest,
the creature are revealed to you. This power does not etc.) will be extra difficult to break with Strength or
work on creatures with Intelligence lower than 4 or pick with Dexterity (add 10 to the DC for either) unless
ones that cannot use language; instead, you will sense the power is broken or suppressed.
nothing. You can designate who, in addition to
You may also use an action to learn the surface yourself, can open the lock normally, and you can
thoughts of another creature, or to go deeper into one set a password that will suppress the power for 1
whose mind you’ve already hacked. By going deeper, minute if spoken within 5 feet of the lock. Anyone who
you can learn the target’s emotional state, what’s casts decrypt lock will also suppress the power for 10
important to it in that moment, or the pattern of its minutes.
logic. If you try to look deeper into a creature’s mind,
it makes a Wisdom saving throw and the power ends
if it succeeds. The creature will also know that you
are there, even if it fails the save, and can make an
E nc ryption S igna ture (A rc anis t ’ s M agi c A u r a )
2nd level illusion
Intelligence check contested by your own Intelligence
check at the end of each of its turns to try and end Casting Time: 1 action
your probing. Range: touch
If a creature whose thoughts you are reading Components: none
moves more than 30 feet away from you, you can no Duration: 24 hours
longer detect its thoughts. Touch a creature or object and mask scans of the
target for the duration of the power. When you cast the
power, choose one or both of the following effects. The
D isrup t M ot o r F un ct ions effect lasts for the duration. If you cast this power on
2nd level enchantment the same target with the same effect every day for 30
Casting Time: 1 action days, the illusion lasts until it’s dispelled.
Range: 120 feet False Encryption: You can make the item seem
Components: none encrypted for the duration of the power, and any scans
Duration: Conc. Up to 1 minute will return a powered (magic) result, making the item
You scramble a targets motor functions, temporarily appear to be imbued with power. You can also do the
granting you control over them. A humanoid you opposite and mask the signature of a powered object.
can see makes a Wisdom save. If it fails, it becomes Mask: You change the way the target appears to scans,
charmed by you and must use its action each turn to making it seem like a different item of similar size. This
make a melee attack against a target of your choosing illusion can also affect any observer with optical or
prior to making its movement. It can’t target itself. neural implants (most humanoids and machines).
You can choose no target and it will act normally, also
doing so if there are no appropriate targets within its E vac B ot (R ope T ric k )
reach. It will then move on it’s own accord. 2nd level transmutation
You must use your action on every subsequent
Casting Time: 1 action
turn to maintain the power or it fails. The charmed
Range: touch (120 feet)
target may also make another Wisdom save at the end
Components: DroneBot
of each of its turns and end the power on a success.
Duration: 1 hour
Your DroneBot is equipped with sturdy appendages.
It can lift one creature you harness 50 feet into the
air and hold them there. It can also move per your
instructions, costing one bonus action if engaged in
combat.
If the creature you harness is unwilling,
you must succeed in grappling it before it can be
harnessed. Afterwards, it can make a Strength check
against the DroneBot to try and escape, but the
creature will take falling damage if it breaks free. The
DC for the Strength check is 15.
F ire B u r st (F l a m i ng S p h e r e ) M ind H ac k
2ndt level evocation 2nd level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: smoke solution Components: none
Duration: Conc. Up to 1 minutes Duration: Conc. Up to 1 minute
You shoot out a pellet of smoke that ignites and burns You hack into the mind of a humanoid or machine
for up to one minute, creating a 10-foot sphere of creature you can see and create an illusory creature,
flame. Any creature that ends its turn within 5 feet of object, or phenomenon while the power lasts. Unless
the sphere must make a Dexterity save. It takes 2d6 the target succeeds at an Intelligence saving throw,
fire damage on a fail, or half damage on a success. it believes the illusion is entirely real. Its senses will
The sphere ignites flammable objects not being verify this and any illogical situations that arise will be
worn or carried, and it sheds bright light for 20 feet rationalized in the illusion’s favor.
and dim light for an extra 20 feet. On your turn, the illusion deals 1d6 psychic
At Higher Levels: The damage increases by 1d6 for damage if the target stands in or enters the area within
each slot level above 2nd. 5 feet of the illusion, including the illusion’s space. The
damage appears to the target to be caused by some
attack or effect that is natural to the illusion. It does
not deal damage if it is not of something that would
L aser B u r st (S co rc h i n g R ay ) naturally attack or cause a damaging effect if it were
2nd level evocation real. The target can make an Investigation check on the
Casting Time: 1 action illusion. If it succeeds, the power ends. Naturalists or
Range: 120 feet characters without implants are not affected.
Components: nanosmoke solution
Duration: Instantaneous
You shoot three fire rays from your techpad. You can
hurl them at one target or several. Make a ranged
M irror H ologram (M irror I mage )
power attack for each ray. On a hit, the target takes 2nd level illusion
2d6 fire damage. Casting Time: 1 action
At Higher Levels: You create one additional ray for Range: self
each slot level above 2nd. Components: none
Duration: 1 minute
You create three holograms that resemble you and
move in sync with you. Each time a creature attacks
M icro S p e a k e r (M a g i c M o u th ) you, roll a d20 to see if it hits a copy instead. Rolling
2nd level illusion 6 or higher if you have all 3, 8 or higher if only 2, or
Casting Time: 1 minute (ritual) 11 or higher if only one is left will result in the copy
Range: 30 feet getting hit instead of you. A copies AC is 10+ your
Components: none dexterity modifier and any successful hit will destroy it.
Duration: until broken You may dismiss holograms as an action, and
You place a small speaker on an object that isn’t the power ends if all three holograms are dismissed or
carried or worn and program it to deliver a message destroyed. An opponent who doesn’t rely on sight or
you speak to it under circumstances you describe. The can see through illusions is not affected.
message must be 25 words or less and take no longer
than 10 minutes to deliver, and the circumstances that
trigger the delivery must be visual and/or audible and
occur within 30 feet of the object. M ovement I nhib it or (R ay of E nfee blemen t )
You can choose for the power to end on its first 2nd level necromancy
delivery or to remain indefinitely. Casting Time: 1 action
Range: 60 feet
Components: none
Duration: Conc Up to 1 minute
Fire an inhibiting dart at a target. Make a ranged
power attack. On a hit, the target deals only half
damage with weapon attacks that use Strength. At the
end of each of its turns, it can make a Constitution
saving throw. On a success, the power ends.
N ano web (W e b ) S ee C loak (S ee I n visib ilit y )
2nd level conjuration 2nd level divination
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: self
Components: nanopowder Components: none
Duration: Conc. Up to 1 hour Duration: Instantaneous
Thick nanofiber webs fill a 20-foot cube. Creatures You can see any cloaked objects or creatures within
standing in or who enter the area for the first time in your normal range of eyesight.
a turn become restrained unless they pass a Dexterity
save. The webs lightly obscure the area and make it
difficult terrain.
Creatures stuck in the web can use an action S oni c B last (G us t of W ind )
to make a Strength check against your power DC, 2nd level evocation
breaking free on a success.
Casting Time: 1 action
The webs are flammable and a 5-foot cube
Range: self
burns away in a single round. If a creature is caught in
Components: nanosmoke solution
the fire, it takes 2d4 fire damage.
Duration: Conc. Up to 1 minutes
If the webs aren’t cast between two hard
surfaces, they collapse to a depth of 5 feet. You fold sound waves to create a concentrated sonic
blast, resulting in a strong wind 60 feet long and
10 feet wide that blasts from you in a direction you
choose. Each creature that starts its turn in the line
N igh tv i s i on A u g men ta tion (D a r k v i s i on ) must pass a Strength save or be pushed 15 feet away
in the line’s direction.
2nd level transmutation
Casting Time: 1 action Any creature in the line must spend 2 feet of
Range: self movement for every 1 foot when moving closer to you.
Components: None The gust disperses gas or vapor, and it
Duration: 8 hours extinguishes unprotected flames. Protected flames have
a 50 percent chance of being extinguished. As a bonus
Your optical implants now allow you to gain 60 feet of
action, you can change the line’s direction.
darkvision, allowing you to see clearly in dim light and
see in the dark as though it’s dim light.

