As the rules set has been developed, entire classes, feat lists and other mechanics have been retired in favor of newer, more balanced and lore accurate alternatives. Here you will find a reference to all of the outdated content in the event that you are running a game with a previous version of the rules or simply interested in using a beta version or seeing how the game has developed over time.
Please understand that content in this section is no longer supported and do not post help requests or clarifications about anything found in this section.
*As time allows I will rebuild the sort/search/filter functions on the tables and clean up the formatting/images.
The quintessential mobile suit pilot. Proficient with all types of weapons and tough enough to take a hit. Can specialize in melee or ranged combat but does not rely on fancy tricks to get the job done.
They are most akin to the Fighter class in D&D.
Class Table – Guerilla | ||
Level | Proficiency Bonus | Features |
1st | +2 | Select Fighting Style |
2nd | +2 | Add A Feat |
3rd | +2 | Improved Critical |
4th | +2 | Ability Score Increase |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Increase |
7th | +3 | Add A Feat |
8th | +3 | Ability Score Increase |
9th | +4 | Add A Feat |
10th | +4 | Second Fighting Style |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Increase |
13th | +5 | Add A Feat |
14th | +5 | Ability Score Increase |
15th | +5 | Superior Critical |
16th | +5 | Ability Score Increase |
17th | +6 | Add A Feat |
18th | +6 | Add A Feat |
19th | +6 | Ability Score Increase |
20th | +6 | Extra Attack (3) |
You gain the following speciality features.
Mobile Suits: Mass Production Mobile Suits
Weapons: All simple and advanced weapons, all shields
Tools: None
Saving Throws: Will, Engineering
Skills: Choose two skills from Acrobatics, Land Knowledge, Repair, History, Insight, Intimidation, Perception, and Salvage
You start with the following equipment, in addition to the equipment granted by your background:
(a) mass production mobile suit
(a) an advanced melee weapon and a shield or (b) two simple melee weapons
(a) an advanced ranged weapon or (b) an advanced melee weapon
(a) a pilot’s pack or (b) an officer’s pack
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
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.
While you are using a mobile suit you are proficient with, you gain Armor Points equal to your Will Modifier x 10.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
While wielding a two-handed weapon, you may choose to use your Will Modifier instead of your Reactions when calculating Evasion Rate.
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 property for you to gain this benefit.
When an enemy you can see attacks a target other than you that is within 10 dam 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 Will modifier to the damage of the second attack.
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 speciality and to four when you reach 20th level in this speciality.
Beginning when you gain this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
At 10th level, you can choose a second option from the Fighting Style class feature.
While you are using a mobile suit you are proficient with, you gain Armor Points equal to your Will Modifier x 3.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
While wielding a two-handed weapon, you may choose to use your Will Modifier instead of your Reactions when calculating Evasion Rate.
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 property for you to gain this benefit.
When an enemy you can see attacks a target other than you that is within 10 dam 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 Will 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.
A medium-long range support mobile suit that excels at suppressing fire and ranged combat tactics.
They are most akin to the Ranger class in D&D.
Class Table – Artillery | ||
Level | Proficiency Bonus | Features |
1st | +2 | Favored Enemy |
2nd | +2 | Add A Feat |
3rd | +2 | Archetype Selection |
4th | +2 | Ability Score Increase |
5th | +3 | Extra Attack |
6th | +3 | Favored Enemy Upgrade, Add A Feat |
7th | +3 | Archetype Feature |
8th | +3 | Ability Score Increase |
9th | +4 | – |
10th | +4 | Add A Feat |
11th | +4 | Archetype Feature |
12th | +4 | Ability Score Increase |
13th | +5 | – |
14th | +5 | Favored Enemy Upgrade |
15th | +5 | Archetype Feature |
16th | +5 | Ability Score Increase |
17th | +6 | – |
18th | +6 | Add A Feat |
19th | +6 | Ability Score Increase |
20th | +6 | Foe Slayer |
You gain the following speciality features.
Mobile Suits: Mass Production Mobile Suits
Weapons: Simple melee weapons, simple and advanced ranged weapons, light shields
Tools: None
Saving Throws: Reactions, Mentality
Skills: Choose two skills from Athletics, Colony Knowledge, Land Knowledge, Insight, Investigation, Demolitions, Perception, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
(a) mass production mobile suit
(a) an advanced ranged weapon
(a) a simple ranged weapon or (b) asimple melee weapon
(a) a pilot’s pack or (b) an officer’s pack
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: Cyber-Newtypes, True Newtypes, Mobile Armors, Tanks/Fighter Planes, Warships, Support Vehicles, Guerillas, and Infiltrators, can be selected as favored enemies.
You have advantage on Mentality checks to track your favored enemies, as well as on checks to recall information about them.
You choose one additional favored enemy, at 6th and 14th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures.
At third level, select one of the Archetypes below for additional class features at specific levels.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Mentality 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.
Sitting at the best vantage point just out of range of the enemy, the sniper is the first line of defense against oncoming attacks. When a sniper has done their job, the enemy never gets close enough to be a real threat. To that end snipers have skills and equipment to deal lots of damage at high range.
At 3rd level, you gain one of the following features of your choice.
Your tenacity can wear down the most potent foes. When you hit an enemy with a weapon attack, they take an extra 1d8 damage if it’s below its armor point maximum. You can deal this extra damage only once per turn.
When a Large or larger mobile suit or mobile armor (including warships/structures) within 10 dam of you hits or misses you with an attack, you can use your reaction to attack that enemy immediately after its attack, provided that you can see it.
At 7th level, you gain one of the following features of your choice.
If an enemy makes an attack against you, whether the attack hits or misses, you may use your reaction to Hide.
When an enemy hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that target for the rest of the turn.
At 11th level, you gain one of the following features of your choice.
You can use your action to make a single ranged attack with three times the effective range and twice the maximum range of your equipped weapon.
