A character’s class is used to denote their proficiency in combat. It is not intended to be a character’s “job” or “background,” as we have seen in nearly every work of Gundam fiction, characters from all walks of life may and often do find themselves piloting a mobile suit whether they bear the title of “pilot” of not.
In the Universal Century, nearly 100 years have passed since humanity moved into space using giant rotating cylinders held in Earth’s orbit at specific stable locations called Lagrange Points. The humans born in the colonies bear a strong resemblance to those born on Earth, but there are minor differences between the two, reflecting the difference in their environment and upbringing.
Earthnoids are born and raised on Earth while Spacenoids are born and raised in the colonies, on the lunar surface, or on one of the various mining asteroids. There is a degree of racial animosity between Earthnoids and Spacenoids, largely as a result of the average wealth disparity between the two. As there is no physical difference in appearance however, this does not often arise unless a character’s origin is explicitly brought up.
Those born on earth are usually hardier and more stalwart than their space-faring counterparts. Often from wealthy backgrounds, Earthnoids eat well, live well, and often have prestigious jobs as long as they are not one of the countless war orphans created by the One Year War. While their souls are weighed down by gravity, their bodies are stronger for it.
Earthnoids range from about 5 to 6 feet tall. Your combat unit size is Small.
Your base walking speed is 10 meters.
Your Constitution score increases by 2.
You gain proficiency in two skills of your choice.
You gain one feat of your choice.
Raised in the low-gravity environment of the space colonies, Spacenoids are humans with slenderer frames than their Earth-born cousins but possess increased perceptiveness and intuition. Spacenoids often exhibit great ease developing technical skills and operating heavy machinery, including Mobile Suits. They are gifted learners and savvy interpersonal communicators.
Spacenoids range from about 5 to 6 feet tall. Your combat unit size is Small.
Your base walking speed is 10 meters.
Your Intelligence Score increases by 1, and your Wisdom score increases by 1.
You gain proficiency in two skills of your choice.
You gain one feat of your choice.
The heartless pink eyes of a Psycho Gundam flash as a young woman summons the hulking metal monstrosity to her side by her very will alone.
Specks of green light dash around the void of space before a young man whispers, “fire…” and a criss-cross of lasers from all directions carve a Federation battleship to shreds.
An old soldier near death cries out and reaches with his spirit through the hull of a mobile suit to crush the mind of a young Gundam pilot, reducing him to the intelligence of a child.
Cyber-Newtypes are not born, but forged through hypnosis, drug therapy, and surgical implants if necessary. Some choose to undergo the process willingly, but most are unwilling subjects of brutal experimentation. Their powers are often immense and frightening. The gifts come at a cost; the subjects of these experiments suffer from haunting nightmares, psychological damage, and memory loss.
Cyber-Newtypes can have complex motives for adventure. Some seek higher purpose while others may simply wish to recover lost memories. Some embrace their curse whilst others try to lead a normal life in spite of it. Cyber-Newtypes are extremely uncommon, possibly even more so than true Newtypes. The sad reality is that many do not live long enough to reach their full potential, and even fewer survive the struggle of war.
First you must decide whether your character was the victim of horrific experimentation or they were driven to expand their powers for a singular purpose such as an ideal or revenge.
How do you feel about the procedure that was carried out on you? Do you have any regrets about it? Do you embrace your new powers? Perhaps you feel a lofty sense of purpose as a result of your enhancement. Or maybe you feel entitled to subjugate your lessers.
Quick BuildYou can quickly make a Cyber-Newtype with the following suggestions. Your highest Ability Score should be Charisma, followed by Constitution. Next, select the Vagrant background. |
As a Cyber-Newtype you gain the following Class Features.
Hit Dice: 1d6 per Cyber-Newtype level
Hit Points at 1st Level: 6 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Cyber-Newtype level after 1st
Body Armor: none
Weapons: Small Arms, Bladed Weapons
Tools: none
Saving Throws: Constitution, Charisma
Mobile Weapons: General MS, Psycommu MS
Skills: Choose two from Computer Use, Deception, Insight, Intimidation, Persuasion, and Performance
You start with the following equipment in addition to your background:
As a result of your intensive training and therapy you have unlocked the latent psychic abilities. This psychic power manifests in the form of Newtype Talents. See Using Talents for the general rules of talents and the Talents section to see the Cyber-Newtype exclusive Talent List.
At first level, you know four At-Will Abilities of your choice from the Cyber-Newtype Abilities list. You learn additional At-Will Abilities at higher levels, as shown in the At-Will Abilities column of the Cyber-Newtype Class Table
The following table shows how many talent slots you have to use your Cyber-Newtype abilities of 1st level and higher. To use one of these abilities, you must expend a slot of the talent level or higher. You regain all expended talent slots when you finish a long rest.
Level | Prof Bonus | Cyber Points | Features | At-Will Talents | Talents Known | Talent Slots Per Talent Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | – | NT Abilities, NT Origin | 4 | 2 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | 2 | Cyber Enhancement | 4 | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | 3 | Psychic Exertion | 4 | 4 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | 4 | ASI or Feat | 5 | 5 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | 5 | 5 | 6 | 4 | 3 | 2 | – | – | – | – | – | – | |
6th | +3 | 6 | NT Origin Feature | 5 | 7 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | 7 | 5 | 8 | 4 | 3 | 3 | 1 | – | – | – | – | – | |
8th | +3 | 8 | ASI or Feat | 5 | 9 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | |
10th | +4 | 10 | Psychic Exertion | 6 | 11 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |
12th | +4 | 12 | ASI or Feat | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |
14th | +5 | 14 | NT Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | |
16th | +5 | 16 | ASI or Feat | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | 17 | Psychic Exertion | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | NT Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | ASI or Feat | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Superior Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Charisma is your ability modifier for your Newtype Talents, since the power of your mind relies on your ability to project your will into the world. You use your Charisma whenever a talent refers to your using ability modifier. In addition, you use your Charisma modifier when setting the saving throw DC for a Newtype talent you use and when making an attack roll with one.
Talent save DC = 10 + your proficiency bonus + your Charisma modifier
Talent attack modifier = your proficiency bonus + your Charisma modifier + 2
At present, there is only one Origin available to Cyber-Newtypes; Unstable Mind. This Newtype Origin grants you features at 1st level, and again at 6th, 14th, & 18th level.
At 2nd level, you tap into a deep wellspring of psychic power within yourself. This is represented by cyber points, which allow you to create a variety of psychic effects.
You have 2 cyber points, and you gain more as you reach higher levels, as shown in the Cyber Points column of the Cyber-Newtype table. You can never have more cyber points than shown on the table for your level. You regain all spent cyber points when you finish a long rest.
You can use your cyber points to gain additional talent slots, or sacrifice talent slots to gain additional cyber points. You learn other ways to use your cyber points as you reach higher levels.
Creating Talent Slots. You can transform unexpended cyber points into one talent slot as a bonus action on your turn. The following table shows the cost of creating a talent slot of a given level. You can create talent slots no higher in level than 5th. Any talent slot you create with this feature dissipates when you finish a long rest.
Talent Slot Level | Cyber Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Converting a Talent Slot to Cyber Points. As a bonus action on your turn, you can expend one talent slot and gain a number of cyber points equal to the slot’s level.
At 3rd level, you gain the ability to twist your talents to suit your needs. You gain two of the following Psychic Exertion options of your choice. You gain another one at 10th and 17th level.
You can use only one Psychic Exertion option on a talent when you use it, unless otherwise noted.
When you use a talent that forces several targets to make a saving throw, you can protect some of those targets from the talent’s full force. To do so, you spend 1 cyber point and choose a number of those targets up to your Charisma modifier (minimum of one). A chosen target automatically succeeds on its saving throw against the talent.
When you use a talent that has a range of 1 [50] meters or greater, you can spend 1 cyber point to double the range of the talent.
When you use a talent that has a range of touch, you can spend 1 cyber point to make the range of the talent 10 [250] meters.
When you roll damage for a talent, you can spend 1 cyber point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered talent even if you have already used a different Psychic Exertion option during the using of the talent.
When you use a talent that has a duration of 1 minute or longer, you can spend 1 cyber point to double its duration, to a maximum duration of 24 hours.
When you use a talent that forces a target to make a saving throw to resist its effects, you can spend 3 cyber points to give one target of the talent disadvantage on its first saving throw made against the talent.
When you use a talent that has a using time of 1 action, you can spend 2 cyber points to change the using time to 1 bonus action for this use.
When you use a talent, you can spend 1 cyber point to use it without drawing attention to yourself. You will be discovered when the talent has resolved.
When you use a talent that targets only one target other than self, you can spend a number of cyber points equal to the talent’s level to target a second target in range (1 cyber point if the talent is an At-Will talent).
