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MassEffect5e - V1.2.0

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Mass Effect 5e

Mass Effect + D&D 5th Edition


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

Version 1.2
Created By Luke Aeschleman
Online Manual at: https://n7.world
Player's Manual created with The Homebrewery
Contents
Legal 3 . . . . . . . . . . . . . .7:
Chapter . . . Using
. . . . . . . . . .Ability
. . . . . . . . . . . Scores
. . . . . . . . . . . . . . . . . . . . . . . . .111
....
.Ability
. . . . . . . Scores
. . . . . . . . .and
. . . . .Modifiers
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
....
Introduction 5 . . . . . . . . . . . . .and
Advantage . . . . .Disadvantage
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
....
.A. .Universe
. . . . . . . . . . to
. . . Explore
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6. . . . . . . . . . . . . . .Bonus
Proficiency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
....
. . . . . . . .these
Using . . . . . . Rules
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6. . . . . . . . . Checks
Ability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
....
. . . . . . to
How . . . Play
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6. . . . . . . . .Each
Using . . . . . .Ability
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8.
Missions . . . . . . . . .Throws
Saving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
....
Part 1 9 .Chapter
. . . . . . . . . . . . .8: . . . Missions
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Time ....
. . . . . . . . . . . . . .1:
Chapter . . . Step-by-Step
. . . . . . . . . . . . . . . . . . . .Characters
. . . . . . . . . . . . . . . . . . . . . . . . . . .10
... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Movement ....
.Beyond
. . . . . . . . .1st
. . . .Level
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
... . . . . . .Environment
The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
....
. . . . . . . . . . . . . .2:
Chapter . . . Races
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
... . . . . . . . .Interaction
Social . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
....
. . . . . . . . . . . .a. .Race
Choosing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Resting ....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Angara ... . . . . . . . . . . .Missions
Between . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Asari ... . . . . . . . . . . . . . .9:
Chapter . . . Combat
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Batarian ... . . . . . .Order
The . . . . . . .of. . .Combat
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Drell ... . . . . . . . . . . . . .&. . .Position
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Elcor ... . . . . . . . . . .in. . Combat
Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Geth ... . . . . . . . . . .an. . .Attack
Making . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Hanar ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
Cover ....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Human ... . . . . . . . . . . .and
Damage . . . . Healing
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Krogan ... . . . . . . . . Points
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Prothean ...
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Quarian ... Part 4 132
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Salarian ... . . . . . . . . . . . . . .10:
Chapter . . . . .Vehicles
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Turian ... .Transports
. . . . . . . . . . . . &. . .Starships
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Volus ... . . . . . . . . . Stats
Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Vorcha ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Systems ....
. . . . . . . . . . . . . .3:
Chapter . . . Classes
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
Crew ....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Adept ... . . . . . . . . . . .Combat
Starship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Engineer ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Travel ....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Infiltrator ... . . . . . . . . . Rules
Variant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Sentinel ... . . . . . . . . . . .Vehicles
Creating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Soldier ... . . . . . . . . . . . . . .11:
Chapter . . . . .Vehicle
. . . . . . . . . . . . List
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Vanguard ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Transports ....
. . . . . . . . . . . . . .4:
Chapter . . . Personality
. . . . . . . . . . . . . . . . . . .and
. . . . . . .Background
. . . . . . . . . . . . . . . . . . . . .72
... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
Starships ....
. . . . . . . . . . . . Details
Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
... Part 5 152
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Inspiration ... . . . . . . . . . . . . . .12:
. . . . .Spellcasting
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153
....
. . . . . . . . . . .&. .Renegade
Paragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
... Chapter
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Backgrounds ... .What
. . . . . .is. . .a. .Spell?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153
....
. . . . . . . . . .a. .Spell
Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154
....
.Chapter
. . . . . . . . . . . . .5:. . . Equipment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
... . . . . . . . . . . and
Primers . . . . .Detonators
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
....
. . . . . . . . . . Equipment
Starting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
... .Chapter
. . . . . . . . . . . . .13:. . . . .Spells
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Wealth ... . . . . . . .Lists
Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Armor ... . . . . . . .Descriptions
Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Weapons ...
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Mods ... Appendicies 175
. . . . . . . . . .Critical
Mission . . . . . . . . .Gear
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
... .Appendix
. . . . . . . . . . .A:. . .Armor
. . . . . . . .Sets
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175
....
. . . . . . .&. . .Kits
Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
... . . . . . . . . . . . .B:. . .Armor
Appendix . . . . . . . .Mods
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Expenses .... . . . . . . . . . . . .C:. . .Weapons
Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189
....
. . . . . . . . . . . . . .6:
Chapter . . . Customization
. . . . . . . . . . . . . . . . . . . . . . . .Options
. . . . . . . . . . . . . . . . . . . . . .105
.... . . . . . . . . . . . .D:. . .Weapon
Appendix . . . . . . . . . .Mods
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .201
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
Multiclassing .... . . . . . . . . . . . .E:. . .Grenades
Appendix . . . . . . . . . . . &. . .Mines
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205
....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Feats .... . . . . . . . . . . . .F:. . .Omni-tool
Appendix . . . . . . . . . . . .Programs
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .207
....
Part 2 110 . . . . . . . . . . . .G:. . .Conditions
Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210
....
. . . . . . . . . . . .H:. . .Bestiary
Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .213
....
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LEGAL
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Use of Product Identity: You agree not to Use any Product Mass Effect 5e Homebrew Copyright 2018, Mass Effect 5e;
Identity, including as an indication as to compatibility, except Author Luke Aeschleman, based on original material by
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with the owner of each element of that Product Identity. You BioWare.
agree not to indicate compatibility or co-adaptability with any
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COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards
of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and
Dave Arneson.
MASS EFFECT Copyright 2003-2008 EA International
(Studio and Publishing) Ltd. Mass Effect, the Mass Effect
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are either registered trademarks or trademarks of EA
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LEGAL
4
Introduction

T
he Dungeons & Dragons roleplaying game is In the Mass Effect 5e game, each player creates an operative
about storytelling in worlds of swords and (also called a character) and teams up with other operatives
sorcery and Mass Effect 5e takes that (played by friends). Working together, the group might explore
storytelling to the stars. Both shares elements a derelict starship, the slums of an inhabited asteroid, the
with childhood games of make-believe. Like glorious streets of an advanced civilization, an ancient temple
those games, D&D is driven by imagination. deep in a jungle, or the steppes of a mining colony. The
It’s about picturing the alien landscape operatives can solve puzzles, talk with other characters,
beneath the two-sunned sky and imagining how an N7 soldier battle alien monsters, and discover advanced technologies
might react to the challenges that scene presents. and relics from a past age.
One player, however, takes on the role of the Galaxy Master
In Mass Effect 5e, the Dungeon Master is called the Galaxy (GM), the game’s lead storyteller and referee. The GM creates
Master missions for the characters, who navigate its hazards and
decide which paths to explore. The GM might describe the
Galaxy Master (GM): You arrived on Asteroid 2179 JK178 on entrance to Osiris Station, and the players decide what they
a UT-47 Kodiak. Approaching the station’s hangar, a missile want their operatives to do. Will they jump down to the
lock alarm sounds in the cockpit. Your pilot, Harcourt Finn, hanger bay? Propel themselves with jetpacks? Or use a
immediately took evasive action and put down on the biotic's powers to increase their mass, "affixing" themselves
opposite side of the asteroid. Scans indicate the automated to the surface of the asteroid? Then the GM determines the
defense system should extend around the entire asteroid but
results of the operatives’ actions and narrates what they
experience. Because the GM can improvise to react to
appears to be dormant on the side opposite the station
anything the players attempt, D&D (and Mass Effect 5e) is
entrance. Having no other options, you double-checked the infinitely flexible, and each mission can be exciting and
pressure seals on your armor and set out on foot across the unexpected.
asteroid’s surface. After a quick 3 kilometer jaunt, you arrive at The game has no real end; when one story or quest wraps
the edge of the asteroid. Looking down, you can see the up, another one can begin, creating an ongoing story called a
hangar doors sealed tight. You’ll have to find another way in. campaign. Many people who play the game keep their
Amanda (playing Melphine): I want to scan the area for campaigns going for months or years, meeting with their
movement or any immediate threats.
friends every week or so to pick up the story where they left
off. The operatives grow in might as the campaign continues.
Amie (playing Telos): The drop to the hanger door looks
Each monster defeated, each mission completed, and each
pretty far? I want to test how much gravity the asteroid has. gadget recovered not only adds to the continuing story but
Do I think we can easily drop down to it without injuring also earns the operatives new capabilities. This increase in
ourselves or flying off into space? power is reflected by an operative’s level.
There’s no winning and losing in the Dungeons & Dragons
Unlike a game of make-believe, D&D gives structure to the game—at least, not the way those terms are usually
stories, a way of determining the consequences of the understood. Together, the GM and the players create an
operatives’ action. Players roll dice to resolve whether their exciting story of bold operatives who confront deadly perils.
attacks hit or miss or whether their operatives can scale a Sometimes an operative might come to a grisly end, torn
cliff, roll away from the strike of a biotic attack, or pull off apart by ferocious rachni or done in by a nefarious Cerberus
some other dangerous task. Anything is possible, but the dice assassin. Even so, the other operatives can search for
make some outcomes more probable than others. breaking-edge medical experiments to revive (or clone!) their
fallen comrade, or the player might choose to create a new
character to carry on. The group might fail to complete a
Galaxy Master (GM): OK, one at a time. Amanda, you’re looking
mission successfully, but if everyone had a good time and
for threats? created a memorable story, they all win.
Amanda: Yeah. Is there any movement in the area?
GM: Make a Wisdom check.
Amanda: Does my Perception skill apply?
GM: Of course!
Amanda (rolling a d20): Rats. I rolled a six, plus two for my
perception skill modifier. So, Eight.
GM: No movement that you can see. And Amie, Telos is
assessing the drop to the hanger bay?