You can use your action to make a melee attack against any number of targets within 10 dam 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 Reactions 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 an enemy misses you with a melee attack, you can use your reaction to force that enemy 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.
Siege specialists and powerful allies to raid attackers, the fire support provides covering fire and area control from mid-range.
At 3rd level, you gain one of the following features of your choice.
When a Large or larger mobile suit or mobile armor (including warships/structures) within 10 dam of you hits or misses you with an attack, you can use your reaction to attack that enemy immediately after its attack, provided that you can see it.
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 10 dam 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.
You may add your WIL score to your Armor Point total.
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 dam 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.
When you miss a ranged attack against a Large or larger mobile suit or mobile armor (including warships/structures), you may immediately make an additional attack with the same weapon against the same target (This effect can only be used once per turn).
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 Mentality or Cunning saving throw, you have advantage on that saving throw.
When an enemy misses you with a melee attack, you can use your reaction to Disengage from that enemy and move 10 dam in any direction.
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.
Spymasters and assassins, these tech specialists are as cunning in the cockpit as they are on foot. Capable of sneaking in to sabotage operations and deal large amounts of damage.
They are just like the Rogue class in D&D.
Class Table – Infiltrator | |||
Level | Sneak Attack Bonus | Proficiency Bonus | Features |
1st | 1d6 | +2 | Expertise, Sneak Attack |
2nd | 1d6 | +2 | Cunning Action |
3rd | 2d6 | +2 | Add Feat |
4th | 2d6 | +2 | Ability Score Increase |
5th | 3d6 | +3 | – |
6th | 3d6 | +3 | Expertise Improvement |
7th | 4d6 | +3 | Add Feat |
8th | 4d6 | +3 | Ability Score Increase |
9th | 5d6 | +4 | – |
10th | 5d6 | +4 | Ability Score Increase |
11th | 6d6 | +4 | Add Feat |
12th | 6d6 | +4 | Ability Score Increase |
13th | 7d6 | +5 | – |
14th | 7d6 | +5 | – |
15th | 8d6 | +5 | Add Feat |
16th | 8d6 | +5 | Ability Score Increase |
17th | 9d6 | +6 | – |
18th | 9d6 | +6 | – |
19th | 10d6 | +6 | Ability Score Increase |
20th | 10d6 | +6 | Add Feat |
As an Infiltrator, you have the following features.
Mobile Suits: Mass Production and Amphibious mobile suits
Weapons: Simple and advanced melee weapons, simple ranged weapons, light shield
Tools: Computer slicing kit
Saving Throws: Reactions, Cunning
Skills: Choose four from Acrobatics, Colony Knowledge, Deception, Insight, Intimidation, Investigation, Perception, Salvage, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
(a) an advanced melee weapon,
(a) a simple ranged weapon or (b) a simple melee weapon
(a) a spy pack, (b) a pilot’s pack, or (c) an officer’s pack
a mass production mobile suit, and computer slicing kit
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with computer slicing kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with computer slicing kit) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one enemy you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 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 speciality, as shown in the Sneak Attack column of the Infiltrator table.
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.
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
A technical support class that specializes in repair and combat engineering tasks.
Class Table – Engineer | |||
Level | Prof. Bonus | Feats | Schools Known |
1 | +2 | Quick Repair, Robotic Assistant | 0 |
2 | +2 | Engineer Schools | 1 |
3 | +2 | Subclass Feat | 1 |
4 | +2 | ASI | 1 |
5 | +3 | Subclass Feat | 1 |
6 | +3 | 2 | |
7 | +3 | Feat | 2 |
8 | +3 | ASI | 2 |
9 | +4 | Subclass Feat | 2 |
10 | +4 | 3 | |
11 | +4 | Feat | 3 |
12 | +4 | ASI | 3 |
13 | +5 | Feat | 3 |
14 | +5 | 4 | |
15 | +5 | Subclass Feat | 4 |
16 | +5 | ASI | 4 |
17 | +6 | Feat | 4 |
18 | +6 | 5 | |
19 | +6 | ASI | 5 |
20 | +6 | Expert Engineer | 6 |
Proficiencies –
Mobile Suits : Mass Production
Weapons : Simple Melee, Simple Ranged & Light Shields
Tools : Repair Kit, Demolitions Kit
Saving Throws : Engineering, Mentality
Skills : Choose three from Colony Knowledge, Computer Use, Demolitions, History, Insight, Investigation, Land Knowledge, Perception, Repair and Salvage.
Equipment –
You start with the following equipment, in addition to the equipment granted by your background:
(a) Mass Production Mobile Suit
(a) A simple melee weapon
(a) A simple ranged weapon
(a) Pilot Pack or (b) Engineer Pack
Quick Repair –
Starting at 1st level, when you use a repair kit to stabilize a mobile suit, that mobile suit also regains 1 Armour Point. As an action, you can use a repair kit to tend to a mobile suit or vehicle within 10dm of you, and restore its armour points from a pool of Repair Points equal to your Engineer level x (5 + ENG Modifier). Alternatively, you may expend 5 points from your pool to repair a condition such as blinded, paralyzed, stunned, or deafened. Your Repair Point pool replenishes when you take a long rest.
Robotic Mascot –
At 1st level, you learn how to invest time into creating a robotic mascot, which can help with general everyday jobs. The form and personality of this robotic mascot is up to you to decide. For combat purposes, it has armour points equal to double your ENG modifier and an evasion of 10. To create a robotic assistant or repair a destroyed one, you require to spend an uninterrupted short rest. You may only have one robotic mascot active at once.
Engineering Schools –
Starting at 2nd level, you choose an Engineering School from the School table below. You gain an additional school at 6th, 10th, 14th, 18th and 20th level.
Engineering Specialty –
Starting at 3rd level, you choose an Engineering Specialty listed below. You gain specialty specific features at 3rd, 5th, 10th and 15th level.