To be eligible, a talent must be incapable of targeting more than one target at the talent’s current level; you cannot add targets to a talent with multiple targets.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. You may forego the Ability Score Increase and select a Feat from the Feats List instead.
At 20th level, you regain 4 expended cyber points whenever you finish a short rest.
Due to the severe trauma inflicted upon you as a result of your enhancements, you suffer from terrible psychic scarring and side effects.
Your Newtype Talents can unleash surges of psychic power. Once per turn, the Game Master can have you roll 1d20 after you’ve used a Talent of 1st level or higher. If you roll a 1, roll on the Psychic Surge Table to create an effect. If it is a talent, you cannot apply Psychic Exertion. It does not require concentration to maintain and lasts its full duration.
Starting at 1st level, you can channel your psychic energy to gain advantage on one attack roll, ability check, or save. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the Game Master can have you roll on the Psychic Surge table immediately after you use a Newtype talent of 1st level or higher. You then regain the use of this feature.
Starting at 6th level, when another target you can see makes an attack roll, an ability check, or a save, you can use your reaction and spend 2 cyber points to roll 1d4 and apply the number rolled as a bonus or penalty to the target’s roll. You can do so after the target rolls but before any effects of the roll occur.
At 14th level, you gain a modicum of control over psychic surges. Whenever you roll on the Psychic Surge table, you can roll twice and use either number.
Once per turn beginning at 18th level, when you roll damage for a talent 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.
Psychic Surge Table | |
d100 | Effect |
1 – 2 | Roll on this table at the start of your turns for one minute, ignoring this result on subsequent rolls. |
3 – 4 | For the next minute, you can see any obscured target if you have line of sight to it. |
5 – 6 | A psychic spectre controlled by the Game Master appears 1 [10] meters in front of you, and vanishes after 1 minute. |
7 – 8 | You will do whatever anyone tells him or her to do that isn’t obviously self-destructive for the next 1d6 minutes. |
9 – 10 | You suffer extreme paranoia. You have disadvantage on Wisdom and Charisma skill checks for 1d4 minutes. |
11 – 12 | Roll a d10. Your size class is perceived to increase by 1 for a number of minutes equal to the result of your roll. |
13 – 14 | You cast Newtype Confusion centered on yourself (whether you know the Talent normally or not). |
15 – 16 | For one minute, you regain 5 HP/AP at the start of each of your turns. |
17 – 18 | You are instantly reduced to ¼ of your current HP/AP, minimum of 1. |
19 – 20 | Until the end of your next turn, you retreat into mind and become paralyzed. The effect ends if the character takes any damage. |
21 – 22 | You must use your action next round to attack the nearest target (even if friendly). |
23 – 24 | A random target with 20 [200] meters suffers disadvantage on Wisdom saving throws for one minute. |
25 – 26 | You have advantage on Perception skill checks that rely on sight for 1 minute. |
27 – 28 | For the next minute all of your Talents require an additional Standard Action to use. |
29 – 30 | You seemingly teleport 30 [300] meters in a single direct line |
31 – 32 | You are transported “Beyond the Time” until the end of your next turn, when you return to the space you occupied prior to the Psychic Surge effect, or in the nearest available space if it is occupied. |
33 – 34 | The next talent you use that deals damage automatically deals maximum damage if successful. |
35 – 36 | You suffer from tremors or tics and suffer Disadvantage on Strength and Dexterity skill checks for 1d6 minutes. |
37 – 38 | 1d6 psychic spectres controlled by the Game Master appear in unoccupied spaces within 30 [300] meters of you and are frightened of you. They vanish after 1 minute. |
39 – 40 | You fall unconscious for 1d4 minutes. |
41 – 42 | You are rendered incapcitated and suffer vulnerability to all damage types until the start of your next turn. |
43 – 44 | Until the end of your next turn, melee attacks made against you are made with Advantage. |
45 – 46 | You suffer vulnerability to all damage for one minute. |
47 – 48 | A random target within 30 [300] meters of you falls unconscious for 1d4 minutes. |
49 – 50 | You are stricken mute cannot speak for one minute. |
51 – 52 | A psychic wave grants you +2 Evasion for one minute. |
53 – 54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55 – 56 | You experience vivid hallucinations and have disadvantage on ability checks for 1d6 minutes. |
57 – 58 | Until the end of your next turn, the first attack made against you is made at Disadvantage. |
59 – 60 | You regain your lowest-level expended Talent Slot. |
61 – 62 | For the next minute, you cannot speak without shouting. |
63 – 64 | You become obscured by fog for 1d4 minutes. Ranged attacks made by you and targeting you are made with disadvantage. |
65 – 66 | You suffer Disadvantage against all saving throws against Newtype Talents for 1d4 rounds. |
67 – 68 | You are frightened by the nearest target until the end of your next turn. |
69 – 70 | Until the end of your next turn, you become incapacitated and spends the duration screaming, laughing, or weeping. |
71 – 72 | You gain resistance to all damage types for one minute. |
73 – 74 | You and one random living target within 30 [300] meters both become poisoned for 1d4 hours. |
75 – 76 | You appear to glow bright for one minute. |
77 – 78 | All targets of your Newtype Talents suffer Disadvantage on Saving Throws against them for 1d4 minutes. |
79 – 80 | Illusory butterflies and flower petals flutter in the air within 30 [300] meters of you for the next minute. |
81 – 82 | You can immediately take another standard action. |
83 – 84 | You are stunned for 1d6 minutes. |
85 – 86 | You lose the use of one of your lowest level Talent Slots. |
87 – 88 | A random enemy target within 20 [200] meters of you has advantage on Wisdom saving throws for one minute. |
89 – 90 | You experience an overpowering urge to eat something strange such as dirt, slime, or offal. |
91 – 92 | If you are reduced to 0 HP/AP within the next minute, you immediately recover ¼ of your total HP/AP. |
93 – 94 | Your size class is perceived to increase by 1 for one minute. |
95 – 96 | You and all targets within 3 [30] meters of you gain vulnerability to piercing damage for 1 minute. |
97 – 98 | You are surrounded by haunting music for one minute. |
99 – 100 | You regain all expended cyber points. |
Poised on the bridge of a Salamis warship, the young officer rouses her troops with a stirring speech.
The pilot of a vivid purple Gouf Custom performs a deft maneuver drawing the attention of friend and foe alike.
The incisive cutting words of a Gundam pilot leave an enemy stunned while his allies open fire.
Executants come in many flavors but are only happy when they are the center of attention. A skilled Executant can inspire allies with vibrant speeches, demoralize foes with curt insults, and turn tides with their unique talents.
Executants come from all walks of life, usually finding work somewhere in the public eye. Their natural charm and magnetism make them popular and inspire loyalty in their friends & allies.
Executants come from all walks of life, usually finding work somewhere in the public eye. Their natural charm and magnetism make them popular and inspire loyalty in their friends & allies.
The perpetual thirst for knowledge and understanding drives Executants to become students of many skills throughout their lives. A large degree of their charm comes from relatability, therefore they are frequently skilled in many trades.
Did you have a mentor whose leadership inspired your own? Were you a squad leader in basic training? Think about the kind of upbringing and life experiences that may have shaped your outspoken and persuasive nature. Did you assume authority by choice or was it thrust upon you in a time of need?Executants are driven to lead and inspire action. What past life events may fuel such a compulsion in you to effect change in the world? Were you born charismatic or did you have to work to command respect?
Quick BuildYou can quickly make an Executant with the following suggestions. Your highest Ability Score should be Charisma, followed by Dexterity. Next, select the Entertainer or Bureaucrat background. |
Level | Prof Bonus | Inspire Die | Features |
1st | +2 | d6 | Bolster Allies, Inspiration |
2nd | +2 | d6 | Jack of All Trades, Convalescence |
3rd | +2 | d6 | Expertise, Profession Path |
4th | +2 | d6 | ASI or Feat |
5th | +3 | d8 | Inspiring Presence, Font of Inspiration |
6th | +3 | d8 | Countercharm, Profession Path |
7th | +3 | d8 | |
8th | +3 | d8 | ASI or Feat |
9th | +4 | d8 | |
10th | +4 | d10 | Expertise |
11th | +4 | d10 | Inspiring Presence Feature |
12th | +4 | d10 | ASI or Feat |
13th | +5 | d10 | |
14th | +5 | d10 | Profession Path |
15th | +5 | d12 | Peerless Skill |
16th | +5 | d12 | ASI or Feat |
17th | +6 | d12 | |
18th | +6 | d12 | |
19th | +6 | d12 | ASI or Feat |
20th | +6 | d12 | Superior Inspiration |
As an Executant you gain the following Class Features.
