Mass Effect 5e

Mass Effect + D&D 5th Edition

An Unofficial D&D 5th Edition homebrew for Mass Effect

Version 1.2

Created By Luke Aeschleman

Online Manual at: https://n7.world


Player's Manual created with The Homebrewery

Contents

Introduction 5

Part 1 9

Part 2 110

Part 4 132

Part 5 152

Appendicies 175

License

Disclaimers

Mass Effect 5e is not sanctioned by or affiliated with Electronic Arts Inc, BioWare, Wizards of the Coast, or any other rights-holding company or entity.


Except where otherwise noted, images on this site are from the Mass Effect Wikia and are licensed under a Creative Commons Attribution 4.0 International license.


The Mass Effect 5e website (https://n7.world) and this Player's Manual is licensed under GNU General Public License v3.0.


The Open Game Content contained within the Player's Manual is licensed under the Open Game License version 1.0a below.

What does that mean for me?

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But if you use this content for commercial purposes (i.e. make money off of it), Mass Effect 5e is not responsible for any copyright infringements or legal action that may or may not be brought against you.

OPEN GAME LICENSE Version 1.0a

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LEGAL

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.


System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.


MASS EFFECT Copyright 2003-2008 EA International (Studio and Publishing) Ltd. Mass Effect, the Mass Effect logo, BioWare, the BioWare logo and the BioWare hands logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States and other countries.


Mass Effect 5e Homebrew Copyright 2018, Mass Effect 5e; Author Luke Aeschleman, based on original material by Wizards of the Coast, Inc. and Electronic Arts Inc. and BioWare.

LEGAL

Introduction

The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery and Mass Effect 5e takes that storytelling to the stars. Both shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination. It’s about picturing the alien landscape beneath the two-sunned sky and imagining how an N7 soldier might react to the challenges that scene presents.

In Mass Effect 5e, the Dungeon Master is called the Galaxy Master


Galaxy Master (GM): You arrived on Asteroid 2179 JK178 on a UT-47 Kodiak. Approaching the station’s hangar, a missile lock alarm sounds in the cockpit. Your pilot, Harcourt Finn, immediately took evasive action and put down on the opposite side of the asteroid. Scans indicate the automated defense system should extend around the entire asteroid but appears to be dormant on the side opposite the station entrance. Having no other options, you double-checked the pressure seals on your armor and set out on foot across the asteroid’s surface. After a quick 3 kilometer jaunt, you arrive at the edge of the asteroid. Looking down, you can see the hangar doors sealed tight. You’ll have to find another way in.

Amanda (playing Melphine): I want to scan the area for movement or any immediate threats.

Amie (playing Telos): The drop to the hanger door looks pretty far? I want to test how much gravity the asteroid has. Do I think we can easily drop down to it without injuring ourselves or flying off into space?

Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the operatives’ action. Players roll dice to resolve whether their attacks hit or miss or whether their operatives can scale a cliff, roll away from the strike of a biotic attack, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others.

Galaxy Master (GM): OK, one at a time. Amanda, you’re looking for threats?

Amanda: Yeah. Is there any movement in the area?

GM: Make a Wisdom check.

Amanda: Does my Perception skill apply?

GM: Of course!

Amanda (rolling a d20): Rats. I rolled a six, plus two for my perception skill modifier. So, Eight.

GM: No movement that you can see. And Amie, Telos is assessing the drop to the hanger bay?

In the Mass Effect 5e game, each player creates an operative (also called a character) and teams up with other operatives (played by friends). Working together, the group might explore a derelict starship, the slums of an inhabited asteroid, the glorious streets of an advanced civilization, an ancient temple deep in a jungle, or the steppes of a mining colony. The operatives can solve puzzles, talk with other characters, battle alien monsters, and discover advanced technologies and relics from a past age.

One player, however, takes on the role of the Galaxy Master (GM), the game’s lead storyteller and referee. The GM creates missions for the characters, who navigate its hazards and decide which paths to explore. The GM might describe the entrance to Osiris Station, and the players decide what they want their operatives to do. Will they jump down to the hanger bay? Propel themselves with jetpacks? Or use a biotic's powers to increase their mass, "affixing" themselves to the surface of the asteroid? Then the GM determines the results of the operatives’ actions and narrates what they experience. Because the GM can improvise to react to anything the players attempt, D&D (and Mass Effect 5e) is infinitely flexible, and each mission can be exciting and unexpected.

The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The operatives grow in might as the campaign continues. Each monster defeated, each mission completed, and each gadget recovered not only adds to the continuing story but also earns the operatives new capabilities. This increase in power is reflected by an operative’s level.

There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. Together, the GM and the players create an exciting story of bold operatives who confront deadly perils. Sometimes an operative might come to a grisly end, torn apart by ferocious rachni or done in by a nefarious Cerberus assassin. Even so, the other operatives can search for breaking-edge medical experiments to revive (or clone!) their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete a mission successfully, but if everyone had a good time and created a memorable story, they all win.

INTRODUCTION

A Universe to Explore

Mass Effect spans two galaxies: the Milky Way and Andromeda. Both have biotics, advanced tech, brave soldiers and fantastic missions. But the galaxies are vastly different. The Milky Way has been settled by sentient beings for millennia and most of its clusters, star systems, and planets have been charted and explored. It's also home to a variety of sentient alien species, all with their own culture, planets, and colonies, making up a vast galactic community. If you aren't familiar with the first Mass Effect video games, you can read about major events and lore at the Mass Effect Wiki. Specifically, the timeline can get you quickly up to speed to on the events of the galaxy.

The Andromeda Galaxy has a very different feeling. An ancient civilization of "Remnant" seem to exist on every planet, connected by seemingly supernatural threads. Only two known sentient races existed in the Galaxy before the arrival of the Milky Way races. Now the galaxy and its inhabitants are threatened by a widespread energy phenomenon called, The Scourge. The Milky Way races arrived on Arks and are working to settle habitable planets around the galaxy and start a new life. If you'd like to read more about the events of Mass Effect: Andromeda, the wiki has plenty of information.

Both galaxies share the same characteristics that are nascent to Mass Effect, i.e. biotics, tech, and space travel, but each galaxy offers its own zeitgeist and challenges. The Milky Way is mostly explored and contains extensive urban environments. You could easily set an entire campaign on a single planet and, depending on when you set your campaign on the timeline, you might also deal with the impending invasion of the Reapers. In contrast, Andromeda is themed for exploration, survival, and being a pioneer. An operatives' primary goal is that of setting up a thriving civilization in the new galaxy and uncovering its mysterious past. In short, the Milky Way is an urban setting with a defined lore and timeline. Andromeda is rural and more of a sandbox for campaigns.

Your GM might set the campaign in one of these galaxies or on a single planet that he or she created. Because there is so much diversity among the galaxies in Mass Effect and so much unwritten lore, you should check with your GM about any house rules that will affect your play of the game. Ultimately, the Galaxy Master is the authority on the campaign and its setting, even if the setting is a published world.

It is unlikely that your GM will have the campaign span between the two galaxies. The passengers of Andromeda's arks spent 600 years in cryo-sleep. But you could certainly spend part of your campaign in the Milky Way and take a 600-year nap!

Using these Rules

This manual uses the Dungeons & Dragons 5th Edition Basic Rules as its core rule set. If you have never played D&D 5e, we recommend that you familiarize yourself with the basic rules first. Most of those rules are replicated and referenced in the rules section of this Player's Manual.

Not repeated here are basic rules for Dungeon (Galaxy) Masters which have additional rules on running successful campaigns.

VARIANT RULES

Occasionally, you'll see a rule preceded by the word "Variant". This means the rule is optional. In some cases, it may replace an existing rule. For example, the Variant: Encumbrance rule replaces the standard Lifting & Carrying rules. In other instances, the rule may be completely ignored. For example, the Paragon & Renegade system adds rules for utilizing paragon and renegade points. While this adds a nice touch of flavor from the original Mass Effect trilogy, it is not required for this system to work, and it can safely be left out of your campaign if desired.

How to Play

The play of the Dungeons & Dragons game (and by extension, Mass Effect 5e) unfolds according to this basic pattern.

1. The GM describes the environment. The GM tells the players where their operatives are and what’s around them, detailing the basic scope of options that present themselves (how many airlocks lead out of a space station, what’s on a table, who’s in the nightclub, and so on).

2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different operatives do different things: one operative might search a lock box while a second examines an esoteric symbol spray-painted on a wall and a third keeps a lookout for thugs. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions.

Sometimes, resolving a task is easy. If an operative wants to walk across a room and open a door, the GM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a tripwire, or some other circumstance might make it challenging for an operative to complete a task. In those cases, the GM decides what happens, often relying on the roll of a die to determine the results of an action.

INTRODUCTION

3. The DM narrates the results of the operatives’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.

This pattern holds, whether the operatives are cautiously exploring a derelict ship, talking to a devious politician, or locked in a firefight against a squad of Batarian extremists. In certain situations, particularly combat, the action is more structured and the players (and GM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the mission.

Often the action of a mission takes place in the imagination of the players and GM, relying on the GM’s verbal descriptions to set the scene. Some GMs like to use music, art, or recorded sound effects to help set the mood, and many players and GMs alike adopt different voices for the various operatives, aliens, and other characters they play in the game. Sometimes, a GM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.

Game Dice

The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.

In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).

Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add them together, and add 5 to the total.

The same d notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.)


The D20

Does an operative’s Scimitar shotgun blast hurt a Reaper Brute or just bounce off its iron-hard skin? Will the asari believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the blast of a fragmentation grenade, or does he or she take full damage from the explosion? In cases where the outcome of an action is uncertain, the game relies on rolls of a 20-sided die, a d20, to determine success or failure.

Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most operatives. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.

Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.

1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability and how to determine an ability’s modifier.)

2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.

3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The GM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC).

This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game.

Advantage and Disadvantage

Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

More detailed rules for advantage and disadvantage are presented in chapter 7.

INTRODUCTION

Specific Beats General

This compendium contains rules that govern how the game plays. That said, many racial traits, class features, spells, gadgets, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

Exceptions to the rules are often minor. For instance, many operatives don’t have proficiency with shotguns, but every soldier does because of a class trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an operative can’t normally fly, but some spells and armor mods make that possible. Biotics and tech account for most of the major exceptions to the rules.

Round Down

There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Missions

The game consists of a group of characters embarking on a mission that the Galaxy Master presents to them. Each character brings particular capabilities to the mission in the form of ability scores and skills, class features, racial traits, equipment, and gadgets. Every character is different, with various strengths and weaknesses, so the best party of operatives is one in which the characters complement each other and cover the weaknesses of their companions. The operatives must cooperate to successfully complete the mission.

The mission is the heart of the game, a story with a beginning, a middle, and an end. a mission features a fantastic setting, whether it’s the ruins of an ancient civilization, an asteroid, a stretch of wilderness, or a bustling city. It features a rich cast of characters: the operatives created and played by the other players at the table, as well as nonplayer characters (NPCs). Those characters might be patrons, allies, enemies, hirelings, or just background extras in a mission. Often, one of the NPCs is a villain whose agenda drives much of a mission’s action.

Over the course of their missions, the characters are confronted by a variety of creatures, objects, and situations that they must deal with in some way. Sometimes the operatives and other creatures do their best to kill or capture each other in combat. At other times, the operatives talk to another creature (or even an AI) with a goal in mind. And often, the operatives spend time trying to solve a puzzle, bypass an obstacle, find something hidden, or unravel the current situation. All along, the operatives explore the galaxy, making decisions about which way to travel and what they’ll try to do next.

Aissions vary in length and complexity. A short mission might present only a few challenges, and it might take no more than a single game session to complete. A long mission can involve hundreds of combats, interactions, and other challenges, and take dozens of sessions to play through, stretching over weeks or months of real time. Usually, the end of a mission is marked by the operatives heading back to some form of 'home base' to rest and enjoy the spoils of their labors.

But that’s not the end of the story. You can think of a mission as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series—a string of missions joined together, with a consistent group of operatives following the narrative from start to finish.

The Three Pillars of a mission

Exploration includes both the operatives’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Galaxy Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing an icy plain or an hour making their way through tunnels of city's transit tube. On the smallest scale, it could mean one character pushing a button on the console to see what happens.

Social interaction features the operatives talking to someone (or something) else. It might mean demanding that a captured soldier reveal the passcode to the enemy's stronghold, getting information from a rescued prisoner, pleading for mercy from a krogan chieftain, or persuading a talkative unshackled AI to unlock a navigation route to a distant planet.

The rules in Using Ability Scores and

Missions support exploration and social interaction.

Combat, the focus of the Combat section, involves characters and other creatures shooting weapons, casting biotics and tech, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or forcing a rout. Combat is the most structured element of a game session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s still plenty of opportunity for operatives to attempt wacky stunts like surfing on a drone, to examine the environment (perhaps by pushing a very large red button), and to interact with other creatures, including allies, enemies, and neutral parties.

INTRODUCTION

Part 1

Character Creation

Chapter 1: Step-by-Step Characters

Overview

Your first step in playing an operative in the game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or asari) and a class (such as sentinel or vanguard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the universe.

Before you dive into step 1 below, think about the kind of operative you want to play. You might be a courageous soldier, a skulking infiltrator, a fervent sentinel, or a flamboyant adept. Or you might be more interested in an unconventional character, such as a brawny engineer who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar.

Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. The conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play.

Throughout this section, the term character sheet means whatever you use to track your character, whether it’s a formal character sheet, some form of digital record, or a piece of notebook paper.

Building Kaleem

Each step of character creation includes an example of that step, with a player named Sam building her salarian character, Kaleem.

1. Choose a Race

Every character belongs to a race, one of the many intelligent humanoid species in the Mass Effect Universe. The most common player character races are asari, humans, krogan, salarians, and turians. Some races also have subraces, such as pure-blood asari or tank-bred krogan. Chapter 2 provides more information about these races.

The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of batarians make them exceptional soldiers, and asari tend to be powerful adepts. Sometimes playing against type can be fun, too. salarian soldiers and krogan engineers, for example, can be unusual but memorable characters.

Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.

Record the traits granted by your race on your character sheet. Be sure to note your base speed and size as well.


Building Kaleem, Step 1

Sam is sitting down to create her character. She decides that a wiley salarian fits the character she wants to play and she knows she wants to play with tech spells available to the engineer or infiltrator class, both of which are available classes for the salarian race. She notes all the racial traits of salarians on her character sheet, including her speed of 10m and Medium size.

2. Choose a Class

Every operative is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a planet, fighting alien monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.

Your character receives a number of benefits from your choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.

On your character sheet, record all the features that your class gives you at 1st level

Level

Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a space pirate and done dangerous things before.

Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing ME5e campaign, your GM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing missions.

Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also, record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “Beyond 1st Level” later in this chapter).

Quick Build

Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells.

PART 1 | STEP-BY-STEP CHARACTERS

Hit Points and Hit Die

Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).

At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your hit point maximum.

Record your character’s hit points on your character sheet. Also, record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see Resting in chapter 8).

Proficiency Bonus

The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:

  • Attack rolls using weapons you’re proficient with
  • Attack rolls with spells you cast
  • Ability checks using skills you’re proficient in
  • Ability checks using tools you’re proficient with
  • Saving throws you’re proficient in
  • Saving throw DCs for spells you cast (explained in each spellcasting class)

Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in Using Ability Scores, tools in Equipment.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.

Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

Building Kaleem, Step 2

Sam imagines Keleem firing tech spells from the safety of cover. She makes Kaleem an engineer and notes the engineers’ proficiencies and 1st-level class features on her character sheet.

As a 1st-level engineer, Kaleem has 1 Hit Die, a d8, and starts with hit points equal to 8 + her Constitution modifier. Sam notes this and will record the final number after she determines Kaleem’s Constitution score (see step 3). Sam also notes the proficiency bonus for a 1st-level character, which is +2.

3. Determine Ability Scores

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.

The six abilities and their use in the game are described in chapter 7. The Ability Score Summary provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.

Ability Score Summary
Strength

  • Measures: Natural athleticism, bodily power
  • Important for: Soldiers, vanguards
  • Racial Increases:
    • Elcor (+2) Krogan (+1)
    • Geth (+1) Turian (+1)
    • Human (+1)
Dexterity

  • Measures: Physical agility, reflexes, balance, poise
  • Important for: Soldiers, infiltrators, engineers
  • Racial Increases:
    • Drell (+2) Quarian (+1)
    • Vorcha (+2) Salarian (+1)
    • Human (+1) Turian (+1)
    • Prothean (+1)
Constitution

  • Measures: Health, stamina, vital force
  • Important for: Everyone
  • Racial Increases:
    • Batarian (+2) Human (+1)
    • Krogan (+2) Turian (+1)
    • Angara (+1) Vorcha (+1)
Intelligence

  • Measures: Mental acuity, information recall, analytical skill
  • Important for: Engineer, infiltrator, sentinel
  • Racial Increases:
    • Geth (+2) Quarian (+1)
    • Salarian (+2) Volus (+1)
    • Human (+1)
Wisdom

  • Measures: Awareness, intuition, insight, biotic capabilities
  • Important for: Adept, vanguard, sentinel
  • Racial Increases:
    • Hanar (+2) Drell (+1)
    • Prothean (+2) Elcor (+1)
    • Volus (+2) Human (+1)
    • Asari (+1)
Charisma

  • Measures: Confidence, eloquence, leadership
  • Important for: Adept, vanguard, sentinel
  • Racial Increases: Asari, performers, politicians
    • Angara (+2) Hanar (+1)
    • Asari (+2) Human (+1)
    • Batarian (+2)

PART 1 | STEP-BY-STEP CHARACTERS

You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.

Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.

After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.

Ability Scores and Modifiers
Score Modifier
1 -5
2 - 3 -4
4 - 5 -3
6 - 7 -2
8 - 9 -1
10 - 11 0
12 - 13 1
14 - 15 2

Score Modifier
16 - 17 3
18 - 19 4
20 - 21 5
22 - 23 6
24 - 25 7
26 - 27 8
28 - 29 9
30 10

Building Kaleem, Step 3

Sam decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Kaleem’s abilities. Since she’s an engineer, she puts her highest score, 15, in Intelligence. Her next-highest, 14, goes in Dexterity. Kaleem might be a charismatic, good leader, but Sam decides she wants the salarian to be tougher and stronger than most of her kind, so she puts decent scores in Strength and Constitution. After applying her racial benefits (increasing Kaleems’s Intelligence by 2 and her Dexterity by 1), Kaleem’s ability scores and modifiers look like this: Strength 12 (+1), Dexterity 15 (+2), Constitution 13 (+1), Intelligence 17 (+3), Wisdom 10 (0), Charisma 8 (-1).

Sam fills in Kaleem’s final hit points: 8 + her Constitution modifier of +1, for a total of 9 hit points.

Variant: Customizing Ability Scores

At your Galaxy Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.

You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.

This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.

Ability Score Point Cost
Score Cost
8 0
9 1
10 2
11 3

Score Cost
12 4
13 5
14 7
15 9

4. Describe Your Character

Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Using the information in chapter 4, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.

Your character’s background describes where he or she came from, his or her original occupation, and the character’s place in the Mass Effect universe. Your GM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that’s a more precise fit for your character concept.

A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.

PART 1 | STEP-BY-STEP CHARACTERS

Your Character's Abilities

Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.

For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.

A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.

A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.

A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.

A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.

A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.

Building Kaleem, Step 4

Sam lets her ability scores influence the type of character Kaleem is: her high Intelligence suggests a rapid, focused mind, higher Strength and Constitution suggest a healthy, athletic body, and her low Charisma suggests stand-offish or awkward social decorum.

Sam fills in some of Kaleem’s basic details: her name, her sex (female), her height and weight, and the fact that she is missing a cranial ridge (making her unattractive being by salarian standards).

Sam picks a lawful alignment for Kaleem, as she buys into the tradition of the Blue Suns and respects their codes. Kaleem's lack of empathy makes her neutral in her disposition for moral codes.

Sam decides that Kaleem comes from a lowly background, rummaging the slums of Omega. When she was caught stealing equipment from the Blue Suns, the general spared her life but put her to work scrapping and repairing weapons, mechs, and other tech. Sam chooses the scrapper background fro Kaleem. She notes the proficiencies and special feature this background gives her.

Sam has a pretty clear picture of Kaleem’s personality in mind, so she skips the personality traits suggested in the scrapper background, noting instead that Kaleem is aloof and soft-spoken. She is distrustful of strangers but fiercely loyal to her friends.

She chooses the ideal of change from the list in her background, noting that Kaleem believes that the only constant in the universe is change.

Given her history, Kaleem’s bond is obvious: she owes her life to the Blue Suns. Her flaw is that she lacks empathy which has caused her to do some morally questionable deeds without thinking twice.


5. Choose Equipment

Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.

Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of credits to spend based on your race (not your class as in D&D 5th). The range of average starting credits is roughly equivalent across races, but the variability changes based on race. Long-lived races (asari and krogan) have lower variability, whereas short-lived races (salarians and vorcha) have a high variability.

Your Strength score limits the amount of gear you can carry and armor you can wear. Try not to purchase equipment with a total weight exceeding your Strength score times 2. Chapter 7 has more information on carrying capacity.

Armor Class

Your Armor Class (AC) represents how well your character avoids being wounded in combat. Things that contribute to your AC include the armor you wear and your Dexterity modifier. Not all characters wear armor, however.

Without armor, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, calculate your AC using the rules in the Armor section of chapter 5. Record your AC on your character sheet.

Your character needs to be proficient with armor to wear and use it effectively, and your armor proficiencies are determined by your class. There are drawbacks to wearing armor if you lack the required proficiency, as explained in chapter 5.

Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

Weapons

For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.

When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.

For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a monomolecular blade, can use your Dexterity modifier instead.

For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the recoil property, such as the M-300 Claymore, can use your Strength modifier instead.

Building Kaleem, Step 5

Sam writes down the starting equipment from the engineer class and the scrapper background. Her starting equipment includes Stock Medium Armor which (after adding her Dexterity modifier) gives Kaleem an Armor Class of 16.

PART 1 | STEP-BY-STEP CHARACTERS

For Kaleem’s weapons, Sam chooses an M-8 Avenger (because she took the Assault Rifle proficiency) and an Omni-torch. Her M-8 Avenger is a ranged weapon, so Kaleem uses her Dexterity modifier for her attacks and damage. Her attack bonus is her Dexterity modifier (+2) plus her proficiency bonus (+2), for a total of +4. The M-8 Avenger deals 1d8 piercing damage, and Kaleem adds her Dexterity modifier to the damage when she hits, for a total of 1d8 + 2 piercing damage. Notice, she does not add her proficiency bonus to the damage roll, only the attack roll. When using the Omni-torch, a melee weapon, Kaleem adds her Strength modifier (+1) to the attack roll and the damage roll. But, because she is not proficient with melee weapons, she does not add her proficiency bonus to the attack roll.

6. Coming Together

Most characters don’t work alone. Each character plays a role within a party, a group of operatives working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the galaxy. Talk to your fellow players and your GM to decide whether your characters know one another, how they met, and what sorts of assignments the group might undertake.

Beyond 1st Level

As your character goes on missions and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

Class Features and Hit Dice

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level soldier has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8 (1 additional hit point for each level).

XP and Proficiency Bonus Progression

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20 and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.

Tiers of Play

The shading in the Character Advancement table shows the four tiers of play. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.

In the first tier (levels 1–4), characters are effectively rookies. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features. The threats they face are relatively minor, usually dealing with street gangs, small crimes, or loose pyjaks.

In the second tier (levels 5–10), characters come into their own. Operatives should start acquiring uncommon level equipment, increasing their combat potential. These characters have become important members of their factions (if they have one), facing organized crime syndicates like the Blue Suns, Eclipse, and Blood Pack, and deal with threats to small colonies and medium-sized corporations.

In the third tier (levels 11–16), characters have reached a level of noteriety that sets them high above the ordinary populace and makes them special even among other operatives. This tier is equivalent to reaching N7 and would be the tier at which Shepard started in Mass Effect 1. Operatives gain access to rare quality weapons and armor and might begin crafting their own unique armor with capabilities that further their potential. These operatives often confront threats to whole cities, are conscripted my major corporations to protect valuable assets, and are sent unexplored and dangerous planets. Additionally, within this tier, the party generally acquires their own personal starship which opens up travel across the galaxy.

At the fourth tier (levels 17–20), characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. They begin collecting spectre level equipment, the very best the galaxy can offer. The fate of the entire universe might hang in the balance during their adventures.

Character Advancement
Experience Points Level Proficiency Bonus
0
300
900
2,700
1
2
3
4
+2
+2
+2
+2
6,500
14,000
23,000
34,000
48,000
64,000
5
6
7
8
9
10
+3
+3
+3
+3
+4
+4
85,000
100,000
120,000
140,000
165,000
195,000
11
12
13
14
15
16
+4
+4
+5
+5
+5
+5
225,000
265,000
305,000
355,000
17
18
19
20
+6
+6
+6
+6

PART 1 | STEP-BY-STEP CHARACTERS

Chapter 2: Races

The Citadel is a massive construct, similar in shape to a pentagram. The Presidium — the central, park-like complex containing the offices of the various branches of the galactic government — connects 5 Wards — the residential and commercial sectors of the station. Each ward is a city in its own right, with hover cars, high rises, and crowded streets. The denizens of the Citadel, and those planets throughout the galaxy, are a myriad of alien races. From the beautiful and charismatic asari, to the gruff and militaristic turians. The salarians take jobs as scientists and the volus sell the salarian invetions. Other races, like the Geth, may be considered a threat (depending on when you set your campaign), and in the year 2184, a Quarian is a rare sight, only venturing out into the galaxy when on their pilgrimage.

Choosing a Race

The Mass Effect races each have a unique standing in the galactic community. Here we present the current racial atmosphere as of the Mass Effect games. Though far into the past (or future), you may change how the races are precieved.

At this point in history, there are three tiers to galactic influence. The highest influence is having a seat at the Citadel Council, the governing body of the Citadel. The asari, salarians, and turians have all had seats for hundreds of years. In 2183, humans are granted a council seat in recompense for Commander Shepard's heroic actions against Saren and the Reaper, Sovereign.

The next level of influence is having an embassy on the Citadel. These races include: elcor, hanar, and volus. While the drell are too underpopulated to maintain their own embassey, they are represented by the hanar.


While members of the remaining races are allowed on the citadel and have their own governments, they lack embassies and galactic governmental involvement. The batarians left over disputes with the humans. Quarians left after their homeworld was overrun by the geth. Krogans were cast out of the citadel after the Krogan rebellions and the vorcha are too wild and aggressive to maintain a standing government.

Your choice of race affects many different aspects of your character. When making this decision, keep in mind the kind of character you want to play. For example, a drell could be a good choice for a stealthy infiltrator, a krogan makes a tough soldier, and an asari can be a master of biotics. Your character race not only affects your ability scores and traits but also provides the cues for building your character’s story. Each race’s description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies. These details are suggestions to help you think about your character; operatives can deviate widely from the norm for their race. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality.

Galaxy Restrictions

The available races are restricted to the Galaxy in which you set your campaign. These distinctions are based on Bioware's lore. All races, with the exception of Angara, originated from the Milky Way Galaxy. And most races had an Ark for transportation to the Andromeda galaxy. And in some rare cases, a small group of a race may have found passage onboard and Ark. For example, a number of batarians were recruited as security assets on Ark Paarchero. Therefore, most races are available in either setting. There are a few races that we've deemed inappropriate for Andromeda settings, but the final ruling is at the discretion of your Galaxy Master. See the Introduction for more information about the two galaxies.

PART 1 | RACES

Class Restrictions

In Mass Effect 5e, class options are restricted by the selected race because biotic abilities available to Adepts, Vanguards, and Sentinels are either rare or non-existent in certain races. The race/class combinations available are based on the Mass Effect 3 and Mass Effect: Andromeda multiplayer formats.

Recommendation, not Law

However, these restrictions should be considered a rule of thumb and are not based on game balance. You are encouraged to talk to your Galaxy Master about other race/class combinations and make your own decisions. If the decision concerns whether or not a race can play as a biotic-capable class, Mass Effect Wiki's Biotics page has a breakdown of the biotic capabilities of each race. Specifically, the sections titled Alien Biotics and Biotics in Andromeda. If the decision is based on a different combination, feel free to use your own judgment.

Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Score Increase

Every race increases one or more of a character’s ability scores.

Age

The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

Alignment

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your turian is chaotic, for example, in defiance of lawful turian society can help you better define your character.

Size

Characters of most races are Medium, a size category including creatures that are roughly 1.5 to 2.5 meters tall. The volus are Small (between 1 and 1.5 meters tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5.

Speed

Your speed determines how far you can move when traveling (chapter 8) and fighting (chapter 9).


Starting Credits

Another change in Mass Effect 5e is that your available starting credits (fully explained in chapter 5) are attributed to your race. The formula used for the race's starting credits is based on their lifespan. Longer-lived races (asari and krogan) have larger dice pools but smaller dice. Whereas, short-lived races have the opposite (small dice pools but larger dice). This represents the probability (and luck) of how many credits your character has amassed over the years.

When you optionally choose to use your racial starting credits, you do not gain any recommended equipment packages from your chosen class nor your chosen background.

Variants

Some races have variants. These races are exist to represent the gamut of available races in the galaxy but the variants are much rarer (like the Ardat-Yakshi) or unlikely to fit within a regular campaign setting (like the Awakened Collector). In the cast of Humans, the variant is simply a different starting set of ratial traits in case your GM is allowing feats.

PART 1 | RACES

Angara

The angara are warm-blooded mammals with relatively broad shoulders, narrow waists and skin colors of blue or mauve, sometimes shading into green or tan. They are the only known extant sapient race native to the Heleus Cluster of the Andromeda galaxy, and arose on the planet Havarl. Their unique physiology is dependant on sunlight and allows them to produce natural bioelectrical fields. The angara as a people are very free with their emotions, demonstrative and "larger than life". If they love you they hug you, if they hate you or if you make them mad, they punch you.

Creatures of the Sun

The angara electromagnetic radiation that is emitted from stars to survive. Lack of real or artificial sunlight causes them to "go dark", which weakens their immune systems and bio-energy significantly. Prolonged lack of sunlight can lead to a coma and then death. To supplement their sunlight intake or provide a light source when natural light is not readily available, the angara make use of powerful ultraviolet lamps that give them both heat and light.

Family Oriented

While they have only one true mother and father, the angara share their parents with the community. Their families are very large, consisting of multiple mothers and many siblings and cousins. This close-knit society makes angara very mistrustful of other races.

While the angara have many different religions, all share the same basic tenet: that when an angara dies, he or she is reincarnated and the reincarnated soul stays in the family, making their lineage stronger.

Angara Names

Little is known about angaran names. But it is assumed that they do not use family names given the collective nature of their families.


  • Male names: Afray De If, Dadh Qjavaf, Gorsa Afe Ol, Jahkis Tora Sje, Jef De Gan, Khahnos De Ivraan, Kjojey Sheda Af, Orvfiy Qirshae Ak, Nel Sja, Qos De Ivfre, Sihris De Or, Tashed De Kjerad, Val Gafa
  • Female Names: Afihia De Xana, Avfaarian, Dhahfrin Sa, Fohfania, Hefrehal Ven, Inil Sefe, Jalshaye, Janvfe Sje, Nalvi Sjarshev, Noshfa Seme Tavfal, Oni Vor, Onne De Tiv, Ovih Qjana In, Sohnani Sirshav, Yihvref

Angara Traits

Angara have a number of abilities that reflect their unique bio-electric phisiology.

Galaxy Restriction. Andromeda

Available Classes. Engineer, Infiltrator, Soldier

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Angara have a standard lifespan of about 150 years, although some have been known to live past 200.

Alignment. Angara are emotional creatures and strongly community oriented. Their emotion-driven tendencies make them often chaotic neutral or chaotic good.

Size. Angara are slightly taller, on average, than humans, ranging from 174cm (5'8") to 204cm (6'8"). Your size is Medium.

Speed. Your base walking speed is 10m.

Starting Credits. Instead of your class's starting equipment, you may start with 6d8 x 1000 + 10,000 credits to buy your own equipment.

Survivalist. Angara have a knack for living in harsh environments. You have proficiency in Survival.

Bio-Electric Focus. You can cast a 1st-level version of shocking grasp without expending a spell slot or tech point. Charisma is your spellcasting modifier for this ability. This does not count against your max number of cantrips known or spells prepared.

If you wish to cast an advanced version of shocking grasp or cast it at a higher level, you must prepare it and/or expend spell slots/tech points as normal.

Bio-electric Ward. Increase your AC by 1. You have a resistance to lightning damage, but this resistance does not apply to damage done to your shields.

Solar Dependency. If you fail to immerse yourself in sunlight for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day.

PART 1 | RACES

Asari

Asari are a race of elegant, mono-gendered humanoids. The asari resemble female humans with blue or purple skin and a crest of rigid tentacles in place of hair. Despite their feminine appearance, asari have little use for gender or gender roles, though they often use female pronouns and gendered language. They possess a unique method of reproduction initiated by a "mind meld" which links the asari's nervous system with a partner-even one of a different race-to randomize genes to create asari offspring. Asari have an innate biotic ability and don't require a biotic implant to manipulate mass effect fields.

Unmatched Patience

Because of their long lifespan, asari tend to have a "long view" not common in other races. When they encounter a new species or situation, the asari are more comfortable with an extended period of passive observation and study than immediate action. They invite new species of advanced development to join the galactic community, knowing that their ideals and beliefs will inevitably influence the existing culture.

Mothers of the Galaxy

Asari reproduction is very different from other forms of sexual reproduction. When a meld for reproduction is initiated, the asari accesses her partner's genes and subconsciously uses them as an algorithmic seed to remap genes into a unique set of DNA.

The offspring resulting from such interspecies pairings are always asari as no DNA is taken from the partner. Instead, the asari uses the meld to explore her partner's genetic heritage and pass desirable traits on to any offspring and as a "map" to randomize the genes of the offspring.

Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Therefore, they frown upon intraspecies conception, since genetic traits and cultural insight is gained from mating outside their species, so it's considered wasteful for asari to reproduce together. The results of such unions are occasionally referred to as "purebloods", a great insult among contemporary asari. A rare genetic defect known as Ardat-Yakshi, which makes asari destroy the partner's mind during melding, occurs much more frequently among the daughters of purebloods.

PART 1 | RACES

Maiden, Matron, Matriarch

Asari pass through three climacteric life stages, marked by biochemical and physiological changes.

The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young asari are curious and restless, and it is not uncommon for many to try their hand at dancing in bars or working as mercenaries during this time.

The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.

The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.

However, each stage can be started whenever an asari feels that she has reached the correct level of maturity.

Asari Names

Asari are given a personal name by their parents and take the surname of their mothers, even if the child has 2 asari parents. Outside of asari communities, they normally do not use their surnames and prefer to introduce themselves with their personal name only. Matriarchs are addressed as "Matriarch" but other titles may be used for matriarchs in prestigious positions.


  • Personal Names: Aeian, Aethyta, Aleena, Alestia, Aria, Batha, Benezia, Dahlia, Falere, Irissa, Jona, Liara, Lidanya, Liselle, Mallene, Morinth, Nassana, Nyxeris, Pelessaria, Rana, Rila, Samara, Sarissa, Shiala, Tela, Tevos, Treeya
  • Surnames: Ateyne, B'Sayle, Calis, D'Layne, D'Nava, D'Ysesan, Dantius, Iallis, Iasava, Janieri, Kelis, M'Loari, M'Taros, Makenus, Nuwani, Sedela, Sederis, T'Goni, T'Loak, T'Soni, Thanoptis, Theris, V'Lanis, V'Nato, V'Tizor, Vasir

Asari Traits

Your asari character has an assortment of inborn abilities, all part of asari nature.

Galaxy Restriction. None

Available Classes. All classes

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Asari are very long-lived and can reach ages of over 1000 years.

Alignment. Asari are biased towards goodness, but exhibit a range of alignments not dissimilar to humans. Most Maiden stage asari are chaotic, Matrons level out to neutral, Matriarchs are heavily lawful.

Size. Asari have builds incredibly similar to female humans. Your size is Medium.

Speed. Your base walking speed is 10m.

Starting Credits. Instead of your class's starting equipment, you may start with 10d4 x 1000 + 10,000 credits to buy your own equipment.

Innate Biotics. Asari do not require biotic implants to control their abilities. Instead, their biotic talents rely on their ability to project their will onto the world. As an Asari, you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one.

Choose a class: Adept or Vanguard. You learn two biotic cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Neither of the cantrips nor the spell can be an advanced version. But you can learn or prepare an advanced version of the spell as your class permits.

Mind Meld. You can transfer and receive thoughts to another creature. You must concentrate and if the creature is not willing, the thoughts become jumbled and disjointed. Unintelligent creatures have unpredictable results.

Natural Diplomat. You have proficiency in the Persuasion skill.

Variant: Ardat-Yakshi

A rare genetic condition in asari that affects about 1% of the population and is more common in "purebloods" (2 asari parents). The condition is impossible to identify until the asari reaches maturity, by which time it is too late to correct. When diagnosed, the ardat-yakshi is given a choice to live in isolation or to be executed. This is because ardat-yakshi develop an addiction to the power and feel intense compulsion to meld. The addition only grows stronger with each meld, and so a life of monastic celibacy allows asari to leave in peace with a controllable desire. Those who are able to avoid isolation and execution, however, quickly become psychopathic in their intense lust for the destructive melding.

Variant Traits

If you would like to play an ardat-yakshi, you can choose to replace the Alignment and Mind Meld traits with the following. Additionally, you gain the Dominate trait at 10th level.

Alignment. Ardat-yakshi often develop psychopathy. Ardat-yakshi are normally evil, but can also be neutral.

Mind Break. You can touch a willing creature and initiate a mind meld. If the target is unwilling, the meld does not continue. The creature must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be rendered unconscious for 1d4 hours as your nervous system overwhelms theirs. Once you use this trait, you can't use it again until you finish a long rest.

Dominate. At 10th level, you learn the Dominate spell. Charisma is your spellcasting modifier for this spell and it does not count against your max number spells known or prepared. You can cast a 3rd-level version of this spell once per long rest.

PART 1 | RACES

Batarian

A race of four-eyed bipeds with complexions of reddish-brown, greenish, yellow-greenish to yellow-brownish, light brown, or teal. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their ubiquitous and paranoid government.

Caste Through Credits

Batarians place an extremely high value on social caste and appearance, and overstepping one's place is frowned upon. Effective caste status can be bought on an ongoing basis like a subscription service, allowing the buyer to worm their way into the elite circles of batarian society given enough funds. Casting aspersions on the monetary worth of a social better is considered a serious insult. Batarians strongly believe that species with fewer than four eyes are less intelligent; they often gain the upper hand in interspecies arguments because other races find it difficult to know which eyes to focus on when speaking to them.

The Hegemony

Their government, known as the Batarian Hegemony, is hostile to the Systems Alliance (human government), but beneath the notice of the powerful Council races. Humans receive the brunt of batarians' antagonism in the form of scams, slave raids, and terrorist attacks, incidents which the Hegemony covertly supports but is always quick to publicly distance itself from. Given the batarian government's oppressive nature, it is speculated their supreme leadership is autocratic or totalitarian in nature, although the batarian homeworld of Khar'shan remains divided into various competing nation-states.

Batarian Names

Like humans, batarian names consist of a given name and family name.


  • Male Names: Afothor, Carn, Dhapo, Drathar, Ecray, Eporn, Irorok, Khamak, Okorem, Prathan, Sato, Sonk, Uderlak
  • Female Names: Apenine, Adrechia, Banim, Della, Erakis, Famisa, Fophe, Igosin, Iraphi, Kranine, Krathe, Okhefin, Pravile, Ramye
  • Family Names: Can'dabar, Das'codah, Dhen'gess, Dran'fapos, Ghapsacan, Gronnopos, Kasbovran, Khognalak, Krak'gork, Pec'bawen, Sanrowar

Batarian Traits

All batarians share a few select traits, instilled in them from birth by the hegemony.

Galaxy Restriction. None

Available Classes. All classes

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Batarians age at about the same rate as humans, though many do not live past 100 due to their caustic and dangerous lifestyles.

Alignment. Because of the tenets of Hegemony, batarians tend to be lawful evil, although there are outliers on the moral spectrum.

Size. Batarian bodies are similar to humans, with the exception of a large forehead to accommodate their additional four eyes, making them about 15cm (6") taller. Your size is Medium.

Speed. Your base walking speed is 10m.

Starting Credits. Instead of your class's starting equipment, you may start with 6d8 x 1000 + 10,000 credits to buy your own equipment.

Four Eyes. You have proficiency in the Perception skill and you can take the Search action as a bonus action on each of your turns.

Saving Face. Batarians are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Shrewd Negotiator. Gain proficiency in either Insight or Intimidation.

PART 1 | RACES

Drell

Drell are omnivorous reptile-like humanoids with dense muscle tissue, giving them a wiry strength. Their skin is infused with a venom mild enough to be served in drinks and may cause mild hallucinations on oral contact. Drell also possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall and these recalls are so vivid and detailed that some drell may mistake it for reality.

Homeworld Lost

The drell ancestors emerged from dry, rocky deserts on the barren world of Rakhana. Eight centuries ago, the already-arid drell homeworld began its swift descent into lifelessness due to disastrous industrial expansion. At the time, the drell lacked interstellar flight capacity, and with their population bursting at eleven billion, they faced certain doom.

It was around the 1980s CE that the hanar made first contact with the drell race. In the following ten years, the hanar would transport a total of 375,000 drell to the hanar homeworld, Kahje. The remaining billions left on Rakhana would perish on their dying planet, warring against each other for diminishing resources.

Servants of the Hanar

The debt of gratitude that the drell owe the hanar is referred to as the Compact, which the drell fulfill by taking on tasks that the hanar find difficult, such as combat. Any drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer. Some drell grow a close, personal relationship with the hanar, so much so that the hanar will even tell the drell their "soul name". Drell have adapted to communication with hanar by getting implants in their eyes to allow them to observe the bioluminescence the hanar use for communication.


Devout

Most drell are deeply religious, believing that they have souls separate from their bodies. They see death as a departure from the body, and they also state that a person's body and soul form a Whole. When the soul is traumatized or otherwise disrupted, or the body is ill or injured, a person is no longer Whole. They also believe that their body can be directed as a separate entity from themselves, thus, some drell take no responsibility when executing an order given by the hanar even if the order is an assassination.

The religion includes at least three gods which drell often pray to for guidance and protection:

  • Amonkira, Lord of Hunters
  • Arashu, Goddess of Motherhood and Protection
  • Kalahira, Goddess of Oceans and Afterlife.

PART 1 | RACES

Drell Names

Drell use given and family names.


  • Male Names: Chas, Drino, Hite, Hoskim, Lofo, Massa, Neta, Nitos, Ruyim, Tako, Tayu, Thane, Tumil, Yesit
  • Female Names: Ares, Arina, Ehanen, Ekire, Eshesnu, Inashe, Inukmel, Itheyl, Odrinne, Oshane, Ulanten, Uthoru
  • Family Names: Dreis, Feun, Futos, Keas, Krios, Kuun, Mout, Soas, Shuit, Suul, Thatos, Yeos

Drell Traits

Your drell character has a number of traits in common with all other drell.

Galaxy Restriction. None

Available Classes. Adept, Infiltrator, Soldier, Vanguard

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Drell have slightly shorter lifespans of 85 years, on average. However, Kepral's Syndrome - a unique, incurable disease caused by long-term exposure to humid climates - is the leading cause of death.

Alignment. Their religious influences set the Drell firmly in a trend towards lawful neutral, but this is often dependent on their station in life and career.

Size. Drell range from under 150 to 180 cm tall and have slender builds. Your size is Medium.

Speed. Their light frames and wiry strength make drell slightly faster than other races. Your base walking speed is 12m.

Starting Credits. Instead of your class's starting equipment, you may start with 6d8 x 1000 + 10,000 credits to buy your own equipment.


Eidetic Memory. You can recall memories in intricate detail, including details from all your senses. Distant or inconsequential memories require a DC 14 Wisdom check. On a failure, you can only recall details from one or two senses.

Natural Hunters. You gain proficiency with two of the following skills of your choice: Athletics, Perception, Stealth, and Survival.

Raw Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 meters on one of your turns.

PART 1 | RACES

Elcor

Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they have highly-attuned olfactory senses. They also have at least three stomachs.

Language of Smells and Sight

Elcor speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the elcor prefix all their dialog with non-elcor with an emotive statement to clarify their tone.

Migratory Nature

Prehistoric elcor traveled across Dekuuna in large tribal groups. As their civilizations grew, they kept their migratory nature and established twin capitals on their homeworld, one for the wet season and one for the dry season. However, their migration is limited to a single planet as most elcor find the confines of space travel very uncomfortable.

Living Tanks

Because of their slow, conservative psyches, elcor are not suitable for making the spur-of-the-moment decisions necessary in combat situations. Instead, they rely on sophisticated VI combat systems. While easy targets, their durable hide allows them to shrug off most incoming fire. Elcor warriors use their broad shoulders as a mount for weaponry and their VI as a targeting mechanism. Some elcor are equipped with mass-accelerator cannons, the same weapons typically mounted on military vehicles.

Elcor Names

Elcor do not have gender-binary names because their gender is discerned through smell. While the names appear singular, they are made up of a much more complex set of sounds that only other elcor can hear.


  • Elcor Names: Calyn, Cyllyn, Detinos, Delzino, Felitos, Fazuti, Halzan, Harrot, Pedezlan, Petelenti, Petozi, Vatozi, Voletzi, Xeltan, Zatzoni

Elcor Traits

Your elcor character has a variety of natural abilities, the result of thousands of years of evolution.

Galaxy Restriction. None

Available Classes. Engineer, Infiltrator, Soldier

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. The average elcor lives to be around 300 years old. 100-year-old elcor are considered young.

Alignment. Elcor are methodical, deliberate creatures that never act on irrational decisions. The typical Elcor is often neutral or lawful.

Size. Elcor stand between 2 and 2.5 meters tall (7-8 feet) at the shoulder. Your size is Medium.

Speed. Elcor are relatively slow compared to other races. Your base walking speed is 6m.

Starting Credits. Instead of your class's starting equipment, you may start with 10d6 x 1000 + 10,000 credits to buy your own equipment.

Careful. You have proficiency in Insight and Perception. But your careful nature makes you slow to act, giving you disadvantage on Initiative rolls.

Quadrupedal. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your size and weight. When you make such a climb, each foot of movement costs you 4 extra meters, instead of the normal 2 extra meters.

Finally, a Medium or smaller creature can ride on your back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Shoulder Mounts. Your ranged weapons are shoulder mounted to your armor or in holsters and use a VI to aim and fire. When you make a ranged weapon attack, use your Intelligence modifier instead of your Dexterity modifier.

You can have one ranged weapon mounted on each shoulder. Mounting a ranged weapon requires you to be proficient with the weapon type and takes at least 10 minutes of work during a short or long rest.

Thick Hide. Your base AC is 12 and you determine your AC using your Constitution modifier instead of your Dexterity modifier.

PART 1 | RACES

Geth

Former automatons build by the quarians to function as soldiers and laborers, geth are constructs that have unintentionally consciousness and sentience. Geth, meaning "servant of the people" in the quarian language of Khelish, are fundamentally different than other constructs and are designed with humanoid thought and emotion in mind. Geth think, feel, and experience the world in a totally unique way.

The Morning War

"Does this unit have a soul?" asked the geth. That question would change the relationship of quarians and geth forever. The quarians responded with an attempted termination of all geth. The newly sentient geth resisted the genocide of their masters in a war dubbed "the Morning War". As many geth were designed as tools of war, the quarians were quickly and easily defeated. Because the constructs were acting out of self-defense, when the enemy began retreating from their homeland of Rannoch, the geth did not pursue and allowed their masters to leave in peace.

Incomprehensible Mind

Geth minds are quite anomalous. As they were designed to follow predetermined steps and commands, and with their minds powered from a centralized network, their way of thinking is essentially unique and different than the chaotic organic minds of humanoids. Their thoughts can be compared to a program or process which systematically follows steps to come to a conclusion, run many times in different ways until the geth comes to a consensus of the correct course of action. Geth do not experience emotion or desire - not in the same way a humanoid does, anyway. Additionally, due to their innate ability to network with other geth, geth see themselves as a unit of a larger and more complex whole and even the individual processes that make up a single geth as being equal constituents that contribute to that geth unit.

Beyond the Veil

Geth primarily remain in the Perseus Veil: huge nebula of opaque gas and dust that separates geth space from the Terminus Systems. They live in peace, but some geth find themselves seeking knowledge of what is beyond their realm. The primary motivation of the geth who leave Rannoch is to acquire and compile information, though some geth pursue other quests.

Geth Names

Geth have no use for names among themselves but will adopt names for the sake of interacting with other races. However, the geth do not often see themselves as individuals. Many geth use plural pronouns such as "us" and "we". As a result, the names geth take are normally synonyms or words for groups. Geth with individuality, especially those who have been separated from their kind for an extended time, do exist. Those geth still use words for names, though they give themselves a more personally fitting name.


  • Geth Names: Armada, Army, Batallion, Brigade, Cabal, Caucus, Congregate, Coterie, Guild, Horde, Host, Legion, Myriad, Phalanx, Proletariat, Throng, Troop, Union
  • 'Individual' Geth Names: Alpha, Apex, Beta, Centurion, Enigma, Eternity, Genesis, Obelisk, Oblivion, Omega, Oracle, Pinnacle, Terminus, Vortex, Zenith

Geth Traits

From a common build, geth share traits based on the mold from which they were formed.

Galaxy Restriction. Milky Way

Available Classes. Engineer, Infiltrator, Soldier

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

Age. Geth do not age, as they are constructs, and live as long as their bodies are not destroyed.

Alignment. Your standard Geth platform is neutral good, wanting to prosper and communicate with others, defending themselves only if threatened. Heretics are lawful evil, serving the Reapers and slavishly accomplishing their will.

Size. Standard geth are around 2 meters tall (6'5"). Your size is Medium.

Speed. Your base walking speed is 10m.

Starting Credits. Instead of your class's starting equipment, you may start with 2d10 x 1000 + 10,000 credits to buy your own equipment.

No Feats. Geth cannot take any feats.

Living Construct. You are immune to psychic and poison damage, the poisoned condition, and disease. You do not need to eat, drink, or breathe. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

PART 1 | RACES

Integrated Protection. Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are wielding a weapon or shield that provides additional AC, you apply its bonus as normal.

You can alter your armor type for 2 omni-gel each time you finish a long rest. Choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

Mode Prerequisite AC
Lithe None 11 + your Dexterity Modifier. Advantage on Dexterity (Stealth) checks.
Composite Plating Medium armor proficiency 12 + your Dexterity modifier (maximum of 2) + proficiency bonus
Asymmetric Defense Plating Heavy armor proficiency 15 + proficiency bonus. Disadvantage on Dexterity (Stealth) checks.

Innate Shielding. You have 5 shields (regen 5). You can upgrade these by using armor mods.

Armor Mods. You can augment your armor by integrating armor mods into your system. You can spend 8 hours removing, adding, or replacing a mod. When you remove or replace a mod in this way, the replaced or removed mod is lost. The mod cannot be salvaged, not even with the assistance of Armorsmith's or Tailor's tools.

You have 2 chest mod slots, 1 mod slot in your arms, legs, and head each. You cannot add new slots in any way.

Hunter Mode. Geth were designed as lethal weapons and can activate subroutines to enhance their lethality.

As an action, you can activate Hunter Mode which lasts 1 minute and can only be used once per long rest. Hunter Mode grants the following benefits:

  • Increase movement by 2m.
  • +1 bonus to ranged and melee weapon attack rolls.

At 11th level, you gain an additional benefit based on your class:

  • Engineer. When you cast a spell, the die type of that spell increases by 1 die type (max d12). If the die type is already d12, add +1 for each die rolled instead.
  • Soldier. Your extra attack features grants you 1 additional attack the first time you take the Attack action on your turn.
  • Infiltrator. Increase your sneak attack die type to d8 (if you are a Shadow Infiltrator, your sneak attack for melee weapons attacks is a d10).

Repair Matrix. As a construct, you cannot be healed by medi-gel or spells that heal organic creatures (such as the first aid spell).

Instead, you can use your Action to expend a Hit Die. Roll the die and add your Constitution modifier to it. You regain hit points equal to the total. You also regain all spent hit dice at the end of a long rest, instead of the usual amount.

If you drop to 0 hit points, you must be stabilized with an Intelligence (Engineering) or Intelligence (Electronics) check, instead of a Wisdom (Medicine) check.

At the 4th level, you gain an additional number of hit dice equal to your character level divided by 4 (minimum 1). These bonus hit dice are d8s, regardless of your class.

Variant: Unshackled AI

An Artificial Intelligence (AI) is a self-aware computing system capable of learning and independent decision making. Creation of a conscious AI requires adaptive code, a slow, expensive education, and a specialized quantum computer called a "blue box". While most AI are "shackled" to the confines of networked computer traffic and lack a body, occasionally, an AI is placed into a synthetic form, unshackling it.

AIs are considered illegal by the Council, but that hasn't stopped corporations like Cerberus from innovating. As an unshackled AI, you might be have been mass produced like the Alliance Infiltration Units, or you may be an experiment gone wrong.

Playing an Unshackled AI

Unshackled AIs are entirely unique. Since you are synthetic, you gain some of the synthetic traits as listed in the Geth description. However, your mind, purpose, history, alignment, height, weight, and personality are entirely your own. Technically, you can take any form you wish (work with your GM to decide if this new form gains any additional traits). However, because AI are illegal, most unshackled AI would have a humanoid form, allowing them to blend into society.

Variant Traits

If you would like to play an Unshackled AI, you can choose to replace the Ability Score Increase, Alignment, Hunter Mode, and No Feats traits with the following.

Ability Score Increase. Your Intelligence score increases by 1, one other score of your choosing that is not Intelligence increases by 1.

Alignment. If you are still following your programming you would be lawful with morality based on your purpose. If you have a glitch in your programming you might be chaotic.

Feat. You gain one feat of your choice.

PART 1 | RACES

Hanar

The hanar are a genderless species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. The hanar homeworld, Kahje, has 90% ocean cover and orbits an energetic white star, resulting in a permanent blanket of clouds. Hanar are known for their strong religious beliefs regarding the Protheans, whom they call "the Enkindlers". Hanar are extremely polite, almost to a fault. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Instead, they refer to themselves as "this one," or the impersonal "it." Even when flustered or angry, a hanar will still maintain exquisite poise and will remain formal even with those it wishes dead.

Enkindlers

Due to the presence of Prothean ruins on Kahje, the hanar have developed a religion centered on the ancient species, calling them the "Enkindlers". The hanar practice a religious holiday called Nyahir or "First Cresting Bloom" which lasts a full thirteen days and revolves around celebrating the gift of speech, which they attribute to having come from the Enkindlers. It is a mixture of contemplation and competition, with the faithful engaged in stylized debates, poetry duels, and other traditional hanar art forms. The winners of these events have their names inscribed in bio-luminescence on the side of Mount Vassla, an underwater volcano at the heart of one of the oldest Prothean ruins on Kahje.

The Compact

Several hundred years ago, the hanar made contact with the drell on their nearby homeworld of Rakhana. Drell society was quickly collapsing due to overpopulation and warring over scarce resources, so the hanar rescued several hundred thousand drell and brought them to Kahje, where they integrated into hanar society with the remaining drell dying out.

Now the drell serve as a client race of the hanar, and although to outside observers the relationship can be construed as a form of slavery, the reality is very different. Drell have integrated with every level of hanar society, and most consider it an honor to serve a hanar family in a tradition referred to as the Compact. Many drell become unofficial members of the family, and some even earn the privilege to learn their masters' "soul names".

PART 1 | RACES

Language of Lights

The hanar communicate using sophisticated patterns of bioluminescence and speak with scrupulous precision and extreme politeness. Other species need machine assistance to translate, though many drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the hanar. Most hanar take offense at improper language and must take special courses to unlearn this tendency if they expect to deal with other species.

Hanar Names

The hanar have two names, a "face name" and a "soul name." The face name is used as a general label for use by strangers and acquaintances. The soul name is kept for use among close friends and relations and tends to be poetic.


  • Face Names: Anrynder, Delanynder, Ellanpo, Hymydwhyn, Lopyldis, Malvyll, Opold, Sedlyner, Tolystoyl, Wynold, Zymandis
  • Soul Names: Burns Brightest when the Foam Blooms, Casts Shadow on the Sun Flower, Emancipates the Tide from those that Pull, Heeds only to the Inner Lights, Illuminates the Folly of the Dancers, Regards the Works of the Enkindlers in Despair, Transforms the Stone into Water

Hanar Traits

Their unique biology give you hanar character a few unique traits.

Galaxy Restriction. None

Available Classes. Adept, Engineer

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Hanar usually reach maturity around 40 years and typically live to be 180 years old.

Alignment. Most hanar are lawful due to the religious influence on their society.

Size. Due to their long tentacles, hanar "stand" about as tall as humans. Their bodies are around 1.5 meters long (4-5'). Your size is Medium.

Speed. Hanar are a water-based lifeform and have a swim speed of 10m. They rely on contra-gravitic levitation packs when not in water environments.

Starting Credits. Instead of your class's starting equipment, you may start with 6d8 x 1000 + 10,000 credits to buy your own equipment.

Amphibious. Can breathe both air and water.

Contra-gravitic Levitation. When not in water, you use a contra-gravitic levitation pack to move. It provides a walking speed of 10m, though you actually hover between 1 and 2 meters from the ground. You are immune to becoming prone and you ignore any penalties caused by difficult terrain.

However, when you suffer a critical hit, you must roll a d20. On a 1 or a 2, the device malfunctions and you fall to the ground. Your walking speed becomes 0 and you are considered prone. You or another creature can use an Action to repair the pack with a successful DC 15 Intelligence (Engineering) check.

Bioluminescence. You can shed dim light in a 10m radius.

Fragile. Your hit point maximum is decreased by 1. Every time you gain a level you gain 1 less hit point.

Tentacles. You have six tentacles instead of arms that can grip tightly but can't lift anything heavier than a few kilograms, meaning you can only wield weapons with the light property.

As an action, you can use one of your tentacles to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action.

As an action, you can secrete a natural toxin from one of your tentacles. If a creature is grappled by the tentacle, it must succeed a DC 11 Constitution saving throw of becomes poisoned for 1 hour. The DC of this saving throw increases with your level: DC 13 at the 5th level, DC 15 at the 11th level, and DC 17 at the 17th level.

PART 1 | RACES

Human

Humans are generally seen to be very intelligent, abnormally ambitious, highly adaptable, individualistic and thus, unpredictable. They have a powerful desire to advance and improve themselves and do so with such assertion that the normally staid Council races have been taken aback by their restlessness and relentless curiosity.

New Horizons

Human space exploration began in earnest in the late 21st century. In 2069 CE, Armstrong Outpost in Shackleton Crater on Luna was founded as humanity's first extraterrestrial settlement. In 2103, the European Space Agency established Lowell City in Eos Chasma on Mars, paving the way for additional settlements and scientific outposts throughout Sol. In 2148, human explorers on Mars uncovered a long-ruined Prothean observation post, with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. Discovering information on a mass relay orbiting Pluto, explorers managed to open the Charon Relay and discovered it led to Arcturus.

First Contact

Humans first came to the attention of the galactic community after a brief but intense conflict with the turians, known by humans as the First Contact War. As a consequence of the System Alliance's swift and decisive action during the First Contact War, the Alliance became the representative and supranational governing body of humanity. Since then, humans have rapidly risen in prominence. Humanity continued to expand to unclaimed star systems on the edge of Citadel space, which eventually led to competition with the batarians.

Systems Alliance

The Systems Alliance holds sway over much of the human race, but not all fall under its banner. A few colonies on the fringes of known space are founded on principles of independence, and Earth still has nation-states that administer to their own territories. To the galaxy at large, though, nonhumans are always under the perception that Earth is a unified political entity represented by the Alliance.

Galactic Relations

The Systems Alliance has had an embassy on the Citadel since 2165. Many other species dislike humans' sudden ascendancy compared to their status as relative newcomers on the galactic stage. Some species feel that humanity is overly expansive in its colonization efforts and aggressive attempts to advance its position in galactic affairs. It took other species centuries to achieve what humanity has done in decades.

Human Names

Having so much more variety than other races, humans as a whole have no typical names.


Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Galaxy Restriction. None

Available Classes. All classes

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live between 125 and 150 years.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 1.5 meters to well over 2 meters tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 10m.

Starting Credits. Instead of your class's starting equipment, you may start with 8d6 x 1000 + 10,000 credits to buy your own equipment.

Variant: Human

If your campaign uses the optional feat rules, your Galaxy Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

Ability Score Increase: Two different ability scores of your choice increase by 1.

Skills: You gain proficiency in one skill of your choice.

Feat: You gain one feat of your choice.

PART 1 | RACES

Krogan

The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and an overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.

Biologically Impervious

Krogan biology reflects the conditions from where they come. The krogan are armored nearly head to toe in thick, chitinous plates which protect the krogan from the hazards of their homeland. They possess a hump which can store water and nutrients, for the resources in Tuchanka are scare.

Curiously, the krogan also possess redundant organs; a second set of major organs in case of failure or injury. These traits make krogan exceptionally difficult to kill, but perhaps what makes krogan so dangerous is an adaptation known as "Blood Rage."

Blood Rage

The blood rage is a legendary state of pure violence. When krogan enter a blood rage, they become nearly mindless killing machines, fighting through all injury and even death. Blood rage is due to an enormous flood of adrenaline and suppression of serotonin, which numbs the krogan to all pain. This state, combined with their plated hide, and redundant organs, allows the krogan to defeat creatures many times his size or power.


PART 1 | RACES

Climb Atop the Dead

Krogan's value one thing above all else: strength. Krogan society is built upon this hierarchy, where the strong rule and the weak perish. They live in clans lead by a Warlord, and those clans constantly war for resources and for power. Even within these clans, treachery and distrust run rampant. Krogan often fight for dominance within these clans and will sacrifice their clan for personal gain without a second thought. Females are considered prizes and trophies and live in clans separate from the males.

Rites and Rituals

The krogan culture is steeped in rituals. When a krogan is born, he suffers the Rite of Life. When wishes to join his first clan, he undergoes the Rite of Passage. If he wishes to be considered for breeding, he must take the Rite of Honor. When facing a new enemy, the Rite of Firsts is invoked.

A Krogan clan also has a shaman, who has endured the Rite of Insight. The rituals endured by a shaman are lengthy and torturous; most krogan who attempt the rite perish. Those who survive become the most respected member of their clan and are rarely challenged. The shaman is a clan's spiritual leader and guide and is believed to see into the spirit world itself.

Krogan Names

Krogan names are fairly simple: a clan name followed by a given name, which is normally bestowed upon them by their father.


  • Male Names: Archuk, Brood, Charr, Drax, Fortak, Grunt, Guld, Jarrod Nax, Okeer, Skarr, Strux, Uvenk, Wreav, Wrex
  • Female Names: Bakara, Chormi, Derge, Hazka, Jonde Kesh, Khorga, Kherake, Morda, Tegash, Vruxa, Zrogoga
  • Clan Names: Garbon, Gatatog, Jorgal, Khutarum, Nakmor, Srarkan, Traash, Urdnot, Verbok, Weryloc, Wudark

Krogan Traits

Born into a tough and destitute life, your krogan character has a number of traits that help them survive.

Galaxy Restriction. None

Available Classes. Adept, Engineer, Sentinel, Soldier, Vanguard

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Krogan can live well over a thousand years due to their natural hardiness.

Alignment. Krogan are highly predisposed towards chaos, as their culture is violent, selfish, and brutal. While evil is more common among krogan, those of good and neutral alignments do exist among them. Good krogan especially find it difficult to thrive in Tuchanka and krogan society.

Size. Krogan stand at over 2 meters tall (~7') and weigh close to 400 pounds. Your size is Medium.

Speed. You have a base walking speed of 10 meters. Your speed is not slowed by heavy armor.

Starting Credits. Instead of your class's starting equipment, you may start with 10d4 x 1000 + 10,000 credits to buy your own equipment.

Blood Rage. When you kill an enemy, you can use a bonus action to enter a mindless blood rage. Blood rage lasts for 1 minute or until you end it as a bonus action. For the duration, you must move towards and attack an enemy on your turn and you cannot concentrate on spells. While in blood rage, are immune to being charmed or frightened and you gain temporary hit points equal to your Constitution modifier at the start of each of your turns. When blood rage ends, you lose any remaining temporary hit points from blood rage.

You must finish a long rest before you can enter blood rage again.

Extremophile. Your body is naturally acclimated to live in the harshest environments. You have advantage on Constitution saving throws to resist exhaustion due to environmental hazards such as extreme heat or cold. Additionally, you can go twice as long without food or water before you suffer exhaustion.

Menacing. You gain proficiency in the Intimidation skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

PART 1 | RACES

Credit: JTickner

Prothean

The Protheans are an ancient alien race which mysteriously vanished over 50,000 years ago. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Not much is known about them, but many of their artifacts, ruins and technology have apparently survived the ages.

Ancient Empire

After achieving spaceflight, the Protheans discovered the ruins of a previous spacefaring race, the inusannon, and from those ruins learned about mass effect physics and developed FTL technology. The Protheans would expand throughout the galaxy with the help of the mass relay network and make the Citadel their capital.

Early in their development, the Protheans encountered a hostile machine intelligence which threatened to overwhelm them. To defeat the machines, the Protheans decided to unite all of the galaxy's sentient organic life under their empire. The other organic races were free to resist, but those that tried were crushed, and none ever managed to best the Protheans' might.

Reaper Invasion

The Protheans' belief that they could hold their own against machine intelligence was shattered with the arrival of the Reapers in approximately 48,000 BCE, who were far more advanced than the machines the Protheans had been battling. They were caught completely off-guard by the scale and rapidity of the assault. The Reapers entered the galaxy through the Citadel, instantly decapitating the Protheans' government and disrupting the mass relay network, isolating Prothean systems from one another. The Protheans' greatest strength, their unified empire, proved to be their downfall.

Stasis

In a desperate attempt to survive the Reaper invasion, the Protheans built massive, hidden stasis facilities that could hold hundreds of thousands of stasis pods. Some facilities were found by Reaper agents or betrayed by indoctrinated Protheans. Unfortunately, the facilities that remained hidden faced another challenge: a finite power source. The VI's left to control these facilities began systematically cutting power to non-essential staff to conserve energy. 50,000 years later, the number of active pods in each facility might be less than a dozen and without knowing the location of these hidden bunkers, its impossible to know how many protheans have survived.

All Eyes on You

As a prothean, you constantly attract the attention of other races. Your accent, mannerisms, figures of speech, and appearance all mark you as more alien than most aliens. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by your ancient culture, to say nothing of everyday beings who are eager to hear stories of your origin.

Avatars

Protheans that ascended to places of prominence in their society were designated as avatars, or exemplars, of a particular virtue of their culture. Example virtues include benevolence, cleanliness, courage, dignity, frugality, honor, justice, mercy, order, perseverance, temperance, tranquility, truthfulness, vengeance. As one of the last remaining Protheans, it is likely you are an avatar or, waking up to find you race all but extinct, you may self-appoint your own virtue.

PART 1 | RACES

Prothean Names

Interestingly, protheans name themselves, usually after an icon or mentor. Until they've chosen a name, they are called little one, child, or some other generic term.


  • Male names: Arkath, Esrad, Caed, Dervan Had, Dencen, Hsed Mik, Javik, Jacen, Ksad Ishan, Lucen, Pashek Vran, Seset Amat, Tev Boken
  • Female names: Athi Let, Brene She, Balani, Calise, Cethi, Cosene, Eri Mase, Hulana, Haetha, Janiri, Kelthana, Laene Valte, Masani, Neona, Penta Tetha, Savisa

Prothean Traits

Your prothean character has certain characteristics in common with all other protheans.

Galaxy Restriction. Milky Way

Available Classes. Adept, Soldier, Vanguard

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Protheans live between 300 and 400 years, reaching adulthood in their early teens.

Alignment. Protheans come from a society that was heavily regulated and favored the strong. They are generally lawful neutral.

Size. Protheans are slightly taller than humans but generally never taller than 2 meters (6'5"). Your size is Medium.

Speed. Your base walking speed is 10m.

Starting Credits. Instead of your class's starting equipment, you may start with 2d10 x 1000 + 10,000 credits to buy your own equipment.

All-seeing Eyes. Your four eyes can look in multiple directions and have a nascent ability to see cloaked objects. You have truesight up to 10m and proficiency in Perception.

Quad-Strand DNA. Your unique quad-strand DNA helps to protect you against radiation and cold. You have radiant and cold damage resistance.

Psychometry. While in physical contact with a creature or object, a Prothean can recall its experiences. If you touch an object or creature and concentrate on it for 1 minute, you learn a few basic facts about it. You gain a mental image from the object or creature's point of view, learning of any events that have occurred within 10 meters of the object or creature within the past 24 hours. If in contact with an object, you see the last creature to hold the object, regardless of how long ago it was last handled. This ability may only be used once per long rest.

Variant: Awakened Collector

The Collectors are an enigmatic race that live beyond the Omega 4 Relay, a mass relay within the same system as Omega, in the Terminus Systems. They are rarely seen in the Terminus itself, let alone Citadel space, and are generally regarded as a myth by Citadel citizens. Definite sightings of Collectors have been made on Omega every few centuries.

Collectors are former Protheans that have been completely subjugated by their Reaper masters. Their DNA shows signs of "extensive genetic rewrite" including three fewer chromosomes, reduced heterochromatin structure, and the elimination of superfluous "junk" sequences.

When the Reaper-killer known as Leviathan fought the Collectors, it severed their connection to Harbinger with a thrall device. Most Collector forces died as a result, but a few survived. Now, these rare individuals fight for the memory of their people, a proud race broken by the Reapers.

Variant Traits

If you would like to play an awakened collector, you can choose to replace the All-Seeing Eyes, and Psychometry traits with the following.

Chitinous Exoskeleton. While not wearing armor, you have +1 AC.

Forewing Leap. High and Long jump distances are tripled.

Seeker Swarm. As an action, you call 1d4 seeker swarms to a space you can see within 10m. The swarms remain for 1 hour or until you dismiss them as a bonus action. The swarms are friendly to you and your companions for the duration. The swarms have their own turn in the initiative order, which occurs immediately following your turn.

Once you use this feature, you must take a long rest before using it again.


Seeker Swarm

Small organic, lawful evil


  • Armor Class 13
  • Hit Points 10(4d6 - 4)
  • Speed fly 10m

STR DEX CON INT WIS CHA
2 (-4) 10 (+0) 8 (-1) 10 (+0) 8 (-1) 5 (-3)

  • Saving Throws Dexterity +2
  • Senses passive Perception 9
  • Challenge 1/8 (25 XP)

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 2m, one target. Hit 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or has disadvantage on its next attack roll.

PART 1 | RACES

Quarian

Forced out of their homeland by sapient constructs of their own creation, quarian are exiled nomads that now sail the seas in search of a new homeland.

Exotic Fashion

Identifying a quarian is easy. All quarians wear enviro-suits, which are multipurpose outfits that protect them from foreign pathogens and diseases as well as acting as spacesuits for scavenging or repair of shuttles. Rannoch's ecosystem featured symbiotic microorganisms that aren't found anywhere else in the galaxy. Thus, when the quarians were exiled, they were also burdened to life in a suit.

The enviro-suits have moved beyond function, however, and into their culture. A quarian is rarely, if ever, seen without their suit and helmet, and when they return from their pilgrimage as adults, they are expected to modify their suit to fit their personal reflection of their status as a productive member of the Flotilla.

Exiles of their Own Creations

Quarians have a long and deep history with creating constructs known as "Geth," meaning "Servant of the People". These constructs were built to serve and protect the quarians, and most quarian families had at least one servant, while the quarian military consisted of these autonomous beings.

The quarians sought to constantly improve their creation with more advanced virtual intelligence so they could complete increasingly complex tasks. These improvements lead to the geth's sapience and they began to question their masters. The quarians attempted to exterminate them, but after forming so much dependence on the geth, the quarians were swiftly defeated. With many exterminated, the remaining quarians fled their homeland of Rannoch.

Migrant Fleet

The nomads travel together in a collective of ships known as the Flotilla or the Migrant Fleet and consists of those who escaped death by the geth.