Expert Engineer –
Starting at 20th level, you have mastered the art of repairing Mobile Suits & Vehicles. When you use an Emergency Repair Module, the amount of armour points you restore are doubled. Your pool of Repair Points for your Quick Repair feature also doubles.
Repair Expert –
Starting at 3rd level, you become more efficient at repairing. Whenever you use an ability to restore armour points to an MS or vehicle, you restore additional armour points equal to your 2 + half your Engineer level.
Combat Repairs –
Starting at 5th level, you gain the ability to instruct your allies on how to patch up their MS on the fly. As a standard action, you can allow an ally within 50dm of you to roll a number of their Hit Die up to half of your Proficiency Bonus rounded down, adding your ENG Modifier to the result. The Hit Dice rolled are taken from the targets total Hit Die pool. Beginning at 10th level, you can expend Hit Die from your own pool to heal allies, but these Hit Die count as a d12 instead.
Boost Influx –
Starting at 9th level, you learn how to temporarily improve the power efficiency of an MS. As an action, you can use your repair kit to provide a target adjacent to you a temporary movement speed increase of 20dm, and an evasion increase of +2. This effect lasts for 1 hour, and cannot be applied to the same target more than once at a time. You can use this feature a number of times equal to your ENG modifier, and you regain all uses after a long rest.
System Reboot –
Starting at 15th leve, your knowledge on MS operating systems allow you to quickly reboot and repair a destroyed MS. As an action, you can use your repair kit on an MS that was destroyed in the last minute, the MS regains Armour Points equal to your Engineer Level. The target MS must be within 10dm of you. You can only use this feature once before taking a short or long rest. You also gain advantage on Eject saving throws.
Self Repair –
Starting at 3rd level, you become more efficient at repairing your own MS. As a bonus action, you can restore your MS’s Armour Points equal to 1d10 + your Engineer Level. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Power Regulation –
Starting at 5th level, you learn to optimise your MS’s operating systems. On your turn, you can push your MS beyond its normal limits for a moment, giving yourself 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 this feature twice before a rest, but only once in a single turn.
Munitions Expert –
Starting at 9th level, you master the art of creating ammunition. You can spend at least one hour to create ammunition for half the cost worth of materials. You can also create special ammunition for physical weapons at double the cost, these ammunition would have one of the following properties :
Special ammunition damages are affected by the proficiency of the user if they are proficient with that weapon type.
System Overload –
Starting at 15th level, you learn to push your MS even further beyond its limits, if only for a short period of time. On your turn, you can use a bonus action to activate System Overload, which lasts until the end of your 5th turn after activation (or 30 seconds). Until the effect ends your MS receives the following bonuses :
When the effect ends, you must make a DC 18 Repair check. On a fail, your suit deactivates until you make another DC 15 Repair check. On a success, your suit enters low power mode, and you are only able to perform a single Action -or- a single Movement on your next turn, and you cannot perform any Reactions until the end of your next turn. You must finish a long rest before you can use this feature again.
Engineering Schools | |
Name | Description |
Weapon Upgrades | You have expertise in an amount of Weapon upgrades equal to double your proficiency modifier, but you can only have Weapon upgrades active equal to your proficiency modifier. Upgrades that you have expertise in cost half the usual rate, or half the value in salvaged weapon parts. In order to upgrade a Weapon, you must spend at least an hour of uninterrupted time along with the Weapon and required parts. Example : At 2nd level you can have expertise in 4 different upgrade types. You can upgrade up to 2 weapons with 1 upgrade each. If you want to then upgrade a 3rd, you would have to remove one of the previous upgrades, salvaging it for the value of parts used. |
Mobile Suit Upgrades | You have expertise in an amount of Mobile Suit upgrades equal to double your proficiency modifier, and can have active Mobile Suit upgrades equal to your proficiency modifier. Upgrades that you have expertise in cost half the usual rate, or half the value in salvaged Mobile Suit parts. In order to upgrade a Mobile Suit, you must spend at least an hour of uninterrupted time along with the Mobile Suit and required parts. Example : At 2nd level you can have expertise in 4 different upgrade types. You can upgrade up to 2 MS with 1 upgrade each. If you want to then upgrade a 3rd, you would have to remove one of the previous upgrades, salvaging it for the value of parts used. |
Maintenance Chief (Heavy Equipment Repair) | During a short rest, you may tend to an MS with severe damage (DMs discretion), such as a severed limb. Assuming materials are available (Such as a salvaged arm of another MS to replace the destroyed arm), you may make a DC15 Repair Check to replace the limb of the MS. On a success the damaged section is restored, and the MS regains 1d8+ENG Armour Points. On a failure the damaged section will not function properly and is useless until another part is found, or you return to an area where the suit can be fully repaired. |
Fortification | Under your direction, the party can construct an area of half cover in the space occupied by their MS during a short rest. If the party already occupies an area providing half cover, it is increased to three-quarters cover. |
E.O.D. | Whenever you attempt to disarm a trap using Demolitions, you do not spring the trap unless you fail by 10 or more. If you do set off a trap you were attempting to disarm, you add your proficiency bonus to your Evasion and Reaction saving throws to avoid the trap. You also add ½ your Engineer level to Perception checks made to locate traps. |
Computer Expertise | You add your proficiency bonus to Computer Use Checks, if you are already proficient you gain a +3 instead. During a short rest you may fine tune an MS’s optics and sensors, giving it a bonus to Perception and Investigation equal to half the Engineers proficiency bonus (rounded down) for the next 24 hours. |
Improvised Explosives | You may construct an Improvised Explosive Device. During a short rest, if you have the required materials (DMs discretion), you can produce an amount of explosives equal to 1d3 + your proficiency bonus. These explosives deal 1d10 + your proficiency bonus in explosive damage, with a blast radius 10ft (pilot) or 20dm (MS). The device can be detonated remotely from up to 30ft (pilot) or 60dm (MS) away or can have a delayed timer set for up to 3 minutes. |
Mechanic | During a short rest, you may add an additional hit die equal to your Proficiency Bonus to a number of allies equal to half your ENG modifier (rounded down). |
Weaponry | During a short rest, you may tune up a single weapon, adding half your proficiency bonus (rounded down) to attack and damage rolls for the next 12 hours. If the required materials are available, you can spend a short or long rest constructing an Improvised simple ranged or melee weapon. This weapon deals 1d6 +REA/WIL damage appropriate to the type of weapon. Ranged weapons created have a range of 150/450 and have 12 rounds. Once this ammo is used, the weapon cannot be recharged or reloaded. |
Armourer | During a short rest, if the required materials are available, you can construct an improvised shield. The shield provides a bonus to evasion equal to half your proficiency bonus (rounded down) and costs 1 loadout. The shield has a total 10 armour points. As an action, you can provide temporary Armour Points to a number of allies equal to your ENG Modifier, within 60dm of you. The temporary Armour Points gained are equal to 5 + your Engineering level. You cannot apply this feature to the same target more than once at a time. This feature can only be used once per short or long rest. |
Salvage Expertise | You add your proficiency bonus to Salvage Checks, if you are already proficient you gain a +3 instead. When you salvage parts, you can sell them for 1.5x the normal value. When you are salvaging for a specific part, you have advantage on salvage checks. |
Turret Master | You gain the ability to create 3 types of turrets. After an hour of uninterrupted down time, you can create an amount of turrets equal to your ENG modifier, assuming you have the required materials in value.