Hit Dice: 1d8 per Executant level
Hit Points at 1st Level: 8 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Executant level after 1st
Body Armor: Light armor
Weapons: Small Arms, Bladed Weapons
Tools: One toolkit of your choice
Saving Throws: Dexterity, Charisma
Mobile Weapons: General MS, Combat Crafts
Skills: Choose any three
You start with the following equipment in addition to your background:
As a Bonus Action, you strengthen all friendly targets (including yourself) within 25 [250] meters that can see or hear you. Each target gains temporary Hit/Armor Points equal to 1d8 + Your CHA Modifier. You may use this ability once per long rest.
You can inspire others through stirring words or actions. To do so, you use a bonus action on your turn to choose one target other than yourself within 10 [100] meters of you who can hear you. That target gains one Inspiration die, a d6.
Once within the next 10 minutes, the target can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The target can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before knowing whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A target can have only one Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses when you finish a long rest.
Your Inspiration die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
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.
Beginning at 2nd level, you can revitalize your wounded allies during a short rest. If you or any friendly targets who can hear you regain hit/armor points at the end of the short rest by spending one or more Hit Dice, each of those targets regains an extra 1d6 hit points.
The extra hit points increases to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
At 3rd level, you delve into the advanced techniques of a Profession Path of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.
At 3rd 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.
By 5th level, your natural charm and leadership grant further boons to your allies. You may select one of the following benefits. You may select an additional benefit at 11th level.
During combat, if a member of your party within 25 [250] meters (including you) is reduced to less than half maximum hit points, they may use an action to spend up to half their hit dice to heal as if spending hit dice when taking a rest. After using this ability, the target must rest before benefiting from it again. This ability does not function if you are incapacitated.
You learn to inspire others in battle. An ally within 25 [250] meters that has an Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when targeted by an attack, the ally can use their reaction to roll the Inspiration die and add the number rolled to its Evasion against that attack.
When a hostile target that you can see within 25 [250] meters of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Inspiration, rolling a Inspiration die and subtracting the result from the target’s roll. You can choose to use this feature after the target makes its roll, but before determining whether the attack roll or ability check succeeds or fails, or before the target deals its damage. The target is immune if it can’t hear you or if it’s immune to being charmed.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you may forego the Ability Score Increase and select a Feat from the Feats List instead.
Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.
At 6th level, you gain the ability to disrupt mind-influencing effects. As an action, you can start an oration that lasts until the end of your next turn. During that time, you and any friendly targets within 10 [100] meters of you have advantage on saving throws against being frightened or charmed. A target must be able to hear you to gain this benefit. The speech ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Starting at 15th level, when you make an ability check, you can expend one use of Inspiration. Roll an Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.
Field Commanders lead by example. They charge into battle alongside their allies shouting commands and rallying the charge. Their words inspire courage because those listening can trust that there is action soon to follow.
When you become a Field Commander at 3rd level, you gain proficiency with medium body armor and advanced melee weapons.
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
When you are wielding a melee weapon in one hand and no other weapons or shields, you gain a +2 bonus to damage rolls with that weapon.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Whenever you take the Attack action on your turn, your walking speed increases by 2 [20] meters until the end of the turn, and if a weapon attack that you make as part of this action hits a target, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish. You can expend one use of your Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Inspiration die. You also add the number rolled to your Evasion until the start of your next turn.
Slashing Flourish. You can expend one use of your Inspiration to cause the weapon to deal extra damage to the target you hit and to any other target of your choice that you can see within 1 [10] meters of you. The damage equals the number you roll on the Inspiration die.
Mobile Flourish. You can expend one use of your Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Inspiration die. You can also push the target up to 1 [10] meters away from you, plus 1 [10] meters times the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 1 [10] meters of the target.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending an Inspiration die.
Commissioned Officers master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These officers wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
You can spin words that unsettle a target and cause it to doubt itself. As a bonus action, you can expend one use of your Inspiration and choose one target you can see within 20 [200] meters of you. Roll the Inspiration die. The target must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Your inspiring words are so persuasive that others feel driven to succeed. When a target adds one of your Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the target can keep the Inspiration die.
You have gained the ability to make your speech intelligible to any target. As an action, choose one or more targets within 20 [200] meters of you, up to a number equal to your Charisma modifier (minimum of one target). The chosen targets can understand you, regardless of the language you speak, for 1 hour.
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a target within 20 [200] meters of you adds one of your Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different target (other than yourself) that can hear you within 20 [200] meters of you, giving it a Inspiration die without expending any of your Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
The young lieutenant sidesteps a punch and hip throws a rebel insurgent when unkind words come to blows.
The ace pilot springboards from battleship to battleship leaving a wake of twisted metal and carnage behind them.
A seasoned veteran hurls a grenade through a warship cabin window at a squad of enemy pilots.
Violence is an art with many gifted practitioners. Humanity will always find reasons to go to war and the need for warriors is ever present. Fighters are artists who paint with blood and sculpt with steel.
The term “Fighter” is a broad generalization for all kinds of warriors across the spectrum including trained soldiers and graduates of the school of hard knocks. Mercenaries, mobile suit pilots, and infantry can all claim the title of Fighter
Not every armed citizen is truly a Fighter. A Fighter has spent years training to become dangerous practitioners of combat. Not all training needs to be formal martial arts instruction or military training. Many Fighters gain experience through praxis, forged in actual battles.
Fighters strike first and ask questions later. They are bulwarks against conquest or agents of domination. A Fighter has little time or patience for politics and prefers to settle disputes the old fashioned way.
Are you a soldier or mercenary by trade? Where did you learn to fight? Did you have a trainer or are you a self-taught warrior? Do you fight hand-to-hand or in the cockpit of a mobile suit? What compels you to fight? Do you seek revenge or do you pursue an ideal?
Quick BuildYou can quickly make a Fighter with the following suggestions. Your highest Ability Score should be Strength or Dexterity, followed by Constitution. Next, select the Military background. |
Level | Prof Bonus | Features |
1st | +2 | FIghting Style, Second Wind |
2nd | +2 | Action Surge (1) |
3rd | +2 | Martial Archetype Feature |
4th | +2 | ASI or Feat |
5th | +3 | Extra Attack (1) |
6th | +3 | |
7th | +3 | Martial Archetype Feature |
8th | +3 | ASI or Feat |
9th | +4 | Indomitable (1) |
10th | +4 | Martial Archetype Feature |
11th | +4 | Extra Attack (2) |
12th | +4 | ASI or Feat |
13th | +5 | Indomitable (2) |
14th | +5 | |
15th | +5 | Martial Archetype Feature |
16th | +5 | ASI or Feat |
17th | +6 | Action Surge (2), Indomitable (3) |
18th | +6 | Martial Archetype Feature |
19th | +6 | ASI or Feat |
20th | +6 | Extra Attack (3) |
As a Fighter you gain the following Class Features.
Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Fighter level after 1st
Body Armor: All armor
Weapons: All personnel weapons
Tools: none
Saving Throws: Strength, Constitution
Mobile Weapons: General MS
Skills: Choose two skills from Acrobatics, Drive, Athletics, History, Insight, Intimidation, Perception, and Survival
You start with the following equipment in addition to your background:
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing body armor, you gain a +1 bonus to Personal Evasion. When piloting a Mobile Weapon you may add +5 to its damage Threshold.
When you are wielding a melee weapon in one hand and no other weapons or shields, you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a target you can see attacks a target other than you that is within 1 [10] meters of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have blindsight with a range of 2 [20] meters. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible target within that range, unless the target successfully hides from you.
When an enemy you can see hits a target, other than you, within 1 [10] meters of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or melee weapon to use this reaction.
You learn one maneuver of your choice from among those available to the Guerilla archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one target grappled by you.
On your turn, you can use a bonus action to regain hit points or armor points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
On your turn, you can take one additional 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 it twice before a rest, but only once on the same turn.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Guerilla or Enforcer. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you may forego the Ability Score Increase and select a Feat from the Feats List instead.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning 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 twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Guerillas are tactical combat experts, relying on cunning and expertise to outsmart and embarrass their enemies with clever maneuvers.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
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 gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 3rd level, you gain proficiency with one type of tool set of your choice.
The maneuvers are presented in alphabetical order.
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
When you’re within 1 [10] meters of a target on your turn, you can expend one superiority die and switch places with that target, provided you spend at least 1 [10] meters of movement and the target is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other target (your choice) gains a bonus to Evasion equal to the number rolled.
When a target you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the target, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly target who can see or hear you and expend one superiority die. That target can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
When you hit a target with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority 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 in any space adjacent to it.
When you hit a target with a weapon attack, you can expend one superiority die to distract the target, giving your allies an opening. You add the superiority die 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.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your Evasion until you stop moving.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one target within 1 [10] meters of you as your target. You have advantage on your next attack roll against that target this turn. If that attack hits, add the superiority die to the attack’s damage roll.