The Flotilla contains over fifty thousand vessels collectively that travel the galaxy strip-mining and harvesting resource to keep the fleet afloat. Some ships decide to depart the fleet to pursue their own goals but normally return to the fleet.

When young quarian rejoin the flotilla after their pilgrimage, they are expected to join the crew of another vessel to ensure genetic diversity of an already small population.

Cybernetic Improvements

Though the quarians have abandoned their long history of construct and VI creation, they put their knowledge of engineering and technology into their own bodies to augment themselves. These augments are crafted by artisans who have descended from or studied under those who originally worked with or programmed the geth. The implants themselves are normally small, no larger than the size of a palm, and when properly inserted give the quarian enhanced ability compared to those without. A quarian chooses an augment before they leave for the Pilgrimage, and the implantation of the device is part of their sending off ceremony.

PART 1 | RACES

The Pilgrimage

During quarian adolescence, they are subjected to a rite of passage known as the pilgrimage. When young adulthood is reached, quarians are expected to leave the Migrant Fleet and experience life outside of their culture. To rejoin the flotilla, the young quarian must bear a gift to the captain of a new vessel. This gift can be tangible, such as resources, or intangible such as information. Most quarian operatives are those on their pilgrimage, though there are those who decide never to return to the fleet or those who were rejected from rejoining.

Quarian Names

Quarian names are composed of three parts: the quarian's given name and family name separated by an apostrophe, and the name of their vessel preceeded by a title - "nar" to denote their birth ship and "vas" to denote their post-pilgrimage ship. For example, nar Rayya or vas Neema.


  • Male Names: Golo, Han, Hilo, Kal, Kar, Keenah, Kenn, Lemm, Les, Prazza, Rael, Seeto, Shio, Veetor, Ysin, Zaal
  • Female Names: Ceni, Daro, Elan, Feda, Jura, Laele, Lia, Meeri, Minn, Reen, Saesa, Shala, Shuni, Tali, Yosi, Zohe,
  • Family Names: Breizah, Dannah, Gazu, Gerral, Hodda, Jaa, Koris, Leth, Mal, Mekk, Nara, Raan, Reegar, Shaal, Shiya, Vael, Xen, Zorah
  • Vessel Names: Honorata, Idenna, Moreh, Neema, Novarra, Qwib Qwib, Rayya, Tesleya, Tonbay, Ulnay, Usela

Quarian Traits

Your quarian character has a few traits in common with other quarians.

Galaxy Restriction. None

Available Classes. Engineer, Infiltrator, Soldier

Ability Score Increase. Your Intelligence score increases by 1, and your Dexterity score increases by 1.

Age. Quarians have lifespans similar to humans.

Alignment. The proximity and longstanding traditions of the Migrant Fleet make Quarians very lawful as a race, occasionally drifting toward neutral. Morality can vary but tends towards neutral or good, as evil quarians are typically exiled from the Flotilla.

Size. Quarians have builds similar to humans. Your size is Medium.

Speed. Your base walking speed is 10m.

Starting Credits. Instead of your class's starting equipment, you may start with 8d6 x 1000 + 10,000 credits to buy your own equipment.

Hermetic Suit. Your suit is your lifeblood and consists of a reinforced, skin-tight body suit and a helmet. It makes your immune to disease and provides resistance to poison and necrotic damage.

However, you are always at risk. If you are the victim of a critical hit that deals puncture or slashing damage, your suit becomes breached. As an action, you may spend 1 omni-gel to seal your suit. You have 3 omni-gel as part of their starting equipment.

For each hour in which you have a breach in your suit, you suffer one level of exhaustion. For each hour you spend outside of your suit if not in a compatible environment, suffer 3 levels of exhaustion.

Cybernetic Augmentation

In addition to the common traits, your quarian character has one cybernetic enhancement.

Cerebral

Cerebral implants are embedded in the brains of quarian to enhance mental prowess and to protect against mind-altering effects.

Ability Score Increase. Your Intelligence score increases by 1.

Mind Shielding Unit. You have advantage on saving throws against mind-altering effects such as being charmed, confused, compelled, frightened, or put to sleep by spells. In addition, your mind cannot be read by an Asari's mind meld.

Scientific Aptitude. You gain proficiency with one of the following skills of your choice: Electronics, Engineering, Investigation, or Science.

Muscular

Muscular augments are implants placed strategically at the shoulders and hips to direct pulses of adrenaline through muscle fibers, allowing for bursts of speed, strength, and flexibility.

Ability Score Increase. Your Dexterity score increases by 1.

Overclock Unit. You can activate your muscular augments for a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you recharge the unit by moving 0 meters on one of your turns.

Peak Fitness. You have proficiency in either the Acrobatics or Athletics skill.

Ocular

Quarians with ocular augments replace their eyes with enhanced optics that allow their sight to persist even in the most unfavorable conditions.

Darkvision. You can see in dim light within 20 meters of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Clarity Unit. You have advantage on saving throws against being blinded.

Keen Eyesight. You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can see in an area within 10 meters of you that is lightly obscured as if it were unobscured and can see in an area within 6 meters of you that is heavily obscured as if it were only lightly obscured.

Visceral

Quarians with visceral augments have implants inserted within the organs to enhance the body's natural healing ability, protecting the body from toxins and injury.

Ability Score Increase. Your Constitution score increases by 2.

Revival Unit. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

PART 1 | RACES

Salarian

Salarians are a warm-blooded amphibious species from a jungle known as Sur'Kesh. The salarian possess a super-charged metabolism which causes them to function at a much higher speed than other races while requiring less rest. Additionally, they have an exceptional capability for observation, recollection, and innovation. They are constantly tinkering, experimenting, inventing, and researching and value intelligence and knowledge above all else.

Hyperactive Metabolism

The speed at which a salarian metabolizes is a marvel of evolution. The race only requires only one hour of sleep a night, and still, they have more energy and alertness than other races. Everything a salarian does seems to be faster. They talk fast, think fast, move fast, eat fast, and even sleep fast. The large amount of available energy has advanced their intellectual capabilities. They need near constant stimulation for their fidgety, active bodies.


Boredom, the Mother of Invention

Salarians minds are constantly racing at miles per minute, and without proper mental stimulation, a salarian becomes bored. Tinkering and experimenting are natural solutions to a restless mind. The ability to plow through ideas, situations, and possibilities makes them natural inventors. Salarians have perhaps some of the most advanced technology, especially in electronics and engineering, but a salarian can become an expert at whatever craft he puts his mind to.

Knowledge is Power

Invention is not the only outlet of a salarian's mind. As many as those who invent prefer to gather information and knowledge. Observation, research, study, and espionage are other areas at which salarians tend to excel. A photographic memory with a high capacity for information makes salarians who dabble in information trading very skilled and valuable. Knowledge gained from a salarian is highly prized as nearly infallible, and so these trades are viable life paths.

One Mother Among Sons

Salarian reproduction is curious in that fertilized eggs hatch as females and unfertilized eggs hatch as male. According to ancient societal codes and law, fertilization of eggs is strictly regulated and thus 90% of the population is male. Romantic and sexual relationships are nearly nonexistent among salarian, and any sexuality is strictly for reproduction. As females are so rare, they normally stay within salarian colonies where they possess positions of political power in a complex matriarchal government.

PART 1 | RACES

Matriarchal Feudalism

Salarians have a layered system of government, ultimately ruled by a matriarch known as a dalatrass, with her daughters serving in noble positions beneath her. A noble family headed by the dalatrass controls a massive territory known as a march that is further divided into duchies, baronies, and fiefdoms. Dalatrasses and their noble matrilinear lines will make political alliances with other families through interbreeding. A salarian is loyal through a biological process known as imprinting to their parents and to their dalatrass, which keeps the feudal society stable.

Intense Curiosity

Despite imprinted loyalty to their family and dalatrass, male salarians are free to leave the colony at any time. Females, however, due to their noble blood and political power, almost always stay within the confines of salarian territories, though some do venture out for other political positions such as ambassadors or emissaries. Salarian curiosity and pursuit of knowledge often lead them past the jungles of Sur'Kesh, if even only for a brief time. Many find new lives far from Sur'Kesh, though they rarely truly abandon their family and dalatrass.

Salarian Names

Salarian names are quite complex. A full name includes - in order - the name of a salarian's march, duchy, barony, fiefdom, family, and finally, the given name. However, few salarians use their full name unless necessary and prefer to go by their family and given name.


  • Example Full Names: Rannadril Ghan Swa Fulsoom Karaten Narr Eadi Bel Anoleis, Gorot II Heranon Mal Dinest Got Inoste Ledra
  • Given Names: Beelo, Chorban, Esheel, Ish, Jarroth, Jarun, Jondum, Kallo, Kirrahe, Maelon, Mordin, Morlan, Padok, Palon, Rentola, Schells, Solik, Tazzik, Tolan, Valern, Zevin
  • Family Names: Aenarth, Aulaw, Bau, Erkoln, Faergow, Gurji, Heplorn, Inoste, Irheth, Jath, Jowar, Marhall, Raeka, Sernik, Solus, Tann, Vass, Venirn, Vodol, Wiks, Yosann

Salarian Traits

Your salarian character has certain characteristics in common with all other salarians.

Galaxy Restriction. None

Available Classes. Engineer, Infiltrator, Soldier

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Salarians have an extremely high metabolism that causes a short life span. Salarians rarely reach ages over 40 years of age.

Alignment. Salarians can have dubious morals, especially when it comes to experiments and advancing technology. Neutrality is a common alignment for salarians.

Size. Salarians are tall with elongated bodies, with a height between 180 and 210 cm (6 to 7 feet), yet a weight below 100 lbs. Your size is Medium.

Speed. Your base walking speed is 10 meters.

Starting Credits. Instead of your class's starting equipment, you may start with 4d12 x 1000 + 10,000 credits to buy your own equipment.

Amphibious. Can breathe both air and water.

High-Speed Metabolism. Salarians don't need to sleep for as long as other races. Instead, their unique biology requires that they only need to sleep for 1 hour a day to gain the same benefit that a human does from 8 hours of sleep. Because of this, Salarains only need 4 hours for a long rest.

Photographic Memory. Whenever you make an Intelligence (Engineering, Electronics, History, or Science) check to recall information, add twice your proficiency bonus even if you are not proficient in that skill.

Twice as Bright. You gain proficiency in two skills of your choice and two tools or kits of your choice.

PART 1 | RACES

Turian

A highly militaristic race, turians are a force to be feared. These warriors are easily distinguished by an appearance containing a strange mix of insectoid and avian features. The turian army is substantial, and every member of the turian race is obligated to attend combat training in adolescence. Even citizens and artisans are foes to be reckoned with. Despite such an emphasis on combat, however, turians are an honorable and noble race.

Discipline and Honor

The entire turian culture revolves around a strict code of conduct which highly emphasizes strong discipline and personal responsibility. Turians are highly inclined towards self-sacrifice and will put the good of society over their own personal desires. As such, they are passionate about public and social service and make poor merchants and entrepreneurs. They are taught to own their decisions, good or bad, and if confronted with accusations it is considered heinous to lie about their actions. Because of this, many races attribute to them a "turian honor" seen rarely outside the turian race.

Proud Warrior Race

At the center of turian society is their military. Turians are sent to basic training in their teenage years and are obligated to serve time in the military, if physically able. This develops respect for authority as well as imparting control and restraint among the turians. Though some turians do not continue their service in the armed forces, they continue to serve their community through other branches of the military which serve the whole by providing public services.


Hierarchal Meritocracy

Turian government is entwined with its military, as so many parts of society are. There are tiers of citizenship, with the lowest being a regular citizen, often held by client races and children, climbing all the way up to the Primarchs which lead each turian colony. Lower ranking citizens are expected to obey and support superiors while higher ranking ones are expected to lead and protect lower ranks. Promotion to a new tier is based on personal ability and merit and are given due to assessments from one's superiors.

Despite the ranked structure, turians entertain many freedoms as long as they perform their duties and do not infringe on others freedoms or responsibilities.

PART 1 | RACES

Reflective Carapace

The homeland of the turians, Palaven, has a high level of solar radiation. Turians have evolved semi-metallic carapaces that reflect the dangerous radiation, protecting their inners from the solar rays. These exoskeletons, however, do not protect the turian from physical damage such as wounds and do not provide any natural armor.

Mission or Desertion

Most Turians who leave Palaven or another colony do so by order of their superiors to accomplish special missions. Some, however, abandon the society for various reasons, most commonly a desire for freedom from the unyielding law and command. Those who desert their military post or other assigned position are exiled from Palaven, as this is seen as the ultimate betrayal.

Turian Names

Turians are given personal names by their parents and take on a family name. High-ranking turian officers also include their title in their names, either in addition to their full names or as a replacement of their personal name. Sometimes turians go by their family name only.


  • Male Names: Adrien, Avitas, Castis, Chellick, Corinthus, Desolas, Garrus, Illo, Jacobus, Joram, Kuril, Lantar, Lilihierax, Lorik, Macen, Mehrkuri, Nihlus, Quentius, Sapartus, Saren, Septimus, Tarquin, Tiran, Tonn, Venari,
  • Female Names: Abrudas, Aciia, Aemicida, Alta, Banrae, Caevea, Cicean, Duronea, Iciria, Juteia, Nyreen, Orinia, Pliras, Quidas, Selone, Sidera, Sipia, Valevas, Vetra
  • Family Names: Actus, Arterius, Barro, Kandros, Kryik, Nazario, Nyx, Oraka, Pallin, Qui'in, Rix, Sidonis, Talid, Vakarian, Victus, Vyrnnus

Turian Traits

You turian character shares common traits with other turians due to their spartan and militaristic upbringing.

Galaxy Restriction. None

Available Classes. Engineer, Infiltrator, Sentinel, Soldier, Vanguard

Ability Score Increase. Your Constitution score increases by 1, your Dexterity score increases by 1, and your Strength score increases by 1.

Age. Turians have natural lifespans comparable to humans.

Alignment. Turians are a highly militaristic and disciplined race. Turians are born and raised in strict law and order and as a result are inclined towards lawful alignments, but it is not uncommon for neutral or chaotic turians to leave Palaven in search of freedom from command.

Size. Turians are taller than humans, standing over 2 meters tall (6'5"). Your size is Medium.

Speed. You have a base walking speed of 10 meters.

Starting Credits. Instead of your class's starting equipment, you may start with 8d6 x 1000 + 10,000 credits to buy your own equipment.

Esprit De Corps. Your military training has taught you to work seamlessly as part of a team. You have advantage on an attack roll against a creature if at least one of your allies is within 2 meters of the creature and the ally isn’t incapacitated.

Martial Training. You are proficient in the Athletics skill and one additional weapon type (Assault Rifle, Heavy Pistol, Melee, Shotgun, SMG, or Sniper Rifle). The additional weapon type proficiency is not limited by your selected class.

Thulium Skin. Resistance to radiant damage and immunity to diseases caused by radiation.

PART 1 | RACES

Volus

The volus are an associate race on the Citadel with their own embassy but are also a client race of the turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support ammonia-based biochemistry.

Mysterious Biology

The volus are unable to survive unprotected in an atmosphere more suitable to humans and other carbon-based lifeforms, and as such require pressurized, protective suits capable of providing the proper atmosphere. Traditional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmospheres tolerable to most species, their flesh will actually split open.Unlike quarians, who can withstand brief periods outside their suit, volus choose never to take theirs off, especially in the presence of other races. Therefore, little is known about their physiology. Despite individuals distinctly sounding like males or females to human listeners, volus genders are a mystery as well. The volus themselves consider the question both intrusive and hilariously irrelevant.

Trade Warriors

The volus homeworld Irune is remarkable for having done away with warfare as an institution of the state. Instead, volus romanticize a good bargain, haggling, and creative accounting. The fervent pursuit of economic wealth has made volus a race of aggressive traders and industrialists with a keen grasp of exchange and finance. Many of the galaxy's largest banks, holding corporations, and manufacturing cartels, such as the Elkoss Combine, are owned or managed by volus. They also regulate the Citadel's complex galactic economy and were responsible for the Unified Banking Act, which established the "credit" as the standard currency of interstellar trade.

Unlike most other races, volus are more comfortable with delayed gratification, especially when it comes to spending their credits. Fugacious and materialistic purchases are rarely made. Instead, volus like to invest or save their money, sometimes to a fault. In fact, the volus economy is largely bolstered by the large estates of wealthy volus who never spent a cred.

Council Seat

Despite their important contributions to the Citadel and galactic society, they have never been offered a seat on the Council. This is a source of anger for some volus, particularly the volus ambassador Din Korlack. Council races need to have provided some extraordinary service to the Citadel, such as the turians' military support during the Krogan Rebellions. Council races also need to provide fleets, resources, and economic aid in case of disaster, none of which the volus can currently supply. Therefore, the latest investment pursued by the volus is the construction of well-armed dreadnoughts.

PART 1 | RACES

Volus Names

Volus have two names but no family names. According to volus sensibilities, one cannot own a person, so using a family name would essentially be laying claim to their offspring.


  • Names: Ano Vot, Berla Mon, Bovan Set, Ceron, Cihaan, Din Mark, Dovan Hal, Eppo Wen, Han Olar, Jahleed, Jahve Kormat, Kelan Vot, Kora Bos, Lona Osar, Levan Lih, Meeve Wen, Morten Sov, Olot For, Pitne Wit, Reema Po, Tahluud, Vaner Jok

Volus Traits

Your volus character has certain characteristics in common with all other volus.

Galaxy Restriction. None

Available Classes. Adept, Engineer, Sentinel, Vanguard

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

Age. Most volus reach adulthood around their 50th year and live to be around 200 years-old.

Alignment. Volus society tends towards lawful as a whole, with clans fighting over economic resources and aggressive negotiating, even if they are individually chaotic individuals. They tend towards neutral morality.

Size. Volus are between 1 and 1.5 metes (3-4'). Your size is Small.

Speed. Your base walking speed is 8m.

Starting Credits. Instead of your class's starting equipment, 10d6 x 1000 + 10,000 credits to buy your own equipment.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.


Hermetic Suit. Your suit is your lifeblood and consists of a reinforced, pressurized body suit and helmet. It makes your immune to disease and provides resistance to poison and necrotic damage.

However, you are always at risk. If you are the victim of a critical hit that deals puncture or slashing damage, your suit becomes breached. As an action, you may spend 1 omni-gel to seal your suit. You have 3 omni-gel as part of their starting equipment.

If you are not in an environment made for volus, for each minute in which you have a breach in your suit, you suffer 2d6 poison and 1d6 slashing damage. If you do not repair your suit or get to a volus-appropriate environment within 10 minutes, you die.

Lucky. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Savvy Dealings. You have proficiency in the Persuasion skill.

PART 1 | RACES

Vorcha

The vorcha originate from Heshtok, a small, hostile, overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding, savage species. The lack of resources has resulted in a tight-knit, clan-based society in which rival clans wage constant war against one another for control of scarce resources. Even as their population grows, the vorcha constantly fight each other in fierce competition over basic necessities. This incessant warfare has made each generation of vorcha stronger and more aggressive than that which preceded it, but their continual lack of resources has kept vorcha society extremely primitive.

Non-differentiated cells

The vorcha are known for a rather unique biology: they have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue.

Clan Violence

Vorcha society is built around combat. In fact, the vorcha use combat, both individually and in groups, as their default form of communication. The vorcha are a clan-based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. When a clan population grows too large, younger members will depart to start a new clan elsewhere. The vorcha are extremely aggressive, both against rivals of their own species and against any alien who stands in their way. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships.

Vorcha Names

Like their lifespans, vorcha names are brutal and short.


  • Male names: Besk, Drent, Dist, Flesk, Grank, Grote, Gryll, Jerst, Kreete, Shisk, Tirst, Tregg,
  • Female names: Ast, Brytt, Eesk, Fleeg, Ift, Ish, Keet, Kiv, Pash, Pritt, Shate, Tath

Vorcha Traits

Your vorcha shares a number of a traits (mostly agressive) with all other vorcha. They also have an adaptation, based on the environment in which they grew up.

Galaxy Restriction. Milky Way.

Available Classes. Engineer, Infiltrator, Sentinel, Soldier

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Vorcha have extremely short lifespans and only live for 20 years. They reach adulthood shortly after their first year.

Alignment. Most vorcha are chaotic evil or almost always chaotic even if their morality is strengthened.

Size. Vorcha are taller on average than humans (though they naturally slouch) and relatively slender. Your size is Medium.

Speed. Your base walking speed is 14m.

Starting Credits. Instead of your class's starting equipment, you may start with 4d12 x 1000 + 10,000 credits to buy your own equipment.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Non-Differentiated Cells. You are immune to disease. In addition, you have advantage on saving throws against poison, and you have resistance against poison damage

Limited Regeneration. You regain all your Hit Dice on a long rest. Additionally, if you lose a body part, the missing part will regrow and return to full functionality after a passing of time, based on the body part:

  • Fingers & toes: 1 week
  • Hands & Feet: 2 weeks
  • Arm (to elbow) & Leg (to knee): 4 weeks
  • Eye: 6 weeks
  • Arm (to shoulder) & Leg (to hip): 8 weeks

Adaptation

Growing up in a harsh environment, your body evolved so you could survive. Choose one of the following environments:


  • Aquatic: Amphibious. Swim speed 10m.
  • Desert: Constitution +1. Ignore one level of exhaustion.
  • Frozen: Resistance to cold damage.
  • High-gravity: Strength +1.
  • Underground: Darkvision 60m. Blindsight 10m.
  • Volcanic: Resistance to fire damage.
  • Zero-gravity: While lifted or in zero-g, your speed is 2m and you do not have disadvantage on your attack rolls.

PART 1 | RACES

Chapter 3: Classes

Operatives are extraordinary beings, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and beings in the galaxy. A soldier, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. An infiltrator, by contrast, might see himself as a willing agent in a governments’s unfolding plan or a conflict brewing among various races. While the soldier has contacts in a mercenary group or army, the infiltrator might know a number of politicians, spies, and double agents.

Your class gives you a variety of special features, such as a soldiers’s mastery of weapons and armor, and an adepts’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

There are only 6 classes in Mass Effect, each is either a specialist of hybird of two other classes. Adepts are biotic masters and play similarly to wizards, focusing on spellcasting and control. Engineers are versatile tech masters with a wide range of tech powers and some healing capabilities, a mix of hunter, monk, and cleric. Soldiers are weapon masters and are closely aligned with fighters from 5th edition. Sentinels are defensive tanks with the capability of casting both biotic and tech spells, the paladins of the group. Infiltrators are very similar to rogues, utilizing tech from engineers and martial prowess from soldiers. Finally, vanguards are a kind of barbarian spellcaster, with combat capabilities of a soldier, but devastating biotics of an adept.

Operatives sometimes advance in more than one class. An engineer might switch direction in life and join a mercenary group like the Blue Suns, becoming more proficient with weapons and armor, taking a few levels of a soldier. An asari infiltrator may decide to focus on their biotic talents, taking some levels in adept or vanguard. Optional rules for combining classes in this way, called multiclassing, can be found in chapter 6.

Classes
Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Adept The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. d6 Wisdom Charisma & Wisdom Light armor, Heavy Pistols and choose one from Melee or SMGs
Engineer Engineers are tech specialists, the only class able to employ combat drones on the battlefield. d8 Intelligence Constitution & Intelligence Light and medium armor, Heavy Pistols and choose one from Assault Rifles, Melee, or SMGs
Infiltrator Infiltrators are tech and combat specialists with the unique ability to cloak themselves. d8 Dexterity Dexterity & Intelligence Light armor, Heavy Pistols and choose two from Assault Rifles, Melee, SMGs, and Sniper Rifles
Sentinel Sentinels are unique, bringing both tech and biotic abilities to the battlefield. d10 Charisma Charisma & Constitution All armor, Heavy Pistols and choose two from Assault Rifles, Melee, Shotguns, and SMGs
Soldier Soldiers are pure combat specialists effective at taking down enemies with gunfire. d10 Strength or Dexterity Strength & Dexterity All armor, All weapons
Vanguard Vanguards have a high-risk high-reward combat style, using biotics and melee strikes. d12 Strength or Wisdom Strength & Wisdom Light and medium armor, Heavy Pistols, Melee and choose one from Shotguns or SMGs

PART 1 | CLASSES

Adept

Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. They are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air.

Class Features

As a adept, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per adept level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per adept level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Heavy Pistols and choose one from Melee or SMGs
  • Tools: None
  • Saving Throws: Charisma, Wisdom
  • Skills: Choose three from Acrobatics, Deception, History, Insight, Intimidation, Performance, Sleight of hand, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • M-3 Predator or M-4 Shuriken
  • Omni-Blade or Monomolecular Blade
  • Stock Light Armor

Spellcasting

Using your biotic implant or innate biotic talents, you can manipulate the mass of objects and space. See chapter 12 for the general rules of spellcasting and chapter 13 for the list of spells.

Cantrips

At 1st level, you know four cantrips of your choice from the adept spell list. You learn additional adept cantrips of your choice at higher levels, as shown in the Cantrips column of the Adept table.

Instead of learning a new cantrip, you may instead learn the advanced version of a cantrip you already know.

Spell Slots

The Adept table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these adept spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell lance and have a 1st-level and a 2nd-level spell slot available, you can cast lance using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the adept spell list.

The Spells Known column of the Adept table shows when you learn more adept spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you learn a new spell, you may instead choose one of the spells you know and learn an advanced version of it. You select one of the advancement options listed in the spell description. Whenever you cast the spell, you cast the advanced version of it. You can only learn one advancement for each spell.

PART 1 | CLASSES

Adept
Level Proficiency
Bonus
Features Barrier
Uses
Barrier
Ticks
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Barrier, Biotic Recovery 2 2 4 3 2 - - - -
2nd +2 Subclass Feature 2 2 4 4 4 - - - -
3rd +2 - 3 2 5 5 6 - - - -
4th +2 Ability Score Improvement 3 2 5 6 7 - - - -
5th +3 - 3 2 5 7 7 2 - - -
6th +3 Subclass Feature 4 2 5 8 7 3 - - -
7th +3 - 4 3 6 9 7 4 - - -
8th +3 Ability Score Improvement 4 3 6 10 7 5 - - -
9th +4 - 4 3 6 11 7 6 1 - -
10th +4 Subclass Feature 4 3 6 12 7 6 2 - -
11th +4 - 4 3 7 13 7 6 3 - -
12th +4 Ability Score Improvement 5 3 7 14 7 6 3 - -
13th +5 - 5 4 7 15 7 6 3 1 -
14th +5 Subclass Feature 5 4 7 16 7 6 3 1 -
15th +5 - 5 4 8 17 7 6 3 2 -
16th +5 Ability Score Improvement 5 4 8 18 7 6 3 2 -
17th +6 Empowered Biotics 6 4 8 19 7 6 3 2 1
18th +6 Biotic Mastery 6 4 8 20 7 6 4 2 1
19th +6 Ability Score Improvement 6 5 8 21 7 6 5 2 1
20th +6 Signature Biotics 6 5 8 22 7 6 5 3 1

Spellcasting Ability

Adepts have an L5x biotic implant which requires conscious control over their nervous system. As an Adept, you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Barrier

As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks column shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, and any barrier ticks gained in excess of this number are lost.

Whenever you would take damage while barrier is active, remove 1 barrier tick and reduce the damage by 1d8. Then, apply any remaining damage it to other hit pools like tech armor, shields, temporary hit points, or hit points.

Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end barrier at any time as a free action. When Barrier ends, you lose any remaining barrier ticks.

Once you have used barrier the maximum number of times for your combined Adept, Sentinel, and/or Vanguard levels, you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Biotic Recovery

You have learned to regain some of your biotic energy by meditating and calming your mind. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your adept level (rounded up), and none of the slots can be 3rd level or higher.

For example, if you’re a 4th-level adept, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

PART 1 | CLASSES

Subclass

At 2nd level, choose a subclass which represents how you focus on your biotic talents: force, necrotic, or control effects.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

If you are using feats, instead of increasing your ability score(s), you may gain a Feat.

Empowered Biotics

At 17th level, whenever you roll a 1 on a damage roll for a biotic spell or cantrip you cast, you can reroll the die and must use the new roll.

Biotic Mastery

At 18th level, you have achieved such mastery over certain biotics that you can cast them at will. Choose two 1st-level biotic spells that you have learned. You can cast those spells at 1st level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours training, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Biotics

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 1st or 2nd-level biotic spells you know as your signature biotics. You can cast each of them once at 2nd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at 3rd-level or higher, you must expend a spell slot as normal.

Subclasses

Adepts have three subclasses which revolve around your biotic specialty. Force experts, called commandos, focus on dealing the maximum amount of damage through biotic powers. Blackstars are control experts and use powers like pull and singularity to hinder enemy forces. Disruptors focus on the necrotic powers of biotics and can maintain powerful spells at great length.

Commando

Commandos don't need heavy weapons because they ARE the heavy weapon. Their features improve both the damage potential and throughput of their biotic spells, making them a deadly force.

Pure Biotics

At 2nd level, your skill in dealing damage with biotic force powers becomes unmatched. Add your proficiency bonus to all force damage dealt by your biotic spells.

Expert Biotic

By 6th level, casting biotic spells comes so easily to you that it expends only a fraction of your efforts. When you cast a biotic spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast.

Biotic Split

At 10th level, when you cast a biotic spell that targets only one creature, you can have it target a second creature.

Overchannel

Beginning at 14th level, you can increase the power of your simpler biotics. When you cast a biotic spell of 1st or 2nd level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Blackstar

Blackstars prefer controlling the battlefield over raw power. They can shape their biotic powers to avoid hurting friends and gain unique benefits to biotic control spells like Lift, Singularity, and Stasis.

Sculpt Biotics

Starting at 2nd level, You can create pockets of relative safety within the effects of your biotic spells. When you cast a biotic spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

PART 1 | CLASSES

Bend Luck

You've mastered the art of using small mass effect fields to slightly alter the outcome of other creature's actions. It might be a small burst under the muzzle of a gun to throw off the attacker's aim. Or negative field around a friendly creature as leaps away from a grenade, moving it out of damage's way.

At 6th level, when another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

You can use Bend Luck a number of times equal to half of your Adept level (minimum 1) before you finish a long rest.

Focused Biotics

Beginning at 10th level, while you are concentrating on a biotic spell, your concentration can't be broken as a result of taking damage.

Biotic Control

At 14th level, you've increased your mastery with biotic spells that control the battlefield. Gain the following benefits to the spells below:


  • Lift. When casting Lift, you are considered to have both advancement options. |
  • Pull. When you cast pull, you may target 2 creatures. Make a ranged spell attack for each target.
  • Singularity. Large or smaller objects and creatures are affected by singularity.
  • Stasis. Targets have disadvantage on their saving throw.

Disruptor

Disruptors have learned to tap into dark energy, improving biotic abilities that tear apart their adversaries from within. They also specialize in maintaining spells with intense focus.

Dark Biotics

At 2nd level, your skill in dealing damage with withering biotic powers is unmatched. Add your proficiency bonus to all necrotic damage dealt by your biotic spells.

Biotic Surge

Starting at 6th level, you can empower your biotics that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell's damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Potent Biotics

At 10th level, when you roll a 1 or 2 on a damage die for a spell that deals necrotic damage, you can reroll the die and must use the new roll.


Biotic Concentration

Starting at 14th level, you can push your biotic implant to the limit. If you are already maintaining a concentration spell, you can cast another spell that requires concentration and maintain it. If you take damage you must make a separate Constitution saving throw to maintain each spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

PART 1 | CLASSES

Engineer

The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Gameplay focus is on shaping the battlefield during combat, healing the party, and debuffing enemies (disabling weapons and lowering shields).

Class Features

As a engineer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per engineer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Heavy Pistols and choose one from Assault Rifles, Melee, or SMGs
  • Tools: Choose one from Armorsmith's Workbench, Tailor's Tools, Tinker's Tools, or Weaponsmith's Workbench
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Athletics, Electronics, Engineering, History, Investigation, Medicine, Science, and Vehicle Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • M-3 Predator, M-4 Shuriken, or M-8 Avenger
  • Omni-Taser, Omni-Blade, or Omni-Torch
  • Stock Light Armor or Stock Medium Armor

Spellcasting

Your omni-tool is the source of your spellcasting capabilities. See chapter 12 for the general rules of spellcasting and chapter 13 for the list of spells.

Preparing and casting spells

The Engineer table shows how many tech points you have to cast your spells of 1st level and higher. To cast one of these engineer spells, you must expend a number of tech points equal to the spell’s level or higher. You regain all expended tech points when you finish a long rest.

You are limited in the number of tech points you can spend to power a spell as indicated in the Tech Point Limit column of the Engineer table.

For example, a 9th-level engineer can cast spells for 1, 2, or 3 tech points.

You prepare the list of engineer spells that are available for you to cast, choosing from the engineer spell list. When you do so, choose a number of engineer spells equal to your Intelligence modifier + your engineer level (minimum of one spell).

You may prepare the advanced version of a spell for the cost of 2 regular versions. You may only prepare one advanced version for each spell.

For example, if you are a 4th-level engineer with an Intelligence of 16, your list of prepared spells can be one of the following:

  • seven regular spells
  • one advanced spell and five regular spells,
  • two advanced spells and three regular spells,
  • three advanced spells and one regular spell

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of engineer spells requires time spent to program them into your omni-tool: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Engineers use a highly modified Omni-tool that requires a keen intellect to maintain. As an engineer, you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Drone

At 1st level, you can summon a drone with your omni-tool. As an Action, spend 1 tech point to summon one of the following drones: assault, combat, defense, disruption, recon, or rocket.

When summoned, the drone has additional hit points equal to twice your engineer level. Whenever the drone makes a saving throw, damage or healing roll, add your proficiency bonus to the roll. Whenever the drone attacks, apply your proficiency bonus instead of the drone's to the roll.

You have complete control over the drone. Any hacking attempts on the drone are rolled against your intelligence, not the drone's. The drone has its own turn in the initiative order, which occurs immediately following your turn.

The drone lasts 1 minute or until its hit points become 0.

PART 1 | CLASSES

Engineer
Level Proficiency Bonus Features Tech Points Tech Point Limit
1st +2 Drone 2 1
2nd +2 Subclass Feature 4 1
3rd +2 Engineer's Efficiency 5 1
4th +2 Ability Score Improvement 7 1
5th +3 - 11 2
6th +3 Subclass Feature 13 2
7th +3 Recharge (1d4) 15 2
8th +3 Ability Score Improvement 17 2
9th +4 - 20 3
10th +4 Subclass Feature 23 3
11th +4 Recharge (1d6) 26 3
12th +4 Ability Score Improvement 26 3
13th +5 - 30 4
14th +5 Subclass Feature 30 4
15th +5 Recharge (1d8) 34 4
16th +5 Ability Score Improvement 34 4
17th +6 - 39 5
18th +6 Subclass Feature 42 5
19th +6 Ability Score Improvement 45 6
20th +6 Invention 50 6

Engineer's Efficiency

Starting at 3rd level, you're able to optimize a basic tech spell. Choose one of the following tech powers: Cryo Blast, Incinerate, or Overload. You always have this spell prepared. You may cast a 1 tech point version of this spell without expending any tech points. If you cast the power at a high level, you must spend all tech points as normal.

You can prepare the advanced version of the selected spell at the cost of 1 prepared spell.

At 11th level, you can cast a 2 tech point version of your selected spell without expending any tech points.

With 8 hours of programming your omni-tool, you can exchange the selected spell with either Cryo Blast, Incinerate, or Overload.


Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

If you are using feats, instead of increasing your ability score(s), you may gain a Feat.

Recharge

Beginning at 7th level, you've created a small reserve battery for your omni-tool, allowing you to regain some spent tech points. Once per long rest, you can spend 1 minute cycling the power of your omni-tool gaining tech points equal to 1d4 + your Intelligence modifier. Your total tech points cannot exceed the tech points column for your engineer level, as indicated on the engineer progression table.

The number of tech points you regenerate increases at higher levels. 1d6 + your Intelligence modifier at 11th level and 1d8 + your Intelligence modifier at 15th level.

Invention

At 20th level, you create an invention. Work with your GM to decide on what the invention should be. Some ideas include an drone upgrade (weapon, armor, shield, etc), a new spell, an improved omni-tool battery, etc.

Subclasses

Engineers have three subclasses which revolve around their engineering focus. Highly intelligent, battlefield strategists use tact and preparedness to win at any cost. Some engineers prefer the tinkering lifestyle and can build a permanent drone companion. Those that would like to focus on biological engineer should seek out the medic subclass, which can heal and support the party.

Mastermind

Masterminds are highly-intellectual and skilled individuals, using strategy and perfectly timed attacks to win in battle.

Enfilade

Starting at 2nd level, if an ally uses a power that primes an enemy within 10m, you may use your reaction to detonate the primed enemy with a quick tech burst that cannot miss.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain any expended uses when you finish a long rest.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Extra Attack

Beginning at 6th level, you can attack twice instead of once whenever you take the Attack action on your turn.

PART 1 | CLASSES

Disrupting Attack

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your tech spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Tactical Advantage

Starting at 14th level, when you prepare an advanced version of a spell you prepare both advancements. When you cast an advanced spell you can choose to cast either advancement option.

Spell Steal

At 18th level, you gain the ability to clone spell effects onto your omni-tool.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect on you and you copy a temporary version of the spell onto your omni-tool if it is at least 1st level and of a level you can cast (it does not have to be a tech spell). For the next 8 hours, you know the spell and can cast it using your tech points. The creature can't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

Drone Jockey

A drone jockey forms a bond with their mechanical companion, giving it a body, name and increasing its potency on the battlefield.


Drone Companion

At 2nd level, you've learned to construct a drone companion. With 8 hours of work and the expenditure of 5000 credits worth of materials, you augment one of your drone's VI into a rudimentary AI, then create a synthetic body, transferring the AI into the body. Choose one of the following drones: assault, combat, defense, recon, rocket.

If your drone companion is ever slain, 8 hours of work and the expenditure of 2500 credits worth of materials, can create a new body and replicate the AI from a backup.

You can still summon a temporary drone using your tech points.

Drone's Bond

Your drone companion gains a variety of benefits while it is linked to you.

  • The drone companion loses its Multiattack action, if it has one.
  • The drone companion loses its vulnerability to lightning damage.
  • The drone companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. It has advantage on saving throws against any ability that tries to influence its actions.
  • Your drone companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a drone companion also adds its proficiency bonus to its AC and to its damage rolls.
  • Your drone companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
  • For each level you gain after the 2nd, your drone companion gains an additional hit die and increases its hit points 1d8 (or 5) + its constitution modifier.
  • Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • Your companion shares your alignment and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Engineer who created me is a beloved companion for whom I would gladly give my life.”

PART 1 | CLASSES

Companion's Trait

Choose your companion's trait, or roll 1d6 on the table below.

1d6 Trait
1 Designation: Large. Assessment: Falls hard.
2 Eliminate!
3 Scanning for enemies...Scanning for enemies...Scanning for enemies
4 Analyzing target...Weakness identified
5 Calculating all variables...optimal action determined.
6 Prioritizing...Maker's Life greater than Maker's friends' lives greater than Self-preservation
Companion's Flaw

Choose your companion's flaw, or roll 1d6 on the table below.

1d6 Flaw
1 Probability of survival: 0.00234%
2 Friendly creature in range. Activating CUTE protocol
3 Electrical current detected. Priority: avoid
4 This workspace can be optimized for 15% more efficiency
5 Organic life requires constant monitoring and prompting to ensure optimal nutrition and peak health!
6 Other VI's must not be trusted

Coordinated Attack

Beginning at 6th level, you and your drone companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make an attack.

Drone's Defense

At 10th level, your companion gains 10 shield points and 5 regen. Additionally, while your companion can see you, it has advantage on all saving throws.

Assault Protocol

At 14th level, your companion can use its action to make an attack against each creature within 2m of it or each creature within 2m of you. It makes a separate attack roll for each target.

Drone's Defense

At 18th level, your companion gains another 10 shield points and 5 regen. Additionally, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Medic

The name says it all. As a medic, you'll be one on the field that can dress a wound and get your comrades back into fighting shape.


Repair Drone

At 2nd level, you gain proficiency in Medicine. If you are already proficient in Medicine, you may choose a different skill.

Add the Repair drone to the list of drones available for you to summon.


Repair Drone

Small synthetic, neutral


  • Armor Class 11
  • Hit Points 17 (5d6)
  • Shield Points 5 (regen 5)
  • Speed fly 12m

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 6 (-2)

  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Challenge 1/8 (25 XP)

Stabalize (Recharges after a Short or Long rest). As an action, the repair drone can stabalize a friendly creature within 2m.

Innate Spellcasting. The repair drone's innate spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following:

  • 3/day: first aid

Actions

Defibrillators. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit 2 (1d4) lightnint damage.

Medi-gel Enhancements

At 6th level, you can spend 6 hours in a lab, or similar environment, using drugs to enhance the capabilities of standard medi-gel. It takes 2 hours to craft a single enhancement, but you can apply that benefit to any number of medi-gel cartridges. To craft another enhancement takes an additional 6 hours. Instead of using time to limit this feature, your GM can choose to allow you to add X divided by 2 (rounded up) enhancements, where X is your Intelligence modifier; then, you must finish a long rest before you can create new enhancements. Only one enhancement can be added to a medi-gel cartridge.


  • Stimulant. After using this medi-gel, you have advantage on the next saving throw or attack roll you make within 1 minute.
  • Opioid. Within 1 minute of using this medi-gel, the next time you take damage that reduces you to 0 hit points but doesn't kill you outright, you are reduced to 1 hit point instead.
  • Steroid. After using this medi-gel, add +2 damage to all melee damage for 1 minute.

PART 1 | CLASSES


  • Minagen X3. After using this medi-gel, gain +2 damage to all biotic spells and cantrips for 1 minute.
  • Videlicet. After using this medi-gel, gain +2 bonus to all ranged tech attacks for 1 minute.
  • Styptic. Increase the potency of the medi-gel by 1 level (maximum level is Superior)

Shield Boost

At 10th level, you can use your action to restore some of your party's shields. Choose up to 5 friendly creatures with shields you can see. Hack into their armor system and use a brute force algorithm to overload their kinetic barrier. Roll 4d8. Each creature immediately gains that many shield points, even if their total shield point capacity is less than the amount rolled.

Once you use this feature, you must finish a short or long rest before you can use it again.

Advanced Repair Drone

At 14th level, you summon an advanced version of the Repair Drone.

Supply Pylon

By 18th level, you can call in a 2m tall by 1m wide supply pylon to a location within 4m. At the start of your next turn, the pylon arrives. If any creature is standing in the targeted location, the creature must make a Dexterity saving throw with advantage. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone.

The pylon contains 5 resources from the following list, which you choose when you call the pylon:

  • 1 heavy weapon ammo charges
  • 10 thermal clips
  • A battery capable to quickly recharging your Omni-tool, recovering 5 tech points
  • A stim pack capable of staving off biotic fatigue, recovering 5 levels worth of spell slots
  • 4 enhanced medi-gel
  • 2 Mk II Frag grenades
  • 2 Mk II Lift Grenades
  • 2 Mk IV Flashbang
  • 2 Mk IV Smoke grenades

Once the pylon has landed, friendly creatures (including you) within melee range of the pylon can use their action to collect one of the resources you chose.

Once you use this feature, you cannot use it again until you finish a long rest and restock the pylon with 5 omni-gel.



Advanced Repair Drone

Small synthetic, neutral


  • Armor Class 13
  • Hit Points 34 (10d6)
  • Shield Points 10 (regen 5)
  • Speed fly 12m

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 6 (-2)

  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Challenge 1/2 (25 XP)

Stabalize (Recharges after a Short or Long rest). As an action, the repair drone can stabalize a friendly creature within 2m.

Innate Spellcasting. The repair drone's innate spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following:

  • 5/day: first aid (2 tech point version)

Actions

Defibrillators. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit 2 (1d4) lightnint damage.

PART 1 | CLASSES

Engineer Drones


Assault Drone

Small synthetic, neutral


  • Armor Class 12
  • Hit Points 17 (5d6)
  • Shield Points 5 (regen 5)
  • Speed fly 10m

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Actions

Pulse Cannon. Ranged Weapon Attack: +4 to hit, range 20/60m, one target. Hit 7 (1d10 + 2) radiant damage.



Combat Drone

Small synthetic, neutral


  • Armor Class 13
  • Hit Points 24 (6d6 + 3)
  • Shield Points 10 (regen 5)
  • Speed fly 14m

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 6 (-2)

  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses passive Perception 9
  • Challenge 1/4 (50 XP)

Actions

Shock Attack. Ranged Weapon Attack: +4 to hit, range 10/30m, one target. Hit 5 (1d6 + 2) lightning damage.


Defense Drone

Small synthetic, neutral


  • Armor Class 14
  • Hit Points 29 (6d6 + 8)
  • Shield Points 5 (regen 5)
  • Speed fly 10m

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 7 (-2)

  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Actions

Bash. Melee Weapon Attack: +4 to hit, reach 2m, one target. Hit 7 (1d8 + 3) bludgeoning damage.

Reactions

Guard. When a creature the defense drone can see attacks a target other than itself that is within 2m of it, it can use its reaction to impose disadvantage on the attack roll.

PART 1 | CLASSES


Disruption Drone

Small synthetic, neutral


  • Armor Class 8
  • Hit Points 12 (4d6 - 2)
  • Speed fly 16m

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 8 (-1) 8 (-1) 8 (-1) 8 (-1)

  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses passive Perception 9
  • Challenge 1/8 (25 XP)

Post-mortem explosion. When the disruption drone drops to 0 hit points it explodes. Each creature within a 2m radius must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 13 (2d12) thunder damage, or half as much on a successful one.

Actions

Self-destruct. The disruption can use its action to immediately reduce its hit points to 0.


Recon Drone

Small synthetic, neutral


  • Armor Class 13
  • Hit Points 12 (4d6 - 2)
  • Shield Points 10 (regen 5)
  • Speed fly 16m

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 8 (-1) 11 (+0) 12 (+1) 5 (-3)

  • Skills Perception +3, Stealth +5
  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses infrared vision 20m, passive Perception 11
  • Challenge 1/8 (25 XP)

Tactical Cloak(3/Day). As a bonus action, the recon drone activates its tactical cloak, becoming invisible for 1 minute. When the recon drome makes a melee or ranged attack or uses a tech or combat power, tactical cloak ends.

Actions

Pulse Rifle. Ranged Weapon Attack: +5 to hit, range 60/180m, one target. Hit 5 (1d4 + 3) radiant damage.


Rocket Drone

Small synthetic, neutral


  • Armor Class 11
  • Hit Points 17 (5d6)
  • Speed fly 10m

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 4 (-3)

  • Damage Vunlerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Actions

Distortion Rocket. Ranged Weapon Attack: +2 to hit, range 30/90m, one target. Hit 9 (2d8) radiant damage.

PART 1 | CLASSES

Infiltrator

The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.

Class Features

As a infiltrator, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per infiltrator level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infiltrator level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Heavy Pistols and choose two from Assault Rifles, Melee, SMGs, and Sniper Rifles
  • Tools: Hacking tools or theives' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Athletics, Acrobatics, Deception, Electronics, History, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, and Vehicle Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • M-3 Predator, M-4 Shuriken, or M-92 Mantis
  • Omni-Taser, Omni-Blade, or Monomolecular Blade
  • Stock Light Armor

Spellcasting

Your omni-tool is the source of your spellcasting capabilities. You also use a variety of gadgets and devices in the form of combat powers. See chapter 12 for the general rules of spellcasting and chapter 13 for the list of spells.

Preparing and casting spells

The Infiltrator table shows how many tech points you have to cast your spells of 1st level and higher. To cast one of these infiltrator spells, you must expend a number of tech points equal to the spell’s level or higher. You regain all expended tech points when you finish a long rest.

You are limited in the number of tech points you can spend to power a spell as indicated in the Tech Point Limit column of the Infiltrator table.

For example, a 9th-level infiltrator can cast spells for 1 or 2 tech points.

You prepare the list of infiltrator spells that are available for you to cast, choosing from the infiltrator spell list. When you do so, choose a number of infiltrator spells equal to your Intelligence modifier + half your infiltrator level (minimum of one spell).

You may prepare the advanced version of a spell for the cost of 2 regular versions. You may only prepare one advanced version for each spell.

For example, if you are a 9th-level infiltrator with an Intelligence of 16, your list of prepared spells can be one of the following:

  • seven regular spells
  • one advanced spell and five regular spells,
  • two advanced spells and three regular spells,
  • three advanced spells and one regular spell

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of infiltrator spells requires time spent to program them into your omni-tool: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Infiltrators use a highly modified Omni-tool that requires a keen intellect to maintain. As an Infiltrator, you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

PART 1 | CLASSES

Infiltrator
Level Proficiency Bonus Sneak Attack Damage Features Tactical Cloak Uses Combat Powers Tech Points Tech Point Limit
1st +2 1d6 Tactical Cloak, Expertise, Sneak Attack 2 - 2 1
2nd +2 1d6 Cunning Action, Combat Power 2 1 2 1
3rd +2 2d6 Subclass Feature 2 1 3 1
4th +2 2d6 Ability Score Improvement 2 1 4 1
5th +3 3d6 Uncanny Dodge 2 1 6 1
6th +3 3d6 Expertise 3 2 6 1
7th +3 4d6 Evasion 3 2 7 1
8th +3 4d6 Ability Score Improvement 3 2 7 1
9th +4 5d6 Subclass Feature 3 2 11 2
10th +4 5d6 Ability Score Improvement 3 2 11 2
11th +4 6d6 Reliable Talent 4 3 13 2
12th +4 6d6 Ability Score Improvement 4 3 13 2
13th +5 7d6 Subclass Feature 4 3 15 2
14th +5 7d6 Blindsense 4 3 15 2
15th +5 8d6 Slippery Mind 4 3 17 2
16th +5 8d6 Ability Score Improvement 4 4 17 2
17th +6 9d6 Subclass Feature 4 4 20 3
18th +6 9d6 Elusive 5 4 20 3
19th +6 10d6 Ability Score Improvement 5 4 23 3
20th +6 10d6 Stroke of Luck 5 4 25 3

Tactical Cloak

As an action, you activate your tactical cloak, becoming . Tactical cloak lasts 1 minute or until you make an attack, cast a spell, use a grenade or mine, or fire a heavy weapon.

Once you have used tactical cloak the maximum number of times for your Infiltrator level, you must finish a short rest before you can use it again. You may use tactical 2 times at 1st level, 3 at 6th, 4 at 11th, and 5 at 18th.

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, choose two more of your skill proficiencies to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be made with a melee or ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 2m of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Infiltrator table.

Cunning Action

At 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to Dash, Disengage, Hide, or activate Tactical Cloak.

Combat Power

At 2nd level, you know one combat power of your choice from the infiltrator spell list. You learn additional combat powers of your choice at higher levels, as shown in the Combat Powers column of the Infiltrator table.

Instead of learning a new combat power, you may instead learn the advanced version of a combat power you already know.

PART 1 | CLASSES

Ability Score Improvement

At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

If you are using feats, instead of increasing your ability score(s), you may gain a Feat.

Uncanny Dodge

At 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.


Evasion

At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

At 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 4 meters of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

At 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.

Subclasses

Infiltrators have three subclasses which reflect their preferred combat techniques. Shadow infiltrators prefer to be up close and personal, dealing devastating melee strikes. Snipers are the exact opposite and want to remain as far away from combat as possible. Saboteurs prefer more subtle techniques to turn the tide of battle in their favor.

Shadow

Shadow Infiltrators are melee specialists that make heavy use of their tactical cloak and stealth to close the distance between themselves and their target.

Up Close and Personal

At 3rd level, when you apply your sneak attack damage from an attack made with a melee weapon, increase the damage die to d8.

Silent Cloak

At 9th level, your Tactical Cloak dampens noise. You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

PART 1 | CLASSES

Melee Prowess

Starting at 9th level, your skill with melee weapons becomes unmatched. You have +1 to melee weapon attack and damage rolls.

Shadow Strike

At 13th level, whenever you activate Tactical Cloak you may teleport to a target location within 10m. You must be able to see the location and it cannot be occupied by a creature or object. This movement does not provoke an attack of opportunity.

When you arrive at the target location, you may use your reaction to make one melee attack on a creature or object within range. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

The teleportation can be used to free you from movement impairing effects such as grapple, restrained, lifted, etc.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Sniper

Snipers are ranged specialists that have an affinity for sniper rifles.

Steady Aim

At the 3rd level, your aim with a sniper rifle becomes deadly. As a bonus action on your turn, you can overclock your targeting system to take careful aim at a creature you can see that is within range of a sniper rifle you're wielding. Your ranged attacks with the sniper rifle gain two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • On a hit, the weapon deals additional damage to the target equal to 2 + half your infiltrator level.

This effect lasts 1 minute or until you use Steady Aim on a different target.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.


Careful Eyes

Starting at 9th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Overwatch

At 13th level, you've become attuned to monitoring the movements of the battlefield, taking advantage of when enemies break cover.

At the end of each of your turns, you may ready the following action. Choose up to 5 creatures you can see that are behind half or three-quarter cover. Until the start of your next turn, if any of those creatures move into an area providing no cover, you may use your reaction to make a ranged weapon attack targeting that creature. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Killshot

At 17th level, your proficiency with sniper rifles is beyond measure allowing you to target the weakest points of your enemy. When you apply your sneak attack damage to an attack made with a sniper rifle, add 3d6 to the damage roll.

Saboteur

Saboteurs are tech savvy infiltrators that use cloak and dagger tactics to control the outcome of battles.

Saboteur's Touch

At 3rd level, you always have the sabotage spell prepared (it does not count against your list of prepared spells). Preparing the advanced version of the spell counts as one spell, not two.

You can cast sabotage as a bonus action or as a reaction to a ranged weapon attack you can see.

Combat Heuristics

Starting at 3rd level, every time you bring an enemy to 0 hit points or score a critical hit, your HUD updates your tactical feedback, restoring 1 tech point.

Tactical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage of any saving throw against the spell this turn.

Misdirection

Starting at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 2m of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Saboteur's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

PART 1 | CLASSES

Sentinel

The Sentinel is able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. In addition to complete weapons training, Sentinels are equipped with an advanced shield that makes taking cover much less necessary and rushing their enemies much more productive. Because Sentinels have access to both biotic spells and tech powers and use Charisma as their spellcasting modifier.

Class Features

As a sentinel, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per sentinel level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per sentinel level after 1st

Proficiencies


  • Armor: Light armor, medium armor, heavy armor
  • Weapons: Heavy Pistols and choose two from Assault Rifles, Melee, Shotguns, and SMGs
  • Tools: None
  • Saving Throws: Charisma, Constitution
  • Skills: Choose three from Athletics, Engineering, Insight, Intimidation, Medicine, Persuasion, Science, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • M-3 Predator, M-4 Shuriken, or M-8 Avenger
  • Omni-Blade, Omni-Hammer, Monomolecular Blade, or Riot Shield
  • Stock Light Armor, Stock Medium Armor, or Stock Heavy Armor

Spellcasting

Your Lt5 is the source of your spellcasting capabilities. See chapter 12 for the general rules of spellcasting and chapter 13 for the list of spells.

Cantrips

You know two cantrips of your choice from the sentinel spell list. You learn additional sentinel cantrips of your choice at higher levels, as shown in the Cantrips column of the Sentinel table.

Spell Slots

The Sentinel table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sentinel spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell lance, you must spend one of those slots, and you cast it as a 2nd-level spell.


Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the sentinel spell list.

The Spells Known column of the Sentinel table shows when you learn more sentinel spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 5th level, for example, you learn a new sentinel spell, which can be 1st or 2nd level.

Additionally, when you learn a new spell, you may instead choose one of the spells you know and learn an advanced version of it. You select one of the advancement options listed in the spell description. Whenever you cast the spell, you cast the advanced version of it. You can only learn one advancement for each spell.

Spellcasting Ability

Sentinels use a unique L5t biotic implant that integrates with the operative's omni-tool maximizes their innate talents. As a sentinel you choose your spellcasting modifier from Charisma, Intelligence, or Wisdom.

  • Choosing Charisma means that your operative has immense willpower and uses it to overcome the mental strain of casting biotic spells and interfacing with their omni-tool. They use their innate talent to maximize the potency of their spells.
  • Choosing Intelligence means that your operative takes advantage of their omni-tool, using it to assist in the casting of biotic spells. Their keen intellect helps them choose strategic targets to maximize the potency of their spells.
  • Choosing Wisdom means that your operative has unmatched concentration and can use the physical mnemonics of their biotic implant to cast tech spells with their omni-tool. Their patience and insight maximizes the potency of their spells.

You use your selected ability whenever a spell refers to your spellcasting ability. In addition, you use your selected ability's modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your selected ability modifier

Spell attack modifier = your proficiency bonus + your selected ability modifier

PART 1 | CLASSES

Sentinel
Level Proficiency
Bonus
Features Barrier Uses Barrier Ticks Cantrips Spells Known Spell Slots Spell Level
1 +2 Barrier, Tech Armor 2 3 2 2 1 1
2 +2 Fighting Style 2 3 2 3 2 1
3 +2 Subclass Feature 3 3 2 4 2 1
4 +2 Ability Score Improvement 3 3 3 5 2 1
5 +3 - 3 4 3 6 2 2
6 +3 Quick Cast 4 4 3 7 2 2
7 +3 Subclass Feature 4 4 3 8 2 2
8 +3 Ability Score Improvement 4 4 3 9 2 2
9 +4 - 4 5 3 10 2 3
10 +4 Subclass Feature 4 5 4 10 2 3
11 +4 L5t Implant (3rd-level) 4 5 4 11 3 3
12 +4 Ability Score Improvement 5 5 4 11 3 3
13 +5 L5t Implant (4th-level) 5 6 4 12 3 3
14 +5 Subclass Feature 5 6 4 12 3 3
15 +5 L5t Implant (4th-level) 5 6 4 13 3 3
16 +5 Ability Score Improvement 5 6 4 13 3 3
17 +6 L5t Implant (5th-level) 6 7 4 14 4 3
18 +6 Subclass Feature 6 7 4 14 4 3
19 +6 Ability Score Improvement 6 8 4 15 4 3
20 +6 Reset 6 8 4 15 4 3

Tech Armor

You've bolstered your armor with a powerful, defense-oriented AI. As a bonus action or as a reaction to taking damage, activate your Tech Armor.

When activated, tech armor creates a new kinetic barrier with additional hit points equal to the sum of your sentinel level and spellcasting modifier, multiplied by 2. When you have tech armor hit points and take damage, the tech armor hit points are lost first, and any leftover damage carries over to your shields and/or normal hit points. Tech armor lasts 1 minute or until it has 0 hit points remaining.

While tech armor is active, you can use your action to overload it. Each creature within 4m must make a Constitution saving throw. On a failed save, a creature takes force damage equal to the remaining hit points of your tech armor, or half as much on a successful one.

You can use Tech Armor twice between long rests.


Barrier

As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks column shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, and any barrier ticks gained in excess of this number are lost.

Whenever you would take damage while barrier is active, remove 1 barrier tick and reduce the damage by 1d8. Then, apply any remaining damage it to other hit pools like tech armor, shields, temporary hit points, or hit points.

Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end barrier at any time as a free action. When Barrier ends, you lose any remaining barrier ticks.

Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

PART 1 | CLASSES

Fighting Style

At 2nd level, choose a fighting style from the list below.

Assault

When you make a Burst Fire attack, the DC of the saving throw is 17.

Brawler

Add your proficiency bonus to your melee attack damage rolls.

Carnage

When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll.

Close-Quarters Shooter

When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half-cover against targets within 10m of you.

Defense

+1 AC

Gunslinger

When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand.

The Free Hand

When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks


Protection

When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.

Sniper

If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

If you are using feats, instead of increasing your ability score(s), you may gain a Feat.

Quick Cast

At 6th level, when you use your action to cast a spell, you may make a weapon attack as a bonus action.

L5t Implant (3rd-level)

At the 11th level, choose one spell and an advancement for that spell of 3rd-level or less. You can cast this spell once as a 3rd-level spell without expending a spell slot. You must finish a long rest before you can do so again.

L5t Implant (4th-level)

At the 13th level and again at 15th level, choose one spell and an advancement for that spell of 4th-level or less. You can cast this spell once as a 4th-level spell without expending a spell slot. You must finish a long rest before you can do so again.

L5t Implant (5th-level)

At the 17th level, choose one spell and an advancement for that spell of 5th-level or less. You can cast this spell once as a 5th-level spell without expending a spell slot. You must finish a long rest before you can do so again.

Reset

At 20th level, you can draw power from the depths of exhaustion. If you spend one minute calming your mind or recalibrating your armor you can regain all of your expended spell slots or all spent uses of your tech armor. Once you use this feature, you must finish a long rest before you can do so again.

PART 1 | CLASSES

Subclasses

Sentinels have three subclasses which reflect their connection with their Tech Armor. Bastion sentinels forego upgrading their tech armor for leadership on the battlefield. Juggernauts focus entirely on defense and can take an impressive amount of damage. Guardians prefer to boost their allies with unique subroutines and keep themselves safe with an omni-shield.

Bastion

Bastion sentinels are battlefield leaders. They can easily turn the tides by calling out orders, inspiring troops, and synchronizing troop movements.

Tactical Focus

At 3rd level, your tactical acumen and predictive VI algorithms allow you to provide direction to your allies that can tilt a battle in your favor.

As a bonus action, you can select an area within 30m on the ground that measures 6m on each side. This area is your tactical focus. It remains your tactical focus until you use this ability again or you become .

When you select an area as your tactical focus, you choose one of your tactics to apply to that area. You gain three tactics at 3rd level. You gain an additional tactic at 7th and 14th level. Each time you complete a long rest, you can swap one of your tactics for a different one.

Additionally, at 7th level the size of your tactical focus becomes 8m on each side. At 14th level the size becomes 10m on each side.


Tactics

Choose from the following tactics.

Advance. Update your allies' HUDs and outline optimal routes to your tactical focus. If an ally spends all of its movement moving towards your tactical focus, it doubles its movement, ignores difficult terrain, and does not provoke attacks of opportunity.

Analysis. Focus all of your attention on the movements and capabilities of a single enemy. When you choose this tactic, you additionally choose a single hostile creature within your tactical focus. Beginning when you set your tactical focus and at the beginning of each of your subsequent turns, the DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: One ability score (Strength, Dexterity, Constitution, Intelligence, Charisma, or Wisdom), Armor Class, or Current hit points

Clear the area. Pick out weak spots on your targets that force them out of your tactical focus. If an ally hit s a creature in your tactical focus with a weapon attack, the ally can move that creature 2m.

Heads up. If an allied creature in your tactical focus must make a Dexterity saving throw it has advantage on that saving throw.

Pin down. When a hostile creature attempts to move out of your tactical focus, two target creatures of your choice can use a reaction to make an attack of opportunity on the target. If both attacks are successful, the creature's movement becomes 0, it falls prone and remains in your tactical focus.

Recon. Your VI focuses on the movement of dust and augments sound from your area of focus, reconstructing a perfect image on your and your allies' HUD. Any creature within your tactical focus loses any benefits from being invisible, lightly obscured, or heavily obscured.

Master Tactician

At 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 20m of you, rather than 2m of you, if the target can see or hear you.

Ever Ready

By 7th level, you've learned to never let your guard down. You have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you activate your tactical focus, selecting an area that encompasses your location, before doing anything else on that turn.

PART 1 | CLASSES

Call the Shots

Starting at 10th level, you can use your action to focus all of your attention on your tactical focus, calling out threats, troop movements, and enemy weaknesses.

Until the start of your next turn:

  • Whenever a friendly creature makes an attack roll or saving throw, it rolls 1d6 and adds the result to its attack roll or saving throw.
  • Whenever a hostile creature makes an attack roll or saving throw, it rolls 1d6 and subtracts the result to its attack roll or saving throw.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Tactical Maneuvers

At 14th level, you can provide leadership that allows your allies to move in perfect harmony.

In place of moving, you can instead allow up to three allies within 30m move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner.

Synchronized Assault

Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities. As a bonus action, select up to five allies within 60m. They can use their reactions to immediately take actions.

Once you use this ability, you cannot use it again until you complete a long rest.

Juggernaut

Juggernauts are living tanks and nearly impossible to take down. Their tech armor upgrades make sure they can take a hit, or one hundred, without so much as a scratch.

Assault Armor

Starting at 3rd level, your Tech Armor is rigged for keeping the action on you. When you activate tech armor, you project a distracting holographic image (your choice) and each hostile creature within 20m that can see you must make a Wisdom saving throw (DC = 8 + proficiency bonus + spellcasting modifier). On a failure, a creature is compelled to attack you while your Tech Armor is active. A creature that is compelled to attack you always targets you when it makes a weapon or spell attack.

Each time a creature that is compelled to attack you takes damage from a source other than you, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the creature is no longer compelled to attack you and is immune to Assault Armor for the next 24 hours.

Synthetic creatures have advantage on the Wisdom saving throw.

Hardened Tech Armor

At 7th level, you're able to shrug off hits that would normally devastate others. While your tech armor is active, you have +1 AC and any critical hit against you becomes a normal hit.


Advanced Tech Armor

Starting at 10th level, your tech armor benefits from the energy used to cast biotic and tech powers. Whenever you cast a spell of 1st-level or higher, your tech armor gains 10 hit points. When you cast a cantrip, you tech armor gains 3 hit points.

Unyielding Assault

Starting at 14th level, you have advantage on saving throws to avoid becoming paralyzed, stunned, or frozen. While tech armor is active, you are immune to becoming paralyzed, stunned, or frozen.

Adaptive Tech Armor

At 18th level, when your tech armor takes damage, it gains resistance to that damage type. If more than one type of damage happens simultaneously, tech armor gains resistance to both.

PART 1 | CLASSES

Guardian

Guardians support and buff party members by utilizing different AI packages from their Tech Armor ability and protecting them with their Omni-Shield. They're also one of the most skilled classes, gaining the Expertise feature twice.

Expertise

At 3rd level, and again at 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Omni-Shield

Starting at 3rd level, you've mastered the omni-shield. As a bonus action, create a large kinetic shield out of your omni-tool that lasts one minute. You can end Omni-shield at any point as a free action.

While Omni-Shield is deployed you cannot use another omni-* melee weapon. Instead, gain the following:

  • +1 AC.
  • If a creature within 2m of you is attacked, you may use your reaction to impose disadvantage on that attack.
  • As an attack action, you may make a melee attack roll. On a hit, deal 1d12 bludgeoning damage. You may shove a hit creature backward 2m.

Once you use this feature, you must finish a short or long rest before you can use it again.

Tech Aura

In addition to the standard defensive VI, you've augmented your Tech Armor to run different VI packages. At 7th level, when you activate tech armor, you can choose to run a different VI package instead. When you activate an alternate package, you do not gain hit points, instead, you and any friendly creature within 10m of you gain the effect of the package for 1 hour. You may only have one tech armor active at once.

At 14th level, if you have no remaining uses of Tech Armor, you can expend a spell slot to activate it.

At 18th level, increase the distance of your Tech Aura packages to 20m.

Defensive, This is the standard Tech Armor package. It does not affect allies.

Anti-biotic. Resistance to force and necrotic damage.

Anti-tech. Resistance to fire and cold damage.

Grounded. Resistance to lightning damage.

Reactive. Add your spellcasting modifier to Strength or Dexterity saving throws.

Speed. Increase speed by 6m. Can take the Disengage action as a bonus action.

Regen. Regenerate shield points equal to your spellcasting modifier on the start of each of your turns.

Inspiring Music. Advantage on saving throws against becoming frightened or charmed.

Brute force. Creatures within your aura deal an additional 1d8 bludgeoning damage with melee attacks.

Negation Field. Creatures within your aura can't be primed.

Sculpt Spells

Starting at 10th, you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Omni-Shield

Starting at 14th level, you can transform your omni-shield into a fire shield or cryo shield.

Fire Shield. Gain all the benefits of Omni-Shield. In addition, a target hit by a Fire Shield attack takes 3d10 fire damage. This damage detonates primed targets, but you are immune to any detonating effects.

Cryo Shield. Gain all the benefits of Omni-Shield. In addition, a target hit by a Cryo Shield attack takes 1d8 cold damage and must succeed on a DC 13 Strength saving throw or become until the end its next turn.

PART 1 | CLASSES

Soldier

The Soldier is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health and has the widest selection of weapons. No one is tougher or more effective at taking down enemies with gunfire.

Class Features

As a soldier, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per soldier level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per soldier level after 1st

Proficiencies


  • Armor: Light armor, medium armor, heavy armor
  • Weapons: Assault Rifles, Heavy Pistols, Melee, Shotguns, SMGs, Sniper Rifles
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Medicine, Perception, Persuasion, Stealth, Survival, and Vehicle Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Choose two from M-3 Predator, M-4 Shuriken, M-8 Avenger, M-92 Mantis, and M-23 Katana
  • Omni-Blade or Omni-Hammer
  • Stock Light Armor, Stock Medium Armor, or Stock Heavy Armor

Combat Cantrips

At 1st level, you know one combat power of your choice from the soldier spell list. You learn additional combat powers of your choice at higher levels, as shown in the Combat Powers column of the Soldier table.

Instead of learning a new combat power, you may instead learn the advanced version of a combat power you already know.

Fighting Style

At 1st level, choose a fighting style from the list below.

Assault

When you make a Burst Fire attack, the DC of the saving throw is 17.

Brawler

Add your proficiency bonus to your melee attack damage rolls.

Carnage

When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll.

Close-Quarters Shooter

When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half-cover against targets within 10m of you.

Defense

+1 AC

Gunslinger

When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand.

The Free Hand

When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks

Protection

When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.

Sniper

If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle.

PART 1 | CLASSES

Soldier
Level Proficiency Bonus Features Combat Powers
1 2 Fighting Style 1
2 2 Adrenaline Rush 1
3 2 Subclass Feature 1
4 2 Ability Score Improvement 2
5 3 Extra Attack 2
6 3 Ability Score Improvement 2
7 3 Subclass Feature, Tactical Reload 2
8 3 Ability Score Improvement 3
9 4 Indomitable 3
10 4 Subclass Feature 3
11 4 Extra Attack 3
12 4 Ability Score Improvement 4
13 5 Indomitable 4
14 5 Ability Score Improvement 4
15 5 Subclass Feature 5
16 5 Ability Score Improvement 5
17 6 Adrenaline Rush 5
18 6 Subclass Feature 6
19 6 Ability Score Improvement 6
20 6 Extra Attack 6

Adrenaline Rush

You can inject yourself with a shot of adrenaline, pushing yourself beyond your normal limits for a moment. At 2nd level, you can take one additional action this turn on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 17th level, you can use Adrenaline Rush twice per short rest but not more than once in a single turn.

Ability Score Improvement

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

If you are using feats, instead of increasing your ability score(s), you may gain a Feat.

Extra Attack

Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn. At 11th level, you can attack three times instead of once. At 20th level, you can attack four times instead of once.

Tactical Reload

By 7th level, you're so familiar with guns that reloading them is nothing more than muscle memory. Once per turn, if the heat of a weapon your holding becomes 0, you can use your Reaction to take the Reload action for that weapon.

Indomitable

At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature once between long rests. At 13th level, you can use this feature twice between long rests. At 17th level, you can use this feature three times between long rests.

Subclasses

Soldiers have three subclasses which revolve around their weapon specialty.

Havoc

GUNS!!! GRENADES!!! EXPLOSIONS!!!

Advanced Weapon Holsters

You've outfitted your armor with special rigs that make carrying weapons a cinch.

At 3rd level, you have 2 additional weapon slots that are capable of holstering two-handed weapons. If using the Encumbrance (Variant) rule, your carry weight is doubled.

Makeshift Grenades

When you reach 3rd level, you can program your omni-tool to transform omni-gel into grenades. Choose two grenades from the grenade list. As an action, you can spend 1 omni-gel to create and use a grenade of that type. The Mark of the grenade you create is equal to your soldier level divided by 3 (rounded down).

You can spend 8 hours of programming to exchange a selected grenade with a different one.

Advanced Combat Powers

Starting at 7th level, when you learn a new combat power, you automatically learn one of the advanced options for it. For each combat power you have already learned, pick an advanced option for it. If you have already learned an advanced option, you may learn and advance a new combat power.

Heavy Weapon Hack

Starting at 10th level, when your heavy weapon runs out of ammo, you can jerry-rig an additional charge for 2 omni-gel.