P ersis te n t LED (C o nt i n ua l F l a m e ) S oni c W ave (S ha tt er )


2nd level evocation
2nd level evocation
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: touch
Components: none
Components: none
Duration: Instantaneous
Duration: until broken
The sound waves fold over themselves and burst
You activate a bight LED light that can be attached to
outward. Each creature in a 10-foot-radius sphere
any object you touch. It emits no heat and consumes
must make a Constitution save. A creature takes
no oxygen. The LED can be covered or hidden, but not
3d8 sonic damage on a failed save or half as much
turned off except if you choose to do so.
on a success. A creature of inorganic material has
disadvantage on the save. A non-powered object that
isn’t being worn or carried also takes the damage if it’s
S catt e r ed H o l og ram (B l u r ) in the power’s area.
2nd level illusion At Higher Levels: The damage increases by 1d8 for
Casting Time: 1 action each slot level above 2nd.
Range: self
Components: none
Duration: Conc. Up to 1 minute
You create an oscillating holographic layer over your
body, effectively becoming blurry and hard to see.
Other creatures have disadvantage on attack rolls
against you. If the creature doesn’t rely on sight or can
see through illusions, this power doesn’t affect it.
S tabil iz e t h e D y i ng (G e nt l e R e p o s e ) V isual D isrup tion (D arkness )
2nd level necromancy 2nd level evocation
Casting Time: 1 action (ritual) Casting Time: 1 action
Range: touch Range: 60 feet
Components: 1 medical stim Components: none
Duration: 1 day Duration: Conc. Up to 10 minutes
For the duration, the target is protected from decay You create a scrambling effect on every optical sensor
and can’t die, unless it take additional damage equal in a 15-foot radius, including humanoid eyes. The
to its total hit points, after already falling to zero hit effect goes around corners, and can’t be disrupted
points. The power also extends the time a dying target without the use of powers or powered objects.
can be revivified, If the point the disruption spreads from is
an object you’re holding or one that isn’t being worn
or carried, it comes from and moves with the object.
Completely covering the object with something opaque
blocks the effect.
T arge t e d F l a s h B ang (B l i nd n e s s /D e a f n es s ) If this power’s area overlaps with clearing field
2nd level necromancy
created by a 2nd-level power or lower, the clearing field
Casting Time: 1 action ends.
Range: 30 feet
Components: none
Duration: 1 minute
A creature you can see becomes blinded or deafened
unless they succeed at a Constitution saving throw. W eapon S urge (M agi c W eapon )
At the end of its turns, the creature can make another 2nd level transmutation
save. If successful, the power ends.
Casting Time: 1 bonus action
At Higher Levels: You can target one additional
Range: touch
creature for each slot level above 2nd.
Components: none
Duration: Conc. Up to 1 hour
Fiddle with a weapon, improving it’s capabilities for a
T aser S t u n (H o l d P e r s on ) short while. It becomes a powered with a +1 to attack
and damage rolls until the power ends.
2nd level enchantment
At Higher Levels: When you use a power slot of 4th or
Casting Time: 1 action 5th level, the bonus increases to +2. When you use a
Range: touch power slot of 6th or higher, the bonus is +3.
Components: none
Duration: 1 day
A humanoid that you can see becomes paralyzed
unless they succeed on a Wisdom saving throw. At the
end of its turns, it can make another Wisdom save,
ending the paralysis on a success.
At Higher Levels: You can target one additional
humanoid, all within 30 feet of each other, for each
level above 2nd.
Pit Fighter 5e Base Class: Barbarian
You’ve spent every day of your life fighting and rage on your turn as a bonus action.
scrapping to survive so why should your career be Once you have raged the number of times
any different. As a pit fighter, you use your martial shown for your pit fighter level in the Rages column of
prowess to entertain the bloodthirsty masses. You’re the Barbarian table, you must finish a long rest before
a great performer but throw caution to the wind when you can rage again.
enraged. You might be easier to hit when you loose
it, but oh boy do you hit back twice as hard. As a Pit
Fighter, you have the following features. P lain c lo t hes D efense
You find armor cumbersome and inhibiting. While you
H it P o i nts are not wearing any armor, your Armor Class equals 10
Hit Dice: 1d12 per pit fighter level + your Dexterity modifier + your Constitution modifier.
Hit Points at 1st Level: 12 + your Constitution You can use a riot shield and still gain this benefit.
modifier
Hit Points at Higher Levels: 1d12 (avg: 7) + your
constitution modifier per pit fighter level after 1st R ec kles s C om bat
They won’t be bale to hurt you if you beat them to a
P rofi c i e nc i e s pulp before they get to throw a punch. Starting at 2nd
level, you can throw aside all concern for defense to
Armor: light armor, medium armor, shields attack with fierce desperation. When you make your
Weapons: hand blasters, martial weapons, simple first attack on your turn, you can decide to attack
weapons recklessly. Doing so gives you advantage on melee
Tools: none weapon attack rolls using Strength during this turn,
but attack rolls against you have advantage until your
Saving Throws: Strength, Constitution next turn.
Skills: Choose two from Machine Handling, Athletics,
Intimidation, Biotics, Perception, and Survival
F igh ter ’ s R eflex
At 2nd level, you gain an uncanny sense of when
E quip m e n t things nearby aren’t as they should be, giving you an
edge when you dodge away from danger.
You start with the following equipment, in addition to You have advantage on Dexterity saving throws
the equipment granted by your background: against effects that you can see, such as traps and
powers. To gain this benefit, you can’t be blinded,
• (a) an electroaxe or (b) any martial melee weapon deafened, or incapacitated.
• (a) ice pick or (b) any simple weapon
• (a) 1 enforcers pack and 4 energy spears
C om bat G ym
R age At 3rd level, you choose a gym that shapes your skills
as a pit fighter. Choose the Muscle Force Gym or the
You might be a tempered and trained fighter, but even Augtech Gym, both detailed at the end of the class
you get unhinged sometimes. On your turn, you can description. Your choice grants you features at 3rd
enter a rage as a bonus action. level and again at 6th, 10th, and 14th levels.
While raging, you gain the following benefits if
you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength A bili t y S c ore I mpro vemen t
saving throws. When you reach 4th level, and again at 8th, 12th,
• When you make a melee weapon attack using 16th, and 19th level, you can increase one ability
Strength, you gain a bonus to the damage roll that score of your choice by 2, or you can increase two
increases as you gain levels as a pit fighter, as shown ability scores of your choice by 1. As normal, you can’t
in the “Rage Damage” column of the Pit Fighter table. increase an ability score above 20 using this feature.
• You have resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast powers, you can’t cast them or E x tra A tt ac k
concentrate on them while raging. Hit them while they’re down! Beginning at 5th level,
Your rage lasts for 1 minute. It ends early if you are you can attack twice, instead of once, whenever you
knocked unconscious or if your turn ends and you take the Attack action on your turn.
haven’t attacked a hostile creature since your last turn
or taken damage since then. You can also end your
F igh te r s S tr i de Pit Fighter Table
Beginning at 5th level, your speed increases by 10 feet Proficiency Rage
Level Bonus Features Rages Damage
while you aren’t wearing heavy armor.
1st +2 Rage, 2 +2
Plainclothes Defense
S tage E x p e ri e n ce 2nd +2 Reckless Combat 2 +2
You know how to keep yourself from being distracted Fighter’s Reflex
by the bright lights and sharp blades. By 7th level, 3rd +2 Combat Gym 3 +2
your instincts are so honed that you have advantage on 4th +2 Ability Score 3 +2
initiative rolls. Additionally, if you are surprised at the Improvement
beginning of combat and aren’t incapacitated, you can 5th +3 Extra Attack 3 +2
act normally on your first turn, but only if you enter Fighter’s Stride
your rage before doing anything else on that turn. 6th +3 Gym Feature 4 +2
7th +3 Stage Experience 4 +2
8th Ability Score
T heat r ic a l C r it i ca l +3
Improvement
4 +2

You know how to hit an enemy with flare. Beginning 9th +4 Theatrical Critical 4 +3
at 9th level, you can roll one additional weapon (1 die)
damage die when determining the extra damage for a 10th +4 Gym Feature 4 +3
critical hit with a melee attack. This increases to two 11th +4 The Show Must 4 +3
additional dice at 13th level and three additional dice Go On
at 17th level. 12th +4 Ability Score 5 +3
Improvement
13th Theatrical Critical
T he S h o w M u st G o O n +5
(2 die)
5 +3

You can’t exit a fight before it’s over. Starting at 11th 14th +5 Gym Feature 5 +3
level, your rage can keep you fighting despite grievous 15th +5 Persistent Rage 5 +3
wounds. If you drop to 0 hit points while you’re 16th +5 Ability Score 5 +4
raging and don’t die outright, you can make a DC 10 Improvement
Constitution saving throw. If you succeed, you drop to 17th +6 Theatrical Critical 6 +4
1 hit point instead. (3 die)
Each time you use this feature after the first, 18th +6 Brute Force 6 +4
the DC increases by 5. When you finish a short or long 19th +6 Ability Score 6 +4
rest, the DC resets to 10. Improvement
20th +6 Ultimate Fighter unlimited +4
P ersis te nt R a g e
Beginning at 15th level, your rage is so fierce that M us cle F or ce G ym
it ends early only if you fall unconscious or if you
They didn’t put much thought into that name did they?
choose to end it.
But that’s kind of their style. This gym emphasizes
aggressive and reckless combat over stodgy tactics.
B rut e F o rc e The audience loves it, even if the performers sometimes
Beginning at 18th level, if your total for a Strength come out of it worse for wear...or dead.
check is less than your Strength score, you can use
that score in place of the total. F renzied B erserker
You go hog wild. Starting when you choose this path
U ltim a te F i g ht er at 3rd level, you can go into a frenzy when you rage. If
At 20th level, you become an unmatched gladiator. you do so, for the duration of your rage you can make a
Your Strength and Constitution scores increase by 4. single melee weapon attack as a bonus action on each
Your maximum for those scores is now 24. of your turns after this one. When your rage ends, you
suffer one level of exhaustion.