When you hit a target with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die 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.
Immediately after you hit a target with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 1 [10] meters. If you hit, you add the superiority die to the attack’s damage roll.
When you hit a target with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly target who can see or hear you. That target can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a target with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die 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.
When another target damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
When you make a weapon attack roll against a target, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
When you hit a target with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die 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 3 [30] meters away from you.
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly target who can see or hear you. That target gains temporary hit points equal to the superiority die roll + your Charisma modifier.
When a target misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the target. If you hit, you add the superiority die to the attack’s damage roll.
When you hit a target with a melee weapon attack, you can expend one superiority die to attempt to damage another target with the same attack. Choose another target within 1 [10] meters of the original target and within your reach. If the original attack roll would hit the second target, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
When you hit a target with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die 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.
Starting at 7th level, if you spend at least 1 minute observing or interacting with another target outside combat, you can learn certain information about its capabilities compared to your own. The Game Master tells you if the target is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points/armor points
Total class levels (if any)
Fighter class levels (if any)
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Enforcers are champions of battle, gifted in all forms of combat and prefer brute strength to tricky tactics.
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by 1 [10] meters times your Strength modifier.
At 10th level, you can choose a second option from the Fighting Style class feature.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing body armor, you gain a +1 bonus to Personal Evasion. When piloting a Mobile Weapon you may add +5 to its damage Threshold.
When you are wielding a melee weapon in one hand and no other weapons or shields, you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a target you can see attacks a target other than you that is within 1 [10] meters of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
At 18th level, at the start of each of your turns, you regain HP/AP equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
The Aggresor is a fighter who draws on an implacable fighting spirit to overcome enemies.
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
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 all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points and 10 temporary armor points. The number of hit/armor points increases when you reach certain levels in this class, increasing to 10/15 at 10th level and 15/20 at 15th level.
You can use this feature two times. You regain all expended uses of it when you finish a long rest.
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your Self-Control also causes you to gain Proficiency in Wisdom Saving Throws. If you already have this Proficiency, you instead gain Proficiency in Intelligence or Charisma Saving Throws (your choice)
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit/armor points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit/armor 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/armor points.
Once you use this feature, you can’t use it again until you finish a long rest.
An Acguy rises from murky water and fires torpedoes at an unsuspecting riverside Federation convoy.
A Zeon official is ambushed from the shadows by an assassin armed with a tanto knife.
Infiltrators rely on deadly precision and subterfuge to dispatch their enemies rather than brute force.
Infiltrators are cunning enough to blend in wherever they may find themselves. Average soldiers cannot pick infiltrators out in a crowd, and by the time they identify the spy, it’s too late. Whether concealing their identity with a disguise or concealing a mobile suit with camouflage, Infiltrators can hide just about anywhere.
Most Infiltrators make a living as thieves, assassins, or con artists. Scoundrels that organize into loose associations that share resources and information with each other. Others find honest work, but aid fellow spies and saboteurs. Even independent agents will have friends in low places.
Infiltrators are more than mere killers and saboteurs. Often they have a good reason to conceal their identity beyond just the mission at hand. Are they a wanted criminal? Were they a One Year War detractor? Did they make a grave, unforgivable mistake?
Are you a double-agent looking to undermine the enemy? Did a botched operation cause you to reevaluate your career? Are you driven by greed, revenge, or perhaps something nobler? What was the trigger that made you leave your old life in favor of a new web of lies?
Quick BuildYou can quickly make an Infiltrator with the following suggestions. Your highest Ability Score should be Dexterity, followed by Charisma. Next, select the Thief or Spy background. |
Level | Prof Bonus | Features | Sneak Attack |
1st | +2 | Sneak Attack | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Steady Aim, Specialization Feature | 2d6 |
4th | +2 | ASI or Feat | 2d6 |
5th | +3 | Uncanny Dodge | 3d6 |
6th | +3 | Cunning Strikes | 3d6 |
7th | +3 | Deft Elusion | 4d6 |
8th | +3 | ASI or Feat | 4d6 |
9th | +4 | Specialization Feature | 5d6 |
10th | +4 | ASI or Feat | 5d6 |
11th | +4 | Reliable Talent | 5d6 |
12th | +4 | ASI or Feat | 6d6 |
13th | +5 | Specialization Feature | 6d6 |
14th | +5 | Devious Strikes | 6d6 |
15th | +5 | Slippery MInd | 7d6 |
16th | +5 | ASI or Feat | 7d6 |
17th | +6 | Specialization Feature | 7d6 |
18th | +6 | Elusive | 8d6 |
19th | +6 | ASI or Feat | 8d6 |
20th | +6 | Stroke of Luck | 8d6 |
As an Infiltrator you gain the following Class Features.
Hit Dice: 1d8 per Executant level
Hit Points at 1st Level: 8 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Infiltrator level after 1st
Body Armor: Light armor
Weapons: Small Arms, Bladed Weapons
Tools: Thieves’ Tools, Slicing Kit
Saving Throws: Dexterity, Charisma
Mobile Weapons: General MS, Combat Crafts
Skills: Choose three from Acrobatics, Athletics, Computer Use, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.
You start with the following equipment in addition to your background:
Beginning at 1st level, you know how to exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one target you hit with an attack if you have advantage on the attack roll. The attack must be made with a weapon with the finesse property or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 1 [10] meters 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 class table.
During your training you learned a secret mix of dialect, jargon, and code that allows you to hide messages in normal conversation. Only a target that understands cryptography can decipher such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous, or whether the people in an area are easy marks.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you choose a specialization in the exercise of your abilities: choose either Assassin or Spy. Your specialization choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Starting at 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you may forego the Ability Score Increase and select a Feat from the Feats List instead.
Starting at 6th level you have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8+ your Proficiency Bonus + your Dexterity modifier.
Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. 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.
By 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.
You have practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
Paralyze (Cost: 2d6). The target must succeed on a Constitution saving throw, or it has the Paralyzed condition until the end of its next turn.
Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (Cost: 3d6). You strike near the target’s eyes. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Beginning 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.
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.
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, and bounty hunters. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poison kit.
Starting at 3rd level, you have advantage on attack rolls against any target that hasn’t taken a turn in the combat yet. In addition, any hit you score against a target that is surprised is a critical hit.
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 250 gilla to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else.
Thereafter, if you adopt the new identity as a disguise, other targets believe you to be that person until given an obvious reason not to.
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary target suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Starting at 17th level, you become a master of instant death. When you attack and hit a target 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 target.
Skilled in reconnaissance and forward operations, most spies are crafty brawlers and survivalists that can not only survive in harsh conditions, but also do so undetected.
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 1 [10] meters of you. This movement doesn’t provoke opportunity attacks.
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
At 9th level, you are unaffected by difficult terrain when on foot. In combat craft you may add 10 extra meters of movement to its highest movement speed.
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first target you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. 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.
A young girl reaches out with her mind to whisper a warning to a Federation pilot walking into a trap.
A Zeon pilot in a mobile armor moves remote bits as easily as one of his own limbs through the aid of Psycommu devices.
Newtypes are the next stage of human evolution. They are people whose souls are no longer weighed down by gravity. They possess increased empathy and psychokinetic powers feared and envied by Oldtypes.
Newtypes don’t look or sound any different than normal humans, but their minds are expanded. Their vision is broadened by a new consciousness and awareness.
Driven by their deep connections to others, Newtypes are compelled to help others. Their supernatural perception gives them a greater appreciation for context, making them seem aloof or disconnected.
Newtypes are born different, but there is usually an inciting event that awakens their latent gifts. While most Newtypes are born in the colonies, it is not unheard of for an Earthnoid to awaken as a Newtype.
Were you a war orphan whose trauma awakened your powers? Were you aboard a Pegasus-class ship alongside Gundam pilots? Did you fall in love with someone you want to protect? Is a friend or loved one on the opposing side of this war? What experience changed your life so fundamentally that your consciousness was unlocked?