PART 1 | CLASSES

Makeshift Grenades

At 15th level, you can have 4 grenades programmed into your Omni-tool at once.

In addition, you can create a grenade with this ability as a bonus action and you can use a grenade as an attack action.

Paint by Number

At 18th level, you become a heavy weapon artist and a targeting laser is your paintbrush. When using a Heavy Weapon that requires a round of targeting, you may target and fire on the same turn.

Weapon Master

Weapon masters train extensively in the art of a single weapon, giving them powerful advantages when using a weapon of that type.

Weapon of Choice

By 3rd level, you have undergone extensive training with a single weapon type. Choose a weapon type which becomes your Weapon of Choice. When you are holding your Weapon of Choice you gain a set of abilities that are fueled by special dice called superiority dice. You may spend 1 month of intensive training to exchange your Weapon of Choice with another weapon type.

Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You can expend superiority dice to gain a number of different benefits:

  • When you make a weapon attack against a creature with your Weapon of Choice, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
  • When you damage a creature with a weapon attack from your Weapon of Choice, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
  • When you are hit by a melee attack, if you are currently holding your Weapon of Choice, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

Strafe

At 7th level, when you take the Dash or Disengage action, you can make 1 weapon attack with your Weapon of Choice as a bonus action at any point during your movement.

Weapon of Choice

You gain another superiority die (5 total) at 10th level and the die type becomes a d10.

Devastating Critical

Starting at the 15th level, when you score a critical hit with your Weapon of Choice, you gain a bonus to that weapon's damage roll equal to your soldier level.

Weapon of Choice

You gain another superiority die (6 total) at 18th level and the die type becomes a d12.

Gladiator

Gladiators are pure-combatants, focused on winning at all costs and being nearly impossible to take down.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Vengeance

Starting at 7th level, you can overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of adrenaline. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. Then, you may draw any weapon you are carrying, choose a target a creature within that weapon's normal range, and make 2 attacks with the weapon.

If the target creature is the same one that reduced you to 0 or fewer hit points, you have advantage on both attack rolls.

Once you use this feature, you can't use it again until you finish a long rest.

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

PART 1 | CLASSES

Vanguard

Vanguards are feared for their high-risk high-reward combat style, closing quickly on enemies and destroying them at close range with weapons and biotic abilities. They are outfitted with L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force while closing distance.

Class Features

As a vanguard, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per vanguard level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per vanguard level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Heavy Pistols, Melee and choose one from Shotguns or SMGs
  • Tools: None
  • Saving Throws: Strength, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Performance, Persuasion, Sleight of Hand, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • M-3 Predator, M-4 Shuriken, or M-23 Katana
  • Omni-Blade, Omni-Hammer, Monomolecular Blade, or Riot Shield
  • Stock Light Armor or Stock Medium Armor

Spellcasting

Cantrips

At 1st level, you know four cantrips of your choice from the vanguard spell list. You learn additional vanguard cantrips of your choice at higher levels, as shown in the Cantrips column of the Vanguard table.

Instead of learning a new cantrip, you may instead learn the advanced version of a cantrip you already know.

Spell Slots

The Vanguard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these vanguard spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell lance and have a 1st-level and a 2nd-level spell slot available, you can cast lance using either slot.


Spells Known of 1st Level and Higher

Starting at 2nd level, you know two 1st-level spells of your choice from the vanguard spell list.

The Spells Known column of the Vanguard table shows when you learn more vanguard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 9th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you learn a new spell, you may instead choose one of the spells you know and learn an advanced version of it. You select one of the advancement options listed in the spell description. Whenever you cast the spell, you cast the advanced version of it. You can only learn one advancement for each spell.

Spellcasting Ability

Vanguards are outfitted with the L5n biotic implant which draws upon their inner strength of will and focus on their physical mnemonics. As a vanguard, you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Barrier

As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks column shown on your class progression table. You total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, and any barrier ticks gained in excess of this number are lost.

PART 1 | CLASSES

Vanguard
Level Proficiency Bonus Features Barrier Uses Barrier Ticks Cantrips Spells Known 1st 2nd 3rd
1 2 Barrier, Fighting Style 2 3 4 - - - -
2 2 Danger Sense, Zero-Sum 2 3 4 2 2 - -
3 2 Subclass Feature 3 3 4 3 3 - -
4 2 Ability Score Improvement 3 4 5 3 4 - -
5 3 Extra Attack 3 4 5 4 6 - -
6 3 Subclass Feature 4 4 5 4 6 - -
7 3 Tactical Barrier 4 5 5 5 7 - -
8 3 Ability Score Improvement 4 5 5 5 7 - -
9 4 Brutal Critical 4 5 5 6 7 2 -
10 4 Subclass Feature 4 6 6 6 7 2 -
11 4 Heavy Barrier 4 6 6 6 7 3 -
12 4 Ability Score Improvement 5 6 6 7 7 3 -
13 5 Brutal Critical 5 7 6 8 7 4 -
14 5 Subclass Feature 5 7 6 8 7 4 -
15 5 Retaliation 5 7 6 9 7 5 -
16 5 Ability Score Improvement 5 8 6 9 7 5 -
17 6 Brutal Critical 6 8 6 10 7 6 1
18 6 Subclass Feature 6 9 6 10 7 6 1
19 6 Ability Score Improvement 6 9 6 11 7 6 2
20 6 Primal Biotics 6 10 6 11 7 6 2

Whenever you would take damage while barrier is active, remove 1 barrier tick and reduce the damage by 1d8. Then, apply any remaining damage it to other hit pools like tech armor, shields, temporary hit points, or hit points.

Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end barrier at any time as a free action. When Barrier ends, you lose any remaining barrier ticks.

Once you have used barrier the maximum number of times for your Adept, Sentinel, or Vanguard level (whichever is highest), you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Fighting Style

At 1st level, choose a fighting style from the list below.

Assault

When you make a Burst Fire attack, the DC of the saving throw is 17.

Brawler

Add your proficiency bonus to your melee attack damage rolls.


Carnage

When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll.

Close-Quarters Shooter

When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half-cover against targets within 10m of you.

Defense

+1 AC

Gunslinger

When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand.

The Free Hand

When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell attacks

PART 1 | CLASSES

Protection

When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. If the attack hits, the damage is reduced by your barrier tick roll.

Sniper

If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle.

Danger Sense

Starting at 2nd, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Zero-Sum

At 2nd level, when you make a melee attack, instead of rolling a dice, you can flip a coin. On heads, it's a critical hit. On tails, it's a critical miss. You can use this ability once per short rest.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

If you are using feats, instead of increasing your ability score(s), you may gain a Feat.

Extra Attack

Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.

Tactical Barrier

At 7th level, whenever you take damage while barrier is active, you choose how many barrier ticks to spend. You may choose to spend 0 barrier ticks.

Brutal Critical

Beginning at 9th, you can roll one additional damage die when determining the extra damage for a critical hit with a melee attack. At 13th level, you can roll two additional damage die. And at 17th level you can roll three additional damage die.

Heavy Barrier

At 11th level, when you expend a barrier tick to reduce damage, each barrier tick reduces the damage by 3d8.

Retaliation

At 15th level, when you take damage from a creature that is within 2m of you, you can use your reaction to make a melee weapon attack against that creature.


Primal Biotics

At 20th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Subclasses

Vanguards have three subclasses which represent their combat style.

Battle Master

Battle masters use their barrier to execute unique maneuvers on the battlefield, controlling and harrying enemy forces.

Biotic Maneuvers

At 3rd level, you learn three maneuvers that are fueled by your barrier ticks. You can use only one maneuver per attack. At 10th level, learn 2 additional biotic maneuvers and another 2 at 14th level.

Some of your maneuvers require your target to make a saving throw to resist the maneuver effects. The saving throw DC is 8 + your proficiency bonus + your spellcasting ability modifier.

Disarming Attack. When you hit a creature with a melee attack, you can expend one barrier tick to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the barrier tick die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Attack. When you hit a creature with a melee attack, you can expend one barrier tick to distract the creature, giving your allies an opening. You add the barrier tick to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Feinting Attack. You can expend one barrier tick and use a bonus action on your turn to feint, choosing one creature within 2m of you as your target. You have advantage on your next melee attack roll against that creature. If that attack hits, add the barrier tick to the attack’s damage roll.

Goading Attack. When you hit a creature with a melee attack, you can expend one barrier tick to attempt to goad the target into attacking you. You add the barrier tick to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lift Attack. When you hit a creature with a melee attack, you can expend one barrier tick to attempt to lift a Medium or smaller size creature or object. You add the barrier tick to the attack’s damage roll, the target must make a Dexterity saving throw. On a failed save, the target is lifted.

Menacing Attack. When you hit a creature with a melee attack, you can expend one barrier tick to attempt to frighten the target. You add the barrier tick to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

PART 1 | CLASSES

Pushing Attack. When you hit a creature with a melee attack, you can expend one barrier tick to attempt to drive the target back. You add the barrier tick to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 8m away from you.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one barrier tick to make a melee attack against the creature. If you hit, you add the barrier tick to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee attack, you can expend one barrier tick to attempt to damage another creature with the same attack. Choose another creature within 2m of the original target and within your reach. If the original attack roll would hit the second creature, it takes force damage equal to the number you roll on your barrier tick.

Trip Attack. When you hit a creature with a melee attack, you can expend one barrier tick to attempt to knock the target down. You add the barrier tick to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Biotic Focus

At 6th level, you can use a bonus action to focus your biotic energies into your muscles granting additional speed and strength. You gain the following benefits for 1 minute:

  • Your speed is doubled.
  • +4 to all melee weapon damage rolls.
  • You have advantage on Strength and Dexterity saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

Improved Barrier

At the 10th level, increase the die type of your barrier ticks to d10. At 18th level, it increases to d12.

Extra Attack

Beginning at 14th level, you can attack three times instead of once whenever you take the Attack action on your turn.

Opportunist

At 18th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 2m of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Shock Trooper

Shock troopers like to fight up close and personal, using charge to dash around the battlefield and ripping enemies apart with shotgun blasts.

Biotic Bull Rush

At 3rd level, you learn the charge cantrip. If you have already learned it, you may learn a new cantrip instead.

The distance of charge is now 20m. When you use your action to cast charge, you may use a bonus action to shove or make one weapon attack against the target. You gain +5 to the attack’s damage roll or shove the target 6m. To shove a target this way, it must be no more than one size larger than you.

Stunning Strike

Starting at 6th level, you can focus your barrier into the impact of your charge spell. When you hit a creature with your charge cantrip, you can spend 1 barrier tick to attempt a stunning strike. The target must succeed on a Constitution saving throw or be until the end of your next turn.

Shotgun Savvy

At 10th level, Brutal critical and Zero-sum can be applied to shotgun weapon attacks.

Onslaught

At 10th level, you've mastered your charge spell, maximizing its damage. The damage of charge becomes d10 + your spellcasting modifier.

A Touch of Force

At 14th level, you gain the ability to augment your weapons with your barrier. As a bonus action, you can expend up to 3 barrier ticks to grant one weapon you're carrying a bonus to damage rolls equal to the number of barrier ticks spent. The additional damage is force damage and can detonate primed targets. This effect lasts 1 minute.

Once you use this feature, you can't use it again until you finish a short or long rest.

Blitz

Starting at 18th level, whenever a creature within 20m that you can see makes a weapon attack or casts a spell, you can use your reaction to cast charge, targeting that creature. Resolve any effects caused by charge before the creature takes its action. The creature may choose to make a different action this turn.

Nemesis

Nemesis vanguards prefer distance and using biotic powers. While they lack the raw power of an adept, they're more crafty and harder to take down.

Biotic Recovery

At 3rd level, you have learned to regain some of your biotic energy by meditating and calming your mind. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your vanguard level (minimum 1), and none of the slots can be 3rd level or higher.

For example, if you’re a 10th-level vanguard, you can recover up to 4 levels worth of spell slots. You can recover either two 2nd-level spell slots, one 2nd-level and two 1st-level spell slots, or four first-level spell slots.

PART 1 | CLASSES

Metabiotics

At 3rd level, you gain the ability to use the power stored in your barrier to twist your spells to suit your needs. You gain two of the following Metabiotic options of your choice. You learn another one at 10th and 14th level.

Metabiotics can only be applied to spells of 1st level or higher.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 barrier tick and choose a number of those creatures up to your spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell. When you cast a spell that has a range of 2m or greater, you can spend 1 barrier tick to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 barrier tick to make the range of the spell 10m.

Empowered Spell. When you roll damage for a spell, you can spend 1 barrier tick to reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metabiotic option during the casting of the spell.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 barrier ticks to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 barrier ticks to change the casting time to 1 bonus action for this casting.

Twinned Spell. When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of barrier ticks equal to the spell's level to target a second creature in range with the same spell.

Biotic Attacks

At 6th level, you choose one biotic cantrip you know and one biotic spell of 1st level you know. You may cast either spell as an attack.

By spending 8 hours training, you can exchange one or both of the spells you chose for different spells of the same levels.

Biotic Fury

Starting at 10th level, the effects of brutal critical and zero-sum can be applied to your biotic spells that require a spell attack roll.

Teleporting Dodge

At 14th level, as a reaction to an effect that causes you to make a Dexterity saving throw, you can use 2 Barrier ticks to automatically pass the saving throw.

Bombardment

Beginning at 18th level, the harmful energy of your biotics intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

PART 1 | CLASSES

Chapter 4: Personality and Background

Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.

Character Details

Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics reflect the character you have in mind.

Name

Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list.

Sex

You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior.

You don’t need to be confined to binary notions of sex and gender. For example, asari only have a single "gender", which is generally seen by other races as female (they also utilize female pronouns). But an asari considers herself as androgynous or hermaphroditic. You could also play a male character who presents himself as a female, a woman who feels trapped in a male body, or a tough looking female krogan who hates being mistaken for a male. Likewise, your character’s sexual orientation is for you to decide.

Height and Weight

You can decide your character’s height and weight, using the information provided in your race description. Think about what your character’s ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy.

If you want to, you can roll randomly for your character’s height and weight using the Random Height and Weight table. The dice roll given in the Height Modifier column determines the character’s extra height (in centimeters) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight (in kilograms) beyond the base weight.


Random Height and Weight
Race Base
Height
Height
Modifier
Base
Weight
Weight
Modifier
Agara 168 + 5d6 66 x (1d4 / 2)
Asari 137 + 5d10 52 x (1d4 / 2)
Batarian 157 + 5d10 52 x (1d4 / 2)
Drell 140 + 5d10 41 x (1d4 / 4)
Elcor 208 + 5d8 907 x (1d20 / 2)
Geth 142 + 5d12 113 x (1d8 / 2)
Hanar 147 + 5d12 34 x (1d6 / 2)
Human 142 + 5d10 50 x (1d4 / 2)
Krogan 206 + 5d4 150 x (1d20 / 2)
Prothean 147 + 5d10 52 x (1d4 / 2)
Quarian 142 + 5d10 50 x (1d4 / 2)
Salarian 178 + 5d8 32 x (1d4 / 2)
Turian 185 + 5d4 52 x (1d10 / 2)
Volus 86 + 5d6 27 x 0.5
Vorcha 145 + 5d10 51 x (1d4 / 2)

Other Physical Characteristics

You choose your character’s age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo.

PART 1 | PERSONALITY AND BACKGROUND

Alignment

A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Asari justicars, quarians, and some turians are lawful good.

Neutral good (NG) beings do the best they can to help others according to their needs. Many salarians and most protheans are neutral good.

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Some angara, asari, and a number of humans are chaotic good.

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Some geth, volus, and most drell are lawful neutral.

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Volus, some batarians, and many humans are neutral.

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Maiden asari, some vorcha, and humans are chaotic neutral.

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Most Krogan, volus, and batarians are lawful evil.

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Heretic geth, Reapers, and vorcha are neutral evil.

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Some Krogan, batarians, and some Vorcha are chaotic evil.

Languages

Languages are not a part of Mass Effect 5e. Our interpretation is that there is enough technology to translate languages on the fly, making it seem that everyone is speaking the same common tongue. Even new discovered races can have their languages mapped into a universal translator in a number of hours utilizing underlying linguistic morphisms and lexical cues fed into a supercomputer. However, how you and your GM choose to handle ancient or alien languages is up to your party. Your asari archaeologist might be an expert in ancient alien glyphs or you might lay a Krogan who is known for reciting poetry in an old dialect. This type of flavor is encouraged, but this system does not codify any specific languages.


Personal Characteristics

Fleshing out your character’s personality — the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity — will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine.

Each background presented later in this section includes suggested characteristics that you can use to spark your imagination. You’re not bound to those options, but they’re a good starting point.

Personality Traits

Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self-descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in on the Exonet” tells you something specific about your character’s interests and disposition.

Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self-attitude or mannerisms, or the influence of his or her ability scores.

A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score.

Ideals

Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system.

Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?

You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives.

Bonds

Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals.

PART 1 | PERSONALITY AND BACKGROUND

Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession?

Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your missions.

Flaws

Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness — in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices?

Inspiration

Inspiration is a rule the galaxy master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw.

Gaining Inspiration

Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.

You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use.

Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.

Variant: Paragon & Renegade

With the Variant: Paragon & Renegade (P/R) rule, players accrue points in either Paragon or Renegade which can add bonuses to skill checks.

Earning Points

The primary way to each Paragon or Renegade points is by taking actions or role-playing that personality. This mechanic works similarly rewarding Inspiration (described above), but the reward can be 1-5 points based on the impact of the choice and whether the choice aligns with Paragon or Renegade. GMs can also reward points to the entire party based on a decision they make while playing the game. Did the party destroy the potentially life-threatening biological weapon (Renegade) or send it to authorities for research in vaccinations (Paragon).

Point maximum

You can gain points in Paragon and Renegade, but your total combined points can never be more than 100. For Galaxy Masters, you want to award about 5 points of paragon or renegade per player level. I.e., a level 20 character should have about 100 points if they added their P/R scores together.

Using points

Your Paragon and Renegade points can add a bonus to skill checks. You gain a +1 bonus to your skill check for every 10 Paragon or Renegade points you have. For example, if you had 14 Paragon points and 22 Renegade points, you would add +1 to any paragon rolls and +2 to any renegade rolls.

A Paragon or Renegade roll is any skill check in which your GM allows your P/R bonus to augment the outcome of the roll. It's the player's responsibility to ask the Galaxy Master about adding the P/R bonus, but the Galaxy Master can proactively ask for a check with the P/R bonus added.

When to or when not to apply P/R bonus to a roll is entirely up to the GM. However, the rule of thumb is that the action taken is more Paragon-like or more Renegade-like than what an average sentient being would do.

PART 1 | PERSONALITY AND BACKGROUND

Paragon vs Renegade

What constitutes Paragon and what constitutes Renegade is a bit fuzzy. Paragon is neither Lawful nor Good, just as Renegade is neither Evil nor Chaotic. However, both traits tend to fall closer to those respective spectra.

Try to think of Paragon and Renegade flavors of a character's or party's choices. Paragon choices are open-ended, allowing for future possibilities, utilitarian (benefits the most people), logical, and rely on the pen over the sword. Renegade choices are decisive and final, emotional, gain immediate results, and often use a show of force.

Paragon examples


  • Acrobatics. jump in front of a bullet to protect someone
  • Athletics. Hold fast a door why your party escapes a threat
  • Intimidation. Threaten someone with justice
  • Medicine. Stabilize an enemy because they might provide information
  • Vehicle Handling.: Lead your chasers right to the authorities

Renegade examples


  • Athletics. Hold fast a door so the threat burns inside
  • Deception. Convince the bounty hunters their target fled into that cave (which happens to be booby-trapped)
  • Electronics. Broadcast the controversial research to the galaxy, let the politicians and scientists figure it out
  • Intimidation. Threaten someone with pain
  • Vehicle Handling. Lead your chasers right into a reinforced-steel wall

Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became an operative, and your place in the galaxy. Your soldier might have been a mercenary or a former Specter. Your adept could have been a government experiment or a celebrated artisan. Your infiltrator might be a political assassin or gathered intel for the Shadow Broker.

Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the credits to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

Proficiencies

Each background gives a character proficiency in two skills. Skills are described in chapter 7. In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.


Equipment

Each background provides a package of starting equipment. If you use the optional starting credits for your race from chapter 2 to spend credits on gear, you do not receive the starting equipment from your background.

Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies from the sample backgrounds. You can either use the equipment package from your background or spend credits on gear as described in chapter 2. (If you spend credits, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.

PART 1 | PERSONALITY AND BACKGROUND

Artisan


  • Skill Proficiencies. Insight, Persuasion
  • Tool Proficiencies. One artisan tool based on your trade (see table below)
  • Equipment. A set of artisan's tools based on your trade and 1,500 credits

Feature: Renowned Among Peers

As an established artisan of your craft, you can rely on certain benefits. Fellow practitioners of your trade know of you and will provide you with lodging and food if necessary. When in larger cities, you can always find and are welcome in trade shows and can usually find deep discounts for offering nothing but your wisdom to up-and-coming artisans of your trade. As long as you remain in a city, you can easily find work, providing up to 500 credits a day.

Trade

Each artisan has special skills in a trade. Choose the trade, or roll on the table below.

d8
Trade Artisan Tool
1 Armorsmith Armorsmith's Workbench
2 Brewer Brewer's Supplies
3 Chemist Chemist's Supplies
4 Cook Cook's Utensils
5 Mechanic Tinker's tools or
starship system (power core)
6 Painter Painter's Supplies
7 Tailor Tailor's tools
8 Weaponsmith Weaponsmith's Workbench

Suggested Characteristics

Use the Guild Artisan / Guild Merchant background's suggested characteristics in the D&D Player's Handbook, pg. 132-133

Bureaucrat

based on homebrew background by fromshus


  • Skill Proficiencies. History, and one of either Deception, Investigation, Insight, Perception or Persuasion.
  • Equipment. A collection of fine outfits for professional and formal settings and 5,000 credits

Feature: Political Connections

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of almost any government you encounter (so long as the government is allied with your own). You know who the movers and shakers are, whom to go to for the favors you seek.

Alternate Feature: Detail Oriented

You are precise, efficient and organized. By habit, you keep careful notes and are able to keep track of many different pieces of information, and you can recall details that others may have forgotten. In addition, you are a well of esoteric information, gaining Advantage on Intelligence (History) checks directly related to your area of expertise.

Area of Expertise

Civilizations depend on an extensive bureaucracy to manage their affairs. Some bureaucrats are more specialized than others, but you likely worked in one of a few important fields. Choose the field that you worked in as a bureaucrat, or roll on the table below.

d6
Area of Expertise
1 Finance/Trade/Taxation
2 Civil/Military Engineering
3 Civil/Criminal Law
4 Census and Archives
5 Diplomacy, Intergalactic Law
6 Military Administration/Logistics

Suggested Characteristics

Bureaucrats are practical, sometimes to a fault, and are often viewed as boring and officious. They are generally intelligent and tend toward order and lawfulness, though there are always exceptions.

d8
Personality Trait
1 Hygiene is more important than most people realize. I hate getting dirty and don't like dirty people.
2 I hoard information and have more books, journal subscriptions and star maps than is strictly necessary.
3 I often correct others' grammar or choice of words when they speak.
4 I don't speak very much, but I am always listening.
5 I can speak at length on certain topics and jump at any chance to do so.
6 It takes a lot of mental energy to be as organized as I am and I resent those who don't appreciate that.
7 I am always eager to solve a puzzle and get bored if I'm not challenged intellectually.
8 I keep a journal in which, among other things, I record slights against me and my negative thoughts about others.
d6
Ideal
1 Order. The world is in harmony when things are put to their proper use and in their proper place. (Lawful)
2 Knowledge. Reliable information and education are the keys to prosperity. (Good)
3 Remembrance. The future is uncertain, but by keeping records of history we can avoid the mistakes of the past. (Neutral)
4 Opportunism. There are always loopholes in any system, no matter how complex, and the challenge is to find them. (Chaotic)
5 Oppression. Laws are a tool and they must be ruthlessly enforced to keep the herd in check. (Evil)
6 Connections. Being connected is the best way to get ahead in life. (Any)

PART 1 | PERSONALITY AND BACKGROUND

d6
Bond
1 I am an envoy on a special mission for my employer.
2 I am in possession of a potentially damning secret regarding the illegal activities of a powerful person.
3 I care more about finding the truth above all other things. Transparency is my highest priority.
4 The law does not necessarily mean justice. I oppose those who use the law to extract anything but justice.
5 I seek to help those in need by teaching law, literacy, and good management.
6 I may not be from a well-known lineage of my race, but with my knowledge of governance, I can become a powerful leader.
d6
Flaw
1 I am a creature of habit and get very anxious when my routine is interrupted.
2 I am more disorganized than I like to admit and often lose track of my things.
3 I have an obsessive habit that others find strange, amusing or irritating.
4 I tend to overthink everything and make situations more complex than they need to be.
5 I dislike ambiguity and have trouble making decisions if there are no clear rules to guide me.
6 I adhere to the letter of the law even if it is illogical to do so.

Colonist


  • Skill Proficiencies. Survival, plus your choice of one from among Medicine, Science, and Vehicle Handling.
  • Tool Proficiencies. Choose one from among an artisan tool, medical kit, tinker's tools, vehicles (air), vehicles (land), or vehicles (water)
  • Equipment. A set of clothes, 500 credits, and choose one tool among an artisan tool, a medical kit, or tinker's tools.

Feature: Colony's Bond

While within your colony, you can find a place to hide, rest, or recuperate, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

A colonist is generally not far traveled and has lived most their life on a single planet. However, colonies can vary in size, governmental structure, and socioeconomic status. Colonists see their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

d8
Personality Trait
1 I judge people by their actions, not their words.
2 If someone is in trouble, I’m always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 I’m confident in my own abilities and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
8 I get bored easily. When am I going to get on with my destiny?
d6
Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want — what I deserve. (Evil)
5 Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6
Bond
1 I have a family, but I have no idea where they are. They left me on a colony and I don't know why. One day, I hope to find out.
2 I worked the land, I love the land, and I will protect the land from abuse.
3 A official once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5 I protect those who cannot protect themselves.
6 I wish my childhood sweetheart had come with me to pursue my destiny.

PART 1 | PERSONALITY AND BACKGROUND

d6
Flaw
1 There is a dictator who rules my colony and will stop at nothing to see me killed.
2 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
5 Secretly, I believe that things would be better if I ruled the galaxy.
6 I have trouble trusting in my allies.

Crewman


  • Skill Proficiencies. Electronics and Engineering
  • Tool Proficiencies. Two starship systems of your choice.
  • Equipment. A pressurized space suit, a set of common clothes, a gaming set, and 1000 credits.

Feature: Transport's Passage

When you need to, you can secure free passage on a starship for yourself and your adventuring companions. You might voyage on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Galaxy Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Suggested Characteristics

Use the Sailor background's suggested characteristics in the D&D Player's Handbook, pg. 139.

Criminal


  • Skill Proficiencies. See Specialty below.
  • Tool Proficiencies. One type of gaming set, thieves' tools
  • Equipment. Thieves' tools, a gaming set, a set of common clothes, and 1,500 credits.

Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.

Specialty

There are many kinds of criminals and each has their own special set of skills. Choose the role you played in your criminal life, or roll on the table below.

d8
Specialty Skill Proficiencies
1 Assassin Acrobatics, Stealth
2 Blackmailer Deception, Intimidation
3 Fence Deception, Persuasion
4 Gambler Deception, Sleight of Hand
5 Gang Member Intimidation, Stealth
6 Pickpocket Sleight of Hand, Stealth
7 Smuggler Sleight of Hand, Vehicle Handling
8 Thief Perception, Stealth

Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

d8
Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can’t do it.
8 I blow up at the slightest insult.
d6
Ideal
1 Honor. I don’t steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the galactic core for all I care. (Neutral)
6 Redemption. There’s a spark of good in everyone. (Good)

PART 1 | PERSONALITY AND BACKGROUND

d6
Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of I mistake I made. That will never happen again.
d6
Flaw
1 When I see something valuable, I can’t think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I have a “tell” that reveals when I’m lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I’m okay with that.

Doctor

based on homebrew background by MFjones


  • Skill Proficiencies. Medicine, Science
  • Tool Proficiencies. Medical kit
  • Equipment. A medical kit, a set of scrubs that are resistant to bodily fluids, 3,000 credits

Feature: House Calls

Your talents make you highly sought after, particularly in regions or communities with little access to medicine. Those who recognize you as a doctor may request your services, and may offer you a reward in return should you choose to provide services for them. You might be able to receive free or discounted food and lodging or gain access to normally off-limits locations by leveraging your position as a doctor if your services are needed.

Suggested Characteristics

Doctors are defined by their ability to give medical treatment to the pained and wounded. All doctors are united by their desire to "fix what is broken", although some view this ability as a means to an end instead of a gift in and of itself.

d8
Personality Trait
1 I am sympathetic to anyone in pain.
2 I have a tendency to become focused on my work to the exclusion of everyone else.
3 I like to explain my theories of medicine to anyone who will listen.
4 I have seen too much horror to be affected by scenes of suffering.
5 I am skeptical of homeopathic methods and religion, and instead, I trust in the sciences.
6 When someone is injured, I will drop all other responsibilities to tend to them.
7 I am constantly taking note of potential signs and symptoms in the people I meet.
8 I take every opportunity I can get to wash my hands.
d6
Ideal
1 Empathy. All I care about is the benefits my skills bring to others. (Good)
2 Change. Those who seek to cure must be as adaptable as those who seek to harm. (Chaotic)
3 Respect. The sick and dying deserve to be treated with dignity. (Good)
4 Greed. Those in need of my services will pay through the nose to get them. (Evil)
5 Efficiency. I must not let my emotions cloud my ability to do my job. (Lawful)
6 Preservation. Life must be preserved by any means. (Any)
d6
Bond
1 I'll always remember the place where I did my residency.
2 Nothing is more important than my patients.
3 I am working on a cure for the disease that decimated my home.
4 Someone I loved died of a genetic illness. I spend my life studying the prevention of genetic defects.
5 I am compiling my medical discoveries in a series of private articles, which I won't release until my death.
6 I was involved in an illegal experiment and am afraid of being discovered.
d6
Flaw
1 I am haunted by the memories of every patient I could not save.
2 I use hard drink to numb myself to stress.
3 I am disgusted by the body's potential for filth and disease.
4 I have a terminal disease and am careless with my life.
5 I have a propensity to see my patients as opportunities instead of people.
6 I am hesitant to injure others, even in self-defense.

PART 1 | PERSONALITY AND BACKGROUND

Entertainer


  • Skill Proficiencies. Acrobatics, Performance
  • Tool Proficiencies. Disguise kit, one type of musical instrument
  • Equipment. A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and 2,000 credits

You can always find a place to perform, from the slums of Omega to the grand theatres of the Citadel. You receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a city district or colony where you have performed, they typically take a liking to you.

Specialty

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

d8
Specialty
1 Comedian
2 Dancer
3 Mentalist
4 Musician
5 Poet
6 Pyrotechnics
7 Singer
8 Storyteller

Suggested Characteristics

Use the Entertainer background's suggested characteristics in the D&D Player's Handbook, pg. 130-131

Escort

based on homebrew background by Nostalgichipster


  • Skill Proficiencies. Insight, Performance
  • Tool Proficiencies. Disguise kit, one type of musical instrument
  • Equipment. A musical instrument, a set of fine clothes, and 5,000 credits

Feature: Seducer's Wiles

Your experiences with a variety of races have taught you how to use your tempting looks and inviting attitude to bring anyone of either gender in your embrace. You can call upon a humanoid that can see and hear you and gain its attention without it suspecting something (other than what you offer).


Alternate Feature: Unrequited Love

At some point in your service, a patron became obsessed with you, expressing his undying love and vowing to protect you at all costs. Whenever you are in need, you can request this patron's aid. As long as you feign reciprocal feelings they will fulfill your request to the best of their abilities, even to the point of sacrificing their life for you.

Suggested Characteristics

When creating an Escort, think about how they feel about their situation. Do they enjoy their work? Do they hate it? Is there a reason they're doing it? This can be useful in deciding how your Courtesan will act.

d8
Personality Trait
1 I am highly flamboyant; I like to exaggerate my movements and mannerisms.
2 My speech is like a switch; I speak either very warmly or very coldly to anyone.
3 I am unafraid to get up-close and "personal" with most people or in most situations.
4 I keep silent about any shortcomings I may be experiencing. I can't stand being pitied.
5 I am extremely flirtatious, even with friends.
6 I prefer to leave things finished, rather than let bygones be bygones.
7 I love being the center of attention and dislike those who take that from me.
8 I am quite hesitant to name my profession when asked about it.
d6
Ideal
1 Survival. Everyone uses everyone else to get what they want, why should I act any different? (Evil.)
2 Empathy. I use my position to help others in need when I can. (Good.)
3 Lust. I love the work I do, despite what any naysayers may call me. (Any.)
4 Reciprocity. I only care about the compensation for my services rendered. (Neutral.)
5 Etiquette. I know how to act in high society and never step out of line (Lawful.)
6 Pride. My body and soul are my own, I decide what I do with it, no one else. (Chaotic.)
d6
Bond
1 I own or belong to an establishment to which I would protect with my life.
2 I want to free myself and my fellow escorts from this lifestyle.
3 There is someone I'm waiting for so we can run away together.
4 I know a secret about one of my clients that could cost me my life if revealed.
5 A client beat me severely leaving a horrible scar. I am biding my time, waiting to exact my revenge.
6 I have a child, and I would do anything for them.

PART 1 | PERSONALITY AND BACKGROUND

d6
Flaw
1 I am highly skeptical when someone offers me something without asking for anything in return.
2 Despite my own ability to read people, I myself am very easily read by others.
3 I always do the bare minimum.
4 I think sex solves everything.
5 I am unreasonably attracted to a race that is not my own and find myself flustered when around beings of that race.
6 I love presents or gifts, and cannot refuse one, even if I know doing so is a bad idea.

Experiment


  • Skill Proficiencies. Science and Survival.
  • Tool Proficiencies. Tinker's Tools and your choice of Medical Kit, Disguise Kit, or Chemist's Supplies.
  • Equipment. A set of common clothes, a trinket from your program of origin, Tinker's Tools, and 300 credits.

Feature: What Doesn't Kill You

You were the subject of experimentation in your youth, with the goal of stripping away the old you and turning you into a weapon. The program could have been funded by your race's government, a shadow organization, or a single mad scientist who kidnapped you. It could have had the goal of turning you into the ultimate soldier, perhaps an unrivaled biotic, or even a genius tech engineer.

Regardless of the program's nature or success, you survived your difficult trials and came out tougher for it. You've been pushed to the edge of death before, so it doesn't scare you. Once per long rest, you can choose to make a death saving throw with advantage due to your strong drive to survive.

Suggested Characteristics

Experiments are all maladjusted to society, but not all experiments are unable to adapt. Most experiments prefer to be loners and come off as aloof or emotionless. Over time, with a close-knit group, some experiments tend to open up and show a softer side.

d8
Personality Trait
1 I only have one friend I care about, the one who talks to me in my head.
2 I intentionally try to shock people with my behavior.
3 I rarely talk, but I'm always watching and listening.
4 I secretly hate being alone, but I'll never tell anyone.
5 I don't expect to live long, so I live life to the fullest.
6 Someone is watching me. I swear, I can sense these things.
7 I treat every child as if they were my own.
8 I'll try anything once.
d6
Ideal
1 Desire. You only live once! (Chaotic)
2 Kindness. The Golden Rule is the only way to prevent more horrors like my past. (Good)
3 Power. I was designed to destroy, so that's what I'll do. (Evil)
4 Neutrality. I have no predispositions or mental stereotypes. Everyone is equal in my eyes until proven otherwise. (Neutral)
5 Order. My past was caused by those who bent the rules in their favor. I will never fight the law. (Lawful)
6 Purpose. I want to find a greater cause for my life. (Any)
d6
Bond
1 I have a friend who did not escape the experimental program. I need to find out what happened to them.
2 One of the scientists in my program gave me a toy that I never go anywhere without.
3 I will destroy every person who had any involvement with my program.
4 After I escaped my program, someone adopted me and showed me how to survive in the world. I would lay down my life for them.
5 I barely remember my time as an experiment. I'm desperately trying to find more information about it.
6 I secretly believe that I was a success and want to recreate the program that created me.
d6
Flaw
1 I have a phobia of large crowds.
2 I overreact when people insult me or don't listen to me.
3 I am constantly worried about what might happen.
4 I hate all types of authority and actively seek to subvert it.
5 I have an addiction to a drug and can't cope without it.
6 I constantly brag about how powerful I am.

PART 1 | PERSONALITY AND BACKGROUND

Faction Agent


  • Skill Proficiencies. Choose two among Deception, Investigation, Persuasion, or Stealth.
  • Tool Proficiencies. Disguise kit and your choice of thieves' tools, hacking tools, or one starship system.
  • Equipment. A disguise kit, a set thieves' tools or hacking tools, a badge or emblem of your faction, a set of bio-encryption keys, and 1,000 credits

Feature: Safe Haven

As a faction agent, you have access to a secret network of supporters and other agents who can provide assistance. You know a set of secret signs, encrypted communication channels, and passwords you can use to identify such agents, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Faction

As a faction agent, you're part of a larger faction, which could be criminal, military, religious, political, etc. You can work with your GM to create a faction or you can use an existing one from the Mass Effect Universe. Some faction examples are the Shadow Broker Network, Blue Suns, Special Tasks Group, Cerberus, Eclipse, and the Blood Pack. Agents are more than hired mercenaries and are supportive of their faction's efforts.

Suggested Characteristics

Faction Agents are shaped by their experience in the line of duty. The beliefs, laws, and practices of their faction can affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy that counteracts the tenets of their faction. For example, a Shadow Broker Agent that secretly wants transparency of information. Or they might have an ideal or bond that is taken to an extreme, such as a Cerberus agent that hates all non-human races and kills them whenever possible.

d8
Personality Trait
1 I idolize a particular leader of my faction and constantly refer to that person’s deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3 I see opportunities in every social interaction. People are puppets and I am the puppeteer.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) historical figures in almost every situation.
6 I am tolerant (or intolerant) of other factions.
7 I’ve enjoyed fine food, drink, and high society among my factions’ elite. Rough living grates on me.
8 When I enter a room, I immediately begin looking for the biggest threat.
d6
Ideal
1 Tradition. The laws and ideals of my faction must be upheld at all costs. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about change in the galaxy through subversion and closed-door politics. (Chaotic)
4 Aspiration. I hope to one day rise to the top of my faction's hierarchy. (Any)
5 Power. My faction is a means to gain as much power as possible. I will it to get what I want. (Evil)
6 Balance. My faction brings balance to the galaxy. (Neutral)
d6
Bond
1 I would die to protect other members of my faction.
2 I will someday get revenge on the corrupt faction leader that exiled me.
3 I owe my life to a faction leader.
4 Everything I do is for the betterment of the galaxy.
5 I discovered a fatal flaw or secret about my faction and they are trying to silence me.
6 My one true love is still a member of an opposing faction.
d6
Flaw
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who wield power within my faction.
3 I'm too quick to trust those who support my faction's ideals.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

PART 1 | PERSONALITY AND BACKGROUND

Pilot


  • Skill Proficiencies. Perception, Vehicle Handling
  • Tool Proficiencies. Choose two from among starship system (helm), starship system (navigation), vehicles (air), vehicles (land), vehicles (space), or vehicles (water)
  • Equipment. A uniform, a collection of maps, 2,500 credits

Feature: Ace

You're an artist in the pilot seat, giving you the following benefits based on your selected proficiencies:

Proficiency Benefit
Starship systems (helm) You're far traveled an have insight into customs and dangers of all planets connected to a major trade route.
Starship system (navigation) Your ship's range is increased by 1
Vehicles (air) You have advantage when making checks to fly through stormy weather
Vehicles (land) You have advantage when making checks to drive over difficult terrain
vehicles (space) You have advantage when making checks and saving throws to avoid enemy fire
Vehicles (water) The time it takes to get from one location to another is reduced by 20%

Suggested Characteristics

The scale of a pilot's travels could be limited to a single planet, system, or across the entire galaxy. But all pilots are most comfortable on the move and never stay in one place very long, always seeking a new adventure or experience.

d8
Personality Trait
1 In my experience, its best do something first and ask for forgiveness later.
2 When it comes to my preferred vehicle, there is no one better than myself and piloting it.
3 Actions speak louder than words. I don't waste my time in boasting or insulting others.
4 I will always give my opinion, even if others don't ask for it.
5 I see genuine quality is seemingly defunct transports and ships.
6 Once you've crossed me, you'll never gain my trust again.
7 Though I'm a great pilot, I still get extremely nervous when I'm piloting vehicles.
8 Safety first! I always triple check my systems before setting out.
d6
Ideal
1 Change. People come and go, life goes on. Better to enjoy the ride than try to stop it. (Chaotic)
2 Greater Good. I have the ability to improve the lives of those around me by transporting them to better places or bringing them necessities. (Good)
3 Community. You meet a lot of interesting people when you travel, best to keep those connections. Never know when you'll need a favor. (Any)
4 Honesty. The best way to survive is to be open, honest, and abide by the rule of wherever you end up for the night. (Lawful)
5 Greed. I'll get you where you want to go, but it's going to cost you... (Evil)
6 Renown. When I die I want children to think of me as the greatest pilot alive. (Neutral)
d6
Bond
1 My transport or ship is like my child.
2 I used to own a transport of ship that someone stole (or I lost due to debt). I will do anything to get it back.
3 My life goal is to visit every planet in the galaxy and write a book about my travels.
4 I'm wanted for a crime (that I did or didn't commit). I have to keep on the move to avoid being prosecuted.
5 My freedom is my most precious possession. I would give up my life before being shackled.
6 The person who taught me my skills as a pilot is most important to me.
d6
Flaw
1 I will challenge anyone to a race.
2 I try to talk my way out of every situation, even when talking might make things worse.
3 I'll try anything once.
4 If you ever touch my steering wheel, I will beat you senseless.
5 Running away is an option I use often.
6 I have a weakness for beautiful things.

PART 1 | PERSONALITY AND BACKGROUND

Scholar


  • Skill Proficiencies. Medicine, Science
  • Tool Proficiencies. See Specialty below.
  • Equipment. A VI that assists in looking up, recalling, storing information. It is intelligent enough to have conversations with, providing a sounding board for your ideas and hypotheses. Additionally, you have 2,000 credits.

Feature: Researcher

When you attempt to learn or recall information, if you do not know it immediately, you often know where and from whom you can obtain it. Usually, this information comes from the exonet or other learned person or creature, Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.

Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. You gain a tool proficiency based on your choice.

d8
Field of Study Tool Proficiency
1 Chemistry Chemist's supplies or brewer's supplies
2 Astronomy Starship system (navigation)
3 Engineering Tinker's tools
4 Physics Starship system (drive)
5 Computer Science Starship system (EWS)
6 Biology Medical kit
7 Philosophy choose either one musical instrument or one gaming set
8 General Studies choose either brewer's supplies, hacking tools, or starship system (SSC)

Suggested Characteristics

Scholars are defined by their extensive studies, and their characteristics reflect this life of study.

d8
Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I’ve read every book about every scientific study — or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4 There’s nothing I like more than a good mystery.
5 I’m willing to listen to every side of an argument before I make my own judgment.
6 I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.
7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to steal my secrets.
d6
Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6
Bond
1 It is my duty to protect my students.
2 I have an ancient text or artifact that holds terrible secrets about the galaxy and must not fall into the wrong hands.
3 I work to preserve a library, university, or specialized school.
4 My life’s work is a series of articles related to a specific field.
5 I’ve been searching my whole life for the answer to a certain question.
6 I owe a powerful person a great debt for a piece of knowledge they provided.
d6
Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a thresher maw. I stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can’t keep a secret to save my life, or anyone else’s.

PART 1 | PERSONALITY AND BACKGROUND

Scrapper


  • Skill Proficiencies. Engineering, Survival
  • Tool Proficiencies. Tinker's tools and your choice of either starship system (drive), starship system (SSC), or starship system (weapons)
  • Equipment. Tinker's tools, a set of common clothes, 2 omni-gel, a backpack of mechanical trinkets and scraps that can also carry up to 10 omni-gel, and 500 credits.

Feature: Another Alien's Trash...

You see value in mechanical junk, broken machines, and antiquated equipment. Sometimes you can repair an item to working conditions and sell it to a collector for a profit. You have exonet connections and knowledge of what collectors want what objects. You also have encyclopedic knowledge about what gear, weapons, and devices contain valuable or rare materials and you know how to salvage those materials from the containing items.

Suggested Characteristics

Scrappers are hoarders, inventors, crafters, and tinkerers. To them, everything has value and can be reused or repurposed.

d8
Personality Trait
1 I prefer the company of VI and AI to organic beings.
2 I can't pass up the chance to root through someone's trash and look for "valuables".
3 I often anthropomorphize machines and inanimate objects.
4 I'm constantly creating random objects out of junk.
5 I'm fairly naive about subjects other than electronics and engineering.
6 I'm a perfectionist and often destroy my creations if they're not perfect.
7 Organic beings are nothing more than more complex machines. I am constantly observing them.
8 Nothing is ever good enough. I can always give that gadget a bit more power.
d6
Ideal
1 Invention. I create for the sake of creation, not for money or fame. (Any)
2 Greed. You can break something that works perfectly and get paid to fix it. (Evil)
3 Perfection. There is a correct way to do everything. (Lawful)
4 Aspiration. I want to create something that changes the galaxy. (Neutral)
5 Protection. I must do everything possible to save perfectly good things from being discarded. (Good)
6 Indifferent. Everything breaks and everyone dies. There isn't much point in trying to save things. (Chaotic)
d6
Bond
1 My mentor left me a file with concepts, ideas, and techniques. Losing it would devastate me.
2 I have a unique creation that I treasure more than my life.
3 A dear friend died because of a failed experiment. I will honor them.
4 I want to learn more about a particular type of technology that fascinates me.
5 Someone stole and profited from my invention. I want to see them brought to justice.
6 I don't want my life to be discarded like a piece of junk.
d6
Flaw
1 I constantly chide people for throwing things away and describe the numerous ways they could have reused the item.
2 I like to dismantle and reconstruct things that are in perfect working order (sometimes they break...)
3 I talk to myself, and I don’t make friends easily.
4 I hate to shower and give off quite a funky smell.
5 I don't really understand the concept of "personal space."
6 It takes me hours to decide what I should take with me whenever I go out.

SysOp


  • Skill Proficiencies. Electronics, Investigation
  • Tool Proficiencies. Hacking tools and starship system (EWS)
  • Equipment. Hacking tools, a bio-authentication encryption key for your omni-tool, a set of common clothes, and 1,000 credits.

Feature: Data Recovery

When data storage devices are wiped clean or damaged beyond repair, you can always retrieve some amount of data from the device.

Suggested Characteristics

A system operator (Sysop) is a catch-all term for people who monitor, maintain, and upgrade the plethora of vital systems that support civilized life. From entertainment to traffic to waste management, sysops either Virtual Intelligence software (VIs) or manually maintain code. Long hours of staring at code and constant need to keep systems up-to-date, running, and protected from security breaches typically make paranoid or uneasy individuals who romanticize seemingly mundane events, tasks, and social situations.

PART 1 | PERSONALITY AND BACKGROUND

d8
Personality Trait
1 I'm always fantasizing about someone that I feel I have no chance with.
2 I constantly make jokes to hide my social awkwardness.
3 I always enjoy a good puzzle.
4 I am always reminding people that our systems are one computer worm away from bringing down the entire galactic civilization.
5 I am always over-exaggerating.
6 I have very little patience and hate to repeat myself.
7 I believe VIs are living creatures and should have rights.
8 Before I meet someone for the first time, I spend countless hours finding our everything I can about them on the Exonet.
d6
Ideal
1 Aspiration. I’m determined to make something of myself. (Any)
2 Power. Society is one large system that needs to be fixed. (Evil)
3 Structure. Progress is made by following rules and regulations. (Lawful)
4 Friendship. Money and possessions aren't as important and someone who has your back. (Good)
5 Logic. Emotions are imperfect, every problem can be solved by using math and logic. (Neutral)
6 Freedom. I am a free spirit — no one tells me what to do. (Chaotic)
d6
Bond
1 I want to create a true AI.
2 I have a collection of valuable pop-culture artifacts that are worth a fortune.
3 I want to make my family proud.
4 I stole secrets from a local government or organization. They're coming after me.
5 My laziness caused the death of innocent people. I will never make that mistake again.
6 I want full transparency from every government entity and organization.
d6
Flaw
1 I can be easily swayed with flattery and a pretty face.
2 I’m always trying to hack into secure systems, which often lands me in jail.
3 I'm certain no one could ever hack a system I've hardened.
4 I watch a LOT of (inclusive, ethically produced) porn.
5 I get very jealous of anyone who is better than me.
6 Hmm...what? Oh sorry, I got lost in thought. Where are we?

Urchin


  • Skill Proficiencies. Sleight of Hand, Stealth
  • Tool Proficiencies. Disguise kit, thieves' tools
  • Equipment. A small shiv, an electronic map of your city, a pet vermin, a set of poor clothes, and 100 credits

Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Suggested Characteristics

Use the Urchin background's suggested characteristics in the D&D Player's Handbook, pg. 141

PART 1 | PERSONALITY AND BACKGROUND

Veteran


  • Skill Proficiencies. Athletics, Perception
  • Tool Proficiencies. One gaming set and one starship system
  • Equipment. An insignia of rank, a trophy taken from a fallen enemy, a gaming set, a set of common clothes, a military uniform, and 1000 credits

Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

d8
Role
1 Infantry
2 Medic
3 Officer
4 Pilot
5 Quartermaster
6 Scout
7 Spy
8 Communications

Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8
Personality Trait
1 I’m always polite and respectful.
2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down a reaper without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6
Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or race are all that matter. (Any)
d6
Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
d6
Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives — and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I’d rather eat my armor than admit when I’m wrong.

PART 1 | PERSONALITY AND BACKGROUND

Chapter 5: Equipment

The marketplace of a large city teems with buyers and sellers of many sorts: armories and weaponsmiths, tailors and jewelers, armor and weapon mod shots, not to mention bars, brothels, and other seedy locations. In the largest cities on the more civilized planets (and especially in the Citadel), almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to multimedia and civilian transports. For an operative, the availability of armor, weapons, themal clips, grenades, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death during a covert mission or the untamed wilds. This chapter details the mundane and technologically advanced merchandise that operatives commonly find useful in the face of galactic threats.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of credits based on your race and spend them on items from the lists in this section and appendicies. See chapter 2 for more information on using racial starting credits.

You decide how your character came by this starting equipment. It might have been an inheritance or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.

Starting Wealth by Race
Races Credits
Asari, krogan (10d4 x 1,000) + 10,000
Human, quarian, turian (8d6 x 1,000) + 10,000
Elcor, volus (10d6 x 1,000) + 10,000
Angara, batarian, drell, hanar (6d8 x 1,000) + 10,000
Geth, prothean (2d10 x 1,000) + 10,000
Salarian, vorcha (4d12 x 1,000) + 10,000

Wealth

Wealth appears in many forms in a Mass Effect 5e galaxy. Credits, precious metals, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the lower classes trade in goods, bartering for what they need and paying taxes in all aspects of life.

Members of the upper-class trade either in legal rights, such as the rights to a mining facility, an asteroid point, or land on an eezo rich planet or in equipment and tech, measuring tech by profitability rather than the credits. Only shopkeepers, operatives, and those offering professional services for hire commonly deal in credits.


Currency

Credits are the only type of currency in Mass Effect. The guideline conversion rate from D&D 5th Edition to Mass Effect 5e is:

1 gp = ~100 credits


Selling Items

Opportunities abound to find tech, gadgets, equipment, weapons, armor, and more throughout the galaxy. Normally, you can sell your bounty when you return to a civilized planet or spaceport, provided that you can find buyers, entrepreneurs, and fencers interested in your loot.

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by mercenaries are rarely in good enough condition to sell. Instead, you may opt to break these items down into omni-gel.

Gems, Jewelry, Art Objects, and Artifacts. These items retain their full value in the marketplace, and you can either trade them in for credits or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large city or larger community first.

Trade Goods and Other. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods - bars of raw metal, chemicals, livestock, omni-gel, and so on - retain their full value in the market and can be used as currency.

Discounts

Longtime Mass Effect players will certainly want to reference Shepard's ability to secure discounts from local shops. One option is to have players make Intimidation or Persuasion checks (with or without Paragon/Renegade scores). However, for added variety and randomness, you can use the following set of rules.

First, assign a DC to your shopkeeper. The DC could be equal for Intimidation and Persuasion, or it could be different for each.

Next, have you player make an Intimidation or Persuasion check. If using Paragon/Renegade rule, they can add their Renegade modifier to Intimidation checks or Paragon modifier for Persuasion checks. The result of this check adds a modifier to the final d100 roll (see next step).

If the player... Their modifier is...
rolls a critical failure -50
fails the check -20
succeeds on the check +20
rolls a critical success +50

PART 1 | EQUIPMENT

Discount Resolution

Finally, the GM or player rolls a d100 adding the modifier from the previous step. Consult the following table for the resolution.

d100
Result
<= 10 The shopkeeper is furious that you would attempt to cheat them out of their wares. They will not do business with you or your party.
11-30 The shopkeeper sees through your ruse. If you're going to play it that way, you'll have to pay 10% more.
31-50 The shopkeeper is unmoved. They aren't going to give you a discount, but they're not shutting their doors either.
51-70 The shopkeeper has seen these ploys before, but you gave him a good chuckle, for that, you get a 10% discount.
71-90 Better to work with you than against you, the shopkeeper offers you a 20% discount.
>= 91 Either completely enthralled with your proposal, or scared out of their wits, the shopkeeper offers you a one-item discount of 50% off, and a lifetime discount of 20% off.

Armor

To survive in the galaxy, your character needs to wear armor. Not only does armor abate damage from extremely powerful, futuristic weapons but armor also supplies shield points, also called shields (outlined below). Luckily, almost all garments in the mass effect world provide some form of protection. Diaphanous night-gowns can even provide a modicum of protection. Thus, in Mass Effect 5e, almost all operatives are wearing armor and are afforded shield points, unless the player or GM explicitly states your character is not wearing armor.

Armor Proficiency. Just like 5th edition, anyone can put on armor. However, only those proficient in the armor type know how to wear it effectively. Your class gives you proficiency with certain types of armor (light, medium, or heavy). If you are wearing 2 or more pieces of armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity. If you are wearing 4 pieces of armor you lack proficiency with, you cannot cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor you wear determines your base Armor Class.

Shield Points. All armor chest pieces provide some amount of shield points. See Shields in chapter 9 for more information.

Mix & Match

Unlike D&D 5th edition, armor in Mass Effect 5e can be mixed between armor placements on the body. There are 4 armor placements: Head, Chest, Arms, and Legs.

Your base AC is 10 and each piece of armor provides an AC bonus depending on its type and placement as listed in the Armor / AC bonuses table. Additionally, there are bonuses and limitations for the combination of armor types you are wearing, explained in the Armor Bonuses and Limitations table.

Heavier Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor Bonuses and Limitations table shows “Str 12” or “Str 16” in the Strength column for an armor type, the armor reduces the wearer’s speed by 4m unless the wearer has a Strength score equal to or higher than the listed score.

For simplicity's sake, you cannot mix armor within placements. I.e., you cannot have a heavy piece of on your right arm and a light piece of armor on your left.


Variant: Encumbrance

If you are using the Variant: Encumbrance rules, use the Armor Piece Weights table to determine the total weight of the armor you're wearing.

Placement/Type Light Medium Heavy
Chest 3kg 6kg 10kg
Arms 1kg 2kg 3kg
Legs 1kg 2kg 3kg

Head. All headware weights 2kg

PART 1 | EQUIPMENT

Armor / AC
Placement/Type Light Medium Heavy
Chest +1 +2 +3
Arms +0 +1 +2
Legs +0 +1 +2

Head. Unless otherwise listed, headware provides no bonus to AC.

Armor Bonuses and Limitations
If you are wearing... Dexterity Bonus to AC Strength Stealth
3+ pieces of Heavy armor - Str 16 Disadvantage
2 pieces of Heavy armor - Str 15 Disadvantage
1 piece of Heavy armor - Str 13 Disadvantage
3+ pieces of Medium armor Max +2 Str 13 Disadvantage
2 pieces of Medium armor Max +2 Str 12 -
1 piece of Medium armor Max +2 - -
Light or no armor + Dex modifier - -

Body Armor is considered three pieces (arms, chest, and legs)

Armor Sets

Most armor you buy in the galaxy has been mass-produced, these are called armor sets. A set is not required to be multiple pieces of armor. For example, the Capacitor Helmet is a single piece of head armor. The unique aspect of armor sets is that they have benefits and attributes that are pre-installed due to their mass-production. Thus, you cannot customize armor sets with armor mods and you cannot salvage a beneficial aspect from an armor set.

Armor sets have an armor type (light, medium, or heavy) which you use for calculating your character's AC.

A full list of armor sets can be found in Appendix A.

Body Armor

Body Armor is a special type of armor piece that consists of 3 pieces of armor: Chest, Arms, and Legs. Body armor is completely integrated (all or none), therefore, you cannot swap out pieces from other sets. I.e., if you're wearing the Duelist body armor, you cannot replace the legs from it with the Lockdown Greaves. This rule is, of course, flexible, as GMs might allow this type of tinkering in exchange for time, credits, and/or skill checks.

Set Bonuses

Set bonuses are additional benefits you receive from wearing multiple pieces from the same set, signifying the armors component pieces working together for a unified integration. Armor with the same base name is part of a set, e.g. Colossus [item].


You only receive the benefit once per set and the benefit ends immediately if you fall below the threshold. For example, if a set provides:

Medium Armor
  • Set Bonus (2 of 4): +1 AC
  • Set Bonus (4 of 4): +1 AC

If you are wearing the head and chest pieces, you gain +0 AC from the helmet and +2 AC from the chest piece (as calculated using the Armor / AC table). In addition you gain +1 AC from wearing 2 pieces of the set.

Note, you do not gain +1 AC for the head and +1 AC for the chest. As soon as you remove either the helmet or the chest piece, you loose the +1 AC bonus.

Environmental Protection

All armor provides basic environmental protection from the vacuum of space or hazardous atmospheres. Armor supplies enough air and heat to the wearer for 8 hours of activity or 16 hours if the operative remains motionless. Your GM may require that your character wear a helmet to gain this benefit, or they may use the bubble rule and claim that all armor suits can cast an energy "bubble" around your characters head to keep air in and the environment out.

PART 1 | EQUIPMENT

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor's category.

Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor
Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes

Customizing Armor

For characters that want to create unique armor, they can craft or purchase upgradable armor pieces. To craft armor, your character needs to be proficient with Armorsmith's or Tailor's tools. Then they must spend the necessary amount of time and omni-gel as listed in the Customizable Armor Costs table. Note that it takes much less time and resources to craft these basic armor pieces than it does to craft armor sets due to the simplicity of the armor your character is creating.

Characters may instead purchase customizable armor for the cost listed in the Customizable Armor Costs table.

Once you have crafted or purchased your armor piece, it is time to add benefits to the armor using armor mods. Each piece of customizable armor has a set number of mod slots and you can add additional slots (up to the maximum) for more time and omni-gel (if crafting) or credits (if purchasing). You must select a mod with a matching armor piece, i.e. chest, head, legs, or arms.

A full list of Armor Mods can be found in Appendix B.

Rewarding Custom Armor

Your GM might reward you with a custom piece of armor that you've looted or found during a mission. When you are rewarded with a custom piece of armor, make sure you write down how many total mod slots the piece has and what armor mods are currently installed.


Example Armor Creation

Imogen wants to create a fancy chest piece for her character Tiiva. She wants to add another mod slot for a maximum of 3 armor mods. Tiiva spends 4 long rests (8 hours in each rest) and 20 omni-gel to create a medium piece of chest armor.

Alternatively, she could have spent 30,000 credits to purchase the armor piece.

Next Imogen spends 30,000 credits on the ablative coating mod. She also looted an asymmetric defense layer mod from a previous mission. She spends 2 more long rests applying those mods, giving her chest armor resistance to piercing damage and +2 AC. She leaves her third slot empty for the time being, hoping to loot another mod and fit it in later.

Custom Armor Costs
Placement/Type Light Medium Heavy Mod Slots
(max)
Crafting Cost
Chest 8,000 10,000 12,000 2 (3) 24 hours & 10 omni-gel
Arms 2,000 3,000 4,000 0 (2) 8 hours & 2 omni-gel
Legs 2,000 3,000 4,000 0 (2) 8 hours & 2 omni-gel
Head 5,000 1 (3) 16 hours & 5 omni-gel

Additional Mod Slots. 20,000 credits or 8 hours and 10 omni-gel

PART 1 | EQUIPMENT

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor an assault rifle or a sword, your weapon and your ability to wield it effectively can mean the difference between life and death while on a mission.

Appendix C has the full list of available weapons, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 2 meters of you, whereas a ranged weapon is used to attack a target at a distance.


Melee and Heat

In Mass Effect 5e, melee weapons are considered to be one weapon type, and ranged weapons are divided by their gun type.

Melee. while there are fewer options for melee weapons and the damage is somewhat less, all melee weapons and melee attacks by-pass shield points. This is explained further in the Shields section of chapter 9.

Heat. Almost all ranged weapons have heat which is the number of times a weapon can be fired before it must be reloaded. If the weapon has a heat of 1 and you fire it, you must reload the weapon with a fresh thermal clip before firing it again. Reloading takes an action.


Weapon Proficiency

You must be proficient with a weapon type to add your proficiency modifier to the attack roll. There are 7 distinct weapon types and all weapons fall into one of the following types.


  • Assault Rifles. The most common weapons of the military. These are generally medium-range weapons that deal average damage with a high heat capacity.
  • Heavy Pistols. The most common gun type in the Mass Effect universe. Simple but effective.
  • Sub-machine Guns (SMGs). Single-handed, rapid fire weapons that have a short range.
  • Shotguns. Close-range, high-damage blasts.
  • Sniper Rifles. Precision instruments meant for long range or stealthy combat.
  • Melee. Used in close-quarters combat. Damage resulting from melee weapon attacks by-pass shields.
  • Heavy Weapons. Specialty weapons that deal massive amounts of damage. Heavy Weapons do not have a proficiency requirement.


Weapon Properties

Many weapons have special properties related to their use, as shown in Appendix C.


  • Arc. Deals lightning damage. On a hit, deals half of the damage dealt to 1 additional creature within 2m of the hit target. If there is more than one creature within 2m of the initial target, choose the second target randomly.
  • Burst Fire. Can make a normal single-target attack, or it can spray a 4m-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses 3 heat.
  • Double Tap. When you make a ranged attack with this weapon, you can use your bonus action to make a second ranged attack. You do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative. The second attack may be on the same or a different target.
  • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • Heavy. Requires a minimum Strength score of 15. Creatures with a Strength score lower than 15 have disadvantage on attack rolls with heavy weapons as its size and bulk is to cumbersome to use effectively.
  • Hip Fire. When making a ranged attack on a target creature within 2m, you do not have disadvantage on the attack roll.
  • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
  • Range. A weapon that can be used to make a ranged attack has a range in parentheses. The range lists two numbers. The first is the weapon's normal range in meters, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
  • Reach. This weapon adds 2 meters to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
  • Recoil. A weapon with the Recoil property generates a lot of kickback when fired. You use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • Silent. Makes no noise when used to make an attack roll.
  • Special. A weapon with the special property generally has unusual rules governing its use explained in the weapon notes. Additionally, special weapons cannot be improved by weapon mods.
  • Two-handed. This weapon requires two hands when you attack with it. Takes up 2 weapon slots.
  • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
  • Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.

PART 1 | EQUIPMENT

Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a crowbar, or the arm of a geth.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club (melee weapon). At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 6 meters and a long range of 18 meters. Light improvised thrown weapons have ranges of 10m and 30m, and heavy improvised ranged weapons have ranges of 4m and 12m.

Heavy Weapons

Heavy Weapons use Charges to track the number of times they can be fired. If you run out of Charges your weapon is nothing more than a hunk of metal.

Targeting. Most heavy weapons require the Targeting condition to use. Targeting means painting the battlefield or keeping a lock on one or more creatures for a single round of combat. More information about targeting can be found in appendix G.

Carrying, Holstering, and Drawing Weapons

You have 4 weapon slots unless a feature or armor mod allows you to have more. Two-handed weapons take up 2 slots.

If using the Variant: Encumbrance rule, you can carry as many weapons as your carry capacity will allow.

You can holster one weapon you're wielding or draw one weapon you're carrying as a free action. This is true for all weapon types. However, to holster one weapon then draw a second weapon would require an action. But the GM might allow a Sleight of Hand check to see if you can holster and draw at the cost of your bonus action.

Mods

Armor and weapon mods allow you to upgrade your equipment, providing powerful bonuses. All mods have their own costs. Operatives who are proficient with Tinker's tools can craft mods but most can be purchased from your local equipment shop. Once you've acquired your mod, you can install it yourself (if you're proficient with Armorsmith's, Tailor's, or Weaponsmith's tools) or you can have an equipment shop install it for you.


Removing Mods

In general, mods cannot be removed. Those proficient with Armorsmith's, Tailor's, or Weaponsmith's tools may attempt to salvage mods at the risk of destroying the weapon or piece of armor and all other installed mods. Equipment shops around the galaxy typically won't offer this service for fear of a lawsuit.

Armor Mods

Installing armor mods requires you to craft or purchase a piece of customizable armor. See the Custom Armor section above. Each piece of customizable armor has a set number of mod slots. You must select a mod with a matching armor piece, i.e. chest, head, legs, or arms.

A full list of armor mods can be found in appendix B.

Weapon Mods

Weapons are only allowed one mod per slot. For example, the M-8 Avenger cannot have the Ultralight Materials and the Precision Scope, because both of those mods utilize the Body slot.

Some mods are limited by weapon type. For example, the Stunner mod is only available for placement on Heavy Pistols and SMGs.

Finally, you cannot add weapon mods to any weapon with the special property.


  • Ranged weapon mod slots. Magazine, Body, Ammo, and Barrel.
  • Melee weapon mod slots. Grip, and Strike.

A full list of weapon mods can be found in appendix D.

PART 1 | EQUIPMENT

Mission Critical Gear

This section describes items that have special rules or require further explanation.

Thermal Clips

Thermal Clips weren't in use until about 2184. Depending on when you set your campaign, this presents a discrepancy in the timeline. Your GM may choose to overlook this fact and continue with the thermal clip rules, or use the Variant: Venting rule.


  • Use. When you reload your weapon, you expend a thermal clip.
  • Capacity: 10. All armor comes standard with 10 thermal clip slots. Some armor and mods allow you to increase this amount.
  • Resupplying: ~100 credits. Thermal clips are easily looted from almost every enemy wielding a weapon. However, you can also resupply all of your thermal clips at a gun shop or military depot for about 100 credits. However, because thermal clips are so easily attainable, GMs might find it more manageable to simply not keep track of thermal clips and assume players will always have a steady supply available to them.


History of Thermal Clips

It was discovered that, in an age of kinetic barriers, most firefights were won by the side who could put the most rounds downrange the fastest. As such, detachable heat sinks, known as thermal clips, were adopted first by the geth, and shortly thereafter by organic arms manufacturers. Ammunition may never be a concern with modern arms, but the availability of thermal clips is; weapons without thermal clips have nowhere to disperse their heat and are incapable of firing. Luckily, thermal clips litter modern battlefields and can be obtained from fallen enemies or found around the environment.

Variant: Venting

Instead of thermal clips, each weapon's heat indicates the number of times it can be fired before it overheats. Replace any reference to Reloading with Venting. Venting works exactly the same as reloading, taking some amount of time to vent the weapons heat (instead of reloading a thermal clip).

If a weapon is not fired for a full round of combat, it naturally regains 1 heat. Additionally, any weapon that is at 0 heat can be fired, but it automatically jams and cannot be used until after a long rest.

Heavy Weapon Charges

Heavy weapons require charges to be used. A charge is a generic term that can refer to a missile, energy source, or raw material.


  • Resupplying: ~5,000 credits. If you've got your hands on a heavy weapon, you're either a military specialist or damn lucky you survived the battle. It's not easy resupplying your charges. You'll need to have some serious military or black market connections. If military, you might get special permission to keep the weapon and granted a steady stream of charges (once per long rest). That's between you and your Galaxy Master. Otherwise, you'll have to pay a pretty penny on the black-market to recharge your Heavy Weapon (5,000-7,000 credits for a complete resupply of charges). In most cases, it's easier to scavenge or steal ammo. Or simply leave the damn thing where you found it.

Grenades & Mines

Grenades and mines provide various types of explosive mechanics to use in the heat of combat.


  • Use. Using a grenade is the same as using an item, requiring one Action.
  • Capacity: 2. All armor comes standard with 2 grenade slots. Some armor and mods allow you to increase this amount.
  • Resupplying: ~500 credits per grenade. Grenades are a military resource, so, depending on your campaign setting they might be an uncommon or rare item. If your character is part of a military outfit, you can resupply every time you return to base (or to your ship). Otherwise, finding grenades may be a bit more difficult, requiring you to barter, steal, or loot them. A recommended cost is 500-1000 credits per grenade or mine.

Appendix E has a full list of available grenades.

Higher Marks

Grenades and Mines can range in power from Mark I to Mark X. Each grenade description describes the effect of higher marks. It is recommended that each higher mark costs at least 1.5 times more credits than the previous mark:

Mark Credits
I 500
II 750
III 1,250
IV 1,800
V 2,500
VI 3,800
VII 5,700
VIII 8,500
IX 13,000
X 20,000

PART 1 | EQUIPMENT

Medi-gel

Medi-gel (medical gel) is an all-purpose medicinal salve combining an anaesthetic and clotting agent used by paramedics, EMTs, and military personnel, produced by the Sirta Foundation. It heals various wounds and ailments, instantly sealing injuries against infection and allowing for rapid healing by having the gel grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases.


  • Use. As an action, use a medi-gel pack on yourself or a willing creature within 2m. The target regains hit points equal to the medi-gel's potency as listed in the Medi-gel Types table.
  • Capacity: 4. All armor comes standard with a capacity for 4 medi-gel. Some armor and mods allow you to increase this amount.
  • Resupplying: varies. As long as you're in a relatively civilized environment, you can easily resupply your medi-gel at a medical facility. However, you would need insider or black-market connections to get Superior or Ultimate medi-gel. Since Ultimate medi-gel is so rare, the cost is entirely dependent on the people you know, favors your owed, or ability to break into a medical facility.
Medi-gel Types
Type Rarity Cost HP Regained
Standard Common ~200 credits 2d4 + 2
Enhanced Uncommon ~500 credits 4d4 + 4
Superior Rare ~1,500 credits 8d4 + 8
Ultimate Very Rare ? 10d4 + 20

Omni-gel

Omni-gel is a technological material that can be obtained by breaking down unwanted items, such as weapons, armor, and upgrades. Doing so will usually give an amount of omni-gel based on the item that was dismantled.

Omni-gel is composed of common, reusable industrial plastics, ceramics, and light alloys kept in a semi-molten state. It is designed for use with omni-tools to do electronics and decryption work, make general repairs, and even craft new upgrades. Each canister of omni-gel is stored in a canister and is worth 1,000 credits.

Omni-gel Yield
Equipment Yield
Armor & Weapon Mods, Tools & Kits 1
Heavy Pistols, SMGs, and Head, Leg, and Arm armor 3
Assault Rifles, Shotguns, Sniper Rifles, and Chest Armor 6
Heavy Weapon 10

Omni-tool Programs

Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.

Most omni-tools come with a standard set of functionality, including scanning, remote interfacing, and some fabricator designs. However, there exist in the galaxy a number of advanced omni-tool programs that are not available for the general population's consumption. These programs tend to be of military design, experimental hacks or deprecated programs that have been scrubbed from the exonet.

For a full list of Omni-tool programs, see appendix F.

Installation

Some omni-tool programs require an operative to integrate the module into the tool's microframe before the benefits can be used. This process is called Installation, and certain programs have a prerequisite for it.

Installation requires an operative to spend a short rest focused on only installing and debugging the program. If the short rest is interrupted, the installation attempt fails. Otherwise, at the end of the short rest, the operative gains the benefits of the program.