Combat Gyms S ingle M inded


Each Pit Fighter belongs to a particular gym that
You can’t be distracted from your objective, namely,
shapes his or her style. Gyms vary in look and tone,
beating the ever loving stuffing out of your target.
but fall into two main categories, those that are
Beginning at 6th level, you can’t be charmed or
focused on high impact fights with lots of carnage,
frightened while raging. If you are charmed or
and the slightly more tactical fights that involve...well,
frightened when you enter your rage, the effect is
just as much carnage. Your gym will affect how you
suspended for the duration of the rage.
function in and out of the combat stage.
you’re raging, your friends have advantage on melee
I n timi da t i n g P r e sen c e attack rolls against any creature within 5 feet of you
You’re able to make yourself look as scary as you act. that is hostile to you.
Beginning at 10th level, you can use your action to
frighten someone with your menacing presence.
When you do so, choose one creature that you can see
F renzied B erserker
within 30 feet of you. If the creature can see or hear At 6th level, you gain a benefit based on your machine
you, it must succeed on a Wisdom saving throw (DC buddy. You can choose the same machine you selected
equal to 8 + your proficiency bonus + your Charisma at 3rd level or a different one.
modifier) or be frightened of you until the end of your Hazardous Terrain Vehicle (HTV): Not only are you
next turn. On subsequent turns, you can use your resistant to damage, but you’re also darn strong and
action to extend the duration of this effect on the good at lifting things. Your carrying capacity (including
frightened creature until the end of your next turn. maximum load and maximum lift) is doubled, and you
This effect ends if the creature ends its turn out of line have advantage on Strength checks made to push, pull,
of sight or more than 60 feet away from you. lift, or break objects.
If the creature succeeds on its saving throw, you can’t ZipDrone: You can connect with sensor arrays to see
use this feature on that creature again for 24 hours. like a ZipDrone, minus the nausea inducing flight.
You can see up to 1 mile away with no difficulty,
able to discern even fine details as though looking
at something no more than 100 feet away from you.
C lap B a c k Additionally, dim light doesn’t impose disadvantage on
Starting at 14th level, when you take damage from your Wisdom (Perception) checks. However, this can
a creature that is within 5 feet of you. you can use only be used in man-made areas containing sensor
your reaction to make a melee weapon attack against arrays.
that creature. Recon Bot: You gain the hunting sensibilities of a
QuadBot, terrifying anyone who sees a video of you
A ugt ec h G y m on the hypernet. You can track other creatures while
traveling at a fast pace, and you can move stealthily
Why fight with just your bare hands when
while traveling at a normal pack.
augmentations and weapons are available. This gym
specializes in arranging fights between tactically skilled
fighters in bizarre, obstacle laden scenarios. A cage U seful P romot er
fight with combatants covered in Camembert and a At 10th level, you can contact your old fight promoter
cheese scenting robot thrown into the mix? Why not? to ask him a question. He’ll use his leads to give a fairly
Beware the cheesoid. complete answer. If the information is hidden behind
encryption or other means roll a Charisma check to
F renz i e d B e r s er k er see how much pull your promoter has. The DC should
range from 12 to 20, at the GM’s discretion.
You’ve had to share the ring with machines in the past,
so you might as well get good at interacting with them.
At 3rd level when you join this gym, you gain the ability F renzied B erserker
to communicate with any machine using an input jack, At 14th level, you gain a benefit based on a
but the interaction must be performed as a ritual. machine buddy of your choice. You can choose the
same machine buddy you selected previously or a
different one.
M ac h i n e B u d dy Hazardous Terrain Vehicle (HTV): Like an HTV, you’re
At 3rd level, when you join this gym, you pick a great at soaking up damage so others don’t have to.
machine whose attribute you emulate. You can also While you’re raging, any creature within 5 feet of you
choose to augment your appearance to resemble your that’s hostile to you has disadvantage on attack rolls
machine buddy, in any way you see fit. against targets other than you or another character
You may choose from the following machines. with this feature. An enemy is immune to this effect if
Hazardous Terrain Vehicle (HTV): You are like an it can’t see or hear you or if it can’t be frightened.
armored truck, sturdy and impervious to the elements. ZipDrone: Your leg augments let you jump in the air
While raging, you have resistance to all damage. for long stretches of time. While raging, you have a
except psychic damage. flying speed equal to your current walking speed. This
ZipDrone: You move through the battlefield like a benefit works only in short bursts; you fall if you end
zipdrone moves through obstacles...quickly. While your turn in the air and nothing else is holding you
you’re raging and aren’t wearing heavy armor, other aloft.
creatures have disadvantage on opportunity attack Recon QuadBot: You strike like the terrifying robotic
rolls against you, and you can use the Dash action as a quadruped that you are...or identify with. While you’re
bonus action on your turn. raging, you can use a bonus action on your turn to
Recon Bot: Like the recon bot, you observe and assess knock a Large or smaller creature prone when you hit it
the situation and pass the information on to your with melee weapon attack.
allies. Except, maybe you’re not on all fours. While
Races
The world of investigations and androids is comprised Ability Score Increase: Your Constitution score
mostly of humans and androids. However, within increases by 2.
these two categories there exist numerous sub-groups. Alignment: Life in the deep is hard enough as it
Players can choose their human sub-group from the is, so most FarSpacers tend towards a lawful, good
list below when making characters, as in normal 5e. alignment, but there are many who see the deep
Android designations, however are handled differently, reaches of space as opportunity for crime instead.
as outlined in the “Android” section of this supplement. Size: FarSpacers are slightly larger than other
The subgroups listed are derived from 5e races. humans, usually well over 6 feet tall. Regardless of
The original race are listed in smaller text to the right your position in that range, your size is Medium.
of the Investigations and Androids race designation. Speed: Your base walking speed is 25 feet.
Darkvision: Your optical implants allow you to see in
the dark. Deep space is full of it after all. You can see
in dim light within 60 feet of you as if it were bright
H uma n 5E: H uman light, and in darkness as if it were dim light, though in
Humans make up the majority of the population in dim light you can see only in shades of green and can’t
Investigations and Androids. While they might look discern color.
totally organic, almost all people on earth and the Resilience: You have advantage on saving throws
colonies have neural and optical implants. These are against poison, and you have resistance against poison
discrete and functional, giving most humans a well damage.
rounded set of skills and abilities. Colony Combat Training: You are proficient
Ability Score Increase: Your ability scores each with electroaxes, icepicks, workhammers, and
increase by 1. jackhammers.
Alignment: Humans tend toward no Tool Proficiency: You gain proficiency with the
particular alignment and can be of various national artisan’s tools of your choice: smith’s tools, drink
and organizational affiliations. synthesizers, or 3D printers
Size: Humans vary widely in height and build, from Colonial Study: You know how colonies are built
barely 5 feet to well over 6 feet tall. Regardless of your and constructed. Whenever you make an Intelligence
position in that range, your size is Medium. (history) check related to a colony, your are considered
Speed: Your base walking speed is 30 feet. proficient in the History Skill and add double your
Languages: You can speak, read, and write Spacer proficiency bonus to the check.
English and one extra language of the following: Soviet Languages: You can speak, read, and write Spacer
Russian, Mandarin, Hindi, or Spanish. English and Soviet Russian.
Subgroup: You may choose one of the two FarSpace
Colonial subgroups below.

V aria n t T r a i ts
If your campaign uses the optional feat rules from chapter 5
of the Players Handbook, your GM might allow these variant
S t ation B orn
You’ve spent your life in and around space stations,
traits, all of which replace the humans Ability Score Increase
fixing what needs to be fixed, and taking a few burns
trait.
along the way. Life out in the deep ain’t easy, but you
Ability Score Increase: Two Different ability scores of
learn.
your choice increase by 1
Ability Score Increase: Your Wisdom score
Skills: You gain proficiency in one skill of your choice.
increases by 1.
Feat: You gain one feat of your choice.
Spacer Toughness: Your hit point maximum
increases by 1, and it increases by 1 every time you
gain a level.
F ar S p ac e C o l on i a l 5E: D warf
Raised on the furthest colonies, ranging from stations
to asteroid mines, FarSpace Colonials are strong
A st roid B orn
and stalwart workers, but have less experience with Not a great place to raise a child, but your caretakers
the institutions of the inner colonies. Due to the made do, even if they required a lot of hard labor from
difficult conditions of their upbringing, FarSpacers’ you. You’re tough, but ready to work...or fend off the
augmentations emphasize heartiness and survival, occasional bandit raid.
making them stronger than most other humans. Ability Score Increase: Your Strength score
These augmentations are mostly sub-dermal, but as increases by 2.
a result of limited resources in the deep colonies, they Colonial Preparedness: You have proficiency with light
sometimes have exposed composite appendages or and medium armor.
plates.
S pa ce r 5E: H alfling
Darkvision: Your optical implants allow you to see
in the dark. You can see in dim light within 60 feet of
You were raised in space, moving from station to ship, you as if it were bright light, and in darkness as if it
and back again. You’ve rarely, if ever, set foot planet- were dim light, though in dim light you can see only in
side. shades of green and can’t discern color.
Ability Score Increase: Your Dexterity score Keen Senses: You have proficiency in the Perception
increases by 2. Skill.
Alignment: Spacers tend towards a chaotic alignment Cosmopolitan Sense: You know a grifter when you
with some skewing good or evil depending on their see one. You have advantage on saving throws against
upbringing. being charmed and powers can’t put you to sleep.
Size: Spacers are smaller than other humans, usually Easy Sleeper: You only need to sleep for 4 hours a day,
around 5 feet tall. Regardless of your position in that augmenting the rest of your time with energy stims or
range, your size is Medium. drinks. During the 4 hours of sleep, you can still make
Speed: Your base walking speed is 25 feet. Perception checks if appropriate.
Spacer’s Luck: When you roll a 1 on an attack roll, Languages: You can speak, read, and write Spacer
ability check, or saving throw, you can re-roll the die English, and Hindi.
and must use the new result. Subgroup: You may choose one of the three ShipBorn
Undaunted: You have advantage on saving throws subgroups below, based on the colony ship you grew
against being frightened.. up on.
Languages: You can speak, read, and write Spacer
English, and Spanish. R esearc h V essel
Subgroup: You may choose one of the two Spacer These ships go from colony to colony trading in
subgroups below. scientific goods and knowledge.
Ability Score Increase: Your Intelligence score
T ech R a t increases by 2.
Away Mission Training: You have proficiency with
You move through vents like a pro, which isn’t blasters and heavy blasters.
surprising since you’ve had to fix circuits in Coding Lessons: You know one run from the Code
crawlspaces since you were 6. Runner Run list. Intelligence is your PowerCasting
Ability Score Increase: Your Charisma Score ability for it.
increases by 1. Linguistic Classes: You can speak, read, and write
Avoidance Training: You can attempt to hide even either Spanish or Mandarin.
when you’re under only minimal cover.