Quick BuildYou can quickly make a Newtype with the following suggestions. Your highest Ability Score should be Wisdom, followed by Charisma. Next, select the Colonist background. |
Level | Prof Bonus | Features | At-Will Talents | Talents Known | Talent Slots Per Talent Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | NT Abilities, NT Focus Path | 2 | 2 | 2 | – | – | – | – | – | – | – | – | |
2nd | +2 | NT Focus, NT Expression | 2 | 3 | 3 | – | – | – | – | – | – | – | – | |
3rd | +2 | 2 | 4 | 4 | 2 | – | – | – | – | – | – | – | ||
4th | +2 | ASI or Feat | 2 | 5 | 4 | 3 | – | – | – | – | – | – | – | |
5th | +3 | Disable Cyber-Newtype | 3 | 6 | 4 | 3 | 2 | – | – | – | – | – | – | |
6th | +3 | Newtype Focus | 3 | 7 | 4 | 3 | 3 | – | – | – | – | – | – | |
7th | +3 | 3 | 8 | 4 | 3 | 3 | 1 | – | – | – | – | – | ||
8th | +3 | ASI or Feat, Newtype Focus | 3 | 9 | 4 | 3 | 3 | 2 | – | – | – | – | – | |
9th | +4 | 3 | 10 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | ||
10th | +4 | Pulse Of The Stars | 4 | 11 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | |
11th | +4 | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
12th | +4 | ASI or Feat | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |
13th | +5 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
14th | +5 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
15th | +5 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
16th | +5 | ASI or Feat | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | |
17th | +6 | Newtype Focus | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | ||
19th | +6 | ASI or Feat | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Pulse Of The Stars | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a Newtype you gain the following Class Features.
Hit Dice: 1d8 per Newtype level
Hit Points at 1st Level: 8 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Newtype level after 1st
Body Armor: Light armor
Weapons: Small Arms, Bladed Weapons
Tools: One toolkit of your choice
Saving Throws: Wisdom, Charisma
Mobile Weapons: General MS, Combat Crafts
Skills: Choose two from History, Insight, Medicine, Persuasion, and Performance
You start with the following equipment in addition to your background:
As a result of your awakening you have unlocked the latent psychic abilities. This psychic power manifests in the form of Newtype Talents. See Using Talents for the general rules of talents.
Wisdom is your ability modifier for your Newtype Talents, since the power of your mind relies on your ability to project your will into the world. You use your Wisdom whenever a talent refers to your using ability modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a Newtype talent you use and when making an attack roll with one.
Talent save DC = 8 + your proficiency bonus + your Wisdom modifier
Talent attack modifier = your proficiency bonus + your Wisdom modifier
At first level, you know Two At-Will Abilities of your choice from the Newtype Abilities list. You learn additional At-Will Abilities at higher levels, as shown in the At-Will Abilities column of the Newtype Class Table.
The following table shows how many talent slots you have to use your Newtype abilities of 1st level and higher. To use one of these abilities, you must expend a slot of the talent level or higher. You regain all expended talent slots when you finish a long rest.
Choose one focus related to your temperament. Your choice grants you talents and other features when you choose it at 1st level. It also grants you additional ways to use Newtype Expression at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
At 2nd level, you start with two such effects: Turn Cyber-Newtype and an effect determined by your focus. Some focuses grant you additional effects as you advance in levels, as noted in the focus description.
When you use your Newtype Expression, you choose which effect to create. You must then finish a short or long rest to use your Newtype Expression again.
Some Newtype Expression effects require saving throws. When you use such an effect from this class, the DC equals your Newtype talent save DC.
Beginning at 6th level, you can use your Newtype Expression twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
As an action, appeal to the humanity of a Cyber-Newtype. Each Cyber-Newtype that can see or hear you within 6 [60] meters of you must make a Wisdom saving throw. If the target fails their saving throw, it is turned for 1 minute or until they take any damage.
A turned target must spend their turns trying to move as far away from you as they can, and they can’t willingly move to a space within 6 [60] meters of you. They also can’t take reactions. For their action, they can use only the Dash action or try to escape from an effect that prevents them from moving. If there’s nowhere to move, the target can use the Dodge action.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you may forego the Ability Score Increase and select a Feat from the Feats List instead.
Beginning at 5th level, when a Cyber-Newtype fails its saving throw against your Turn Cyber-Newtype feature, they are rendered Unconscious if their Challenge Rating is below a certain threshold as shown in the following table.
Newtype Level | CR |
5th | ½ or Lower |
8th | 1 or Lower |
11th | 2 or Lower |
14th | 3 or Lower |
17th | 4 or Lower |
Beginning at 10th level, you can use a standard action to call on the strength of allies, living or dead, to intervene on your behalf.
Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Newtype level, the spirits of your allies intervene. The Game Master chooses the nature of the intervention; the effect of any Newtype Talent would be appropriate.
If successful, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Empaths possess a deep connection to humanity that compels them to help and protect others. Newtypes with this focus have a natural gift for aiding and healing their allies.
Newtype Level | Talents |
1st | 2 |
3rd | 3 |
5th | 5 |
7th | 6 |
9th | 7 |
When you choose this focus at 1st level, you gain proficiency with heavy body armor.
Also starting at 1st level, your healing talents are more effective. Whenever you use a talent of 1st level or higher to restore hit points or armor points to a target, the target regains additional points equal to 2 + the talent’s level.
Starting at 2nd level, you can restore a number of hit points or armor points equal to five times your Newtype level. Choose any targets within 6 [60] meters of you, and divide those hit points among them. This feature can restore a target to no more than half of its maximum.
Beginning at 6th level, when you use a talent of 1st level or higher that restores hit points or armor points to a target other than you, you regain hit points equal to 2 + the talent’s level.
At 8th level, you gain the ability to enhance your weapon strikes with psychic energy. Once on each of your turns when you hit a target with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you would normally roll one or more dice to restore hit points or armor points with a talent, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a target, you restore 12.
Combat Newtypes sense the growing animosity in other humans. In an effort to protect and preserve life, they cultivate tactics to suppress the violence of their enemies by any means necessary.
Combat Talents
Newtype Level | Talents |
1st | 2 |
3rd | 3 |
5th | 5 |
7th | 6 |
9th | 7 |
At 1st level, you gain proficiency with martial weapons and heavy body armor.
From 1st level, you gain bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Newtype Expression to strike with supernatural accuracy. When you make an attack roll, you can use your Newtype Expression to gain a +10 bonus to the roll. You make this choice after you see the roll, but before knowing whether the attack hits or misses.
At 6th level, when a target within 6 [60] meters of you makes an attack roll, you can use your reaction to grant that target a +10 bonus to the roll, using your Newtype Expression. You make this choice after you see the roll, but before knowing whether the attack hits or misses.
At 8th level, you gain the ability to enhance your weapon strikes with psychic energy. Once on each of your turns when you hit a target with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage.
From a well-chosen vantage point, a shot from a Zaku I sniper rifle rings out over a tumultuous battlefield.
A Federation petty officer feeds fellow mobile suit pilots with wild boar freshly caught and killed in the woods far from civilization.
Scouts play an important combat support role, providing both covering fire and battlefield intel as well as sharing vital survival skills. They are relentless when their sights are set on a target and unfazed by harsh conditions.
A Scout thoroughly researches their enemy in pursuit of any potential weakness they can exploit. Their quarry is never safe. Their aim is unwavering. Their focus is sharp.
Scouts are most comfortable as forward operators in a foreign battlefield or stationed in the wilderness in pursuit of their enemies. They have no need for target comforts and close relationships. Scouts are self-sufficient.
Scouts tend to be independent spirits. They have obsessive personalities with intense focus. They are stoic and committed.
Is there an enemy or rival that you are seeking to best? Was your mentor a non-military survivalist? Are you a guerilla freedom fighter or an enlisted soldier? Did you see a great injustice committed by a particular enemy?
Quick BuildYou can quickly make a Scout with the following suggestions. Your highest Ability Score should be Dexterity, followed by Strength. Next, select the Law Enforcement or Vagrant background. |
Level | Prof Bonus | Features |
1st | +2 | Favored Enemy, Natural Explorer |
2nd | +2 | Fighting Style, Trick Shot |
3rd | +2 | Scavenger Sense, Recon Specialization |
4th | +2 | ASI or Feat |
5th | +3 | Extra Attack |
6th | +3 | Strider |
7th | +3 | Recon Specialization |
8th | +3 | ASI or Feat |
9th | +4 | Trick Shot Improvement |
10th | +4 | Hide in Plain Sight |
11th | +4 | Recon Specialization Improvement |
12th | +4 | ASI or Feat |
13th | +5 | Trick Shot Improvement, Fighting Style |
14th | +5 | Vanish |
15th | +5 | Recon Specialization Improvement |
16th | +5 | ASI or Feat |
17th | +6 | Trick Shot Improvement |
18th | +6 | Combat Instincts |
19th | +6 | ASI or Feat |
20th | +6 | Foe Slayer |
As a Scout you gain the following Class Features.
Hit Dice: 1d10 per Scout level
Hit Points at 1st Level: 10 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Scout level after 1st
Body Armor: Light armor
Weapons: Small Arms, Bladed Weapons
Tools: One toolkit of your choice
Saving Throws: Dexterity, Strength
Mobile Weapons: General MS, Combat Crafts
Skills: Choose three from Athletics, Drive, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment in addition to your background:
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, deep space, colonial, or asteroid. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: infantry, combat craft, general mobile suits, amphibious mobile suits, elite/custom mobile suits, Gundam mobile suits, psycommu mobile suits, variable mobile suits, mobile armors, warships, or stationary structures.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You can replace your chosen Favored Enemy if you spend 8 hours training, researching and observing a target of another type.