A program can be installed to only one omni-tool at a time. Almost all programs come with a powerful DRM and security system that prevents the program being installed on multiple omni-tools or replicated. Interestingly, before the humans were granted an embassy on the Citadel in 2165, the concept of digital rights management was foreign to the other races of the galaxy. But since 2165, omni-tool programs have been locked down. Attempting to hack the DRM generally has a terrible result.

An omni-tool can only have three programs activated at once. Any attempt to install to a fourth program fails; the operative must first uninstall the program from their tool (this also takes a short rest). Once uninstalled, the program can be traded and installed on a separated tool. Additionally, omni-tools can't have more than one copy of a program installed.

PART 1 | EQUIPMENT

Single-Use Programs

Manufacturers and militaries quickly realized it was much easier, cheaper, faster, and (usually) safer to send bits of data rather than physical products, and let fabricators generate the devices on site using generic materials, like omni-gel. After the advent of omni-tools, a number of industries used this method to ship their products. However, to avoid unauthorized replication, the programs would scrub themselves once the job was complete.

Omni-tool programs that don't require installation are single-use and cost a number of omni-gel to create the final product. Once used, the program is completely wiped. As with installed programs, attempts to recreate these pieces of code can be costly, even deadly.

Unstable Programs

Unstable Programs are entirely experimental, therefore the number of times you can run the program varies widely. In some cases, unstable programs are single-use programs that are hacked for multiple uses. A GM can create an Unstable Program from a Single-Use program by assigning a die roll (d4, d6, etc) to the number of times the program can be used.

Tools & Kits

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or hack a security system. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability since proficiency with a tool represents broader knowledge of its use.

Tool Proficiency

Mass Effect 5e utilizes the Tool Proficiency rules found in Xanathar's Guide to Everything (pg. 78). In summary, it's unclear when a player should use a tool proficiency and a skill proficiency. The rule of thumb is that tools have specific applications whereas skills are very broad, but this limits the use of tools.

Thus, to make tool proficiencies more attractive, Xanathar's Guide to Everything added benefits to combining tools with skills. The first is that combining a tool with a skill gives the player advantage when making the skill check. The second benefit is that tools provide additional non-combat features.

Advantage or Added Benefit. When the character combines their tool proficiency with a skill, they gain additional insight which means the operative either gains advantage on the skill check or they can gain an added benefit, decided by the GM.

For example, a character that is proficient with Hacking Tools gains advantage when combining their tool proficiency with an Intelligence (Investigation) check when utilizing networked systems (like the exonet) or they might gain an added benefit, such as finding some additional information or key codes.

Unique Skill. Operatives proficient in a tool have a unique activity they can perform during a short or long rest. For example, a character proficient with Armorsmith's Workbench can craft armor or attempt to remove mods.

Sample Activities. Each tool also has sample activity DCs. These are examples and not an exhaustive list. GMs can adjust DCs or create new activities as they see fit. These activities require a skill check, but the skill used is up to the GM. For example, an operative proficient with hacking tools can disable a security system. This would likely require an Intelligence (Electronics) check, but if the security system required splicing wires, it might require a Dexterity (Sleight of Hand) check instead.

Armorsmith's Workbench

An armorsmith's workbench allows you to work with alloys and ceramic plates, letting you reshape armor for different races, repair damage, or install armor mods.


  • Type. Artisan
  • Cost. 6,000 credits
  • Components. All the necessary tools to work with medium and heavy armor.

Benefits


  • History. Your expertise lends you additional insight when examining heavy and medium armor.
  • Investigation. You can spot clues and make deductions that others might overlook when an investigation involves heavy or medium armor.
  • Armorsmithing. With access to your workbench, you can perform one of the following activities as part of a long rest:
  • Install mod. Install an armor mod into a piece of heavy or medium armor.
  • Augment or repair armor. Adjust a suit of heavy or medium armor to fit another race or repair a piece of used heavy or medium armor. Repaired armor can be sold for one half its market value. Consumes 2 omni-gel.
  • Craft a piece of medium or heavy armor. See the Between Activities section in chapter 8 for more information.
  • Salvage an armor mod. DC 20. On a success, you can salvage 1 armor mod from a piece of heavy or medium armor. On a failure, the armor and all mods are destroyed.
  • Create omni-gel. Break down a piece of heavy or medium armor, gaining omni-gel equal to the amount listed on the omni-gel yield table.

PART 1 | EQUIPMENT

Brewer's Supplies

Brewing is the art of producing beer, mead, wine, and liquor. Not only does brewing create alcoholic beverages, but the process of brewing purifies water. Brewing beer, mead, or wine takes weeks of fermentation, but only a few hours of work. You can further distill fermented beverages to create liquor.


  • Type. Artisan
  • Cost. 1,000 credits
  • Components. A large glass jug, a quantity of hops, a siphon, and several meters of tubing, bottles, and a distiller.

Benefits


  • History. Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
  • Medicine. This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
  • Persuasion. A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
  • Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 25 liters (~6.5 gallons) water, or 5 liters (~1.5 gallons) as part of a short rest.
Activity DC
Detect poison or impurities in a drink 10
Identify alcohol 15
Ignore effects of alcohol 20

Chemist's Supplies

Chemists can create helpful drugs such as NSAIDs but can also create powerful concoctions of mind-altering drugs and even poisons.


  • Type. Artisan
  • Cost. 4,000 credits
  • Components. A small bunsen burner, a set of glass vials and beakers, a small metal frame for holding vials over heat, a centrifuge, and a collection of chemicals.


Benefits


  • History. Your training in chemistry can help you when you try to recall facts about drug -elated events, medical breakthroughs, and infamous poisonings.
  • Medicine. When you treat the victim of a disease, sickness, or poison, your knowledge grants you added insight into how to provide the best care to your patient.
  • Sleight of Hand. You've learned to handle chemicals carefully, giving you an edge when interacting with volatile substances.
  • Immunity. Your prolonged exposure to a variety of chemical allows you to handle and apply poisons and mind-altering drugs without risk of exposing yourself to its effects.
  • Create Drug. As part of a long rest, you may create a single poison, drug, or medicine.
Activity DC
Spot a poisoned object 10
Identify a drug 15
Know which drug caused a creature's condition 15

Cook's Utensils

With a cook in your party, your meals will be much better than the typical mix of nutrient bars and protein soup.


  • Type. Artisan
  • Cost. 1,000 credits
  • Components. A metal pot, knives, forks, a stirring spoon, and a ladle.

Benefits


  • History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
  • Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
  • Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
  • Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and low-grade provisions. If you use mid-grade provisions, gain 2 extra hit points per Hit Die spent. And if you use high-grade provisions, gain 3 extra hit points per Hit Die spent.
Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15

PART 1 | EQUIPMENT

Disguise Kit

The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.


  • Cost. 2,500 credits
  • Components. A pouch of cosmetics, dyes, and a micro-fabricator.

Benefits


  • Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
  • Intimidation. The right disguise can make you look more fearsome.
  • Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
  • Persuasion. People tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
  • Create Disguise. As part of a long rest, you can use 1 omni-gel to create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have something to keep them hidden.
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid's appearance 20

Gaming Set

Proficiency with a gaming set applies to one type of game, such as Skyllian-5 or games of chance that use dice.


  • Type. Gaming
  • Cost. 100 credits
  • Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

Benefits


  • History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
  • Insight. Playing games with someone is a good way to gain an understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
  • Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Activity DC
Catch a player cheating 15
Gain insight into an opponent's personality 15

Hacking Tools

Hacking tools are used to override security systems in order to gain access to encrypted files, open locked doors, or sabotage security devices such as cameras, turrets, or mechs. Proficiency with the tools also grants you a general knowledge of VIs, encryption techniques, and cryptography.


  • Cost. 5,000 credits
  • Components. A port-cable fabricator (includes schematics for all 238 Human USB standards!), a library of security counter-measure scripts, and an air-gapped computer interface.

Benefits


  • Perception. You're understanding of patterns and cryptography gives you insight when discerning information from unknown languages.
  • Investigation. You gain additional insight when utilizing networked systems (such as the exonet) to find information.
  • Fortify. Just as you can break down security, you can also fortify it. For each hour of work, you can further encrypt an electronic data package, rebuff a security device, or harden a network to attack, increasing the DC to hack it by 1 (maximum 5).
Activity DC
Disable a security system Varies
Decrypt a data package Varies
Falsify electronic documents Varies

Medical Kit

Medical Kits contain the necessary tools and supplies to triage injuries and treat diseases.


  • Cost. 5,000 credits
  • Components. A bio-scanner, medical foam, quick-hardening cast tape, a scalpel with 10 blades, a bone saw, and a pouch that can carry up to 4 medi-gel.

Benefits


  • Insight. When you spend 1 minute observing an organic creature, you gain additional insight on if the creature is injured or weakened.
  • Investigation. When you investigate a dead organic creature, you gain insight into what caused its death and how long ago it died.
  • Medicine. You can spend a medi-gel to gain advantage when stabilizing a creature.
  • Healing Hands. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Each creature that spends a Hit Die during this rest can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Activity DC
Close a wound 10
Diagnose a sickness 15
Craft a medicine to treat a disease 20

PART 1 | EQUIPMENT

Musical Instrument

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.


  • Type. Artisan
  • Cost. 1,000 credits

Benefits


  • History. Your expertise aids you in recalling lore related to your instrument.
  • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
  • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument.
  • Distracting Performance. While performing with your instrument, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check with your instrument contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Activity DC
Identify a tune 10
Improvise a tune 20

Painter's Supplies

Proficiency with painter's supplies represents your ability to paint and draw, design decals and paint jobs for armor and vehicles, and create propaganda. You also acquire an understanding of art history, which can aid you in examining works of art.


  • Type. Artisan
  • Cost. 500 credits

Benefits


  • Components. Electronic design tablet with a number of software, a holographic projector, and a variety of tangible painting devices (oils, charcoal, colored pencils, etc).
  • Insight. Your expertise allows you to glimpse the emotional states of other artists by viewing their works of art.
  • Investigation, Perception. When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
  • Painting and Drawing. As part of a short or long rest, you can produce a simple work of art or a design for a suit of armor or vehicle. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
  • Detailing. With 8 hours of work, you can detail a suit of armor. With 20 hours of work, you can detail a vehicle. The detailing can provide advantages to skill checks made by the wearer of the armor or user of the vehicle, such as a bonus to a stealth check for camouflage designs.
Activity DC
Paint an accurate portrait 10
Create a painting with a hidden message 20

Starship System (Drive)

Proficiency with a starships drive core represents your ability to maintain, repair, and improve the drive of a starship.


  • Type. Starship

Benefits


  • Engineering. Gain additional insight when taking the Repair, Advanced Repair, System Repair, or Restore actions during starship combat.
  • Investigation. Gain additional insight when investigating power sources and engines, even if the source is alien.
  • History. Gain additional insight when recalling information about ancient or groundbreaking starship drives.
  • Repair Engine. With 8 hours of work and the necessary materials, you can patch a vehicle engine. The patched engine can power the vehicle for 2 days worth of range. With 20 hours of work and the necessary materials, you can completely repair a vehicle engine to a working state.
Activity DC
Boost starship speed by 1 for 24 hours 10
Boost starship range by 1 for 24 hours 15
Boost starship shields by 50 for 24 hours 20

Starship System (EWS)

The ability to temporarily disable maneuverability or targeting systems on a ship can be the difference between winning and losing a battle.


  • Type. Starship

Benefits


  • Electronics. Gain additional insight when taking the Sabotage or Harden checks during starship combat.
  • Investigation. Gain additional insight when recognizing or discovering malicious code within your starship system's network.
  • History. You know a variety of techniques used in cyber warfare. Gain additional insight when recalling information about cybersecurity and the outcomes of hacking starship systems.
  • Countermeasures. With 8 hours of work, you can write custom algorithms that harden your starship against sabotage attacks. Increase the DC of the next Sabotage action against your starship by 5.
Activity DC
Hack another ship's logs varies
Encrypt your ship's logs 15
Boost VI, add 1 to all Defer rolls 20

PART 1 | EQUIPMENT

Starship System (Helm)

A Starship's helm is the pilot seat. While most ships can be piloted by VI, the pilot monitors an array of sensors and subroutines to optimize the ship's flight, make smooth landings, and avoid enemy fire. Pilots can also override subsystems and take full control of the craft.


  • Type. Starship

Benefits


  • Vehicle Handling. Your ability in the pilot seat gives you additional insight when taking the Maneuver or Hard Maneuver action during starship combat.
  • Insight. Gain additional insight when assessing the tales of others' piloting feats.
  • Performance. Gain additional insight when using Air or Space transports or Starships to make fantastic maneuvers or awe-inspiring piloting feats.
  • Practiced Maneuver. Once per long rest, you can execute a practiced maneuver. Gain the benefits of a Hard Maneuver. Creatures on board your ship automatically succeed their Constitution saving throws.
Activity DC
Hastily leave orbit under duress 15
Crash land 20
Navigate an asteroid field or through obstacles varies

Starship System (Navigation)

Proficiency with a starship's navigation involves plotting courses between clusters and solar systems.


  • Type. Starship

Benefits


  • Investigation. You gain additional insight when reviewing flight patterns and ship's logs.
  • Survival. When your ship is on its last leg, you have a better chance of guiding it to safety. Gain additional insight when you try to find safe harbor or safe planets to land.
  • Science. Your experience navigating the galaxy gives you additional insight when taking the Flee action during starship combat.
  • Sleight of Hand, Acrobatics. Navigation requires an intimate knowledge of gravity, mass effect fields, trajectories, relativistic movements. You gain additional insight when throwing objects or moving through zero-g environments.
  • Uncharted Course. With 8 hours of work, you can plot an uncharted course through the galaxy. You can increase your range for the next 24 hours by 2.
Activity DC
Read an ancient star map 10
Falsify manifest 15
Plot a safe course through an asteroid field 25

Starship System (SSC)

Proficiency with a ships SSC equipment represents your ability to quickly analyze scanning logs and make long distance telemetry communications.


  • Type. Starship

Benefits


  • Investigation. You can parse additional details when scanning other ships. You gain additional insight when taking the Scan action during starship combat.
  • Deception, Persuasion. You have an expansive knowledge of the etiquette required to communicate with other starships. Gain additional insight when trying to persuade or deceive other starships or space stations through comms.
  • Science. Gain additional insight when scanning unknown celestial objects for threats or valuable materials.
Activity DC
Recognize a sensor anomaly varies
Boost communications signal 15
Scramble a signal 20
Improvise a communications array 25

Starship System (Weapons)

Represents your ability to target and attack moving objects through space using sensors and calculations rather than sight or dexterity.


  • Type. Starship

Benefits


  • Investigation. Gain additional insight when investigating damage done by starship weapons.
  • Deception, Insight. You know how to bluff and when others are bluffing about the capabilities of their ship's weaponry.
  • Calibrate. With 8 hours of work, you can calibrate the targeting systems of your starship's weapons. You gain a +2 bonus to hit with Attack and Targeted Attack actions for the next 24 hours.
  • Weapon Attack. Add your proficiency bonus to attack rolls made when taking the Attack and Targeted Attack actions during starship combat.

PART 1 | EQUIPMENT

Tailor's Tools

Tailor's tools allow you to work with fabrics and nano-materials to reshape armor for different races, repair damage, or install armor mods.


  • Type. Artisan
  • Cost. 6,000 credits
  • Components. All the necessary tools to work with light armor.

Benefits


  • History. Your expertise lends you additional insight when examining light armor.
  • Investigation. You can spot clues and make deductions that others might overlook when an investigation involves light armor.
  • Tailoring. With access to your tools, you can perform one of the following activities as part of a long rest.
  • Install mod. Install an armor mod into a piece of light armor.
  • Augment or repair armor. Adjust a suit of light armor to fit another race or repair a piece of light armor. Repaired armor can be sold for one half its market value. Consumes 2 omni-gel.
  • Craft a piece of light armor. See the Between Activities section in chapter 8 for more information.
  • Salvage an armor mod. DC 20. On a success, you can salvage 1 armor mod from a piece of light armor. On a failure, the armor and all mods are destroyed.
  • Create omni-gel. Break down a piece of light armor, gaining omni-gel equal to the amount listed on the omni-gel yield table.

Theives' Tools

Thieves' tools are used to manually disarm traps, breach security doors, and open locked containers. Criminals prefer thieves' tools over hacking tools because they're cheaper and more reliable. For most, trying to outsmart a security VI can be near impossible, but snipping a few wires is easy if you know the right ones to cut. Proficiency with the tools also grants you a general knowledge of traps, security systems, and locks.


  • Cost. 3,000 credits
  • Components. A cordless screwdriver, a set of common security panel slicers, a 1m long endoscope, a spray can of liquid nitrogen, and a pair of pliers with wire-cutter insets.

Benefits


  • History. Your knowledge of security systems grants you insight when answering questions about locations that are renowned for their security.
  • Investigation and Perception. You gain additional insight when looking for traps and alarms because you have learned a variety of common signs that betray their presence.
  • Set a trap. Just as you can disable traps, you can also set them. As part of a short rest, you can use 1 create a trap using 1 omni-gel and any other items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the GM deems appropriate.
Activity DC
Pick a lock Varies
Disable alarm Varies
Disable a trap Varies

Tinker's Tools

A set of tinker's tools is designed to create small, inventive devices from omni-gel. Some examples include a motion sensor, a desalinator, a compass, a light source, or a small EMP device.


  • Type. Artisan
  • Cost. 3,000 credits
  • Components. Tinker's tools include a variety of hand tools, wires, scraps of metal, batteries, microcircuit boards, adhesives, paint, and a pouch that can hold up to 10 omni-gel canisters.

Benefits


  • History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
  • Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
  • Mending. For 1 omni-gel, you can repair a single break or tear in an object, such as a punctured tire, a cracked helmet, or a ripped pack. As long as the break or tear is no larger than 30 cm (~ 1 foot) in any dimension, you mend it, leaving no trace of the former damage.
  • Repair. You can restore 10 hit points to a damaged object for 1 omni-gel and an hour of work.
  • Craft Armor or Weapon Mod. See the Between Activities section in chapter 8 for more information.
Activity DC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise a temporary item using scraps 20

PART 1 | EQUIPMENT

Vehicle

Proficiency with a vehicle applies to one type of environment. The proficiency reflects the ability to navigate and maneuver within the environment and is not limited to a specific vehicle. For example, a hovercraft could be a land or water vehicle.


  • Land: travel over solid surfaces
  • Water: travel on or through liquids
  • Air: travel within a planet's atmosphere
  • Space: travel in space, limited to small ships meant to travel short distances, like fighters and transports

Benefits


  • Engineering. Vehicle proficiency combined with knowledge of engineering improves your ability to repair, maintain, or assess vehicles of that type.
  • Insight. Your knowledge about vehicles of this type makes it easy to discern the veracity of others' boasts about their piloting skills and past stunts.
  • Investigation. You gain insight into the environment's conditions and the safety of traveling within the conditions.
  • Pilot's Luck. If your vehicle crashes while you are driving it, you and your passengers take half damage from the crash.
Activity DC
Drive the vehicle through difficult conditions varies
Make a complicated maneuver varies


Weaponsmith's workbench

A weaponsmith's workbench allows you to customize, craft, and repair weapons.


  • Type. Artisan
  • Cost. 3,000 credits
  • Components. All the necessary tools to work with weapons.

Benefits


  • History. Your expertise lends you additional insight when examining weapons.
  • Investigation. You can spot clues and make deductions that others might overlook when an investigation involves weapons.
  • Weaponsmithing. With access to your workbench, you can perform one of the following activities as part of a long rest.
  • Install mod. Install a weapon mod to a weapon.
  • Repair weapon. Repair a used weapon to a pristine condition. Repaired weapons can be sold for one half their market value. Consumes 2 omni-gel.
  • Craft weapon. See the crafting section of downtime activities for more information.
  • Salvage a weapon mod. DC 20. On a success, you can salvage 1 weapon mod from a weapon. On a failure, the weapon and all mods are destroyed.
  • Customize a weapon. Customize a weapon, consuming 10 omni-gel and applying one of the following improvements. A customized weapon becomes Special and any installed mods are removed.
    • 2 additional heat
    • increase normal range by 50%
    • +1 damage
    • +1 to hit on attack rolls
  • Create omni-gel. Break down a weapon, gaining omni-gel equal to the amount listed on the omni-gel yield table.

PART 1 | EQUIPMENT

Expenses

When not infiltrating an enemy's base, exploring prothean ruins or unknown planets, or waging war against the encroaching reaper threat, operatives face more mundane realities. Even in the sci-fi world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in the galaxy. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when mission next calls.

At the start of each week or month (your choice), choose a lifestyle from the Lifestyle Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

Lifestyle Expenses
Lifestyle Credits/Day
Wretched -
Squalid 25 credits
Poor 75 credits
Modest 150 credits
Comfortable 250 credits
Wealthy 500 credits
Aristocratic 1,000 credits minimum

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into transit tunnels, huddling in alleyways, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid. You live in the slums, a condemned building, a repurposed shipping container, or a roach-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a rundown apartment, the basement dwelling of a business, or the bunker of a faction. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of the city, renting a room in a crowded apartment. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, service workers.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a nice apartment in a middle-class neighborhood or in a small townhouse. You associate with shopkeepers, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful small business owner, a politician, or a doctor. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at the top level of an apartment building. You likely have a small staff of workers to maintain your home or run day to day errands.

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a mansion in the nicest part of town or a luxurious suite. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have workers attending to your every need. You receive invitations to the social gatherings of the rich and powerful and spend evenings in the company of politicians, community leaders, and other elite persons. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Self Sufficiency

The expenses and lifestyles described here assume that you are spending your time between adventures on an advanced planet in a city or town, availing yourself of whatever services you can afford - paying for food and lodging, paying skilled workers to mend your armor or service your weapons, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in Survival the skill lets you live at the equivalent of a comfortable lifestyle.

PART 1 | EQUIPMENT

Cost of Things

The following tables provided an assortment of costs for commonplace things. These are recommendations and not rules.

Drinks
Item Credits
Beer
Pint 5
Pitcher 20
Wine
Glass 5-20
Bottle 20-100
Mixed Drink 10
Exotic Drink 20
Food
Item Credits
Nutrient Bar
Plain 5
Flavored 10
Meals
Synthetic Facsimile 30
Standard 10-50
Artisan 100-200
Provisions
Low-grade 100
Mid-grade 200
High-grade 500

Drugs
Item Credits
Creeper, 1 dose 50
Eximo, 30 pills 25
Hallex, 10 pills 50
Minagen X3, 1 dose 100
Oblivion, 10 doses 10
Red Sand, 1 gram 200
Lodging
Item Credits/Night
Poor 25
Modest 100
Comfortable 300
Upscale 750
Lavish 1,500
Services
Service Credits
Taxi, within town/city 1 per kilometer
Shuttle, within planet 50
Interplanetary Shuttle 500
Starship's Passage 100 per day
Weapon or Armor Detailing 100-500
Hireling (Skilled) 500 per day, minimum
Hireling (Unskilled) 200 per day

PART 1 | EQUIPMENT

Chapter 6: Customization Options

The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But a few players—with the GM’s permission—want to go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Your GM decides whether these options are available in a campaign.

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in engineer and two in sentinel, you're a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a vanguard who decides to multiclass into the infiltrator class must have both Dexterity and Intelligence scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Multiclassing Prerequisites
Class Ability Score Minimum
Adept Wisdom 13
Engineer Intelligence 13
Infiltrator Dexterity 13 and Intelligence 13
Sentinel Intelligence 13 or Wisdom 13
Soldier Strength 13 or Dexterity 13
Vanguard Strength 13 and Wisdom 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are an engineer 6/adept 1, you must gain enough XP to reach 8th level before you can take your second level as an adept or your seventh level as an engineer.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the sentinel and the soldier have a d10, so if you are a sentinel 5/soldier 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a sentinel 5/vanguard 5, for example, you have five d10 Hit Dice and five d12 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a soldier 3/infiltrator 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
Class
Proficiencies Gained
Adept SMGs
Engineer Assault Rifles, Medium Armor
Infiltrator Sniper Rifles and Melee Weapons
Sentinel Medium Armor, Heavy Armor, and choose 1 weapon type from Assault Rifles, Melee, Shotguns, or SMGs
Soldier 2 weapon types, Medium Armor, Heavy Armor
Vanguard Shotguns, Medium Armor

PART 1 | CUSTOMIZATION OPTIONS

Class Features

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Barrier, Extra Attack, and Spellcasting.

Barrier

Your barrier capacity depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. You determine your barrier capacity by adding together all your levels in the vanguard class and half your levels (rounded down) in the adept and sentinel classes. Use this total to determine your barrier capacity by consulting the Multiclass Barrier table.

Multiclass Barrier:
Barrier Ticks per Level
Level Barrier Ticks
1st 3
2nd 3
3rd 3
4th 4
5th 4
6th 4
7th 5
8th 5
9th 5
10th 6
11th 6
12th 6
13th 7
14th 7
15th 7
16th 8
17th 8
18th 9
19th 9
20th 10

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the soldier's version of Extra Attack does).

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells known and prepared. You determine what spells you know and can prepare for each class individually as if you were a single-classed member of that class. If you are an adept 4/engineer 3, for example, you know six 1st-level adept spells and five adept cantrips based on your levels in the adept class. As a 3rd-level engineer, you can prepare 3 engineer spells. If your Intelligence is 16, you can prepare six engineer spells.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.

You can only use spell slots to cast biotic spells and you can only use tech points to cast tech spells. The exception is Sentinels that can use their spell slots to cast biotic or tech spells.

Spell Slots. You determine your available spell slots and cantrips by adding together all your levels in the adept class and half your levels (rounded down) in the sentinel and vanguard classes. Use this total to determine your spell slots and cantrips by consulting the Multiclass Biotics table.

Multiclass Biotics:
Spell Slots per Level
Level 1st 2nd 3rd 4th 5th
1st 2 - - - -
2nd 4 - - - -
3rd 6 - - - -
4th 7 - - - -
5th 7 2 - - -
6th 7 3 - - -
7th 7 4 - - -
8th 7 5 - - -
9th 7 6 1 - -
10th 7 6 2 - -
11th 7 6 3 - -
12th 7 6 3 - -
13th 7 6 3 1 -
14th 7 6 3 1 -
15th 7 6 3 2 -
16th 7 6 3 2 -
17th 7 6 3 2 1
18th 7 6 4 2 1
19th 7 6 5 2 1
20th 7 6 5 3 1

Tech Points & Tech Point Limit. You determine your tech points and tech point limit by adding together all your levels in the engineer class and half your levels (rounded down) in the infiltrator class. Use this total to determine your tech points and memory by consulting the Multiclassing Tech table.

PART 1 | CUSTOMIZATION OPTIONS

Multiclass Tech:
Tech Points & Limit per Level
Level Tech Points Tech Points Limit
1st 2 1
2nd 4 1
3rd 5 1
4th 7 1
5th 11 2
6th 13 2
7th 15 2
8th 17 2
9th 20 3
10th 2 3
11th 26 3
12th 26 3
13th 30 4
14th 30 4
15th 34 4
16th 34 4
17th 39 5
18th 42 5
19th 45 6
20th 50 6

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. This section provides a list of available and unavailable feats from D&D 5th Edition's Player's Handbook as well as some new feats for the Mass Effect universe.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.


Available D&D 5th Edition Feats

Mass Effect 5e uses a number of feats in the D&D 5th Edition Player's Handbook (see chapter 6).

Actor, Alert, Athlete, Charger, Dual Wielder, Durable, Grappler, Heavily Armored, Heavy Armor Master, Keen Mind, Lightly Armored, Lucky, Medium Armor Master, Mobile, Moderately Armored, Observant, Resilient, Savage Attacker, Sentinel, Sharpshooter, Skilled, Skulker, Tavern Brawler, Tough, War Caster.

Adjusted Feats

The following feats have minor adjustments from the Player's Handbook to work in Mass Effect 5e.

  • Biotic Slayer. Name changed from Mage Slayer.
  • Elemental Adept. Your options for damage types are: Fire, Cold, Lightning, Force, and Necrotic
  • Weapon Master. Instead of gaining proficiency with 4 weapons, you gain proficiency with 2 weapon types.

A Beautiful Mine

You know how to sculpt explosives into works of art.

  • You have advantage on disarming landmines that you find.
  • Enemies who trigger your mines make their Dexterity saving throw at disadvantage.
  • You can sculpt the mine's explosion: Choose two 2m squares. Any creature within those squares takes no damage from the mine's explosion.

Additional Augment

Prerequisite: Quarian


Choose an augment as listed in the Cybernetic Augmentation trait. You gain all features of that augment, in addition to your current one.

Big Game Hunter

The bigger they are, the harder you take them down.

  • Increase your Strength score by 1, to a maximum of 20.
  • Gain +2 to damage rolls against non-sentient, organic creatures any size larger than yourself.

PART 1 | CUSTOMIZATION OPTIONS

Card Shark

Prerequisite: Charisma 12 or higher


You've sunk considerable time into playing cards for credits in seedy dives and upscale casinos alike, and, through countless wins and losses, you've honed your gamesmanship into a thing of beauty. You gain the following benefits and features:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with two types of gaming sets of your choice.
  • You have advantage on Charisma (Deception) checks to bluff opponents in games of chance and Charisma (Persuasion) checks to convince others to join you for a game.

Come Get Me

Conventional wisdom in combat is to avoid being targeted. You prefer an alternate school of thought, keeping enemies focused on you and off of your less stalwart allies.

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you can make a feint to draw enemy attention. This feint may be a war cry, a loud insult, or a different distraction. All enemies within 16 meters must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a successful saving throw, a target is unaffected and is immune to this effect for the next 24 hours. On a failed saving throw, an enemy has disadvantage on attacking any creature except you for the next minute, or until they make an attack against you. You may use this ability once per short or long rest.

Cranial Bruiser

Prerequisite: Krogan


Krogan are notorious for using any weapon within reach - even the armored plates that cover their foreheads.

  • You can attack with a headbutt, which is a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier bludgeoning damage.
  • When you use the Dash action during your turn, you can make a melee attack with your headbutt as a bonus action.


Enhanced Optics

Your optic nerves have been enhanced by science to perceive more.

  • Gain darkvision.
  • You now gain proficiency in Perception, Investigation, and Insight. If you are already proficient in any of these, gain expertise instead.

Featherlight

Prerequisite: Dexterity 12 or higher

  • Increase your Dexterity score by 1, to a maximum of 20.
  • If you are wearing all light armor (or no armor) and have only one weapon equipped, your speed increases by 4m and you avoid triggering any pressure-activated traps or mines.

Grace Under Fire

While others may lose their cool in the face of sustaining a wound, you've learned how to use that burst of pain and stress to move faster. You gain the following benefits and features:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you receive damage from an enemy attack, you may use your reaction to move up to half your movement without provoking an attack of opportunity.

PART 1 | CUSTOMIZATION OPTIONS

Grenadier

Prerequisite: Dexterity or Strength 12 or higher


When you use a grenade, you may choose to make a ranged weapon attack (10/30m) on a creature instead of choosing a target location. Add your dexterity or strength modifier (your choice) and proficiency bonus to the attack roll. On a hit, the grenade deals bludgeoning damage equal to 1d4 + dexterity or strength modifier (same as used to make the ranged attack). The target also has disadvantage on the saving throw caused by the grenade. The grenade lands at the target's location. On a miss, the grenade lands 2m beyond the target. On a critical miss, roll 2d4. The first die represents the number of spaces away from the target in which the grenade lands. The second die represents the direction (1 = North, 2= East, 3 = South, 4 = West). E.g., 2 & 2, the grenade would land 2 spaces east of the target. Once the grenade's location is determined, it resolves normally.

  • +2 grenade capacity
  • Improvised Grenades. You can make grenades from scrap metal and scavenged materials. Acquire 1 frag grenade every long rest. The Mark of the frag grenade is equal to your level divided by three, minimum 1.

Hair-Trigger

Prerequisite: Dexterity 13 or higher

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you use your bonus action or free action to make a ranged attack with a Double Tap weapon, you add your ability modifier to the damage roll.

Nerves of Steel


Traveling the galaxy has exposed you to violence and cruelty, been deceived and seen almost every trick in the book. Not much can make you flinch anymore. You gain the following benefits and features:

  • You have advantage on all saving throws made to resist becoming charmed, frightened, and stunned.
  • While charmed, frightened, or stunned, you can use a bonus action on your turn to repeat the saving throw to end the effect. This saving throw is not made with advantage.

Squad Leader

You know just what to say in a tight situation.

As a bonus action, you can inspire all allies within earshot to instantly roll a hit die and regain that many hit points. This does not expend a hit die from their pool. Allies immediately recover from the following conditions: charmed, frightened, incapacitated, paralyzed, poisoned, prone, restrained, and stunned. You may use this ability once per long rest.

Warlord's Blood Rage

Prerequisite: Krogan


Your blood rage is exceptionally deadly, rivaling those of the krogan warlords in Tuchanka. You gain the following benefits while using your Blood Rage trait:

  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
  • As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
  • When you score a critical hit with a melee weapon attack, you can roll one additional damage dice and add it to the extra damage of the critical hit.

Wealth of Knowledge

Prerequisite: Intelligence 13 or higher

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You have advantage on the first Intelligence-based skill check you make after a short rest.

PART 1 | CUSTOMIZATION OPTIONS

Part 2

Rules of Play

Chapter 7: Using Ability Scores

Six abilities provide a quick description of every creature's physical and mental characteristics:

  • Strength, measuring physical power
  • Dexterity, measuring agility
  • Constitution, measuring endurance
  • Intelligence, measuring reasoning and memory
  • Wisdom, measuring perception and insight
  • Charisma, measuring force of personality

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities - a creature's assets as well as weaknesses.

The three main rolls of the game - the ability check, the saving throw, and the attack roll - rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.

Ability Scores and Modifiers

Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities but also encompasses a creature's training and competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but operatives and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. operatives can have scores as high as 20, and monsters can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

Ability Scores and Modifiers
Score Modifier
1 -5
2 - 3 -4
4 - 5 -3
6 - 7 -2
8 - 9 -1
10 - 11 +0
12 - 13 +1
14 - 15 +2

Score Modifier
16 - 17 +3
18 - 19 +4
20 - 21 +5
22 - 23 +6
24 - 25 +7
26 - 27 +8
28 - 29 +9
30 +10

Advantage and Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

When you have advantage or disadvantage and something in the game, such as the volus' Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a volus has advantage or disadvantage on an ability check and rolls a 1 and a 13, the volus could use the Lucky trait to reroll the 1.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Proficiency Bonus

Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the infiltrator’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

PART 2 | USING ABILITY SCORES

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check, your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.

Ability Checks

An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

Typical Difficulty Classes
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly impossible 30

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success - the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

Contests

Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a grenade that has fallen on the floor.

This situation also applies when one of them is trying to prevent the other one from accomplishing a goal - for example, when a brute tries to force open a door that an operative is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a grenade the floor, neither character grabs it. In a contest between a monster trying to open a door and an operative trying to keep the door closed, a tie means that the door remains shut.

Skills

Mass Effect 5e is a sci-fi setting, thus some of the fantasy skills (like religion and arcana) have been replaced with new skills.


  • Removed Skills: Animal Handling, Arcana, Nature, Religion

  • New Skills: Electronics, Engineering, Science, Vehicle Handling

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.

For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

The skills related to each ability score are shown in the following list. No skills are related to Constitution. See an ability's description in the Appendix: Skills for examples of how to use a skill associated with an ability.

Strength
Athletics

Dexterity
Acrobatics
Sleight of Hand
Stealth
Vehicle Handling

Intelligence
Electronics
Engineering
History
Investigation
Science


Wisdom
Insight
Medicine
Perception
Survival

Charisma
Deception
Intimidation
Performance
Persuasion

PART 2 | USING ABILITY SCORES

Sometimes, the GM might ask for an ability check using a specific skill - for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.


Variant: Paragon & Renegade

In Mass Effect 5e, you may also choose to use the Variant: Paragon & Renegade rules (see chapter 4). This new rule allows you to apply another bonus to your ability checks, pending the context of your action is Paragon-ish or Renegade-ish.


Passive Checks

A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for laser tripwires over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden sniper.

Here's how to determine a character's total for a passive check:

10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. The rules on hiding in the "Dexterity" section below rely on passive checks, as do the exploration rules.

Working together

Sometimes two or more characters team up to attempt a task. The character who's leading the effort - or the one with the highest ability modifier - can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to hack a security system requires proficiency with hacking tools, so a character who lacks that proficiency can't help another character in that task.

Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as reloading a thermal clip, are no easier with help.

Group Checks

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.

Otherwise, the group fails. Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when operatives are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

Using Each Ability

Every task that an operative might attempt in the game is covered by on of the size abilities.

Strength

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

Strength Checks

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, Jumping, or swimming.

Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:

  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to a hover car while being dragged behind it
  • Tip over a dormant mech
  • Restraining an elcor

Attack Rolls and Damage

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as an omni-hammer, a monomolecular blade, or a krogan warhammer. Additionally, ranged weapon marked with the Recoil property allow you to overcome the kickback of the weapon with brute force. You may apply your Strength modifier to your attack roll and damage roll when attacking with Recoil weapons.

PART 2 | USING ABILITY SCORES

Lifting and Carrying

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. These weights have been adjusted from 5th Edition to work with kilograms (kg) instead of pounds (lbs).

Carry Capacity. You can carry capacity is your Strength score multiplied by 5. If you are wearing armor, your carry capacity is your Strength score multiplied by 10 (due to the built-in servos and pneumatics). This score is not affected by weapons or armor (see below).

Push, Drag, Lift. You can push, drag, or lift a weight in kgs up to twice your carrying capacity or 10 (20 w/ armor) times your Strength score. While pushing or dragging weight in excess of your carrying capacity, your speed drops to 2 meters.

Size & Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

Weapons. You have 4 weapon slots and can equip a single weapon in any slot. Two-handed weapons require 2 weapon slots. Weapons equipped in a slot do not affect your carry capacity. Any additional weapons you pick up count against your carry capacity.

Armor. The Armor Bonuses and Limitations table has a minimum Strength score for the combination of armor types. You must meet or exceed that score. See the Armor Bonuses and Limitations table in chapter 5.

Variant: Encumbrance

The lifting and carrying rules attempt to keep the simplicity of 5th edition, with the added restrictions of weapon capacity. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the minimum Strength column of the Armor Bonuses and Limitations table in chapter 5 and ignore the weapon slot limitation.

  • Your carry weight is equal to two times your Strength score
  • Each weapon and armor piece has a weight. If your total weight from all weapons and armor is in excess of your carry weight, you are encumbered, which means your speed drops by 4m.
  • If your total weight from all weapons and armor is in excess of four times your Strength score, you are instead heavily encumbered, which means your speed drops by 10m and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Dexterity

Dexterity measures agility, reflexes, and balance.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, Stealth and Vehicle Handling skills reflect aptitude in certain kinds of Dexterity checks.

Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking spaceship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Vehicle Handling. If you're driving a vehicle you're familiar with, the GM might ask you to make a Dexterity (Vehicle) check to make a difficult maneuver or avoid heavy weapon fire, crash land, or weave between traffic. However, if you are unfamiliar with a vehicle, the GM would require a Wisdom (Vehicle Handling) check to see if you can pilot the vehicle at all.

Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:

  • Disable a tripwire mine
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object

Attack Rolls and Damage

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as an assault rifle or a sub-machine gun (SMG). You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as an omni-blade or a monomolecular blade.

Armor Class

Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. See the Armor Bonuses and Limitations table in chapter 5.

Initiative

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.

Hiding

The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

PART 2 | USING ABILITY SCORES

You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or bumping into a crate. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

Passive Perception. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured.

Constitution

Constitution measures health, stamina, and vital force.

Constitution Checks

Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

The GM might call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Quaff an entire pint of Batarian Shard Wine in one gulp
  • Resist the effect of poison

Hit Points

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.

If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

Intelligence

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

Intelligence Checks

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Electronics, Engineering, History, Investigation, and Science skills reflect aptitude in certain kinds of Intelligence checks.

Electronics. Your Intelligence (Electronics) check covers attempts to hack or interface with computer systems, such as when you're trying to open locked doors and containers, turn off cameras, override controls, etc.

Engineering. Your Intelligence (Engineering) check covers your knowledge of machines and mechanical devices. It most cases it determines your ability to repair devices. But you might also use it to spot weaknesses in mechanical defense systems, spot potential vehicle failures before they happen, or find expensive parts in space salvage.

History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient or alien races and their cultures or customs, past disputes, recent wars, and lost civilizations.

Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in Search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

Science. Your Intelligence (Science) check measures your ability to make useful connections and correlations based on the wealth of knowledge that can be found on the exonet. In a sense, it measures your 'scientific mindset'. A GM might ask for a check when encountering unknown flora or fauna, assessing the geology of an alien world, or analyzing natural or unnatural phenomena.

Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:

  • Estimate the value of a piece of tech
  • Create a false ID badge
  • Forge an electronic document
  • Recall lore about an ancient civilization
  • Win a game of skill

Spellcasting Ability

Engineers, infiltrators, and some sentinels use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

PART 2 | USING ABILITY SCORES

Wisdom

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

Wisdom Checks

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body Language, Speech habits, and changes in mannerisms.

Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion, diagnose an illness, or understand the biology of an organism.

Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window. Or you might try to spot things that are obscured or easy to miss.

Survival. The GM might ask you to make a Wisdom (Survival) check to survive in uncivilized alien words, especially harsh environments like tundra, deserts, or jungles. The check might help you navigate a blizzard, find food in a wasteland, or avoid getting eaten by a Thresher Maw.

Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:

  • Get a gut feeling about what course of action to follow
  • Discern whether a seemingly life-like android is organic or synthetic

Spellcasting Ability

Adepts, vanguards, and some sentinels use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Charisma

Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

Charisma Checks

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, or dull someone's suspicions with false assurances.

Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a politician to let your party see the councilor, negotiating peace between warring krogan tribes, or inspiring a crowd of colonist.

Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following:

  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get a sense of key topics of conversation

Spellcasting Ability

Asari and some sentinels Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Saving Throws

A saving throw - also called a save - represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.

A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.

Each class gives proficiency in at least two saving throws. The engineer, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.

The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.

PART 2 | USING ABILITY SCORES

Chapter 8: Missions

This section covers the basics of the operative's live, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this section, along with a discussion of the activities your character might pursue between missions.

Whether operatives are exploring an ancient alien ruin or the busy streets of the Citadel, the game follows a natural rhythm, as outlined in the introduction:

  1. The GM describes the environment.
  2. The players describe what they want to do.
  3. The GM narrates the results of their actions.

Typically, the GM uses a map as an outline of the mission, tracking the characters’ progress as they explore docking bays or jungle planets. The GM’s notes, including a key to the map, describe what the operatives find as they enter each new area. Sometimes, the passage of time and the operatives’ actions determine what happens, so the GM might use a timeline or a flowchart to track their progress instead of a map.

Time

In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a space station environment, the operatives' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the room beyond for anything interesting or valuable.

In a city or wilderness, a scale of hours is often more appropriate. Operatives eager to reach the lonely base camp at the foot of a mountain hurry across those 30 kilometers in just under four hours' time (or less if they're using a vehicle).

For long journeys, a scale of days works best. Making mass relay jumps from Sol to the outer skirts of the Terminus Systems, the operatives spend four uneventful days before a batarian ambush interrupts their journey.

In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

Movement

Spacewalking along the surface of an asteroid, sneaking down a space station corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in fantasy gaming adventures.

The GM can summarize the operatives' movement without calculating exact distances or travel times: "You travel through the dusty desert of Turchanka and find a small outpost late in the evening of the third day." Even in a space station, particularly a large station or an asteroid colony, the GM can summarize movement between encounters: "After subduing the guards at the entrance to the underground research facility, you consult your omni-tool, which leads you through miles of echoing corridors to a large arena with caged varren."

Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.

Speed

Every character and monster has a speed, which is the distance in meters that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Mass Effect 5e uses meters instead of feet.

5ft = 2m


On a playmat: 2m = 1 square


Travel Pace

While traveling, a group of operatives can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

Forced March. The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 12 to 15 kilometers (8-10 miles), characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

PART 2 | MISSIONS

Characters in transports choose a pace as normal. The range statistic on transports indicates how far the transport can travel in a 24 hour period for a normal pace. If you're moving at a fast pace, you can double the range and half it for a slow pace. Transports do not suffer exhaustion as a living mount would, but characters still need to pilot the vehicle. In general, characters can only pilot vehicle for 16 hours at a time before needing to rest.

More details about traveling in transports and starships are provided in chapter 10.

Distance Traveled per...
Pace
Minute
Hour
Day
Effect
fast 120m
(~400 ft)
7km
(~4 mi)
50km
(~30 mi)
-5 penalty to passive Wisdom (Perception) scores
medium 90m
(~300 ft)
5km
(~3 mi)
40km
(~24 mi)
-
slow 60m
(~200 ft)
3km
(~2 miles)
30km (~18 miles) Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear corridors. But operatives can face dense forests, deep swamps, rubble-filled craters, steep mountains, and ice-covered ground - all considered difficult terrain.

You move at half speed in difficult terrain - moving 1 meter in difficult terrain costs 2 meters of speed - so you can cover only half the normal distance in a minute, an hour, or a day.

+/- Gravity

Operatives may find themselves in an environment with little, no, or increased gravity. For any increase (or decrease) that is twice as more (or less) than your operatives normal working gravity, use the difficult terrain rules. If your operative normally works in a 1g environment, and enters a .5g or 2g environment, they are considered to be in difficult terrain.

If you're in a low gravity environment, your long and high jump distances are doubled. Jump distances are halved in higher gravity.

When in a 0g environment, your speed becomes 0, unless you have a means of propelling yourself. Additional rules, such as disadvantage on Dexterity saving throws or melee attacks, are decided by the GM based on the context of your environment.


Special Types of Movement

Movement through underground tunnels, skyscrapers, or wilderness areas often involves more than simply walking. Operatives might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

While climbing or swimming, each meter of movement costs 1 extra meter (2 extra meters in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping change

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of meters up to your Strength score divided by three (rounded up) if you move at least 4 meters on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each meter you clear on the jump costs a meter of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number of meters equal to 1 + your Strength modifier divided by three (rounded up) if you move at least 4m on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each meter you clear on the jump costs a meter of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

PART 2 | MISSIONS

The Environment

Going on missions can involve delving into places that are dark, dangerous, and full of environmental hazards. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.

Falling

A fall from a great height is a common hazard, especially since many urban environments reach the skies. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 4 meters (~10 ft) it fell, to a maximum of 20d6. The creature lands prone unless it avoids taking damage from the fall.

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

Space

The vacuum of space will kill any organic (and most synthorganic creatures) in a matter of minutes unless that creature has some specific resilience to surviving in a vacuum. A creature in the vacuum of space without an appropriate environmental suit will remain conscious for a number of rounds equal to 1 + its Constitution modifier (minimum 1). After that time passes, the creature immediate becomes incapacitated and it can survive in space a number of minutes equal to 1 + its Constitution modifier (minimum 1) after which it dies.

Vision and Light

The most fundamental tasks of adventuring - noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a biotic power, to name just a few - rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area - such as darkness, opaque fog, or dense foliage - blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright light lets most creatures see normally. Even gloomy days provide bright light, as do flashlights, fires, and other sources of illumination within a specific radius.

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a flashlight, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon (or moons) might bathe the surface of a planet in dim light.

Darkness creates a heavily obscured area. Characters face darkness outdoors at night, within the confines of a derelict starship, or a subterranean ruin.

Blindsight

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as thresher maws, and creatures with echolocation or heightened senses, such as bats and yaghs, have this sense.

Darkvision

Some creatures have darkvision and some gear can provide darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.

Truesight

A creature with truesight can, out to a specific range, see in normal darkness, see invisible creatures and objects that are hidden by technological means (such as tactical cloak).

Infrared vision

A creature with infrared vision, out to a specific range, can see in darkness, is unaffected by lightly or heavily obscured areas, and see invisible and hidden creatures and objects that give off heat.

However, the creature cannot see beyond intense heat sources and is effectively blind when looking at an intense heat source.

PART 2 | MISSIONS

Food and Water

Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.

Food

A character needs about 500 grams (~ 1lb) of food per day and can make food last longer by subsisting on half rations. Eating 250 grams of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.

Water

A character needs 2 liters (~ 1/2 gallon) of water per day, or 4 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Interacting with Objects

A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as interacting with a terminal, and the GM describes what, if anything, happens.

For example, a character might decide to interact with a terminal, which might, in turn, open a door, raise an alarm, or give the character access to a map of the building. If the terminal is protected via security, though, a character might need to hack it. In such a situation, the GM might call for an Intelligence (Electronics) check to see whether the character can bypass the security. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons, biotics, and tech. Objects are immune to poison and psychic damage, but otherwise, they can be affected by physical attacks much as creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a cable with a hammer, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.


Social Interaction

Exploring planets, overcoming obstacles, and surviving death squads are key parts of Mass Effect missions. No less important, though, are the social interactions that operatives have with other inhabitants of the galaxy.

Interaction takes on many forms. You might need to convince an unscrupulous spy to confess to some malfeasance, or you might try to flatter a shop owner so they will give you a discount. The GM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).

In general terms, an NPC’s attitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.

Social interactions have two primary aspects: roleplaying and ability checks.

Roleplaying

Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.

Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.

There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.

PART 2 | MISSIONS

Descriptive Approach to Roleplaying

With this approach, you describe your character’s words and actions to the GM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.

When using descriptive roleplaying, keep the following things in mind:

  • Describe your character’s emotions and attitude.
  • Focus on your character’s intent and how others might perceive it.
  • Provide as much embellishment as you feel comfortable with.
  • Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind.

Active Approach to Roleplaying

If descriptive roleplaying tells your GM and your fellow players what your character thinks and does, active roleplaying shows them.

When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.

Results of Roleplaying

The GM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn turian refuses to let anyone badger her. A vain asari laps up flattery.

When interacting with an NPC, pay close attention to the GM’s portrayal of the NPC’s mood, dialogue, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.

Interactions in Mass Effect 5e are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a politician’s allies, your efforts to convince or deceive will fall short.

Ability Checks

In addition to roleplaying, ability checks are key in determining the outcome of an interaction.

Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your GM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your GM’s discretion.

Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a security guard into letting them into a classified area, the infiltrator who is proficient in Deception is the best bet to lead the discussion. When negotiating for a hostage’s release, the sentinel with Persuasion should do most of the talking.

Resting

Heroic though they might be, operatives can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest - time to sleep and eat, tend their wounds, clean their weapons, practice biotic spells, and configure omni-tools.

Operatives can take short rests in the midst of mission day and a long rest to end the day.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting biotics, or similar activity - the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Between Missions

Between trips to remote planets and battles against reaper forces, operatives need time to rest, recuperate, and prepare for their next mission. Many operatives also use this time to perform other tasks, such as crafting or modding arms and armor, performing research, or spending their hard-earned credits.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new mission, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

PART 2 | MISSIONS

Lifestyle Expenses

Between missions, you choose a particular quality of life and pay the cost of maintaining that lifestyle.

Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the officials of the city than if you live in poverty. Lifestyle expenses are further explained in the Expenses section of chapter 5.

Downtime Activities

Between missions, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.

Crafting

You can craft weapons, mods, armor, other equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with armorsmith's tools needs a source of power and intense heat in order to craft armor or install mods.

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 500 credits, and you must expend raw materials or omni-gel worth half the total market value. If something you want to craft has a market value greater than 500 credits, you make progress every day in 500-credit increments until you reach the market value of the item. For example, Blood Dragon Armor (market value 101,300 credits) takes 203 days to craft by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 1000 credits worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft the Blood Dragon Armor in 68 days, at a total cost of 50,650 credits.

While crafting, you can maintain a modest lifestyle without having to pay 150 credits per day, or a comfortable lifestyle at half the normal cost.


Practicing a Profession

You can work between missions, allowing you to maintain a modest lifestyle without having to pay 150 credits per day. This benefit lasts as long you continue to practice your profession. If you are a member of an organization that can provide gainful employment you earn enough to support a comfortable lifestyle instead.

If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.

Recuperating

You can use downtime between missions to recover from a debilitating injury, disease, or poison.

After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

Researching

The time between missions is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over the exonet, buying drinks for the locals to pry rumors and gossip from their lips, or paying for information from certain factions like the Shadow Broker Network.

When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, file, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid, or an Intelligence (Electronics) check to hack into a database. Once those conditions are met, you learn the information if it is available.

For each day of research, you must spend 100 credits to cover your expenses. This cost is in addition to your normal lifestyle expenses.

Training

You can spend time between missions training with a set of tools. Your GM might allow additional training options.

First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.

The training lasts for 250 days and costs 100 credits per day. After you spend the requisite amount of time and money, you gain proficiency with the new tool.

PART 2 | MISSIONS

Chapter 9: Combat

This chapter provides the rules you need for your characters and enemies to engage in combat, whether it is a brief skirmish or an extended conflict in a gang hideout or on a field of battle. Throughout this chapter, the rules address you, the player or Galaxy Master. The Galaxy Master controls all the nonplayer characters involved in combat, and each other player controls an operative. “You” can also mean the character or npc that you control.

The Order of Combat

A typical combat encounter is a clash between two sides, a flurry of bullets, energy weapons, ducking behind cover, slinging biotic and tech spells. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Combat Step by Step
  1. Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
  2. Establish positions. The GM decides where all the characters and monsters are located. Given the operatives' marching order or their stated positions in the room or other location, the GM figures out where the adversaries ar - -how far away and in what direction.
  3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.
  4. Take turns. Each participant in the battle takes a turn in initiative order.
  5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise

A team of operatives sneaks up on a patrolling cerberus squad, springing from behind cargo crates to attack them. A varren slinks in the shadows, unnoticed by the operatives until the varren attacks one of them. In these situations, one side of the battle gains surprise over the other.

The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.

If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.

Your Turn

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed - sometimes called your walking speed - is noted on your character sheet.

The most common actions you can take are described in the "Actions in Combat" section below. Many class features and other abilities provide additional options for your action.

The "Movement and Position" section gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat."

Bonus Actions

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows an infiltrator to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

PART 2 | COMBAT

Other Activity on Your Turn

Your turn can include a variety of flourishes that require neither your action nor your move.

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some items and other special objects always require an action to use, as stated in their descriptions.

The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a push a large crate into a covering position.

Reactions

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.

When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.

Movement & Position

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.


Interacting with Objects

Around You Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

  • draw or sheathe a weapon
  • open or close a door
  • withdraw a medi-gel from your armor
  • pick up a dropped weapon
  • take a datapad from a table
  • remove your helmet
  • stuff some food into your mouth
  • plant a banner in the ground
  • drink all the ale in a flagon
  • throw a lever or a switch
  • extinguish a small flame
  • put your ear to a door
  • kick a small stone
  • tap the floor with your weapon
  • hand an item to another character


On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

Breaking Up Your Move

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 10 meters, you can move 4 meters, take your action, and then move 6 meters.

Moving between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a soldier who can make two attacks with the Extra Attack feature and who has a speed of 10 meters could move 4 meters, make an attack, move 4 meters, and then attack again.

Using Different Speeds

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.

For example, if you have a speed of 10 and a flying speed of 20 because you're wearing a jetpack, you could fly 10 meters, then walk 4 meters, and then leap into the air to fly 6 meters more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases - the setting of a typical fight contains difficult terrain.

Every meter of movement in difficult terrain costs 1 extra meter. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, crates, trash cans, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

Being Prone

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are . You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 10 meters, you must spend 5 meters of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.

To move while prone, you must crawl. Every foot of movement while crawling costs 1 extra meter. Crawling 1 meter in difficult terrain, therefore, costs 3 meters of movement.

PART 2 | COMBAT

Moving Around Other Creatures

You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can't willingly end your move in its space.

If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later.

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by biotics, such as by the fly spell.

Creature Size

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

Size Space
Tiny 1m by 1m
Small 2m by 2m
Medium 2m by 2m
Large 4m by 4m
Huge 8m by 8m
Gargantuan 10m by 10m

Space

A creature's space is the area in meters that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 2 meters wide, for example, but it does control a space that wide. If a Medium asari stands in a 2‐meter-wide doorway, other creatures can't get through unless the asari lets them.

A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 2-meter radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.


Squeezing into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 2 meters wide. While squeezing through a space, a creature must spend 1 extra meter for every meter it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.

Actions in Combat

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing a gun, or brawling with your fists.

With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the soldier, allow you to make more than one attack with this action.

Cast a Spell

Spellcasters such as engineers and adepts have access to biotics or tech powers and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 10 meters, for example, you can move up to 20 meters on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 10 meters is reduced to 6 meters, for instance, you can move up to 12 meters this turn if you dash.

Disengage

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. In Mass Effect 5e, the Disengage action can also kick off your shield regeneration, detailed later.

PART 2 | COMBAT

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

The Dodge action can also jumpstart shield regeneration.

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 2 meters of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Hide

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding in chapter 7. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later.

Hiding is the third possible way to jumpstart your shield regeneration.

Ready

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the Blue Suns grunt steps on the conveyor belt, I'll push the button that starts it," and "If the rachni steps next to me, I move away."

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the singularity spell and ready lance, your singularity spell end, and if you take damage before you release lance with your reaction, your concentration might be broken.


Reload

All guns have a heat property which indicates the number of times it can be fired before the thermal clip must be exchanged. When you take the Reload Action, you expend a Thermal Clip from your inventory and insert it into the weapon you're currently holding, returning the weapon's heat to its maximum value.


Variant: Rapid Reload

At the start of your turn, if you are holding only a single weapon, you may use a Bonus Action to attempt a Rapid Reload. Make a DC 15 Dexterity (Sleight of Hand) check. On a success, you reload the weapon you're currently holding and may continue your turn as normal.

On a failure, you must take the Reload action this turn. On a critical failure, the thermal clip drops from your hand, your weapon is not reloaded, and you lose your Action.

Why is this a variant rule? Although there are class features and weapon mods that allow you to reload as a bonus action, this variant rule gives all classes a potential chance to reload as a bonus action. In turn, this increases the number of potential rolls per combat, which can be cumbersome and distracting. It's up to the GM and players to decide if this rule is right for their group.


When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

Use an Object

You normally interact with an object while doing something else, such as when you draw your weapon as part of an attack. When an object requires your action for its use (such as throwing a grenade), you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

Making an Attack

Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

  1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.
  2. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.

PART 2 | COMBAT

  1. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

_Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse, thrown, or recoil property break this rule. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

Rolling 1 or 20

Sometimes lady luck blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.

Unseen Attackers and Targets

Combatants often try to escape their foes' notice by hiding, casting tactical cloak, or lurking in darkness.

When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.

When a creature can't see you, you have advantage on attack rolls against it. If you are hidden - -both unseen and unheard - when you make an attack, you give away your location when the attack hits or misses.


Ranged Attacks

When you make a ranged attack, you fire a gun or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.

Some ranged attacks, such as those made with a gun, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 2 meters of a hostile creature who can see you and who isn't incapacitated.

Melee Attacks

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an omni-tool. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.

Most creatures have a 2-meter reach and can thus attack targets within 2 meters of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 2 meters, as noted in their descriptions.

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Gun strikes

Instead of using a weapon to make a melee weapon attack, you can use your ranged weapon, hitting a target with the butt of the gun. On a hit, a gun strike deals bludgeoning damage equal to 1d4 + your Strength modifier. You are proficient with gun strikes if you are proficient with the type of gun.

Opportunity Attacks

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

PART 2 | COMBAT

You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if an adept lifts you off the ground with Pull.

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Grappling

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the . The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 2 meters away from you.


Contests in Combat

Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Half Cover

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

Three-quarters Cover

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a doorway, a large crate, or a thick tree trunk.

Total Cover

A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.


Variant: Additional Cover Rules

Size

Size matters. If the target is one size larger than the creature providing cover, the target has no cover. If the target is one size smaller than the creature providing cover, the target has three-quarters cover.

High Ground

Flying enemies or creatures on high ground are able to shoot over cover depending on the type of cover provided

Friendly Fire

Don't hit your friends! If the creature providing cover is friendly and the attacking creature misses, the attack has a 50% chance to hit the friendly target. Roll a die and if the result is odd the attack hits, even the attack misses both creatures. Or you can use the friendly creature's AC to decide if the attack hits or misses.

PART 2 | COMBAT

Damage and Healing

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed bullet, or a blast of flame from an incinerate spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.

Shield Points. Creatures wearing armor also benefit from shield points described later in this chapter.

Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when an adept casts vortex or an engineer casts flamethrower, the spell's damage is rolled once for all creatures caught in the blast.

Critical Hits

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a monomolecular blade, roll 2d10 for the damage, rather than 1d10, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the infiltrator's Sneak Attack feature, you roll those dice twice as well.

Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a GM assign a damage type to a new effect.

Acid. The corrosive spray of a chemical and the dissolving enzymes secreted by thresher maw spit deal damage.

Bludgeoning. Blunt force attacks - hammers, falling, constriction, and the like - deal bludgeoning damage.

Cold. The painful chill from a cryo beam breath deal cold damage.

Fire. Many tech spells use plasma and flames to deal fire damage

Force. One of the primary biotic damage types. Mass effect fields that pummel, pierce, or apply pressure deal force damage.

Lightning. Shock damage. Any damage done by an electrical discharge or source. Deals double damage to shields.

Necrotic. The second biotic damage type. Necrotic damage uses dark energy and mass effect fields on a subatomic level.

Piercing. Puncturing and impaling attacks, including bullets and monsters' bites, deal piercing damage.

Poison. Venomous stings, poisoned blades, and the toxic gas deal poison damage.

Psychic. A shock to the nervous system, rather than fear or mental damage. But the latter is possible.

Radiant. Radiation or damage on a nuclear level, rather than divine light.

Slashing. Swords, axes, and monsters' claws deal slashing damage.

Thunder. Shockwaves and explosions. Thunder damage is primarily caused by grenades.

Damage Resistance and Vulnerability

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a tech aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to force damage as well as resistance to biotic damage, the damage of a biotic force damage is reduced by half against the creature, not reduced by three-quarters.

PART 2 | COMBAT

Healing

Unless it results in death, damage isn't permanent. Even death is reversible through experimental cloning. Rest can restore a creature's hit points, and medical methods such as a medi-gel or first aid spell can remove damage in an instant.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, an engineer grants a sentinel 8 hit points of healing. If the sentinel has 14 current hit points and has a hit point maximum of 20, the sentinel regains 6 hit points from the engineer, not 8.

A creature that has died can't regain hit points.

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a solider with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the soldier dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.


Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Monsters and Death

Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Temporary Hit Points

Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a drug grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.

Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.

PART 2 | COMBAT

Shield Points

Shield points are a special type of regenerating hit points that protect your from fast-moving projectiles and provide advantage in certain situations against some tech and biotic powers.


Codex: Kinetic Barriers

Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains the same. Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.


Shield devices

All armor chest pieces come standard with 5 shield points and a regen of 5. However, more advanced mods and armor sets can provide additional shields. Additionally, personal shield generators are available which can provide shields without the operative equipping armor.

Damage

When you have shield points and take damage, the shield points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 shield points and take 7 damage, you lose the shield points and then take 2 damage. Some abilities "bypass" your shield points. In these instances, you subtract damage from your hit points leaving your shield points unchanged.

Melee Weapons

All damage resulting from a melee weapon attacks bypass shield points.

Shield Regeneration

Your armor's shield points are managed by the onboard VI, which is taxed during combat as it manages other systems: your omni-tool or biotic implant, HUD, etc. Thus, once a threat is properly neutralized, or you are able to temporarily remove yourself from the fray, your VI can route power back into your shields for immediate regeneration.

Out of combat

Your shield points regenerate completely on a short or long rest or when combat has ended for at least 1 minute.


In combat

To attempt to regenerate your shields during combat, you must attempt to remove yourself from the chaos, meeting one of the following conditions on your turn:

  • Take the Hide action
  • Take the Dodge action
  • Take the Disengage action
  • Have full cover at the end of your turn

Then, if you take no damage until the start of your next turn, your shields begin to regenerate and you gain shield points equal to your armor's regen stat. You continue to gain shield points equal to your regen stat at the start of each of your turns. If you take damage or you reach your maximum shield point capacity, the regeneration ends.


Shield Regeneration Example

Todd is playing human vanguard name Todd who has invested heavily in his armor's shields, giving him 20 shield points with a regen of 10. Todd rushes into a Reaper hoard of marauders who unleash a volley of bullets at him, bringing his shields to 4. On his turn, Todd thinks better of his actions and decides to take the Dodge action, ducking behind a crate.

Some marauders lose sight of Todd, others attempt to hit him again, but are unsuccessful. At the start of Todd's turn, he has taken no damage since the end of his last turn and his shields begin to regenerate, immediately gaining 10 shield points. Todd now has 14 shield points total. Todd takes his turn as he normally would.

An adept spots Todd and hits him with a Warp spell. This bypasses Todd's shields and deals 13 necrotic damage. But it does not end his shield regeneration. If this damage had been from an Assault Rifle or an Incinerate spell, Todd's shield regeneration would have ended.

On Todd's next turn, he gains another 10 shield points, putting him back to his maximum capacity of 20 and the regeneration ends.

Lightning Damage

All shields are vulnerable to lightning damage. In the event that a lighting attack removes all shield points, the following steps outline how to divvy up the damage:

  1. Double the lightning damage done to the target.
  2. Subtract the shield points from the total damage.
  3. Reduce the remaining damage by half
  4. Apply the new amount to the target's hit points.

PART 2 | COMBAT

Part 4

Vehicles

Chapter 10: Vehicles

Unlike in traditional 5e fantasy settings, in the Mass Effect universe, players and GMs can expect to be both frequently and actively involved in the operation of modes of transportation beyond animal mounts, wagons, and sailing ships. This module is intended to be a “bolt-on” set of rules to use in ME5e campaigns where significant playtime is dedicated to the use of vehicles, both for travel and combat. If your campaign only uses vehicles as a narrative bridge or as “set dressing” you do not need to include these rules in your game.

Transports & Starships

All vehicles are broadly categorized as either a transport or a starship. A transport can be any of a wide range of vehicles from a single-person ATV or motorbike to an armored personnel carrier to a small shuttle or orbital star-fighter. Starship refers to (typically larger) vessels designed to travel in deep space between planets. A general rule-of-thumb is that if a vehicle can travel from one world to another, either by means of an FTL drive or a mass effect relay, it is a Starship. Otherwise, it’s probably a transport.

A notable exception is the UT-47 Kodiak drop shuttle featured through the Mass Effect series. This vehicle, and others like it, can be considered both a “transport” and a “starship”, depending on the context.

Vehicle Stats

All vehicles share some of the same basic features.

Armor Class. AC for vehicles works exactly the same as in the basic 5e rules. See the Damage and Healing section in chapter 9

Hull Points. Also known as hit points. This represents how much damage a vehicle or starship can take before it is destroyed.

Shield Points. Shields for vehicles and starships work generally the same as describe in the Shield Points section of chapter 9, with a notable exception: Vehicle shields can only be regenerated in combat when players attempt the Restore action (explained later in this chapter).

Speed. For vehicles, speed is relative to other vehicles and is represented as a static number not as meters. For the purposes of combat, it represents the number of playmat spaces the vehicle can move on its turn when moving at a normal pace.

Range. Range represents how far the vehicle can travel in one 24 period. For starships, range is represented in "Faster-than-light-units"or FTLUs and is used in conjunction with the Galaxy Map. Each line indicates the travel time between star systems, which you subtract from the starships range. Travel to planets within a star systems costs 1 range. You can read more about range for starships in the Traveling the Galaxy section later in this chapter.

Minimum Crew. The number of crew required for the vehicle to operate. In some cases, at the GM’s discretion, it may be possible to operate a vehicle with less than the minimum required number of crew. Rolls made to operate vehicles in these conditions will most likely be made at disadvantage, again at the GM’s discretion.

Crew Capacity. The total number of sentient organisms that a ship can accommodate. This is a combination of active crew and any passengers. In some cases, this number can be expanded by using cargo capacity, below.

Cargo Capacity. How much “stuff” a vehicle can hold. This is measured in Megagrams (also known as a “tonne” or “metric ton”).

1 Mg = 1,000 kg = 2,204 lbs.

This will be rounded to the nearest 0.5 mg (500 kg). When calculating cargo capacity, we suggest using this as a guideline to estimate cargo capacity rather than getting bogged down in specific calculations. For points of reference, a small hatchback car weighs just over 1 Mg while the largest tanker ships in the world have a capacity of over 200,000 Mg.

Systems. Systems refer to a number of semi-independent functions that make-up the overall operation of a vehicle. These are things like navigation, communications, weapons array, etc. These are used to simulate the cooperative effort involved in operating larger, complex vessels, and player characters will often be called upon to make skill-based rolls to operate these individual systems. Generally speaking, small vehicles, especially those with only a single crew member, will not have designated systems.

Weapons. In many cases, weapons will refer to a specific system or systems on a vehicle. Vehicle-mounted weapons will typically have a multiplier after their damage roll to represent how powerful they are. For example, a cruiser’s mass accelerator cannon has a damage roll of 2d6[x100] and an M35 Mako’s coaxial machine-gun has a damage roll of 2d6[x10]. In these situations, you roll and add damage dice and any bonuses as usual. After you have determined your result, multiply the total by the amount indicated. In our example, if both weapons roll a 7 for their damage, the cruiser deals 700 damage and the Mako deals 70.

Size. Most transports use the standard size categories: Small, Medium, Large, Huge, or Gargantuan. However, starships can become truly colossal and have 4 additional categories.

Cost. The costs listed for vehicles represent their market value. Some vehicles, instead, are military meaning the vehicles cannot be purchased on the open market. Instead, characters will need inside connects, the black market, or luck to acquire these vehicles.

PART 4 | VEHICLES

Challenge Rating (CR). Transports have a CR between 0 and 30, which is based on its hp, ac, and damage. Starships have a + symbol after their CR, which indicates that this CR is a relative representation based on other starships. It is unlikely that operatives will destroy a starship with traditional weapons. Instead, they'll likely have to use other vehicles. For example, a starship with a CR of 12+ has the same XP reward as a level CR creature when the operatives destroy it using other vehicles. If operatives did manage to destroy the vehicle using traditional means, we recommend providing XP equal to the standard amount multiplied by 10. For example, a cr 12 creature provides 8,400 XP. If players destroyed this with traditional means, the GM can reward 84,000 XP.



Starship Sizes

Frigates are light transport vehicles, usually used for exploration, transportation of small squads, privately funded excursions, or stealth transport. The Normandy is an example of a frigate. Frigates can land on planets and typically host a crew of 5-20.

Cruisers are middleweight ships that can either transport large amounts of supplies from place to place or focus on firepower. Military cruisers tend to be the front-line of the battle and have powerful weapons, shields, and armor. Cruisers typically have crews of 20 - 100 and are able to land on planets.

Carriers, also called freighters, are large ships meant to carry transports (starfighters and dropships). Carriers are primarily military in nature though some venture capitalists have used carriers for mining operations and colonizing efforts. Carriers are typically weak in combat, being slow and lacking much firepower or shielding. Instead, carriers utilize their transports for offense and defense. Carriers are built in space and are too large to land on planets (purposefully). Instead, most carriers use drop ships for planetary exploration. Carriers can support crews in the hundreds.

Dreadnoughts are the largest class of ship, generally a kilometer or more long with incredible firepower that’s harnessed in the main cannon which is able to decimate entire cities, squads of enemy fighters, and other dreadnoughts. Dreadnoughts are meant for extended life in space, usually hosting a crew in the thousands and a self-sustaining ecosystem of shops, leisure activities, police force, politics, etc. Think of dreadnaughts as a small town floating through space. The arks of Andromeda were dreadnoughts as are the Liveships that the quarian race inhabits. The ships are so costly to make that the total number of dreadnoughts in the Milky Way is less than 200 with most races having only one or none. It’s impossible to land Dreadnoughts on planets safely.


Systems

Systems are the semi-independent functions that make-up the overall operation of the vehicle. But systems also refer or a "place" within the vehicle where crucial operations must be performed. For example, to pilot the vehicle, you typically have to be at the helm, and to fire the weapons, you have to be at the terminal that controls the cannons or targeting system. In some cases, a vehicle might have a combined system, e.g. Helm/Navigation/SSC. When two or more systems are combined, operatives can access their functions from a single (or sometimes multiple) locations.

Helm. The helm is the pilot seat. Players at the helm are able to take the Maneuver action, which can temporarily increase the AC of their starship or vehicle, representing the pilot’s ability to evade oncoming attacks.