INTRODUCTION
5
Not repeated here are basic rules for Dungeon (Galaxy)
A Universe to Explore Masters which have additional rules on running successful
Mass Effect spans two galaxies: the Milky Way and campaigns.
Andromeda. Both have biotics, advanced tech, brave soldiers
and fantastic missions. But the galaxies are vastly different. VARIANT RULES
The Milky Way has been settled by sentient beings for Occasionally, you'll see a rule preceded by the
millennia and most of its clusters, star systems, and planets word "Variant". This means the rule is optional. In
have been charted and explored. It's also home to a variety of some cases, it may replace an existing rule. For
sentient alien species, all with their own culture, planets, and example, the Variant: Encumbrance rule replaces
colonies, making up a vast galactic community. If you aren't the standard Lifting & Carrying rules. In other
familiar with the first Mass Effect video games, you can read instances, the rule may be completely ignored. For
about major events and lore at the Mass Effect Wiki. example, the Paragon & Renegade system adds
Specifically, the timeline can get you quickly up to speed to rules for utilizing paragon and renegade points.
on the events of the galaxy. While this adds a nice touch of flavor from the
The Andromeda Galaxy has a very different feeling. An original Mass Effect trilogy, it is not required for
ancient civilization of "Remnant" seem to exist on every this system to work, and it can safely be left out of
planet, connected by seemingly supernatural threads. Only your campaign if desired.
two known sentient races existed in the Galaxy before the
arrival of the Milky Way races. Now the galaxy and its
inhabitants are threatened by a widespread energy
phenomenon called, The Scourge. The Milky Way races
arrived on Arks and are working to settle habitable planets
around the galaxy and start a new life. If you'd like to read
more about the events of Mass Effect: Andromeda, the wiki
has plenty of information.
Both galaxies share the same characteristics that are
nascent to Mass Effect, i.e. biotics, tech, and space travel, but
each galaxy offers its own zeitgeist and challenges. The Milky
Way is mostly explored and contains extensive urban
environments. You could easily set an entire campaign on a
single planet and, depending on when you set your campaign
on the timeline, you might also deal with the impending
invasion of the Reapers. In contrast, Andromeda is themed
for exploration, survival, and being a pioneer. An operatives'
primary goal is that of setting up a thriving civilization in the How to Play
new galaxy and uncovering its mysterious past. In short, the The play of the Dungeons & Dragons game (and by
Milky Way is an urban setting with a defined lore and extension, Mass Effect 5e) unfolds according to this basic
timeline. Andromeda is rural and more of a sandbox for pattern.
campaigns. 1. The GM describes the environment. The GM tells the
Your GM might set the campaign in one of these galaxies players where their operatives are and what’s around them,
or on a single planet that he or she created. Because there is detailing the basic scope of options that present themselves
so much diversity among the galaxies in Mass Effect and so (how many airlocks lead out of a space station, what’s on a
much unwritten lore, you should check with your GM about table, who’s in the nightclub, and so on).
any house rules that will affect your play of the game. 2. The players describe what they want to do.
Ultimately, the Galaxy Master is the authority on the Sometimes one player speaks for the whole party, saying,
campaign and its setting, even if the setting is a published “We’ll take the east door,” for example. Other times, different
world. operatives do different things: one operative might search a
It is unlikely that your GM will have the campaign span lock box while a second examines an esoteric symbol spray-
between the two galaxies. The passengers of Andromeda's painted on a wall and a third keeps a lookout for thugs. The
arks spent 600 years in cryo-sleep. But you could certainly players don’t need to take turns, but the DM listens to every
spend part of your campaign in the Milky Way and take a 600- player and decides how to resolve those actions.
year nap! Sometimes, resolving a task is easy. If an operative wants
to walk across a room and open a door, the GM might just say
Using these Rules that the door opens and describe what lies beyond. But the
door might be locked, the floor might hide a tripwire, or some
This manual uses the Dungeons & Dragons 5th Edition Basic other circumstance might make it challenging for an
Rules as its core rule set. If you have never played D&D 5e, operative to complete a task. In those cases, the GM decides
we recommend that you familiarize yourself with the basic what happens, often relying on the roll of a die to determine
rules first. Most of those rules are replicated and referenced the results of an action.
in the rules section of this Player's Manual.

INTRODUCTION
6
3. The DM narrates the results of the operatives’ actions. The D20
Describing the results often leads to another decision point,
which brings the flow of the game right back to step 1. Does an operative’s Scimitar shotgun blast hurt a Reaper
This pattern holds, whether the operatives are cautiously Brute or just bounce off its iron-hard skin? Will the asari
exploring a derelict ship, talking to a devious politician, or believe an outrageous bluff? Can a character swim across a
locked in a firefight against a squad of Batarian extremists. In raging river? Can a character avoid the blast of a
certain situations, particularly combat, the action is more fragmentation grenade, or does he or she take full damage
structured and the players (and GM) do take turns choosing from the explosion? In cases where the outcome of an action
and resolving actions. But most of the time, play is fluid and is uncertain, the game relies on rolls of a 20-sided die, a d20,
flexible, adapting to the circumstances of the mission. to determine success or failure.
Often the action of a mission takes place in the imagination Every character and monster in the game has capabilities
of the players and GM, relying on the GM’s verbal defined by six ability scores. The abilities are Strength,
descriptions to set the scene. Some GMs like to use music, Dexterity, Constitution, Intelligence, Wisdom, and Charisma,
art, or recorded sound effects to help set the mood, and many and they typically range from 3 to 18 for most operatives.
players and GMs alike adopt different voices for the various (Monsters might have scores as low as 1 or as high as 30.)
operatives, aliens, and other characters they play in the game. These ability scores, and the ability modifiers derived from
Sometimes, a GM might lay out a map and use tokens or them, are the basis for almost every d20 roll that a player
miniature figures to represent each creature involved in a makes on a character’s or monster’s behalf.
scene to help the players keep track of where everyone is. Ability checks, attack rolls, and saving throws are the three
main kinds of d20 rolls, forming the core of the rules of the
Game Dice game. All three follow these simple steps.
The game uses polyhedral dice with different numbers of 1. Roll the die and add a modifier. Roll a d20 and add the
sides. You can find dice like these in game stores and in many relevant modifier. This is typically the modifier derived from
bookstores. one of the six ability scores, and it sometimes includes a
In these rules, the different dice are referred to by the letter proficiency bonus to reflect a character’s particular skill. (See
d followed by the number of sides: d4, d6, d8, d10, d12, and chapter 1 for details on each ability and how to determine an
d20. For instance, a d6 is a six-sided die (the typical cube that ability’s modifier.)
many games use). 2. Apply circumstantial bonuses and penalties. A class
Percentile dice, or d100, work a little differently. You feature, a spell, a particular circumstance, or some other
generate a number between 1 and 100 by rolling two effect might give a bonus or penalty to the check.
different ten-sided dice numbered from 0 to 9. One die 3. Compare the total to a target number. If the total
(designated before you roll) gives the tens digit, and the other equals or exceeds the target number, the ability check, attack
gives the ones digit. If you roll a 7 and a 1, for example, the roll, or saving throw is a success. Otherwise, it’s a failure. The
number rolled is 71. Two 0s represent 100. Some ten-sided GM is usually the one who determines target numbers and
dice are numbered in tens (00, 10, 20, and so on), making it tells players whether their ability checks, attack rolls, and
easier to distinguish the tens digit from the ones digit. In this saving throws succeed or fail.
case, a roll of 70 and 1 is 71, and 00 and 0 is 100. The target number for an ability check or a saving throw is
When you need to roll dice, the rules tell you how many called a Difficulty Class (DC). The target number for an
dice to roll of a certain type, as well as what modifiers to add. attack roll is called an Armor Class (AC).
For example, “3d8 + 5” means you roll three eight-sided dice, This simple rule governs the resolution of most tasks in
add them together, and add 5 to the total. D&D play. Chapter 7 provides more detailed rules for using
The same d notation appears in the expressions “1d3” and the d20 in the game.
“1d2.” To simulate the roll of 1d3, roll a d6 and divide the Advantage and Disadvantage
number rolled by 2 (round up). To simulate the roll of 1d2, roll
any die and assign a 1 or 2 to the roll depending on whether Sometimes an ability check, attack roll, or saving throw is
it was odd or even. (Alternatively, if the number rolled is more modified by special situations called advantage and
than half the number of sides on the die, it’s a 2.) disadvantage. Advantage reflects the positive circumstances
surrounding a d20 roll, while disadvantage reflects the
opposite. When you have either advantage or disadvantage,
you roll a second d20 when you make the roll. Use the higher
of the two rolls if you have advantage, and use the lower roll if
you have disadvantage. For example, if you have disadvantage
and roll a 17 and a 5, you use the 5. If you instead have
advantage and roll those numbers, you use the 17.
More detailed rules for advantage and disadvantage are
presented in chapter 7.