H azar d S k i m m er R elief V essel


You’ve had to handle and sell hazardous goods since These ships provide aid to colonies and stations
you were a kid, sometimes on the sly. experiencing emergencies.
Ability Score Increase: Your Constitution Score Ability Score Increase: Your Wisdom score
increases by 1. increases by 2.
Poison Conditioning: You have advantage on saving Away Mission Training: You have proficiency with
throws against poison, and you have resistance blasters and heavy blasters.
against poison damage. Quick Feet: Your base walking speed is 35 feet.
Avoidance Training: You can attempt to hide even
S hip B o r n 5E: E lf when you’re under only minimal cover.

ShipBorn have spent their formative years on one of


the large colony ships moving between the sol planets O bservat ion V essel
and deep space. The large city-like vessels provide a Staying out of the fray, these ships mostly collect data,
smaller community than most other locations, and the sometimes in an ethically questionable manner.
constant flux of passengers moving in and out means Ability Score Increase: Your Charisma score
they are hubs of unusually current information and increases by 1.
technology. A ShipBorn’s life is at once cosmopolitan Superior Retinal Implant Your darkvision has a
and ephemeral, but rarely uninteresting. radius of 120 feet.
Ability Score Increase: Your Dexterity score Away Mission Training: You have proficiency with
increases by 2. blasters and heavy blasters.
Alignment: ShipBorn tend towards a good alignment, Emergency Preparedness: At 1st level you know the
but the laissez-faire attitude of most colony ships optical display run and can cast it once per day. At 3rd
means they’re less socially rigid. level you learn the lighting assist power, and at 5th
Size: ShipBorn are slightly smaller than other level the visual disruption power, each of which you can
humans, usually just under 6 feet tall. Regardless of cast for free once per day. Charisma is the spellcasting
your position in that range, your size is Medium. ability for these powers.
Speed: Your base walking speed is 30 feet.
N atu r a li s t 5E: D ragon B orn M ec hanic
You know your way around machines, having spent a
A handful of humans have avoided the pervasive
lot of time in repair shops.
augmentations that the rest of the species has
Ability Score Increase: Your Dexterity Score increases
embraced. Often living in far off communes,
by 1.
Naturalists train intensely, but have little experience of
Distraction Training: You know the sensory illusion
the outside world.
run. Intelligence is your PowerCasting ability for it.
Ability Score Increase: Your Strength score
Machine Talk: You can interface with simple machines
increases by 2 and your Charisma score increases by
without an interface jack.
1.
Alignment: Naturalists can be fanatical or holistic, but
are often more likely to be chaotic than lawful, though
there are few hard and fast rules. S crip t K iddie
Size: Naturalists might not augment themselves You were raised on a steady diet of nutrient bars and
mechanically, but they eat well and exercise. They are lines of code.
usually around 6 feet tall. Regardless of your position Ability Score Increase: Your Constitution Score
in that range, your size is Medium. increases by 1.
Speed: Your base walking speed is 30 feet. Tech Aficionado: Whenever you make an
Unagumented: You cannot be affected by any powers Intelligence (History) check related to powered items,
or effects that act upon augmentations. These include or technological devices, you can add twice your
many illusion and conjuration powers, making you a proficiency bonus, instead of any proficiency bonus you
potent force against tech-obsessed enemies. normally apply.
Languages: You can speak, read, and write Spacer Hacking Tool: You can spend 1 hour and 10 credits
English, Spanish and your choice of Hindi or worth of materials to construct a single-use hacking
Mandarin. tool.

T echy 5E: G nome


S ol C olonial 5E: H a l f -E l f
You grew up on one of the old colonies near earth. It’s
Raised in one of Sol Sector’s many megacities, not exactly the frontier, and there’s a lot of corporate
Techies are well adapted to crowded urban life and influence, but you’ve managed to see something of the
the technology that surrounds it. They’re smart and galaxy just the same.
observant, if sometimes a bit indifferent to those Ability Score Increase: Your Charisma score
around them. increases by 2, and two other ability scores of your
Ability Score Increase: Your Intelligence score choice increase by 1.
increases by 2. Alignment: Sol Colonials tend to be lawful, often
Alignment: Techies tend towards a chaotic alignment skewing neutral, but many run the gamut of
with some skewing good or evil depending on their alignments.
upbringing. Size: Sol Colonials are of average height, between
Size: Techies are smaller than other humans, usually 5 and 6 feet tall. Regardless of your position in that
around 5 feet tall. Regardless of your position in that range, your size is Medium.
range, your size is Medium. Speed: Your base walking speed is 30 feet.
Speed: Your base walking speed is 25 feet. Darkvision: Your optical implants allow you to see
Darkvision: Your optical implants allow you to see in the dark. You can see in dim light within 60 feet of
in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it
you as if it were bright light, and in darkness as if it were dim light, though in dim light you can see only in
were dim light, though in dim light you can see only in shades of green and can’t discern color.
shades of green and can’t discern color. Cosmopolitan Sense: You know a grifter when you
Urbanite Cunning: You have advantage on all see one. You have advantage on saving throws against
Intelligence, Wisdom and Charisma saving throws being charmed and powers can’t put you to sleep.
against powers. Skill Versatility: You gain proficiency in two skills of
Languages: You can speak, read, and write Spacer your choice.
English, and Mandarin. Languages: You can speak, read, and write Spacer
Subgroup: You may choose one of the two Thechy English, and can choose one extra language between
subgroups below. Soviet Russian, Hindi, Mandarin and Spanish.
E art h e r 5E: H alf -O rc B ody A ug 5E: T i e f li n g
Earth maybe have been the birthplace of humanity, BodyAugs have drastically modified their bodies to
but it’s a crowded, industrial mess these days. The suit their own needs and styles, but the highly visible
great disparities between rich and poor make life for modifications have branded many of them as outsiders.
most of the inhabitants hard, and that means a gruff They make up for it with numerous physical and
exterior, with a physicality to match. mental improvements and anyways, you can always
Ability Score Increase: Your Strength score hack the retina of someone giving you the stink eye.
increases by 2, and your Constitution increase by 1. Ability Score Increase: Your Intelligence score
Alignment: Earthers tend to be neutral in alignment, increases by 2, and your Charisma score increase by 2.
but there is a slight inclination towards lawful evil. Alignment: BodyAugs aren’t born evil, but the
Size: Earthers are of average height, between 5 and 6 constant ostracization they experience certainly
feet tall. Regardless of your position in that range, your pushes some to darkness. They are also highly chaotic
size is Medium. with lawful BodyAugs being amongst the rarest
Speed: Your base walking speed is 30 feet. combinations around.
Darkvision: Your optical implants allow you to see Size: BodyAugs are of larger than average height,
in the dark. You can see in dim light within 60 feet of usually over 6 feet tall. Regardless of your position in
you as if it were bright light, and in darkness as if it that range, your size is Medium.
were dim light, though in dim light you can see only in Speed: Your base walking speed is 30 feet.
shades of green and can’t discern color. Darkvision: Your optical implants allow you to see
Imposing: You gain proficiency in the Intimidation skill in the dark. You can see in dim light within 60 feet of
Persistence: When you are reduced to 0 hit points but you as if it were bright light, and in darkness as if it
not killed outright, you can drop to 1 hit point instead. were dim light, though in dim light you can see only in
You can’t use this feature again until you finish a long shades of green and can’t discern color.
rest. Imposing: You gain proficiency in the Intimidation skill
Brutality: When you score a critical hit with Dermal Coating: You have resistance to fire and
a melee weapon attack, you can roll one of the lightning damage.
weapon’s damage dice one additional time and add it to Skill Versatility: You gain proficiency in two skills of
the extra damage of the critical hit. your choice.
Languages: You can speak, read, and write Spacer Languages: You can speak, read, and write Spacer
English, and an choose one extra language between English, and an choose one extra language between
Soviet Russian, Hindi, Mandarin and Spanish. Soviet Russian, Hindi, Mandarin and Spanish.
Backgrounds
As with standard character creation, you will choose
a background when assembling your adventurer. S ugges t ed C haract eris ti cs
Most of the backgrounds presented in PHB127-141 Net Celebrities have become experts at managing
should work well for Investigations and Androids, the spotlight and dealing with other people. They’re
though references to deities or organizations should be inclined towards working the crowd in a somewhat
updated to reflect your campaign theme. cynical way.
Several additional backgrounds that are
thematically consistent with Investigations and d8 Personality Trait
Androids, as well as the associated Off World Colony 1 I’ll say whatever I need to get my way.
Campaign are presented bellow. 2 I hide my true self under a mask, letting very few
people in.