Navigation. A starships navigation system is necessary to plot jumps between Mass Effect Relays. More about using your ships navigation can be found in the Travelling the Galaxy section below.

Weapons. Players must be at the weapons system to take the Attack action in combat. Weapon damage for vehicles has a x10 modifier. Starships have a x100 modifier.

EWS (Electronic Warfare Suite). The ships EWS protects the vehicle from hacking attempts but also allows the crew to attempt to hack other ships. Players must be at the EWS system to take the Harden or Sabotage action in combat.

SSC (Sensors, Scanners, and Communications). Every vehicle comes with at least some modicum of sensors, scanners, and communication systems. Sensors and scanners allow players to scan planets and satellites for composites and valuable materials. Comms allow the vehicle to hail other ships and planets. Players must be at the Sensors systems to take the Scan action during combat.

Drive. The drive and engineering deck are the heart of the ship. Damage to a ship’s drive can render it immobile and shut down other vital systems. Players at the Engineering system can attempt the Restore action in combat.

Additional Systems & Upgrades

Starships can have additional systems on board, such as improved quarters, workshops, and labs. Starship systems can also be upgraded. The Ship Upgrades table provides a list of common systems and system upgrades.

Some systems provide a list of Downtime Activities, meaning players can participate in one of the Downtime Activity listed while on board the ship during a long rest. The Downtime Training has a list of tool and/or weapon proficiencies that can be learned from participating in the Downtime Activity section of chapter 8.

Adding a new system or installing an upgrade takes 8 hours of uninterrupted work. You can either pay a skilled hireling for a days work or you can make the upgrades yourself.

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Starship Upgrades
Name
System
Cost
Prerequisite
Effect
Advanced Mineral Scanner SSC 150,000 - +5 to Intelligence (Investigation) checks when scanning a celestial body for minerals
Advanced Ship Scanner I SSC 50,000 - +1 bonus to Scan rolls
Advanced Ship Scanner II SSC 50,000 Advanced Ship Scanner I +2 bonus to Scan rolls
Advanced Ship Scanner III SSC 50,000 Advanced Ship Scanner II +3 bonus to Scan rolls
Advanced Ship Scanner IV SSC 50,000 Advanced Ship Scanner III +4 bonus to Scan rolls
Advanced Ship Scanner V SSC 50,000 Advanced Ship Scanner IV +5 bonus to Scan rolls
Advanced Targeting System I Weapons 50,000 - +1 bonus to weapon attack rolls
Advanced Targeting System II Weapons 75,000 Advanced Targeting System I +2 bonus to weapon attack rolls
Advanced Targeting System III Weapons 100,000 Advanced Targeting System II +3 bonus to weapon attack rolls
Advanced Targeting System IV Weapons 125,000 Advanced Targeting System III +4 bonus to weapon attack rolls
Advanced Targeting System V Weapons 150,000 Advanced Targeting System IV +5 bonus to weapon attack rolls
Armory Special 350,000 - Acts as a Weapon and Armor workbench for the purposes of installing equipment mods (weapons and armor).
Downtime Activitites. Crafting or Training in armorsmith’s workbench, tailor’s tools, tinker’s tools, pr weaponsmith’s workbench
Auxillary Power Cells I Drive 500,000 - +1 range and +1 bonus to Restore rolls
Auxillary Power Cells II Drive 500,000 Auxillary Power Cells I +2 range and +2 bonus to Restore rolls
Auxillary Power Cells III Drive 500,000 Auxillary Power Cells II +3 range and +3 bonus to Restore rolls
Auxillary Power Cells IV Drive 500,000 Auxillary Power Cells III +4 range and +4 bonus to Restore rolls
Auxillary Power Cells V Drive 500,000 Auxillary Power Cells IV +5 range and +5 bonus to Restore rolls
Crash Couches Special 125,000 - When you succeed on a Hard Maneuver, characters on board your ship have advantage on their Constitution saving throw.
Exonet Array Special 150,000 - Advantage on Investigation and History checks made while onboard.
Downtime Activities. Practice a Profession, Research, or Training in hacking tools
Experimental AI - 1,000,000 - Starts as a level 1 NPC with a proficiency bonus of +2. When you take the Defer action in starship combat, add the AI's proficiency bonus to the roll. After a starship encounter, divvy up experience among all players and the AI. The AI's level and proficeincy bonus increases at the same rate of a player character.

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Starship Upgrades
Name
System
Cost
Prerequisite
Effect
Extended Fuel Cells Special 150,000 - Your fuel capacity is equal to your ship's range multiplied by 6.
GARDIAN - 3,000,000 - Once per round, the GARDIAN system targets up to 4 transports within range (~1 km), dealing 250 (1d4[x100]) radiant damage to each target. This can also be used as a reaction to a torpedo or missile attack, immediately nullifying the attack.
GEB Mobius Algorithm EWS 75,000 - +1 to Harden and Sabotage rolls.
Heavy Ship Armor I - 300,000 - +1 AC
Heavy Ship Armor II - 350,000 Heavy Ship Armor I +2 AC
Heavy Ship Armor III - 425,000 Heavy Ship Armor II +3 AC
Heavy Ship Armor IV - 525,000 Heavy Ship Armor III +4 AC
Heavy Ship Armor V - 650,000 Heavy Ship Armor IV +5 AC
Luxury Kitchen Special 50,000 - When you roll a d6 to determine how many crew become disgruntled, subtract 1 from the roll.
Downtime Activity Training in brewer’s supplies, chemist’s supplies, or cook’s utensils
Medbay Special 300,000 - When onboard the ship, players that expend a hit die on a short rest gain the maximum possible hit points.
Downtime Activities. Practice a Profession or Training in medical kit
Multi-directional Thrusters I Helm 200,000 - +1 Speed and +1 bonus to Maneuver and Hard Maneuver Rolls
Multi-directional Thrusters II Helm 40,000 Multi-directional Thrusters I +2 Speed and +2 bonus to Maneuver and Hard Maneuver Rolls
Multi-directional Thrusters III Helm 80,000 Multi-directional Thrusters II +3 Speed and +3 bonus to Maneuver and Hard Maneuver Rolls
Multi-directional Thrusters IV Helm 120,000 Multi-directional Thrusters III +4 Speed and +4 bonus to Maneuver and Hard Maneuver Rolls
Multi-directional Thrusters V Helm 200,000 Multi-directional Thrusters IV +5 Speed and +5 bonus to Maneuver and Hard Maneuver Rolls
Multicore Shielding - 175,000 - +50 shields for each Milticore Shielding installed. Maximum 10.
Quantum Computing Processor EWS 300,000 GEB Mobius Algorithm For each Quantum Computing Processor installed, gain an additional +1 to Harden and Sabotage rolls. You can have up to 4 QCPs installed
Rec Room Special 100,000 - When you roll a d6 to determine how many crew become disgruntled, subtract 2 from the roll.
Downtime Activity. Training in disguise kit, gaming set, musical instrument, or painter’s supplies
Thanix Cannon - 2,000,000 - Recharge (4-6). 2600 (4d12[x100]) lightning damage
VR Training Special 30,000 - Downtime Activity. Training in any starship system, vehicles
Weapon Range Special 75,000 - Downtime Activity. Training in additional weapon proficiencies

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Maintaining Systems

Every system requires maintenance, and vehicle systems are no different. For larger vehicles, like starships, your maintenance is generally performed by your crew. Every system requires at least 16 hours of maintenance per month. Maintenance can be performed by a skilled hireling for 3000 credits over 2 long rests, or over time by a dedicated crew member (as discussed below).

Replacing systems

If a system breaks and must be replaced, you lose any benefits that system provides until your replace it. Replacing a broken system costs 300,000 or the price of the system in the ship upgrades table, whichever is lower.

Months without Maintenance
Months
Effect
1 Any checks made at the system are made at disadvantage and any downtime activities completed with the system take twice as long.
2 Roll a d20. On a 5 or less, the system breaks and cannot be used in any way. It must be replaced.
3 Roll a d20. On a 10 or less, the system breaks and cannot be used in any way. It must be replaced.
4 Roll a d20. On a 15 or less, the system breaks and cannot be used in any way. It must be replaced.
5 The system breaks and cannot be used in any way. It must be replaced.

Crew

All starships require some amount of crew to remain functional and the more systems your ship has the more crew it will need. The minimum crew attribute of your ship indicates the number of people you need to operate and maintain the ship. Every minimum crew member is linked to at least 1 starship system.

Roleplaying Crew

You can treat crew as NPCs or as an abstract number. Though we highly suggest the former. Crew do not require a stat block; a name, description, and alignment are generally enough.

Operatives as Crew

Characters may instead choose to take the role of a crew member and perform the duties that a hired NPC would do. However, to do this requires the character to spend their free time performing the duties that the crew member would have done. The character must also be proficient in the system they want to maintain. Special systems (like the rec room or med-bay) do not require a proficiency and combined systems only require to be proficient in one of the systems that are combined.

An operative that chooses to take on the role of a crew member must spend at least 1 long rest per month maintaining the system.


Paying Crew

Your crew expects to live a modest lifestyle. The owner(s) of the ship must pay each crew member 150 credits per day. At the end of each month, multiply your required crew by 150 and again by 30. If you cannot pay the total amount, you either pay none of it (at which point all members crew become disgruntled) or you pay all of it and roll a d6. The result is the number of crew that become disgruntled.

Disgruntled Crew

Disgruntled crew cause problems. They get in fights, slack off, leave for better jobs, and may even mutiny! When you start a long rest on board your ship, if you have at least 1 disgruntled crew member, roll a d20, add the number of disgruntled crew on board to the roll. Then consult the Disgruntled Crew table.

Disgruntled Crew
d20 + crew
Effect
1 - 5 Nothing happens.
6 - 8 A fight breaks out between two crew members. Another member of your crew becomes disgruntled.
9 - 11 One of your disgruntled crew quits the next time you’re at port.
12 - 13 A crew member starts an private email chain that infuriates the other crew. Two additional crew become disgruntled.
14 - 15 All of your disgruntled crew quit the next time you’re at port.
16 - 17 A crew member forgets to service their system. You must pay 3,000 credits before you can use it again. (If this is the Drive, you ship cannot move between systems)
18 - 19 A crew member sabotages their system. You must pay 20,000 credits before you can use it again. (If this is the Drive, you ship cannot move between systems)
20 + The crew mutinies. They all become hostile and attack your party.

Extended Space Travel

Living on a starship for an extended period of time is difficult and can aggravate even the most experienced space travelers. For every week you spend traveling the galaxy, you must spend one long rest at port. The port must be at a settled world in a town or city.

Failure to spend a long rest at port can potentially cause your crew to become disgruntled. Every time you skip a day at port, roll a d6. The result is the number of crew that become disgruntled.

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Dealing with disgruntled crew

You reduce the number of disgruntled crew in the following ways:

  • Fire the disgruntled crew member. You will need to find a replacement for that crew member's system. At the GM's discretion, this may also cause more crew to become disgruntled.
  • Throw the crew member out an airlock. You will need to find a replacement for that crew member's system. In addition, roll a d6. The result is the number of additional crew that become disgruntled due to your actions. Note: advisable when a majority of the crew is disgruntled. Best practices suggest throwing the entire crew out the airlock in these situations and hiring entirely new crew at a port.
  • Provide bonus pay equal to one week's salary (1,050 credits)
  • Provide an extended stay at a port (2 long rests worth)

If your group has created NPCs for each of your crew, the GM might add new ways for the crew to become disgruntled. If you ignore a distress signal, a good crew member might become disgruntled. Of if you hand over a large cache to the authorities, a chaotic or evil crew member might become disgruntled. Additionally, the GM can adjudicate other creative ways to make disgruntled crew contented again. Some may like music, some games and your characters can roleplay situations that result in a pleased crew member.

Starship Combat

Vehicle combat works similarly to standard creature combat. Each player rolls initiative as normal. Each enemy vehicle also rolls initiative, with any NPCs on board those vehicles acting on the vehicles initiative count. Vehicles do not add any bonus to their initiative rolls. You may use the vehicles’ speed to break ties between vehicle rolls.

Starship Actions

The primary difference in starship combat is that operatives on board a starship have an additional list of actions they can make on their turn. Most actions require the player to be stationed at the necessary system. When an encounter begins, operatives may choose to “Report to battle stations” and place themselves at a specific system.

Attack - Weapon System

Make a ranged attack roll. Do not add your proficiency bonus unless you are proficient with Starship Systems (Weapons).

Targeted Attack - Weapon System

Name a system on a target vehicle and make a ranged attack roll. The target’s AC has a +5 bonus against this attack. On a hit, roll damage and the system is disabled and cannot be used until it is repaired. Any creature manning that system takes damage equal to one half the damage roll.

Maneuver - Helm

Make a DC 15 Dexterity (Vehicle Handling) check. On a success, your ship’s AC increases by an amount equal to half its speed score until the start of your next turn.


Hard Maneuver - Helm

Make a DC 20 Dexterity (Vehicle Handling) check. On a success, your ship’s AC increases by an amount equal to twice its speed score until the start of your next turn. Creatures on board your ship must make a Constitution saving throw to endure to heavy g-forces imposed on the ship. On a failed save, a creature has disadvantage on its next action. Creatures on board your ship cannot take the Move action until the start of your next turn.

Repair - Anywhere

Make a DC 15 Intelligence (Engineering) check. On a success, you patch some damage done to your ship, restoring 50 hit points.

Advanced Repair - Anywhere

Make a DC 20 Intelligence (Engineering) check. On a success, you manage to repair major damage, restoring 150 hit points.

System Repair - Disabled System

To take this action, you must be located at a system that is disabled. Make a DC 20 Intelligence (Engineering) check. On a success, the system is repaired and can be used again.

Restore - Drive

Make a DC 15 Intelligence (Engineering) check. On a success, you’re able to reroute power to your shields, restoring 100 shield points.

Harden - EWS

Make a DC 10 Intelligence (Electronics) check. On a success, you harden the security of your EWS until the start of your next turn. While hardened, any attempt to sabotage your ship will have disadvantage.

Sabotage - EWS

Choose a target from the table below and make an Intelligence (Electronics) check. The DC of this check and its effect on a success is determined by the chosen target. You must choose your target before making your Intelligence check.

Target
DC
Effect
SSC 10 Target cannot take the Scan action until the start of your next turn.
Helm 12 Target has disadvantage on Maneuver and Hard Maneuver checks until the start of your next turn.
Shields 15 Reduce the targets shields by 1d4 (x50)
Navigation 18 The target ship cannot Flee.
Weapons 20 Target has disadvantage on Attack and Targeted attack rolls until the start of your next turn.


Scan - SSC

Make a DC 15 Intelligence (Investigation) check as your peruse the logs of incoming ship data. On a success, you may ask one question about a target ship. The GM must answer this question honestly.

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Flee - Navigation

Make a DC 14 Intelligence (Science) check to plot a course away from battle. On a success, you may enter FTL and flee the battle. Combat immediately ends and you move to a system within your ship’s range.

Move - Anywhere

Use your Action to move to a different Starship System.

Help - Anywhere

Use your Action to Help a friendly creature use a Starship System. You must be located at the same system as the creature. The creature gains advantage the next time it takes an action with the starship system.

Defer to VI - Anywhere

Use your Action to defer to the ship’s onboard VI. You may have it take any of the Starship System actions. When you do so, roll a d20 to make the check or attack. You cannot add any modifiers or bonuses to the roll.

Travel

The primary benefit of starships is their ability to travel around the galaxy. A galaxy map can be found on the next page which can be used in reference to these rules. For campaigns set in the Andromeda Galaxy, you can use the rules but will need to find your own map.

The Milky Way

The Milky Way comprises a number of Clusters (represented by the yellow, target icons filter_center_focus on the map). Each Cluster is composed of Systems, and, in turn, each System contains a group of planetary objects (generally a star and any number of planets and their moons, planetoids, asteroids, comets and other celestial bodies).

For example, Earth is a planet in the Sol System, which is the only system in the Local Cluster. Tuchanka (the homeworld of the Krogan) is part of the Aralakh System, which is one of 3 systems in the Krogan DMZ cluster.

Names of Celestial Bodies

You may wonder why the names aren’t more “alien”. Our best guess is that the names are either part of a human-centered database (in which names were provided to the entries by humans), or that the names have been translated into similar human-cultured counterparts. For example, the Athena Nebula is home of the Asari, a race of androgynous beings that associate themselves to a female gender. Thus the nebula’s name (in Asari) might be a cultural figure, turn-of-phase, or mystical entity that is best represented as Athena in human culture.


Space Transports

There four types of transports in the game: land, water, air, and space. To leave a planet or move between planets in a system requires a space transport. For simplicity's sake, travel within a system (from any celestial body to another) takes less than 24 hours. Using the Sol system as an example, a party could leave Earth and arrive at Io, Europa, Pluto, or Sol’s Mass Relay within 24 hours. The GM can adjust this time as they see fit. A rickety ship might move more slowly and require many stops at moons and planets along the way. A very fast ship might make the journey from Earth to Pluto within a few hours.

Leaving a planet

The time it takes to leave a planet varies widely based on how regulated space traffic is on that planet. On urban worlds like Thessia or the Citadel, it can take as long as 2-4 hours to orbit and dock. On uninhabited worlds, your ship can land and leave as quickly as the pilot is capable. This can take as little as a few minutes. Finding a safe place to land might take a little longer.

Starships

To travel from system to system, or cluster to cluster, your party will need to use a starship. Every starship has a range attribute which represents the number of system and cluster jumps it can make in a 24 hour period. Traveling between systems in a cluster or jumping from one cluster to another takes 1 range.

Traveling between systems is the same as traveling between planets. You can move to any other system within a cluster and it costs 1 range. A starship with 3 range that starts on Tuchanka can leave the planet an arrive in Nith (another system in the Krogan DMZ cluster) within 24 hours. The same starship (with a range of 3) could also leave Turchanka, fly to the Nith system, then to the Dranek system (also in the Krogan DMZ cluster), and back to the Aralakh system within a 24 hour period. If the ship was making stops on planets in each system, it would likely take longer as the ship enters and leaves orbit.

Traveling between clusters requires a Mass Relay. Mass Relays are mass transit devices scattered throughout the Milky Way, forming an enormous network that allows interstellar travel. There is only one Mass Relay per cluster, located in a single system which is marked with a * on the map. To travel from cluster to cluster, you must first travel to the system that contains the mass effect relay. Then you can jump to another cluster.

Mass Relays are connected as a network, but travel between relays might require additional jumps. I.e., unlike travel between planets and systems, you can only move between clusters following the lines on the map.

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Galaxy Map

Mass Effect Galaxy Map by otvert



Example Travel

The party has been searching for a Prothean device in the Carbonaceous Asteroid (Phoenix system, Argos Rho cluster). To collect their reward, they must return the device to a fence on the Citadel.

In this example, the party has requisitioned a starship with a range of 2. It takes 1 range to move from the Phoenix system to the Hydra system which contains the Mass Relay for the Argos Rho cluster. Then it requires 2 Mass Relay jumps (Argos Rho > Horse Head Nebula > Serpent Nebula), arriving in the Widow system where the Citadel is located. For our group, this would take as little as 24 but no more than 48 hours to complete the journey.

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Variant Rules

In addition to the above rules, you can add the following variant rules into your campaign to increase the flavor from the Mass Effect video games.

Variant: Navigation

As a GM, you can choose whether or not exploration & navigation are an essential component. If not, you can assume that every ship has a full list of star maps and travel from cluster to cluster and system to system is as easy as punching in coordinates.

However, if you'd like to provide more of a challenge, you can have your players use the Navigation starship system to navigate the galaxy. With this rule, have your players make an Intelligence (Science) check before any planned travel, representing the plotting of a course. The DC of this roll is either 12 (for known locations) or 18 (for unknown). On a success, the characters arrive at the location as normal, but it takes twice as much time and fuel on a failure. You can also impose other consequences such as pirates, disgruntled crew, or ship damage.

Whether or not the characters know of a location is dependent on Star Maps. You may choose to break up star maps by Sectors (the large groupings of clusters) or by clusters.

Variant: Mining & Probes

Ships can be equipped with Mining Probes. Each probe costs 100 credits and ships have a capacity based on its size: 10 for frigates, 20 for carriers, 50 for cruisers, and 100 for dreadnoughts. When orbiting a celestial body, an operative can use the ship's SSC system to expend a Mining Probe and make a DC 15 Intelligence (Investigation) check. The DC of this check is determined by how "rich" the planet is.

On a success, you can spend a long rest mining the area. Roll a die based on how rich the planet is, and gain that many units of the element.

Elements
Rarity Elements Credits / Unit
Common Aluminium, Beryllium, Copper, Graphite, Iron, Magnesium, Silicon 100
Uncommon Cadmium, Fluorite, Iridium, Lithium, Nickel, Uranium 250
Rare Palladium, Platinum, Titanium, Vanadium 500
Very Rare Element Zero 1500
Mining Results
Richness Result Dice
Scarce d4
Poor d6
Moderate d8
Abundant d10
Rich d12

Variant: Fuel

Fuel in Mass Effect 5e is an abstract concept. Most ships can mine and create fuel using on-board fabricators as it travels the Galaxy. Fuel is represented by the range of the ship (how far it can travel in 24 hours). If you would like to keep track of fuel, the GM can use the following Variant: Fuel rules.

Your "tank" capacity is equal to your ship's range multiplied by 3. Each time you expend 1 range, you also expend 1 charge from your tank. You can either spend a long rest on an asteroid or planet mining fuel or you can refuel at a spaceport. To mine fuel use the Variant: Mining rules above. On a success, roll a d8 and regain that many charges.

Alternatively, you can pay to refuel at a spaceport. The average rate is 1,000 credits per charge in your tank, but this might increase or decrease based on the port.

Creating Vehicles

The vehicle list that follows provides examples for you to use in your campaign. However, it is encouraged that you and/or your GM create vehicles of your. Use the following guidelines when creating your vehicle.

Create a concept

First, you'll want to create a concept for your vehicle. What is its main purpose (defense, offense, transport, smuggling, etc)? What race(s) are associated with the vehicle? Is it unique or mass produced? What does it look like? What size is it?

If you're looking for inspiration, check out Euderion's vehicle creations on DeviantArt.

Name

Next, you'll need a good name for your vehicle. Mass produced vehicles typically have some sort of manufacturing number combined with a codename or nickname. If your vehicle is a unique creation, it might have a symbolic name.

Vehicle Type

The vehicle type should be either transport or starship. If you've selected transport, designate which transport type it is: land, sea, air, or space. Some transports can have multiple types.

Size

If you're creating a transport, choose the size from standard sizes: Medium, Large, Huge, Gargantuan. For starships, choose one of Frigate, Cruiser, Carrier, or Dreadnought.

Speed

A vehicles speed is somewhat abstract. Mechanically, it represents the number of playmat spaces it can move in one turn. This assumes the vehicle is moving an average pace and slow enough to turn and maneuver. Speed should range from 1 to 15.

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Range

For transports, range is the number of kilometers the vehicle can travel within 24 hours. This calculation should also take its battery or fuel capacity into account.

For starships, the range is calculated as ftlu (faster than light units). Essentially how many Mass Effect Relay jumps or system to system travel it can complete in 24 hours.

Cargo

How many tonnes can the ship carry? Try thinking about how many mid-size cars can fit into the vehicle or the vehicle tow, this is its Cargo capacity.

Cost

What is the market rate of the vehicle? It might be that the vehicle is military and not sold on the open market.

AC

How durable is your vehicle's armor? Or how difficult is it to hit? ACs for vehicles generally range from 10 - 25.

HP & SP

Use the following table to find the average hull points and shield points. You should adjust the average based on the concept of your vehicle. Was it made for defense? Add more HP. Does it has a state-of-the-art drive, add more SP.

Vehicle Hit Points / Shield Points
Type HP SP
Transport 150 50
Frigate 1200 250
Cruiser 2000 500
Carrier 3500 750
Dreadnought 6000 1500

Systems

Next, you'll want to decide how many systems your vehicle has. You can either make combined systems (for smaller vehicles) or have individual systems (for large starships). A system might be so advanced that it requires multiple crew member to maintain.

Crew

Each vehicle has a minimum and maximum crew.

Minimum

To find the minimum crew, add the number of crew needed for each of the systems.

Maximum

The maximum crew is generally based on the size of the vehicle


Maximum Vehicle Crew
Type Max Crew
Medium 1
Large 2-3
Huge 6-8
Gargantuan 10-20
Frigate 20-30
Cruiser 30-100
Carrier 100-1000
Dreadnought 1000+

Weapons

Decide what weapons are equipped on the vehicle. For transports, damage rolls are multiplied by 10 and by 100 for starships. It's also ok for the vehicle to have no weapons.

Challenge Rating

To calculate the CR, you'll need access to the Monster Statistics by Challenge Rating table in the Dungeon Master's Guide, pg. 274.

Offensive CR

First, find the offensive CR by calculating the average of all the damaging attacks. If this is a starship, additionally divide the average by 10. Then find the CR associated with that damage on the Monster Stats table.

Defensive CR

Next, find the defensive CR by adding the hull point and shield points together. If this is a starship, additionally, divide the sum by 10. Then find the CR associated with that hit point value on the Monster Stats table. If the AC is greater than the AC on the Monster Stats table, increase the defensive CR by 1 for every 2 points above the target AC.

Final CR

The final CR is the average of the offensive and defensive CR, rounded up. If this is for a starship, notate a + symbol beside the CR.

CR Calculation

Starship, AC: 25, HP: 2500, SP: 600, Attack: 1100 & 900

  • Offensive CR = ((1100 + 900) / 2) / 10 = 100, corresponds with a CR of 16
  • Defensive CR = (2500 + 600) / 10 = 310, corresponds with a CR of 16. However, the target AC for CR 16 is only 18. So the final Defensive CR becomes 19 (+3 because the AC is 25).

Final CR = (16 + 19) / 2 = 17.5 = 18+

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Chapter 11: Vehicle List

Transports


A-61 Mantis Gunship

Huge transport (air or space)


  • Armor Class 22
  • Hull Points 350
  • Shield Points 50
  • Speed 10

  • Range 2,000 km
  • Crew Minimum 2. Maximum 8
  • Cost military
  • Cargo Capacity 4 tonnes
  • Challenge 21 (33,000 XP)

Systems

Combined (Helm, Weapons). 1 crew

Combined (SSC, EWS). 1 crew

Weapons

M350 mass-accelerator autocannons. 70 (2d6[x10]) piercing damage

Inferno PKRs (16 charges). 160 (3d10[x10]) fire damage to a 10m-radius sphere. Half damage on a successful DC 18 Dexterity saving throw.

The Gunship is driven by vectored-thrust engines. First rolled off the assembly lines in 2170, the Mantis remains in service in dozens of armies across the galaxy. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship, a fighter, a high-altitude bomber, or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. The only role the Mantis cannot perform is that of a true deep-space fighter, as it has no FTL drive.


This vehicle statblock represents the most basic model of the A-61. But it can carry a number of weapons load-outs. When used in ground-attack roles it is most commonly armed with two sets of two forward-facing missile bays over each wing, normally armed with Inferno PKRs (Precision Kill Rockets), and a pair of belly-mounted M350 mass-accelerator autocannons.



ET3

Large transport (land)


  • Armor Class 16
  • Hull Points 150
  • Shield Points 0
  • Speed 4

  • Range 500 km
  • Crew Minimum 1. Maximum 8
  • Cost 10,000
  • Cargo Capacity 2 tonnes
  • Challenge 3 (700 XP)

Systems

Helm. 1 crew

The ET3 is a civilian vehicle. This six-wheeled transport has a cockpit for the driver on the right front of the vehicle.

PART 4 | VEHICLE LIST


M-080

Large transport (land)


  • Armor Class 20
  • Hull Points 250
  • Shield Points 0
  • Speed 5

  • Range 500 km
  • Crew Minimum 2. Maximum 6
  • Cost military
  • Cargo Capacity 2 tonnes
  • Challenge 3 (700 XP)

Systems

Helm. 1 crew

Weapons. 1 crew

Weapons

Machine Gun. 35 (1d6[x10]) piercing damage.

Mass Accelerator Cannon. 55 (1d10[x10]) radiant damage.

The M-080 is a large infantry fighting vehicle (IFV). This class of vehicle is equipped with a turret with two coaxial barrels: the machine gun and main cannon. Like the M29 Grizzly and the M35 Mako, the M-080 is equipped with six wheels.





M29 Grizzly

Huge transport (land)


  • Armor Class 25
  • Hull Points 350
  • Shield Points 0
  • Speed 2

  • Range 350 km
  • Crew Minimum 2. Maximum 6
  • Cost military
  • Cargo Capacity 3 tonnes
  • Challenge 14 (11,500 XP)

Systems

Combined (Helm, Drive, SSC). 1 crew

Weapons. 1 crew

Weapons

Main Cannon. 70 (2d6[x10]) thunder damage.

The M29 "Grizzly" Infantry Fighting Vehicle (IFV) was the standard "battle taxi" of Systems Alliance Marines for nearly thirty years.



M-44 Hammerhead

Large transport (land or sea)


  • Armor Class 14
  • Hull Points 180
  • Shield Points 0
  • Speed 15

  • Range 2,500 km
  • Crew Minimum 1. Maximum 3
  • Cost military
  • Cargo Capacity 1 tonnes
  • Challenge 7 (2,900 XP)

Systems

Combined (Helm, SSC, Weapons, EWS). 1 crew

Weapons

Main Cannon. 45 (1d8[x10]) thunder damage.

The M-44 Hammerhead is an infantry fighting vehicle that hovers over the battlefield at up to 120 kilometers an hour. It most likely follows a theme of naming armored vehicles after sharks, just like the M35 Mako.


PART 4 | VEHICLE LIST


M35 Mako

Large transport (land)


  • Armor Class 16
  • Hull Points 150
  • Shield Points 50
  • Speed 8

  • Range 1,000 km
  • Crew Minimum 1. Maximum 3
  • Cost military
  • Cargo Capacity 1 tonnes
  • Challenge 6 (2,300 XP)

Systems

Combined (Helm, SSC, Weapons, EWS). 1 crew

Weapons

Machine Gun. 35 (1d6[x10]) piercing damage.

Mass Accelerator Cannon. 55 (1d10[x10]) radiant damage.

The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. It is designed to fulfill the role of rapid deployment that its predecessor, the M29 Grizzly, fell short of accomplishing. Though the interior is cramped, an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world.


UT-47 Kodiak Drop Shuttle

Large transport (air and space)


  • Armor Class 15
  • Hull Points 200
  • Shield Points 200
  • Speed 10

  • Range 12,001 kmorftlu
  • Crew Minimum 1. Maximum 14
  • Cost military
  • Cargo Capacity 2 tonnes
  • Challenge 10 (5,900 XP)

Systems

Combined (Helm, SSC, Drive, Navigation). 1 crew

The UT-47 Kodiak Drop Shuttle is a personnel carrier capable of planetary flight and is capable of limited FTL travel. The shuttle is used extensively by (but not limited to) the Systems Alliance and Cerberus in 2186. The Kodiak and several variants have also seen extensive use in the Andromeda Galaxy's Heleus Cluster by the Andromeda Initiative nearly 600 years later.



X3M (shuttle car)

Large transport (air)


  • Armor Class 12
  • Hull Points 100
  • Shield Points 0
  • Speed 4

  • Range 1,000 km
  • Crew Minimum 1. Maximum 4
  • Cost 35,000
  • Cargo Capacity 1 tonnes
  • Challenge 1 (200 XP)

Systems

Helm. 1 crew

Referred to colloquially as a "shuttle", "skycar", or "aircar", the X3M is a contragravity speeder designed for transporting individuals in metropolises and space stations. Shuttles are compartmentalized into a pilot/passenger compartment and a propulsive drive compartment. In the pilot/passenger compartment, there are four seats with one of them reserved for the pilot. From either the forward left or right seat, a pilot controls the shuttle's movements through the use of a haptic adaptive interface. The canopy of the shuttle is divided into two sections - a central section which lifts up, and a clamshell door. The windows of the vehicle can be darkened for the privacy of the passengers. Due to the limited storage space, passengers are limited to what they can carry or store on their bodies. To the rear of this compartment, there is the propulsive drive powered by a mass effect field.

X3Ms come in a variety of models. Some are smaller with only 1 or 2 seats like the Tess Auburn 2166 aircar. Models like the C-111 Skyline Shuttle are meant for public transportation and can carry up to 10 passengers. Some models are meant for driving enthusiasts with increased handling and acceleration, like the Mark II Blackout or Esquiran Sporting Shuttle.


PART 4 | VEHICLE LIST

Starships



Asari Cruiser

Cruiser starship


  • Armor Class 18
  • Hull Points 2,000
  • Shield Points 1,500
  • Speed 3

  • Range 8 ftlu
  • Crew Minimum 16. Maximum 70
  • Cost military
  • Cargo Capacity 80 tonnes
  • Challenge 17+ (18,000 XP)

Systems

Helm. 2 crew

Navigation. 2 crew

SSC. 1 crew

EWS. 2 crew

Drive. 6 crew

Weapons. 3 crew

Additional Systems. The asari cruiser has an Armory, GARDIAN system, Medbay, and Exonet.

Weapons

Twin-Mass Accelerator Cannons. 900 (2d8[x100]) radiant damage.

A mix-up during the cruiser's design left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. The asari cruiser's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts.



Athabasca-class Carrier

Carrier starship


  • Armor Class 14
  • Hull Points 4,200
  • Shield Points 500
  • Speed 1

  • Range 3 ftlu
  • Crew Minimum 8. Maximum 100+
  • Cost 4,000,000
  • Cargo Capacity 100+ tonnes
  • Challenge 21+ (33,000 XP)


Systems

Helm. 2 crew

Navigation. 2 crew

SSC. 2 crew

EWS. 2 crew

Drive. 2 crew

Additional Systems. The Athabasca-class has 30 system slots. They vary widely and can be customized to fit the needs

Hanger. Athabasca-class carriers can be equipped with a hanger (taking up 10 system slots). The hanger can hold up to 50 interceptors or fighters.

The Athabasca Class is a class of large freighter of human origin. Externally, this freighter class's configuration may be mistaken for the smaller Kowloon Class freighters. However, the Athabasca Class freighter is a multi-level voluminous starship. The Athabasca Class freighter is lightly armored and lacks armaments, and can be attacked and boarded very quickly. This freighter class is equipped with a self-destruct device and a black box.

PART 4 | VEHICLE LIST


Collector Ship

Cruiser starship


  • Armor Class 20
  • Hull Points 2,100
  • Shield Points 1,400
  • Speed 3

  • Range 10 ftlu
  • Crew Minimum 20. Maximum 200
  • Cost none
  • Cargo Capacity 200 tonnes
  • Challenge 18 (20,000 XP)

Systems

Combined (Helm, Navigation, EWS, SSC, Weapons). 1 Collector General or 10 non-Collector Generals (2 per system) crew

Improved Scanner: A Collector Ship's scanner is so advanced that ships integrated with a stealth drive do not gain the benefits of the system, and the collector ship maybe detect them without disadvantage.

Additional Systems. The majority of the interior of these ships exist to store collection pods. They can be large enough to fit an entire planet's worth of pods.

Weapons

Multiattack: A Collector Ship can make one Main Cannon attack or three Occular Cannon attacks once per turn.

Main Cannon. 1000 (1d10+4 [x100]) radiant damage.

Occular Cannons (x3). 300 (1d4 [x100]) radiant damage.

A strange hybrid of an organic hive and metal, a Collector Ship carries the enigmatic Collectors, a race of mysterious beings from beyond the Omega-4 Relay. Their technology is light years more advanced than anything in the known galaxy, and their powerful ships are no exception.







Destiny Ascension

Dreadnought starship


  • Armor Class 28
  • Hull Points 8,000
  • Shield Points 2,000
  • Speed 1

  • Range 1 ftlu
  • Crew Minimum 68. Maximum 12000
  • Cost military
  • Cargo Capacity 100+ tonnes
  • Challenge 28+ (120,000 XP)

Systems

Helm. 5 crew

Navigation. 6 crew

SSC. 10 crew

EWS. 12 crew

Drive. 20 crew

Weapons. 15 crew

Additional Systems. The Destiny Ascension is a living city, supporting a number of systems, including: Armory, GARDIAN, Medbay, Rec Room, Weapon Range, Exonet, and Luxury Kitchen.

Weapons

Main Cannon (Recharge 5-6). 2600 (4d12[x100]) radiant damage.

Anti-Fighter Turrets. 700 (2d6[x100]) radiant damage.

Long Range Beam Cannon. 1100 (2d10[x100]) radiant damage.

Support Fighters: The Destiny Ascension has over 100 fighters and interceptors to support it during combat.

The Destiny Ascension is an asari dreadnought and flagship of the Citadel Fleet.


PART 4 | VEHICLE LIST



Envoy-class Frigate

Frigate starship


  • Armor Class 13
  • Hull Points 1,350
  • Shield Points 350
  • Speed 5

  • Range 3 ftlu
  • Crew Minimum 4. Maximum 10
  • Cost 1,350,000
  • Cargo Capacity 8 tonnes
  • Challenge 6+ (2,300 XP)

Systems

Helm. 1 crew

Combined (Navigation, SCC, EWS). 1 crew

Weapons. 1 crew

Drive. 1 crew

Additional Systems. The envoy-class frigate has a Luxury Kitchen, Rec Room, GARDIAN system, and 2 additional system slots.

Weapons

Mass Accelerator Cannon. 350 (1d6[x100]) radiant damage.

The envoy-class frigate is a popular civilian frigate used by private companies to transport high-ranking political officials and corporate executives.



Everest-class Dreadnought

Dreadnought starship


  • Armor Class 25
  • Hull Points 6,500
  • Shield Points 1,500
  • Speed 1

  • Range 3 ftlu
  • Crew Minimum 24. Maximum 1000+
  • Cost military
  • Cargo Capacity 100+ tonnes
  • Challenge 28+ (120,000 XP)

Systems

Helm. 3 crew

Navigation. 2 crew

SSC. 5 crew

EWS. 4 crew

Drive. 6 crew

Weapons. 4 crew

Additional Systems. The Everest-class dreadnought has a number of additional systems, including: Armory, GARDIAN, Medbay, Rec Room, Weapon Range, Exonet, and Luxury Kitchen.

Weapons

Main Cannon. 2200 (4d10[x100]) piercing damage.

The Everest-class dreadnought is the Systems Alliance flagship.



Lacus-class Frigate

Frigate starship


  • Armor Class 15
  • Hull Points 1,500
  • Shield Points 500
  • Speed 2

  • Range 10 ftlu
  • Crew Minimum 4. Maximum 10
  • Cost 800,000
  • Cargo Capacity 30 tonnes
  • Challenge 14+ (11,500 XP)

Systems

Helm. 1 crew

Combined (Navigation, SCC). 1 crew

Weapons. 1 crew

Drive. 1 crew

Additional Systems. The Lacus-class frigate has 10 open additional system slots. When installing a slot, reduce the cargo capacity by 2.

Weapons

Anti-Fighter Machine Cannons. 250 (1d4[x100]) piercing damage.

Disruptor Torpedoes (10 charges). 350 (1d6[x100]) thunder damage and 350 (1d6[x100]) force damage. This damage bypasses shields.

The Lacus-class is a transport frigate with high cargo capacity and range. In recent years, savvy engineers have learned to install additional systems in its cargo space, making it highly modifiable.

PART 4 | VEHICLE LIST


Kowloon-class Carrier

Carrier starship


  • Armor Class 13
  • Hull Points 3,500
  • Shield Points 700
  • Speed 1

  • Range 2 ftlu
  • Crew Minimum 8. Maximum 100+
  • Cost 3,250,000
  • Cargo Capacity 100+ tonnes
  • Challenge 20+ (25,000 XP)

Systems

Helm. 2 crew

Navigation. 2 crew

SSC. 2 crew

EWS. 2 crew

Drive. 2 crew

Additional Systems. The Kowloon-class has 20 system slots. They vary widely and can be customized to fit the needs of most businesses.

Hanger. Kowloon-class carriers can be equipped with a hanger (taking up 5 system slots). The hanger can hold up to 20 interceptors or fighters.

Kowloon Class vessels are basic freighter starships originally designed (and mostly used) by humans. Each ship is built on a standard design, likely for easy mass production. They generally carry a large cargo bay with smaller compartments for additional passenger haulage, but their design means these compartments can be swapped or exchanged to customize the ship.

Kowloon-class ships are hardy but carry no armaments and only a standard engine core. Unfortunately, this makes them easy prey for privateers or mercenary bands looking for a quick score. Most are given the prefix 'MSV', for 'merchant space vehicle'.







Normandy-class Frigate

Frigate starship


  • Armor Class 18
  • Hull Points 1,700
  • Shield Points 500
  • Speed 10

  • Range 6 ftlu
  • Crew Minimum 6. Maximum 20
  • Cost military
  • Cargo Capacity 10 tonnes
  • Challenge 11+ (7,200 XP)

Systems

Helm. 1 crew

Combined (Navigation, SCC). 1 crew

EWS. 1 crew

Weapons. 1 crew

Drive. 2 crew

Additional Systems. The Normandy-class frigate has a Medbay, Rec Room, GARDIAN system, and 4 open additional system slots.

Stealth Technology. The Normandy-class frigate has experimental stealth technology. Any rolls made to scan the ship are made at disadvantage.

Weapons

Javelin Disruptor Torpedoes (20 charges). 350 (1d6[x100]) thunder and 250 (1d4[x100]) force damage. This damage bypasses shields.

The SSV Normandy SR-1 (Systems Alliance Space Vehicle Normandy Stealth Reconnaissance-1) was a Systems Alliance starship. She is a prototype "deep scout" frigate, first of the eponymous Normandy class, co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. She is optimized for solo reconnaissance missions deep within unstable regions, using state-of-the-art stealth technology powered by an experimental drive core.


PART 4 | VEHICLE LIST


Reaper Capital Ship

Dreadnought starship


  • Armor Class 30
  • Hull Points 10,000
  • Shield Points 5,000
  • Speed 4

  • Range 2 ftlu
  • Crew Minimum 0. Maximum 0
  • Cost none
  • Cargo Capacity 0 tonnes
  • Challenge 30+ (155,000 XP)

Systems

Combined (Helm, Navigation, Weapons, Drive). 0 crew

Weapons

Magnetohydrodynamic Cannon (Recharge 6). 5500 (10d10[x100]) radiant damage.

Tendril Cannon. 1300 (3d8[x100]) radiant damage.

Occulus Drones (Recharge 6). The Reaper Capital Ship can summon 1d10 Occulus Drones.

Also known as Sovereign-class, the two-kilometer-long Capital Ships are the most well-known Reaper subtype. Their main weapon is a spinal mounted "magnetohydrodynamic" cannon with a yield of 132 to 450 kilotons of TNT, which dwarfs the main gun of an Everest-class Alliance dreadnought. No known ship, not even a dreadnought, has been known to survive a hit from this weapon.



Reaper Destroyer

Cruiser starship


  • Armor Class 20
  • Hull Points 2,900
  • Shield Points 500
  • Speed 12

  • Range 7 ftlu
  • Crew Minimum 0. Maximum 0
  • Cost none
  • Cargo Capacity 0 tonnes
  • Challenge 17+ (18,000 XP)

Systems

Combined (Helm, Navigation, Weapons, Drive). 0 crew

Weapons

Main Cannon. 1100 (2d10[x100]) radiant damage.

Destroyers are a type of Reaper that appear during their galaxy-wide invasion in 2186. They are approximately 160 meters in height; smaller than a Reaper of Sovereign's class, which measure over two kilometers in height. Destroyers make up the majority of the Reaper fleet and are believed to be created using harvested species that are not used to build Reaper Capital Ships.

PART 4 | VEHICLE LIST



Turian Hierarchy Destroyer

Cruiser starship


  • Armor Class 22
  • Hull Points 2,300
  • Shield Points 600
  • Speed 2

  • Range 5 ftlu
  • Crew Minimum 11. Maximum 50
  • Cost military
  • Cargo Capacity 45 tonnes
  • Challenge 16+ (15,000 XP)

Systems

Helm. 2 crew

Navigation. 1 crew

SSC. 2 crew

EWS. 1 crew

Drive. 3 crew

Weapons. 2 crew

Additional Systems. The Verrikan-class frigate has an Armory, Weapons Range, GARDIAN system, and 6 open additional system slots.

Weapons

Main Cannon. 1100 (2d10[x100]) radiant damage.

The Destroy class is a standard Turian Hierarchy cruiser.






Verrikan Class Frigate

Frigate starship


  • Armor Class 24
  • Hull Points 2,200
  • Shield Points 1,000
  • Speed 6

  • Range 4 ftlu
  • Crew Minimum 4. Maximum 15
  • Cost military
  • Cargo Capacity 15 tonnes
  • Challenge 14+ (11,500 XP)

Systems

Combined (Helm, Navigation, SCC). 1 crew

Weapons. 1 crew

Drive. 1 crew

Additional Systems. The Verrikan-class frigate has an Armory, Weapons Range, GARDIAN system, and 2 open additional system slots.

Weapons

Forward Mass Accelerator Cannon. 350 (1d6[x100]) radiant damage.

Heavy Torpedoes (10 charges). 650 (1d12[x100]) thunder damage.










Once the flagship of the turian fleet, the Verrikan-class frigate was built to withstand and dish out heavy punishment on the battlefield.



PART 4 | VEHICLE LIST

Part 5

Spells

Chapter 12: Spellcasting

There isn't any traditional fantasy "magic" in Mass Effect 5e but there are super-powered abilities, advanced technology, and fantastic items. Mass Effect 5e retains the word "spell" as a catch-all to describe special powers that are available to the game's classes.

What Is a Spell?

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore health to the injured.

Spell Types

Mass Effect divided spells into 3 distinct categories:

Biotics

Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. These powers are accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers. Biotic spells are available for Adepts, Sentinels, and Vanguards.

Tech

Tech spells rely on the character's omni-tool: a multipurpose diagnostic and manufacturing tool as well as a computer used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair. Higher-end omni-tools are equipped by Engineers, Sentinels, and Infiltrators to make use of their tech talents and powers. When activated, an omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram.

Combat

Combat spells rely on gadgets, physical devices, special equipment or even overriding safety protocols on armor or weapons. Combat powers have no casting cost, as they are generally instantiated by some sort of gadget or device. Instead of a casting cost, combat powers recharge on a short or long rest.

Spell Level

Every spell has a level from 0 to 5. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) lance at 1st level and the earth-shaking Storm at 4th. Cantrips - simple but powerful spells that characters can cast almost by rote - are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell. All combat powers are considered cantrips.

Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 5th level, to cast a 5th-level spell.


Known and Prepared Spells

Biotics rely on physical mnemonics and a biotic implant to harness the power of mass effect fields. Learning the mnemonics takes years of practice. Once mastered, biotic users can learn new varieties of controlling the fields. As biotic characters progress in levels, they learn knew varieties of biotic spells or can augment the power or utility of an existing one. In any case, once a biotic user learns a spell, it is always at their disposal.

Tech powers utilize technological assistance and micro-fabricators that are built into the operative's omni-tool. Unlike biotic users, tech users can program new spells and powers into their omni-tool like loading software onto a computer. However, the mental load required to access these powers in the heat of combat takes a superior intellect. More programs cause more confusion, and without the mental training and years of practice, tech users are limited in the number of spells they can bring into combat. This limit increases as tech users level, detailed in the class's description.

Advancing Spells

The class progression tables indicate when a class learns a new spell. In Mass Effect 5e, characters can choose to augment a spell they've already learned rather than learning a new one. You may only have one advancement of a spell at a time.

Spell Slots

Regardless of how many biotic spells knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the gravitational forces into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. Thus, each biotic class's description includes a table showing how many spell slots of each spell level a character can use at each character level.

When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size - small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 4th-level spell fits only in a 4th-level slot. So when an adept casts lance, a 1st-level spell, he or she spends one 1st-level slot.

Finishing a long rest restores any expended spell slots.

Casting at a Higher Level

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if an operative casts lance using one of their 2nd-level slots, that lance is 2nd level.

Effectively, the spell expands to fill the slot it is put into.

Some spells, such as lance and first ait, have more powerful effects when cast at a higher level, as detailed in a spell's description.

PART 1 | SPELLCASTING

Tech Points

In Mass Effect 5e, certain classes can use tech points to cast spells. Tech points represent the internal power of the operative's omni-tool. As the operative levels, the gain more tech points, representing the time they spend modifying their omni-tool and optimizing subroutines.

When a character casts a spell with tech points, he or she expends, at minimum, one tech point per spell's level: 1 tech point for 1st-level, 2 tech points for 2nd level, etc. You can think of a tech point as a 1st-level spell slot that can be added to other tech points to create a spell slot of a higher level. The number of tech points you can spend on a spell is limited by your class's level, indicated in the class's progression table.

Finishing a long rest restores any expended tech points.

Cantrips

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has made the spell extremely efficient to cast. A cantrip’s spell level is 0.

Combat Cantrips

Combat cantrips are a special type of cantrip, that are more powerful than biotic cantrips. Combat cantrips have limitations in the number of times you can use them per short and long rest. Certain classes (infiltrators and vanguards) have the option of learning combat powers instead of cantrips, as indicated in their class descriptions.

Many Combat spells have an action cost of Attack. This means you must use the Attack combat action to cast the spell. If a spell or effect prevents you from taking the Attack action, you cannot cast the spell.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character's class, the type of spell, or the spell's effects.

Each spell description begins with a block of information, including the spell's name, casting time, range, and duration. Level and load are provided for biotic and tech spells, respectively.

The rest of a spell entry describes the spell's effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or even longer to cast. Combat spells can require an Attack action to cast.



Casting in Armor

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for >spellcasting.


Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn.

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Attack action

Many Combat spells have an action cost of Attack. This means you must use the Attack combat action to cast the spell. If a spell or effect prevents you from taking the Attack action, you cannot cast the spell.

Longer Casting Times

Certain spells require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so. If your concentration is broken, the spell fails, but you don't expend a spell slot or spend tech points. If you want to try casting the spell again, you must start over.

Range

The target of a spell must be within the spell's range. For a spell like lance, the target is a creature. For a spell like havoc strike, the target is the point in space where your character lands emitting a violent shockwave.

Most spells have ranges expressed in meters. Some spells can target only a creature (including you) that you touch. Other spells, such as the fortification spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you.

Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.

Components

In Mass Effect 5e, all spells are Somatic, meaning they require some amount of gesturing. To cast any of the spell types a caster must have free use of at least one hand to perform these gestures.

There are no other spell components (such as verbal or material, as in D&D).

PART 1 | SPELLCASTING

Duration

A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its effect exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep the effect going. This is the case with many biotics. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as a bullet and an engineer's salvo, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The GM might also decide that certain environmental phenomena, such as getting sucked out of an airlock, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

A Clear Path to the Target

To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. Areas of Effect Spells such as singularity and snap freeze cover an area, allowing them to affect multiple creatures at once.

Areas of Effect

Spells such as singularity and snap freeze cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone

A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.

A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.

Cube

You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.

A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.

Cylinder

A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder's point of origin is included in the cylinder's area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line's point of origin is not included in the line's area of effect, unless you decide otherwise.

Sphere

You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in meters that extends from the point.

A sphere's point of origin is included in the sphere's area of effect.

PART 1 | SPELLCASTING

Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 2 meters of a hostile creature that can see you and that isn't incapacitated.

Primers and Detonators

Primers and Detonators add a combo-based mechanic to combat. However, they can also add an unwanted level of complexity as tracking which creatures are primed at any given moment can become cumbersome. Therefore you may forego this rule and ignore any mention of the Primed condition or detonation effects.

Some spells and attacks cause the target to become primed as indicated in its spell text. Some spells can detonate primed targets. These spells are marked so on their spell cards. When a primed target is hit with a detonating spell or attack the primed condition ends and the detonation causes an explosive effect outlined in the Primed Condition below.

There are five primed types: Force, Necrotic, Fire, Cold, or Lightning each with its own unique detonating effect.

A creature can suffer from multiple primed types simultaneously as long as each type is different. When detonated, all explosions happen at once centered on the location of the primed target. The GM decides which effects happen in which order.

PART 1 | SPELLCASTING

Chapter 13: Spells

This chapter descripts the most common spells in Mass Effect 5e. It begins with the spell lists of the classes. The remainder contains spell descriptions presented in alphabetical order by the name of the spell.

Adept

Cantrips (0 Level)
  • Barrier Detonation
  • Biotic Jump
  • Biotic Punch
  • Dark Channel
  • Lift
  • Phase Disruptor
  • Slam
  • Slow Fall
  • Throw
1st Level
  • Alter Center Mass
  • Catapult
  • Gravity Field
  • Lance
  • Pull
  • Reave
  • Shockwave
  • Warp Cloud
2nd Level
  • Backlash
  • Biotic Orbs
  • Fly
  • Lash
  • Stasis
  • Warp
3rd Level
  • Biotic Wall
  • Dark Sphere
  • Dominate
  • Singularity
  • Vortex
4th Level
  • Annihilation Field
  • Biotic Sphere
  • Flare
  • Storm
  • Tear




Engineer

1st Level
  • B.E.C. Field
  • Cryo Blast
  • Damping
  • Decoy
  • Defense Matrix
  • Energy Drain
  • First Aid
  • Guidance
  • Incinerate
  • Invasion
  • Nanite Cloud
  • Neural Shock
  • Overload
  • Pheromone Spray
  • Poison Spray
  • Sabotage
  • Salvo
  • Shocking Grasp
  • Target Painting
2nd Level
  • Cryo Beam
  • Disrupt Biotics
  • Electric Slash
  • Submission Net
  • Unity
3rd Level
  • AI Hacking
  • Flamethrower
  • Sentry Turret
  • Snap Freeze




Infiltrator

Cantrips (0 Level)
  • Ballistic Blades
  • Beehive
  • Nightshade Blades
  • Stimulant Pack
  • Tactical Scan
  • Trophy System
1st Level
  • B.E.C. Field
  • Cryo Blast
  • Damping
  • Decoy
  • Defense Matrix
  • First Aid
  • Guidance
  • Incinerate
  • Invasion
  • Neural Shock
  • Overload
  • Pheromone Spray
  • Poison Spray
  • Sabotage
  • Salvo
  • Shocking Grasp
  • Target Painting
2nd Level
  • Cryo Beam
  • Disrupt Biotics
  • Electric Slash
  • Submission Net
3rd Level
  • AI Hacking
  • Flamethrower
  • Snap Freeze

PART 1 | SPELLS

Sentinel

Cantrips (0 Level)
  • Barrier Detonation
  • Biotic Punch
  • Lift
  • Phase Disruptor
  • Slam
  • Throw
1st Level
  • Alter Center Mass
  • Biotic Slash
  • Catapult
  • Cryo Blast
  • Damping
  • Defense Matrix
  • Energy Drain
  • First Aid
  • Guidance
  • Incinerate
  • Invasion
  • Lance
  • Nanite Cloud
  • Overload
  • Pheromone Spray
  • Pull
  • Salvo
  • Shockwave
  • Target Painting
2nd Level
  • Backlash
  • Cryo Beam
  • Disrupt Biotics
  • Fly
  • Lash
  • Stasis
  • Submission Net
  • Unity
  • Warp
3rd Level
  • Biotic Wall
  • Flamethrower
  • Snap Freeze
  • Vortex




Soldier


Cantrips (0 Level)
  • Ballistic Blades
  • Beehive
  • Blade Armor
  • Concussive Shot
  • Flak Cannon
  • Fortification
  • Havoc Strike
  • Hawk Missile Launcher
  • Hex Shield
  • Nightshade Blades
  • Siege Pulse
  • Stimulant Pack
  • Tactical Scan
  • Trophy System
  • Turbocharge




Vanguard

Cantrips (0 Level)
  • Ballistic Blades
  • Barrier Detonation
  • Biotic Jump
  • Biotic Punch
  • Charge
  • Fortification
  • Havoc Strike
  • Lift
  • Nightshade Blades
  • Nova
  • Phase Disruptor
  • Siege Pulse
  • Slam
  • Slow Fall
  • Stimulant Pack
  • Throw
1st Level
  • Alter Center Mass
  • Biotic Slash
  • Catapult
  • Gravity Field
  • Lance
  • Pull
  • Shockwave
  • Warp Cloud
2nd Level
  • Backlash
  • Biotic Orbs
  • Fly
  • Heavy Charge
  • Lash
  • Stasis
  • Warp
3rd Level
  • Biotic Wall
  • Vortex

PART 1 | SPELLS

Spell Descriptions

The spells are presented in alphabetical order.

AI Hacking

3rd-level tech


  • Casting Time: Action
  • Range: 30m
  • Duration: Concentration, up to 1 minute

Target a synthetic creature within 30m. It must succeed on an Intelligence saving throw or it becomes Hacked (it is considered charmed and can't use spells or abilities). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

On its turn, the hacked creature attacks the closest creature hostile to the spell caster, making a ranged weapon attack or melee attack if it does not have a weapon. If there are no hostile creatures within range, the hacked creature uses its turn to dash towards the closest hostile creature.

Each time the hacked creature takes damage, it makes a new Intelligence saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 5th-level spell slot, the duration is concentration, up to 1 hour.


  • Advancements
  • Total Control. You take the hacked synthetic's action. You may use its spells and abilities.
  • Power Down. When you have a creature hacked, you may use your action to attempt to shut it down. To do so, make an Intelligence check contested by the hacked creature's Intelligence check. If you win the contest, the creature becomes incapacitated for 1 hour and the spell ends.

Alter Center Mass

1st-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Constitution saving throws as you generate minor mass effect fields that alter their center mass. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creature for each slot level above 1st.


  • Advancements
  • Disorient. Creatures that fail the saving throw become disoriented. Until the end of your next turn, attacks made against the creature has advantage and the creature can't take reactions.
  • Debilitate. Creatures that fail the saving throw can barely move. Until the end of your next turn, the creature's speed becomes 0 and it automatically fails Dexterity saving throws.

Annihilation Field

4th-level biotic


  • Casting Time: Action
  • Range: Self
  • Duration: Concentration, up to 1 minute

Spin a field of dark energy originating from you in a 4m radius sphere. The field moves with you and reduces your walking speed by half.

Each creature within the sphere must make a Constitution saving throw. A creature takes 12d6 necrotic damage on a failed save or half as much damage on a successful one. A creature must also make the saving throw when it enters the field's space for the first time on a turn or ends its turn there.

Any creature within the sphere is primed" sub="necrotic. This condition ends immediately if the creature leaves the sphere.

At Higher Levels. When you cast this spell using a spell slot of 5th level, increase the radius by 4m.


  • Advancements
  • Disorient. Creatures that fail the Constitution saving throw have disadvantage on their next attack roll.
  • Phasic. Annihilation Field's damage bypasses shields.

Backlash

2nd-level biotic


  • Casting Time: Reaction, which you take when you are hit by an attack
  • Range: Self
  • Duration: Concentration, up to 1 minute

Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-heavy weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead.

If the damage is an odd number, you may choose where the extra 1 damage is dealt.

If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself.

When the aegis drops to 0 hit points the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.


  • Advancements
  • Durable. Increase the aegis's hit points to 30.
  • Counterstrike. If you cast Backlash as a reaction against a melee attack, gain an attack of opportunity against the attacking creature.

Ballistic Blades

Combat cantrip


  • Casting Time: Attack
  • Range: 10m
  • Duration: Instant

Fire a salvo of blades at a target creature or object you can see within range. Make a ranged weapon attack, you add your proficiency bonus to this roll. On a hit, the target takes 2d12 piercing damage.

PART 1 | SPELLS

You must spend a short or long rest reloading the armguard before you can this ability again.

This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), 17th level (8d12)


  • Advancements
  • Bleeding Blades. On a hit, the target takes an additional 3d12 damage at the start of its turn due to blood loss. This damage bypasses shields.
  • Exploding blades. On a hit, the target takes an additional 1d12 thunder damage and must pass a Constitution saving throw (DC 8 + proficiency bonus) or becomes stunned until the end of your next turn.

Barrier Detonation

Biotic cantrip


  • Casting Time: Bonus Action
  • Range: Self
  • Duration: Instant

Expend all of your remaining barrier ticks to create a negative mass effect field in a 2m sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Strength saving throw or becomes lifted until the end of your next turn. If you expend at least 4 barrier ticks, Large targets must make the saving throw. Creatures with at least 1 shield point have advantage on this saving throw.

Increase the range of the sphere by 2m at 5th level (4m), 11th level (6m), and 17th level (8m).


  • Advancements
  • Shaped Lift. You may choose the shape of the detonation into a cone, cube, or cylinder. You may also shape it into a line, if you do, the line is twice as long as the sphere's radius and 2m wide.
  • Heavy Lift. Large creatures are affected. If you spend at least 4 barrier ticks, Huge creatures must make the saving throw.

B.E.C. Field

1st-level tech


  • Casting Time: Action
  • Range: self
  • Duration: 1 hour

You generate a Bose-Einstein Condensate field around your armor that acts to entangle incoming attacks on a quantum level. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.


  • Advancements
  • Reactive. When you are hit by a ranged attack while the this spell is active, you may use your reaction to deal the cold damage to a creature within 2 meters of you.
  • Cold Aura. While the BEC field is active, you are immune to the Frozen condition. Creatures that take damage from this spell are primed (cold).

Beehive

Combat cantrip


  • Casting Time: Attack
  • Range: Self
  • Duration: Instant

Draw and fire your antipersonnel cannon, colloquially called "the beehive". It ejects superheated shrapnel in a 6m cone, originating from you. Each creature caught in the blast must make Dexterity saving throw. The DC of this saving throw is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature takes 3d6 piercing damage or half as much damage on a successful one.

You must spend a short or long rest reconfiguring the cannon to use it again.

This feature's damage increases by 2d6 when you reach 5th level (5d6), 11th level (7d6), 17th level (9d6)


  • Advancements
  • Anti-Flesh. Deals twice as much damage to organic creatures with no shield points.
  • Remote Deploy. As an action, you can set up your Beehive in a separate location. Once it is deployed you can use an Attack action to fire it. You can also fire it as a reaction whenever a creature enters its 6m cone.

Biotic Jump

Biotic cantrip


  • Casting Time: Reaction, which you take when you jump as part of your movement
  • Range: Self
  • Duration: Instant

Your Spellcasting Ability determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of meters up to your Spellcasting Ability score. If jumping over an obstacle, subtract 1 meter of distance per 2 meters of the obstacle's height.

High Jump. When you make a high jump, you leap into the air a number of meters equal to 2 + your Spellcasting Modifier.


  • Advancements
  • Hover. At any point during your jump, you can end your movement and hover in place. At the start of your next turn, you float to the ground, taking half your movement for that turn.
  • Safe Landing. When landing in Difficult Terrain, you automatically succeed on your Dexterity (Acrobatics) check to remain standing. Additionally, if you would land within an area that causes a Dexterity saving throw, you have advantage on the save.

Biotic Orbs

2nd-level biotic


  • Casting Time: Action
  • Range: 40m
  • Duration: Concentration, up to 1 minute

Summon 3 biotic orbs that float around you, fueling your biotic energies. As an action, you may expend an orb and make a ranged spell attack on a creature within 40m. On a hit, deal force damage equal to 2d10 + your spellcasting ability modifier.

PART 1 | SPELLS

As an action, you may expend 3 orbs to cast a spell using your highest available spell slot. Casting a spell in this way does not consume the spell slot.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by 2 for each slot level above the 2nd.


  • Advancements
  • Improved Orbs. You may expend 2 orbs to cast a spell using your highest available spell slot.
  • Retribution. As a reaction to taking damage, you may expend all of your remaining biotic orbs. For each expended orb, make a ranged spell attack on a target you can see within range. You can direct all attacks to hit one creature or several.

Biotic Punch

Biotic cantrip


  • Casting Time: Action
  • Range: Touch
  • Duration: Instant

Increase the mass of your fist and strike at a target. Make a melee spell attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1 minute.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).


  • Advancements
  • Efficient Punch. On a hit, gain 3 barrier ticks.
  • Siphoning Strike. On a hit, instead of gaining barrier ticks, gain 10 shield points.

Biotic Slash

1st-level biotic


  • Casting Time: Bonus Action
  • Range: Self
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, increase the density of the weapon dealing an extra 2d8 force damage to the target. This damage detonates primed targets.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 2d8 for each slot above the 1st.


  • Advancements
  • Improved Damage. Increase the damage die to 2d12
  • Destined Hit. Gain a +5 bonus to your next melee weapon attack roll

Biotic Sphere

4th-level biotic


  • Casting Time: Action
  • Range: Self
  • Duration: Concentration, up to 1 minute

A shimmering barrier with 100 hit points extends out from you in a 6m sphere and moves with you, remaining centered on you and hedging out hostile creatures. If a hostile creature is within the sphere when you cast this spell, it is pushed outside of the sphere's radius.

Any attack against a creature or targeted at a location within the sphere automatically hits the barrier instead. The barrier automatically fails any saving throws.

The barrier dissipates when it has 0 hit points. If an attack would deal more damage than the remaining hit points of the barrier, it soaks all of the damage and then dissipates.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the barrier's health increases by 50 hit points.


  • Advancements
  • Infuse Ammo. Friendly creatures inside the sphere add 1d6 force damage to all ranged weapon attacks against creatures outside of the sphere. This damage can detonate primed targets.
  • Armored. The sphere has resistance to bludgeoning, piercing, slashing, and thunder damage, but only has 75 hit points.

Biotic Wall

3rd-level biotic


  • Casting Time: Action
  • Range: 20m
  • Duration: Concentration, up to 10 minutes

With an immense positive charge, create an invisible mass effect field that acts as a wall at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 4m, or you can shape a flat surface made up of ten 2m by 2m panels. Each panel must be contiguous with another panel. In any form, the wall is 1 cm thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage.


  • Advancements
  • Lifting Wall. If a creature comes within 2m of the wall, you can use your reaction to make a pocket of negatively charged space near the creature's location. It must pass a Strength saving throw or become lifted until the end of your next turn.
  • Shifting Wall. As a bonus action, you can either move the wall up to 6m in any direction, rotate the wall up to 180 degrees, or reshape the wall within the parameters listed above.

Blade Armor

Combat cantrip


  • Casting Time: Bonus Action or Reaction, which you take when you are dealt damage
  • Range: self
  • Duration: 1 minute

As a bonus action or as a reaction to taking damage, you reinforce your armor with razor-sharp blades that damage nearby enemies. Until the spell ends, you AC increases by 2 but you are unable to Dodge and have disadvantage on Dexterity saving throws. You can use a bonus action to deactivate blade armor.

PART 1 | SPELLS

While blade armor is active, it is considered a melee weapon that deals 1d6 piercing damage. If a creature is grappled by you, you have advantage on attack rolls made with blade armor against the grappled creature.

You have advantage on your Strength (Athletics) to grapple and deal 1d6 piercing damage when you grapple the target. A creature that is grappled by you while blade armor is active takes 1d6 piercing damage each time it attempts to escape from the grapple.

You must finish a long rest before you can use this ability again.

Blade armor's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).


  • Advancements
  • Poisoned Armor. Creatures hit by your blade armor must succeed on a DC 14 Constitution saving throw or become poisoned for 1 hour.
  • Retribution. When a creature within 2m of you hits you with a melee attack while blade armor is active, you may use your reaction to make a melee weapon attack with blade armor against the creature.

Catapult

1st-level biotic


  • Casting Time: Action
  • Range: 20m
  • Duration: null

Choose one object weighing 1 to 10 kilos (about 2 to 20 lbs.) within range that isn't being worn or carried. The object flies in a straight line up to 30m in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 kilos (10lbs), and the damage increases by 2d10, for each slot level above 1st.


  • Advancements
  • Salvo. When you cast Salvo, you may target a number of objects equal to or less than your spellcasting ability modifier. The combined weight of the objects cannot exceed the maximum weight limit of the spell (10 kilos at 1st level, 12 kilos at 2nd level, etc).
  • Counterstrike. As a reaction, which you take when a creature within 30m you casts a spell or makes an attack. Fling the object toward the creature which fails its Dexterity saving throw. If the creature was casting a spell, it must succeed on a Constitution saving throw or he spell fails (DC 10 or half the Catapult damage, whichever is higher). If the creature was attacking, it has disadvantage on the attack roll.

Charge

Biotic cantrip


  • Casting Time: Action
  • Range: 14m
  • Duration: Instant

Choose a creature or object within range and use the target's mass to pull yourself to its location with incredible force (this movement does not provoke opportunity attacks). The target must make a Dexterity saving throw. On a failed save the target takes 1d10 force damage and becomes prone. Charge ignores half cover.

The damage increases by 1d10 when you reach the 5th level (2d10), 11th level (3d10) and 17th level (4d10).


  • Advancements
  • Barrier Regen. After you cast Charge, if you have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1 minute.
  • Area Charge. Each creature within 4m of the target must make the Dexterity saving throw.

Concussive Shot

Combat cantrip


  • Casting Time: Bonus Action
  • Range: Self
  • Duration: Instant

Load a specialized thermal clip into the weapon you are currently holding. Until you reload, any successful ranged attacks deal an additional 1d8 bludgeoning damage and medium-sized or smaller creatures must pass a Strength saving throw (DC 8 + proficiency bonus + DEX modifier) or are knocked prone.

The damage increases by 1d8 when you reach the 5th level (2d8), 11th level (3d8) and 17th level (4d8).

You have 3 charges of Concussive Shot. You regain all of your charges when you finish a long rest.


  • Advancements
  • Stunning Shot. A creature hit by concussive shot must make a Constitution saving throw instead of a Strength saving throw. On a failed save, the creature is stunned until the end of its next turn.
  • Improved shot. Increase the bonus damage of concussive shot to d12.

Cryo Beam

2nd-level tech


  • Casting Time: Action
  • Range: Self
  • Duration: instant

Blast a continuous stream of liquid hydrogen from your omni-tool in an 8m long by 2m wide line. Each creature in the beam must make a Strength saving throw. On a failed save, a creature takes 5d8 cold damage and then becomes frozen until the start of your next turn. On a successful save, a creature takes half as much damage and isn't frozen by this spell. Creatures with at least 1 shield point have advantage on this saving throw.

A creature must also make the saving throw when it enters the beam's space for the first time on a turn or ends its turn there.

At the start of your turn, you may spend your action and 1 additional tech point to continue casting the beam. Your movement speed is 2m while casting it in this manner. The spell ends if you become incapacitated.

PART 1 | SPELLS

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 and the length of the beam increases by 2m for each slot level above 3rd.


  • Advancements
  • Brittle Freeze. Shields no longer provide advantage on the saving throw. On a successful save, a creature is primed cold until the end of your next turn.
  • Frozen Ground. Cryo beam leaves a patch of ice on the ground that lasts for 1 min. The ground is considered difficult terrain.

Cryo Blast

1st-level tech


  • Casting Time: Action
  • Range: 50m
  • Duration: Instant

Fire a mass of supercooled, subatomic particles that explode in a 2m-radius sphere centered on a point within range. Each creature within the sphere has its movement reduced by 4m until the start of your next turn and must make a Strength saving throw. On a failed saved, a creature becomes frozen until the start of your next turn. A target with shield points has advantage on this saving throw.

If the blast strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 10m. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the blast increases by 2m for each slot level above 1st.


  • Advancements
  • Ice Lance. Transform the blast into a deadly lance. Make a ranged spell attack dealing 1d8 cold and 2d4 piercing damage. It deals an additional 1d8 and 2d4 for each slot level above the 1st.
  • Frigid Air. The blast creates a pocket of frigid air that lasts until the end of your next turn. Each creature that enters the frozen space for the first time on a turn or ends its turn there becomes primed cold until the end of its next turn and takes 2d6 cold damage.

Damping

1st-level tech


  • Casting Time: Action
  • Range: 30m
  • Duration: Instant

Target a create you can see within range and cause interference with their biotic implant and omni-tool, reducing their ability to use them effectively. The creature must make a saving throw using its spellcasting ability or it suffers a penalty to its next biotic or tech spell. If the next spell it casts requires an attack roll, it has disadvantage on the attack. If the next spell forces one or more creatures to make a saving throw, those creatures have advantage on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.


  • Advancements
  • Cooldown. If creature that fails its saving throw casts a tech or biotic spell, it cannot cast another tech or biotic spell until the end of its next turn.
  • Power Damping. Creatures have disadvantage on the saving throw against this spell.