INTRODUCTION
7
Specific Beats General Aissions vary in length and complexity. A short mission
might present only a few challenges, and it might take no
This compendium contains rules that govern how the game more than a single game session to complete. A long mission
plays. That said, many racial traits, class features, spells, can involve hundreds of combats, interactions, and other
gadgets, monster abilities, and other game elements break challenges, and take dozens of sessions to play through,
the general rules in some way, creating an exception to how stretching over weeks or months of real time. Usually, the
the rest of the game works. Remember this: If a specific rule end of a mission is marked by the operatives heading back to
contradicts a general rule, the specific rule wins. some form of 'home base' to rest and enjoy the spoils of their
Exceptions to the rules are often minor. For instance, many labors.
operatives don’t have proficiency with shotguns, but every But that’s not the end of the story. You can think of a
soldier does because of a class trait. That trait creates a mission as a single episode of a TV series, made up of
minor exception in the game. Other examples of rule- multiple exciting scenes. A campaign is the whole series—a
breaking are more conspicuous. For instance, an operative string of missions joined together, with a consistent group of
can’t normally fly, but some spells and armor mods make that operatives following the narrative from start to finish.
possible. Biotics and tech account for most of the major
exceptions to the rules. The Three Pillars of a mission
Round Down Exploration includes both the operatives’ movement through
the world and their interaction with objects and situations
There’s one more general rule you need to know at the that require their attention. Exploration is the give-and-take of
outset. Whenever you divide a number in the game, round the players describing what they want their characters to do,
down if you end up with a fraction, even if the fraction is one- and the Galaxy Master telling the players what happens as a
half or greater. result. On a large scale, that might involve the characters
spending a day crossing an icy plain or an hour making their
Missions way through tunnels of city's transit tube. On the smallest
scale, it could mean one character pushing a button on the
The game consists of a group of characters embarking on a console to see what happens.
mission that the Galaxy Master presents to them. Each Social interaction features the operatives talking to
character brings particular capabilities to the mission in the someone (or something) else. It might mean demanding that
form of ability scores and skills, class features, racial traits, a captured soldier reveal the passcode to the enemy's
equipment, and gadgets. Every character is different, with stronghold, getting information from a rescued prisoner,
various strengths and weaknesses, so the best party of pleading for mercy from a krogan chieftain, or persuading a
operatives is one in which the characters complement each talkative unshackled AI to unlock a navigation route to a
other and cover the weaknesses of their companions. The distant planet.
operatives must cooperate to successfully complete the The rules in Using Ability Scores and
mission. Missions support exploration and social interaction.
The mission is the heart of the game, a story with a Combat, the focus of the Combat section, involves
beginning, a middle, and an end. a mission features a characters and other creatures shooting weapons, casting
fantastic setting, whether it’s the ruins of an ancient biotics and tech, maneuvering for position, and so on—all in
civilization, an asteroid, a stretch of wilderness, or a bustling an effort to defeat their opponents, whether that means
city. It features a rich cast of characters: the operatives killing every enemy, taking captives, or forcing a rout. Combat
created and played by the other players at the table, as well as is the most structured element of a game session, with
nonplayer characters (NPCs). Those characters might be creatures taking turns to make sure that everyone gets a
patrons, allies, enemies, hirelings, or just background extras chance to act. Even in the context of a pitched battle, there’s
in a mission. Often, one of the NPCs is a villain whose still plenty of opportunity for operatives to attempt wacky
agenda drives much of a mission’s action. stunts like surfing on a drone, to examine the environment
Over the course of their missions, the characters are (perhaps by pushing a very large red button), and to interact
confronted by a variety of creatures, objects, and situations with other creatures, including allies, enemies, and neutral
that they must deal with in some way. Sometimes the parties.
operatives and other creatures do their best to kill or capture
each other in combat. At other times, the operatives talk to
another creature (or even an AI) with a goal in mind. And
often, the operatives spend time trying to solve a puzzle,
bypass an obstacle, find something hidden, or unravel the
current situation. All along, the operatives explore the galaxy,
making decisions about which way to travel and what they’ll
try to do next.

INTRODUCTION
8
Part 1
Character Creation
Chapter 1: Step-by-Step Characters
Building Kaleem, Step 1
Overview Sam is sitting down to create her character. She decides that
Your first step in playing an operative in the game is to a wiley salarian fits the character she wants to play and she
imagine and create a character of your own. Your character is knows she wants to play with tech spells available to the
a combination of game statistics, roleplaying hooks, and your engineer or infiltrator class, both of which are available
imagination. You choose a race (such as human or asari) and classes for the salarian race. She notes all the racial traits of
a class (such as sentinel or vanguard). You also invent the salarians on her character sheet, including her speed of 10m
personality, appearance, and backstory of your character. and Medium size.
Once completed, your character serves as your representative
in the game, your avatar in the universe. 2. Choose a Class
Before you dive into step 1 below, think about the kind of Every operative is a member of a class. Class broadly
operative you want to play. You might be a courageous soldier, describes a character’s vocation, what special talents he or
a skulking infiltrator, a fervent sentinel, or a flamboyant adept. she possesses, and the tactics he or she is most likely to
Or you might be more interested in an unconventional employ when exploring a planet, fighting alien monsters, or
character, such as a brawny engineer who likes hand-to-hand engaging in a tense negotiation. The character classes are
combat, or a sharpshooter who picks off enemies from afar. described in chapter 3.
Once you have a character in mind, follow these steps in Your character receives a number of benefits from your
order, making decisions that reflect the character you want. choice of class. Many of these benefits are class features —
The conception of your character might evolve with each capabilities (including spellcasting) that set your character
choice you make. What’s important is that you come to the apart from members of other classes. You also gain a number
table with a character you’re excited to play. of proficiencies: armor, weapons, skills, saving throws, and
Throughout this section, the term character sheet means sometimes tools. Your proficiencies define many of the things
whatever you use to track your character, whether it’s a your character can do particularly well, from using certain
formal character sheet, some form of digital record, or a piece weapons to telling a convincing lie.
of notebook paper. On your character sheet, record all the features that your
Building Kaleem class gives you at 1st level
Each step of character creation includes an example of that Level
step, with a player named Sam building her salarian Typically, a character starts at 1st level and advances in level
character, Kaleem. by adventuring and gaining experience points (XP). A 1st-
level character is inexperienced in the adventuring world,
1. Choose a Race although he or she might have been a soldier or a space
Every character belongs to a race, one of the many intelligent pirate and done dangerous things before.
humanoid species in the Mass Effect Universe. The most Starting off at 1st level marks your character’s entry into
common player character races are asari, humans, krogan, the adventuring life. If you’re already familiar with the game,
salarians, and turians. Some races also have subraces, such or if you are joining an existing ME5e campaign, your GM
as pure-blood asari or tank-bred krogan. Chapter 2 provides might decide to have you begin at a higher level, on the
more information about these races. assumption that your character has already survived a few
The race you choose contributes to your character’s harrowing missions.
identity in an important way, by establishing a general Record your level on your character sheet. If you’re starting
appearance and the natural talents gained from culture and at a higher level, record the additional elements your class
ancestry. Your character’s race grants particular racial traits, gives you for your levels past 1st. Also, record your
such as special senses, proficiency with certain weapons or experience points. A 1st-level character has 0 XP. A higher-
tools, proficiency in one or more skills, or the ability to use level character typically begins with the minimum amount of
minor spells. These traits sometimes dovetail with the XP required to reach that level (see “Beyond 1st Level” later
capabilities of certain classes (see step 2). For example, the in this chapter).
racial traits of batarians make them exceptional soldiers, and
asari tend to be powerful adepts. Sometimes playing against
type can be fun, too. salarian soldiers and krogan engineers, Quick Build
for example, can be unusual but memorable characters. Each class description in chapter 3 includes a
Your race also increases one or more of your ability scores, section offering suggestions to quickly build a
which you determine in step 3. Note these increases and character of that class, including how to assign
remember to apply them later. your highest ability scores, a background suitable
to the class, and starting spells.
Record the traits granted by your race on your character
sheet. Be sure to note your base speed and size as well.

PART 1 | STEP-BY-STEP CHARACTERS


10
Hit Points and Hit Die The six abilities and their use in the game are described in
Your character’s hit points define how tough your character is chapter 7. The Ability Score Summary provides a quick
in combat and other dangerous situations. Your hit points are reference for what qualities are measured by each ability,
determined by your Hit Dice (short for Hit Point Dice). what races increases which abilities, and what classes
At 1st level, your character has 1 Hit Die, and the die type consider each ability particularly important.
is determined by your class. You start with hit points equal to Ability Score Summary
the highest roll of that die, as indicated in your class
description. (You also add your Constitution modifier, which Strength
you’ll determine in step 3.) This is also your hit point
maximum. Measures: Natural athleticism, bodily power
Record your character’s hit points on your character sheet. Important for: Soldiers, vanguards
Also, record the type of Hit Die your character uses and the Racial Increases:
number of Hit Dice you have. After you rest, you can spend Elcor (+2) Krogan (+1)
Hit Dice to regain hit points (see Resting in chapter 8). Geth (+1) Turian (+1)
Human (+1)
Proficiency Bonus
The table that appears in your class description shows your Dexterity
proficiency bonus, which is +2 for a 1st-level character. Your
proficiency bonus applies to many of the numbers you’ll be Measures: Physical agility, reflexes, balance, poise
recording on your character sheet: Important for: Soldiers, infiltrators, engineers
Attack rolls using weapons you’re proficient with Racial Increases:
Attack rolls with spells you cast Drell (+2) Quarian (+1)
Ability checks using skills you’re proficient in Vorcha (+2) Salarian (+1)
Ability checks using tools you’re proficient with Human (+1) Turian (+1)
Saving throws you’re proficient in Prothean (+1)
Saving throw DCs for spells you cast (explained in each
spellcasting class) Constitution