Each turret has an amount of Armour Points equal to your Engineer Level, and have an Evasion of 10. Once they hit 0 Armour Points, they are instantly destroyed. |
Nanomachines | You gain the ability to remotely control nanomachines to assist in repairing MS on the fly. As an action you can release your nanomachines in a 60dm radius. Up to six targets within range regain Armour Points equal to 1d8 + your ENG Modifier. This increases to 2d8 at 6th, 3d8 ath 10th, 4d8 at 14th and 5d8 at 18th Level. You can use this feature a number of times equal to half your Proficiency bonus, regaining all expended uses during a long rest. |
The mental frailty of cyber-newtypes is reflected in the low Evasion and Armor Points of their mobile suits, however they are capable of controlling a battlefield using their Powers and psycommu weaponry.
They are most akin to the Wizard class in D&D.
Class Table – Cyber-Newtype | ||||
Level | Proficiency Bonus | Features | Newtype Power Level | Max Newtype Points |
1st | +2 | Newtype Power, Newtype Recovery | 1st | 4 |
2nd | +2 | Add Feat | 1st | 6 |
3rd | +2 | – | 2nd | 14 |
4th | +2 | Ability Score Increase | 2nd | 17 |
5th | +3 | – | 3rd | 27 |
6th | +3 | Add Feat | 3rd | 32 |
7th | +3 | – | 4th | 38 |
8th | +3 | Ability Score Increase | 4th | 44 |
9th | +4 | – | 5th | 57 |
10th | +4 | Add Feat | 5th | 64 |
11th | +4 | – | 6th | 73 |
12th | +4 | Ability Score Increase | 6th | 73 |
13th | +5 | – | 7th | 83 |
14th | +5 | Add Feat | 7th | 83 |
15th | +5 | – | 8th | 94 |
16th | +5 | Ability Score Increase | 8th | 94 |
17th | +6 | – | 9th | 107 |
18th | +6 | Add Feat | 9th | 114 |
19th | +6 | Ability Score Increase | 9th | 123 |
20th | +6 | Add Feat | 9th | 133 |
As a cyber-newtype, you gain the following speciality features.
Mobile Suits: Psycommu Mobile Suits, Mass Production Mobile Suits
Weapons: Simple melee and ranged weapons, light shields
Tools: None
Saving Throws: Mentality, Psychic Pressure
Skills: Choose two from Newtype Intuition, History, Insight, Investigation, Colony Knowledge, Persuasion, Deception, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple melee weapon or (b) a simple ranged weapon
(a) a mass production or psycommu mobile suit
(a) a pilot’s pack
As a cyber-newtype, your latent psychic abilities have been enhanced, giving you a growing number of supernatural abilities. See the Newtype Abilities later in this guide.
At 1st level, you know three feints of your choice from the newtype power list. You learn additional newtype feints of your choice at higher levels, as shown in the Feints Known column of the Cyber-Newtype table.
Psychic Pressure is your newtype power ability for your cyber-newtype powers. You use your Psychic Pressure whenever a power refers to your newtype power ability. In addition, you use your Psychic Pressure modifier when setting the saving throw DC for a cyber-newtype power you use and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Psychic Pressure modifier
Power attack modifier = your proficiency bonus + your Psychic Pressure modifier
You have learned to regain some of your psychic energy by meditating. Once per day when you finish a partial rest, you can choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your Cyber-Newtype level (rounded up), and none of the slots can be 3rd level or higher.
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.
Level | Feints | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
1 | 2 | 2 | – | – | – | – | – | – | – | – |
2 | 2 | 3 | – | – | – | – | – | – | – | – |
3 | 2 | 4 | 2 | – | – | – | – | – | – | – |
4 | 3 | 4 | 3 | – | – | – | – | – | – | – |
5 | 3 | 4 | 3 | 2 | – | – | – | – | – | – |
6 | 3 | 4 | 3 | 3 | – | – | – | – | – | – |
7 | 3 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8 | 3 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9 | 3 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10 | 4 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
A defender and inspiring warrior. True Newtypes fight on the front lines and elevate the abilities of their allies with their mere presence. Using latent psychic potential and empathic abilities, they are a force to be reckoned with.
They are similar to the Bard/Paladin class in D&D.