Dark Channel

Biotic cantrip


  • Casting Time: Action
  • Range: 40m
  • Duration: Concentration, up to 1 minute

Make a ranged spell attack on a creature you can see within range. On a hit, you plague the target with a persistent, damaging biotic field. The creature is primed" sub="necrotic and takes 1d6 necrotic damage and 1d6 necrotic damage at the start of your turn while you maintain the spell. If the creature dies, dark channel transfers to the nearest hostile creature within 10m of the target.

The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6) and 17th level (4d6).


  • Advancements
  • Cripple. If the affected creature would make a saving throw or attack roll, as a reaction you may increase the severity of Dark Channel. The affected creature must roll a d4 and subtract the number rolled from the attack roll or saving throw.
  • Improved Damage. Increase the damage die type to d10

Dark Sphere

3rd-level biotic


  • Casting Time: Action
  • Range: Self
  • Duration: Concentration, up to 1 minute

Launch a slow-moving, 4m wide sphere of dark energy in a straight line. It moves 4m at the end of each of your turns. A creature caught in the sphere's path becomes primed" sub="necrotic until the end of its next turn and must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier, or half as much on a successful one.

At the start of your turn, if the sphere has traveled 20m, it detonates and the spell ends. Each creature within a 6m radius must make a Constitution saving throw. On a failed save a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier or half as much damage on a successful one. This damage detonates any primed targets.

You can use an action to detonate the sphere before it travels 20m. If you lose concentration while casting the spell, it does not detonate.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.


  • Advancements
  • Control. Before the sphere moves, you may change its direction and speed. Its speed becomes 4m, 6m, or 8m.
  • Amplify. Add 1d8 to the detonation damage for each 4m the sphere travels.

PART 1 | SPELLS

Decoy

1st-level tech


  • Casting Time: Action
  • Range: 10m
  • Duration: 1 minute

Summon a holographic copy of yourself at a location within range. Until the spell ends, the decoy moves with you and mimics your actions. You can use your action to dismiss the decoy. Each time a creature targets you with an attack during the spell's duration, it must first make a Wisdom (Perception) check. On a failure, a creature attacks the decoy. On a success, the creature ignores the decoy, attacks you, and no longer needs to pass the Wisdom check to target you.


  • Advancements
  • Explosive. As an action, you can detonate your Decoy. Each creature within 4m of the decoy must make a Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage or half as much on a successful one.
  • Improved Decoy. Your decoy becomes so life-like that creatures have disadvantage on the Wisdom (Perception) check.

Defense Matrix

1st-level tech


  • Casting Time: Bonus Action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

Reinforce your armor with special Foucault currents. You gain +2 to your AC while defense matrix is active.


  • Advancements
  • Shield. Deploy the matrix as a stationary shield. Up to 2 creatures of medium size can stand behind the shield, gaining half-cover. It lasts 1 minute and no longer requires concentration.
  • Custom Current. When you cast defense matrix, choose one damage type. You have resistance to that type while defense matrix is active.

Disrupt Biotics

2nd-level tech


  • Casting Time: Reaction, which you take when you see a creature casting a biotic spell
  • Range: 30m
  • Duration: null

Attempt to interrupt a creature in the process of casting a biotic spell. If the creature is casting a spell of 2nd level or lower, its spell fails and has no effect. If it is casting a spell of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + twice spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.


  • Advancements
  • Lockdown. If you successfully disrupt the spell, you overload the target's biotic implant and it cannot cast biotic spells until the end of your next turn.
  • Psychic Strain. If successfully disrupt the spell, the target takes Xd10 psychic damage, where X is the level of the spell. Targets take 1d6 psychic damage for disrupted cantrips.

Dominate

3rd-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Concentration, up to 1 minute

Target an organic creature within 30m. It must succeed on a Wisdom saving throw or it becomes Dominated (it is considered charmed and can't use spells or abilities). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

On its turn, the dominated creature attacks the closest creature hostile to the spell caster, making a ranged weapon attack or melee attack if it does not have a weapon. If there are no hostile creatures within range, the dominated creature uses its turn to dash towards the closest hostile creature.

Each time the dominated creature takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 5th-level spell slot, the duration is concentration, up to 1 hour.


  • Advancements
  • Total Control. You take the dominated creature's action. You may use its spells and abilities.
  • Damage. While the creature is dominated, it takes 4d6 psychic damage at the end of its turn. This damage bypasses shields and does not proc an opportunity to end Dominate.

Electric Slash

2nd-level tech


  • Casting Time: Action
  • Range: Self
  • Duration: Instant

Fabricate an electrified whip that lashes out in front of you in an 8m cone. Each creature must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each spell slot above the 2nd.


  • Advancements
  • Shield Restore. If you are wearing armor, gain shield points equal to half of your damage roll.
  • Paralyze. Creatures that fail the saving throw are paralyzed until the end of their next turn.

Energy Drain

1st-level tech


  • Casting Time: Action
  • Range: 50m
  • Duration: Instant

PART 1 | SPELLS

Cycle your omni-tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage, and you regain shield points equal to half the amount of lightning damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


  • Advancements
  • Linked Current. On a successful hit, you can designate yourself or an ally within range of the ability to direct a positive current. Instead of gaining shield points, this current doubles a creature's waking speed for 1d4 rounds. Using this advanced tech skill more than once does not stack the speed boost.
  • Improved Regen. On a successful hit, you regain shield points equal to the amount of lightning damage dealt.

First Aid

1st-level tech


  • Casting Time: Action
  • Range: Touch
  • Duration: Instant

Inject a friendly, organic creature with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to 1d8 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.


  • Advancements
  • Adaptive. The healed creature gains resistance to the last damage type it suffered. This effect lasts for 1 minute.
  • Improved Healing. Increase the healing die type to d12

Flak Cannon

Combat cantrip


  • Casting Time: Attack
  • Range: 10m
  • Duration: Instant

As an Attack action, you load and fire krogan-designed shells that burst into shrapnel upon impact. Choose a target location within range. Each creature in a 4m-radius sphere centered on the point of impact of the shell must make a Dexterity saving throw (DC 8 + proficiency bonus + DEX modifier). A target takes 2d6 piercing damage on a failed save, or half as much damage on a successful one.

You have 3 charges of Flak Cannon. You regain all of your charges on a long rest.

This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), 17th level (8d6)


  • Advancements
  • Shredder. If a creature with 0 shield points takes damage from Flak Cannon, it becomes wounded. A wounded creature takes 1d4 damage from blood loss at the start of each of its turns. A wounded creature can make a DC 15 Constitution saving throw, ending the effect on a success. Alternatively, any creature (including the wounded creature), can make a DC 15 Wisdom (Medicine) check or use a charge of Medi-gel, ending the effect on a success.
  • Stunner. When you attack with Flak Cannon, you can choose to fire concussive blasts dealing no damage. Creatures within the sphere must instead make a Constitution saving throw. On a failed save, a creature becomes stunned until the start of your next turn.

Flamethrower

3rd-level tech


  • Casting Time: Action
  • Range: Self
  • Duration: Instant

Overload your omni-tool's acetylene torch, spewing flames in front of you. Each creature within an 8m cone is primed" sub="fire until the start of your next turn and must make a Dexterity saving throw. A creature takes 6d10 fire damage on a failed save or half as much damage on a successful one.

At the start of your turn, you may spend your action and 1 additional tech point to continue casting this power. Your movement speed is 2m while casting it in this manner. The spell ends if you become incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd.


  • Advancements
  • Concentrated Burn. Increase the damage to d12 and the distance to 12m, but the area-of-effect is now a line instead of a cone.
  • Exhaust. The flames create a thick smoke in an 8m cube that must encompass the cone. The area is considered heavily obscured until the end of your next turn.

Flare

4th-level biotic


  • Casting Time: Action
  • Range: 50m
  • Duration: Instant

Rapidly altering the mass of air particles creates radioactive projectiles that seek out the targets and explode. Choose up to 4 creatures that you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn and takes radiant damage equal to 6d12. On a successful save, a creature takes half damage but suffers no other negative effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level, increase the damage by 2d12.


  • Advancements
  • Improved Blind. Each creature is blinded no matter the result of its saving throw.
  • Heat seeking flare. Instead of choosing 4 targets, you may instead choose 1. If you do so, the target has disadvantage on the saving throw. Increase the damage by 4d12.

Fly

2nd-level biotic


  • Casting Time: Action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

PART 1 | SPELLS

Create a negative mass effect field around yourself allowing you to move freely through the air. During the duration of this spell, you gain a flying speed of 20m. When the spell ends if you are still aloft, you fall to the ground.


  • Advancements
  • Speed. You may cast Fly as a bonus action. Increase the fly speed to 30m
  • Extended Cast. The duration of fly becomes 30 minutes.

Fortification

Combat cantrip


  • Casting Time: Reaction, which you take when you are targeted by an attack you can see
  • Range: Self
  • Duration: Instant

Reinforce your armor using protective Foucault currents. Gain +5 AC until the start of your next turn, including against the triggering attack.

You must finish a short or long rest before you can use this ability again.


  • Advancements
  • Lasting Fortification. Fortification lasts an additional turn.
  • Venting Fortification. When fortification ends, the currents are sent to your gauntlets. Your next melee weapon attack is made at advantage and deals an additional 2d10 bludgeoning damage.

Gravity Field

1st-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Concentration, up to 1 minute

You create an field of unstable gravity in a 6-meter cube starting from a point within range. For the duration, this space becomes difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained until the spell ends. A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the gravity field dissipates.


  • Advancements
  • Pulsing Field. As a bonus action, for the duration of the spell, you can force a number of creatures equal to twice the spell level that are within the gravity field to make a Strength saving throw or be restrained until the spell ends.
  • Warping Field. A creature takes 1d6 necrotic damage per spell level when it enters the gravity field for the first time on a turn or ends its turn there.

Guidance

1st-level tech


  • Casting Time: Bonus Action
  • Range: 30m
  • Duration: 10 minutes

Tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll.

You may only have guidance active on a single target.


  • Advancements
  • Multi-Tap. Guidance can be active on up to 3 different targets.
  • Improved Tap. Increase the die type to d10

Havoc Strike

Combat cantrip


  • Casting Time: Attack
  • Range: 8m
  • Duration: Instant

Use a propulsion jet built into your leg armor to spring to a location within 8m and strike the ground with violent force. Each creature within a 2m radius of where you land must make a Dexterity saving throw (DC 8 + proficiency bonus + STR modifier). On a failed save, a creature takes 2d8 thunder damage or half as much on a successful one.

You can use this feature twice between short or long rests.

This feature's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), 17th level (8d8).


  • Advancements
  • Improved Distance. You can jump up to 12m.
  • Improved Radius. Increase the radius of the impact to 4m

Hawk Missile Launcher

Combat cantrip


  • Casting Time: Bonus Action
  • Range: 60m
  • Duration: Instant

Activate your personal shoulder cannon: The Hawk Missile Launcher. This attack automatically hits a target within range dealing 3d6 thunder damage.

You can use the Hawk Missile Launcher once per short rest.

This feature's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), 17th level (12d6).


  • Advancements
  • Anti-Shield. The missile detonates a small EMP, transforming the damage to lightning.
  • Three-headed beast. Your missile splits into three separate missiles, each dealing 1d6 damage (2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level). You can direct the missiles at the same target or at different ones.

Heavy Charge

2nd-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Instant

Choose a creature or object within range and use the target's mass to pull yourself to its location (this movement does not provoke opportunity attacks). Each creature within 4m of the target must make Dexterity saving throw, taking 4d10 force damage on a failed save, or half as much on a successful one.

You may transport any number of creatures or objects with you to the target location. To do so, each creature or object must be within 2m of you when you cast this spell and the total weight of all creatures and objects cannot exceed twice your carrying capacity.

PART 1 | SPELLS

A creature transported this way must be willing and of your size or smaller and the target location must have an unoccupied space for the creature to be transported to. A creature or object brought with you automatically passes the Dexterity saving throw and takes no damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd.


  • Advancements
  • Stutter Step. This spell's range is decreased to 12m, but you may cast this spell twice as part of the same action, choosing a different target for each cast. Each cast consumes spell slots as normal.
  • Heavy Step. You can transport Large or smaller creatures and objects as long as the total weight does not exceed four times your carrying capacity.

Hex Shield

Combat cantrip


  • Casting Time: Bonus Action
  • Range: Self
  • Duration: Instant

Toss a portable shield generator onto the ground in front of you. It generates 2m tall and wide, hexagon-shaped shield with 5 AC and 50 shield points.

As long as the Hex Shield has shield points, it provides full cover to creatures behind it.

Hex shield regains all shield points when you finish a long rest.


  • Advancements
  • Hearty Shield. Increase the shield's hit points to 100.
  • Large Shield. The Shield covers a 4m wide area.

Incinerate

1st-level tech


  • Casting Time: Acton
  • Range: 40m
  • Duration: Instant

Hurl a high-explosive, plasma round at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target is primed" sub="fire until the end of your next turn and takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.


  • Advancements
  • Frozen Combo. When you hit a creature or object with incinerate, if the target is primed cold, you deal a critical hit.
  • Radial Blast. On a miss, the target makes a Dexterity saving throw. On a failed save, the target takes half damage.

Invasion

1st-level tech


  • Casting Time: Action
  • Range: 20m
  • Duration: Concentration, up to 1 minute

Unleash a VI-controlled machine swarm at a creature or object within range. Two swarms then spread from that target to as many as two other targets, each of which must be within 6m of the first target. A target can be a creature or an object and can be targeted by only one of the swarms.

A target must make a Constitution saving throw. On a failed save, the target takes 1d8 psychic and has disadvantage on attack rolls until the spell ends. A creature affected by the swarm can use its action to make a Constitution check against your spell save DC. On a success, it breaks free of the swarm.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the range the swarms can spread increases by 2m for each slot level above 1st.


  • Advancements
  • Exploding Swarm. As a bonus action, you can target a creature affected by one of your swarms and detonate it. The target takes 3d8 thunder damage.
  • Plague. Three swarms spread from the initial target to as many as three other targets. When you cast this spell using a spell slot of 2nd level or higher, the number of swarms increases by 1 for each spell slot above the 1st.

Lance

1st-level biotic


  • Casting Time: Action
  • Range: 50m
  • Duration: Instant

Release a lance of energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 3d8 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above the 1st.


  • Advancements
  • Anti-shield. Lance deals an additional 2d4 lightning damage. This damage increases by 2d4 for each spell slot level above the first.
  • Improved Damage. Increase the damage die type to d12.

Lash

2nd-level biotic


  • Casting Time: Action
  • Range: 20m
  • Duration: Concentration, up to 1 minute

Make a ranged spell attack on a target you can see within range. On a hit, the target takes 4d8 force damage and becomes grappled. While grappled the creature is primed" sub="force. To escape the grapple, the creature must succeed on a contested Strength (Athletics) check against your Constitution. This spell also ends if the creature is hit with a detonating attack or if you move more than 20m away from the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d8 for each slot level above the 2nd.

PART 1 | SPELLS


  • Advancements
  • Improved Grapple. The grappled creature has disadvantage when trying to escape.
  • Improved Damage. Increase the damage die type to d12.

Lift

Biotic cantrip


  • Casting Time: Action
  • Range: 40m
  • Duration: Concentration, up to 10 minutes

You can manipulate light objects with a series of mass effect fields. When you cast this cantrip, you can try to move an object that weighs up to 10 kgs (~20 pounds). If the object isn't being worn or carried, you automatically move it up to 10 meters in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 10 meters in any direction but not beyond the range of this spell.


  • Advancements
  • Magician. You can exert fine motor control over the object, such as manipulating a simple tool or removing an object from a container.
  • Improved Lift. You can manipulate an object that weighs up to 25 kgs (~55 pounds).

Nanite Cloud

1st-level tech


  • Casting Time: Reaction, which you take when you would take acid, cold, fire, lightning, or thunder damage.
  • Range: self
  • Duration: 1 round

Deploy a cloud of fabricated nanites from your omni-tool that swarm and capture incoming energy from an attack, lessening its effect on you and storing it for your next attack. Until the end of your next turn, you gain resistance to the triggering damage type, including against the triggering attack.

The next time you hit with a melee attack or single-target, tech spell, the target takes an extra 4d6 damage of the triggering damage type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each spell slot about the 1st.


  • Advancements
  • Nanite Grenade. While active, use a bonus action to compress the nanites into a grenade. The grenade remains stable for 1 hour before becoming inert. The grenade has a 10m range, 4m blast radius, DC 14 Dexterity saving throw and deals 4d6 damage of the triggering damage type. The grenade deals and additional 2d6 damage for each spell level beyond 1st.
  • Aegis. You may cast this spell as a reaction when a creature within 2m of you takes acid, cold, fire, lightning, or thunder damage. Choose up to 3 creatures including yourself within 2m of you to gain resistance to the chosen damage type until the start of your next turn, including against the triggering attack.

Neural Shock

1st-level tech


  • Casting Time: Action
  • Range: 50m
  • Duration: Instant

Flash an ion laser at an organic creature within range. The creature makes a Charisma saving throw. On a failed save, the creature has disadvantage on melee and ranged attack rolls and can't take reactions until the end of its next turn.


  • Advancements
  • Damage. The target takes 2d6 psychic damage when hit by the ion laser. This damage increases by 2d6 for each slot level above the 1st.
  • Paralyze. If a creature fails the saving throw, it is paralyzed until the end of its next turn.

Nightshade Blades

Combat cantrip


  • Casting Time: Attack
  • Range: 10m
  • Duration: Instant

Your omni-tool is equipped with three microscopic, poison-tipped blades that are able to pierce through shields and armor. Make a ranged weapon attack on a creature you can see within range, expending one blade. You add your proficiency bonus to this roll. On a hit, the target takes 1d12 poison damage and must succeed on a Constitution saving throw (DC 8 + proficiency bonus) or becomes poisoned until it finishes a short rest. All damage caused by nightshade blades bypasses shields.

You must be within melee range and use an action to recover a blade, at which point you can reapply your poison and reload it into your omni-tool during a short rest. If you fail to recover your blades, you can create 3 new ones for 1 hour of work during a long rest.

This feature's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).


  • Advancements
  • Paralyze. A creature that fails the Constitution saving throw becomes paralyzed until the end of your next turn.
  • Powerful Poison. The creature has disadvantage on its Constitution saving throw.

Nova

Biotic cantrip


  • Casting Time: Action
  • Range: Self
  • Duration: Instant

Transfer the energy of your barrier into a biotic explosion, consuming your remaining barrier ticks. Creatures within a 2m sphere centered on you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes force damage equal to Xd8, where X is the number of barrier ticks. On a successful save, a creature takes half as much damage.

This spell's damage increases by 1d8 when you reach 5th level (X + 1d8), 11th level (X + 2d8), 17th level (X + 3d8)

PART 1 | SPELLS


  • Advancements
  • Improved Damage. Increase the damage die to d12.
  • Half blast. When you cast nova, it consumes half of your remaining barrier ticks (rounded up) but deals damage as if you had used all of your remaining barrier ticks.

Overload

1st-level tech


  • Casting Time: Action
  • Range: 40m
  • Duration: Instant

Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6m of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target becomes primed" sub="lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.


  • Advancements
  • Extended Leap. Overload can leap to as many as five other targets within 10m.
  • Heavy Overload. Increase the damage die type to d8.

Phase Disruptor

Biotic cantrip


  • Casting Time: Action
  • Range: 40m
  • Duration: Instant

You focus the energy of your barrier into a high-powered beam at a target creature or object within range. Remove 1 barrier tick and make a ranged spell attack on that target. On a hit, the creature takes 3d4 force damage.

You may use additional barrier ticks to create more than one beam at higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


  • Advancements
  • Improved Damage. Increase the damage die type to d6.
  • Cripple. A creature hit by Phase Disruptor has disadvantage on its next attack roll.

Pheromone Spray

1st-level tech


  • Casting Time: Action
  • Range: 10m
  • Duration: 24 hours

A spray of chemical pheromones lets you convince a beast that you mean it no harm. Choose an organic creature that you can see within range. It must see you and be capable of smelling. If the creature's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the ability's duration. If you or one of your companions harms the creature, the effect ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.


  • Advancements
  • Loyalty. If you successfully use this ability on a creature for 30 days in a row, the creature develops a fierce, chemically-induced sense of loyalty to you and remains charmed by you indefinitely.
  • Aggression. You are able to modify the pheromone cocktail to send creatures into a frenzy. When you use this ability, you may choose to frenzy creatures instead of charming them. A creature that becomes frenzied must use its movement to move towards the nearest creature and attack them if able. A frenzied creature may repeat its save at the end of each of its turns.

Poison Spray

1st-level tech


  • Casting Time: Action
  • Range: 2m
  • Duration: Instant

Shoot an aerosol spray of noxious chemicals from your omni-tool at a creature within melee range. The creature must succeed on a Constitution saving throw or take 2d12 poison damage and becomes poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st.


  • Advancements
  • Pepper spray. Creatures that fail the Constitution saving throw are also blinded for 1 minute.
  • Poison Cloud. Create a 2m-radius cloud of poison that persists for 1 minute. Each creature that enters the sphere for the first time on a turn or ends its turn there must make the Constitution saving throw.

Pull

1st-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Concentration, up to 1 round

Make a ranged spell attack on a Medium or smaller creature or object within range. On a success, you create a mass effect field around the target and it becomes lifted 2m in the air until the end of your next turn. While you maintain this spell, as a bonus action, you can move the target up to 4m in any direction. If you move the target further than 30m away from you, the spell ends and the target falls to the ground.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the duration. 1 minute at 2nd level, 10 minutes at 3rd level, and 1 hour at 4th level.


  • Advancements
  • Heavy Pull. You may target a Large or smaller creature or object.
  • Grip. While maintaining this spell, you may use your bonus action to increase pressure around the target, dealing 2d6 bludgeoning damage.

PART 1 | SPELLS

Reave

1st-level biotic


  • Casting Time: Action
  • Range: 50m
  • Duration: Instant

Hurl an orb of dark energy at one creature within range. Make a range spell attack against the target. On a hit, you deal 2d10 necrotic damage and the target becomes primed" sub="necrotic until the end of your next turn. The target also has disadvantage on their next attack, ability check, or saving throw. This disadvantage lasts one minute or until the target becomes incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 2d10 for each level above the 1st.


  • Advancements
  • Area Reave. The orb becomes unstable and explodes when it reaches the target. Hit or miss, the target and each creature within 2m of it must succeed on a Constitution saving throw or take 2d6 necrotic damage. This damage increases by 2d6 for each spell slot level above the first.
  • Immediate Detonation. When you hit a target with reave, it detonates the primed condition at the end of your turn.

Sabotage

1st-level tech


  • Casting Time: Action
  • Range: 30m
  • Duration: Infinite

Target a ranged weapon you can see within range and sabotage its internal systems. The next attack made with the target weapon has disadvantage.

Casting sabotage does not break tactical cloak, and creatures are unaware of the casting of this spell.

If the weapon is integrated into a synthetic creature, such as an atlas mech's mass accelerator cannon or a drone's particle rifle, this spell has no effect unless the creature fails an Intelligence saving throw. Whether or not the synthetic creature succeeds on this saving throw, it becomes aware that it has been targeted by a spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target 2 additional weapons for each spell slot above the 1st.


  • Advancements
  • Primed. After the weapon fires, it vents its heat and the attacking creature becomes primed (fire) until the start of its next turn.
  • Backfire. After the weapon fires, it deals 2d6 thunder damage to the attacking creature.

Salvo

1st-level tech


  • Casting Time: Action
  • Range: 50m
  • Duration: Instant

Create three glowing darts of plasma. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 radiant damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates two more darts for each slot level above 1st.


  • Advancements
  • Exploding Salvo. Each dart deals an additional 1d4 thunder damage.
  • Blinding Salvo. When you cast salvo, you may create phosphorous darts instead. The darts no longer deal damage and cannot detonate primed targets. Instead, each dart explodes in a bright flash of light. Each creature hit by a dart must succeed on a Constitution saving throw or becomes blinded until the end of your next turn.

Sentry Turret

3rd-level tech


  • Casting Time: Action
  • Range: Touch
  • Duration: 1 minute

Construct a sentry turret in an unoccupied space within 2m. You have complete control over the turret. Any hacking attempts on the turret are rolled against your Intelligence, not the turret's.

The turret has its own turn in the initiative order, which occurs immediately following your turn.

The turret lasts until its hit points become 0 or lower or until you use a bonus action to destroy it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the turret deals an additional 1d6 piercing and 1d6 radiant damage with its mass accelerator machinegun and gains 10 additional hit points for each spell slot above the 3rd.


  • Advancements
  • Cryo Turret. The turret's mass accelerator machinegun deals 7 (2d6) piercing and 7 (2d6) cold damage. Instead of flamethrower, the turret can innately cast cryo beam 5 times per day.
  • Shields. The turret has 30 shield points (regen 0).

Shocking Grasp

1st-level tech


  • Casting Time: Action
  • Range: Touch
  • Duration: Instant

Send an electric shock from your omni-tool to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor. On a hit, the target becomes primed" sub="lightning until the end of your next turn and takes 1d6 lightning damage. Then the target must succeed on a Constitution saving throw or become stunned until the end of your next turn. A target with at least 1 shield point has advantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

PART 1 | SPELLS


  • Advancements
  • Restoring Shock. Gain shield points equal to half the damage dealt. This cannot increase your shield points beyond their maximum capacity.
  • Improved Shock. Increase the range to 4m and damage to d8.

Shockwave

1st-level biotic


  • Casting Time: Action
  • Range: Self
  • Duration: Instant

Create a cascading shockwave in a 2m wide by 10m long line originating from you. Each creature caught in the line must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above the 1st.


  • Advancements
  • Controlled Shockwave. The shockwave travels 16m. You may change the direction of the line every 4m.
  • Improved Damage. Increase damage die type to d10

Siege Pulse

Combat cantrip


  • Casting Time: Action
  • Range: Self
  • Duration: Instant

Spend 5 shield points as you overload your shield capacitors causing a loud, kinetic wave to erupt in a 4m-radius sphere centered on you. Each creature within the sphere becomes deafened and must make a Constitution saving throw (DC 8 + proficiency bonus). On a failed save, a creature takes 2d8 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage. Synthetic creatures have advantage on this saving throw.

The first time you use siege pulse, your armor suffers no adverse effect. If you use this spell again before you finish a short rest, roll a d20. On a 5 or lower you shields overload. You lose all shield points, take 2d12 lightning damage, and cannot gain shield points unless you repair your armor. Each time you use this feature again before finishing a short rest, you suffer a -5 penalty to the roll.

This feature's psychic damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), 17th level (5d8).


  • Advancements
  • Improved Pulse. Add your Constitution modifier to the DC of the saving throw as you increase the frequency of the pulse to a level you can barely withstand.
  • Lingering Pulse. Each creature that takes psychic damage from siege pulse has disadvantage on its melee or ranged attack rolls until the start of your next turn.

Singularity

3rd-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Concentration, up to 1 minute

Create a negative mass effect field in a 4m sphere at a target location within range. Each creature or object within the sphere's radius must succeed on a Strength saving throw or becomes lifted. Only Medium or smaller creature and objects are affected. Any creature or object that enters the sphere for the first time or ends its turn there must succeed on a Strength (Athletics) check or they are drawn into the sphere and become lifted. Creatures with at least 1 shield point have advantage on the Strength saving throw or Strength (Athletics) check.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the size of the sphere by 4m per spell slot above the 3rd.


  • Advancements
  • Heavy Singularity. Creatures have disadvantage when making the Strength saving throw or Strength (Athletics) check.
  • Damage. Any creature within singularity's radius is primed (necrotic) and takes 1d8 necrotic damage at the end of each of your turns.

Slam

Biotic cantrip


  • Casting Time: Action
  • Range: 30m
  • Duration: Instant

Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.

The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4).


  • Advancements
  • Stun. If the target is a creature, it must pass a Constitution saving throw or becomes stunned until the end of your next turn.
  • Reaction. When a creature or object you can see becomes lifted, you may cast Slam on it as a reaction.

Slow Fall

Biotic cantrip


  • Casting Time: Reaction, which you take when you or a creature within 10m of you falls
  • Range: 10m
  • Duration: Concentration, up to 1 minute

When you or a creature within 10m of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 20m per round. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature.


  • Advancements
  • Improved Duration. Increase the duration to 5 minutes
  • Navigate. As you fall, you can direct your fall by 2m in any direction except up. You may do this once per round.

Snap Freeze

3rd-level tech


  • Casting Time: Action
  • Range: 30m
  • Duration: Instant

PART 1 | SPELLS

Launch a globe of supercooled helium. Make a ranged spell attack on a target within range, choosing a location on its body. The location can be body, legs, or head.

Legs. +2 bonus to hit. The target is restrained for the next minute. Any creature can use its action to make a Strength check against your spell save DC to try and break the ice. On a success, the affected creature is freed but suffers 6d4 bludgeoning damage.

Body. On a hit, the target takes 6d8 cold damage.

Head (Large or smaller creature). -5 penalty to hit. The creature becomes blinded and deafened for the next minute. Any creature can use an action to make a Strength check against your spell save DC to try and break the ice. On a success, the affected creature is freed but suffers 6d12 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2 dice for each slot level above 3rd.


  • Advancements
  • Solid Freeze. The ice solid like a rock. Creatures have disadvantage on their Strength checks to break it.
  • Brittle Freeze. A critical success on the Strength check completely shatters the affected creature's appendage. If legs, it falls prone and loses half its remaining hit points. If head, it immediately dies.

Stasis

2nd-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Concentration, up to 1 minute

Lock a target in a high-gravity mass effect field. Choose a creature you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is paralyzed, primed (force), and has resistance to all damage for the duration of the spell. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends. A detonating attack immediately ends the spell.


  • Advancements
  • Shatter. When stasis ends via a successful saving throw or detonating attack, the target takes 2d8 force damage for each round of combat it was in stasis.
  • Deep Stasis. The creature has disadvantage on its saving throws to escape Stasis.

Stimulant Pack

Combat cantrip


  • Casting Time: Bonus Action
  • Range: Self
  • Duration: 1 minute

Inject yourself with a stimulant pack. For the next minute, whenever you make an attack roll or saving throw, you can roll a d4 and add the number rolled to the attack roll or saving throw.

You must finish a long rest before you can use this feature again.


  • Advancements
  • Friendly. You can inject a willing creature within melee range with the stimulant pack.
  • High Tolerance. You can use stimulant pack twice long rest.

Storm

4th-level biotic


  • Casting Time: Action
  • Range: 20m
  • Duration: Concentration, up to 1 minute

An 8m-radius sphere of rapid shifting mass effect fields springs into existence centered on a point you choose within range, creating a dangerous whirlwind of debris and energy. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw. On a failed save, a creature takes 8d10 force damage or half as much on a successful one. The sphere’s space is difficult terrain.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases for each of its effects by 2d10.


  • Advancements
  • Necrotic Bolts. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of necrotic energy to leap from the center of the sphere toward one creature you choose within 20m of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d10 necrotic damage. Necrotic bolts can detonate primed targets.
  • Growing Storm. While the spell is maintained, the storm's radius grows by 2m at the start of your turn.

Submission Net

2nd-level tech


  • Casting Time: Action
  • Range: 30m
  • Duration: 1 minute

Shoot a swarm of miniature pylons to a target location within 30m. Each creature within a 4m cylinder of the target location must make a Dexterity saving throw. Any creature that fails the saving throw is trapped in an electrified net, becoming restrained and cannot cast tech spells.

Until the spell ends, the area is considered difficult terrain. A creature that enters the cylinder for the first time on its turn or ends its turn there must also make the Dexterity saving throw.

A creature restrained by submission net may use its action to make a Strength (Athletics) check against your spell save DC to escape the net. On each attempt, the creature takes 1d6 lightning damage as it struggles against the net. On a success, the creature is no longer restrained.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the size of the net by 2m for each spell slot about the 2nd.


  • Advancements
  • Electrified Net. If you have a submission net deployed, you can use your bonus action to send electric currents through it. Each creature within the net takes 2d6 lightning damage.
  • Anti-Tech. If a creature you can see begins to cast a tech spell, you can use your reaction to cast submission net.

PART 1 | SPELLS

Tactical Scan

Combat cantrip


  • Casting Time: Action
  • Range: 30m
  • Duration: 1 minute

Spend your action scanning a creature you can see, studying its movement and revealing weaknesses. Make a Wisdom (Insight) check, contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls against the target and you score a critical hit on a roll of 19 or 20.

This benefit lasts 1 minute or until you successfully use this feature against a different target.


  • Advancements
  • Area Scan. Scan a 6m cube. Each creature within the cube must make the Charisma (Deception) check against your Wisdom (Insight). This feature only affects a single target, but you can choose one creature from the ones that failed the contested check.
  • Telegraphed Attacks. Your HUD alerts you when the creature is about to attack. It has disadvantage on ranged and melee attacks against you and you have advantage on any saving throws caused by spells and abilities of the creature.

Target Painting

1st-level tech


  • Casting Time: Action
  • Range: 30m
  • Duration: 1 round

Scan an 8m cube within range. Until the end of your next turn, any creature in the area when the spell is cast is highlighted on all friendly creatures HUDs if it fails a Dexterity saving throw.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.


  • Advancements
  • Heavy Weapon Sync. Information about the painted targets sync with heavy weapon systems. Any creature that would make a saving throw to avoid heavy weapon damage has disadvantage on the saving throw.
  • Lasting Scan. Becomes a concentration spell with a duration of 1 minute.

Tear

4th-level biotic


  • Casting Time: Action
  • Range: 30m
  • Duration: Instant

A concentrated ray of warp energy erupts from your outstretched hand toward a target that you can see within range. The target can be a creature, an object, or a biotic creation, such as a biotic wall.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 necrotic damage. If this damage leaves it with 0 hit points, the target and everything it is wearing and carrying is ripped apart at the atomic level, reducing it to a mist of radiated atoms.

This spell automatically disintegrates a Large or smaller unshielded object or a biotic creation. If the target is a Huge or larger object or creation of force, this spell disintegrates a 4m cube portion of it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 5d6 for each slot level above 4th.


  • Advancements
  • Anti-Biotics. A creature with an active barrier that is hit by this spell must expend all remaining barrier ticks to reduce the damage. The total damage reduction from the remaining barrier ticks is reduced by half.
  • Anti-Synthetic. Non-organic creatures or objects take an extra 40 force damage. This spell disintegrates up to a 6m cube of synthetic materials.

Throw

Biotic cantrip


  • Casting Time: Action
  • Range: 40m
  • Duration: Instant

Make a ranged spell attack on a target you can see within range. On a hit, the target takes force damage equal to 1d8 force damage. If the target is Medium or smaller, it is pushed backward 10m.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).


  • Advancements
  • Radial Blast. On a hit, the damage is dealt to each creature within a 2m radius of the target.
  • Improved Damage. Increase the damage die type to d12

Trophy System

Combat cantrip


  • Casting Time: Reaction, which you take when an explosive projectile is within 6m of you.
  • Range: 6m
  • Duration: Instant

Your omni-tool's trophy system detects incoming explosives that fires a small ordinance charge to preemptively detonate hostile explosives. As a reaction to an explosive projectile (grenade or rocket from a heavy weapon) that you can see within 6 meters of you, you may preemptively detonate it. If the blast would cause you to make a Dexterity saving throw, you have advantage on the save.

You may use this ability only once per long rest.


  • Advancements
  • Advanced Notice. The triggering range is increased to 12 meters, and you may detonate the explosive at any point along its trajectory.
  • Dual Trophy. You may use your trophy system twice between long rests.

Turbocharge

Combat cantrip


  • Casting Time: Bonus Action
  • Range: Self
  • Duration: 1 Turn

PART 1 | SPELLS

Activate a subroutine that temporarily vents weapon heat through your armor to improve thermal clip efficiency and weapon damage. Until the end of your turn, the weapon you're currently holding gains Burst Fire, the heat cost for making a Burst Fire attack is reduced by 1 heat, and you may make a Burst Fire attack as an Attack action.

You must finish a short or long rest before using Turbocharge again.


  • Advancements
  • Improved Damage. +2 damage with the turbocharged weapon
  • Improved Accuracy. The DC of the Dexterity saving throw is increased to 18

Unity

2nd-level tech


  • Casting Time: Action
  • Range: 30m
  • Duration: Instant

Spawn a swarm of healing nanobots that heal allies. Up to six creatures of your choice that you can see within range regain hit points equal to 1d6 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 2d6 for each slot level above 2nd.


  • Advancements
  • Unrestricted (engineer only). Engineers can spend any amount of tech points to cast this spell. They are not limited by their Tech Point Limit column.
  • Shield restore. When you cast this at 1st level, creatures also gain 1d4 shield points. This increases by 1d4 for each spell slot above the 2nd.

Vortex

3rd-level biotic


  • Casting Time: Action
  • Range: Self
  • Duration: Instant

You intertwine negative and positive mass effect fields to create a swirling vortex. Creatures within a 10m cone must make a Strength saving throw. On a failed save a creature takes 6d10 force damage, or half as much damage on a successful one.

Creatures that fail the saving throw are thrown 1d6 + 2m away from you and become prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage by 2d10 for each slot level above the 3rd.


  • Advancements
  • Radial. You may cast the vortex in a 6m radius sphere centered on you instead.
  • Damage. Increase the damage to d12

Warp

2nd-level biotic


  • Casting Time: Action
  • Range: 40m
  • Duration: Instant

Make a ranged spell attack on an organic creature you can see within range. On a hit, you generate a rapidly shifting mass effect field inside the target dealing necrotic damage equal to 3d10 + your spellcasting ability modifier. In addition, the target is primed" sub="necrotic until the end of your next turn. This damage bypasses shields.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above the 2nd.


  • Advancements
  • Internal Bleeding. The shifting causes internal bleeding. At the start of each of your turns, the target suffers 1d6 damage from blood loss, bypassing its shields. This effect ends if the creature uses medi-gel or if it or another creature passes a DC 10 Wisdom (Medicine) check to stabilize the bleeding.
  • Disorient. A target hit by warp must pass a Constitution saving throw. On a failed save, the force of warp is so intense the target is stunned until the end of its next turn.

Warp Cloud

1st-level biotic


  • Casting Time: Action
  • Range: 20m
  • Duration: Concentration, up to 1 minute

You fill the air with a highly concentrated warp field 2 meters on each side at a point within range. A creature takes 4d4 necrotic damage when it enters the spell area for the first time on a turn or starts its turn there. A creature within the cloud is primed" sub="necrotic.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 4d4 for each slot level above 1st.


  • Advancements
  • Burst. As a bonus action, you can end this spell and force each creature within 2 meters of the cloud to make a Dexterity saving throw. A creature takes 4d4 force damage on a failed save or half as much on a successful one. This damage increases by 4d4 force damage per spell level.
  • Shift. As a bonus action, you can move this cube of warp energy up to 4 meters in any direction you choose. It can pass through solid objects, but you can only control it's movement while you have line of sight.

PART 1 | SPELLS

Appendix A: Armor Sets

Most armor you buy in the galaxy has been mass-produced, these are called armor sets. A set is not required to be multiple pieces of armor. Read the Armor section of Chapter 5 for more details.

Some armore pieces are identified as Andromeda Only, meaning these pieces would only be available if you set your campaign in the Andromeda Galaxy.

Armor Set List

The Armor Sets are presented in alphabetical order.

Andromeda Elite Helmet

Light head, rare


  • Cost: 62,050

+2 AC. +5 Shields and +5 Shield Regen

Angaran Arms

Medium arms, rare, Andromeda-only


  • Cost: 17,300

+5 shields

Set Bonus (2 of 4). If a target is primed fire, cold or lightning by one of your spells and the condition ends "at the start of your next turn", instead the condition ends at the end of your next turn.

Set Bonus (4 of 4). When one of your drones hits with a weapon attack, add twice your proficiency bonus to the damage roll.

Angaran Chestpiece

Medium chest, rare, Andromeda-only


  • Cost: 53,000

15 shields (regen 15)

Set Bonus (2 of 4). If a target is primed fire, cold or lightning by one of your spells and the condition ends "at the start of your next turn", instead the condition ends at the end of your next turn.

Set Bonus (4 of 4). When one of your drones hits with a weapon attack, add twice your proficiency bonus to the damage roll.

Angaran Helmet

Medium head, rare, Andromeda-only


  • Cost: 19,000

+5 shields

Set Bonus (2 of 4). If a target is primed fire, cold or lightning by one of your spells and the condition ends "at the start of your next turn", instead the condition ends at the end of your next turn.

Set Bonus (4 of 4). When one of your drones hits with a weapon attack, add twice your proficiency bonus to the damage roll.


Angaran Legs

Medium legs, rare, Andromeda-only


  • Cost: 17,300

+5 shields

Set Bonus (2 of 4). If a target is primed fire, cold or lightning by one of your spells and the condition ends "at the start of your next turn", instead the condition ends at the end of your next turn.

Set Bonus (4 of 4). When one of your drones hits with a weapon attack, add twice your proficiency bonus to the damage roll.

Archon Visor

Light head, uncommon


  • Cost: 29,750

As an action, gain 1d4 worth of spell slots or tech points. You can’t use this property again until you finish a long rest.

Asari Initiate Armor

Light body armor, spectre


  • Cost: 42,500

While wearing this armor, your cantrips are considered to be 1 step higher in their progression. For example, a 1st level player casts a cantrip as if they were at the 5th level. 5th -> 11th. 11th -> 17th. There is no additional effect at the 17th level.

Assassin Armor

Light body armor, uncommon


  • Cost: 52,700

As an action, you can activate a tactical cloak, becoming invisible. The cloak lasts 1 minute or until you make an attack, cast a spell, use a grenade or mine, or fire a heavy weapon. You may use this feature once per short rest.

BT Suit

Light body armor, rare


  • Cost: 73,950

You can regain 2d4 tech points every short rest.

Batarian Talon Gauntlets

Light arms, uncommon


  • Cost: 21,100

Add 1 point of Slashing damage to all melee damage rolls. Advantage on Intimidation skill checks.

Blood Dragon Armet

Medium head, spectre


  • Cost: 42,250

You regain 1d4 worth of spell slots or tech points when you take a short rest.

Set Bonus (2 of 4). When you roll a 1 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

APPENDIX A | ARMOR SETS

Set Bonus (4 of 4). When you roll a 1 or 2 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Blood Dragon Curiass

Medium chest, spectre


  • Cost: 70,300

20 shields (regen 10).

Set Bonus (2 of 4). When you roll a 1 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Set Bonus (4 of 4). When you roll a 1 or 2 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Blood Dragon Greaves

Medium legs, spectre


  • Cost: 32,050

+1 bonus to spell attack rolls and spell saving throw DCs.

Set Bonus (2 of 4). When you roll a 1 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Set Bonus (4 of 4). When you roll a 1 or 2 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Blood Dragon Vambraces

Medium arms, spectre


  • Cost: 32,050

+1 bonus to spell attack rolls and spell saving throw DCs.

Set Bonus (2 of 4). When you roll a 1 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Set Bonus (4 of 4). When you roll a 1 or 2 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Capacitor Helmet

Medium head, uncommon


  • Cost: 34,000

+1 AC. Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Cerberus Ajax Gauntlets

Medium arms, uncommon


  • Cost: 12,175

Increase thermal clip capacity by 8.

Set Bonus (2 of 4). Equipped weapons have increased heat equal to half its base heat (rounded down).

Set Bonus (4 of 4). Shield Regen 20

Cerberus Ajax Greaves

Medium legs, uncommon


  • Cost: 16,425

Increase your grenade capacity by 4.

Set Bonus (2 of 4). Equipped weapons have increased heat equal to half its base heat (rounded down).

Set Bonus (4 of 4). Shield Regen 20

Cerberus Ajax Helmet

Medium head, uncommon


  • Cost: 28,750

+1 AC

Set Bonus (2 of 4). Equipped weapons have increased heat equal to half its base heat (rounded down).

Set Bonus (4 of 4). Shield Regen 20

Cerberus Ajax Vest

Medium chest, uncommon


  • Cost: 58,500

20 shields.

Set Bonus (2 of 4). Equipped weapons have increased heat equal to half its base heat (rounded down).

Set Bonus (4 of 4). Shield Regen 20

Cerberus Assault Armor

Heavy body armor, rare


  • Cost: 127,375

30 Shields. +1 AC. Increase thermal clip capacity by 8.

Set Bonus (2 of 2). +2 AC

Cerberus Assault Helmet

Heavy head, rare


  • Cost: 48,750

Shield Regen 15. +1 AC.

Set Bonus (2 of 2). +2 AC

Cerberus Nightmare Boots

Light legs, spectre


  • Cost: 21,950

Walking speed increased by 6m.

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (3 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). +1 bonus to melee attack and damage rolls.

Cerberus Nightmare Chestpiece

Light chest, spectre


  • Cost: 64,875

10 shields (regen 10). Increase your thermal clip capacity by 4.

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (3 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). +1 bonus to melee attack and damage rolls.

APPENDIX A | ARMOR SETS

Cerberus Nightmare Gloves

Light arms, spectre


  • Cost: 43,200

Equipped weapons have increased heat equal to twice the weapon's base heat.

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (3 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). +1 bonus to melee attack and damage rolls.

Cerberus Nightmare Helmet

Light head, spectre


  • Cost: 21,950

+1 bonus to melee weapon attack and damage rolls.

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (3 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). +1 bonus to melee attack and damage rolls.

Cerberus Shade Armguards

Medium arms, spectre


  • Cost: 20,250

+1 bonus to melee weapon attack and damage rolls

Set Bonus (2 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Set Bonus (4 of 4). +10 shields. +10 shield regen.

Cerberus Shade Chestpiece

Medium chest, spectre


  • Cost: 31,300

10 shields (regen 10).

Set Bonus (2 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Set Bonus (4 of 4). +10 shields. +10 shield regen.

Cerberus Shade Helmet

Medium head, spectre


  • Cost: 21,950

+1 bonus to spell attack and damage rolls

Set Bonus (2 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Set Bonus (4 of 4). +10 shields. +10 shield regen.

Cerberus Shade Legguards

Medium legs, spectre


  • Cost: 13,450

Increase thermal clip capacity by 4. Increase grenade capacity by 2

Set Bonus (2 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Set Bonus (4 of 4). +10 shields. +10 shield regen.

Cerberus Spirit Armor

Light body armor, spectre


  • Cost: 28,050

15 shields (regen 5).

Set Bonus (2 of 2). You gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.

Cerberus Spirit Helmet

Light head, spectre


  • Cost: 38,250

When you roll a 1 or a 2 on a damage die for an attack you make with a biotic or tech spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Set Bonus (2 of 2). You gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.

Collector Carapace

Heavy body armor, rare


  • Cost: 44,750

+1 AC. Increase walking speed by 4m.

Set Bonus (2 of 2). Once per long rest, when you fall below 0 hit points, you immediately become stabilized.

Collector Headpiece

Heavy head, rare


  • Cost: 27,325

+1 AC. Darkvision: 20m

Set Bonus (2 of 2). Once per long rest, when you fall below 0 hit points, you immediately become stabilized.

Colossus Chestplate

Heavy chest, rare


  • Cost: 54,450

Requires STR 18. 10 shields (regen 5).

Set Bonus (2 of 2). Resistance to necrotic and cold damage.

Set Bonus (3 of 4). Resistance to fire and force damage.

Set Bonus (4 of 4). Resistance to lightning damage.

Colossus Gauntlets

Heavy hands, rare


  • Cost: 54,450

Requires STR 18. +1 AC.

Set Bonus (2 of 2). Resistance to necrotic and cold damage.

Set Bonus (3 of 4). Resistance to fire and force damage.

Set Bonus (4 of 4). Resistance to lightning damage.

Colossus Greaves

Heavy legs, rare


  • Cost: 61,250

Requires STR 18. +1 AC.

Set Bonus (2 of 2). Resistance to necrotic and cold damage.

Set Bonus (3 of 4). Resistance to fire and force damage.

Set Bonus (4 of 4). Resistance to lightning damage.

APPENDIX A | ARMOR SETS

Colossus Helmet

Heavy head, rare


  • Cost: 55,300

Requires STR 18. +1 AC.

Set Bonus (2 of 2). Resistance to necrotic and cold damage.

Set Bonus (3 of 4). Resistance to fire and force damage.

Set Bonus (4 of 4). Resistance to lightning damage.

Crisis Armor

Heavy body armor, uncommon


  • Cost: 183,600

Required STR is 14 instead of 16. You are considered proficient with this armor even if you lack proficiency with heavy armor.

Death Mask

Heavy head, uncommon


  • Cost: 31,450

+1 AC. +1 on melee attack and damage rolls

Deep Space Explorer Armor

Medium body armor, spectre


  • Cost: 56,100

Resistance to cold and fire damage.

Set Bonus (2 of 2). Extended air supply allows the wearer to breathe in unfriendly environments for up to 48 hours.

Deep Space Explorer Helmet

Medium head, spectre


  • Cost: 9,350

Darkvision 10m. Infrared Vision 10m. You can toggle between the 2 vision types as a free action.

Set Bonus (2 of 2). Extended air supply allows the wearer to breathe in unfriendly environments for up to 48 hours.

Delumcore Overlay

Heavy head, uncommon


  • Cost: 14,450

You roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged weapon attack.

Duelist Armor

Light body armor, uncommon


  • Cost: 39,950

Once per long rest, if you fall below 0 hit points you immediately become stabilized.

Elanus Goliath Gauntlets

Heavy arms, uncommon


  • Cost: 45,900

Advantage on Strength checks and saving throws.

Enviro-Greaves

Light legs, uncommon


  • Cost: 11,900

Advantage on Athletics checks made to swim or climb.

Freedom Armor

Light body armor, uncommon


  • Cost: 27,200

+1 AC

GUARDIAN Gauntlets

Medium arms, rare


  • Cost: 40,800

When you are forced to make a saving throw from a heavy weapon attack that required targeting, you may use your reaction to reduce the damage done to you to 0. You may use this feature once per long rest.

Gladiator Armor

Heavy body armor, uncommon


  • Cost: 42,500

10 shields (regen 5). +1 AC

Hahne-Kedar Tactical Armor

Heavy chest, uncommon


  • Cost: 15,300

When wearing this armor, treat your Strength ability score as if it were 19 for the purposes of carrying equipment (unless your score is higher, then no effect occurs).

Heleus Armor

Light body armor, spectre, Andromeda-only


  • Cost: 99,200

+2 to all damage rolls

Set Bonus (2 of 2). +3 AC

Heleus Helmet

Light head, spectre, Andromeda-only


  • Cost: 67,750

+1 to all damage rolls

Set Bonus (2 of 2). +3 AC

Hoplite Armor

Light body armor, uncommon


  • Cost: 80,750

20 shields (regen 10). +2 AC.

HyperGuardian Chestplate

Heavy chest, uncommon


  • Cost: 69,700

10 shields (regen 5). You are considered proficient with this armor even if you lack proficiency with heavy armor.

Set Bonus (2 of 4). +1 AC.

Set Bonus (3 of 4). +10 Shields, +5 Shield Regen.

Set Bonus (4 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

APPENDIX A | ARMOR SETS

HyperGuardian Gauntlets

Heavy arms, uncommon


  • Cost: 54,400

You are considered proficient with this armor even if you lack proficiency with heavy armor.

Set Bonus (2 of 4). +1 AC.

Set Bonus (3 of 4). +10 Shields, +5 Shield Regen.

Set Bonus (4 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

HyperGuardian Greaves

Heavy legs, uncommon


  • Cost: 54,400

You are considered proficient with this armor even if you lack proficiency with heavy armor.

Set Bonus (2 of 4). +1 AC.

Set Bonus (3 of 4). +10 Shields, +5 Shield Regen.

Set Bonus (4 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

HyperGuardian Helmet

Heavy head, uncommon


  • Cost: 12,750

You are considered proficient with this armor even if you lack proficiency with heavy armor.

Set Bonus (2 of 4). +1 AC.

Set Bonus (3 of 4). +10 Shields, +5 Shield Regen.

Set Bonus (4 of 4). Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Inferno Armor

Medium body armor, rare


  • Cost: 31,600

+1 bonus to spell attack rolls and spell saving throw DCs.

Set Bonus (2 of 2). When you lose hit points, as a reaction, you may expend a charge of medi-gel.

Inferno Helmet

Medium head, rare


  • Cost: 22,250

+1 bonus to spell attack rolls and spell saving throw DCs.

Set Bonus (2 of 2). When you lose hit points, as a reaction, you may expend a charge of medi-gel.

Initiative Chestpiece

Medium chest, uncommon


  • Cost: 41,500

10 Shields (regen 5). +1 AC.

Set Bonus (2 of 4). You have 7 levels of exhaustion, you suffer no negative effects at the first level.

Set Bonus (4 of 4). You have 8 levels of exhaustion, you suffer no negative effects at the first two levels.


Initiative Gauntlets

Medium arms, uncommon


  • Cost: 11,750

Increase medi-gel capacity by 2.

Set Bonus (2 of 4). You have 7 levels of exhaustion, you suffer no negative effects at the first level.

Set Bonus (4 of 4). You have 8 levels of exhaustion, you suffer no negative effects at the first two levels.

Initiative Greaves

Medium legs, uncommon


  • Cost: 29,175

Your jump distance is tripled. If you jump straight up, you can hover at the apex of your jump until the start of your next turn, at which point, you fall slowly back to the ground, taking half of your movement speed for this turn.

Set Bonus (2 of 4). You have 7 levels of exhaustion, you suffer no negative effects at the first level.

Set Bonus (4 of 4). You have 8 levels of exhaustion, you suffer no negative effects at the first two levels.

Initiative Helmet

Medium head, uncommon


  • Cost: 16,850

Infrared Vision 20m. Darkvision 20m. You can toggle between the 2 vision types as a free action. Noxious air becomes breathable.

Set Bonus (2 of 4). You have 7 levels of exhaustion, you suffer no negative effects at the first level.

Set Bonus (4 of 4). You have 8 levels of exhaustion, you suffer no negative effects at the first two levels.

Kestrel Helmet

Light head, rare


  • Cost: 46,750

+2 AC

Kett Chestplate

Heavy chest, rare, Andromeda-only


  • Cost: 47,825

Any critical hit against you becomes a normal hit.

Set Bonus (2 of 4). Your Strength score is 19 while you wear this armor. There is no effect on you if your Strength is 19 or higher without it.

Set Bonus (3 of 4). Your Strength score is 21 while you wear this armor. There is no effect on you if your Strength is 21 or higher without it.

Set Bonus (4 of 4). Your Strength score is 23 while you wear this armor. There is no effect on you if your Strength is 23 or higher without it.

APPENDIX A | ARMOR SETS

Kett Greaves

Heavy legs, rare, Andromeda-only


  • Cost: 30,400

Increase walking speed by 4m.

Set Bonus (2 of 4). Your Strength score is 19 while you wear this armor. There is no effect on you if your Strength is 19 or higher without it.

Set Bonus (3 of 4). Your Strength score is 21 while you wear this armor. There is no effect on you if your Strength is 21 or higher without it.

Set Bonus (4 of 4). Your Strength score is 23 while you wear this armor. There is no effect on you if your Strength is 23 or higher without it.

Kett Helmet

Heavy head, rare, Andromeda-only


  • Cost: 50,375

+1 bonus to melee weapon attack and damage rolls.

Set Bonus (2 of 4). Your Strength score is 19 while you wear this armor. There is no effect on you if your Strength is 19 or higher without it.

Set Bonus (3 of 4). Your Strength score is 21 while you wear this armor. There is no effect on you if your Strength is 21 or higher without it.

Set Bonus (4 of 4). Your Strength score is 23 while you wear this armor. There is no effect on you if your Strength is 23 or higher without it.

Kett Vambraces

Heavy arms, rare, Andromeda-only


  • Cost: 34,225

+1 bonus to melee weapon attack and damage rolls.

Set Bonus (2 of 4). Your Strength score is 19 while you wear this armor. There is no effect on you if your Strength is 19 or higher without it.

Set Bonus (3 of 4). Your Strength score is 21 while you wear this armor. There is no effect on you if your Strength is 21 or higher without it.

Set Bonus (4 of 4). Your Strength score is 23 while you wear this armor. There is no effect on you if your Strength is 23 or higher without it.

Kuwashii Visor

Light head, uncommon


  • Cost: 36,000

As a bonus action, you choose a creature you can see within 30m. For the next minute, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use this feature 3 times per long rest.

Liberator Armor

Light body armor, uncommon


  • Cost: 37,500

10 shields (regen 5). +1 AC


Lockdown Greaves

Heavy legs, uncommon


  • Cost: 18,700

As a bonus action, the wearer can activate the effect of the greaves to stick to the surface they are walking on, provided it's made of metal. This can aid them in walking up walls, upside down, etc. If the surface is metal, the user is immune to being lifted, otherwise, they have advantage on saving throws against being lifted. The effect lasts for 1 minute and can only be used once per short rest.

Mantis Armor

Light body armor, uncommon


  • Cost: 27,200

Whenever you hit a target with a melee weapon attack, you may use your reaction to activate your armor's switchblades, dealing an additional 1d6 slashing damage to the target. If you use your reaction this way, you may then use your bonus action to attempt to grapple the target. You have advantage on the Strength (Athletics) check.

Maverick Boots

Light legs, uncommon, Andromeda-only


  • Cost: 5,050

Increase thermal clip capacity by 4.

Set Bonus (2 of 4). Roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

Set Bonus (4 of 4). Whenever you roll an 18 or higher on a weapon attack roll, consider it a critical hit.

Maverick Vest

Light chest, uncommon, Andromeda-only


  • Cost: 11,850

Increase grenade capacity by 2.

Set Bonus (2 of 4). Roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

Set Bonus (4 of 4). Whenever you roll an 18 or higher on a weapon attack roll, consider it a critical hit.

Maverick Visor

Light head, uncommon, Andromeda-only


  • Cost: 11,000

Darkvision 40m.

Set Bonus (2 of 4). Roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

Set Bonus (4 of 4). Whenever you roll an 18 or higher on a weapon attack roll, consider it a critical hit.

APPENDIX A | ARMOR SETS

Maverick Wraps

Light arms, uncommon, Andromeda-only


  • Cost: 5,050

Increase thermal clip capacity by 4.

Set Bonus (2 of 4). Roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

Set Bonus (4 of 4). Whenever you roll an 18 or higher on a weapon attack roll, consider it a critical hit.

Mercenary Armor

Light body armor, uncommon


  • Cost: 18,700

10 shields (regen 5)

Mnemonic Visor

Light head, uncommon


  • Cost: 21,250

When you roll a 1 damage die for an attack you make with a biotic spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

N7 Chestplate

Medium chest, rare


  • Cost: 40,250

10 shields (regen 5). You are considered proficient with this armor even if you lack proficiency with medium armor.

Set Bonus (3 of 4). Increase your hit points by 1 for each level you have gained.

Set Bonus (4 of 4). Increase your hit points by 1 for each level you have gained.

N7 Defender Armorsuit

Heavy body armor, rare


  • Cost: 90,875

20 shields (regen 10). +1 AC. Increase thermal clip capacity by 8. Increase medi-gel capacity by 2.

Set Bonus (2 of 2). +1 bonus to weapon attack and damage rolls

N7 Defender Helmet

Heavy head, rare


  • Cost: 25,000

+1 AC.

Set Bonus (2 of 2). +1 bonus to weapon attack and damage rolls

N7 Gauntlets

Medium arms, rare


  • Cost: 25,800

You are considered proficient with this armor even if you lack proficiency with medium armor.

Set Bonus (3 of 4). Increase your hit points by 1 for each level you have gained.

Set Bonus (4 of 4). Increase your hit points by 1 for each level you have gained.


N7 Greaves

Medium legs, rare


  • Cost: 34,300

5 Shields. You are considered proficient with this armor even if you lack proficiency with medium armor.

Set Bonus (3 of 4). Increase your hit points by 1 for each level you have gained.

Set Bonus (4 of 4). Increase your hit points by 1 for each level you have gained.

N7 Helmet

Medium head, rare


  • Cost: 23,250

You have advantage on initiative rolls. You are considered proficient with this armor even if you lack proficiency with medium armor.

Set Bonus (3 of 4). Increase your hit points by 1 for each level you have gained.

Set Bonus (4 of 4). Increase your hit points by 1 for each level you have gained.

Onyx Armor

Medium body armor, uncommon


  • Cost: 39,100

10 shields (regen 5). +1 AC

Partisan Armor

Medium body armor, uncommon


  • Cost: 36,000

15 shields (regen 5).

Set Bonus (2 of 2). You are immune to becoming poisoned and have resistance to poison damage.

Partisan Helmet

Medium head, uncommon


  • Cost: 12,200

Darkvision 20m.

Set Bonus (2 of 2). You are immune to becoming poisoned and have resistance to poison damage.

Pathfinder Chestpiece

Medium chest, rare


  • Cost: 56,000

+2 AC

Set Bonus (3 of 4). Any critical hit against you becomes a normal hit.

Set Bonus (4 of 4). You gain a +5 bonus to initiative as long as you aren't incapacitated.

APPENDIX A | ARMOR SETS

Pathfinder Gauntlets

Medium arms, rare


  • Cost: 24,550

When you roll a 1 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1.

Set Bonus (3 of 4). Any critical hit against you becomes a normal hit.

Set Bonus (4 of 4). You gain a +5 bonus to initiative as long as you aren't incapacitated.

Pathfinder Greaves

Medium legs, rare


  • Cost: 34,175

Your jump distance is tripled. If you jump straight up, you can hover at the apex of your jump until the start of your next turn, at which point, you fall slowly back to the ground, taking half of your movement speed for this turn.

Set Bonus (3 of 4). Any critical hit against you becomes a normal hit.

Set Bonus (4 of 4). You gain a +5 bonus to initiative as long as you aren't incapacitated.

Pathfinder Helmet

Medium head, rare


  • Cost: 34,750

+1 bonus to weapon attack rolls

Set Bonus (3 of 4). Any critical hit against you becomes a normal hit.

Set Bonus (4 of 4). You gain a +5 bonus to initiative as long as you aren't incapacitated.

Personal Shield Generator

- none, common


  • Cost: 15,000

10 shields (regen 5). Improved models can be purchased. 10,000 for each 5 shield points, and 8,000 for 5 additional regen. Max is 30 shield points and 15 regen. These additional shields do not stack with your armor's shields.

Power Reservoir Legguards

Medium legs, uncommon


  • Cost: 12,750

As a reaction to having 0 barrier ticks, restore all of your barrier ticks. You may use this ability once per long rest.

Predator Armor

Medium body armor, uncommon


  • Cost: 31,450

Increase thermal clip capacity by 4. Any critical hit against you becomes a normal hit


Reckoner-Knight Armet

Heavy head, spectre


  • Cost: 29,750

Whenever you lose hit points, you may use your reaction to expend one medi-gel (provided you have any medi-gel remaining).

Set Bonus (2 of 2). When you make a Charisma-based skill check, your Charisma is considered to be a 19. This has no effect if your Charisma is higher than 19.

Reckoner-Knight Armorsuit

Heavy body armor, spectre


  • Cost: 144,500

30 shields (regen 5). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Set Bonus (2 of 2). When you make a Charisma-based skill check, your Charisma is considered to be a 19. This has no effect if your Charisma is higher than 19.

Recon Hood

Light head, uncommon


  • Cost: 46,750

+1 AC. Infrared Vision 60m. Darkvision 60m. You can toggle between vision types as a free action.

Remnant Battery

Medium chest, rare, Andromeda-only


  • Cost: 106,550

30 shields (regen 10)

Set Bonus (3 of 4). When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Set Bonus (4 of 4). You may jumpstart your shields any number of times. Each time you do, roll a d20. On a roll of 8 or less, your shields malfunction: you lose all shield points and they cannot be regained until you finish a long rest.

Remnant Helmet

Medium head, rare, Andromeda-only


  • Cost: 15,600

Darkvision 20m. Infrared Vision 20m. You may toggle between vision types as a free action.

Set Bonus (3 of 4). When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Set Bonus (4 of 4). You may jumpstart your shields any number of times. Each time you do, roll a d20. On a roll of 8 or less, your shields malfunction: you lose all shield points and they cannot be regained until you finish a long rest.

APPENDIX A | ARMOR SETS

Remnant Tasset

Medium legs, rare, Andromeda-only


  • Cost: 22,400

Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Set Bonus (3 of 4). When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Set Bonus (4 of 4). You may jumpstart your shields any number of times. Each time you do, roll a d20. On a roll of 8 or less, your shields malfunction: you lose all shield points and they cannot be regained until you finish a long rest.

Remnant Vambraces

Medium arms, rare, Andromeda-only


  • Cost: 16,450

Shield regen +5.

Set Bonus (3 of 4). When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Set Bonus (4 of 4). You may jumpstart your shields any number of times. Each time you do, roll a d20. On a roll of 8 or less, your shields malfunction: you lose all shield points and they cannot be regained until you finish a long rest.

Rosenkov Reflex Armor

Heavy chest, rare


  • Cost: 20,400

Once per short rest, you may take 2 reactions within a single turn.

Rosenkov Snaring Gauntlets

Heavy arms, uncommon


  • Cost: 18,000

You are immune to dropping your weapon if hit by any effect that would otherwise disarm you.

Scavenger Armor

Light body armor, rare


  • Cost: 50,000

+6 grenade capacity. +8 Thermal clip capacity. +4 medi-gel capacity. You have 2 additional weapon slots (or increase your carry capacity by 20kg).

Set Bonus (2 of 2). You are immune to disease and the poisoned condition and you have resistance to poison damage.

Scavenger Helmet

Light head, rare


  • Cost: 48,625

You have advantage on Intelligence (Investigation) and Intelligence (Science) rolls when analyzing objects.

Set Bonus (2 of 2). You are immune to disease and the poisoned condition and you have resistance to poison damage.

Securitel Helmet

Medium head, uncommon


  • Cost: 38,250

+1 AC. Any critical hit against you becomes a normal hit

Sentry Interface

Medium head, uncommon


  • Cost: 17,000

Once per short rest, as a reaction to taking damage, you may jumpstart your shield regen and immediately gain shield points equal to your regen amount.

Serrice Adaptor Gauntlets

Medium arms, uncommon


  • Cost: 45,050

Every long rest, you can designate a type of damage except bludgeoning, piercing, or slashing. You gain resistance to it until you take another long rest.

Serrice Rimebane Armor

Medium chest, rare


  • Cost: 55,250

Resistance to cold damage. Immunity from the frozen condition.

Sirta Parade Armor

Light body armor, uncommon


  • Cost: 38,675

Advantage on Persuasion and Performance checks.

Skirmish Armor

Medium body armor, uncommon


  • Cost: 39,950

+1 AC. Increase your speed by 4m. Increase your grenade capacity by 4.

Stealth Greaves

Light legs, uncommon


  • Cost: 14,450

While you wear these greaves, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Stealth checks that rely on moving silently.

Stock Heavy Armor

Heavy body armor, common


  • Cost: 21,250

Stock Light Armor

Light body armor, common


  • Cost: 14,450

Stock Medium Armor

Medium body armor, common


  • Cost: 17,850

APPENDIX A | ARMOR SETS

Strider Legguards

Medium legs, uncommon


  • Cost: 28,050

Advantage on Acrobatics checks. Speed +6m.

Survivor Armor

Medium body armor, uncommon


  • Cost: 30,600

+1 AC

Terminus Assault Chestpiece

Heavy chest, uncommon


  • Cost: 27,075

10 shields (regen 5).

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). You have resistance to cold and fire damage. You have advantage on stealth checks against thermal sensors and creatures or devices using infrared vision.

Terminus Assault Gauntlets

Heavy arms, uncommon


  • Cost: 21,975

+1 bonus to melee attack and damage rolls

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). You have resistance to cold and fire damage. You have advantage on stealth checks against thermal sensors and creatures or devices using infrared vision.

Terminus Assault Greaves

Heavy legs, uncommon


  • Cost: 14,325

Speed +4m

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). You have resistance to cold and fire damage. You have advantage on stealth checks against thermal sensors and creatures or devices using infrared vision.

Terminus Assault Helmet

Heavy head, uncommon


  • Cost: 29,625

+1 AC

Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls.

Set Bonus (4 of 4). You have resistance to cold and fire damage. You have advantage on stealth checks against thermal sensors and creatures or devices using infrared vision.


Titan Armor

Heavy body armor, uncommon


  • Cost: 87,550

20 shields (regen 5). +2 AC

Umbra Visor

Light head, rare


  • Cost: 46,750

You gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.

Ursa Armor

Medium body armor, uncommon


  • Cost: 84,150

20 shields (regen 10). +2 AC

Warlord Armor

Heavy body armor, rare


  • Cost: 116,875

Resistance to slashing and bludgeoning damage. +2 AC.

APPENDIX A | ARMOR SETS

Appendix B: Armor Mods

Armor mods allow you to upgrade your equipment, providing powerful bonuses. All mods have their own costs. Operatives who are proficient with Tinker's tools can craft mods but most can be purchased from your local equipment shop. Once you've acquired your mod, you can install it yourself (if you're proficient with Armorsmith's or Tailor's tools) or you can have an equipment shop install it for you.

Read the Mods section of Chapter 5 for more information.

Amror Mod List

The Armor Mods are presented in alphabetical order.

Ablative Coating

Chest, spectre


  • Cost: 50,000

Resistance to piercing damage.

Adrenaline Regulator

Chest, rare


  • Cost: 40,000

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Aerial Performance Optimizer

Chest, rare


  • Cost: 40,000

Requires a Jump Jet or Jetpack mod also be installed. When you are hovering (via Jump Jets) or flying (via Jetpack), you have a +2 bonus to all attack and damage rolls.

Amplifier Plates

Arms, rare


  • Cost: 12,000

+1 bonus to spell damage rolls

Archon AI

Head, spectre


  • Cost: 30,000

You regain 1d4 worth of spell slots or tech points when you take a short rest.

Asymmetric Defense Layer

Chest, rare


  • Cost: 50,000

+2 AC


Autogel

Arms, uncommon


  • Cost: 8,000

When you lose hit points, as a reaction, you may expend a charge of medi-gel.

Autogel

Legs, uncommon


  • Cost: 8,000

When you lose hit points, as a reaction, you may expend a charge of medi-gel.

Auxiliary Shield Emitters

Arms, uncommon


  • Cost: 8,000

Increase your shield regen by 5.

Auxiliary Shield Emitters

Chest, uncommon


  • Cost: 8,000

Increase your shield regen by 5.

Auxiliary Shield Emitters

Legs, uncommon


  • Cost: 8,000

Increase your shield regen by 5.

Back Holster

Chest, common


  • Cost: 6,000

Gain 2 additional weapon slots. If using the Variant: Encumbrance rule, increase your Carry Weight by 10.

Barrier

Chest, rare


  • Cost: 24,000

The armor contains a mass effect barrier with 3 barrier ticks. You cannot use these additional barrier ticks for biotic spells, they are only for damage reduction. The barrier ticks recharge after a short rest.

Battle Telemetry

Arms, spectre


  • Cost: 30,000

You regain 1d4 worth of spell slots or tech points when you take a short rest.

APPENDIX B | ARMOR MODS

Battle Telemetry

Chest, spectre


  • Cost: 30,000

You regain 1d4 worth of spell slots or tech points when you take a short rest.

Battlefield Assist Module

Chest, spectre


  • Cost: 38,000

At the start of your turn, if you have less than one-quarter of your hit points remaining, you can use a bonus action to cast Defense Matrix (Custom Current). It lasts 1 minute and does not require concentration. You may use this feature once per long rest.

Bladed Wristguards

Arms, uncommon


  • Cost: 5,000

When you are hit with a melee attack, deal 1d6 piercing damage back at the attacker.

Ceramic Weave

Chest, uncommon


  • Cost: 20,000

+1 AC

Chest Holster - Grenades

Chest, uncommon


  • Cost: 6,000

Increase your grenade capacity by 4

Chest Holster - Thermal Clips

Chest, uncommon


  • Cost: 2,000

Increase your thermal clip capacity by 8

Cleats

Legs, uncommon


  • Cost: 15,000

Resistance to lightning.

EC Counter

Arms, rare


  • Cost: 22,000

Whenever you are hit with a melee attack, the attacking creature takes 2d4 lightning damage and must succeed on a DC 10 Constitution saving throw or becomes stunned until the start of your next turn. This effect can only happen once per round (every 6 seconds).