Starting at 2nd level, shooting a ranged weapon has become so easy to you that you’ve decided to challenge yourself by making trick shots. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You may use up twice your Wisdom modifier Trick Shots per short or long rest.
Trick Shots against your Favored Enemy don’t count toward your uses per rest.
Starting at 9th level, each time you reduce an enemy to 0 hit points or armor points, you regain one expended use of your Trick Shot.
At 17th level, when you roll initiative and have no uses of your Trick Shot, you regain one use.
When you hit a target with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 3 [30] meters from the target in a random direction.
At 9th level, the target also takes additional 1d8 damage. The damage increases to 2d8 at 13th level.
When you hit a target with a ranged weapon attack, the target is restrained until the end of your next turn.
At 9th level, the target becomes paralyzed. At 13th level, the target takes additional 1d8 damage.
When you hit a target with a ranged weapon attack, the target takes additional 1d10 damage. The damage increases to 2d10 at 9th level and 3d10 at 13th level.
When you hit a target with a ranged weapon attack, the target takes additional damage equal to 1d8.
At 9th level, the target is also poisoned/malfunctioning until the end of your next turn. At 13th level, the damage increases to 2d8.
When you hit a target with a ranged weapon attack, the target must make a Strength saving throw. On a failure, it takes 2d6 damage, and is pushed 2 [20] meters. On a success, takes 1d6 and is not pushed.
At 9th level, the target is pushed 4 [40] meters back and you can choose to knock it prone. At 17th level, you cause 4d6 additional damage on a failed save, or 2d6 on a success.
When you hit a target with a ranged weapon attack, you have advantage on your next attack roll made until the end of your next turn.
At 9th level, the attack made with advantage deals additional 1d8 damage on a hit. At 13th level, that attack is a critical.
As an action, you can make one attack against each target within 3 [30] meters. Make a single attack against each target.
Starting at 2nd level you may choose one of the following fighting styles, you can’t choose one of the styles more than once even if you can choose another one later. You can choose another style at 13th level.
You gain +2 to attack added to damage rolls made with ranged weapons.
When you are wielding a melee weapon in one hand and no other weapons or shields, you gain a +2 bonus to damage rolls with that weapon.
While you are wearing body armor, you gain a +1 bonus to Personal Evasion. When piloting a Mobile Weapon you may add +5 to its damage Threshold.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 3rd level, you choose a Recon Specialization. Currently the only available Specialization is Artillerist, with more to be added in future updates.
Beginning at 3rd level, your training has taught you how to use your surroundings to gather resources, adapt and to acquire information. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses after a long rest. Each time you use your Scavenger Sense, you can choose one of the following options below:
For 1 hour, you have advantage on Intelligence (Nature) checks to identify plants and their uses. Also when you have a First Aid when you forage in your favored terrain. Over the course of this hour, you can find plants and herbs needed to regain one use of your First Aid kit.
When you have a First Aid kit in hand, you can use an action and touch a target, spending one use of the kit and one use of your Scavenger Sense. That target regain hit points equal to 1d4 + its amount of hit dice + your Wisdom modifier.
You can spend your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of targets are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): combat craft, infantry, mobile suits or warships. This feature doesn’t reveal the targets’ location or number.
Over the course of a short rest, you can replace your Natural Explorer chosen terrain or your Favored Enemy when you finish this rest.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you may forego the Ability Score Increase and select a Feat from the Feats List instead.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, moving through difficult terrain costs you no extra movement.
In addition, you have advantage on saving throws against fixtures created or manipulated to impede movement.
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by conventional means, unless you choose to leave a trail.
At 18th level, you gain preternatural senses that help you fight targets you can’t see. When you attack a target you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible target within 3 [30] meters of you, provided that the target isn’t hidden from you and you aren’t blinded or deafened.
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
The Artillerist is a ranged combat specialist that scouts out a suitable firing position and eliminates threats.
At 3rd level, you gain one of the following features of your choice.
When you hit a target with a weapon attack, the target takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
When a Large or larger target within 1 [10] meters of you hits or misses you with an attack, you can use your reaction to attack that target immediately after its attack, provided that you can see the target.
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different target that is within 1 [10] meters of the original target and within range of your weapon.
At 7th level, you gain one of the following features of your choice.
Opportunity attacks against you are made with disadvantage.
When a target hits you with an attack, you gain a +4 bonus to Evasion against all subsequent attacks made by that target for the rest of the turn.
You have advantage on saving throws against being frightened.
At 11th level, you gain one of the following features of your choice.
You can use your action to make a ranged attack against any number of targets within 20 [200] meters of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of targets within 1 [10] meters of you, with a separate attack roll for each target.
At 15th level, you gain one of the following features of your choice.
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.
When a hostile target misses you with a melee attack, you can use your reaction to force that target to repeat the same attack against another target (other than itself) of your choice.
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.
A Federation soldier pushes their comrade out of the way of a falling mobile suit.
The last Dom aboard a Musai deflects missile after missile of incoming attacks.
A Gelgoog distracts an enemy Gundam that is trying to destroy an allied Elmeth.
Sentinels are honor-bound warriors and practitioners of defensive arts. While other soldiers concentrate on causing harm, Sentinels use their prowess to protect others.
Sentinels are a unique type of fighter whose motives stem from a deep sense of duty and commitment. They are not the vanguard advancing on enemy positions, but rather the last stand against impending doom.
As part of their risk averse nature, Sentinels have seemingly supernatural senses about impending danger. Their experience and alertness allow them to detect potential threats and even avoid them entirely. This is not caused by a sense of fear, but rather thoughtful calculations and defensive posture.
Sentinels live for others. They defend a person, a people, or a nation with unwavering loyalty. Not everyone is born with such a sense of duty and even those who are called to serve don’t necessarily heed the call.
Is there someone close to you that you are compelled to protect? Did you make a commitment to a long dead mentor to defend a place or object? Is there a debt you owe that can only be repaid by keeping someone safe?
Consider your Sentinel’s past. What incident triggered their protective instincts and transformed them from an average brawler to a guardian? What commitment have they made or been thrust upon them? What are the conditions of their duties and what may bring their service to an end? Or are they perpetually bound to defend until their death? Are they looking to train the next generation of protectors?
Quick BuildYou can quickly make a Sentinel with the following suggestions. Your highest Ability Score should be Strength, followed by Charisma. Next, select the Law Enforcement or Military background. |
As a Sentinel you gain the following Class Features.
Hit Dice: 1d10 per Sentinel level
Hit Points at 1st Level: 10 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Sentinel level after 1st
Body Armor: All body armor & shields
Weapons: Small Arms, Bladed Weapons, Heavy Weapons
Tools: none
Saving Throws: Strength & Constitution
Mobile Weapons: General MS, Combat Crafts
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Performance
You start with the following equipment in addition to your background:
As an action, you can open your awareness to detect dangerous enemies. Until the end of your next turn, you know the location of any Newtype or Cyber-Newtype within 10 [100] meters of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been subject to Psycommu interference or talents.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
You have a pool of healing/repairing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points or armor points equal to your level × 5.
As an action, you can restore a number of hit points/armor points to a willing adjacent target, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 points from your pool of healing to cure the target of one disease, neutralize one poison affecting it, or remove the malfunctioning condition. You can cure multiple diseases and neutralize multiple poisons with a single use of Mend, expending points separately for each one.
Level | Prof Bonus | Features | Hammer Strike Slots | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Danger Sense, Mend | – | – | – | – | – |
2nd | +2 | Fighting Style, Hammer Strike | 2 | – | – | – | – |
3rd | +2 | Superior Endurance, Protector Feature | 3 | – | – | – | – |
4th | +2 | ASI or Feat | 3 | – | – | – | – |
5th | +3 | Extra Attack | 4 | 2 | – | – | – |
6th | +3 | Protective Presence | 4 | 2 | – | – | – |
7th | +3 | Protector Feature | 4 | 3 | – | – | – |
8th | +3 | ASI or Feat | 4 | 3 | – | – | – |
9th | +4 | 4 | 3 | 2 | – | – | |
10th | +4 | Courageous Presence | 4 | 3 | 2 | – | – |
11th | +4 | Improved | 4 | 3 | 3 | – | – |
12th | +4 | ASI or Feat | 4 | 3 | 3 | – | – |
13th | +5 | 4 | 3 | 3 | 1 | – | |
14th | +5 | Restoration | 4 | 3 | 3 | 1 | – |
15th | +5 | Protector Feature | 4 | 3 | 3 | 2 | – |
16th | +5 | ASI or Feat | 4 | 3 | 3 | 2 | – |
17th | +6 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Improved Presence | 4 | 3 | 3 | 3 | 1 |
19th | +6 | ASI or Feat | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Protector Feature | 4 | 3 | 3 | 3 | 2 |
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
When you are wielding a melee weapon in one hand and no other weapons or shields, you gain a +2 bonus to damage rolls with that weapon.