Class Table – True Newtype | ||||
Level | Proficiency Bonus | Features | Newtype Power Level | Max Newtype Points |
1st | +2 | Newtype Inspiration d6, Newtype Power | 1st | 2 |
2nd | +2 | 1st | 5 | |
3rd | +2 | Add Feat | 2nd | 11 |
4th | +2 | Ability Score Increase | 2nd | 13 |
5th | +3 | Newtype Inspiration d8 | 3rd | 20 |
6th | +3 | – | 3rd | 24 |
7th | +3 | Add Feat | 4th | 29 |
8th | +3 | Ability Score Increase | 4th | 33 |
9th | +4 | – | 5th | 43 |
10th | +4 | Newtype Inspiration d10 | 5th | 48 |
11th | +4 | Add Feat | 6th | 55 |
12th | +4 | Ability Score Increase | 6th | 55 |
13th | +5 | – | 7th | 62 |
14th | +5 | – | 7th | 62 |
15th | +5 | Add Feat, Newtype Inspiration d12 | 8th | 70 |
16th | +5 | Ability Score Increase | 8th | 70 |
17th | +6 | – | 9th | 80 |
18th | +6 | Add Feat | 9th | 86 |
19th | +6 | Ability Score Increase | 9th | 92 |
20th | +6 | Add Feat | 9th | 100 |
As a True Newtype, you gain the following speciality features.
Mobile Suits: Mass Production and Psycommu Mobile Suits
Weapons: Simple and advanced melee weapons, simple ranged weapons, all shields
Tools: None
Saving Throws: Will, Psychic Pressure
Skills: Choose two from Athletics, Insight, Colony Knowledge, Intimidation, Repair, Persuasion, and Newtype Intuition
You start with the following equipment, in addition to the equipment granted by your background:
(a) an advanced melee weapon and a shield or (b) two simple melee weapons
(a) an advanced melee weapon or (b) any simple ranged weapon
(a) a pilot’s pack or (b) an officer’s pack
A mass production or psycommu mobile suit
Your presence on the battlefield can inspire your allies. To do so, you use a bonus action on your turn to choose one mobile suit other than yourself within 120 meters (or character up to 60 feet away) of you who can hear you. That target gains one Newtype Inspiration die, a d6.
Once within the next 10 minutes, they 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 Newtype Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Newtype Inspiration die is rolled, it is lost. A character can have only one Newtype Inspiration die at a time.
You can use this feature a number of times equal to your Psychic Pressure modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Newtype Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
By 1st level, you have learned to channel your latent psychic abilities into a select number of powers. See later chapters for general rules for using newtype powers and the list of powers available to true newtypes.
The True Newtype table shows how many power slots you have to use powers. To use one of your newtype powers of 1st level or higher, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a full rest.
Psychic Pressure is your key ability for your newtype powers. You use your Psychic Pressure whenever a power refers to your newtype power ability. In addition, you use your Psychic Pressure modifier when setting the saving throw DC for a newtype power you use and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Psychic Pressure modifier
Power attack modifier = your proficiency bonus + your Psychic Pressure modifier
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.
Level | Feints | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
1 | 2 | 2 | – | – | – | – | – | – | – | – |
2 | 2 | 3 | – | – | – | – | – | – | – | – |
3 | 2 | 4 | 2 | – | – | – | – | – | – | – |
4 | 3 | 4 | 3 | – | – | – | – | – | – | – |
5 | 3 | 4 | 3 | 2 | – | – | – | – | – | – |
6 | 3 | 4 | 3 | 3 | – | – | – | – | – | – |
7 | 3 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8 | 3 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9 | 3 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10 | 4 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Before more sophisticated Psycommu technology was implemented in the development of Cyber-Newtypes, the Murasame labs believed Newtypes to be simply Ace Pilots. The early Cyber-Newtype experiments lacked the psychic abilities of their later incarnations, but were prone to emotional outbursts that gave them an edge in battle. Their abilities were enhanced via the HADES and EXAM interfaces.
They are essentially the Barbarian class in D&D.
Class Table – Proto Newtype | ||||
Level | Awakenings (per Long Rest) | Awakened Damage | Proficiency Bonus | Features |
1st | 2 | +2 | +2 | Awakening |
2nd | 2 | +2 | +2 | Reckless Attack, Danger Sense |
3rd | 3 | +2 | +2 | Select Awakening Module |
4th | 3 | +2 | +2 | Ability Score Increase |
5th | 3 | +2 | +3 | Extra Attack, Add A Feat |
6th | 4 | +2 | +3 | Awaken Module Upgrade |
7th | 4 | +2 | +3 | Add A Feat |
8th | 4 | +2 | +3 | Ability Score Increase |
9th | 4 | +2 | +4 | Brutal Critical |
10th | 4 | +3 | +4 | Awaken Module Upgrade |
11th | 4 | +3 | +4 | Relentless |
12th | 5 | +3 | +4 | Ability Score Increase |
13th | 5 | +3 | +5 | Brutal Critical |
14th | 5 | +3 | +5 | Awaken Module Upgrade |
15th | 5 | +3 | +5 | Add Feat |
16th | 5 | +3 | +5 | Ability Score Increase |
17th | 6 | +4 | +6 | Brutal Critical |
18th | 6 | +4 | +6 | Indomitable Might |
19th | 6 | +4 | +6 | Ability Score Increase |
20th | Unlimited | +4 | +6 | Add Feat |
As a Proto Newtype, you gain the following speciality features.
Mobile Suits: Mass Production and Psycommu Mobile Suits
Weapons: Simple and advanced melee weapons, simple and advanced ranged weapons, light shields
Tools: None
Saving Throws: Engineering, Psychic Pressure
Skills: Choose two from Athletics, Insight, Land Knowledge, Intimidation, Repair, Perception, and Salvage
You start with the following equipment, in addition to the equipment granted by your background:
(a) an advanced melee weapon and a shield or (b) two simple melee weapons
(a) an advanced melee weapon or (b) any simple ranged weapon
(a) a pilot’s pack
A mass production or psycommu mobile suit
In battle, you fight with unmatched ferocity. On your turn, you can enter an Awakened State as a bonus action.