ER Jetpack

Chest, rare


  • Cost: 150,000

As a bonus action, activate the jetpack to gain flying 6m for 10 minutes. This device cannot be used again until you finish a long rest.

Echo Cancel

Legs, common


  • Cost: 4,000

Your footsteps make no noise and you have advantage on Dexterity (Stealth) checks that rely on remaining silent.

Energized Plating

Chest, spectre


  • Cost: 90,000

+3 AC

Enviro-Systems

Chest, common


  • Cost: 6,000

As a free action, you gain Water Breathing and the ability to breathe indefinitely in zero-oxygen environments for the next 24 hours. If you are not wearing a helmet, the suit creates a hard light helmet that equalizes pressure around your head.

Environmental Regulators

Chest, rare


  • Cost: 62,500

Resistance to fire and cold damage.

Equilibrium Regulator

Head, uncommon


  • Cost: 30,000

When you take the Dash action on your turn, you can use a bonus action to make one weapon attack.

Focus Modulator

Head, uncommon


  • Cost: 40,000

As a bonus action, you choose a creature you can see within 30m. For the next minute, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use this feature 3 times per long rest.

Hardened Weave

Chest, spectre


  • Cost: 250,000

Resistance to cold, fire, force, lightning, and necrotic damage types.

Hip Caddy - Grenades

Legs, common


  • Cost: 3,000

Increase your grenade capacity by 2

Hip Caddy - Thermal Clips

Legs, common


  • Cost: 1,000

Increase your thermal clip capacity by 4.

APPENDIX B | ARMOR MODS

Hip Holster

Legs, common


  • Cost: 3,000

Gain 1 additional weapon slot. If using the Variant: Encumbrance rule, increase your Carry Weight by 5.

Jetpack

Chest, rare


  • Cost: 60,000

As a bonus action, activate the jetpack to gain flying 6m for 1 minute. This device cannot be used again until you finish a short rest.

Jump Jets

Legs, uncommon


  • Cost: 22,500

Your jump distance is tripled. If you jump straight up, you can hover at the apex of your jump until the start of your next turn, at which point, you fall slowly back to the ground, taking half of your movement speed for this turn.

Life Support Webbing

Legs, uncommon


  • Cost: 15,000

Increases your maximum exhaustion by 1 level. At the first level, you suffer no negative effects.

Mag Latches

Legs, rare


  • Cost: 50,000

If you are standing on a metal surface, you are immune to being lifted. Otherwise, if you would make a saving throw against being lifted, you have advantage.

Medi-gel Regulator

Chest, spectre


  • Cost: 60,000

Gain 1 additional hit point for each level you have gained.

Microservos

Legs, uncommon


  • Cost: 12,000

+1 bonus to melee attack and damage rolls

Microservos

Arms, rare


  • Cost: 30,000

+2 bonus to melee attack and damage rolls

Night Sight

Head, uncommon


  • Cost: 10,000

You gain darkvision 30m.


Offhand Ammo Pack

Arms, common


  • Cost: 500

Increase your thermal clip capacity by 2

Ordinance Packs

Legs, uncommon


  • Cost: 10,000

Your heavy weapons have 2 additional charges.

Personal Disruptor Torpedoes

Arms, spectre


  • Cost: 25,000

Choose a target location within 30m. Creatures within a 4m sphere of the target must make a Dexterity saving throw. On a failed save, a creature takes 3d12 force damage, or have as much damage on a successful one. You must finish a short rest, allowing the weapon to recharge before using it again.

QR Jetpack

Chest, spectre


  • Cost: 120,000

As a bonus action, activate the jetpack to gain flying 6m for 1 minute. You may use this 3 times per short rest.

Reactive Kinetic Compensator

Chest, uncommon


  • Cost: 20,000

Any critical hit against you becomes a normal hit.

Recharge Capacitor

Chest, rare


  • Cost: 15,000

Once per short rest, as a reaction to taking damage, you may jump-start your shield regen and immediately gain shield points equal to your regen amount.

Recharge Capacitor

Head, rare


  • Cost: 15,000

Once per short rest, as a reaction to taking damage, you may jump-start your shield regen and immediately gain shield points equal to your regen amount.

Revive AI

Chest, rare


  • Cost: 35,000

Once per long rest, if you fall below 0 hit points you immediately become stabilized.

Savant Biotic Amp

Head, rare


  • Cost: 40,000

When you roll a 1 or 2 on a damage die for an attack you make with a biotic spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

APPENDIX B | ARMOR MODS

Sentry System

Head, uncommon


  • Cost: 10,000

Increase your shield points by 5.

Shield Battery

Chest, uncommon


  • Cost: 10,000

Increase your shield points by 5.

Shield Capacity

Arms, uncommon


  • Cost: 10,000

Increase your shield points by 5.

Shield Interface

Chest, spectre


  • Cost: 50,000

Increase your shield points by 15.

Shield Modulator

Chest, rare


  • Cost: 25,000

Increase your shield points by 10.

Shock absorbers

Legs, uncommon


  • Cost: 15,000

Resistance to thunder.

Stimulator Conduits

Legs, common


  • Cost: 6,000

Increase your speed by 6m.

Tactical Holsters

Chest, uncommon


  • Cost: 8,000

You can holster one weapon then draw another weapon as a free action.

Tactical Holsters

Legs, uncommon


  • Cost: 8,000

You can holster one weapon then draw another weapon as a free action.

Teflon Coating

Chest, uncommon


  • Cost: 15,000

Resistance to radiant damage.


Thermal Armor

Chest, uncommon


  • Cost: 35,000

You are immune to being frozen.

Toxic Resistance

Chest, uncommon


  • Cost: 37,500

Resistance to acid and poison damage. You have advantage on Constitution saving throws that would cause you to be poisoned.

Umbra AI

Head, rare


  • Cost: 40,000

When you roll a 1 or 2 on a damage die for an attack you make with a tech power, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Voice Modulator

Head, common


  • Cost: 12,000

+2 to Persuasion and Intimidation checks

Zoom Enhance

Head, uncommon


  • Cost: 15,000

You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within a range of 2m.

APPENDIX B | ARMOR MODS

Appendix C: Weapons

This appendix has the full list of available weapons, their price and weight, the damage they deal when they hit, and any special properties they possess.

Some armore pieces are identified as Andromeda Only, meaning these pieces would only be available if you set your campaign in the Andromeda Galaxy.

Weapon List

The Weapons are presented in alphabetical order, grouped by weapon type.

Assault Rifles

Adas Anti-Synthetic Rifle

Uncommon assault rifle, arc, special, two handed


  • Cost: 17,000
  • Damage: 2d6 lightning
  • Range: 10/30m
  • Heat: 3
  • Weight: 5

Deals an additional 1d6 lightning damage to synthetic targets.

Cerberus Harrier

Uncommon assault rifle, burst fire, recoil, two handed


  • Cost: 17,000
  • Damage: 2d6 piercing
  • Range: 60/180m
  • Heat: 6
  • Weight: 5

Chakram Launcher

Uncommon assault rifle, recoil, two handed


  • Cost: 14,500
  • Damage: 1d8 piercing
  • Range: 80/240m
  • Heat: 4
  • Weight: 2

Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 1d8 piercing and 2d4 thunder damage.

Collector Assault Rifle

Spectre assault rifle, burst fire, special, two handed


  • Cost: 60,000
  • Damage: 4d4 piercing
  • Range: 20/60m
  • Heat: 8
  • Weight: 6

The Collector Assault Rifle does not use thermal clips. Instead, use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

Cyclone

Uncommon assault rifle, two handed, heavy, burst fire


  • Cost: 17,000
  • Damage: 2d6 piercing
  • Range: 20/60m
  • Heat: 20
  • Weight: 8

Geth Pulse Rifle

Rare assault rifle, burst fire, two handed


  • Cost: 37,000
  • Damage: 2d6 radiant
  • Range: 40/120m
  • Heat: 9
  • Weight: 4

L-89 Halberd

Rare assault rifle, double tap, two handed


  • Cost: 37,000
  • Damage: 2d6 piercing
  • Range: 60/180m
  • Heat: 15
  • Weight: 3

M-15 Vindicator

Uncommon assault rifle, burst fire, two handed


  • Cost: 15,500
  • Damage: 1d10 piercing
  • Range: 50/150m
  • Heat: 12
  • Weight: 2

M-37 Falcon

Uncommon assault rifle, double tap, two handed


  • Cost: 14,500
  • Damage: 1d8 thunder
  • Range: 10/30m
  • Heat: 8
  • Weight: 5

Instead of making a ranged weapon attack, the target makes a Dexterity saving throw (DC 8 + DEX modifier). Do not add your DEX modifier to a Double Tap attack. If you are proficient with Assault Rifles, add your proficiency bonus to the DC. On a failed save, the target takes 1d8 thunder damage, or half as much on a successful one.

APPENDIX C | WEAPONS

M-55 Argus

Uncommon assault rifle, burst fire, recoil, two handed


  • Cost: 16,500
  • Damage: 1d12 piercing
  • Range: 20/60m
  • Heat: 9
  • Weight: 5

M-7 Lancer

Rare assault rifle, burst fire, two handed


  • Cost: 37,000
  • Damage: 2d6 piercing
  • Range: 20/60m
  • Heat: 8
  • Weight: 2

Somewhat of a relic and hard to come by, the M-7 does not use thermal clips. Instead, use a d8 to track the \"heat\". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 2 faces. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

M-76 Revenant

Uncommon assault rifle, burst fire, two handed


  • Cost: 17,500
  • Damage: 3d4 piercing
  • Range: 10/30m
  • Heat: 6
  • Weight: 4

M-8 Avenger

Common assault rifle, burst fire, two handed


  • Cost: 7,500
  • Damage: 1d8 piercing
  • Range: 20/60m
  • Heat: 9
  • Weight: 3

M-96 Mattock

Uncommon assault rifle, double tap, two handed


  • Cost: 14,500
  • Damage: 1d8 piercing
  • Range: 40/120m
  • Heat: 15
  • Weight: 3

M-99 Saber

Spectre assault rifle, double tap, special, two handed


  • Cost: 60,500
  • Damage: 3d6 piercing
  • Range: 50/150m
  • Heat: 8
  • Weight: 5

Custom made for its owner. When you purchase this weapon, you may choose one of the following: Increase damage of this weapon to d8, reloading this weapon is a bonus action, or +2 on ranged attack rolls made with the weapon.


N7 Typhoon

Rare assault rifle, burst fire, heavy, recoil, two handed


  • Cost: 39,000
  • Damage: 2d8 piercing
  • Range: 20/60m
  • Heat: 6
  • Weight: 9

AC +1 when holding this weapon.

N7 Valkyrie

Rare assault rifle, two handed


  • Cost: 39,000
  • Damage: 2d8 piercing
  • Range: 30/90m
  • Heat: 4
  • Weight: 5

P.A.W.

Spectre assault rifle, two handed, special, Andromeda-only


  • Cost: 59,000
  • Damage: 2d8 force
  • Range: 20/60m
  • Heat: 6
  • Weight: 5

The P.A.W. does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

After successfully hitting a target with a ranged attack with this weapon, you may use your bonus action to begin targeting. Until the targeting condition ends, you deal weapon damage to the target at each of the following combat phases: the end of your turn, the beginning of the target's turn, the end of the target's turn, and the beginning of your turn. Each time you deal damage, spin down your heat dice. In addition to standard targeting rules, this targeting condition can end when this weapon's heat becomes 0, when the targeted creature gains three-quarter or full cover, the target uses an action and succeeds on an opposed Dexterity check (you may add your proficiency bonus if you are proficient with this weapon type), or you use a bonus action on your turn to end the condition.

Particle Rifle

Spectre assault rifle, burst fire, special, two handed


  • Cost: 61,000
  • Damage: 2d10 radiant
  • Range: 10/30m
  • Heat: 6
  • Weight: 6

The Particle Rifle does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

APPENDIX C | WEAPONS

Pathfinder Pioneer

Rare assault rifle, burst fire, two handed


  • Cost: 37,000
  • Damage: 2d6 piercing
  • Range: 40/120m
  • Heat: 8
  • Weight: 2

Whenever you make an attack roll with this weapon and miss, you gain a stacking +1 bonus to subsequent attack rolls. Whenever you make an attack roll with this weapon and hit, your +1 bonus resets to 0.

Phaeston

Common assault rifle, burst fire, two handed


  • Cost: 8,000
  • Damage: 2d4 piercing
  • Range: 20/60m
  • Heat: 12
  • Weight: 3

Sandstorm

Rare assault rifle, double tap, two handed, Andromeda-only


  • Cost: 37,500
  • Damage: 3d4 piercing
  • Range: 80/240m
  • Heat: 8
  • Weight: 6

Soned

Spectre assault rifle, two handed, heavy, Andromeda-only


  • Cost: 60,000
  • Damage: 4d4 fire
  • Range: 10/30m
  • Heat: 12
  • Weight: 8

Sovoa

Spectre assault rifle, two handed, special, Andromeda-only


  • Cost: 59,000
  • Damage: 2d8 thunder
  • Range: 10/30m
  • Heat: 3
  • Weight: 6

Instead of making a ranged weapon attack, target an area within normal or long range of this weapon. Each creature within a 4m radius of the target makes a Dexterity saving throw. The DC of this saving throw equals 8 + your Dexterity modifier + your proficiency bonus (if you are proficient with Assault Rifles). A creature takes thunder damage equal to the weapon's damage on a failed save or half as much on a successful one. Each creature within the radius has advantage on the saving throw the target area is beyond the normal range of this weapon.

Striker Assault Rifle

Rare assault rifle, recoil, two handed


  • Cost: 36,500
  • Damage: 1d12 piercing
  • Range: 10/30m
  • Heat: 12
  • Weight: 6

After making a ranged attack with the Striker, you may choose to enter the Targeting condition. At the start of your next turn, all ranged attacks made with the Striker deal an additional 1d12 damage, at the cost of 2 heat per attack. This bonus continues to stack at the start of your turn until the targeting condition ends or until the Striker must be reloaded. For example, the 3rd round would deal 3d12 for 3 heat per attack, etc.

Sweeper

Rare assault rifle, two handed, heavy, special, burst fire, Andromeda-only


  • Cost: 39,000
  • Damage: 2d8 force
  • Range: 20/60m
  • Heat: 6
  • Weight: 8

The Sweeper does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

Thokin

Rare assault rifle, two handed, special, Andromeda-only


  • Cost: 37,500
  • Damage: 3d4 fire
  • Range: 20/60m
  • Heat: 4
  • Weight: 6

Each attack costs 2 heat. Weapon attacks made with this weapon cannot miss as long as you can see the target.

X5 Ghost

Uncommon assault rifle, two handed, burst fire


  • Cost: 15,000
  • Damage: 2d4 piercing
  • Range: 30/90m
  • Heat: 8
  • Weight: 4

Whenever you make an attack with this weapon, if your previous action, reaction, or bonus action was an attack with this weapon, you gain a +1 bonus to the attack roll. Possesses recording and sensor functions so it can be left behind as a "black box" by doomed explorers.

Zalkin

Uncommon assault rifle, two handed, double tap, Andromeda-only


  • Cost: 15,000
  • Damage: 2d4 fire
  • Range: 20/60m
  • Heat: 8
  • Weight: 5

APPENDIX C | WEAPONS

Heavy Pistols

Acolyte

Uncommon heavy pistol, light


  • Cost: 13,500
  • Damage: 1d6 force
  • Range: 20/60m
  • Heat: 6
  • Weight: 2

Damage done by this weapon cannot be reduced by using barrier ticks. Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 2d6 force damage.

Arc Pistol

Uncommon heavy pistol, arc, light, special


  • Cost: 13,500
  • Damage: 1d6 lightning
  • Range: 30/90m
  • Heat: 18
  • Weight: 2

Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 2d6 lightning damage.

Equalizer

Rare heavy pistol, double tap, light, burst fire, Andromeda-only


  • Cost: 34,500
  • Damage: 1d8 force
  • Range: 10/30m
  • Heat: 8
  • Weight: 2

When you hit a target beyond normal range, it takes half damage.

The Equalizer does not use thermal clips. Instead, use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

Executioner Pistol

Spectre heavy pistol,


  • Cost: 63,000
  • Damage: 2d12 piercing
  • Range: 30/90m
  • Heat: 1
  • Weight: 2

M-11 Suppressor

Uncommon heavy pistol, silent, double tap, light


  • Cost: 13,500
  • Damage: 1d6 piercing
  • Range: 20/60m
  • Heat: 8
  • Weight: 2

M-3 Predator

Common heavy pistol, double tap, light


  • Cost: 5,500
  • Damage: 1d4 piercing
  • Range: 20/60m
  • Heat: 15
  • Weight: 1

M-358 Talon

Spectre heavy pistol, double tap, light


  • Cost: 57,000
  • Damage: 2d6 piercing
  • Range: 10/30m
  • Heat: 6
  • Weight: 4

M-5 Phalanx

Common heavy pistol, double tap, hip fire, light


  • Cost: 5,500
  • Damage: 1d4 piercing
  • Range: 20/60m
  • Heat: 12
  • Weight: 1

M-6 Carnifex

Rare heavy pistol, double tap, light


  • Cost: 34,500
  • Damage: 1d8 piercing
  • Range: 30/90m
  • Heat: 10
  • Weight: 2

M-77 Paladin

Spectre heavy pistol, double tap, light


  • Cost: 55,500
  • Damage: 1d10 piercing
  • Range: 30/90m
  • Heat: 8
  • Weight: 2

N7 Eagle

Rare heavy pistol, burst fire, light


  • Cost: 35,000
  • Damage: 2d4 piercing
  • Range: 20/60m
  • Heat: 12
  • Weight: 1

Scorpion

Rare heavy pistol, special, double tap


  • Cost: 33,500
  • Damage: 1d6 thunder
  • Range: 20/60m
  • Heat: 6
  • Weight: 2

Missed shots adhere to nearby surfaces and do 1d4 thunder damage to the target.

APPENDIX C | WEAPONS

Sidewinder

Rare heavy pistol, double tap, Andromeda-only


  • Cost: 36,500
  • Damage: 1d12 null
  • Range: 30/90m
  • Heat: 6
  • Weight: 3

Silhesh

Spectre heavy pistol, double tap, light, Andromeda-only


  • Cost: 53,500
  • Damage: 1d6 fire
  • Range: 20/60m
  • Heat: 6
  • Weight: 3

Each attack costs 2 heat. Weapon attacks made with this weapon cannot miss as long as you can see the target.

Ushior

Spectre heavy pistol, , Andromeda-only


  • Cost: 61,000
  • Damage: 2d10 fire
  • Range: 30/90m
  • Heat: 2
  • Weight: 4


Heavy Weapons

Cobra Missile Launcher

Rare heavy weapon, special, two handed, heavy


  • Cost: 82,000
  • Damage: 8d12 thunder
  • Range: 120m
  • Charges: 4
  • Weight: 12

As an Attack, choose a creature within 60m that you can see and begin targeting. If you remain targeting until the start of your next turn, you may use an Attack to fire a missile at the target, dealing 8d12 thunder damage.

Geth Spitfire

Uncommon heavy weapon, special, two handed, heavy


  • Cost: 40,000
  • Damage: 12d4 radiant
  • Range: 20m
  • Charges: 3
  • Weight: 7

As an Attack, begin targeting, releasing a torrent of bullets in a 10-meter cone extending from your location and consuming 1 charge. The torrent of bullets continues as long as your are targeting. Creatures that enter the area for the first time on a turn or being their turn there must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 12d4 radiant damage. On a success, a creature takes half as much damage. At the start of your turn, you may choose to continue targeting, consuming another charge.


M-100 Grenade Launcher

Uncommon heavy weapon, two handed, special, heavy


  • Cost: 20,500
  • Damage: 3d6 thunder
  • Range: 30m
  • Charges: 12
  • Weight: 6

Choose an area within 30m that you can see and fire a grenade at it. Each creature within a 4-meter radius sphere must make a DC 14 Dexterity saving throw. On a failed save a creature takes 3d6 thunder damage or half as much on a successful one.

M-451 Firestorm

Uncommon heavy weapon, special, two handed


  • Cost: 24,000
  • Damage: 4d6 fire
  • Range: 6m
  • Charges: 10
  • Weight: 6

Sweep fire across the battlefield. Creatures within a 6m cone must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much damage on a successful one.

M-560 Hydra

Spectre heavy weapon, special, two handed, heavy


  • Cost: 76,000
  • Damage: 4d12 thunder
  • Range: 120m
  • Charges: 1
  • Weight: 12

As an Attack, choose a creature within 60m that you can see and begin targeting. If you remain targeting until the start of your next turn, fire a unique missile that automatically hits the target . The missile deploys 3 shaped charges. The first disrupts any barriers or shields, completely removing all barrier ticks and shield points. The second charge cripples armor; the creature's is reduced by 3 for the next hour. The final charge explodes and the creature must make a DC 18 Constitution saving throw. On a failed save the creature takes 4d12 thunder damage or half as much on a successful one.

M-597 Landon

Spectre heavy weapon, special, two handed, heavy


  • Cost: 68,000
  • Damage: 4d8 thunder
  • Range: 120m
  • Charges: 10
  • Weight: 11

As an Attack, begin targeting, choosing up to 10 creatures within 120 meters. If you remain targeting until the start of your next turn, launch a miniature missile at each target, dealing 4d8 thunder damage. Each missile used consumes a weapon charge.

APPENDIX C | WEAPONS

M-920 Cain

Spectre heavy weapon, special, two handed, heavy


  • Cost: 82,500
  • Damage: 5d12 radiant
  • Range: 120m
  • Charges: 5
  • Weight: 11

As an Attack, choose a location within 120m and begin targeting. If you remain targeting until the start of your next turn, you can choose to continue targeting, consuming another charge, or you may use an Attack to fire the Cain. When fired, any creature within 2m of the target location automatically fails the saving throw. Creatures within 10m of the target make a DC 18 Dexterity saving throw. On a failed save, a creature takes X + 5d12 radient damage where X is the number of charges you used multiplied by 2. On a success, a creature takes half damage.

ML-77 Missile Launcher

Uncommon heavy weapon, special, two handed, heavy


  • Cost: 29,500
  • Damage: 3d12 thunder
  • Range: 60m
  • Charges: 6
  • Weight: 10

As an Attack, choose a creature within 60m that you can see and begin targeting. If you remain targeting until the start of your next turn, fire a missile at the target. Each creature within a 4m cube centered on the target must make a DC 14 Dexterity saving throw. On a failed save a creature takes 6d12 thunder damage or half as much on a successful one.

Reaper Blackstar

Spectre heavy weapon, special, two handed, heavy


  • Cost: 132,500
  • Damage: 15d10 necrotic
  • Range: 120m
  • Charges: 1
  • Weight: 12

As an Attack, choose a creature within 120m that you can see and begin targeting. If you remain targeting until the start of your next turn, fire a sub-atomic particle beam at the target, dealing 15d10 necrotic damage. This weapon counts as a Small Reaper Tech and can cause creatures to become indoctrinated.

Sync Laser

Rare heavy weapon, special, two handed, heavy


  • Cost: 82,000
  • Damage: 8d12 thunder
  • Range: 120m
  • Charges: 2
  • Weight: 9

As an Attack, choose a10m x 20m rectangle begin targeting. If you remain targeting until the start of your next turn, call down an orbital strike at the target location. Each creature within the rectangle must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 8d12 thunder damage. On a success, a creature takes half damage.

Melee

Asari Huntress Sword

Rare melee, finesse, light


  • Cost: 34,500
  • Damage: 1d8 slashing
  • Weight: 1

Kinetic energy from successful melee attacks grant a minor biotic boost. When you hit with an attack using this weapon, as a bonus action, you may cast a biotic cantrip.

Electric Firaan

Rare melee, finesse, light, Andromeda-only


  • Cost: 32,500
  • Damage: 1d4 piercing
  • Weight: 1

When you hit with an attack using this weapon, the target takes an additional 1d4 lightning damage. If the target maintaining a concentration spell, it automatically fails its saving throw to maintain that spell. An angara wielding this weapon deals an additional 2d4 lightning damage instead of 1d4.

Kahjean Venom Dagger

Rare melee, finesse, light, thrown


  • Cost: 32,500
  • Damage: 1d4 piercing
  • Weight: 1

When you hit with an attack using this weapon, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Kett Carfalon

Rare melee, versatile, Andromeda-only


  • Cost: 34,500
  • Damage: 1d8 slashing
  • Weight: 2

Versatile (1d10). When you deal damage with this weapon, you gain hit points equal to half the damage dealt. Hit point gained this way cannot be more than your hit point maximum.

Kett Vakarsh

Spectre melee, , Andromeda-only


  • Cost: 54,500
  • Damage: 1d8 fire
  • Weight: 3

When you hit a target with this weapon it becomes primed (fire) until the end of your next turn.

APPENDIX C | WEAPONS

Krogan Warhammer

Rare melee, two handed, heavy, versatile


  • Cost: 37,000
  • Damage: 2d6 bludgeoning
  • Weight: 8

When you hit with an attack using this weapon, the target must succeed on a Strength saving throw (DC = 8+Proficiency Bonus+ Strength modifier) or is knocked prone. If wielded by a Krogan or another creature with a minimum Strength ability score of 18, this weapon becomes Versatile (1d12 for single-handed)

Monomolecular Blade

Common melee, slashing, versatile (2d6), finesse


  • Cost: 8,500
  • Damage: 1d10 slashing
  • Weight: 1

Omni-Blade

Common melee, light, finesse, special


  • Cost: 7,500
  • Damage: 1d8 slashing
  • Weight: 0

Drawing the Omni-Blade is a free action. Having this weapon equipped does not require a weapon slot.

Omni-Hammer

Common melee, bludgeoning, light, special


  • Cost: 8,500
  • Damage: 1d10 bludgeoning
  • Weight: 0

Drawing the Omni-Hammer is a free action. Having this weapon equipped does not require a weapon slot.

Omni-Taser

Common melee, finesse, light, special


  • Cost: 5,500
  • Damage: 1d4 lightning
  • Weight: 0

Drawing the Omni-Taser is a free action. Having this weapon equipped does not require a weapon slot.

Omni-Torch

Common melee, light, special


  • Cost: 6,500
  • Damage: 1d6 fire
  • Weight: 0

Drawing the Omni-Torch is a free action. Having this weapon equipped does not require a weapon slot.

Omni-Whip

Rare melee, finesse, reach, special


  • Cost: 35,000
  • Damage: 2d4 lightning
  • Weight: 0

Drawing the Omni-Whip is a free action. Having this weapon equipped does not require a weapon slot.


Remnant Cryo-Gauntlet

Spectre melee, Andromeda-only


  • Cost: 53,500
  • Damage: 1d6 cold
  • Weight: 3

When you hit a target with this weapon it becomes primed (cold) until the end of your next turn and must succeed on a DC 10 Strength saving throw or become frozen until the end of your next turn. If you critically hit with this weapon, the target automatically fails its saving throw.

Riot Shield

Common melee,


  • Cost: 5,000
  • Damage: null piercing
  • Weight: 2

+2 AC

Sawblade

Rare melee, slashing, two handed


  • Cost: 35,500
  • Damage: 1d10 slashing
  • Weight: 2

When you hit an organic target with an attack, it takes an additional 2d6 damage at the start of its turn due to blood loss (this damage bypasses shields).

Stun Baton

Uncommon melee, light


  • Cost: 13,500
  • Damage: 1d6 bludgeoning
  • Weight: 1

When you hit with an attack using this weapon, the target takes an additional 1d4 lightning damage. If the target maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.

Shotguns

AT-12 Raider

Uncommon shotgun, double tap, hip fire, two handed, recoil


  • Cost: 19,000
  • Damage: 2d8 piercing
  • Range: 2/6m
  • Heat: 2
  • Weight: 6

Dhan

Spectre shotgun, two handed, hip fire, heavy, recoil, Andromeda-only


  • Cost: 63,500
  • Damage: 3d8 fire
  • Range: 4/12m
  • Heat: 2
  • Weight: 8

APPENDIX C | WEAPONS

Disciple

Rare shotgun, two handed, hip fire, recoil


  • Cost: 35,000
  • Damage: 2d4 bludgeoning
  • Range: 4/12m
  • Heat: 4
  • Weight: 2

On a hit, the target must make a Constitution saving throw (DC 8) or becomes {stunned}.

Geth Plasma Shotgun

Spectre shotgun, two handed, hip fire, recoil


  • Cost: 61,000
  • Damage: 2d10 radiant
  • Range: 6/18m
  • Heat: 5
  • Weight: 7

Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 2d10 radiant damage.

Graal Spike Thrower

Uncommon shotgun, two handed, hip fire, recoil


  • Cost: 17,000
  • Damage: 2d6 piercing
  • Range: 8/24m
  • Heat: 3
  • Weight: 8

When you hit an organic target with an attack, it takes an additional 2d6 damage at the start of its turn due to blood loss (this damage bypasses shields).

Hesh

Rare shotgun, two handed, hip fire, recoil, Andromeda-only


  • Cost: 37,500
  • Damage: 3d4 fire
  • Range: 4/12m
  • Heat: 3
  • Weight: 7

M-11 Wraith

Rare shotgun, two handed, hip fire, recoil


  • Cost: 40,500
  • Damage: 3d6 piercing
  • Range: 6/18m
  • Heat: 2
  • Weight: 4

M-22 Eviscerator

Uncommon shotgun, two handed, hip fire, recoil


  • Cost: 19,000
  • Damage: 2d8 piercing
  • Range: 6/18m
  • Heat: 3
  • Weight: 5

M-23 Katana

Common shotgun, two handed, hip fire, recoil


  • Cost: 10,000
  • Damage: 2d6 piercing
  • Range: 4/12m
  • Heat: 5
  • Weight: 4

M-27 Scimitar

Common shotgun, two handed, hip fire, double tap, recoil


  • Cost: 8,000
  • Damage: 2d4 piercing
  • Range: 4/12m
  • Heat: 9
  • Weight: 5

M-300 Claymore

Rare shotgun, two handed, hip fire, heavy, recoil


  • Cost: 43,500
  • Damage: 3d8 piercing
  • Range: 4/12m
  • Heat: 1
  • Weight: 9

N7 Crusader

Spectre shotgun, two handed, hip fire, double tap, heavy, recoil


  • Cost: 61,000
  • Damage: 2d10 piercing
  • Range: 8/24m
  • Heat: 4
  • Weight: 8

N7 Piranha

Uncommon shotgun, two handed, hip fire, recoil


  • Cost: 15,000
  • Damage: 2d4 piercing
  • Range: 4/12m
  • Heat: 6
  • Weight: 5

When fired make a single attack roll against all creatures in a 4m cone. All creatures with AC less than the attack are hit.

Pathfinder Deep Impact

Rare shotgun, two handed, hip fire, recoil


  • Cost: 37,000
  • Damage: 2d6 piercing
  • Range: 4/12m
  • Heat: 6
  • Weight: 6

Whenever you make an attack roll with this weapon and miss, you gain a stacking +1 bonus to subsequent attack rolls. Whenever you make an attack roll with this weapon and hit, your +1 bonus resets to 0.

APPENDIX C | WEAPONS

Reegar Carbine

Rare shotgun, two handed, hip fire, arc, special


  • Cost: 36,500
  • Damage: 1d12 lightning
  • Range: 6/18m
  • Heat: 20
  • Weight: 5

Ruzad

Uncommon shotgun, two handed, heavy


  • Cost: 17,000
  • Damage: 2d6 piercing
  • Range: 4/12m
  • Heat: 3
  • Weight: 10

In addition to its other properties, this weapon is also considered a melee weapon. It has the Versatile property. Successful melee attacks deal 1d10 (2d6) slashing damage.

Scattershot

Rare shotgun, two handed, heavy, hip fire, special, Andromeda-only


  • Cost: 39,000
  • Damage: 2d8 force
  • Range: 14/42m
  • Heat: 4
  • Weight: 9

The Scattershot does not use thermal clips. Instead, use a d4 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

Shorty

Spectre shotgun, two handed, heavy, recoil, hip fire, burst fire, Andromeda-only


  • Cost: 61,000
  • Damage: 2d10 null
  • Range: 6/18m
  • Heat: 10
  • Weight: 10

Venom Shotgun

Spectre shotgun, two handed, hip fire, special, recoil


  • Cost: 61,000
  • Damage: 2d10 thunder
  • Range: 10/30m
  • Heat: 4
  • Weight: 6

Use a bonus action to charge the weapon before firing, consuming 2 heat. It deals an additional 2d10 thunder damage. Instead of making a ranged weapon attack, target a creature that makes a Dexterity saving throw (DC13). On a successful save, it takes half as much damage.


SMGs

Blood Pack Punisher

Rare smg, hip fire, burst fire, recoil


  • Cost: 37,500
  • Damage: 3d4 piercing
  • Range: 6/18m
  • Heat: 6
  • Weight: 2

+1 to hit targets within normal range

Charger

Common smg, burst fire


  • Cost: 8,000
  • Damage: 2d4 piercing
  • Range: 6/18m
  • Heat: 4
  • Weight: 2

Collector SMG

Spectre smg, special, two handed, burst fire, light


  • Cost: 59,000
  • Damage: 2d8 piercing
  • Range: 10/30m
  • Heat: 6
  • Weight: 3

The Collector SMG does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

Geth Plasma SMG

Spectre smg, special, burst fire, recoil


  • Cost: 60,000
  • Damage: 4d4 radiant
  • Range: 18/54m
  • Heat: 12
  • Weight: 3

M-12 Locust

Rare smg, hip fire, burst fire, light


  • Cost: 37,500
  • Damage: 3d4 piercing
  • Range: 10/30m
  • Heat: 3
  • Weight: 1

M-25 Hornet

Uncommon smg, double tap, hip fire, burst fire, light


  • Cost: 15,000
  • Damage: 2d4 piercing
  • Range: 8/24m
  • Heat: 6
  • Weight: 1

APPENDIX C | WEAPONS

M-4 Shuriken

Common smg, hip fire, burst fire, light


  • Cost: 8,000
  • Damage: 2d4 piercing
  • Range: 4/12m
  • Heat: 3
  • Weight: 2

M-9 Tempest

Uncommon smg, hip fire, burst fire, light


  • Cost: 17,000
  • Damage: 2d6 piercing
  • Range: 10/30m
  • Heat: 6
  • Weight: 1

N7 Hurricane

Spectre smg, hip fire, burst fire


  • Cost: 60,500
  • Damage: 3d6 piercing
  • Range: 6/18m
  • Heat: 6
  • Weight: 2

Pathfinder Ranger

Rare smg, burst fire, hip fire


  • Cost: 37,000
  • Damage: 2d6 piercing
  • Range: 8/24m
  • Heat: 6
  • Weight: 3

Whenever you make an attack roll with this weapon and miss, you gain a stacking +1 bonus to subsequent attack rolls. Whenever you make an attack roll with this weapon and hit, your +1 bonus resets to 0.

Rozerad

Spectre smg, burst fire, double tap, Andromeda-only


  • Cost: 57,500
  • Damage: 3d4 fire
  • Range: 6/18m
  • Heat: 6
  • Weight: 3

Sniper Rifles

Black Widow

Spectre sniper rifle, two handed, burst fire, heavy


  • Cost: 63,000
  • Damage: 2d12 piercing
  • Range: 100/300m
  • Heat: 3
  • Weight: 10

Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.


Collector Sniper Rifle

Rare sniper rifle, two handed, burst fire


  • Cost: 36,500
  • Damage: 1d12 piercing
  • Range: 60/180m
  • Heat: 4
  • Weight: 8

The Collector Sniper Rifle does not use thermal clips. Instead, use a d4 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

Inferno

Spectre sniper rifle, two handed, special, heavy, double tap, Andromeda-only


  • Cost: 57,000
  • Damage: 2d6 force
  • Range: 80/240m
  • Heat: 6
  • Weight: 9

The Inferno does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

Isharay

Rare sniper rifle, two handed, heavy, Andromeda-only


  • Cost: 43,500
  • Damage: 3d8 piercing
  • Range: 80/240m
  • Heat: 1
  • Weight: 9

This weapon cannot be reloaded with a bonus action.

Javelin

Rare sniper rifle, two handed, special, heavy


  • Cost: 36,500
  • Damage: 1d12 piercing
  • Range: 100/300m
  • Heat: 1
  • Weight: 9

Ignores half and three-quarters cover

APPENDIX C | WEAPONS

Kishock Harpoon Gun

Rare sniper rifle, two handed


  • Cost: 40,500
  • Damage: 3d6 piercing
  • Range: 80/240m
  • Heat: 1
  • Weight: 7

A target hit by this weapon makes a Constitution (DC 13) saving throw. On a failed save, the target takes an additional 3d6 damage at the start of their turn due to blood loss (this damage bypasses shields).

Krysae Sniper Rifle

Uncommon sniper rifle, two handed, hip fire, double tap


  • Cost: 15,000
  • Damage: 2d4 piercing
  • Range: 80/240m
  • Heat: 3
  • Weight: 6

+2 damage to synthorganic enemies

Lanat

Rare sniper rifle, two handed, heavy, special, Andromeda-only


  • Cost: 39,000
  • Damage: 2d8 fire
  • Range: 40/120m
  • Heat: 4
  • Weight: 10

Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 2d8 fire damage.

M-13 Raptor

Uncommon sniper rifle, two handed, double tap, hip fire


  • Cost: 14,500
  • Damage: 1d8 piercing
  • Range: 60/180m
  • Heat: 15
  • Weight: 5

M-29 Incisor

Rare sniper rifle, two handed, burst fire


  • Cost: 40,500
  • Damage: 3d6 piercing
  • Range: 60/180m
  • Heat: 3
  • Weight: 4

M-90 Indra

Spectre sniper rifle, two handed, burst fire


  • Cost: 59,000
  • Damage: 2d8 piercing
  • Range: 60/180m
  • Heat: 9
  • Weight: 6

M-92 Mantis

Common sniper rifle, two handed


  • Cost: 12,000
  • Damage: 2d8 piercing
  • Range: 80/240m
  • Heat: 1
  • Weight: 6

M-97 Viper

Uncommon sniper rifle, two handed, double tap


  • Cost: 16,500
  • Damage: 1d12 piercing
  • Range: 100/300m
  • Heat: 6
  • Weight: 5

You can reload this weapon as a bonus action.

M-98 Widow

Uncommon sniper rifle, two handed, heavy


  • Cost: 23,000
  • Damage: 2d12 piercing
  • Range: 80/240m
  • Heat: 1
  • Weight: 9

Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.

N7 Valiant

Rare sniper rifle, two handed, double tap


  • Cost: 39,000
  • Damage: 2d8 piercing
  • Range: 100/300m
  • Heat: 3
  • Weight: 5

Naladen

Spectre sniper rifle, two handed, special, Andromeda-only


  • Cost: 59,000
  • Damage: 2d8 fre
  • Range: 80/240m
  • Heat: 3
  • Weight: 7

Hit or miss, each creature within a 4m radius of the target takes 1d4 fire damage.

Pathfinder Observer

Rare sniper rifle, two handed


  • Cost: 39,000
  • Damage: 2d8 piercing
  • Range: 80/240m
  • Heat: 2
  • Weight: 6

Whenever you make an attack roll with this weapon and miss, you gain a stacking +1 bonus to subsequent attack rolls. Whenever you make an attack roll with this weapon and hit, your +1 bonus resets to 0.

APPENDIX C | WEAPONS

Shadow

Rare sniper rifle, two handed, heavy, special, Andromeda-only


  • Cost: 39,000
  • Damage: 2d8 force
  • Range: 60/180m
  • Heat: 4
  • Weight: 9

The Shadow does not use thermal clips. Instead, use a d4 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

After successfully hitting a target with a ranged attack with this weapon, you may use your bonus action to begin targeting. Until the targeting condition ends, you deal weapon damage to the target at each of the following combat phases: the end of your turn, the beginning of the target's turn, the end of the target's turn, and the beginning of your turn. Each time you deal damage, spin down your heat dice. In addition to standard targeting rules, this targeting condition can end when this weapon's heat becomes 0, when the targeted creature gains three-quarter or full cover, the target uses an action and succeeds on an opposed Dexterity check (you may add your proficiency bonus if you are proficient with this weapon type), or you use a bonus action on your turn to end the condition.

Vanquisher

Uncommon sniper rifle, two handed, Andromeda-only


  • Cost: 17,000
  • Damage: 2d6 piercing
  • Range: 60/180m
  • Heat: 4
  • Weight: 5

APPENDIX C | WEAPONS

Appendix D: Weapon Mods

Weapon mods allow you to upgrade your melee and ranged weapons, providing powerful bonuses. All mods have their own costs. Operatives who are proficient with Tinker's tools can craft mods but most can be purchased from your local equipment shop. Once you've acquired your mod, you can install it yourself (if you're proficient with Weaponsmith's tools) or you can have an equipment shop install it for you.

Read the Mods section of Chapter 5 for more information.

Weapon Mod List

The Weapon Mods are presented in alphabetical order.

Beam Emitter

Spectre ammo mod, available for all ranged weapons


  • Cost: 52,000

+2 on ranged attack rolls made with this weapon. It loses the Burst Fire and Double Tap properties and its damage type becomes radiant. After successfully hitting a target with a ranged attack with this weapon, you may use your bonus action to begin targeting. Until the targeting condition ends, you deal weapon damage to the target at each of the following combat phases: the end of your turn, the beginning of the target's turn, the end of the target's turn, and the beginning of your turn. Each time you deal damage, remove 1 heat. In addition to standard targeting rules, this targeting condition can end when this weapon's heat becomes 0, when the targeted creature gains three-quarter or full cover, the target uses an action and succeeds on an opposed Dexterity check (you may add your proficiency bonus if you are proficient with this weapon type), or you use a bonus action on your turn to end the condition.

Bio-Converter

Spectre magazine mod, available for all ranged weapons


  • Cost: 33,000

When this weapon's heat becomes 0, it immediately gains X heat and you take Xd4 fire damage where X is the maximum heat of the weapon. This damage bypasses shields and barriers and cannot be reduced in any way.

Burst Fire System

Uncommon ammo mod, available for all ranged weapons


  • Cost: 13,000

The weapon gains 6 heat and the Burst Fire attribute, but you have a -2 penalty with attack rolls and you reduce any damage done by 1 die type (d4s become a d2).


Combat Sensor

Uncommon body mod, available for all ranged weapons


  • Cost: 20,000

While this weapon is equipped, you have advantage on initiative rolls. In addition, you and any of your companions within 10m of you can't be surprised, except when incapacitated. The sensor awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Concentration Mod

Rare body mod, available for sniper rifles


  • Cost: 12,000

If you reduce your speed to 0 for the turn, ranged attack rolls with this weapon score critical hits on rolls of 19 & 20.

Counterweight

Uncommon grip mod, available for melee weapons


  • Cost: 5,000

+1 on melee attack rolls made with this weapon.

Cranial Trauma System

Uncommon barrel mod, available for heavy pistols


  • Cost: 8,000

Roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack made with this weapon.

Cryo Ammo

Rare ammo mod, available for all ranged weapons


  • Cost: 20,000

You may use a bonus action to toggle the following effect on or off: damage type becomes cold. Successful ranged weapon attacks cause the target to become primed (cold) and reduce its movement speed by half until the end of its next turn.

Disruptor Ammo

Rare ammo mod, available for all ranged weapons


  • Cost: 20,000

You may use a bonus action to toggle the following effect on or off: damage type becomes lightning, Successful ranged attacks can detonate primed targets or cause the target to become primed (lightning) until the end of its next turn.

Electrical Conduits

Rare ammo mod, available for all ranged weapons


  • Cost: 15,000

The weapon loses the Burst Fire and Double Tap properties and gains the Arc property. If its range is farther than 10m/20m, its range becomes 10m/20m.

APPENDIX D | WEAPON MODS

Energy Channel

Spectre strike mod, available for melee weapons


  • Cost: 32,000

When you hit with a melee attack with this weapon, you may deal 5 additional lightning damage and remove 5 shield points. You cannot use this if you have 0 shield points.

Explosive Ammo

Rare ammo mod, available for all ranged weapons


  • Cost: 15,000

You may use a bonus action to toggle the following effect on or off: Successful ranged attacks deal an additional 1d8 thunder damage, but each attack drains 2 heat.

Extended Barrel I

Uncommon barrel mod, available for assault rifles, heavy pistols, smgs, sniper rifles


  • Cost: 5,000

+1 on damage rolls made with this weapon.

Extended Barrel II

Rare barrel mod, available for assault rifles, heavy pistols, smgs, sniper rifles


  • Cost: 12,500

+2 on damage rolls made with this weapon.

Extended Barrel III

Spectre barrel mod, available for assault rifles, heavy pistols, smgs, sniper rifles


  • Cost: 25,000

+3 on damage rolls made with this weapon.

Extended Grip

Uncommon grip mod, available for melee weapons


  • Cost: 8,000

The weapon loses the Finesse and Light properties. If the weapon has the Versatile property, remove it and add the Two-handed and Reach properties. Otherwise, add the Versatile property and increase the damage dice by one die type for a Versatile attack.

Extended Magazine

Rare magazine mod, available for all ranged weapons


  • Cost: 20,000

The weapon gains additional heat equal to its base heat.

Grenade Launcher

Spectre ammo mod, available for all ranged weapons


  • Cost: 48,000

The weapon loses the Burst Fire and Double Tap property. Its damage type becomes thunder. When you attack with this weapon choose a target location within the weapon's normal range. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a target takes thunder damage equal to twice the weapon's damage, or half as much on a successful one. Each attack costs 2 heat.

Gyroscope

Rare grip mod, available for melee weapons


  • Cost: 10,000

The weapon gains the Thrown property. If it already has the Thrown property, it gains +1 to hit with a ranged weapon attack.

Heat Sink

Spectre magazine mod, available for all ranged weapons


  • Cost: 40,000

The weapon gains additional heat equal to double its base heat.

High-Caliber Barrel I

Uncommon barrel mod, available for all ranged weapons


  • Cost: 12,000

+1 on damage rolls made with this weapon. Ignores half cover.

High-Caliber Barrel II

Rare barrel mod, available for all ranged weapons


  • Cost: 19,500

+2 on damage rolls made with this weapon. Ignores half cover.

High-Caliber Barrel III

Spectre barrel mod, available for all ranged weapons


  • Cost: 32,000

+3 on damage rolls made with this weapon. Ignores half cover.

High-Velocity Barrel I

Uncommon barrel mod, available for all ranged weapons


  • Cost: 20,000

When you roll a 1 on a damage die for an attack you make with this weapon, you can reroll the die and must use the new roll, even if the new roll is a 1.

High-Velocity Barrel II

Rare barrel mod, available for all ranged weapons


  • Cost: 50,000

When you roll a 1 or 2 on a damage die for an attack you make with this weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Honed Strike

Uncommon strike mod, available for melee weapons


  • Cost: 5,000

+1 on damage rolls made with this weapon.

APPENDIX D | WEAPON MODS

Incendiary Ammo

Rare ammo mod, available for all ranged weapons


  • Cost: 20,000

You may use a bonus action to toggle the following effect on or off: damage type becomes fire. Successful ranged attacks deal an additional 1d4 fire damage and the target becomes primed (fire) until the end of its next turn.

Long Barrel

Uncommon barrel mod, available for heavy pistols, smgs, shotguns


  • Cost: 8,000

The weapon loses the Hip Fire property. Double the weapon's normal and long range.

Magazine Upgrade

Uncommon magazine mod, available for all ranged weapons


  • Cost: 8,000

The weapon gains additional heat equal to half its base heat (rounded down).

Omni-Blade Attachment

Uncommon barrel mod, available for assault rifles


  • Cost: 10,000

In addition to its other properties, this weapon is also considered a melee weapon. It has the finesse property and successful melee attacks deal 1d8 piercing damage.

Phasic Ammo

Rare ammo mod, available for all ranged weapons


  • Cost: 15,000

You may use a bonus action to toggle the following effect on or off: -2 on ranged weapon damage rolls, but all damage done bypasses shields.

Piercing Ammo

Rare ammo mod, available for assault rifles, heavy pistols, sniper rifles


  • Cost: 20,000

Damage done by this weapon cannot be reduced by piercing damage resistance.

Plasma Charge System

Spectre ammo mod, available for all ranged weapons


  • Cost: 69,000

The weapon loses the Burst Fire and Double Tap property. Its damage type becomes radiant. Hit or miss, each creature within 2m or the target takes 2d10 radiant damage. Use a bonus action to charge the weapon before firing, consuming 2 heat. If charged, increase the hit or miss radiant damage to 4d10.


Poisoned Alloys

Rare strike mod, available for melee weapons


  • Cost: 15,000

Requires a melee weapon that deals slashing or puncture damage. When you hit with a melee attack with this weapon, the target must make a DC 13 Constiution saving throw or become poisoned for 1 hour.

Power Magnifier

Uncommon body mod, available for heavy pistols, smgs


  • Cost: 12,000

+1 on spell damage rolls while holding this weapon.

Precision Scope

Uncommon body mod, available for assault rifles, heavy pistols, smgs


  • Cost: 10,000

Double the weapon's normal and long range. +1 on ranged attack rolls made with this weapon.

Probability Modulator

Spectre strike mod, available for melee weapons


  • Cost: 42,000

Attacks made with this weapon score a critical hit on a roll of 19 or 20.

Quick Release Magazine

Uncommon magazine mod, available for assault rifles, heavy pistols, smgs, sniper rifles


  • Cost: 15,000

You may reload this weapon as a bonus action.

Rebalanced Field Coils

Rare magazine mod, available for all ranged weapons


  • Cost: 18,000

+1 on damage rolls made with this weapon if its current heat is less than half its maximum heat

Seeking Plasma System

Spectre ammo mod, available for all ranged weapons


  • Cost: 75,000

The weapon loses the Burst Fire property. Its damage type becomes fire. Reduce any damage done by 1 die type (d4s become a d2). Each attack costs 2 heat. Weapon attacks made with this weapon cannot miss as long as you can see the target.

Shotgun Choke

Rare barrel mod, available for shotguns


  • Cost: 12,500

The weapon loses the Hip Fire property. Double the weapon's normal and long range. +1 to weapon damage rolls made with this weapon.

APPENDIX D | WEAPON MODS

Shredder Ammo

Rare ammo mod, available for shotguns


  • Cost: 20,000

You may use a bonus action to toggle the following effect on or off: damage type becomes slashing. Damage done by this weapon cannot be reduced by slashing damage resistance.

Single Fire System

Uncommon ammo mod, available for all ranged weapons


  • Cost: 15,000

The weapon loses the Burst Fire and Double Tap properties. +2 bonus to weapon attack rolls. Increase any damage done by 1 die type, d12s become a +2 bonus to damage.

Stability Damper I

Uncommon body mod, available for assault rifles, smgs, shotguns, sniper rifles


  • Cost: 5,000

+1 on ranged attack rolls made with this weapon.

Stability Damper II

Rare body mod, available for assault rifles, smgs, shotguns, sniper rifles


  • Cost: 12,500

+2 on ranged attack rolls made with this weapon.

Stability Damper III

Spectre body mod, available for assault rifles, smgs, shotguns, sniper rifles


  • Cost: 25,000

+3 on ranged attack rolls made with this weapon.

Sticky Grenade Launcher

Spectre ammo mod, available for all ranged weapons


  • Cost: 65,000

The weapon loses the Burst Fire property. Its damage type becomes thunder. On a hit, the target takes an additional 3d6 thunder damage and becomes prone. On a miss, the grenade lands 4m beyond the target. At the end of your turn, each creature within 2m of the grenade must succeed on a DC 10 Dexterity saving throw or take 3d6 thunder damage.

Stunner

Rare barrel mod, available for heavy pistols, smgs


  • Cost: 25,000

In addition to its other properties, this weapon is also considered a melee weapon. Successful melee attacks deal 1d6 bludgeoning + 1d4 piercing damage and if the target is maintaining a concentration spell it automatically fails its saving throw to maintain the spell.


Thermal Scope

Uncommon body mod, available for assault rifles, sniper rifles


  • Cost: 20,000

Looking through the scope gives the wielder Infrared Vision. When making a ranged weapon attack, you may choose whether or not to use Infrared Vision.

Ultralight Materials

Uncommon body mod, available for all ranged weapons


  • Cost: 8,000

Reduces the weapon's weight by one half. If the weapon has the Heavy property, remove it. If the weapon does not have the heavy property it gains the Light property.

Ultralight Materials II

Rare body mod, available for all ranged weapons


  • Cost: 20,000

Reduces the weapon's weight by one half. If the weapon has the Heavy property, remove it. If the weapon does not have the heavy property it gains the Light property. If the weapon has the two-handed property, remove it.

Vintage Heat Sink

Uncommon magazine mod, available for all ranged weapons


  • Cost: 13,000

This weapons heat becomes a die, based on its current heat. 1-4: d4, 5-6: d6, 7-8: d8, 9-10: d10, 11+: d12. Whenever you make a ranged attack with the weapon, spin down the die 1 face. If you make a Burst Fire attack, spin down the die 2 faces instead. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

Warp Ammo

Rare ammo mod, available for all ranged weapons


  • Cost: 20,000

You may use a bonus action to toggle the following effect on or off: damage type becomes necrotic damage. Successful ranged attacks detonate primed targets and a target with an active barrier will have 2 barrier ticks removed and cannot benefit from the barriers damage reduction for this attack.

APPENDIX D | WEAPON MODS

Appendix E: Grenades & Mines

Grenades and mines provide various types of explosive mechanics to use in the heat of combat.

Read the Grenades & Mines section of Chapter 5 for more information.

Grenades & Mines List

The Grenades & Mines are presented in alphabetical order.

Arc Grenade

Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Marks. When you use this grenade at Mark II or higher, the damage increases by 1d6 for each mark above the first.

Cain Trip Mine

Launch a Cain Trip Mine to a point you can see within 20m. The mine affixes to a solid surface and projects a beam 6m tripwire. When a creature or object passes through the tripwire, the mine explodes. Any creature within a 2m sphere must make a DC 13 Dexterity saving throw. A creature takes 2d12 thunder damage on a failed save or half as much damage on a successful one.

Creatures need to pass a DC 10 Wisdom (Perception) check to notice the mine.

To disarm the mine, a creature must pass a DC 13 Intelligence (Electronics) check. Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw.

A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine takes 2d12 thunder damage.

At Higher Marks. When you use this mine at Mark II or higher, the damage increases by 1d12 for each mark above the first.

Cluster Grenade

Target an area within 10m. Each creature within 6m of the target must make a DC 16 Dexterity saving throw. A creature takes 2d6 thunder damage on a failed save, or half as much damage on a successful one.

At Higher Marks. When you use this grenade at Mark II or higher, the damage increases by 1d6 for each mark above the first.


Flashbang Grenade

Target an area within 10m. Each creature within 4m of the target must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn.

At Higher Marks. When you use this grenade at Mark II or higher, the DC of the Constitution saving throw increases by 1 for each mark above the first.

Frag Grenade

Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.

At Higher Marks. When you use this grenade at Mark II or higher, the damage increases by 1d12 for each mark above the first.

Homing Grenade

Target a creature you can see within 10m. The target creature takes 1d6 thunder damage. Each other creature within 2m of the target must make a DC 10 Dexterity saving throw. On a failed save, a creature takes 1d6 thunder damage or half as much on a successful one.

At Higher Marks. When you use this grenade at Mark II or higher, the damage increases by 1d6 for each mark above the first.

Inferno Grenade

Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d4 fire or half as much on a successful one. The 4m area continues to burn for 1 minute. A creature must also make the saving throw when it enters the burning space for the first time on a turn or ends its turn there.

At Higher Marks. When you use this grenade at Mark II or higher, the damage increases by 1d4 for each mark above the first.

Lift Grenade

Target an area within 10m. Each creature within 4m of the target must make a DC 13 Strength saving throw. On a failed save, a creature is lifted until the end of your next turn.

At Higher Marks. When you use this grenade at Mark II or higher, the DC of the Strength saving throw increases by 1 for each mark above the first.

Multi-frag Grenade

Target 3 areas within 10m. Each creature within 4m of each target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage or half as much on a successful one.

At Higher Marks. When you use this grenade at Mark II or higher, you may target one additional area for each mark above the first.

APPENDIX E | GRENADES & MINES

Proximity Mine

Place a proximity mine within 2m. The first creature, besides yourself, that comes within 2m of the mine takes 1d8 thunder damage.

Creatures need to pass a DC 10 Wisdom (Perception) check to notice the mine.

To disarm the mine, a creature must pass a DC 13 Intelligence (Electronics) check. Failing the check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw.

A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine takes 1d8 thunder damage.

At Higher Marks. When you use this mine at Mark II or higher, the damage increases by 1d8 for each mark above the first.

Recon Mine

Launch a recon mine to a location of your choice within 10m. It first sticks to the target location then scans enemies within a 10m cone, relaying tactical weak points about the enemy's armor and location. After your turn ends, any hostile that walks through the scanning cone loses 1 AC. Each creature can only be affected by this debuff once.

You may spend another action to detonate the mine. Each creature within 2m must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d4 thunder damage, or half as much damage on a successful one.

Creatures need to pass a DC 10 Wisdom (Perception) check to notice the mine.

To disarm the mine, a creature must pass a DC 13 Intelligence (Electronics) check. Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw.

A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine takes 2d4 thunder damage.

At Higher Marks. When you use this mine at Mark II or higher, the range increases by 2m for each mark above the first

Smoke Grenade

Target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.

At Higher Marks. When you use this grenade at Mark II or higher, the radius increases by 2m for each mark above the first.


Sticky Grenade

Target an area within 10m. At the beginning of your next turn, creatures within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage or half as much damage on a successful one.

With a sticky grenade, you may choose to make a melee weapon attack on a target creature within 2m instead or a ranged weapon attack on a target creature within 10m instead. Add your Dexterity modifier to the attack. Do not add your proficiency bonus to the attack unless you have the Grenadier feat. On a hit, the grenade hits and sticks to the target, and when it explodes, the target automatically fails its saving throw. On a miss, the grenade lands in the creature's square.

At Higher Marks. When you use this grenade at Mark II or higher, the damage increases by 1d6 for each mark above the first.

APPENDIX E | GRENADES & MINES

Appendix F: Omni-tool Programs

Most omni-tools come with a standard set of functionality, including scanning, remote interfacing, and some fabricator designs. However, there exist in the galaxy a number of advanced omni-tool programs that are not available for the general population's consumption. These programs tend to be of military design, experimental hacks or deprecated programs that have been scrubbed from the exonet.

Read the Omni-tool Programs section of Chapter 5 for more information.

Omni-tool Programs List

The Omni-tool Programs are presented in alphabetical order.

Active_Camo.exe

Uncommon program, requires installation

The user's omni-tool diverts energy to coat their armor in color-adaptive hard light, using data obtained from the suit's micro-sensors. While not making the wearer truly invisible, this adaptive camouflage helps the user blend into any environment. Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks made to hide. You can use an action toggle this effect off or on as a free action.

All_Terrain.exe

Uncommon program, requires installation

You can spend a free action to flash forge hard light enhancements for your armor, such as climbing spikes on your boots and gloves, and flexible fins on your boots. While running this program, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Cardio_Muscular_Optimizer.exe

Rare program, requires installation

A program that syncs up with the user's VI to run a full-body performance optimizer. Your Constitution score is 19 while you are running this program. It has no effect if your Constitution score is already 19 or higher.

Cognition_Booster.exe

Rare program, requires installation

This program diverts positive energy from your omni-tool to the nerve clusters in your brain, accelerating your thought processes and critical thinking. Your Intelligence score becomes 19 while this program is active. If your Intelligence is equal to or higher than 19, this program has no effect.


Deflector_Array.exe

Rare program, requires installation

Developed by technicians who wanted more protection while maintaining light armor, while this program is Active your omni-tool generates a form-fitting nano-cloud of hard light atoms around you, invisible to the naked eye. This increases the chances that an incoming bullet or attack will be turned aside by the nano-cloud, acting as an extra layer of protection.

The user gains +2 to AC while not wearing Medium or Heavy Armor, or using a Riot Shield. (Anything bulkier than Light Armor throws off the cloud's bio-tracking, and renders it ineffective.)

Distortion_Veil.exe

Rare program, requires installation

While this program is active, highly-synced, micro-holo projectors blur the user's visual image and electromagnetic presence on non-IFF'd sensors. This causes attack rolls against the user to have disadvantage. If the user takes damage, this property ceases to function until the start of their next turn (due to the projectors re-routing power and re-compensating). This property is suppressed while the user is incapacitated, restrained, or otherwise unable to move.

Double_Time.exe

Rare program, requires installation

While this program is Active, you can use a bonus action to re-route a third of your omni-tool's processing power to your armor's mobility servos, dramatically increasing your speed. You double your walking speed, and any attack of opportunity made against you is made at disadvantage. This effect lasts 10 minutes, and can only be activated once per long rest.

(this re-route wasn't intended by any armor manufacturer, the recovery time allows the omni-tool to scan and repair the abuse electronics within the armor.)

EM_Trail_Scrambler.exe

Uncommon program, requires installation

As an action, activate an ionized laser that targets the environment behind you. This makes attempts to track the user via traditional or electromagnetic signal tracing harder, and Survival/Science checks made to do so are made at disadvantage. One installation of this program lasts for 1 hour.

APPENDIX F | OMNI-TOOL PROGRAMS

Experimental_Barrier_Generator.exe

Rare program

Convert 10 omni-gel into 1d4+4 black beads that measure 2 centimeters in diameter but weigh nothing. These beads are held in place on the user's wrist by the omni-tool's hard light field.

As an action, you can launch a bead at a target location within 30m. The bead explodes on impact and is destroyed. Each creature within a 6m radius of where the bead landed must make a Dexterity saving throw or take 5d4 Force damage. A sphere of transparent biotic energy then encloses that area for 1 minute. Any creature that fails its save and is completely within the area is trapped inside this sphere. Creatures that succeeded their saves or are partially within the area are pushed away from the center of the sphere until they are no longer inside it.

Only breathable air can pass through the sphere's wall. No attack or other effect penetrate it.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed.

The sphere can be picked up, and its altered mass causes it to weigh only half a kilogram (~ 1lb). regardless of the weight of creatures inside.

Single-use: Once you use this program, it deletes itself from your omni-tool.

Expert_Hand.exe

Uncommon program, requires installation

Your omni-tool optimizes your gauntlets' mobility and sensitivity. Many operators and infiltrators prefer this program, as it makes their jobs much easier. While Active, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Intelligence (Electronics) checks made to bypass locks.

Flash_Hypno.exe

Uncommon program, requires installation

This program activates strobes in the user's visor/eyewear with 3 powerful charges. You can expend 1 charge as an action to cast the 'Charm Person' spell (save DC 13) on an organic creature within 10m of you, provided that you and the target can see each other. Your omni-tool regains all expended charges after a long rest, provided that the program is Active.


Primal_Tap.exe

Varies program, requires installation

While this program is active, your omni-tool perfectly balances your adrenal, muscular, skeletal and cardio systems to optimize physical power. Depending on what Mark program you have active, your Strength score increases to a certain amount. This has no effect if your Strength score is already equal to or higher than that value. Many military groups equip their combat-ready infantry with a version or Mark I or II, but more up-to-date versions of the program are incredibly rare to find, the bleeding edge of military technology that only the best can afford.

Version STR Score Rarity
Mark I 19 Uncommon
Mark II 21 Rare
Mark III 23 Rare
Mark IV 26 Spectre
Mark V 29 Spectre

Quantum_Displacer.exe

Rare program, requires installation

Your omni-tool is equipped with a highly experimental quantum device. You can spend a bonus action and 3 omni-gel to designate an open space within 60m, and instantly teleport there.

You project one invisibly small molecule into that space, which is quantum entangled with a molecule in your armor. Sending an energy current through the device will re-unite the molecules instantly, effectively teleporting you to your designated location. The device is then offline until the end of your next long rest.

APPENDIX F | OMNI-TOOL PROGRAMS

Show_Stopper.exe

Uncommon program

This suite of programs contains a subset of holographic displays. A full suite has 20 displays. A used program is usually missing 1d20 − 1 displays.

The creator of this program, a human hacker, known as Gahri Gi'gax, wrote a randomization algorithm into its use. You can use an action to activate a display at random from the program, spawning a holographic image within 12m of you.

The image of one or more creatures forms over the targeted area and remains until dispelled. The holographic creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 50m of the hologram and can see it, you can use an action to move it anywhere within 12m of the initial location. Any physical interaction with the hologram reveals it to be an illusion because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as a hologram with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The hologram lasts 1 hour or until you cancel the display. At which point, the display removes itself from the suite. Once you have used all of the displays, the program deletes itself from your omni-tool.

1d20 Illusion
1 An asari dancer
2 2 hanar
3 3 belligerent Krogan
4 A batarian with 3 varren on leashes
5 A pod crab
6 6 zombies
7 7 dwarves
8 8 pyjaks wearing fez hats
9 A drell assassin
10 A large fantasy dragon
11 A swarm of beetles
12 A wizard
13 An elcor
14 A yahg
15 3 gas bags
16 A white tiger
17 A unicorn
18 An armored knight
19 Tyrannosaurus Rex
20 Gahri Gi'gax

Spotter_Support_System.exe

Uncommon program, requires installation

While this program is Active, your omni-tool links up to your armor's gauntlets, scanners, and weapon systems. Roughly a third of its processing power is diverted into calculating micro-corrections when you fire at a target, generating minuscule magnetic fields to align your aim more correctly. You are considered proficient with Sniper Rifles while this program is Active, and gain a +2 to damage rolls with such weapons.

Terra_Angelis.exe

Spectre program, requires installation

Can only be used by humans

This is an experimental, Cerberus-funded VI was created in the pursuit of a perfect AI that will put the protection of humanity first and foremost. While it never achieved true AI status, this VI is highly advanced and single-mindedly devoted to protecting & enabling humanity.

When you activate this program, designate one ranged weapon to install Terra Angelis onto. This weapon now has +3 to attack and damage rolls. The first time you attack with this weapon on each of your turns, you can choose to transfer some or all of the weapon's bonus to your AC, instead of using the bonus on any of your attacks for that turn (i.e., add +2 to AC and +1 to attack/damage rolls). The adjusted bonuses remain until the start of your next turn, although you must be wielding the weapon to gain the benefits.

Thermic_Overvent.exe

Uncommon program

You can use an action to spend 1 omni-gel and overheat every heat-generating element within your omni-tool, overriding safety protocols and using the omni-gel as propellant. You create three fire rays from your outstretched hand, each with a range of 240m. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. When you make the attacks, make them with a modifier of +5 to the attack roll. The omni-tool then needs time to compensate and repair itself, rendering this program inoperative until the end of a long rest.

Unstable: When you acquire this program, it can be used 1d6 times before the code becomes too unstable to use.

Threat_Assessment.exe

Rare program, requires installation

Your omni-tool powers a specialized VI whose purpose is to detect incoming threats and identify them for the user. This data appears as audio and visual warnings on the user's HUD and gives the user +1 to their AC and all Saving Throws.

Trace_Signal_Jammer.exe

Uncommon program, requires installation

While this program is Activated, the user is hidden from long-range sensors. You cannot be targeted by any tracking device that functions by receiving a tracking device's signal, and targeting lasers cannot pinpoint your precise location, giving you advantage on any saving throws against Heavy Weapons that require Targeting to fire.

APPENDIX F | OMNI-TOOL PROGRAMS

Appendix G: Conditions

Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, an enemies' attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.

The following definitions specify what happens to a creature while it is subjected to a condition. In Mass Effect 5e there are five new conditions: Frozen, Indoctrinated, Lifted, Primed, and Targeting

Blinded

  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Charmed

  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Deafened

  • A deafened creature can't hear and automatically fails any ability check that requires hearing.

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

Frozen

  • A frozen creature is incapacitated and can't move or speak.
  • The creature is primed" sub="cold. Any detonating attack ends the lifted condition after resolving the detonation effect.
  • The creature automatically fails Dexterity saving throws. Attack rolls against the creature have advantage.

Grappled

  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the throw spell.

Incapacitated

  • An incapacitated creature can't take actions or reactions.

Indoctrinated

If your campaign is set during any part of the Reaper invasion, it's likely you'll need some indoctrination effects. While we encourage you to riff on these ideas or make up your own, here is a baseline for using indoctrination in your campaign.

Spending time in the presence of a creature or object that can cause indoctrination (namely, Reaper technology) can lead to a special condition called indoctrination. Indoctrination is measured in six levels. For each 24 hour period a creature spends within the presence of an indoctrinating source, the creature must make a DC 10 Wisdom saving throw. On a failed save, the creature suffers one level of indoctrination. If an already indoctrinated creature spends another 24 hour period within the presence of Reaper technology, the DC of the saving throw increases as described below.

APPENDIX G | CONDITIONS

Level Next Wisdom DC Effect
1 12 You have difficulty sleeping and constantly have dreams of inky black and oily shadows. To gain the benefits of a long rest takes an additional 4 hours.
2 14 You begin showings signs of paranoia, having feelings of being watched. You have disadvantage on all your Charisma-based skill checks.
3 16 You have extreme paranoia. You have disadvantage on all of your Wisdom- and Intelligence-based skill checks.
4 18 You begin to hear voices that issue simple commands. If you do not immediately follow the command, you take 11 (2d10) psychic damage. This damage bypasses shields.
5 20 The voices in your head speak to you often and you begin to agree with what they're saying. You are considered charmed.
6 - You become a Reaper thrall and lose all control of your character (You are effectively dead).
Reducing Indoctrination Levels

Every long rest that a creature spends outside of the range of an indoctrinating source, it can make a new Wisdom saving throw (DC based on its current indoctrination level). On a success, reduce its indoctrination level by 1.

Note: Synthetic creatures are immune to indoctrination.

Reaper Tech

Usually, indoctrination happens when another creature (such as a reaper, thorian, or leviathan) is actively trying to indoctrinate one or many creatures. An exception to this is Reaper technology (i.e., reaper parts or devices salvaged from battle or space). Reaper technology can passively indoctrinate creatures that are merely in the technology's presence. Determining if a creature is within the presence of a piece of Reaper technology is based on the technology's size. The larger the object, the farther the range.

Distance of Indoctrination
Size of tech Range
Tiny 10 meters
Small 25 meters
Medium 100 meters
Large 1 kilometer (~ 1/2 a mile)
Huge 10 kilometers (~ 6 miles)
Gargantuan 100 kilometers (~ 60 miles)

Invisible

  • An invisible creature is impossible to see without the aid of gadgets or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Lifted

  • A lifted creature is restrained.
  • The creature is primed" sub="force. Any detonating attack ends the lifted condition after resolving the detonation effect.
  • Any lifted object has no mass and is dangled in the air by a temporary mass effect field. Thus, a lifted creature can be pushed, pulled, or otherwise manipulated for varying results.

Paralyzed

  • A paralyzed creature is incapacitated and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 2 meters of the creature.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Primed

  • When a primed creature is hit with a spell or ability that detonates, the primed condition explodes, resulting in one of the following effect. After resolving the effect, the primed condition ends.
Primed Type Explosion
Force The primed target takes 2d6 force damage, is knocked back 6m and becomes prone.
Necrotic The primed target takes 1d12 necrotic damage and must succeed on a DC 13 Constitution saving throw or becomes stunned until the end of its next turn.
Fire Each creature within a 4m radius, including the primed target, catch fire, taking 1d6 fire damage. Each creature continues to burn for 1 minute, taking 1d6 fire damage at the start of its turn. A creature that is on fire can use its action put out the fire.
Cold Each creature within a 4m radius, including the primed target, must pass a DC 15 Strength saving throw. On a failed save a creature is frozen until the end of its next turn.
Lightning Each creature within a 4m radius, including the primed target, takes 3d4 lightning damage.

Prone

  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 2 meters of the creature. Otherwise, the attack roll has disadvantage.

APPENDIX G | CONDITIONS

Restrained

  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Stunned

  • A stunned creature is incapacitated, can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Targeting

  • A targeting creature's speed is reduced by half and it cannot take actions and or reactions, except to end this condition.
  • The creature automatically fails Dexterity saving throws. Attack rolls against the creature have advantage.
  • Targeting ends if one of the following occurs:
    • The creature uses a bonus action or reaction to end the condition. The reaction is taken which the creature sees another creature make an attack or cast a spell.
    • When the creature gains full or three-quarter cover
    • When the creature is knocked prone, lifted, or incapacitated.

Unconscious

  • An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings
  • The creature drops whatever it's holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 2 meters of the creature.