Your class determines your weapon proficiencies, your Measures: Health, stamina, vital force
saving throw proficiencies, and some of your skill and tool Important for: Everyone
proficiencies. (Skills are described in Using Ability Scores, Racial Increases:
tools in Equipment.) Your background gives you additional Batarian (+2) Human (+1)
skill and tool proficiencies, and some races give you more Krogan (+2) Turian (+1)
proficiencies. Be sure to note all of these proficiencies, as Angara (+1) Vorcha (+1)
well as your proficiency bonus, on your character sheet.
Your proficiency bonus can’t be added to a single die roll or Intelligence
other number more than once. Occasionally, your proficiency
bonus might be modified (doubled or halved, for example) Measures: Mental acuity, information recall, analytical skill
before you apply it. If a circumstance suggests that your Important for: Engineer, infiltrator, sentinel
proficiency bonus applies more than once to the same roll or Racial Increases:
that it should be multiplied more than once, you nevertheless
add it only once, multiply it only once, and halve it only once. Geth (+2) Quarian (+1)
Salarian (+2) Volus (+1)
Building Kaleem, Step 2 Human (+1)
Sam imagines Keleem firing tech spells from the safety of
cover. She makes Kaleem an engineer and notes the Wisdom
engineers’ proficiencies and 1st-level class features on her
character sheet. Measures: Awareness, intuition, insight, biotic capabilities
As a 1st-level engineer, Kaleem has 1 Hit Die, a d8, and Important for: Adept, vanguard, sentinel
starts with hit points equal to 8 + her Constitution modifier. Racial Increases:
Sam notes this and will record the final number after she Hanar (+2) Drell (+1)
determines Kaleem’s Constitution score (see step 3). Sam Prothean (+2) Elcor (+1)
also notes the proficiency bonus for a 1st-level character, Volus (+2) Human (+1)
which is +2. Asari (+1)
3. Determine Ability Scores Charisma

Much of what your character does in the game depends on Measures: Confidence, eloquence, leadership
his or her six abilities: Strength, Dexterity, Constitution, Important for: Adept, vanguard, sentinel
Intelligence, Wisdom, and Charisma. Each ability has a Racial Increases: Asari, performers, politicians
score, which is a number you record on your character sheet. Angara (+2) Hanar (+1)
Asari (+2) Human (+1)
Batarian (+2)
PART 1 | STEP-BY-STEP CHARACTERS
11
You generate your character’s six ability scores randomly. This method of determining ability scores enables you to
Roll four 6-sided dice and record the total of the highest three create a set of three high numbers and three low ones (15, 15,
dice on a piece of scratch paper. Do this five more times, so 15, 8, 8, 8), a set of numbers that are above average and nearly
that you have six numbers. If you want to save time or don’t equal (13, 13, 13, 12, 12, 12), or any set of numbers between
like the idea of randomly determining ability scores, you can those extremes.
use the following scores instead: 15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number beside Ability Score Point Cost
one of your character’s six abilities to assign scores to Score Cost Score Cost
Strength, Dexterity, Constitution, Intelligence, Wisdom, and 8 0 12 4
Charisma. Afterward, make any changes to your ability scores
as a result of your race choice. 9 1 13 5
After assigning your ability scores, determine your ability 10 2 14 7
modifiers using the Ability Scores and Modifiers table. To 11 3 15 9
determine an ability modifier without consulting the table,
subtract 10 from the ability score and then divide the result
by 2 (round down). Write the modifier next to each of your 4. Describe Your Character
scores.
Once you know the basic game aspects of your character, it’s
Ability Scores and Modifiers time to flesh him or her out as a person. Your character
Score Modifier Score Modifier needs a name. Spend a few minutes thinking about what he
1 -5 16 - 17 3 or she looks like and how he or she behaves in general terms.
Using the information in chapter 4, you can flesh out your
2-3 -4 18 - 19 4 character’s physical appearance and personality traits.
4-5 -3 20 - 21 5 Choose your character’s alignment (the moral compass that
6-7 -2 22 - 23 6 guides his or her decisions) and ideals. Chapter 4 also helps
you identify the things your character holds most dear, called
8-9 -1 24 - 25 7 bonds, and the flaws that could one day undermine him or
10 - 11 0 26 - 27 8 her.
Your character’s background describes where he or she
12 - 13 1 28 - 29 9 came from, his or her original occupation, and the character’s
14 - 15 2 30 10 place in the Mass Effect universe. Your GM might offer
additional backgrounds beyond the ones included in chapter
4, and might be willing to work with you to craft a
Building Kaleem, Step 3 background that’s a more precise fit for your character
Sam decides to use the standard set of scores (15, 14, 13, 12, concept.
10, 8) for Kaleem’s abilities. Since she’s an engineer, she puts A background gives your character a background feature (a
her highest score, 15, in Intelligence. Her next-highest, 14, general benefit) and proficiency in two skills, and it might
goes in Dexterity. Kaleem might be a charismatic, good also give you proficiency with certain kinds of tools. Record
leader, but Sam decides she wants the salarian to be tougher this information, along with the personality information you
and stronger than most of her kind, so she puts decent scores develop, on your character sheet.
in Strength and Constitution. After applying her racial
benefits (increasing Kaleems’s Intelligence by 2 and her
Dexterity by 1), Kaleem’s ability scores and modifiers look
like this: Strength 12 (+1), Dexterity 15 (+2), Constitution 13
(+1), Intelligence 17 (+3), Wisdom 10 (0), Charisma 8 (-1).
Sam fills in Kaleem’s final hit points: 8 + her Constitution
modifier of +1, for a total of 9 hit points.
Variant: Customizing Ability Scores
At your Galaxy Master’s option, you can use this variant for
determining your ability scores. The method described here
allows you to build a character with a set of ability scores you
choose individually.
You have 27 points to spend on your ability scores. The
cost of each score is shown on the Ability Score Point Cost
table. For example, a score of 14 costs 7 points. Using this
method, 15 is the highest ability score you can end up with,
before applying racial increases. You can’t have a score lower
than 8.

PART 1 | STEP-BY-STEP CHARACTERS


12
Your Character's Abilities 5. Choose Equipment
Take your character’s ability scores and race into account as Your class and background determine your character’s
you flesh out his or her appearance and personality. A very starting equipment, including weapons, armor, and other
strong character with low Intelligence might think and adventuring gear. Record this equipment on your character
behave very differently from a very smart character with low sheet. All such items are detailed in chapter 5.
Strength. Instead of taking the gear given to you by your class and
For example, high Strength usually corresponds with a background, you can purchase your starting equipment. You
burly or athletic body, while a character with low Strength have a number of credits to spend based on your race (not
might be scrawny or plump. your class as in D&D 5th). The range of average starting
A character with high Dexterity is probably lithe and slim, credits is roughly equivalent across races, but the variability
while a character with low Dexterity might be either gangly changes based on race. Long-lived races (asari and krogan)
and awkward or heavy and thick-fingered. have lower variability, whereas short-lived races (salarians
A character with high Constitution usually looks healthy, and vorcha) have a high variability.
with bright eyes and abundant energy. A character with low Your Strength score limits the amount of gear you can
Constitution might be sickly or frail. carry and armor you can wear. Try not to purchase equipment
A character with high Intelligence might be highly with a total weight exceeding your Strength score times 2.
inquisitive and studious, while a character with low Chapter 7 has more information on carrying capacity.
Intelligence might speak simply or easily forget details.
A character with high Wisdom has good judgment,
empathy, and a general awareness of what’s going on. A Armor Class
character with low Wisdom might be absent-minded, Your Armor Class (AC) represents how well your character
foolhardy, or oblivious. avoids being wounded in combat. Things that contribute to
A character with high Charisma exudes confidence, which your AC include the armor you wear and your Dexterity
is usually mixed with a graceful or intimidating presence. A modifier. Not all characters wear armor, however.
character with a low Charisma might come across as Without armor, your character’s AC equals 10 + his or her
abrasive, inarticulate, or timid. Dexterity modifier. If your character wears armor, calculate
your AC using the rules in the Armor section of chapter 5.
Building Kaleem, Step 4 Record your AC on your character sheet.
Sam lets her ability scores influence the type of character Your character needs to be proficient with armor to wear
Kaleem is: her high Intelligence suggests a rapid, focused and use it effectively, and your armor proficiencies are
mind, higher Strength and Constitution suggest a healthy, determined by your class. There are drawbacks to wearing
athletic body, and her low Charisma suggests stand-offish or armor if you lack the required proficiency, as explained in
awkward social decorum. chapter 5.
Sam fills in some of Kaleem’s basic details: her name, her Some spells and class features give you a different way to
sex (female), her height and weight, and the fact that she is calculate your AC. If you have multiple features that give you
missing a cranial ridge (making her unattractive being by different ways to calculate your AC, you choose which one to
salarian standards). use.
Sam picks a lawful alignment for Kaleem, as she buys into
the tradition of the Blue Suns and respects their codes. Weapons
Kaleem's lack of empathy makes her neutral in her For each weapon your character wields, calculate the
disposition for moral codes. modifier you use when you attack with the weapon and the
Sam decides that Kaleem comes from a lowly background, damage you deal when you hit.
rummaging the slums of Omega. When she was caught When you make an attack with a weapon, you roll a d20
stealing equipment from the Blue Suns, the general spared and add your proficiency bonus (but only if you are proficient
her life but put her to work scrapping and repairing weapons, with the weapon) and the appropriate ability modifier.
mechs, and other tech. Sam chooses the scrapper For attacks with melee weapons, use your Strength
background fro Kaleem. She notes the proficiencies and modifier for attack and damage rolls. A weapon that has the
special feature this background gives her. finesse property, such as a monomolecular blade, can use
Sam has a pretty clear picture of Kaleem’s personality in your Dexterity modifier instead.
mind, so she skips the personality traits suggested in the For attacks with ranged weapons, use your Dexterity
scrapper background, noting instead that Kaleem is aloof and modifier for attack and damage rolls. A weapon that has the
soft-spoken. She is distrustful of strangers but fiercely loyal to recoil property, such as the M-300 Claymore, can use your
her friends. Strength modifier instead.
She chooses the ideal of change from the list in her
background, noting that Kaleem believes that the only Building Kaleem, Step 5
constant in the universe is change. Sam writes down the starting equipment from the engineer
Given her history, Kaleem’s bond is obvious: she owes her class and the scrapper background. Her starting equipment
life to the Blue Suns. Her flaw is that she lacks empathy includes Stock Medium Armor which (after adding her
which has caused her to do some morally questionable deeds Dexterity modifier) gives Kaleem an Armor Class of 16.
without thinking twice.