While awakened, you gain the following benefits if you aren’t using medium or heavy shields:
You have advantage on Will checks and Will saving throws.
When you make a melee weapon attack using Will, you gain a bonus to the damage roll that increases as you gain levels, as shown in the Awakened Damage column of the Proto Newtype table.
You have resistance to bludgeoning, ballistic, and slashing damage.
If you are able to use Newtype Powers, you can’t use them or concentrate on them while awakened.
Your awakening lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked an enemy since your last turn or taken damage since then. You can also end your awakening on your turn as a bonus action.
Once you have awakened the number of times shown for your level in the Awakenings column of the class table, you must finish a long rest before you can awaken again.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Will during this turn, but attack rolls against you have advantage until your next turn.
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Reactions saving throws against effects that you can see, such as traps and Newtype Powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
At 3rd level, you choose a module that shapes the nature of your awakening; EXAM/HADES or ALICE (NT-D coming soon). Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Starting at 11th level, your awakening can keep you fighting beyond capacity. If you drop to 0 armor points while you’re awakened and don’t die outright, you can make a DC 10 Engineering saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Beginning at 18th level, if your total for a Will check is less than your Will score, you can use that score in place of the total.
At 20th level, you have mastered your suit’s augmentations. Your Will and Engineering scores increase by 4. Your maximum for those scores is now 24.
Powered by the captive soul of Newtype Marion Welch, the HADES system and its predecessor, the EXAM system, greatly improve the attacking performance of a mobile suit while taxing the pilot to their limits.
Starting when you choose this module at 3rd level, you can go into a frenzy when you awaken. If you do so, for the duration of your awakening you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your awakening ends, you suffer one level of exhaustion.
Beginning at 6th level, you can’t be charmed or frightened while awakened. If you are charmed or frightened when you enter your awakening, the effect is suspended for the duration.
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one target that you can see within 60 dam of you. If the target can see or hear you, it must succeed on a Mentality saving throw (DC equal to 8 + your proficiency bonus + your Cunning modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened target until the end of your next turn. This effect ends if the target ends its turn out of line of sight or more than 120 dam away from you.
If the target succeeds on its saving throw, you can’t use this feature on that target again for 24 hours.
Starting at 14th level, when you take damage from an enemy that is within 10 dam of you, you can use your reaction to make a melee weapon attack against that target.
Powered by a sophisticated AI, ALICE is capable of assuming operating control over a mobile suit for a short time and enhancing its performance, but the pilot must work in sync with the AI in order to unlock its true potential.
Starting when you choose this module at 3rd level, while you’re awakened, the first enemy you hit with an attack on your turn is disoriented. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a target other than you with an attack, that target has resistance to the damage dealt by the attack. The effect on the target ends early if your awakening ends.
Beginning at 6th level, if you are awakened and another mobile suit you can see within 60 dam of you takes damage, you can use your reaction 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 10th level, your bond with the ALICE AI is strengthened and you may communicate with with the AI as a free action. ALICE can provide tactical data on enemies such as hidden locations, valuable insights such as data parsed from the internet, or any information the game master deems appropriate.
You can’t use this feature again until you finish a short or long rest.
At 14th level, ALICE is powerful enough to retaliate. When you use your Defensive Algorithm to reduce the damage of an attack, the attacker takes an amount of energy damage equal to the damage that your Defense Algorithm prevents.
Name | Effect | Prerequisites | Details |
---|---|---|---|
Alert | Skill Increase | You can’t be surprised while you are conscious. You gain a + 5 bonus to initiative. Enemies don’t gain advantage on attack rolls against you as a result of being unseen by you. | |
Boost Dash | Attack Buff | When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a target. If you move at least 30 DAM in a straight line immediately before taking this bonus action, you either gain a + 5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 30 DAM away from you (if you chose to shove and you succeed). | |
Caution | Skill Increase | You may add an amount equal to your Proficiency Bonus to Perception and Stealth skill checks. | |
Conditioning | Skill Increase | You may add an amount equal to your Proficiency Bonus to Athletics and Acrobatics skill checks. | |
Deep Space Explorer | Skill Increase | You have advantage on Perception and Investigation checks made to detect the presence of secret doors & hatches. You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. Traveling at a fast pace doesn’t impose the normal – 5 penalty on your passive Perception score. | |
Dueling | Evasion Buff | Prerequisite: Strength 13 or higher | When you are wielding a Light Melee weapon with which you are proficient and an enemy hits you with a melee attack, you can use your reaction to add your proficiency bonus to your Evasion Rate for that attack, potentially causing it to miss you. |
Empath | Skill Increase | You may add an amount equal to your Proficiency Bonus to Insight, Deception, and Persuasion skill checks. | |
Exert Talent | Action Buff | Prerequisite: Talent Save DC of at least 14 | On your turn, if you used your Standard Action to use a Talent, you may use your Bonus Action to use an additional Talent. You may only use a Talent of a Level that is 1/4 your Player Level or below. |
Field Engineer | Restoration Buff | When you use a repair kit to stabilize a mobile suit, that mobile suit also regains 1 Armor Point. As an action, you can spend one use of a repair kit to tend to a mobile suit and restore 1d8 + 4 Armor Points to it, plus additional Armor Points equal to the unit’s maximum number of hit dice. The character can’t regain Armor Points from this feat again until they finish a short or long rest. | |