N et C e l eb r it y 3
4
I can’t stand fans and avoid them at all cost.
I judge people by their status and net worth.
With colony life being as bleak as it is, many people 5 I’m overly gregarious and eager to talk to anyone
turn to the net to fill the cosmic void. Every now and who’ll listen.
then, someone is cast into the spotlight and gains a 6 I look for any opportunity to promote myself and my
following amongst the billions of viewers. Whether you brand.
wanted it or not, you’re one of the lucky few. You’ve 7 I’m wary of new people, but pretend to like them.
taken advantage of your celebrity and know how to 8 I avoid press and cameras like the plague.
play to your fans, even if you don’t always want to.
Skill Proficiencies: Performance, Deception
Tool Proficiencies: NetTerminal, Disguise Kit d6 Ideal
Equipment: A high end or niche branded article of 1 Greed: I want what I want, when I want it (Evil)
clothing of your choice. a simple disguise, a chit with 2 Charity: I use my influence to help those around me
40 credits. as best as I can (Good)
3 Structured: I wake up at the same time every day
and follow a rigid schedule (Lawful)
C laim t o F a m e 4 People: Honestly, I just like the attention (Neutral)
You were doing your thing for a long time before you 5 Creativity: I change up my show and personality as
suddenly shot to prominence, but in this day and often as needed to keep it fresh (Chaotic)
age, when it happens, it happens fast. Choose the 6 Self-Improvement: I’m more than just a meme (Any)
profession that made you famous from the table
below, or roll for a result. You can also create your own
profession with the GM’s approval.
d6 Bond
d10 Career d10 Career 1 My outfit and clothes are hugely important to me. I’ll
1 Musician Politician go nuts if anyone damages them.
6
2 Newscaster War Hero 2 I want to become anonymous, whatever it takes.
7
3 Streamer Writer 3 I left some people behind when I became famous and
8
4 Adult Entertainer Hero Pilot I’d do whatever I can to make it up to them.
9
5 Cage Fighter Disaster Survivor 4 I must destroy my rival’s reputation.
10
5 My persona is paramount to me and I’ll protect the
image I’ve made at all costs.
I want to expand my fame and personal empire.
F eatu r e : F a m i l ia r F a ce 6

There is a 10% chance that a person you’re speaking


with knows who you are, or has heard of you. Roll a
d20 during conversations with characters. On a 1-18, d6 Flaw
they’re totally unaware of your celebrity. On a 19, 1 I hugely overvalue my own renown
they’ve heard your name or seen your face, but can’t 2 I think the little people are beneath me and I treat
quite place it. Gain advantage on any Charisma checks them with derision and scorn
against the person. On a 20 they know exactly who you 3 I humiliated a rival and now he or she has it in for
are. If your alignments match, gain advantage on any me big time.
Charisma checks against the character as well as a +3 4 I’m impulsive and act out for attention
bonus to the rolls. If your alignments do not match, 5 I lost my fortune after amassing huge gambling
gain disadvantage on the Charisma based checks. debts. Wanna bet it gets worse?
6 I’ll fawn over anyone more famous than me.
M onit o r d8 Personality Trait
You’ve spent most of your career observing others, 1 Sometimes I lose myself while observing others.
either physically, via sensors, or tracking their behavior 2 I study those around me, even close friends, and
on the net. The work was slow, meticulous, invasive use what I learn against them.
and you peered into lives that were not your own. 3 I avoid the direct approach whenever possible.
Even now, after you’ve left that life behind, you can’t 4 I believe information is worth more than money.
help but look at people a certain way, studying their 5 I can’t look at someone without imagining their pri-
behavior and movement. vate life. Sometimes I verbalize my suspicions.
6 I feel like I’m constantly being watched and I do
Skill Proficiencies: Insight, Investigation what I can to minimize my visibility.
Tool Proficiencies: NetTerminal, VK Machine 7 I hate technology and want to see it destroyed.
Equipment: A disguise kit, a hacking tool, an interface 8 I look for the best in people. Even the worst have a
jack and a chit containing 10 credits soft spot they just don’t want to share.

d6 Ideal
S pyma st e r 1 Might: Information is a weapon (Evil)
Your observations were not done in a vacuum. Choose 2 Friendship: If I learn something that could hurt a
an employer from the list below, or roll to see who friend, I don’t use it against them (Good)
assigned your targets. Alternatively, you can create a 3 Power: If we don’t observe the masses, we can never
different spymaster with the GM’s approval. be sure we’re safe (Lawful)
4 Independence: Absolute privacy is freedom (Chaotic)
d8 Employer 5 Creativity: I can think of a thousand ways to track
1 Government Agency down leads and information (Chaotic)
2 Mega-Corporation 6 Honesty: It’s better to know who’s watching (Any)
3 Police Force
4 CryptoAnarchist Collective
5 Colonial Rebels d6 Bond
6 Military Forces
1 I have a deeply personal secret even another monitor
7 Human Rights Group
would have a hard time learning. No one can know.
8 Self-Employed
2 I uncovered a terrible secret I won’t reveal to anyone
3 I learned about an exploited person, and do what I
can to protect them from afar. They don’t know me.
F eatu r e : C a r e f ul W atc her 4 My datapad is my life. No one can touch it.
You know how to keep your eyes peeled for danger 5 I became a monitor after someone I loved was killed
and when to double-check your own work. You have in mysterious circumstances. I never learned how.
advantage on Initiative rolls and once per day when 6 I have a bone to pick with those who expose other
you fail a Perception or Investigation check you can people’s information.
re-roll the check, but you must use the new result. You
cannot use this feature again until completing a long
rest. d6 Flaw
1 I faked my death and can’t let my employer find out.
2 I have a constant urge to rifle through material for
S ugges t e d C h a r act eris ti cs 3
information on a person or place.
I once learned something I should not have and now
Monitors are patient and observant people, often
the people in question are after me.
stepping back from the spotlight in order to observe
4 I reveal information at inopportune moments.
the situation around them. They have a tendency to
5 I destroyed the database on my way out. They’re not
become invisible within crowds and draw very little
happy about it and I can’t go back.
attention to themselves.
6 I would kill to access deep secrets
C olon i a l R e f u ge e S ugges t ed C haract eris ti cs
You were forced to leave your colony in a hurry and As a colonial refugee, you tend to be self reliant and
haven’t had a proper home since. You’ve acquired a single minded when it comes to survival. However,
nomadic nature, drifting from place to place and job you understand the value of a helping hand and have
to job, but the memories of your sudden flight from sympathy for those in a similar situation, or at least
danger still linger. You avoid strong connections to you know the value of being owed a favor.
others and what skills you’ve learned have come from
experience or mentors who passed by just as quickly d8 Personality Trait
as they came. 1 I don’t expect anyone to stick around for long.
2 I expect danger around every corner and can never
Skill Proficiencies: Acrobatics, Survival sit still for very long.
Tool Proficiencies: 3DPrinter, thieves tools 3 I’m suspicious of anyone who claims to be my friend
Equipment: Civilian clothes, a memento from your 4 I long for a place to call home
colony, an adrenaline stim, and a chit containing 10 5 I believe those in dire straights need as much help
credits as I’m able to give them
6 I believe those in dire straights are prime targets for
R easo n f o r E s ca pe 7
extortion or exploitation
I won’t go back there. Ever! And I won’t talk about it.
You were forced out of your colony and cast out into the 8 I hate being out in the colonies and feel vulnerable
expanse without a home. Choose a reason from the list so far away from the core planets
below, or roll to see why you left your home planet or
station. Alternatively, you can create a different reason
d6 Ideal
with the GM’s approval.
1 Might: Other’s weakness is my strength (Evil)
2 Generosity: I’ll help those whose situation reminds
d8 Reason for Colony Departure me of my own, no matter the cost (Good)
1 Bandit Raid 3 Power: If only we had a stronger government, then
2 Plague maybe this wouldn’t have happened (Lawful)
3 Ran afoul of the authorities 4 Freedom: I want to roam forever (Chaotic)
4 Colony Collapse (economic) 5 People: If we work together, we can rebuild what we
5 Natural Disaster lost, and maybe make it more to our taste (Neutral)
6 Personal Shame 6 Self-Knowledge: You must know your strengths and
7 Military Occupation weaknesses, since you’re all you can count on. (Any)
8 Mysterious Disappearances began occurring

d6 Bond

F eatu r e : C o l on i a l A ffini ty 1 I want to return to the place of my birth and will do


whatever I can to make that viable
If you are at a colony (other than the one you fled) the 2 I want to erase the past
local residents will sympathize with your plight. You 3 Getting free wasn’t easy, and I’m forever grateful to
will be able to find a place to hide, rest, or recuperate those who helped me along the way
among the colonists. You will also gain advantage on 4 I stole something on my way out. It’s very nice
any rolls (Persuasion) to convince colonists to aid you 5 Getting free wasn’t easy, or free. I’m still in debt to
in any way. You also gain advantage on any checks to those who allowed me to escape
avoid becoming lost in colonies. 6 I lost something when I left and I want it back.