PART 1 | STEP-BY-STEP CHARACTERS


13
For Kaleem’s weapons, Sam chooses an M-8 Avenger Tiers of Play
(because she took the Assault Rifle proficiency) and an Omni-
torch. Her M-8 Avenger is a ranged weapon, so Kaleem uses The shading in the Character Advancement table shows the
her Dexterity modifier for her attacks and damage. Her attack four tiers of play. The tiers don’t have any rules associated
bonus is her Dexterity modifier (+2) plus her proficiency with them; they are a general description of how the play
bonus (+2), for a total of +4. The M-8 Avenger deals 1d8 experience changes as characters gain levels.
piercing damage, and Kaleem adds her Dexterity modifier to In the first tier (levels 1–4), characters are effectively
the damage when she hits, for a total of 1d8 + 2 piercing rookies. They are learning the features that define them as
damage. Notice, she does not add her proficiency bonus to members of particular classes, including the major choices
the damage roll, only the attack roll. When using the Omni- that flavor their class features. The threats they face are
torch, a melee weapon, Kaleem adds her Strength modifier relatively minor, usually dealing with street gangs, small
(+1) to the attack roll and the damage roll. But, because she is crimes, or loose pyjaks.
not proficient with melee weapons, she does not add her In the second tier (levels 5–10), characters come into their
proficiency bonus to the attack roll. own. Operatives should start acquiring uncommon level
equipment, increasing their combat potential. These
6. Coming Together characters have become important members of their factions
(if they have one), facing organized crime syndicates like the
Most characters don’t work alone. Each character plays a role Blue Suns, Eclipse, and Blood Pack, and deal with threats to
within a party, a group of operatives working together for a small colonies and medium-sized corporations.
common purpose. Teamwork and cooperation greatly In the third tier (levels 11–16), characters have reached a
improve your party’s chances to survive the many perils in the level of noteriety that sets them high above the ordinary
galaxy. Talk to your fellow players and your GM to decide populace and makes them special even among other
whether your characters know one another, how they met, operatives. This tier is equivalent to reaching N7 and would
and what sorts of assignments the group might undertake. be the tier at which Shepard started in Mass Effect 1.
Operatives gain access to rare quality weapons and armor
Beyond 1st Level and might begin crafting their own unique armor with
capabilities that further their potential. These operatives
As your character goes on missions and overcomes often confront threats to whole cities, are conscripted my
challenges, he or she gains experience, represented by major corporations to protect valuable assets, and are sent
experience points. A character who reaches a specified unexplored and dangerous planets. Additionally, within this
experience point total advances in capability. This tier, the party generally acquires their own personal starship
advancement is called gaining a level. which opens up travel across the galaxy.
At the fourth tier (levels 17–20), characters achieve the
Class Features and Hit Dice pinnacle of their class features, becoming heroic (or
When your character gains a level, his or her class often villainous) archetypes in their own right. They begin
grants additional features, as detailed in the class collecting spectre level equipment, the very best the galaxy
description. Some of these features allow you to increase can offer. The fate of the entire universe might hang in the
your ability scores, either increasing two scores by 1 each or balance during their adventures.
increasing one score by 2. You can’t increase an ability score Character Advancement
above 20. In addition, every character's proficiency bonus Experience Points Level Proficiency Bonus
increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. 0
300
1
2
+2
+2
Roll that Hit Die, add your Constitution modifier to the roll, 900 3 +2
and add the total to your hit point maximum. Alternatively, 2,700 4 +2
you can use the fixed value shown in your class entry, which
is the average result of the die roll (rounded up). 6,500
14,000
5
6
+3
+3
When your Constitution modifier increases by 1, your hit 23,000 7 +3
point maximum increases by 1 for each level you have 34,000 8 +3
attained. For example, if your 7th-level soldier has a 48,000 9 +4
Constitution score of 17, when he reaches 8th level, he 64,000 10 +4
increases his Constitution score from 17 to 18, thus 85,000 11 +4
increasing his Constitution modifier from +3 to +4. His hit 100,000 12 +4
point maximum then increases by 8 (1 additional hit point for 120,000 13 +5
each level). 140,000 14 +5
165,000 15 +5
195,000 16 +5
XP and Proficiency Bonus
Progression 225,000 17 +6
265,000 18 +6
The Character Advancement table summarizes the XP you 305,000 19 +6
need to advance in levels from level 1 through level 20 and 355,000 20 +6
the proficiency bonus for a character of that level. Consult the
information in your character's class description to see what
other improvements you gain at each level.
PART 1 | STEP-BY-STEP CHARACTERS
14
Chapter 2: Races

T
he Citadel is a massive construct, similar in
shape to a pentagram. The Presidium — the Citadel Nightlife by /u/Nahdude653
central, park-like complex containing the
offices of the various branches of the galactic While members of the remaining races are allowed on the
government — connects 5 Wards — the citadel and have their own governments, they lack embassies
residential and commercial sectors of the and galactic governmental involvement. The batarians left
station. Each ward is a city in its own right, over disputes with the humans. Quarians left after their
with hover cars, high rises, and crowded streets. The homeworld was overrun by the geth. Krogans were cast out
denizens of the Citadel, and those planets throughout the of the citadel after the Krogan rebellions and the vorcha are
galaxy, are a myriad of alien races. From the beautiful and too wild and aggressive to maintain a standing government.
charismatic asari, to the gruff and militaristic turians. The Your choice of race affects many different aspects of your
salarians take jobs as scientists and the volus sell the salarian character. When making this decision, keep in mind the kind
invetions. Other races, like the Geth, may be considered a of character you want to play. For example, a drell could be a
threat (depending on when you set your campaign), and in the good choice for a stealthy infiltrator, a krogan makes a tough
year 2184, a Quarian is a rare sight, only venturing out into soldier, and an asari can be a master of biotics. Your
the galaxy when on their pilgrimage. character race not only affects your ability scores and traits
but also provides the cues for building your character’s story.
Each race’s description in this chapter includes information
Choosing a Race to help you roleplay a character of that race, including
The Mass Effect races each have a unique standing in the personality, physical appearance, features of society, and
galactic community. Here we present the current racial racial alignment tendencies. These details are suggestions to
atmosphere as of the Mass Effect games. Though far into the help you think about your character; operatives can deviate
past (or future), you may change how the races are precieved. widely from the norm for their race. It’s worthwhile to
At this point in history, there are three tiers to galactic consider why your character is different, as a helpful way to
influence. The highest influence is having a seat at the think about your character’s background and personality.
Citadel Council, the governing body of the Citadel. The asari,
salarians, and turians have all had seats for hundreds of Galaxy Restrictions
years. In 2183, humans are granted a council seat in The available races are restricted to the Galaxy in which you
recompense for Commander Shepard's heroic actions set your campaign. These distinctions are based on Bioware's
against Saren and the Reaper, Sovereign. lore. All races, with the exception of Angara, originated from
The next level of influence is having an embassy on the the Milky Way Galaxy. And most races had an Ark for
Citadel. These races include: elcor, hanar, and volus. While transportation to the Andromeda galaxy. And in some rare
the drell are too underpopulated to maintain their own cases, a small group of a race may have found passage
embassey, they are represented by the hanar. onboard and Ark. For example, a number of batarians were
recruited as security assets on Ark Paarchero. Therefore,
most races are available in either setting. There are a few
races that we've deemed inappropriate for Andromeda
settings, but the final ruling is at the discretion of your Galaxy
Master. See the Introduction for more information about the
two galaxies.
PART 1 | RACES
15
Class Restrictions Starting Credits
In Mass Effect 5e, class options are restricted by the selected Another change in Mass Effect 5e is that your available
race because biotic abilities available to Adepts, Vanguards, starting credits (fully explained in chapter 5) are attributed to
and Sentinels are either rare or non-existent in certain races. your race. The formula used for the race's starting credits is
The race/class combinations available are based on the Mass based on their lifespan. Longer-lived races (asari and krogan)
Effect 3 and Mass Effect: Andromeda multiplayer formats. have larger dice pools but smaller dice. Whereas, short-lived
races have the opposite (small dice pools but larger dice).
This represents the probability (and luck) of how many
Recommendation, not Law credits your character has amassed over the years.
However, these restrictions should be considered a rule of When you optionally choose to use your racial starting
thumb and are not based on game balance. You are credits, you do not gain any recommended equipment
encouraged to talk to your Galaxy Master about other packages from your chosen class nor your chosen
race/class combinations and make your own decisions. If the background.
decision concerns whether or not a race can play as a biotic-
capable class, Mass Effect Wiki's Biotics page has a Variants
breakdown of the biotic capabilities of each race. Specifically, Some races have variants. These races are exist to represent
the sections titled Alien Biotics and Biotics in Andromeda. If the gamut of available races in the galaxy but the variants are
the decision is based on a different combination, feel free to much rarer (like the Ardat-Yakshi) or unlikely to fit within a
use your own judgment. regular campaign setting (like the Awakened Collector). In
the cast of Humans, the variant is simply a different starting
Racial Traits set of ratial traits in case your GM is allowing feats.
The description of each race includes racial traits that are
common to members of that race. The following entries
appear among the traits of most races.
Ability Score Increase
Every race increases one or more of a character’s ability
scores.
Age
The age entry notes the age when a member of the race is
considered an adult, as well as the race’s expected lifespan.
This information can help you decide how old your character
is at the start of the game. You can choose any age for your
character, which could provide an explanation for some of
your ability scores. For example, if you play a young or very
old character, your age could explain a particularly low
Strength or Constitution score, while advanced age could
account for a high Intelligence or Wisdom.
Alignment
Most races have tendencies toward certain alignments,
described in this entry. These are not binding for player
characters, but considering why your turian is chaotic, for
example, in defiance of lawful turian society can help you
better define your character.
Size
Characters of most races are Medium, a size category
including creatures that are roughly 1.5 to 2.5 meters tall. The
volus are Small (between 1 and 1.5 meters tall), which means
that certain rules of the game affect them differently. The
most important of these rules is that Small characters have
trouble wielding heavy weapons, as explained in chapter 5.
Speed
Your speed determines how far you can move when traveling
(chapter 8) and fighting (chapter 9).