While you are wearing body armor, you gain a +1 bonus to Personal Evasion. When piloting a Mobile Weapon you may add +5 to its damage Threshold.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a friendly target you can see attacks a target other than you that is within 1 [10] meters of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Starting at 2nd level, when you hit a target with a melee weapon attack, you can expend one Hammer Strike slot to deal additional damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Cyber-Newtype or Newtype, to a maximum of 6d8.
By 3rd level, you gain immunity to disease. Furthermore, combat crafts and mobile suits you pilot are resistant to malfunctioning.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you may forego the Ability Score Increase and select a Feat from the Feats List instead.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, whenever you or a friendly target within 2 [20] meters of you must make a saving throw, the target gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 6 [60] meters.
Starting at 10th level, you and friendly targets within 2 [20] meters of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 6 [60] meters.
By 11th level, your melee weapon strikes carry extra power with them. Whenever you hit a target with a melee weapon, the target takes an extra 1d8 damage.
Beginning at 14th level, you can use your action to end one effect on yourself or on one willing target that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
At 18th level, the range of your presences increase to 6 [60] meters.
You are a stalwart defender of your allies, even at great personal cost. You put yourself between attackers and your friends.
Starting at 3rd level, the first enemy you hit with a Hammer Strike on your turn becomes distracted by you, which hinders its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when it hits a target other than you with an attack, that attacked unit has resistance to the damage dealt by the attack.
Beginning at 7th level, if a friendly target you can see within 5 [50] meters of you takes damage, you can use your reaction and expend one Hammer Strike slot to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
At 15th level, you gain the ability to roughly predict the outcome of events. You receive a feeling about the results of a specific course of action that you plan to take within the next 30 minutes. The Game Master chooses from the following possible feelings:
This premonition doesn’t take into account any possible circumstances that might change the outcome, such additional preparation or the loss or gain of a companion.
You can’t use this feature again until you finish a short or long rest.
At 20th level, when you use your Defensive Deflection to reduce the damage of an attack, the attacker takes an amount of damage equal to the damage that you prevented.
A Feddie mechanic quickly fashions improvised weapon mods for the Gundam pilots onboard the warship.
A Zeon doctor operates on a Living Dead Division pilot, attaching a new prosthetic limb where one was lost in battle.
Engineers are the brains behind the brawn in the squad. While they may be decent enough fighters in their own right, operating machinery, repairing mobile suits, and even administering first aid is where they shine.
Engineers are not only skilled practitioners of their craft, they possess mastery above all others. They are born with a natural talent in their chosen field that cannot be matched by training alone.
The mark of a true Engineer is that they not only have a knack for fixing and maintaining, but also forging new creations. Anyone can repair a mobile suit, but only a certain type of genius can build a new enhancement or upgrade. It’s this creative spark that separates average hobbyists from Engineers.
Engineers often feel as though their profession chose them instead of the other way around. How did you discover your calling? Were you interested in technology or science as a child? Was there a skilled mechanic you looked up to? What was the specific field that captured your interest?
Quick BuildYou can quickly make an Engineer with the following suggestions. Your highest Ability Score should be Intelligence, followed by Constitution or Dexterity. Next, select the Mechanic background. |
Level | Prof Bonus | Features | At-Will Talents | Talents Known | Talent Slots by Level | Enhancements Known | Max Enhanced Items | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||||
1st | +2 | Tinkerer, Tech Talents | 2 | – | 2 | – | – | – | – | – | – |
2nd | +2 | Enhancements | 2 | – | 2 | – | – | – | – | 4 | 2 |
3rd | +2 |
Profession, Right Tool for the Job |
2 | 5 | 3 | – | – | – | – | 4 | 2 |
4th | +2 | ASI or Feat | 2 | 6 | 3 | – | – | – | – | 4 | 2 |
5th | +3 | 2 | 6 | 4 | 2 | – | – | – | 4 | 2 | |
6th | +3 | Profession Feature, Tool Expertise | 2 | 6 | 4 | 2 | – | – | – | 6 | 3 |
7th | +3 | Flash of Genius | 2 | 7 | 4 | 3 | – | – | – | 6 | 3 |
8th | +3 | ASI or Feat | 2 | 8 | 4 | 3 | – | – | – | 6 | 3 |
9th | +4 | 2 | 8 | 4 | 3 | 2 | – | – | 6 | 3 | |
10th | +4 | Upgrade Adept | 3 | 9 | 4 | 3 | 2 | – | – | 8 | 3 |
11th | +4 | Delayed Use Device | 3 | 10 | 4 | 3 | 3 | – | – | 8 | 4 |
12th | +4 |
ASI or Feat, Profession Feature |
3 | 10 | 4 | 3 | 3 | – | – | 8 | 4 |
13th | +5 | 3 | 11 | 4 | 3 | 3 | 1 | – | 8 | 4 | |
14th | +5 | Upgrade Savant | 4 | 12 | 4 | 3 | 3 | 1 | – | 10 | 5 |
15th | +5 | 4 | 12 | 4 | 3 | 3 | 2 | – | 10 | 5 | |
16th | +5 | ASI or Feat | 4 | 13 | 4 | 3 | 3 | 2 | – | 10 | 5 |
17th | +6 | 4 | 13 | 4 | 3 | 3 | 3 | 1 | 10 | 5 | |
18th | +6 | Profession Feature, Upgrade Master | 4 | 13 | 4 | 3 | 3 | 3 | 1 | 12 | 6 |
19th | +6 | ASI or Feat | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 12 | 6 |
20th | +6 | Technician Vitality | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 12 | 6 |
As an Engineer you gain the following Class Features.
Hit Dice: 1d8 per Engineer level
Hit Points at 1st Level: 8 + your CON Modifier
Hit Points at Higher Levels: CON Modifier (Minimum 1) per Engineer level after 1st
Body Armor: Light armor, medium armor, shields
Weapons:
Tools: Demolition kit, repair kit
Saving Throws: Intelligence, Wisdom
Mobile Weapons: General MS, Combat Crafts
Skills: Choose three from Computer Use, Repair, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
You start with the following equipment in addition to your background:
At 1st level, you learn how to add minor upgrades to mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. As an action give a tiny object one of the following magical properties of your choice:
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can craft upgrades on multiple objects, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately malfunctions, and then the new property applies.
As a result of your education and tinkering you have unlocked access to technology that almost seems supernatural. These skills manifest in the form of Tech Talents. See Using Talents for the general rules of talents and the Talents section to see the Engineer exclusive Talent List.
Intelligence is your ability modifier for your Engineer Talents, since the power of your mind relies on your ability to project your will into the world. You use your Intelligence whenever a talent refers to your using ability modifier. In addition, you use your Intelligence modifier when setting the saving throw DC for a Newtype talent you use and when making an attack roll with one.
Talent save DC = 8 + your proficiency bonus + your Intelligence modifier
Talent attack modifier = your proficiency bonus + your Intelligence modifier
At first level, you know Two At-Will Abilities of your choice from the Engineer Abilities list. You learn additional At-Will Abilities at higher levels, as shown in the At-Will Abilities column of the Engineer Class Table
The following table shows how many talent slots you have to use your Engineer abilities of 1st level and higher. To use one of these abilities, you must expend a slot of the talent level or higher. You regain all expended talent slots when you finish a long rest.
At 2nd level, you gain the ability to upgrade mundane items with certain tech enhancements. The items you create with this feature are effectively prototypes of permanent items.
When you gain this feature, pick four Enhancements to learn, choosing from the section at the end of the class’s description. You learn additional Enhancements of your choice when you reach certain levels in this class, as shown in the following table.
Whenever you gain a level in this class, you can replace one of the Enhancements you learned with a new one.
Whenever you finish a long rest, you can choose an otherwise unupgraded object and imbue it with one of your Enhancements, turning it into an enhanced item. An Enhancement works on only certain kinds of objects, as specified in the Enhancement’s description.
Your Enhancement remains in an item indefinitely, but when you die, the Enhancement malfunctions after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The Enhancement also breaks if you give up your knowledge of the Enhancement for another one.
You can enhance more than one object at the end of a long rest; the maximum number of objects appears in the Max Enhanced Items column of the preview table. You must have access to each of the objects, and each of your Enhancements can be in only one object at a time. Moreover, no object can bear more than one of your Enhancements at a time. If you try to exceed your maximum number of Enhancements, the oldest Enhancement immediately fails, and then the new Enhancement applies.