d6 Flaw
1 I steal often, just in case the items come in handy.
2 I did something terrible back on my home colony and
I’m terrified someone will find out.
3 The people I owe money to are eager to get it back
and they have eyes everywhere.
4 I don’t trust anyone.
5 I’ll ruin relationships early because I figure every-
thing ends up falling apart eventually anyways
6 I tend to flee when things get really bad. How do you
think I made it out of the colony?
C orp or a ti o n R a i s e d S ugges t ed C haract eris ti cs
Whether you were born to biological parents or created Corporation Raised characters are either highly
in tube, your childhood was not your own. You’re rebellious against authority (having escaped a rigid life)
human (probably) but your caretakers hardly treated or they are staunch advocates for structure and law. If
you as such. Following a strict schedule you learned an option below does not match your subtype, feel free
skills that others deemed useful and underwent to re-roll on the table.
periods of indoctrination, often boarded in schools
with similar children. Depending on the specifics of
your corporation, you were then sold off or pressed d8 Personality Trait
into service for a company or government. How you 1 I view people as commodities.
ended up in the general population, if at all, is another 2 I hate when someone tries to control me and I’ll lash
matter. out against authority figures.
3 I avoid big businesses like the plague. Buy local!
Skill Proficiencies: Technology, Biotics 4 Structure gives life meaning.
Tool Proficiencies: 3D Printers, Food Synthesizers 5 I prefer to stay on the move and don’t feel comfort-
Equipment: Fine clothes, a portable food synthesizer, able in large crowds.
and a chit with 15 credits 6 I believe that authority figures are always right and I
do what I can to fulfill their wishes.
7 I can’t stand pencil pushers.
C orp or a t e L i b e r at ion 8 I think criminals and deviants are repulsive and I
Did you escape the corporation or were you released for don’t mind letting them know.
a specific purpose? Choose one and then select or roll a
means of escape/liberation option below.
d6 Ideal
If you escaped from the corporation choose or roll a d4. 1 Power: I desire absolute control (Evil)
2 Structured: Fulfilling one’s duty is of paramount
d4 Means of Escape importance (Lawful)
1 I hacked my way out, leaving a bloody mess behind. 3 Live and Let Live: Each person has their own prob-
2 A benevolent benefactor helped free me from my lems to deal with (Neutral).
captors. 4 Self-Improvement: I aim to be better than I am (Any)
3 I rose through the ranks until I had just enough 5 Free Thinking: I question everything I’ve been taught
autonomy to slip away. and anything I learn. (Chaotic)
4 I hacked my way out...digitally this time. 6 Greater-Good: I want to take down anyone who op-
presses people (Good)

If you were liberated by the corporation, choose or roll d6 Bond


an option below.
1 The man or woman who helped me escape the corpo-
d4 Liberation ration died in the process. I will honor their memory.
1 You were too useless to warrant additional investment. 2 I helped someone else escape and will protect them.
2 You completed your training exceptionally and were 3 I received a great commendation from the corpora-
assigned to your present position. tion and treasure it.
3 A scandal forced the corporation in question to shut 4 I want to find out who my parents were
down and release all trainees. 5 Someone brought down the corporation and ruined
4 You were activated as a member of the general public my life. If I ever meet them, I’ll kill them.
but secretly continue to serve corporate interests. 6 I am loyal to the corporation that raised me and
won’t hear a bad word against them.
F eatu r e : C o r p or a te A ffini ty
You are good at dealing with people in the higher d6 Flaw
echelons of power and can gain an audience with 1 I always obey authority figure.
corporate officials with little effort. However, people 2 I let someone down during my escape and the
aligned against corporations will be disinclined memory of what happened to them still haunts me.
to like you, unless you are an escapee. You will 3 Someone at the corporation got egg on their face
have disadvantage on Persuasion checks against when I escaped and now they’re after me.
corporation-hating characters. 4 My stand-offish demeanor often alienates people.
You are also able to easily relay information 5 I can’t help but obey the people who molded me, even
to the appropriate parties and can use your corporate if I don’t want to.
contacts (or knowledge) to pass messages to corporate 6 I can’t really trust anyone.
figures, though they will not always respond depending
on how high up the chain they are.
Appendix A: Maps
Ten location maps are presented below. Each
represents rooms with 3ft square grid markers. The
rooms can be combined and rearranged to create more
complicated interiors.
When choosing a random map section, roll a
d10 to determine which numbered map to use.
Appendix B: Creature Statblocks
Several statblocks are presented below for use in A ndroids (K no w n )
your campaigns. Released alongside Part 1 of the “Off There are several models of androids in common
World Colony” campaign, these statblocks mostly cover use throughout the system, though only a few mass
early level adversaries or NPCs that are used in that produced variants make their way to the off world
adventure. The chart below provides XP levels to assist colonies. All other creatures can be turned into
with easier encounter creation. androids using the rules outlined in the Androids
section, however a few unique types are presented
here.
Enemy XP Value
Enemy
Station Resident
XP
10 L e v C A n d ro i d
Medium humanoid, neutral
Alley Dog 10
Synthetic Owl 10 STR 14 (+2) Armor Class: 11 (dermal armor)
Cleaning Bot 25 Hit Points: 60 (10d8 + 15)
Scavenger 25 DEX 10 (+0) Speed: 30 feet
Guard 50
Utility Bot
Station Thug
100
100
CON 14 (+2) Skills: Perception +5, Technology
+5
Rioter 100 Senses: Passive Perception 16,
Synthetic Wolf 100
INT 12 (+1) darkvision 100 ft
Titan’s Devil 100 Languages: Spacer English, Soviet
Defense Bot 200 WIS 14 (+2) Russian
Sleuth 200 Challenge: 1 (200XP)
Riot Guard 200 CHA 11 (+0)
Scavenger Captain 200
Lev C Android 200 Closed System: Androids don’t require oxygen and
Lev B Android 450 can survive indefinitely without air. They can also
Colonial Soldier 450 survive in a vacuum as long as no cut exposes their
Titan’s Avenger 700 internal fluids. Otherwise, these will evaporate in
Lev A Android 1100 about an hour. halting operation. They can be revived
Commander 1800 by injecting additional android “blood.”

Flexible Limbs: The Lev C has advantage on ability


For convenience, encounter XP tables are presented checks and saving throws made to escape a grapple.
here for characters up to level 5.
PowerCasting: The Lev C is a 2nd level powercaster
Encounter Difficulty per Player with Wisdom being its PowerCasting ability. (Power
Level Easy Medium Hard Deadly save DC 12, +4 to hit with power attacks). It knows the
1 25 50 75 100 following powers.
2 50 100 150 200
3 75 150 225 400 Runs (at will): Scorching Spark, Extra LED
4 125 250 375 500 1st level (3 slots): Tactical Distraction, Localized
5 250 500 750 1100 Scrambling.

Number of A ct ions
The multipliers for Monsters Multiplier
encounter difficulty based Multiattack: This character makes two melee attacks
1 x1 each turn.
on the number of enemies 2 x1.5
are below. This information 3-6 x2
is from the DMG and Punch: Melee Weapon Attack: +4 to hit, reach 5 feet,
7-10 x2.5 one target. Hit 4 (1d4+2) bludgeoning damage.
reproduced here only for 11-14 x3
convenience. 15 or more x4 Industrial Wrench: Melee Weapon Attack: +4 to hit,
reach 10 ft., one target. Hit 5 (1d6+2) bludgeoning
damage. If the target is medium or smaller, it is
grappled (escape DC 14) and the Lev C cannot use this
attack on another target until the grapple ends.
L ev B A n d roi d
Medium humanoid, neutral
L e v A A n d ro i d
Medium humanoid, neutral

STR 13 (+1) Armor Class: 12 (dermal armor) STR 19 (+4) Armor Class: 13 (dermal armor)
Hit Points: 35 (6d8 +8) Hit Points: 79 (13d8+21)
DEX 11 (+0) Speed: 30 feet DEX 15 (+2) Speed: 30 feet

CON 12 (+1) Skills: Perception +6, Technology


CON 16 (+3) Skills: Perception +9, Technology
+4 +6
INT 12 (+1) Senses: Passive Perception 16,
INT 14 (+2) Senses: Passive Perception 19,
darkvision 100 ft darkvision 100 ft
WIS 15 (+2) Languages: Spacer English, Hindi WIS 13 (+1) Languages: Spacer English, any
Challenge: 2 (450XP) other language
CHA 13 (+1) CHA 17 (+3) Challenge: 4 (1,100XP)

Closed System: Androids don’t require oxygen and Closed System: Androids don’t require oxygen and
can survive indefinitely without air. They can also can survive indefinitely without air. They can also
survive in a vacuum as long as no cut exposes their survive in a vacuum as long as no cut exposes their
internal fluids. Otherwise, these will evaporate in internal fluids. Otherwise, these will evaporate in
about an hour. halting operation. They can be revived about an hour. halting operation. They can be revived
by injecting additional android “blood.” by injecting additional android “blood.”