Field Medic | Restoration Buff | When you use a first aid kit to stabilize a character, that character also regains 1 Hit Point. As an action, you can spend one use of a first aid kit to tend to a character and restore 1d4 + 2 Hit Points to them. The character can’t regain Hit Points from this feat again until they finish a short or long rest. | |
Grappler | Attack Buff | Prerequisite: Strength 13 or higher | You have advantage on attack rolls against a target you are grappling. You can use your action to try to pin a target grappled by you. To do so, make another grapple check. If you succeed, you and the target are both restrained until the grapple ends. |
Greasemonkey | Skill Increase | You may add an amount equal to your Proficiency Bonus to Repair, Salvage, and Investigation skill checks. | |
Great Weapon Master | Attack Buff | On your turn, when you score a critical hit with a heavy melee weapon or reduce a target to 0 hit points or armor points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a – 5 penalty to the attack roll. If the attack hits, you add + 10 to the attack’s damage. | |
Guardian | Defensive Buff | If you take the Attack action on your turn, you can use a bonus action to try to shove a target adjacent to you with your shield. If you aren’t incapacitated, you can add your shield’s Evasion bonus to any Dexterity saving throw you make against a Newtype power or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. | |
Guerilla Striker | Skill Increase | Prerequisite: Wisdom 13 or higher | You can try to hide when you are lightly obscured from the target from which you are hiding. When you are hidden from a target and miss it with a ranged weapon attack, making the attack doesn’t reveal your position. Dim light doesn’t impose disadvantage on your Perception checks relying on sight. |
Inspiring Leader | Party Buff | Prerequisite: Charisma 13 or higher | You can spend 1 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly characters (which can include yourself) within 90 DAM of you who can see or hear you. Each mobile suit can gain temporary Hit Points or Armor Points equal to your level + your Charisma modifier x 2. Characters can’t gain temporary Hit Points or Armor Points from this feat again until they have finished a short or long rest. |
Intensive Training | Saving Throw Buff | Increase all of your saving throws by a bonus of +1. | |
Jet Stream Attack | Attack Buff | You may use your Action to make a single melee attack. If you miss, one of your allies within 60 DAM of the target can use their reaction to move into melee range of the same target, and make a melee attack against that target with advantage. If the ally misses, a third ally within 60dam of the target can spend their reaction to move into melee range and make a melee attack against that target, rolling three dice to hit and taking the highest one. | |
Keen Mind | Skill Increase | Increase your Intelligence score by 1, to a maximum of 20. You always know which way is north. You always know the number of hours left before the next sunrise or sunset (or artificial one generated by colony mirrors). You can accurately recall anything you have seen or heard within the past month. | |
Lightning Reflexes | Movement Increase | When piloting Variable Type mobile suits, you may transform as a bonus action instead of a full action. | |
Luck | Re-Roll Dice | Whenever you roll a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your luck to reroll the die. You must use the new roll. You may only use this ability once per long rest. | |
Newtype Charm | Skill Increase | Prerequisite: Newtype or Cyber-Newtype Class | You may choose to use your Wisdom modifier on skill checks that use your Charisma ability score. |
Newtype Focus | Saving Throw Buff | Prerequisite: Wisdom 13 or higher | You may add an amount equal to your proficiency bonus to Saving Throws against enemy Newtype powers. |
Newtype Instinct | Skill Increase | Prerequisite: Newtype or Cyber-Newtype Class | You may choose to use your Wisdom or Charisma modifier to your Perception and Passive Perception instead of your Intelligence modifier. |
Newtype Sense | Evasion Buff | Prerequisite: Newtype or Cyber-Newtype Class | You may choose to use your Wisdom or Charisma modifier instead of your Dexterity modifier when calculating your Evasion Rate. |
Newtype Potential | Talent Gain | Prerequisite: Intellegence13 or higher | You know two at-will Newtype Talents. When you reach 3rd level, you learn one 1st-level Talent, which you can cast once per long rest. When you reach 5th level, you learn one 2nd-level Talent, which you can once per long rest. Your forcecasting ability is Wisdom. |
Observant | Skill Increase | Increase your Intelligence score by 1, to a maximum of 20. You have a +5 bonus to your passive Perception and Investigation scores. | |
Resilient | Skill Increase | Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. | |
Savage Attacker | Attack Buff | Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total. | |
Trained Fighter | Attack Buff | Increase your Constitution score by 1, to a maximum of 20. Your unarmed strike uses a d6 for damage when fighting outside of a mobile suit. | |
Stalwart Sentinel | Attack Buff | When you hit a target with an opportunity attack, the target’s speed becomes 0 for the rest of the turn. Enemies provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When an enemy within 10 DAM of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking enemy. | |
Skilled | Skill Increase | You gain proficiency in any combination of 3 skills or toolkits of your choice. | |
Sniper | Attack Buff | Your ranged weapon attacks ignore half cover and three-quarters cover. As an action, you can carefully line up your next shot. The first ranged weapon attack you make on your next turn has advantage and ignores half cover and three-quarters cover. If it hits, it is a critical hit. You lose this benefit if you move or are forced to move before making this attack on your next turn. Being prone doesn’t impose disadvantage on your attack rolls with ranged weapons. |
|
Spymaster | Skill Increase | Increase your Charisma score by 1, to a maximum of 20. You have an advantage on Deception checks when trying to pass yourself off as a different person. You can mimic the speech of another person. You must have heard the person speaking for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked. | |
Tough | Restoration Buff | Increase your Constitution score by 1, to a maximum of 20. When you regain hit points, the minimum number of hit points you regain equals twice your Constitution modifier (minimum of 2). | |
Two-Weapon Fighting | Evasion Buff | You gain a +1 bonus to Evasion Rate while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. | |
Experienced Pilot | Skill Increase | Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in the Drive skill. If you are already proficient in it, you instead gain expertise in it. Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill. |
|