Mass Effect Heads by Hariamu


PART 1 | RACES
16
Size. Angara are slightly taller, on average, than humans,
Angara ranging from 174cm (5'8") to 204cm (6'8"). Your size is
The angara are warm-blooded mammals with relatively broad Medium.
shoulders, narrow waists and skin colors of blue or mauve, Speed. Your base walking speed is 10m.
sometimes shading into green or tan. They are the only Starting Credits. Instead of your class's starting
known extant sapient race native to the Heleus Cluster of the equipment, you may start with 6d8 x 1000 + 10,000 credits to
Andromeda galaxy, and arose on the planet Havarl. Their buy your own equipment.
unique physiology is dependant on sunlight and allows them Survivalist. Angara have a knack for living in harsh
to produce natural bioelectrical fields. The angara as a environments. You have proficiency in Survival.
people are very free with their emotions, demonstrative and Bio-Electric Focus. You can cast a 1st-level version of
"larger than life". If they love you they hug you, if they hate shocking grasp without expending a spell slot or tech point.
you or if you make them mad, they punch you. Charisma is your spellcasting modifier for this ability. This
does not count against your max number of cantrips known
Creatures of the Sun or spells prepared.
If you wish to cast an advanced version of shocking grasp
The angara electromagnetic radiation that is emitted from or cast it at a higher level, you must prepare it and/or expend
stars to survive. Lack of real or artificial sunlight causes them spell slots/tech points as normal.
to "go dark", which weakens their immune systems and bio- Bio-electric Ward. Increase your AC by 1. You have a
energy significantly. Prolonged lack of sunlight can lead to a resistance to lightning damage, but this resistance does not
coma and then death. To supplement their sunlight intake or apply to damage done to your shields.
provide a light source when natural light is not readily Solar Dependency. If you fail to immerse yourself in
available, the angara make use of powerful ultraviolet lamps sunlight for at least 1 hour during a day, you suffer one level
that give them both heat and light. of exhaustion at the end of that day.
Family Oriented
While they have only one true mother and father, the angara
share their parents with the community. Their families are
very large, consisting of multiple mothers and many siblings
and cousins. This close-knit society makes angara very
mistrustful of other races.
While the angara have many different religions, all share
the same basic tenet: that when an angara dies, he or she is
reincarnated and the reincarnated soul stays in the family,
making their lineage stronger.
Angara Names
Little is known about angaran names. But it is assumed that
they do not use family names given the collective nature of
their families.
Male names: Afray De If, Dadh Qjavaf, Gorsa Afe Ol, Jahkis
Tora Sje, Jef De Gan, Khahnos De Ivraan, Kjojey Sheda Af,
Orvfiy Qirshae Ak, Nel Sja, Qos De Ivfre, Sihris De Or,
Tashed De Kjerad, Val Gafa
Female Names: Afihia De Xana, Avfaarian, Dhahfrin Sa,
Fohfania, Hefrehal Ven, Inil Sefe, Jalshaye, Janvfe Sje,
Nalvi Sjarshev, Noshfa Seme Tavfal, Oni Vor, Onne De Tiv,
Ovih Qjana In, Sohnani Sirshav, Yihvref

Angara Traits
Angara have a number of abilities that reflect their unique
bio-electric phisiology.
Galaxy Restriction. Andromeda
Available Classes. Engineer, Infiltrator, Soldier
Ability Score Increase. Your Charisma score increases by
2, and your Constitution score increases by 1.
Age. Angara have a standard lifespan of about 150 years,
although some have been known to live past 200.
Alignment. Angara are emotional creatures and strongly
community oriented. Their emotion-driven tendencies make
them often chaotic neutral or chaotic good.
PART 1 | RACES
17
Asari
Asari are a race of elegant, mono-gendered humanoids. The
asari resemble female humans with blue or purple skin and a
crest of rigid tentacles in place of hair. Despite their feminine
appearance, asari have little use for gender or gender roles,
though they often use female pronouns and gendered
language. They possess a unique method of reproduction
initiated by a "mind meld" which links the asari's nervous
system with a partner-even one of a different race-to
randomize genes to create asari offspring. Asari have an
innate biotic ability and don't require a biotic implant to
manipulate mass effect fields.
Unmatched Patience
Because of their long lifespan, asari tend to have a "long
view" not common in other races. When they encounter a
new species or situation, the asari are more comfortable with
an extended period of passive observation and study than
immediate action. They invite new species of advanced
development to join the galactic community, knowing that
their ideals and beliefs will inevitably influence the existing
culture.
Mothers of the Galaxy
Asari reproduction is very different from other forms of
sexual reproduction. When a meld for reproduction is
initiated, the asari accesses her partner's genes and Asari believe that their offspring acquire the best qualities
subconsciously uses them as an algorithmic seed to remap of the "father" from the melded genes. Therefore, they frown
genes into a unique set of DNA. upon intraspecies conception, since genetic traits and
The offspring resulting from such interspecies pairings are cultural insight is gained from mating outside their species,
always asari as no DNA is taken from the partner. Instead, the so it's considered wasteful for asari to reproduce together.
asari uses the meld to explore her partner's genetic heritage The results of such unions are occasionally referred to as
and pass desirable traits on to any offspring and as a "map" to "purebloods", a great insult among contemporary asari. A
randomize the genes of the offspring. rare genetic defect known as Ardat-Yakshi, which makes
asari destroy the partner's mind during melding, occurs much
more frequently among the daughters of purebloods.