Relentless: The Lev B has advantage on melee attacks Flexible Limbs: The Lev A has advantage on ability
against any creature that doesn’t have all of it’s hit- checks and saving throws made to escape a grapple.
points.
PowerCasting: The Lev A is an 8th level powercaster.
PowerCasting: The Lev B is a 6th level powercaster. Its Its PowerCasting ability is Wisdom (power save DC14,
PowerCasting ability is Wisdom (power save DC12, +4 +6 to hit with power attacks). The Lev A has the
to hit with power attacks). The Lev B has the following following powers prepared.
powers prepared.
Runs (at will): extra LED, encouraging touch, scorching
Runs (at will): extra LED, encouraging touch spark
1st level (4 slots): tactical encouragement, detect 1st level (4 slots): localized scrambling, detect anomaly,
anomaly, confounding shot deflecting shot
2nd level (3 slots): taser stun, assault DroneBot 2nd level (3 slots): taser stun, assault DroneBot
3rd level (3 slots): sensor scramble, beacon of hope 3rd level (3 slots): fire bomb, beacon of hope
4th level (2 slots): recon bot, adrenal recovery
A ct i o ns
Multiattack: This character makes two melee attacks
A ct ions
each turn. Multiattack: This character makes two melee attacks
each turn.
Punch: Melee Weapon Attack: +3 to hit, reach 5 feet,
one target. Hit 3 (1d4+1) bludgeoning damage. Stun Spear: Melee Weapon Attack: +3 to hit, reach 5
feet, one target. Hit 6 (1d6+3) piercing damage plus 11
Kick: Melee Weapon Attack: +3 to hit, reach 5 feet, one (3d6) lightning damage.
target. Hit 3 (1d4+1) bludgeoning damage.
Punch: Melee Weapon Attack: +6 to hit, reach 5 feet,
one target. Hit 5 (1d4+3) bludgeoning damage.
S ta ti o n C r i m in a l s S c ave n ge r C a p t a i n
Scavengers operate at the fringes of inhabited space, Medium humanoid, chaotic evil
striking out when opportunity presents itself. They’re
fast, ruthless, and usually greedy. Their on-station STR 15 (+2) Armor Class: 14 (duster)
counterpart is the tougher station thug. Hit Points: 55 (10d8 +10)
DEX 15 (+2) Speed: 30 feet

S cave n ge r
Medium humanoid, chaotic evil
CON 14 (+2) Saving Throws: Str +4, Dex +5,
Wis +2
INT 14 (+2)
STR 11 (+0) Armor Class: 12 (duster) Skills: Athletics +4, Deception +4
Hit Points: 11 (2d8 +2) Senses: Passive Perception 10
WIS 11 (+0) Languages: Spacer English, Soviet
DEX 12 (+1) Speed: 30 feet
Russian
CHA 14 (+2) Challenge: 1 (200XP)
CON 12 (+1) Senses: Passive Perception 10
Languages: Spacer English Gunslinger: During combat, this character will always
INT 10 (+0) Challenge: 1/8 (25XP) use a ranged attack, even with disadvantage, unless
disarmed.
WIS 10 (+0)
A ct ions
CHA 10 (+0) Multishot: This character fires twice with their blaster,
making two ranged attacks each turn.
Gunslinger: During combat, this character will always
use a ranged attack, even with disadvantage, unless Blaster: Ranged Weapon Attack: +4 to hit, range
disarmed. 60/150, one target. Hit 5 (1d8+1) piercing damage.
A ctions Baton: Melee Weapon Attack: +3 to hit, reach 5 ft., one
Hand Blaster: Ranged Weapon Attack: +3 to hit, range target. Hit 4 (1d6+1) bludgeoning damage.
50/120, one target. Hit 4 (1d6+1) piercing damage.
Baton: Melee Weapon Attack: +3 to hit, reach 5 ft., one R eact ions
target. Hit 4 (1d6+1) bludgeoning damage. Lucky Deflection: This character adds 2 to its AC
against one ranged attack that would hit it. To do so,
the the scavenger captain must see the attacker.
S ta ti o n T h u g
Medium humanoid, any non-good alignment

STR 15 (+2) Armor Class: 12 (duster)


Hit Points: 28 (5d8 +6)
DEX 12 (+1) Speed: 30 feet

CON 14 (+2) Skills: Intimidation +2


Senses: Passive Perception 10
INT 10 (+0) Languages: Spacer English, any
additional language
WIS 10 (+0) Challenge: 1/2 (100XP)
CHA 11 (+0)
Pack Tactics: The station thug has advantage on
an attack roll against a creature if at least one of the
station thug’s allies is within 5 feet of the creature and
isn’t incapacitated.

A ctio ns
Multiattack: This character makes two melee attacks
each turn.

Baton: Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit 5 (1d6+2) bludgeoning damage.
S leuth
Medium humanoid, any alignment
Guard
Medium humanoid, lawful neutral

STR 11 (+0) Armor Class: 14 (armored coat) STR 13 (+1) Armor Class: 16 (Kevlar vest)
Hit Points: 31 (6d8 +4) Hit Points: 15 (2d8 +2)
DEX 14 (+2) Speed: 35 feet DEX 14 (+2) Speed: 30 feet

CON 10 (+0) Skills: Deception +5, Investigation


+5, Perception +6, Sleight of Hand
CON 12 (+1) Skills: Perception +2
+4, Stealth +4 Senses: Passive Perception 12
INT 13 (+1) Senses: Passive Perception 16
INT 10 (+0) Languages: Spacer English
Languages: Spacer English, any Challenge: 1/4 (50XP)
WIS 14 (+2) additional language WIS 11 (+0)
Challenge: 1 (200XP)
CHA 16 (+3) CHA 10 (+0)
Slippery: On each of it’s turns, the sleuth can use a
bonus action to Disengage or Hide. A ct ions
Baton: Melee Weapon Attack: +3 to hit, reach 5 ft., one
Sneak Attack: Once per turn, the sleuth deals target. Hit 4 (1d6+1) bludgeoning damage.
an extra 7 (2d6) damage when it hits a target and
has advantage on the attack roll, or when the
target is within 5 feet of an ally of the sleuth that
isn’t incapacitated, and the sleuth doesn’t have
disadvantage on the roll. Riot Guard
Medium humanoid, lawful neutral
Crowd Blend: The sleuth has advantage when
performing a Hide action within or around a crowd. STR 16 (+3) Armor Class: 17 (k. vest, shield)
Hit Points: 40 (8d8 +4)
A ctio ns DEX 13 (+1) Speed: 30 feet

Multishot: This character makes two ranged attacks CON 14 (+2) Saving Throws: Con +4, Wis +2
each turn.
Senses: Passive Perception 10
INT 11 (+0) Languages: Spacer English
Hand Blaster: Ranged Weapon Attack: +4 to hit, range
Challenge: 1 (200XP)
50/120, one target. Hit 5 (1d6+2) piercing damage. WIS 11 (+0)
Power Hammer: Melee Weapon Attack: +4 to hit, reach CHA 15 (+2)
5 ft., one target. Hit 6 (1d8+2) bludgeoning damage.
Brave: The riot guard has advantage on saving throws
against being frightened.
G uar ds
Most stations and colonies have an extensive police A ct ions
force that helps maintain order. The individuals Multishot: This character fires twice with their hand
making up these departments are usually residents blaster, making two ranged attacks each turn.
looking for steady employment, as policing is one of the
most consistent jobs in the distant colonies. Hand Blaster: Ranged Weapon Attack: +3 to hit, range
Still, the pay is minimal and the work arduous 50/120, one target. Hit 4 (1d6+1) piercing damage.
and thankless. As a result many guards are prone to
corruption and maleficence. It is not uncommon to find Stun Lance: Melee Weapon Attack: +5 to hit, reach 5
crooked cops in the colonies that are working at the ft., one target. Hit 10 (2d6+3) piercing damage.
behest of corporations rather than residents. In many
cases, these relationships are institutionally ingrained.
The righteous among them face an uphill
R eact ions
battle, but they do exist, often in larger numbers Lucky Deflection: This character adds 2 to its AC
than residents give them credit for. Guards tend to be against one ranged attack that would hit it. To do so,
detached and matter-of-fact, with some more prone to the the scavenger captain must see the attacker.
violence than others.
C om m a n de r
Medium humanoid, any alignment
C o l on i a l S o l di e r
Medium humanoid, any alignment

STR 15 (+2) Armor Class: 16 (Kevlar doublet) STR 15 (+2) Armor Class: 17 (kinetic plating)
Hit Points: 120 (15d8 +52) Hit Points: 52 (9d8 +12)
DEX 18 (+4) Speed: 30 feet DEX 15 (+2) Speed: 30 feet

CON 16 (+3) Saving Throws: Str +7, Dex +5,


Con +6
CON 14 (+2) Skills: Athletics +5, Perception +2
Skills: Athletics +10, Intimidation Senses: Passive Perception 12
INT 15 (+2) +5
INT 12 (+1) Languages: Spacer English, any
Senses: Passive Perception 11 additional language
WIS 12 (+1) Languages: Spacer English, any WIS 11 (+0) Challenge: 2 (450XP)
second language
CHA 15 (+2) Challenge: 5 (1800XP) CHA 12 (+1)
Brave: The commander has advantage on saving Group Fire: The colonial soldier has advantage on an
throws against being frightened. attack roll against a creature if it at least one other ally
has also fired at the same enemy this round.
Crack Shot: A ranged weapon attack deals one extra
die of its damage when the commander hits with it. A ct ions
(this die is already included in the below attacks)
Multishot: This character fires twice with their blaster,
making two ranged attacks each turn.
A ctio ns
Multishot: This character fires twice with their blaster, Blaster: Ranged Weapon Attack: +4 to hit, range
making two ranged attacks each turn, or 3 melee 60/120, one target. Hit 6 (1d8+2) piercing damage.
attacks.
Rifle: Ranged Weapon Attack: +4 to hit, range
Blaster: Ranged Weapon Attack: +7 to hit, range 120/360., one target. Hit 9 (2d6+2) piercing damage.
60/150, one target. Hit 13 (2d8+4) piercing damage.

Stun Lance: Melee Weapon Attack: +5 to hit, reach 5


ft., one target. Hit 11 (2d6+4) piercing damage. Target
must succeed a DC15 Constitution check or become
stunned for 1 turn.