If an Enhancement ends on an item that contains other things, like a carrying case, its contents harmlessly fall out in and around its space.
Engineers pursue many disciplines. At 3rd level choose one profession from the list at the end of this class description.
At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can scavenge to create one set of tools in an unoccupied space within 1 meter of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Tools created in this manner are only available temporarily until you use this ability again.
When you reach 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you may forego the Ability Score Increase and select a Feat from the Feats List instead.
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another target you can see within 5 [50] meters of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
When you reach 10th level, you achieve a profound understanding of how to use and create upgraded items:
You can equip one additional upgrade to a combat craft or mobile suit you are piloting.
If you craft an item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gilla.
At 11th level, you learn how to store a talent in an object. Whenever you finish a long rest, you can choose one simple or martial weapon or one item, and you store the effect of a talent in it, choosing a 1st- or 2nd-level talent from the Engineer talent list that requires 1 action to use.
While holding the object, its user can take an action to produce the talent’s effect from it, using your talent ability modifier. If the talent requires concentration, the user must concentrate. The effect stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a talent effect in an object.
At 14th level, your skill with magic items deepens more:
You can equip two additional upgrades to a combat craft or mobile suit you are piloting.
You ignore all requirements on attaching or using an upgraded item.
Starting at 18th level, you can equip three additional upgrades to a combat craft or mobile suit you are piloting.
At 20th level, you gain a +1 bonus to all saving throws per upgrade equipped to your Personnel Items or your Armored Combat unit.
If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your Enhancements, causing you to drop to 1 hit point instead of 0.
Engineer Enhancements are technical processes that rapidly turn an ordinary object into an upgraded item. The description of each of the following Enhancements details the type of object that can receive it, along with the item’s unique properties.
Some Enhancements specify a minimum level. You can’t learn such an Enhancement until you are at least that level. Unless an Enhancement’s description says otherwise, you can’t learn an Enhancement more than once.
Combat Enhancements will specify whether they can be used for Personnel gear, Armored Combat equipment, or both.
Prerequisite: 14th-level
Item: A suit of body armor
The wearer of this armor gains these benefits:
The wearer’s walking speed increases by 1 meters.
The armor includes gauntlets that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 5 meters and a long range of 10 meters. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches.
Prerequisite: 12th-level
Item: An Available Upgrade Slot
This mobile weapon’s Mid-Air and Zero-G movement speeds increase by 10 meters.
Item: A suit of body armor or Available Upgrade Slot
This armor has 6 charges. When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
The suit regains 1d6 expended charges daily at dawn.
Item: A headset or Available Upgrade Slot
While equipped, a user gains a +1 bonus to Newtype attack rolls.
The bonus increases to +2 when you reach 10th level in this class.
Item: A suit of body armor or a standard MS shield
Wearer gains a +1 bonus to Evasion while wearing (armor) or wielding (shield) the item.
The bonus increases to +2 when you reach 10th level in this class.
Item: Any weapon (Personnel or Armored) with no other upgrades.
This enhanced weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Prerequisite: 10th-level
Item: A normal suit helmet or Available Upgrade Slot
While equipped, the wearer has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Item: A toy or box worth at least 100 gilla
You learn to create a mechanical toy akin to the popular Haro mascot that serves you.
You determine the mascot’s final appearance. Some prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The mascot is friendly to you and your companions, and it obeys your commands. See this target’s game statistics in the Robot Mascot stat block, which uses your proficiency bonus in several places.
In Personnel Combat, the robot mascot shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the robot mascot can take any action of its choice, not just Dodge.
The robot mascot regains 1d6 hit points if the Rapid Repair is used on it. If you or the robot mascot dies, it deactivates.
Robot Mascot |
|||||||||||
Size Tiny | Evasion 13 | ||||||||||
Armor Points 1 + INT Modifier + Engineer Level | |||||||||||
Movement Speed 7 meters | |||||||||||
STR | DEX | CON | INT | WIS | CHA | ||||||
4 (-3) | 15 (+2) | 12 (+1) | 0 | 0 | 7 (-2) | ||||||
Damage Immunities poison, psychic | |||||||||||
Damage Resistance none | |||||||||||
Condition Immunities exhaustion, poisoned | |||||||||||
Evasive Maneuver. If the mascot is subjected to an effect that allows it to make a Dexterity 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. It can’t use this trait if it’s incapacitated. | |||||||||||
Actions | |||||||||||
Concussive Round. Ranged Weapon Attack: your talent attack modifier to hit, range 5 meters., one target you can see. Hit: 1d4 + Proficiency Bonus force damage. | |||||||||||
Reactions | |||||||||||
Talent Redirect. The mascot delivers a talent you use that has a range of touch. It must be within 60 meters of you. |
Item: An item of clothing or Available Upgrade Slot
The item can send psychowaves to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Prerequisite: 6th-level
Item: Any melee weapon (Personnel or Armored) with no other upgrades.
This weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 5 [50] meter radius and dim light for an additional 5 [50] meters. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your talent save DC. The weapon regains 1d4 expended charges daily at dawn.
Item: Any ranged weapon (Personnel or Armored) with no other upgrades.
This weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and can be reloaded as a bonus action instead of a standard action.
Item: Any weapon (Personnel or Armored) with no other upgrades.
This weapon grants a +1 bonus to attack rolls made with it and deals an additional 1d6 damage of any type you choose.
This bonus damage increases to 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.
Using this enhancement, you replicate a particular item. You can learn this enhancement multiple times; each time you do so, choose a new item that you can make with it. You may choose any item from the Equipment section with a rarity at or below the maximum rarity on the following table for your level. You cannot use this ability to craft mobile weapons or weapons of any kind.
Engineer Level | Max Rarity |
2nd | Common |
8th | Uncommon |
12th | Rare |
16th | Very Rare |
Prerequisite: 6th-level
Item: A riot shield or a standard MS shield
A wielder gains a +1 bonus to Evasion while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 3 [30] meters away. The shield regains 1d4 expended charges daily at dawn.
Prerequisite: 6th-level
Item: A suit of armor
While equipped, a wearer or mobile weapon has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, heat, force, electric, poison, or psychic.
Item: Any weapon (Personnel or Armored) with no other upgrades and the thrown property.
This weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Prerequisite: 6th-level
Item: A ring
While wearing this ring, the wearer can recover one expended talent slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.
In the age of mobile suits and heavy machinery, you pride yourself in new methods of destruction. Particularly, the explosive kind.
At 3rd level, you become proficient with demolitions kits or poisoner’s kits.
At 3rd level, you can expend talent slots to craft bombs. The type of bomb, saving throw, and effect are laid out in the chart below. Different bombs will require a different base ingredient as well as a talent slot of 1st-level or higher. Your bombs can be thrown at any point within 4 [40] meters or up to 12 [120] meters with disadvantage. Every target within 1 [10] meters of the bomb’s impact site must make a save against your talent DC. Targets take full damage on a failed save, or half as much on a successful one, with no additional effects.
Bomb | Saving Throw | Required Materials | Effect |
Toxic Gas | CON | Poisoner’s Kit | 2d6 poison dmg + Poisoned |
Acid | DEX | Vial of acid | 3d6 acid dmg |
Incendiary | DEX | Kerosene | 1d6/round fire dmg until extinguished |
Shrapnel | DEX | Scrap metal | 2d6 piercing dmg |
Psycommu | WIS | Psychoframe | 2d6 psychic dmg + confused |
EMP | CON | Battery | 2d6 electric dmg + malfunction |
When you craft a bomb using a talent slot of 2nd-level or higher, the damage die increases by one for each slot above 1st-level. Talent slots can be recovered after the bomb is used, or after one week passes, at which time the bomb loses its effectiveness. However the base ingredient can be used again to create a new bomb. Bombs that aren’t held, explode if they take any damage.
At the Game Master’s discretion other items can be recycled to make a bomb.
At 6th level, you learn to use your bombs to damage and destroy structures. You now make your bombs with timed detonators. As an action, you can set a bomb and start its timer, which has a duration of your choice between 1 round and 5 minutes. Upon detonation, this bomb deals its damage as normal, but also deals double damage to any object within 1 [10] meters of it that isn’t being worn or carried and also ignores its damage immunities.
At 12th level, you have unlocked technological secrets of making your bombs more deadly. You add your intelligence modifier to all damage your bombs do.
At 18th level, you have achieved the peak of intellectual studies. You can increase the damage die of your bombs by one dice step. The splash range of your bombs, increases to 3 [30] meters from impact site. Additionally, the potency of your bombs allows them to ignore resistance for any damage type that the bombs cause.