Part-Time Engineer | Talent Gain | Prerequisite: Intellegence 13 or higher | You learn one At-Will Talent and one 1st-level Engineer Talent (cast without slot). Uses the Pilots Intellegence for its Spell Casting. Can be used 1/LR |
Gunner | Skill Increase | Ignore Reload property of Ranged Weapons and no disadvantage to Ranged Weapon attacks within 10 DAM | |
Weapon Master | Skill Increase | Increase Strength or Dexterity by 1. And you gain Proficiency with Two Weapon Types | |
Precise Slash | Skill Increase | Increase Strength by 1. Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 DAM until the start of your next turn. | |
Promising Commander | Skill Increase | Increase your Charisma score by 1, to a maximum of 20. As an action, you can gain tactical insight. For one minute, once per turn you can utter a special command or warning whenever an ally you can see within 30 DAM makes an attack roll or saving throw. This creature can add a d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. Once you’ve used this feature, you must complete a short or long rest before you can use it again. | |
Feigned Confidence | Skill Increase | Increase your Charisma score by 1, to a maximum of 20. When you would make an ability check with a skill or tool that doesn’t add your proficiency bonus, you can first make a DC 15 Charisma (Deception) check. On a success, you can add your proficiency bonus to the initial ability check. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. |
|
Fanatic | Attack Buff | Prerequisite: Level 4 | When you score a critical hit with an attack roll or reduce a creature to 0 hit points, you can make one weapon attack as a bonus action. Whenever a creature you can see within 30 DAM is reduced to 0 hit points, you go into a fervor gaining temporary hit points equal to 1d4 + your MS Constitution modifier. |
Battle-Scarred | Skill Increase | Increase your Constitution score by 1, to a maximum of 20. When you roll a 19 or a 20 on the d20 for a death saving throw, you regain 1 hit/armor point. When you are reduced to 0 hit/armor points but not killed outright, you can drop to 1 hit /armor point instead. Once you’ve used this ability, you must complete a long rest before you can use it again. |
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Charmer | Skill Increase | Increase your Charisma score by 1, to a maximum of 20. You gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain expertise in it. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 DAM of you and for 1 minute thereafter. |
Combat Newtypes fit the Murasame Lab definition of Newtypes. They possess supernatural reflexes and minor abilities to control remote psycommu weapons.
Example: Amuro Ray, Char Aznable
As Combat Newtype, you gain a +1 increase to your Physique & Reactions Score.
When making an Athletics or Demolition Skill Check, roll 1d4 and add the result to your roll.
As a Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Sense Hostility | You may roll Insight skill checks with Advantage. | At Will |
Detect Newtypes | As a standard action, you may sense the presence of any Newtype or Cyber-Newtype up to 50 dam (100 dam in MS). You are not able to identify targets or perceive an exact location, only a general direction. | Proficiency Bonus/Long Rest |
Axis Aura | As a standard action, you extend your power to your allies within 10dam (30dam in MS), granting an Advantage on Saving Throws and Attack rolls for 1 minute. | 1/Long Rest |
Empaths are a subset of Newtype that possess increased sensitivity and the ability to peer into others’ minds.
Example: Kamille Bidan, Lalah Sune
As an Empath, you gain a +2 increase to your Cunning Score.
When making an Insight or Persuasion Skill Check, roll 1d4 and add the result to your roll.
As a Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Telepathy | As a bonus action, you may psychically communicate a message to a target within 10 dam (80 dam in MS). The target cannot reply but it is not restricted by line of sight. | At Will |
Locate | As a standard action, you may psychically try to find a person you are familiar with within 200 dam. If the target does not wish to be found they may attempt to resist with a Psyche Saving Throw with a DC of 10 + your Psyche Modifier. | Proficiency Bonus/Long Rest |
Detect Thoughts | For 1 minute you can read the thoughts of any target you can see as a standard action. You may read surface thoughts but if you attempt to probe deeper the target can make a Psyche Saving Throw to resist your reading with a DC of 10 + your Psyche Modifier. | 1/Long Rest |
Support Newtypes do not use their gifts for war or develop their talents in psychic communication, but rather possess an esoteric ability to strengthen and inspire their allies.
Example: Sayla Mass, Mirai Yashima
As a Support Newtype, you gain a +1 increase to your Psyche & Intellect Score.
When making an Insight or Investigation Skill Check, roll 1d4 and add the result to your roll.
As a Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Inspire | You touch one willing target as a standard action. The target can roll 1d4 and add the number rolled to one skill or ability check of its choice. It can roll the die before or after making the check. | At Will |
Fortify | As a standard action select three targets within 5 dam (30 dam in MS). For one minute whenever a target makes an attack or saving throw they made add 1d4 to the result. | Proficiency Bonus/Long Rest |
Calming Presence | You attempt to suppress strong emotions in a group of people as a standard action. Each target within a 10 dam sphere (50 dam in MS) must succeed on a Psyche Saving Throw with a DC of 10 + your Psyche Modifier. On a failed save, any Charm or Frighten effects immediate end and the target becomes indifferent to anyone they are hostile toward for 1 minute. The effect ends if the target or an ally of the target is harmed. | 1/Long Rest |
Cyber Newtypes are artificial aberrations created to combat the rise of true Newtypes.
Example: Four Murasume, Rosamia Badam
As a Cyber Newtype, you gain a +2 increase to your Psyche Score.
When making an Intimidation or Perception Skill Check, roll 1d6 and add the result to your roll.
As a Cyber Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Psychic Reading | As a standard action you peer into the mind of an enemy, granting you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target. | At Will |
Psychic Pressure | As a standard action, select a number of targets within 10dam (80 dam in MS) equal to your proficiency bonus. Each target must make a Psyche Saving throw with a DC of 10 + your Psyche Modifier or become Sickened, imposing Disadvantage on attack rolls and saves for one minute. Targets may repeat this save at the end of each of their turns to end the effect early. | Proficiency Bonus/Long Rest |
Psychic Crush | As a standard action, select a single target within 10dam (80 dam in MS). Make a Ranged Newtype Attack against the target. On a successful hit, the target must make a Psyche Saving Throw with a DC of 10 + your Psyche Mod. On a failed save, the target is Stunned for 1 minute | 1/Long Rest |