R eact i o ns
Lucky Deflection (ranged and melee): This character
adds 3 to its AC against one attack that would hit it. To
do so, the the scavenger captain must see the attacker.
R ob ot s
Robots make up a large part of a colony’s workforce,
C l e a ni n g B o t
Medium machine, any non-good alignment
doing the jobs many people would rather avoid...or the
jobs that a corporation would rather have a controlled STR 12 (+1) Armor Class: 11 (natural armor)
machine do. They’re functional and generally low on Hit Points: 11 (2d10)
frills. DEX 11 (+0) Speed: 25 feet

CON 11 (+0) Damage Vulnerabilities: electric


Condition Immunities: poisoned,
INT 8 (-1)
D efe ns e B ot
Medium machine, any alignment WIS 8 (-1)
unconscious, charmed
Senses: passive Perception 10
Languages: Spacer English
Challenge: 1/8 (25XP)
STR 16 (+3)
Armor Class: 16 (natural armor) CHA 16 (+3)
Hit Points: 40 (8d8 +4)
Speed: 25 feet Robo Swarm: If fighting with at least 3 other machine
DEX 12 (+1) Damage Vulnerabilities: electric allies (total of 4 or more), the cleaning bot gets
Damage Resistances: bludgeoning, advantage on one attack each turn.
CON 18 (+4) slashing, piercing from non-

INT 8 (-1)
powered attacks
Condition Immunities: poisoned,
A ct ions
unconscious, charmed Utility Shovel (Billy club): Melee Weapon Attack: +2 to
WIS 10 (+0) Senses: darkvision, passive hit, reach 5 ft., one target. Hit 4 (1d6+1) bludgeoning
Perception 10 damage.
CHA 8 (-1) Languages: Spacer English
Challenge: 1 (200XP)

Gunslinger: During combat, this creature will always


use a ranged attack, even with disadvantage, unless
disarmed.
U t i l i ty B o t
Medium machine, any alignment

Robo Swarm: If fighting with at least 3 other machine STR 13 (+1) Armor Class: 15 (natural armor)
Hit Points: 20 (3d10 +4)
allies (total of 4 or more), the defense bot gets
advantage on one attack each turn. DEX 13 (+1) Speed: 30 feet

A ctio ns CON 12 (+1) Damage Vulnerabilities: electric


Condition Immunities: poisoned,
Multishot: This character can fire twice with their INT 8 (-1) unconscious, charmed
blaster, making two ranged attacks each turn.
Senses: passive Perception 10
Blaster: Ranged Weapon Attack: +3 to hit, range
WIS 8 (-1) Languages: Spacer English
60/120, one target. Hit 6 (1d8+1) piercing damage. Challenge: 1/2 (100XP)
CHA 10 (+0)
Rifle: Ranged Weapon Attack: +4 to hit, range
120/360., one target. Hit 9 (2d6+2) piercing damage. Robo Swarm: If fighting with at least 3 other machine
allies (total of 4 or more), the utility bot gets advantage
R eact i o ns on one attack each turn.

Defense Matrix: This creature adds 2 to its AC against A ct ions


one attack that would hit it. To do so, the defense bot
must see the attacker. Double Attack: This character fires once with their
rivet gun and performs one melee attack each turn.

Rivet Gun (Hand Blaster): Ranged Weapon Attack: +3


to hit, range 50/120, one target. Hit 5 (1d6+1) piercing
damage

Utility Shovel (Billy club): Melee Weapon Attack: +2 to


hit, reach 5 ft., one target. Hit 4 (1d6+1) bludgeoning
damage.
S ta ti o n I n h ab it a n t s Alley Dog
A diverse array of people and things live on the off small beast, unaligned
world colonies. Some are just trying to make it through
their daily grind, while others have grander ambitions. STR 12 (+1) Armor Class: 11
Hit Points: 6 (1d8+2)
DEX 12 (+1) Speed: 40 feet

R iot e r
Medium humanoid, any chaotic alignment
CON 14 (+2) Skills: Perception +3
Senses: passive Perception 13
STR 14 (+2) Armor Class: 11 (duster) INT 3 (-4) Languages: none
Hit Points: 26 (5d8+4)
Challenge: 0 (10XP)
DEX 11 (+0) Speed: 30 feet WIS 12 (+1)
CON 15 (+2) CHA 4 (-3)
Senses: Passive Perception 10
Languages: Spacer English, any
INT 10 (+0) additional language
Pack Tactics: The alley dog has advantage on a melee
attack roll against a creature if at least one of the alley
Challenge: 1/2 (100XP)
WIS 12 (+1) dog’s allies is within 5 feet of the creature and isn’t
incapacitated.
CHA 11 (+0) A ct ions
Pack Tactics: The rioter has advantage on a melee Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one
attack roll against a creature if at least one of the target. Hit 4 (1d6+1) piercing damage.
station thug’s allies is within 5 feet of the creature and
isn’t incapacitated.

Slippery: On each of it’s turns, the rioter can use a


bonus action to Disengage or Hide.

A ct io ns
S y n th et i c W o l f
medium beast, unaligned
Multiattack: This character makes two melee attacks STR 16 (+3) Armor Class: 13 (natural armor)
each turn. Hit Points: 26 (4d10+4)
DEX 13 (+1) Speed: 40 feet
Billyclub: Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit 5 (1d6+2) bludgeoning damage. CON 13 (+1) Skills: Perception +4
Senses: passive Perception 14,
INT 6 (-2) darkvision
Languages: none
WIS 11 (+0)
S tati o n R e s i de n t
Medium humanoid, any alignment CHA 9 (-1)
Challenge: 1/2 (100XP)

STR 10 (+0) Armor Class: 10 Keen Senses: The synthetic wolf has advantage on
Hit Points: 6 (1d8+2) Wisdom (Perception) checks that rely on hearing or
DEX 10 (+0) Speed: 30 feet smell.

CON 12 (+1) Senses: Passive Perception 10


Pack Tactics: The synthetic wolf has advantage on
a melee attack roll against a creature if at least one
Languages: Spacer English, any
INT 10 (+0) additional language
of the synthetic wolf’s allies is within 5 feet of the
creature and isn’t incapacitated.
Challenge: 0 (10XP)
WIS 10 (+0)
A ct ions
CHA 10 (+0) Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit 10 (2d6+3) piercing damage.
A ctions
Billyclub: Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit 3 (1d6) bludgeoning damage.
S ynth eti c O w l
small beast, unaligned
T i t a n ’ s A ve n ge r
Medium humanoid, neutral evil

STR 3 (-4) Armor Class: 11 STR 12 (+1) Armor Class: 15 (Kevlar shirt)
Hit Points: 2 (1d4) Hit Points: 44 (7d8 +12)
DEX 13 (+1) Speed: 5 feet, fly 50 feet DEX 14 (+2) Speed: 30 feet

CON 8 (-1) Skills: Perception +3, Stealth +3


CON 12 (+1) Skills: Deception +4, Persuasion
Senses: passive Perception 13 +4, Technology +2
INT 2 (-4) darkvision
INT 11 (+0) Senses: Passive Perception 11
Languages: none Languages: Spacer English, any
WIS 12 (+1) Challenge: 0 (10XP) WIS 13 (+1) additional language
Challenge: 3 (700XP)
CHA 7 (-2) CHA 15 (+2)
Keen Senses: The synthetic owl has advantage on Brave: The titan’s avenger has advantage on saving
Wisdom (Perception) checks that rely on hearing or throws against being frightened.
sight.
Sneak Attack: Once per turn, the titan’s avenger
Flyby: The synthetic owl doesn’t provoke opportunity deals an extra 7 (2d6) damage when it hits a target
attacks when it flies out of an enemies reach. and has advantage on the attack roll, or when the
target is within 5 feet of an ally of the sleuth that
A ct io ns isn’t incapacitated, and the sleuth doesn’t have
disadvantage on the roll.
Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit 2 slashing damage. PowerCasting: The titan’s avenger is a 4th level
powercaster. Its PowerCasting ability is Wisdom (power
save DC11, +3 to hit with power attacks). The titan’s
T itan ’ s D e vi l s avenger has the following powers prepared.
Originating on Titan’s colonies, this gang has quickly Runs (at will): extra LED, scorching spark, optical
spread to other stations and moons, making life hard display
for local law enforcement. 1st level (4 slots): memory lapse, gauntlet strike,
localized scrambling
T itan ’ s D ev i l
Medium humanoid, neutral evil
2nd level (3slots): taser stun, assault DroneBot

STR 11 (+0) Armor Class: 13 (duster)


A ct ions
Hit Points: 24 (4d8 +6)
DEX 14 (+2) Speed: 30 feet Multishot: This character fires twice with their blaster,
making two ranged attacks each turn.
CON 14 (+2) Skills: Machine Handling +4,
Perception +5, Survival +5 Blaster: Ranged Weapon Attack: +4 to hit, range
Senses: Passive Perception 15
INT 11 (+0) Languages: Spacer English, any
60/120, one target. Hit 6 (1d8+2) piercing damage.

additional language Power Hammer: Melee Weapon Attack: +4 to hit, reach


WIS 13 (+1) Challenge: 1/2 (100XP) 5 ft., one target. Hit 6 (1d8+2) bludgeoning damage.
CHA 11 (+0)
Pack Tactics: This character has advantage on a
melee attack roll against a creature if at least one of
ally is within 5 ft of the target and isn’t incapacitated.

A ct io ns
Multishot/Multiattack: This character makes two
attacks each turn.

Hand Blaster: Ranged Weapon Attack: +4 to hit, range


50/120, one target. Hit 5 (1d6+2) piercing damage.
Appendix C: Trackers
The following trackers are presented to help players and A second, printer friendly version of the tracker page
GM’s track the number of charges remaining on stims. is also attached. Feel free to give one or two trackers to
Fill in each circle in a set of 3 as charges are used. each player, as needed.

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS


MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

MEDICAL STIMS MEDICAL STIMS

ADRENALINE STIMS ADRENALINE STIMS

You might also like