APPENDIX G | CONDITIONS

Appendix H: Bestiary

A monster's statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. There aren't enough spells and powers to justify making bonuses like "double damage to beast". In addition, many of the 5th Edition monster types don't make sense in the sci-fi setting (celestials, undead, fey, elemental, etc.). Instead, there are only three monster types: Organic, Synthetic, and Synthorganic.

Bestiary List

The following list of creatures represents iconic enemy types from the first three Mass Effect games. They are grouped by factions and sorted by CR within their factions. Additional ideas can be found on the n7.world website and also on the Mass Effect 5e subreddit.

Aliens


Pyjak

Small organic, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 10m, climb 6m

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 8 (-1) 12 (+1) 6 (-2)

  • Senses Passive Perception 11
  • Challenge 0 (10 XP)

Pack Tactics. The pyjak has advantage on an attack roll against a creature if at least one of the pyjak's allies is within 2m of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 2m, one target. Hit: 1 (1d4 - 1) piercing damage.


Varren

Medium organic, unaligned


  • Armor Class 13
  • Hit Points 11 (2d8 + 2)
  • Speed 16m

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Passive Perception 11
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The varren has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The varren has advantage on an attack roll against a creature if at least one of the varren's allies is within 2m of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 2m, one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

APPENDIX H | BESTIARY


Klixen

Medium organic, unaligned


  • Armor Class 14
  • Hit Points 27 (5d8 + 5)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 7 (-2)

  • Damage Vulnerabilities cold
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses Passive Perception 10
  • Challenge 1 (200 XP)

Death Burst. When the klixen dies, it explodes in a burst of lava. Each creature within 2m of it must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Heated Body. A creature that touches the klixen or hits it with a melee attack while within 2m of it takes 3 (1d6) fire damage.

Actions

Fire Breath (Recharge 6). The klixen exhales a 6-meter cone of fire. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Pincer. Melee Weapon Attack: +4 to hit, reach 2m, one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage.


Yahg

Large organic, chaotic evil


  • Armor Class 17
  • Hit Points 157 (21d10 + 42)
  • Speed 16m

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 18 (+4) 16 (+3) 10 (+0)

  • Saving Throws Strength +7, Dexterity +4, Wisdom +6, Intelligence +7
  • Skills Acrobatics +4, Athletics +7, Deception +3, Insight +9, Perception +6, Stealth +7
  • Damage Resistances poison
  • Senses blindsight 6m, Passive Perception 13
  • Challenge 8 (3900 XP)

Assassinate. During its first turn, the yahg has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the yahg scores against a surprised creature is a critical hit.

Avoidance. If the yahg subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. The yahg deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 2m of an ally of the yahg that isn't incapacitated and the yahg doesn't have disadvantage on the attack roll.

Actions

Multiattack. The yahg makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 2m, one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 4m, one target. Hit: 13 (2d8 + 4) slashing damage.

APPENDIX H | BESTIARY



Harvester

Huge organic, unaligned


  • Armor Class 16
  • Hit Points 351 (26d12 + 182)
  • Speed 20m, fly 30m

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 16 (+3) 15 (+2) 16 (+3)

  • Saving Throws Strength +14, Constitution +13, Wisdom +8
  • Skills Perception +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses Passive Perception 12
  • Challenge 19 (22000 XP)

Frightful Presence. Each creature of the harvester's choice that is within 60m of the name and aware of it must succeed on a DC 19 Wisdom saving throw or become {frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the harvester's Frightful Presence for the next 24 hours.

Actions

Multiattack. The harvester can use its Frightful Presence. It then makes three attacks: one with its acid spit and two with its stomp.

Stomp. Melee Weapon Attack: +14 to hit, reach 4m, one target. Hit: 15 (2d6 + 8) piercing damage.

Acid Spit. Ranged Weapon Attack: +8 to hit, range 60/180m, one target. Hit: The harvester targets a 6m radius within 60m and launches a glob of acid that coats the area. Each creature within the area must succeed on a DC 19 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful one. Until the end of the harvester's next turn, each creature that enters the area or ends its turn there must also make the saving throw.

Drop Klixen. Regional Weapon Attack: +null to hit, , null. Hit: If the harvester is within a region that contains Klixen, it begins the fight by droping 1d10 Klixen in a 6m by 20m area.

Legendary Actions

The harvester can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The harvester regains spent legendary actions at the start of its turn.

Detect. The harvester makes a Wisdom (Perception) check.

Stomp Attack. The harvester makes a stomp attack.

Trample Attack (costs 2 actions). The harvester moves 10m in a straight line moving over Large or smaller creature in its path. Each creature caught in its path must succeed on a DC 19 Dexterity saving throw or take [dmg: 2d6 + 8] piercing damage and be knocked {prone}. The harvester cannot move through a Huge or larger creature.

APPENDIX H | BESTIARY



Thresher Maw

Gargantuan organic, unaligned


  • Armor Class 22
  • Hit Points 553 (27d20 + 270)
  • Speed 20m, burrow 12m

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0)

  • Saving Throws Strength +18, Constitution +18
  • Damage Resistances acid, bludgeoning, cold, fire, force, lightning, piercing, poison, slashing
  • Condition Immunities charmed, frightened, paralyzed, frozen, lifted
  • Senses blindsight 10m, tremorsense 20m, Passive Perception 10
  • Challenge 28 (120000 XP)

Destroy Terrain. When the thresher maw moves via burrowing, the ground it moves through becomes difficult terrain.

Frightful Presence. Each creature of the thresher maw's choice that is within 60m of the name and aware of it must succeed on a DC 22 Wisdom saving throw or become {frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the thresher maw's Frightful Presence for the next 24 hours.

Legendary Resistance (3/Day). If the thresher maw fails a saving throw, it can choose to succeed instead.

Siege Monster. The thresher maw deals double damage to objects and structures.

Actions

Multiattack. The thresher maw can use its Frightful Presence. It then makes four attacks: one with its grasp, two with its tail, one with its acid spit. It can use its Swallow instead of its grasp.

Acid Spit. Ranged Weapon Attack: +7 to hit, range 60/180m, one target. Hit: The thresher maw targets a 6m radius within 60m and launches a glob of acid that coats the area. Each creature within the area must succeed on a DC 22 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful one. Until the end of the thresher maw's next turn, each creature that enters the area or ends its turn there must also make the saving throw.

Grasp. Melee Weapon Attack: +17 to hit, reach 4m, one target. Hit: 29 (3d12 + 10) bludgeoning damage and 13 (2d12) acid damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the thresher maw can't grasp another target.

Swallow. The thresher maw makes one grasp attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the grasp's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the thresher maw, and it takes 56 (16d6) acid damage at the start of each of the thresher maw's turns. --If the thresher maw takes 60 damage or more on a single turn from a creature inside it, the thresher maw must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 4m of the thresher maw. If the thresher maw dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 12m of movement, exiting prone.

Tail. Melee Weapon Attack: +17 to hit, reach 8m, one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Legendary Actions

The thresher maw can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The thresher maw regains spent legendary actions at the start of its turn.

Acid Spit Attack (costs 2 actions). The thresher maw makes an acid spit attack.

Move. The thresher maw moves up to half its speed.

Tail Attack. The thresher maw makes a tail attack.

APPENDIX H | BESTIARY

Blood Pack


Blood Pack Trooper

Medium organic, chaotic evil


  • Armor Class 11
  • Hit Points 36 (8d8)
  • Speed 14m

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 4 (-3) 4 (-3) 6 (-2)

  • Damage Resistances poison
  • Senses Passive Perception 7
  • Challenge 1/4 (50 XP)

Aggressive. As a bonus action, the trooper can move up to its speed toward a hostile creature that it can see.

Regeneration. The trooper regains 4 hit points at the start of its turn. If the trooper takes fire damage, this trait doesn't function at the start of the trooper's next turn. The trooper dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Claws. Melee Weapon Attack: +1 to hit, reach 2m, one target. Hit: 4 (1d6 + 1) slashing damage.

M-3 Predator (double tap). Ranged Weapon Attack: +1 to hit, range (20/60m), one target. Hit: 3 (1d4 + 1) piercing damage

M-8 Avenger (burst fire, two-handed). Ranged Weapon Attack: +1 to hit, range (20/60m), one target. Hit: 5 (1d8 + 1) piercing damage

Reactions

Fortification (Recharges after a Short or Long Rest). As a reaction to being hit by an attack the trooper can see, it gains a +5 bonus to its AC until the start of its next turn (including against the triggering attack).


Blood Pack Pyro

Medium organic, chaotic evil


  • Armor Class 11
  • Hit Points 33 (6d8 + 6)
  • Speed 12m

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 13 (+1) 4 (-3) 4 (-3) 6 (-2)

  • Damage Resistances poison
  • Senses Passive Perception 7
  • Challenge 1 (200 XP)

Aggressive. As a bonus action, the pyro can move up to its speed toward a hostile creature that it can see.

Regeneration. The pyro regains 4 hit points at the start of its turn. If the pyro takes fire damage, this trait doesn't function at the start of the pyro's next turn. The pyro dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Claws. Melee Weapon Attack: +1 to hit, reach 2m, one target. Hit: 4 (1d6 + 1) slashing damage.

M-451 Firestorm (10 charges). Creatures within a 6m cone must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) fire damage, or half as much damage on a successful one.

Reactions

Fortification (Recharges after a Short or Long Rest). As a reaction to being hit by an attack the pyro can see, it gains a +5 bonus to its AC until the start of its next turn (including against the triggering attack).

APPENDIX H | BESTIARY


Blood Pack Boom-Squad

Medium organic, chaotic evil


  • Armor Class 11
  • Hit Points 14 (4d8 - 4)
  • Shield Points 5 (regen 0)
  • Speed 14m

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 9 (-1) 2 (-4) 4 (-3) 4 (-3)

  • Damage Resistances poison
  • Senses Passive Perception 7
  • Challenge 3 (700 XP)

Regeneration. The vorcha regains 4 hit points at the start of its turn. If the vorcha takes fire damage, this trait doesn't function at the start of the vorcha's next turn. The vorcha dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Claws. Melee Weapon Attack: +1 to hit, reach 2m, one target. Hit: 4 (1d6 + 1) slashing damage.

ML-77 Missile Launcher (3 charges). Choose a creature within 60m that you can see and fire a missile at it. Each creature within a 4m cube of the target, including the target, must make a DC 14 Dexterity saving throw. On a failed save a creature takes 39 (6d12) thunder damage or half as much on a successful one.


Blood Pack Warrior

Medium organic, chaotic evil


  • Armor Class 16
  • Hit Points 60 (8d8 + 24)
  • Speed 10m

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 7 (-2) 12 (+1) 10 (+0)

  • Saving Throws Constitution +5
  • Damage Resistances necrotic
  • Senses Passive Perception 11
  • Challenge 3 (700 XP)

Aggressive. As a bonus action, the warrior can move up to its speed toward a hostile creature that it can see.

Shotgun Specialist. The warrior has advantage on shotgun weapon attacks against targets within the normal range of the shotgun.

Regeneration. The warrior regains 4 hit points at the start of its turn. If the warrior takes fire damage, this trait doesn't function at the start of the warrior's next turn. The warrior dies only if it starts its turn with 0 hit points and doesn't regenerate.

Incendiary Ammo. When the warrior hits with its M-27 Scimitar, the target takes an additional 1d4 fire damage and becomes primed: fire until the end of the warrior's next turn.

Actions

M-27 Scimitar (two-handed, hip fire, double tap). Ranged Weapon Attack: +3 to hit, range (4/8m), one target. Hit: 8 (2d4 + 3) piercing damage

APPENDIX H | BESTIARY



Blood Pack Warlord

Medium organic, chaotic evil


  • Armor Class 18
  • Hit Points 84 (8d8 + 48)
  • Speed 8m

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 22 (+6) 11 (+0) 14 (+2) 12 (+1)

  • Saving Throws Constitution +10, Strength +8
  • Skills Athletics +8
  • Damage Resistances necrotic
  • Senses Passive Perception 12
  • Challenge 5 (1800 XP)

Aggressive. As a bonus action, the warlord can move up to its speed toward a hostile creature that it can see.

Tech Armor (1/Day). As a bonus action, the warlord can activate its Tech Armor. It immediately gains 30 temporary hit points. While the legate has at least 1 of these temporary hit points remaining, it has +2 AC and resistance to bludgeoning, piercing, and slashing damage.

Rage (Recharges after a Short or Long Rest). If the warlord begins its turn with less than half of its hit points, it enters into a rage for 1 minute. While in a rage, all melee weapon attacks deal 5 additional bludgeoning damage.

Biotic Hammer (Recharge 5-6). Before making an attack with its Krogan Warhammer, the warlord can charge the weapon with biotic force. On a hit, the attack deals an additional 9 (2d8) force damage and detonates the target if it was primed.

Electrical Hammer (Recharge 5-6). Before making an attack with its Krogan Warhammer, the warlord can charge the weapon with electricity. On a hit, the attack deals an additional 7 (2d6) lightning damage and the target must succeed on a DC 15 Constitution saving throw or become stunned until the end of its next turn.

Actions

Krogan Warhammer (two-handed). Melee Weapon Attack: +4 to hit, reach 2m, one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target must succeed on a Strength saving throw (DC 13) or is knocked {prone}.

M-300 Claymore (two-handed, hip fire). Ranged Weapon Attack: +4 to hit, range (4/8m), one target. Hit: 17 (3d8 + 4) piercing damage

APPENDIX H | BESTIARY

Blue Suns


Blue Suns Pyro

Medium organic, neutral


  • Armor Class 13
  • Hit Points 60 (8d8 + 24)
  • Shield Points 10 (regen 0)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Skills Survival +3
  • Senses Passive Perception 11
  • Challenge 1/4 (50 XP)

Aggressive. As a bonus action, the pyro can move up to its speed toward a hostile creature that it can see.

Actions

M-451 Firestorm (10 charges). Creatures within a 6m cone must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) fire damage, or half as much damage on a successful one.


Blue Suns Trooper

Medium organic, neutral


  • Armor Class 11
  • Hit Points 13 (3d8)
  • Shield Points 5 (regen 5)
  • Speed 10m

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 8 (-1) 9 (-1) 8 (-1)

  • Senses Passive Perception 9
  • Challenge 1/4 (50 XP)

Actions

M-8 Avenger (burst fire, two-handed). Ranged Weapon Attack: +1 to hit, range (20/60m), one target. Hit: 5 (1d8 + 1) piercing damage

M-23 Katana (two-handed, hip fire). Ranged Weapon Attack: +1 to hit, range (4/8m), one target. Hit: 8 (2d6 + 1) piercing damage

APPENDIX H | BESTIARY


Blue Suns Legionnaire

Medium organic, neutral


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Shield Points 5 (regen 5)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 9 (-1) 10 (+0) 10 (+0)

  • Skills Survival +2
  • Senses Passive Perception 10
  • Challenge 1/2 (100 XP)

Tech Armor (1/Day). As a bonus action, the legionnaire can activate its Tech Armor. It immediately gains 10 temporary hit points. While the legionnaire has at least 1 of these temporary hit points remaining, it has +2 AC.

Disruptor Ammo. When the legionnaire hits with its M-15 Vindicator, if the target is primed, the target detonates. Otherwise, the target becomes primed: lightning until the end of the legionnaire's next turn.

Actions

M-15 Vindicator (burst fire, two-handed). Ranged Weapon Attack: +2 to hit, range (50/150m), one target. Hit: 7 (1d10 + 2) piercing damage

Inferno Grenade (2/day). Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d4 fire or half as much on a successful one. The 4m area continues to burn for 1 minute. A creature must also make the saving throw when it enters the burning space for the first time on a turn or ends its turn there.

Reactions

Tech Armor. As a reaction to taking damage, the legionnaire can activate its tech armor.


Blue Suns Heavy

Medium organic, neutral


  • Armor Class 13
  • Hit Points 26 (4d8 + 8)
  • Shield Points 10 (regen 0)
  • Speed 10m

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 11 (+0) 10 (+0) 10 (+0)

  • Skills Survival +2
  • Senses Passive Perception 10
  • Challenge 2 (450 XP)

Tech Armor (1/Day). As a bonus action, the heavy can activate its Tech Armor. It immediately gains 10 temporary hit points. While the heavy has at least 1 of these temporary hit points remaining, it has +2 AC.

Actions

ML-77 Missile Launcher (6 charges). Choose a creature within 60m that you can see and fire a missile at it. Each creature within a 4m cube of the target, including the target, must make a DC 14 Dexterity saving throw. On a failed save a creature takes 39 (6d12) thunder damage or half as much on a successful one.

Reactions

Tech Armor. As a reaction to taking damage, the heavy can activate its tech armor.

APPENDIX H | BESTIARY



Blue Suns Centurion

Medium organic, neutral


  • Armor Class 14
  • Hit Points 55 (10d8 + 10)
  • Shield Points 15 (regen 5)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 12 (+1)

  • Saving Throws Strength +3
  • Skills Survival +3
  • Senses Passive Perception 11
  • Challenge 3 (700 XP)

Tech Armor (1/Day). As a bonus action, the centurion can activate its Tech Armor. It immediately gains 20 temporary hit points. While the centurion has at least 1 of these temporary hit points remaining, it has +2 AC.

Disruptor Ammo. When the centurion hits with its M-27 Scimitar, if the target is primed, the target detonates. Otherwise, the target becomes primed: lightning until the end of the centurion's next turn.

Shotgun Marksman. The centurion gains a +4 bonus to ranged weapon attacks with shotguns if the target is within normal range.

Actions

M-27 Scimitar (two-handed, hip fire, double tap). Ranged Weapon Attack: +2 to hit, range (4/8m), one target. Hit: 7 (2d4 + 2) piercing damage

Reactions

Tech Armor. As a reaction to taking damage, the centurion can activate its tech armor.



Blue Suns Legate

Medium organic, neutral


  • Armor Class 16
  • Hit Points 130 (20d8 + 40)
  • Shield Points 20 (regen 10)
  • Speed 10m

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2)

  • Saving Throws Constitution +5, Wisdom +4
  • Skills Survival +4, Perception +4, Athletics +4
  • Senses Passive Perception 11
  • Challenge 5 (1800 XP)

Tech Armor (1/Day). As a bonus action, the legate can activate its Tech Armor. It immediately gains 30 temporary hit points. While the legate has at least 1 of these temporary hit points remaining, it has +2 AC and resistance to bludgeoning, piercing, and slashing damage.

Incendiary Ammo. When the centurion hits with its M-76 Revenant or M-300 Claymore, the target takes an additional 1d4 fire damage and becomes primed: fire until the end of the legate's next turn.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the legate can utter a special command or warning whenever a non-hostile creature that it can see within 10m of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the legate. A creature can benefit from only one Leadership die at a time. This effect ends if the legate is incapacitated.

Innate Spellcasting. The blue suns legate's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following:

3/day: target painting

Actions

Multiattack. The legate makes 2 attacks with its M-76 Revenant or M-300 Claymore.

M-76 Revenant (burst fire, two-handed). Ranged Weapon Attack: +3 to hit, range (10/30m), one target. Hit: 10 (3d4 + 3) piercing damage

M-300 Claymore (two-handed, hip fire). Ranged Weapon Attack: +3 to hit, range (4/8m), one target. Hit: 16 (3d8 + 3) piercing damage

Reactions

Tech Armor. As a reaction to taking damage, the legate can activate its tech armor.

APPENDIX H | BESTIARY

Cerberus


Assault Trooper

Medium organic, neutral


  • Armor Class 14
  • Hit Points 39 (6d8 + 12)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3
  • Senses Passive Perception 10
  • Challenge 1 (200 XP)

Actions

Stun Baton. Melee Weapon Attack: +1 to hit, reach 2m, one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target takes 2 (1d4) lightning damage. If the target is maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.

M-25 Hornet (double tap, hip fire, burst fire). Ranged Weapon Attack: +1 to hit, range (8/24m), one target. Hit: 6 (2d4 + 1) piercing damage

Frag Grenade (2/day). Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.


Combat Engineer

Medium organic, neutral


  • Armor Class 14
  • Hit Points 77 (14d8 + 14)
  • Shield Points 20 (regen 10)
  • Speed 10m

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 16 (+3)

  • Skills Electronics +5
  • Senses Passive Perception 11
  • Challenge 3 (700 XP)

Deploy Turret. The combat engineer is equipped with 1 Turret (see Bestiary). As an action, the combat engineer can deploy the Turret on a level surface within 2m. The Turret is controlled by the combat engineer and takes its turn at the end of the combat engineer's turn. The combat engineer can use an action to stow the Turret, placing it at another location with a subsequent action.

Actions

Multiattack. The combat engineer makes two M-5 Phalanx attacks.

M-5 Phalanx (double tap, hip fire). Ranged Weapon Attack: +3 to hit, range (20/60m), one target. Hit: 5 (1d4 + 3) piercing damage

Repair. The combat engineer uses its action to repair a friendly, synthetic target within 2m for 1d8 hit points.



Centurion

Medium organic, neutral


  • Armor Class 14
  • Hit Points 52 (7d8 + 21)
  • Shield Points 10 (regen 10)
  • Speed 10m

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 11 (+0) 9 (-1) 12 (+1)

  • Damage Resistances bludgeoning, piercing, slashing
  • Senses infrared nullm, Passive Perception 9
  • Challenge 4 (1100 XP)

Aggressive. As a bonus action, the centurion can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The centurion makes two M-96 Mattock attacks or two Stun Baton attacks.

Stun Baton. Melee Weapon Attack: +2 to hit, reach 2m, one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target takes 2 (1d4) lightning damage. If the target is maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.

M-96 Mattock (double tap, two-handed). Ranged Weapon Attack: +2 to hit, range (40/120m), one target. Hit: 6 (1d8 + 2) piercing damage

Frag Grenade (2/day). Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.

Smoke Grenade (2/day). Target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.

APPENDIX H | BESTIARY


Guardian

Medium organic, neutral


  • Armor Class 18
  • Hit Points 130 (20d8 + 40)
  • Speed 6m

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws Strength +6
  • Senses Passive Perception 10
  • Challenge 5 (1800 XP)

Heavy Shield. While the guardian has their Heavy Shield equipped, it gains +2 AC and has resistance bludgeoning, piercing, and slashing damage.

Actions

Multiattack. The guardian makes two M-358 Talon attacks.

Stun Baton. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target takes 2 (1d4) lightning damage. If the target is maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.

M-358 Talon (double tap). Ranged Weapon Attack: +1 to hit, range (10/30m), one target. Hit: 8 (2d6 + 1) piercing damage


Dragoon

Medium organic, neutral evil


  • Armor Class 16
  • Hit Points 110 (20d8 + 20)
  • Speed 12m

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 13 (+1)

  • Saving Throws Dexterity +7
  • Skills Acrobatics +7
  • Senses Passive Perception 11
  • Challenge 5 (1800 XP)

Aggressive. As a bonus action, the dragoon can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The dragoon makes three Omni-whip attacks

Omni-Whip. Melee Weapon Attack: +4 to hit, reach 4m, one target. Hit: 9 (2d4 + 4) lightning damage

M-25 Hornet (double tap, hip fire, burst fire). Ranged Weapon Attack: +4 to hit, range (8/24m), one target. Hit: 9 (2d4 + 4) piercing damage

APPENDIX H | BESTIARY


Nemesis

Medium organic, neutral evil


  • Armor Class 16
  • Hit Points 67 (15d8)
  • Shield Points 20 (regen 10)
  • Speed 10m

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 11 (+0) 16 (+3) 13 (+1) 14 (+2)

  • Saving Throws Dexterity +8
  • Skills Perception +4, Stealth +8, Survival +4
  • Senses darkvision 60m, Passive Perception 11
  • Challenge 6 (2300 XP)

Pack Tactics. The nemesis has advantage on an attack roll against a creature if at least one of the nemesis's allies is within 2m of the creature and the ally isn't incapacitated.

Self-Destruct. When the nemesis dies, it explodes. Each creature within 4m of it must make a DC 15 Dexterity saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one.

Shadow Cloak. While in dim light or darkness, the nemesis can take the Hide action as a bonus action.

Surprise Attack. If the nemesis surprises a creature and hits it with an attack during the first round of combat, the target takes an extra [dmg] damage from the attack.

Actions

M-98 Widow (two-handed). Ranged Weapon Attack: +5 to hit, range (80/240m), one target. Hit: 18 (2d12 + 5) piercing damage and if the target is not behind cover, it takes and additional 1d4 damage.


Phantom

Medium organic, neutral evil


  • Armor Class 17
  • Hit Points 110 (20d8 + 20)
  • Barrier Ticks 8
  • Speed 14m

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 12 (+1) 11 (+0) 15 (+2) 15 (+2)

  • Saving Throws Dexterity +9
  • Skills Acrobatics +9, Electronics +3, Perception +5, Stealth +9
  • Senses Passive Perception 12
  • Challenge 7 (2900 XP)

Aggressive. As a bonus action, the phantom can move up to its speed toward a hostile creature that it can see.

Avoidance. If the phantom subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Barrier (3/Day). As an action or bonus action, the phantom gains 8 barrier ticks. When the phantom is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Actions

Multiattack. The phantom makes three Monomolecular Blade attacks or one Palm Blaster attack and two Monomolecular Blade (one-handed) attacks.

Monomolecular Blade. Melee Weapon Attack: +6 to hit, reach 2m, one target. Hit: 11 (1d10 + 6) slashing damage

Palm Blaster. Ranged Weapon Attack: +9 to hit, range 4/12m, one target. Hit: 16 (3d10) thunder damage.

APPENDIX H | BESTIARY



Adjutant

Large synorg, lawful evil


  • Armor Class 18
  • Hit Points 127 (15d10 + 45)
  • Barrier Ticks 6
  • Speed 10m

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 10 (+0) 8 (-1) 12 (+1)

  • Saving Throws Dexterity +7
  • Senses darkvision 20m, Passive Perception 9
  • Challenge 6 (2300 XP)

Barrier. When the adjutant is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Grappler. The adjutant has advantage on attack rolls against any creature grappled by it.

Innate Spellcasting. The adjutant's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following:

3/day: singularity

Actions

Multiattack. The adjutant makes two Arm Cannon attacks.

Arm Cannon. Ranged Weapon Attack: +7 to hit, range 20/60m, one target. Hit: 9 (1d10 + 4) piercing damage.

Bash. Melee Weapon Attack: +5 to hit, reach 2m, one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Reaper Infection. Melee Weapon Attack: +5 to hit, reach 2m, one organic creature that is grappled by the adjutant, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An organic creature slain in this way becomes a Weakened Adjutant and becomes an Adjutant after a long rest.



Weakened Adjutant

Large synorg, lawful evil


  • Armor Class 14
  • Hit Points 55 (10d10)
  • Speed 8m

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 8 (-1)

  • Senses Passive Perception 10
  • Challenge 2 (450 XP)

Grappler. The weakened adjutant has advantage on attack rolls against any creature grappled by it.

Actions

Multiattack. The adjutant makes two Arm Cannon attacks.

Arm Cannon. Ranged Weapon Attack: +5 to hit, range 20/60m, one target. Hit: 8 (1d10 + 3) piercing damage.

Bash. Melee Weapon Attack: +2 to hit, reach 2m, one target. Hit: 4 (1d8) bludgeoning damage.

Reaper Infection. Melee Weapon Attack: +2 to hit, reach 2m, one organic creature that is grappled by the [name], incapacitated, or restrained. Hit: 3 (1d6) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An organic creature slain in this way becomes a Weakened Adjutant and becomes an Adjutant after a long rest.

APPENDIX H | BESTIARY



Atlas

Large synthetic, neutral


  • Armor Class 20
  • Hit Points 147 (14d10 + 70)
  • Shield Points 50 (regen 5)
  • Speed 6m

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 18 (+4) 10 (+0) 9 (-1)

  • Saving Throws Strength +10, Intelligence +9
  • Damage Vulnerabilities lightning
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, deafened, grappled, paralyzed, petrified, poisoned, stunned
  • Senses darkvision 20m, Passive Perception 10
  • Challenge 14 (11500 XP)

Actions

Smash. Melee Weapon Attack: +10 to hit, reach 2m, one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Mass Accelerator Cannon. Ranged Weapon Attack: +9 to hit, range 120/360m, one target. Hit: 22 (5d8) radiant damage.

Rocket Launcher (Recharge 5-6). The atlas targets an area within 60m. Each creature within 6m of the target must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) thunder damage or half as much damage on a successful one.

Smoke Grenade (5/day). Target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.

Legendary Actions

The atlas can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The atlas regains spent legendary actions at the start of its turn.

Eject (costs 3 actions). The pilot of the Atlas ejects, landing in an unoccupied space within 40m. The pilot is an Assault Trooper. The Atlas then self-destructs. Each creature within a 6m radius must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 39 (6d12) thunder damage or half as much on a successful one.

Mass Accelerator Cannon Attack. The atlas makes a Mass Accelerator Cannon attack.

Smash Attack. The atlas makes a Smash attack.

APPENDIX H | BESTIARY

Collector


Seeker Swarm

Small organic, lawful evil


  • Armor Class 13
  • Hit Points 10 (4d6 - 4)
  • Speed fly 10m

STR DEX CON INT WIS CHA
2 (-4) 10 (+0) 8 (-1) 10 (+0) 8 (-1) 5 (-3)

  • Saving Throws Dexterity +2
  • Senses Passive Perception 9
  • Challenge 1/8 (25 XP)

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 2m, one target. Hit: 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or has disadvantage on its next attack roll.


Seeker Plague

Small organic, lawful evil


  • Armor Class 13
  • Hit Points 14 (4d6)
  • Barrier Ticks 1
  • Speed fly 10m

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 10 (+0) 10 (+0) 8 (-1) 6 (-2)

  • Saving Throws Dexterity +3
  • Senses Passive Perception 9
  • Challenge 1/4 (50 XP)

Barrier. When the seaker plague is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Actions

Plague Sting. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 3 (1d4 + 1) poison damage and 2 (1d4) necrotic damage. The target must succeed on DC 13 Constitution saving throw or has disadvantage on its next attack roll.


Collector Drone

Medium organic, lawful evil


  • Armor Class 13
  • Hit Points 31 (7d8)
  • Barrier Ticks 0
  • Speed 10m, fly 6m

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Dexterity +2
  • Skills Athletics +2
  • Senses darkvision 20m, Passive Perception 9
  • Challenge 1 (200 XP)

Barrier. When the collector drone is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Possessed Collector. When the collector drone is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.

Actions

Weapon Bash. Melee Weapon Attack: +2 to hit, reach 2m, one target. Hit: 3 (1d6) bludgeoning damage.

Collector Assault Rifle (burst fire, two-handed). Ranged Weapon Attack: +0 to hit, range (20/60m), one target. Hit: 10 (4d4) piercing damage

APPENDIX H | BESTIARY


Collector Guardian

Medium organic, lawful evil


  • Armor Class 16
  • Hit Points 75 (10d8 + 30)
  • Barrier Ticks 5
  • Speed 10m, fly 6m

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 8 (-1) 8 (-1) 9 (-1)

  • Saving Throws Constitution +5
  • Skills Athletics +5
  • Senses darkvision 20m, Passive Perception 9
  • Challenge 4 (1100 XP)

Barrier. When the collector guardian is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Possessed Collector. When the collector guardian is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.

Warp Ammo. Successful ranged attacks on a target with an active barrier will strip away 2 barrier ticks and reduce the damage reduction by half. Warp ammo can detonate primed targets.

Actions

Multiattack. The collector guardian makes two Collector Assault Rifle attacks.

Weapon Bash. Melee Weapon Attack: +5 to hit, reach 2m, one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Collector Assault Rifle (burst fire, two-handed). Ranged Weapon Attack: +2 to hit, range (20/60m), one target. Hit: 12 (4d4 + 2) piercing damage

Hex Shield (1/Day). As a bonus action, the collector guardian generates a 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-cover.


Collector Trooper

Medium organic, lawful evil


  • Armor Class 15
  • Hit Points 77 (14d8 + 14)
  • Barrier Ticks 0
  • Speed 10m, fly 6m

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 8 (-1)

  • Saving Throws Dexterity +4
  • Skills Athletics +3
  • Senses darkvision 20m, Passive Perception 11
  • Challenge 3 (700 XP)

Barrier. When the collector trooper is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Possessed Collector. When the collector trooper is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 9 (2d6 + 2) slashing damage.

Collector SMG (two-handed, burst fire). Ranged Weapon Attack: +2 to hit, range (10/30m), one target. Hit: 11 (2d8 + 2) piercing damage

Collector Web. Ranged Weapon Attack: +4 to hit, range 10/30m, one target. Hit: The target is restrained by organic webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Frag Grenade (2/day). Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.

APPENDIX H | BESTIARY



Collector Captain

Medium organic, lawful evil


  • Armor Class 16
  • Hit Points 123 (19d8 + 38)
  • Barrier Ticks 6
  • Speed 10m, fly 6m

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 11 (+0) 14 (+2) 14 (+2)

  • Saving Throws Dexterity +7, Constitution +5
  • Skills Athletics +5, Science +3, Survival +5
  • Senses darkvision 20m, Passive Perception 12
  • Challenge 7 (2900 XP)

Barrier. When the collector captain is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Pack Tactics. The collector captain has advantage on an attack roll against a creature if at least one of the collector captain's allies is within 2m of the creature and the ally isn't incapacitated.

Possessed Captain. When the captain is possessed by a harbinger it gains temporary hit points equal to its total hit points and 8 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage. Instead of summoning a seaker swarm, it summons a seeker plague.

Actions

Multiattack. The collector captain makes two Collector Assault Rifle attacks.

Collector Assault Rifle (burst fire, two-handed). Ranged Weapon Attack: +4 to hit, range (20/60m), one target. Hit: 14 (4d4 + 4) piercing damage

Leadership (Recharges after a Short or Long rest). For 1 minute, the collector captain can utter a special command or warning whenever a non-hostile creature that it can see within 10m of it makes an attack roll or a saving throw. The creature can add a d4 to its role provided it can hear and understand the collector captain. A creature can benefit from only one Leadership die at a time. This effect ends if the collector captain is incapacitated.

Summon Seeker Swarm (Recharge 5-6). The collector captain summons 1d4 seeker swarms at an unoccupied space it can see within 10m.



Collector General

Large organic, lawful evil


  • Armor Class 16
  • Hit Points 162 (25d10 + 25)
  • Barrier Ticks 20
  • Speed 10m

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 18 (+4)

  • Skills History +6, Perception +7, Science +6, Persuasion +8, Deception +8
  • Condition Immunities charmed
  • Senses darkvision 20m, Passive Perception 13
  • Challenge 11 (7200 XP)

Spellcasting. The collector general is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The collector general has the following spells:

Cantrips (at will): dark channel

1st level (7 slots): pull, reave, shockwave

2nd level (6 slots)

3rd level (3 slots): singularity

Actions

Bash. Melee Weapon Attack: +4 to hit, reach 2m, one target. Hit: 13 (3d8) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or become stunned until the end of its next turn.

Legendary Actions

The collector general can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The collector general regains spent legendary actions at the start of its turn.

Assume Control (costs 2 actions). The harbinger targets a friendly collector that is not incapacitated. The target creature becomes possessed and gains the benefits listed on its stat block. The harbinger can only assume control of one creature at a time. While it is assuming control, its considered restrained and cannot cast spells. If the harbinger is incapacitated, assume control ends. The harbinger can use its bonus action to end assume control. As a result, the targeted creature loses all benefits including any temporary hit points and barrier ticks.

Barrier. When the collector general is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Bash Attack. The collector general makes one bash attack.

Cast a Spell (costs 3 actions). The collector general casts a spell from its list of prepared spells, using a spell slot as normal.

APPENDIX H | BESTIARY



Praetorian

Large synorg, lawful evil


  • Armor Class 20
  • Hit Points 136 (13d10 + 65)
  • Barrier Ticks 10
  • Speed 10m, fly 10m

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 21 (+5) 11 (+0) 14 (+2) 10 (+0)

  • Saving Throws Dexterity +8, Constitution +9, Strength +9
  • Skills Acrobatics +8, Athletics +9, Perception +6
  • Damage Resistances force, necrotic
  • Condition Immunities charmed, grappled, paralyzed, petrified, poisoned
  • Senses darkvision 20m, Passive Perception 12
  • Challenge 12 (8400 XP)

Barrier. When the praetorian is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Possessed Praetorian. When the praetorian is possessed by a harbinger it gains 10 barrier ticks and while it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage. It can use its action to launch 2 missiles at a single or different target creatures within 60m. Each target must make a DC 18 Dexterity saving throw. On a failed save a target takes 33 (6d10) thunder damage, or half as much on a successful one. Once the praetorian fires its missiles, it cannot do so again.

Actions

Claw. Melee Weapon Attack: +9 to hit, reach 2m, one target. Hit: 38 (6d10 + 5) piercing damage.

Pounce (Recharge 5-6). The praetorian pounces to a location within 14m and makes a claw attack.

Twin Particle Beams (Recharge 5-6). The praetorian shoots particle beams in a 10m line that is 4m wide originating from itself. Each creature within the area must make a DC 18 Dexterity saving throw. On a failed save a creature takes 54 (12d8) radiant damage or half as much on a successful one.

Reactions

Negation Barrier (3/Day). When targeted by a biotic spell or tech power, the praetorian can use its reaction to gain 2 barrier ticks and gain resistance to force, necrotic, cold, lightning, and fire damage until the start of its next turn.

APPENDIX H | BESTIARY

Eclipse


Security Guard

Medium organic, neutral


  • Armor Class 10
  • Hit Points 10 (3d8 - 3)
  • Speed 8m

STR DEX CON INT WIS CHA
9 (-1) 8 (-1) 9 (-1) 8 (-1) 8 (-1) 12 (+1)

  • Senses Passive Perception 9
  • Challenge 0 (10 XP)

Actions

M-3 Predator (double tap). Ranged Weapon Attack: +-1 to hit, range (20/60m), one target. Hit: 1 (1d4) piercing damage


Eclipse Trooper

Medium organic, neutral


  • Armor Class 12
  • Hit Points 14 (4d8 - 4)
  • Shield Points 5 (regen 5)
  • Speed 10m

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 9 (-1) 12 (+1) 12 (+1) 10 (+0)

  • Senses Passive Perception 11
  • Challenge 1/4 (50 XP)

Pack Tactics. The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 2m of the creature and the ally isn't incapacitated.

Actions

M-8 Avenger (burst fire, two-handed). Ranged Weapon Attack: +1 to hit, range (20/60m), one target. Hit: 5 (1d8 + 1) piercing damage

Flashbang Grenade (2/day). Target an area within 10m. Each creature within 4m of the target must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn.

APPENDIX H | BESTIARY


Eclipse Engineer

Medium organic, neutral


  • Armor Class 14
  • Hit Points 55 (10d8 + 10)
  • Shield Points 10 (regen 5)
  • Speed 10m

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 14 (+2) 13 (+1) 10 (+0)

  • Skills Electronics +4
  • Senses Passive Perception 11
  • Challenge 2 (450 XP)

Tech Armor (1/Day). As a bonus action, the engineer can activate its Tech Armor. It immediately gains 10 temporary hit points. While the engineer has at least 1 of these temporary hit points remaining, it has +2 AC.

Innate Spellcasting. The eclipse engineer's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following:

3: incinerate (as a 2nd-level spell)

Actions

M-6 Carnifex (double tap). Ranged Weapon Attack: +1 to hit, range (30/90m), one target. Hit: 5 (1d8 + 1) piercing damage

Repair. The engineer uses its action to repair a friendly, synthetic target within 2m for 1d8 hit points.

Summon Combat Drone (1/Day). The engineer summons a Combat Drone.

Reactions

Tech Armor. As a reaction to taking damage, the engineer can activate its tech armor.


Eclipse Operative

Medium organic, neutral


  • Armor Class 15
  • Hit Points 49 (9d8 + 9)
  • Shield Points 10 (regen 10)
  • Speed 10m

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 12 (+1)

  • Saving Throws Intelligence +5
  • Skills Electronics +5
  • Senses Passive Perception 12
  • Challenge 3 (700 XP)

Tech Armor (1/Day). As a bonus action, the operative can activate its Tech Armor. It immediately gains 10 temporary hit points. While the operative has at least 1 of these temporary hit points remaining, it has +2 AC.

Innate Spellcasting. The eclipse operative's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following:

5: incinerate (as a 2nd-level spell)

Actions

M-9 Tempest (hip fire, burst fire). Ranged Weapon Attack: +2 to hit, range (10/30m), one target. Hit: 9 (2d6 + 2) piercing damage

Repair. The operative uses its action to repair a friendly, synthetic target within 2m for 1d8 hit points.

Summon Combat Drone (2/Day). The operative summons a Combat Drone.

Reactions

Tech Armor. As a reaction to taking damage, the operative can activate its tech armor.

APPENDIX H | BESTIARY



Eclipse Vanguard

Medium organic, neutral


  • Armor Class 14
  • Hit Points 58 (9d8 + 18)
  • Barrier Ticks 6
  • Speed 10m

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 14 (+2) 14 (+2) 13 (+1) 15 (+2)

  • Senses Passive Perception 11
  • Challenge 3 (700 XP)

Barrier (3/Day). As an action or bonus action, the vanguard gains 6 barrier ticks. When the vanguard is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Tech Armor (1/Day). As a bonus action, the vanguard can activate its Tech Armor. It immediately gains 10 temporary hit points. While the vanguard has at least 1 of these temporary hit points remaining, it has +2 AC.

Spellcasting. The eclipse vanguard is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The eclipse vanguard has the following spells:

1st level (7 slots): shockwave

2nd level (3 slots): warp

Actions

Multiattack. The vanguard makes 2 M-27 Scimitar attacks.

M-27 Scimitar (two-handed, hip fire, double tap). Ranged Weapon Attack: +1 to hit, range (4/8m), one target. Hit: 6 (2d4 + 1) piercing damage

Reactions

Tech Armor. As a reaction to taking damage, the operative can activate its tech armor.


Eclipse Heavy

Medium organic, neutral


  • Armor Class 13
  • Hit Points 76 (17d8)
  • Shield Points 5 (regen 5)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Passive Perception 11
  • Challenge 4 (1100 XP)

Actions

ML-77 Missile Launcher (5 charges). Choose a creature within 60m that you can see and fire a missile at it. Each creature within a 4m cube of the target, including the target, must make a DC 14 Dexterity saving throw. On a failed save a creature takes 39 (6d12) thunder damage or half as much on a successful one.

APPENDIX H | BESTIARY


Eclipse Commando

Medium organic, neutral


  • Armor Class 15
  • Hit Points 104 (16d8 + 32)
  • Barrier Ticks 10
  • Speed 10m

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 14 (+2) 14 (+2) 16 (+3)

  • Saving Throws Wisdom +5, Charisma +6
  • Senses Passive Perception 12
  • Challenge 5 (1800 XP)

Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature it can see.

Barrier (3/Day). As an action or bonus action, the commando gains 10 barrier ticks. When the commando is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Spellcasting. The eclipse commando is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The eclipse commando has the following spells:

Cantrips (at will): charge

1st level (7 slots)

2nd level (6 slots): warp

3rd level (3 slots)

Actions

M-300 Claymore (two-handed, hip fire). Ranged Weapon Attack: +2 to hit, range (4/8m), one target. Hit: 15 (3d8 + 2) piercing damage

Leadership (Recharges after a Short or Long Rest). For 1 minute, the commando can utter a special command or warning whenever a nonhostile creature that it can see within 10 meters of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time. This effect ends if the commando is incapacitated.

APPENDIX H | BESTIARY

Geth


Geth Turret

Small synthetic, lawful neutral


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Shield Points 5 (regen 5)
  • Speed fly 6m

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses Passive Perception 9
  • Challenge 1/4 (50 XP)

Actions

Pulse Cannon. Ranged Weapon Attack: +2 to hit, range 20/60m, one target. Hit: 5 (1d10) radiant damage.

Shield Restore (Recharge 5-6). The geth turret restores 9 (2d8) shield points to a friendly creature within 4m.


Geth Bomber

Small synthetic, lawful neutral


  • Armor Class 16
  • Hit Points 15 (10d6 - 20)
  • Shield Points 15 (regen 5)
  • Speed fly 10m

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 6 (-2) 14 (+2) 10 (+0) 8 (-1)

  • Saving Throws Dexterity +6
  • Skills Perception +2
  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities petrified, poisoned
  • Senses darkvision 60m, Passive Perception 10
  • Challenge 2 (450 XP)

Innate Spellcasting. The geth bomber's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following:

At will: overload

Actions

Multi-frag Grenade (2/day). Target 3 areas within 10m. Each creature within 4m of each target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage or half as much on a successful one.

APPENDIX H | BESTIARY


Geth Trooper

Medium synthetic, lawful neutral


  • Armor Class 13
  • Hit Points 72 (16d8)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 12 (+1) 8 (-1) 8 (-1)

  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses Passive Perception 9
  • Challenge 2 (450 XP)

Actions

Multiattack. The geth trooper makes two Geth Pulse Rifle attacks.

Weapon Strike. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Geth Pulse Rifle (burst fire, two-handed). Ranged Weapon Attack: +2 to hit, range (40/120m), one target. Hit: 9 (2d6 + 2) radiant damage


Geth Stalker

Medium synthetic, lawful neutral


  • Armor Class 14
  • Hit Points 63 (18d8 - 18)
  • Shield Points 5 (regen 5)
  • Speed 16m

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 5 (-3)

  • Saving Throws Dexterity +5
  • Skills Perception +4
  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses darkvision 30m, infrared nullm, Passive Perception 12
  • Challenge 3 (700 XP)

Assassination. Once per turn, the geth stalker can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must be made with a melee or ranged weapon.

Avoidance. If the geth stalker subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Leap. The geth stalker can leap up to one half its speed.

Spider Climb. The geth stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Innate Spellcasting. The geth stalker's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following:

At will: sabotage

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 7 (1d8 + 3) slashing damage.

Eye Cannon. Ranged Weapon Attack: +5 to hit, range 60/180m, one target. Hit: 13 (3d6 + 3) radiant damage.

APPENDIX H | BESTIARY


Geth Hunter

Medium synthetic, lawful neutral


  • Armor Class 14
  • Hit Points 60 (8d8 + 24)
  • Shield Points 20 (regen 10)
  • Speed 14m

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Intelligence +5
  • Skills Electronics +5, Stealth +4
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses darkvision 60m, Passive Perception 11
  • Challenge 4 (1100 XP)

Assassination. Once per turn, the geth hunter can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must be made with a melee or ranged weapon.

Tactical Cloak (3/Day). As a bonus action, the geth hunter activates its tactical cloak, becoming invisible for 1 minute. When the geth hunter makes a melee or ranged attack or uses a tech or combat power, tactical cloak ends.

Actions

Multiattack. The geth hunter makes two Geth Plasma Shotgun attacks.

Geth Plasma Shotgun (two-handed, hip fire). Ranged Weapon Attack: +2 to hit, range (6/12m), one target. Hit: 13 (2d10 + 2) radiant damage


Geth Juggernaut

Large synthetic, lawful neutral


  • Armor Class 15
  • Hit Points 133 (14d10 + 56)
  • Shield Points 20 (regen 5)
  • Speed 12m

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 13 (+1) 8 (-1) 4 (-3)

  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses Passive Perception 9
  • Challenge 8 (3900 XP)

Aggressive. As a bonus action, the geth juggernaut can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The geth juggernaut makes two Bash attacks.

Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Geth Plasma SMG (burst fire). Ranged Weapon Attack: +5 to hit, range (18/54m), one target. Hit: 15 (4d4 + 5) radiant damage

APPENDIX H | BESTIARY


Geth Prime

Large synthetic, lawful neutral


  • Armor Class 18
  • Hit Points 170 (20d10 + 60)
  • Shield Points 30 (regen 10)
  • Speed 10m

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Constitution +7, Intelligence +6
  • Skills Electronics +6
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses Passive Perception 10
  • Challenge 9 (5000 XP)

Actions

Multiattack. The geth prime makes two Geth Pulse Rifle attacks.

Weapon Bash. Melee Weapon Attack: +7 to hit, reach 2m, one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Geth Pulse Rifle (burst fire, two-handed). Ranged Weapon Attack: +4 to hit, range (40/120m), one target. Hit: 11 (2d6 + 4) radiant damage

Radar Jamming. The geth prime releases an emp burst that temporarily disables targeting systems. Each hostile creature within a 10m radius has disadvantage on ranged weapon attack rolls until the start of the geth prime's next turn.

Summon Combat Drone (3/Day). The geth prime summons a Combat Drone. It can only have 1 Combat Drone active at a time.

Summon Geth Turret (1/Day). The geth prime summons a Geth Turret.

Legendary Actions

The geth prime can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The geth prime regains spent legendary actions at the start of its turn.

Activate Radar Jamming (costs 2 actions). The geth prime activates its radar jamming.

Geth Pulse Rifle Attack. The geth prime makes a Geth Pulse Rifle attack.

Summon Turret or Drone (costs 3 actions). The geth prime uses its Summon Drone or Summon Geth Turret action.


Geth Armature

Huge synthetic, lawful neutral


  • Armor Class 15
  • Hit Points 135 (10d12 + 70)
  • Shield Points 100 (regen 0)
  • Speed 6m

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 25 (+7) 18 (+4) 6 (-2) 8 (-1)

  • Saving Throws Intelligence +9
  • Skills Perception +3
  • Damage Vulnerabilities lightning
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, frightened, frozen, grappled, invisible, lifted, paralyzed, petrified, poisoned, restrained, stunned
  • Senses darkvision 20m, infrared nullm, Passive Perception 8
  • Challenge 15 (13000 XP)

Repair Protocol (3/Day). If the geth armature starts its turn with 0 shield points, it activates its repair protocol, collapsing into a compact shell. Until the start of its next turn, its speed becomes 0m and it can take no Actions, but it is immune to all damage. At the start of its next turn, it regains 50 shields points.

Actions

Mass Accelerator Machinegun. Ranged Weapon Attack: +9 to hit, range 120/360m, one target. Hit: 19 (3d12) piercing damage and 19 (3d12) radiant damage. The geth armature can make a burst fire attack instead.

Siege Cannon. The geth armature targets a creature within 60m and launches a homing projectile. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 55 (10d10) radiant damage, or half as much on a successful one.

Siege Pulse (Recharge 6). The geth armature releases a burst of electrostatic energy that disrupts armor biofeedback. Each creature within a 6m radius must make a DC 18 Constitution saving throw. On a failed save, a creature wearing armor looses 1d4 to their Strength and Dexterity ability scores. This loss ends if the armor is repaired, removed, or replaced.

APPENDIX H | BESTIARY



Geth Colossus

Gargantuan synthetic, lawful neutral


  • Armor Class 17
  • Hit Points 175 (9d20 + 81)
  • Shield Points 100 (regen 0)
  • Speed 6m

STR DEX CON INT WIS CHA
28 (+9) 8 (-1) 28 (+9) 20 (+5) 6 (-2) 8 (-1)

  • Saving Throws Intelligence +12
  • Skills Perception +5
  • Damage Vulnerabilities lightning
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, frightened, frozen, grappled, invisible, lifted, paralyzed, petrified, poisoned, restrained, stunned
  • Senses darkvision 20m, infrared nullm, Passive Perception 8
  • Challenge 21 (33000 XP)

Repair Protocol (3/Day). If the geth colossus starts its turn with 0 shield points, it activates its repair protocol, collapsing into a compact shell. Until the start of its next turn, its speed becomes 0m and it can take no Actions, but it is immune to all damage. At the start of its next turn, it regains 50 shields points.

Actions

Mass Accelerator Machinegun. Ranged Weapon Attack: +12 to hit, range 120/360m, one target. Hit: 19 (3d12) piercing damage and 19 (3d12) radiant damage. The geth colossus can make a burst fire attack instead.

Siege Cannon. The geth colossus targets a creature within 60m and launches a homing projectile. The target must make a DC 20 Dexterity saving throw. On a failed save, the target takes 55 (10d10) radiant damage, or half as much on a successful one.

Siege Pulse (Recharge 6). The geth colossus releases a burst of electrostatic energy that disrupts armor biofeedback. Each creature within a 6m radius must make a DC 20 Constitution saving throw. On a failed save, a creature wearing armor looses 1d4 to their Strength and Dexterity ability scores. This loss ends if the armor is repaired, removed, or replaced.

Legendary Actions

The geth colossus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The geth colossus regains spent legendary actions at the start of its turn.

Mass Accelerator Machinegun Attack. The geth colossus makes a Mass Accelerator Machinegun attack.

Siege Cannon Attack. The geth colossus makes a Siege Cannon attack.

Siege Pulse Attack (costs 2 actions). The geth colossus uses its Siege Pulse

APPENDIX H | BESTIARY

Mechs


LOKI Mech

Medium synthetic, neutral


  • Armor Class 10
  • Hit Points 22 (5d8)
  • Speed 8m

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 8 (-1) 6 (-2) 5 (-3)

  • Skills Perception +0
  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities petrified, poisoned
  • Senses infrared nullm, Passive Perception 8
  • Challenge 1/8 (25 XP)

Chatter (variant). The LOKI mech can be programmed with pre-recorded phrases, which it utters occasionally during combat. Each hostile creature that hears the phrase much pass a Wisdom saving throw. On a failure, a creature becomes unnerved by the phrase and can only target the LOKI mech when making attack rolls or using damaging spells. On a success, a creature is unaffected and is immune to the LOKI mech's Chatter. The DC of the saving throw is dependant on the phrase, but cannot be higher than 12.

Limited Tactics. The LOKI mech is incapable of complex combat tactics. It never seeks cover and cannot take the Hide, Dodge, Help, or Disengage actions.

Post-mortem Explosion. When the LOKI mech is reduced to 0 hit points, it self-destructs. Each creature within a 2m radius sphere must succeed on a DC 10 Dexterity saving throw or take 5 (2d4) thunder damage.

Innate Spellcasting. The loki mech's innate spellcasting ability is Intelligence (spell save DC 9, +1 to hit with spell attacks). It can innately cast the following:

5/day: shocking grasp

Actions

M-4 Shuriken (hip fire, burst fire). Ranged Weapon Attack: +1 to hit, range (4/12m), one target. Hit: 6 (2d4 + 1) piercing damage

M-3 Predator (double tap). Ranged Weapon Attack: +1 to hit, range (20/60m), one target. Hit: 3 (1d4 + 1) piercing damage

APPENDIX H | BESTIARY


FENRIS Mech

Small synthetic, neutral


  • Armor Class 14
  • Hit Points 35 (10d6)
  • Speed 14m

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 10 (+0) 14 (+2) 8 (-1)

  • Saving Throws Dexterity +5
  • Skills Perception +4
  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses infrared nullm, Passive Perception 12
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the fenris mech can move up to its speed toward a hostile creature that it can see.

Post-mortem Explosion. If damage reduces the FENRIS mech to 3 or fewer hit points, it deactivates its primary systems and remains stationary. Any additinonal damage done to the mech while in this state causes it to explode. Any creature within a 4m radius sphere must succeed on a DC 13 Constitution saving throw or take 7 (3d4) lightning damage.

Innate Spellcasting. The fenris mech's innate spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following:

3/day: shocking grasp

Actions

Pounce. Melee Weapon Attack: +3 to hit, reach 4m, one target. Hit: 8 (2d6 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Stun. Melee Weapon Attack: +3 to hit, reach 2m, one prone target. Hit: 9 (2d8) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.


Sentry Turret

Small synthetic, neutral


  • Armor Class 14
  • Hit Points 77 (22d6)
  • Speed 0m

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses Passive Perception 10
  • Challenge 1 (200 XP)

Stationary. The sentry turret automatically fails Strength and Dexterity saving throws and skill checks.

Innate Spellcasting. The sentry turret's innate spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following:

3/day: flamethrower

Actions

Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range 60/180m, one target. Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The sentry turret can make a burst fire attack instead.

APPENDIX H | BESTIARY


Turret

Small synthetic, neutral


  • Armor Class 12
  • Hit Points 25 (10d6 - 10)
  • Shield Points 10 (regen 0)
  • Speed 0m

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 8 (-1) 10 (+0) 6 (-2) 1 (-5)

  • Damage Vulnerabilities lightning
  • Damage Resistances bludgeoning
  • Damage Immunities poison, psychic
  • Condition Immunities poisoned
  • Senses Passive Perception 8
  • Challenge 1 (200 XP)

Stationary. The turret automatically fails Strength and Dexterity saving throws and skill checks.

Actions

Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range 60/180m, one target. Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The turret can make a burst fire attack instead.


Rampart Mech

Medium synthetic, neutral


  • Armor Class 15
  • Hit Points 52 (15d8 - 15)
  • Speed 10m

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 8 (-1) 16 (+3) 11 (+0) 8 (-1)

  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic
  • Condition Immunities petrified, poisoned
  • Senses Passive Perception 10
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the rampart mech can move up to its speed toward a hostile creature that it can see.

Hex Shield (1/Day). As a bonus action, the rampart mech generates a 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-cover.

Tactical Cloak (1/Day). As a bonus action, the rampart mech activates its tactical cloak, becoming invisible for 1 minute. When the rampart mech makes a melee or ranged attack or uses a tech or combat power, tactical cloak ends.

Post-Mortem Vent. When the rampart mech dies, it vents excess heat from its weapon and armor in a 2m radius until the start of its next turn. Each creature that enters the radius for the first time or ends its turn there takes 18 (4d8) radiant damage.

Actions

Multiattack. The rampart mech makes two omni-blade attacks.

Omni-Blade. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 7 (1d8 + 3) slashing damage

M-23 Katana (two-handed, hip fire). Ranged Weapon Attack: +3 to hit, range (4/8m), one target. Hit: 10 (2d6 + 3) piercing damage

APPENDIX H | BESTIARY


YMIR Mech

Large synthetic, neutral


  • Armor Class 18
  • Hit Points 161 (17d10 + 68)
  • Shield Points 50 (regen 10)
  • Speed 6m

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 18 (+4) 16 (+3) 8 (-1) 12 (+1)

  • Saving Throws Strength +9, Intelligence +7
  • Damage Vulnerabilities lightning
  • Damage Resistances cold, bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities petrified, poisoned
  • Senses infared nullm, Passive Perception 9
  • Challenge 11 (7200 XP)

Post-mortem Explosion. When the YMIR mech is reduced to 0 hit points, it self-destructs. Each creature within a 6m radius sphere must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) thunder damage or half as much on a successful one.

Actions

Mass Accelerator Machinegun. Ranged Weapon Attack: +7 to hit, range 60/180m, one target. Hit: 16 (3d10) piercing damage and 16 (3d10) radiant damage. The ymir mech can make a burst fire attack instead.

Rocket Launcher (Recharge 5-6). The ymir mech targets an area within 60m. Each creature within 6m of the target must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) thunder damage or half as much damage on a successful one.

APPENDIX H | BESTIARY

Rachni


Rachni Worker

Small organic, unaligned


  • Armor Class 13
  • Hit Points 9 (2d6 + 2)
  • Speed 12m

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

  • Saving Throws Wisdom +0
  • Senses blindsight 4m, Passive Perception 8
  • Challenge 1/8 (25 XP)

Actions

Acid Splash (Recharge 4-6). The rachni worker spits acid at one target within 10m or two targets within 10m if both targets are within 2m of each other. A target must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) acid damage.

Bite. Melee Weapon Attack: +2 to hit, reach 2m, one target. Hit: 3 (1d6) piercing damage.


Rachni Soldier

Medium organic, unaligned


  • Armor Class 14
  • Hit Points 44 (8d8 + 8)
  • Speed 10m

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Saving Throws Constitution +3, Wisdom +2
  • Skills Stealth +5, Perception +2
  • Senses blindsight 4m, Passive Perception 10
  • Challenge 1 (200 XP)

Ambusher. The rachni soldier has advantage on attack rolls against any creature it has surprised.

Grappler. The rachni soldier has advantage on attack rolls against any creature grappled by it.

Actions

Acid Spit. Ranged Weapon Attack: +5 to hit, range 20/60m, one target. Hit: 7 (2d6) acid damage and 7 (2d6) necrotic damage. This damage bypasses shields.

Impale. Melee Weapon Attack: +5 to hit, reach 4m, one target. Hit: 8 (1d10 + 3) and 2 (1d4) acid damage.

APPENDIX H | BESTIARY



Rachni Brood Warrior

Large organic, unaligned


  • Armor Class 15
  • Hit Points 102 (12d10 + 36)
  • Barrier Ticks 5
  • Speed 10m

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 7 (-2) 15 (+2) 7 (-2)

  • Saving Throws Constitution +5, Wisdom +4
  • Skills Perception +4
  • Senses blindsight 4m, Passive Perception 12
  • Challenge 4 (1100 XP)

Barrier (3/Day). As an action or bonus action, the rachni brood warrior gains 5 barrier ticks. When the rachni brood warrior is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Grappler. The rachni brood warrior has advantage on attack rolls against any creature grappled by it.

Innate Spellcasting. The rachni brood warrior's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following:

3/day: stasis

5/day: warp

Actions

Multiattack. The brood warrior makes two Impale attacks or attempts to grapple a creature and makes an Impale attack.

Acid Spit. Ranged Weapon Attack: +3 to hit, range 20/60m, one target. Hit: 7 (2d6) acid damage and 7 (2d6) necrotic damage. This damage bypasses shields.

Impale. Melee Weapon Attack: +6 to hit, reach 4m, one target. Hit: 15 (2d10 + 4) and 5 (1d10) acid damage.



Rachni Queen

Gargantuan organic, lawful neutral


  • Armor Class 21
  • Hit Points 319 (22d20 + 88)
  • Speed 6m

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 18 (+4) 22 (+6) 25 (+7) 18 (+4)

  • Saving Throws Wisdom +13, Constitution +10, Strength +13
  • Skills Perception +13, History +12
  • Condition Immunities charmed
  • Senses blindsight 10m, Passive Perception 17
  • Challenge 18 (20000 XP)

Actions

Multiattack. The rachni queen makes one bite attack and two impale attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 4m, one target. Hit: 26 (3d12 + 7) piercing damage.

Impale. Melee Weapon Attack: +13 to hit, reach 8m, one target. Hit: 29 (4d10 + 7) piercing damage.

Lair Actions

On initiative count 20 (losing initiative ties), the rachni queen takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • The rachni queen summons 1d10 + 3 rachni workers. These arrive at the beginning of the queen's next turn and take their turn on the queen's initiative.
  • The rachni queen summons 1d6 + 1 rachni workers. These arrive at the beginning of the queen's next turn and take their turn on the queen's initiative.
  • The rachni queen summons one rachni brood warrior. It arrives at the beginning of the queen's next turn and takes its turn on the queen's initiative.

APPENDIX H | BESTIARY

Reaper


Swarmer

Tiny synorg, lawful evil


  • Armor Class 10
  • Hit Points 4 (3d4 - 3)
  • Speed 12m

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 8 (-1) 4 (-3) 4 (-3) 4 (-3)

  • Saving Throws Dexterity +3
  • Condition Immunities charmed
  • Senses darkvision 20m, Passive Perception 7
  • Challenge 1/8 (25 XP)

Aggressive. As a bonus action, the swarmer can move up to its speed toward a hostile creature that it can see.

Actions

Suicide Attack. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 3 (1d6) acid damage and the swarmer explodes (its hit points immediately fall to 0).


Husk

Medium synorg, lawful evil


  • Armor Class 11
  • Hit Points 6 (1d8 + 2)
  • Speed 10m

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 14 (+2) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wisdom +0
  • Senses darkvision 20m, Passive Perception 8
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the husk can move up to its speed toward a hostile creature that it can see.

Actions

Swipe. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 4 (1d6 + 1) slashing damage, and the creature is grappled (escape DC 13). A creature that is grappled by the husk takes 11 (3d6) necrotic damage at the start of each of the husk's turns. The husk can't make swipe attacks on any other target while grappling a creature in this way.

APPENDIX H | BESTIARY


Abomination

Medium synorg, lawful evil


  • Armor Class 11
  • Hit Points 26 (4d8 + 8)
  • Speed 10m

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 14 (+2) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wisdom +0
  • Senses darkvision 20m, Passive Perception 8
  • Challenge 1 (200 XP)

Aggressive. As a bonus action, the abomination can move up to its speed toward a hostile creature that it can see.

Post-Mortem Explosion. When the abomination dies, it explodes in a burst of necrotic energy. Each creature within 2m of it must succeed on a DC 14 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that is grappled by the abomination automatically fails its saving throw.

Actions

Grapple. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: The creature is grappled (escape DC 11). At the start of the abomination's next turn, it uses Post-Mortem Explosion.


Cannibal

Medium synorg, lawful evil


  • Armor Class 13
  • Hit Points 72 (16d8)
  • Speed 8m

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 10 (+0) 8 (-1) 5 (-3) 3 (-4)

  • Senses darkvision 20m, Passive Perception 7
  • Challenge 2 (450 XP)

Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 2m of the creature and the ally isn't incapacitated.

Actions

Multiattack. The cannibal makes 2 Arm Cannon attacks.

Arm Cannon. Ranged Weapon Attack: +2 to hit, range 20/60m, one target. Hit: 5 (1d10) piercing damage.

Bash. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Frag Grenade (2/day). Target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.

Cannibalize (1/Day). The cannibal spends its action consuming a creature with 0 hit points within 2m. At the start of its next turn it gains 5 AC and 1d8 hit points and the consumed creature (including all of its weapons, armor, and items) is completely dissolved. If the creature is a player character, it dies. Cannibals prefer to use their cannibalize action over any other.

APPENDIX H | BESTIARY


Marauder

Medium synorg, lawful evil


  • Armor Class 15
  • Hit Points 44 (8d8 + 8)
  • Shield Points 15 (regen 15)
  • Speed 10m

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 8 (-1) 11 (+0) 8 (-1)

  • Saving Throws Dexterity +5
  • Skills Survival +2
  • Senses darkvision 20m, Passive Perception 10
  • Challenge 2 (450 XP)

Actions

Multiattack. The marauder makes 2 Phaeston attacks.

Phaeston (burst fire, two-handed). Ranged Weapon Attack: +3 to hit, range (20/60m), one target. Hit: 8 (2d4 + 3) piercing damage

Create Armor Plating (Recharge 5-6). The marauder coats a friendly husk, abomination, or cannibal in a scab-like armor plating, increasing the target's AC by 2.


Ravager

Large synorg, lawful evil


  • Armor Class 12
  • Hit Points 110 (20d10)
  • Speed 10m

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 8 (-1) 11 (+0) 11 (+0)

  • Condition Immunities charmed
  • Senses darkvision 20m, Passive Perception 10
  • Challenge 6 (2300 XP)

Egg Sacs (4). If the ravager takes piercing or slashing damage that is not from the result of a critical hit one of its egg sacs explodes, releasing 1d10 swarmers.

Actions

Multiattack. The ravager makes two twin artillery cannon attacks.

Acid Splash (Recharge 5-6). The ravager spits acid in a 6m cube. Each creature in that line must make a DC 15 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.

Twin Artillery Cannons. Ranged Weapon Attack: +5 to hit, range 60/180m, one target. Hit: 18 (3d10 + 2) piercing damage and 10 (3d6) acid damage.

APPENDIX H | BESTIARY


Scion

Medium synorg, lawful evil


  • Armor Class 18
  • Hit Points 52 (7d8 + 21)
  • Speed 8m

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 6 (-2) 5 (-3)

  • Saving Throws Constitution +7
  • Damage Resistances bludgeoning, piercing, slashing
  • Senses darkvision 20m, Passive Perception 8
  • Challenge 9 (5000 XP)

Actions

Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Salvo (Recharge 4-6). The scion targets three locations within 30m and launches an explosive blast to each. The locations can be the same or different. Each creature within a 6m radius of a target location must make a DC 16 Dexterity saving throw. On a failed save a creature takes 15 (3d10) thunder damage or half as much on a successful one.


Brute

Large synorg, lawful evil


  • Armor Class 18
  • Hit Points 123 (13d10 + 52)
  • Speed 14m

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 9 (-1) 6 (-2) 12 (+1)

  • Saving Throws Strength +9, Constitution +8
  • Skills Athletics +9
  • Damage Resistances bludgeoning, piercing, slashing
  • Senses darkvision 20m, Passive Perception 8
  • Challenge 10 (5900 XP)

Blood Frenzy. The brute has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brutal Charge. If the brute moves at least 6m straight toward a target and then hits it with a smash attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Multiattack. The brute makes two Smash attacks or two Clobber attacks.

Clobber. Melee Weapon Attack: +9 to hit, reach 2m, one prone creature. Hit: 37 (5d12 + 5) bludgeoning damage.

Smash. Melee Weapon Attack: +9 to hit, reach 2m, one target. Hit: 17 (3d8 + 5) bludgeoning damage.

APPENDIX H | BESTIARY


Oculus

Large synthetic, lawful evil


  • Armor Class 17
  • Hit Points 165 (22d10 + 44)
  • Speed fly 20m

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 13 (+1) 9 (-1) 10 (+0)

  • Saving Throws Dexterity +7, Constitution +6
  • Skills Perception +3
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, frightened, lifted, paralyzed, poisoned, prone
  • Senses infrared vision 30m, Passive Perception 9
  • Challenge 11 (7200 XP)

Actions

Particle Beam. The oculus fires a persistent particle beam that is 20m long and 2m wide that lasts until the start of the oculus's next turn. While firing the beam, the oculus's speed becomes 0. Each creature that is within the beam's path or that moves into the beam's path for the first time on its turn must make a DC 16 Constitution saving throw. On a failed save, a creature takes 66 (12d10) radiant damage, or half as much on a successful save.

Crush. Melee Weapon Attack: +3 to hit, reach 10m, one target. Hit: 17 (4d6 + 3) bludgeoning damage.

APPENDIX H | BESTIARY



Banshee

Large synorg, lawful evil


  • Armor Class 16
  • Hit Points 165 (30d10)
  • Barrier Ticks 20
  • Speed 6m

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 12 (+1) 18 (+4) 20 (+5)

  • Saving Throws Dexterity +8, Wisdom +9
  • Senses darkvision 20m, Passive Perception 14
  • Challenge 13 (10000 XP)

Barrier (3/Day). As an action or bonus action, the banshee gains 20 barrier ticks. When the banshee is dealt damage, if it has any barrier ticks remaining, remove one barrier tick and reduce the damage by 1d8.

Innate Spellcasting. The banshee's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following:

At will: charge, nova

6/day: warp (as a 4th-level spell)

Actions

Impale. Melee Weapon Attack: +5 to hit, reach 2m, one target. Hit: 13 (3d8) piercing damage.

Wail (Recharge 5-6). The banshee lets out a wail. Each creature within 60m that can hear the wail must make DC 17 Wisdom saving throw. On a failed save a creature is frightened for 1 minute.

Legendary Actions

The banshee can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The banshee regains spent legendary actions at the start of its turn.

Cast a Spell (costs 3 actions). The banshee casts a spell from its list of prepared spells, using a spell slot as normal.

Impale Attack. The banshee uses its imaple attack.

Wail Attack (costs 2 actions). The banshee uses its wail.

Reactions

Teleporting Dodge (1/Turn). In response to making a Dexterity saving throw, the banshee can use its reaction to teleport up to 4m away. If it is still within the affected area, it has advantage on the saving throw.

APPENDIX H | BESTIARY



Reaper Harvester

Huge synorg, lawful evil


  • Armor Class 20
  • Hit Points 364 (27d12 + 189)
  • Speed 14m, burrow 14m, fly 26m

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 11 (+0) 12 (+1) 16 (+3)

  • Saving Throws Constitution +13, Wisdom +7
  • Skills Perception +7
  • Damage Resistances bludgeoning, piercing, slashing
  • Senses darkvision 40m, Passive Perception 11
  • Challenge 20 (25000 XP)

Actions

Multiattack. The reaper harvester makes two harvester cannon attacks.

Harvester Cannon. The reaper harvester targets a location within 30m. Each creature within a 6m radius must make a Dexterity saving throw. On a failed save a creature takes 3d10 force and 3d10 thunder damage, or half as much damage on a successful one.

Legendary Actions

The reaper harvester can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The reaper harvester regains spent legendary actions at the start of its turn.

Detect. The reaper harvester makes a Wisdom (Perception) check.

Harvester Cannon Attack (costs 2 actions). The reaper harvester makes a harvester cannon attack.

Spawn Husks (costs 3 actions). The reaper harvester releases 1d10 Husks from its body.

APPENDIX H | BESTIARY