PART 1 | RACES
18
Maiden, Matron, Matriarch Innate Biotics. Asari do not require biotic implants to
control their abilities. Instead, their biotic talents rely on their
Asari pass through three climacteric life stages, marked by ability to project their will onto the world. As an Asari, you
biochemical and physiological changes. use your Charisma whenever a spell refers to your
The Maiden stage begins at puberty and is marked by the spellcasting ability. In addition, you use your Charisma
drive to explore and experience. Most young asari are curious modifier when setting the saving throw DC for a biotic spell
and restless, and it is not uncommon for many to try their you cast and when making an attack roll with one.
hand at dancing in bars or working as mercenaries during Choose a class: Adept or Vanguard. You learn two biotic
this time. cantrips of your choice from that class’s spell list. In addition,
The Matron stage of life begins around the age of 350, choose one 1st-level spell from that same list. You learn that
though it can be triggered earlier if the individual melds spell and can cast it at its lowest level. Once you cast it, you
frequently. This period is marked by a desire to settle in one must finish a long rest before you can cast it again.
area and raise children. Neither of the cantrips nor the spell can be an advanced
The Matriarch stage begins around 700 years of age, or version. But you can learn or prepare an advanced version of
earlier if the individual melds rarely. Matriarchs become the spell as your class permits.
active in their community as sages and councilors, dispensing Mind Meld. You can transfer and receive thoughts to
wisdom from centuries of experience. Their knowledge and another creature. You must concentrate and if the creature is
guidance may be one reason why Matriarchs are rarely seen not willing, the thoughts become jumbled and disjointed.
outside asari space. Unintelligent creatures have unpredictable results.
However, each stage can be started whenever an asari feels Natural Diplomat. You have proficiency in the Persuasion
that she has reached the correct level of maturity. skill.
Asari Names Variant: Ardat-Yakshi
Asari are given a personal name by their parents and take the A rare genetic condition in asari that affects about 1% of the
surname of their mothers, even if the child has 2 asari population and is more common in "purebloods" (2 asari
parents. Outside of asari communities, they normally do not parents). The condition is impossible to identify until the
use their surnames and prefer to introduce themselves with asari reaches maturity, by which time it is too late to correct.
their personal name only. Matriarchs are addressed as When diagnosed, the ardat-yakshi is given a choice to live in
"Matriarch" but other titles may be used for matriarchs in isolation or to be executed. This is because ardat-yakshi
prestigious positions. develop an addiction to the power and feel intense
compulsion to meld. The addition only grows stronger with
Personal Names: Aeian, Aethyta, Aleena, Alestia, Aria, each meld, and so a life of monastic celibacy allows asari to
Batha, Benezia, Dahlia, Falere, Irissa, Jona, Liara, Lidanya, leave in peace with a controllable desire. Those who are able
Liselle, Mallene, Morinth, Nassana, Nyxeris, Pelessaria, to avoid isolation and execution, however, quickly become
Rana, Rila, Samara, Sarissa, Shiala, Tela, Tevos, Treeya psychopathic in their intense lust for the destructive melding.
Surnames: Ateyne, B'Sayle, Calis, D'Layne, D'Nava,
D'Ysesan, Dantius, Iallis, Iasava, Janieri, Kelis, M'Loari, Variant Traits
M'Taros, Makenus, Nuwani, Sedela, Sederis, T'Goni, If you would like to play an ardat-yakshi, you can choose to
T'Loak, T'Soni, Thanoptis, Theris, V'Lanis, V'Nato, replace the Alignment and Mind Meld traits with the
V'Tizor, Vasir following. Additionally, you gain the Dominate trait at 10th
Asari Traits level.
Alignment. Ardat-yakshi often develop psychopathy. Ardat-
Your asari character has an assortment of inborn abilities, all yakshi are normally evil, but can also be neutral.
part of asari nature. Mind Break. You can touch a willing creature and initiate a
Galaxy Restriction. None mind meld. If the target is unwilling, the meld does not
Available Classes. All classes continue. The creature must make a Charisma saving throw
Ability Score Increase. Your Charisma score increases by (DC 8 + your proficiency bonus + your Charisma modifier) or
2, and your Wisdom score increases by 1. be rendered unconscious for 1d4 hours as your nervous
Age. Asari are very long-lived and can reach ages of over system overwhelms theirs. Once you use this trait, you can't
1000 years. use it again until you finish a long rest.
Alignment. Asari are biased towards goodness, but exhibit Dominate. At 10th level, you learn the Dominate spell.
a range of alignments not dissimilar to humans. Most Maiden Charisma is your spellcasting modifier for this spell and it
stage asari are chaotic, Matrons level out to neutral, does not count against your max number spells known or
Matriarchs are heavily lawful. prepared. You can cast a 3rd-level version of this spell once
Size. Asari have builds incredibly similar to female per long rest.
humans. Your size is Medium.
Speed. Your base walking speed is 10m.
Starting Credits. Instead of your class's starting
equipment, you may start with 10d4 x 1000 + 10,000 credits
to buy your own equipment.

PART 1 | RACES
19
Alignment. Because of the tenets of Hegemony, batarians
Batarian tend to be lawful evil, although there are outliers on the moral
A race of four-eyed bipeds with complexions of reddish- spectrum.
brown, greenish, yellow-greenish to yellow-brownish, light Size. Batarian bodies are similar to humans, with the
brown, or teal. The Terminus Systems are infested with exception of a large forehead to accommodate their
batarian pirate gangs and slaving rings, fueling the stereotype additional four eyes, making them about 15cm (6") taller.
of the batarian thug. It should be noted that these criminals Your size is Medium.
do not represent average citizens, who are forbidden to leave Speed. Your base walking speed is 10m.
batarian space by their ubiquitous and paranoid government. Starting Credits. Instead of your class's starting
equipment, you may start with 6d8 x 1000 + 10,000 credits to
Caste Through Credits buy your own equipment.
Four Eyes. You have proficiency in the Perception skill and
Batarians place an extremely high value on social caste and you can take the Search action as a bonus action on each of
appearance, and overstepping one's place is frowned upon. your turns.
Effective caste status can be bought on an ongoing basis like Saving Face. Batarians are careful not to show weakness
a subscription service, allowing the buyer to worm their way in front of their allies, for fear of losing status. If you miss
into the elite circles of batarian society given enough funds. with an attack roll or fail an ability check or a saving throw,
Casting aspersions on the monetary worth of a social better you can gain a bonus to the roll equal to the number of allies
is considered a serious insult. Batarians strongly believe that you can see (maximum bonus of +5). Once you use this trait,
species with fewer than four eyes are less intelligent; they you can't use it again until you finish a short or long rest.
often gain the upper hand in interspecies arguments because Shrewd Negotiator. Gain proficiency in either Insight or
other races find it difficult to know which eyes to focus on Intimidation.
when speaking to them.
The Hegemony
Their government, known as the Batarian Hegemony, is
hostile to the Systems Alliance (human government), but
beneath the notice of the powerful Council races. Humans
receive the brunt of batarians' antagonism in the form of
scams, slave raids, and terrorist attacks, incidents which the
Hegemony covertly supports but is always quick to publicly
distance itself from. Given the batarian government's
oppressive nature, it is speculated their supreme leadership
is autocratic or totalitarian in nature, although the batarian
homeworld of Khar'shan remains divided into various
competing nation-states.
Batarian Names
Like humans, batarian names consist of a given name and
family name.
Male Names: Afothor, Carn, Dhapo, Drathar, Ecray, Eporn,
Irorok, Khamak, Okorem, Prathan, Sato, Sonk, Uderlak
Female Names: Apenine, Adrechia, Banim, Della, Erakis,
Famisa, Fophe, Igosin, Iraphi, Kranine, Krathe, Okhefin,
Pravile, Ramye
Family Names: Can'dabar, Das'codah, Dhen'gess, Dran'fapos,
Ghapsacan, Gronnopos, Kasbovran, Khognalak, Krak'gork,
Pec'bawen, Sanrowar
Batarian Traits
All batarians share a few select traits, instilled in them from
birth by the hegemony.
Galaxy Restriction. None
Available Classes. All classes
Ability Score Increase. Your Constitution score increases
by 2, and your Charisma score increases by 1.
Age. Batarians age at about the same rate as humans,
though many do not live past 100 due to their caustic and
dangerous lifestyles.

PART 1 | RACES
20
Thane Krios - Drell assassin by powmod

Drell
Drell are omnivorous reptile-like humanoids with dense
muscle tissue, giving them a wiry strength. Their skin is
infused with a venom mild enough to be served in drinks and
may cause mild hallucinations on oral contact. Drell also
possess eidetic memory, an adaptation to a world where they
must remember the location of every necessary resource
across vast distances. The memories are so strong that an
external stimulus can trigger a powerful memory recall and
these recalls are so vivid and detailed that some drell may
mistake it for reality.
Homeworld Lost
The drell ancestors emerged from dry, rocky deserts on the
barren world of Rakhana. Eight centuries ago, the already-
arid drell homeworld began its swift descent into lifelessness
due to disastrous industrial expansion. At the time, the drell
lacked interstellar flight capacity, and with their population
bursting at eleven billion, they faced certain doom.
It was around the 1980s CE that the hanar made first
contact with the drell race. In the following ten years, the
hanar would transport a total of 375,000 drell to the hanar
homeworld, Kahje. The remaining billions left on Rakhana Drell Medic by Oleg Memukhin
would perish on their dying planet, warring against each Devout
other for diminishing resources.
Most drell are deeply religious, believing that they have souls
Servants of the Hanar separate from their bodies. They see death as a departure
from the body, and they also state that a person's body and
The debt of gratitude that the drell owe the hanar is referred soul form a Whole. When the soul is traumatized or
to as the Compact, which the drell fulfill by taking on tasks otherwise disrupted, or the body is ill or injured, a person is
that the hanar find difficult, such as combat. Any drell may no longer Whole. They also believe that their body can be
refuse to serve, but as being requested to serve is a great directed as a separate entity from themselves, thus, some
honor, few turn down the offer. Some drell grow a close, drell take no responsibility when executing an order given by
personal relationship with the hanar, so much so that the the hanar even if the order is an assassination.
hanar will even tell the drell their "soul name". Drell have The religion includes at least three gods which drell often
adapted to communication with hanar by getting implants in pray to for guidance and protection:
their eyes to allow them to observe the bioluminescence the
hanar use for communication. Amonkira, Lord of Hunters
Arashu, Goddess of Motherhood and Protection
Kalahira, Goddess of Oceans and Afterlife.

PART 1 | RACES
21
Drell Names Eidetic Memory. You can recall memories in intricate
detail, including details from all your senses. Distant or
Drell use given and family names. inconsequential memories require a DC 14 Wisdom check.
On a failure, you can only recall details from one or two
Male Names: Chas, Drino, Hite, Hoskim, Lofo, Massa, Neta, senses.
Nitos, Ruyim, Tako, Tayu, Thane, Tumil, Yesit Natural Hunters. You gain proficiency with two of the
Female Names: Ares, Arina, Ehanen, Ekire, Eshesnu, following skills of your choice: Athletics, Perception, Stealth,
Inashe, Inukmel, Itheyl, Odrinne, Oshane, Ulanten, Uthoru and Survival.
Family Names: Dreis, Feun, Futos, Keas, Krios, Kuun, Mout, Raw Agility. Your reflexes and agility allow you to move
Soas, Shuit, Suul, Thatos, Yeos with a burst of speed. When you move on your turn in
Drell Traits combat, you can double your speed until the end of the turn.
Once you use this trait, you can’t use it again until you move 0
Your drell character has a number of traits in common with meters on one of your turns.
all other drell.
Galaxy Restriction. None
Available Classes. Adept, Infiltrator, Soldier, Vanguard
Ability Score Increase. Your Dexterity score increases by
2, and your Wisdom score increases by 1.
Age. Drell have slightly shorter lifespans of 85 years, on
average. However, Kepral's Syndrome - a unique, incurable
disease caused by long-term exposure to humid climates - is
the leading cause of death.
Alignment. Their religious influences set the Drell firmly
in a trend towards lawful neutral, but this is often dependent
on their station in life and career.
Size. Drell range from under 150 to 180 cm tall and have
slender builds. Your size is Medium.
Speed. Their light frames and wiry strength make drell
slightly faster than other races. Your base walking speed is
12m.
Starting Credits. Instead of your class's starting
equipment, you may start with 6d8 x 1000 + 10,000 credits to
buy your own equipment.

PART 1 | RACES
22
Alignment. Elcor are methodical, deliberate creatures that
Elcor never act on irrational decisions. The typical Elcor is often
Elcor evolved on a high-gravity world, making them slow, but neutral or lawful.
incredibly strong. Their large, heavy bodies are incapable of Size. Elcor stand between 2 and 2.5 meters tall (7-8 feet) at
moving quickly, but they possess a rather imposing stature as the shoulder. Your size is Medium.
well as thick, tough skin. They move using all four limbs to Speed. Elcor are relatively slow compared to other races.
support and balance their massive bodies. Given their Your base walking speed is 6m.
method of communication, they have highly-attuned olfactory Starting Credits. Instead of your class's starting
senses. They also have at least three stomachs. equipment, you may start with 10d6 x 1000 + 10,000 credits
to buy your own equipment.
Language of Smells and Sight Careful. You have proficiency in Insight and Perception.
But your careful nature makes you slow to act, giving you
Elcor speech is heard by most species as a flat, ponderous disadvantage on Initiative rolls.
monotone. Among themselves, scent, extremely slight body Quadrupedal. You count as one size larger when
movements, and subvocalized infrasound convey shades of determining your carrying capacity and the weight you can
meaning that make a human smile seem as subtle as a push or drag.
fireworks display. Since their subtlety can lead to In addition, any climb that requires hands and feet is
misunderstandings with other species, the elcor prefix all especially difficult for you because of your size and weight.
their dialog with non-elcor with an emotive statement to When you make such a climb, each foot of movement costs
clarify their tone. you 4 extra meters, instead of the normal 2 extra meters.
Finally, a Medium or smaller creature can ride on your
Migratory Nature back if you allow it. In such a situation, you continue to act
Prehistoric elcor traveled across Dekuuna in large tribal independently, not as a controlled mount.
groups. As their civilizations grew, they kept their migratory Shoulder Mounts. Your ranged weapons are shoulder
nature and established twin capitals on their homeworld, one mounted to your armor or in holsters and use a VI to aim and
for the wet season and one for the dry season. However, their fire. When you make a ranged weapon attack, use your
migration is limited to a single planet as most elcor find the Intelligence modifier instead of your Dexterity modifier.
confines of space travel very uncomfortable. You can have one ranged weapon mounted on each
shoulder. Mounting a ranged weapon requires you to be
proficient with the weapon type and takes at least 10 minutes
Living Tanks of work during a short or long rest.
Because of their slow, conservative psyches, elcor are not Thick Hide. Your base AC is 12 and you determine your
suitable for making the spur-of-the-moment decisions AC using your Constitution modifier instead of your Dexterity
necessary in combat situations. Instead, they rely on modifier.
sophisticated VI combat systems. While easy targets, their
durable hide allows them to shrug off most incoming fire.
Elcor warriors use their broad shoulders as a mount for
weaponry and their VI as a targeting mechanism. Some elcor
are equipped with mass-accelerator cannons, the same
weapons typically mounted on military vehicles.
Elcor Names
Elcor do not have gender-binary names because their gender
is discerned through smell. While the names appear singular,
they are made up of a much more complex set of sounds that
only other elcor can hear.
Elcor Names: Calyn, Cyllyn, Detinos, Delzino, Felitos, Fazuti,
Halzan, Harrot, Pedezlan, Petelenti, Petozi, Vatozi, Voletzi,
Xeltan, Zatzoni
Elcor Traits
Your elcor character has a variety of natural abilities, the
result of thousands of years of evolution.
Galaxy Restriction. None
Available Classes. Engineer, Infiltrator, Soldier
Ability Score Increase. Your Strength score increases by
2, and your Wisdom score increases by 1.
Age. The average elcor lives to be around 300 years old.
100-year-old elcor are considered young.

PART 1 | RACES
23
Geth Names: Armada, Army, Batallion, Brigade, Cabal,
Geth Caucus, Congregate, Coterie, Guild, Horde, Host, Legion,
Former automatons build by the quarians to function as Myriad, Phalanx, Proletariat, Throng, Troop, Union
soldiers and laborers, geth are constructs that have 'Individual' Geth Names: Alpha, Apex, Beta, Centurion,
unintentionally consciousness and sentience. Geth, meaning Enigma, Eternity, Genesis, Obelisk, Oblivion, Omega,
"servant of the people" in the quarian language of Khelish, Oracle, Pinnacle, Terminus, Vortex, Zenith
are fundamentally different than other constructs and are Geth Traits
designed with humanoid thought and emotion in mind. Geth
think, feel, and experience the world in a totally unique way. From a common build, geth share traits based on the mold
from which they were formed.
The Morning War Galaxy Restriction. Milky Way
Available Classes. Engineer, Infiltrator, Soldier
"Does this unit have a soul?" asked the geth. That question Ability Score Increase. Your Intelligence score increases
would change the relationship of quarians and geth forever. by 2, and your Strength score increases by 1.
The quarians responded with an attempted termination of all Age. Geth do not age, as they are constructs, and live as
geth. The newly sentient geth resisted the genocide of their long as their bodies are not destroyed.
masters in a war dubbed "the Morning War". As many geth Alignment. Your standard Geth platform is neutral good,
were designed as tools of war, the quarians were quickly and wanting to prosper and communicate with others, defending
easily defeated. Because the constructs were acting out of themselves only if threatened. Heretics are lawful evil, serving
self-defense, when the enemy began retreating from their the Reapers and slavishly accomplishing their will.
homeland of Rannoch, the geth did not pursue and allowed Size. Standard geth are around 2 meters tall (6'5"). Your
their masters to leave in peace. size is Medium.
Speed. Your base walking speed is 10m.
Incomprehensible Mind Starting Credits. Instead of your class's starting
Geth minds are quite anomalous. As they were designed to equipment, you may start with 2d10 x 1000 + 10,000 credits
follow predetermined steps and commands, and with their to buy your own equipment.
minds powered from a centralized network, their way of No Feats. Geth cannot take any feats.
thinking is essentially unique and different than the chaotic Living Construct. You are immune to psychic and poison
organic minds of humanoids. Their thoughts can be damage, the poisoned condition, and disease. You do not
compared to a program or process which systematically need to eat, drink, or breathe. When you take a long rest, you
follows steps to come to a conclusion, run many times in must spend at least six hours in an inactive, motionless state,
different ways until the geth comes to a consensus of the rather than sleeping. In this state, you appear inert, but it
correct course of action. Geth do not experience emotion or doesn’t render you unconscious, and you can see and hear as
desire - not in the same way a humanoid does, anyway. normal.
Additionally, due to their innate ability to network with other
geth, geth see themselves as a unit of a larger and more
complex whole and even the individual processes that make
up a single geth as being equal constituents that contribute to
that geth unit.
Beyond the Veil
Geth primarily remain in the Perseus Veil: huge nebula of
opaque gas and dust that separates geth space from the
Terminus Systems. They live in peace, but some geth find
themselves seeking knowledge of what is beyond their realm.
The primary motivation of the geth who leave Rannoch is to
acquire and compile information, though some geth pursue
other quests.
Geth Names
Geth have no use for names among themselves but will adopt
names for the sake of interacting with other races. However,
the geth do not often see themselves as individuals. Many
geth use plural pronouns such as "us" and "we". As a result,
the names geth take are normally synonyms or words for
groups. Geth with individuality, especially those who have
been separated from their kind for an extended time, do exist.
Those geth still use words for names, though they give
themselves a more personally fitting name.

PART 1 | RACES
24
Integrated Protection. Your body has built-in defensive At the 4th level, you gain an additional number of hit dice
layers, which determine your armor class. You gain no benefit equal to your character level divided by 4 (minimum 1). These
from wearing armor, but if you are wielding a weapon or bonus hit dice are d8s, regardless of your class.
shield that provides additional AC, you apply its bonus as
normal. Variant: Unshackled AI
You can alter your armor type for 2 omni-gel each time you An Artificial Intelligence (AI) is a self-aware computing
finish a long rest. Choose one mode to adopt from the system capable of learning and independent decision making.
Integrated Protection table, provided you meet the mode’s Creation of a conscious AI requires adaptive code, a slow,
prerequisite. expensive education, and a specialized quantum computer
Mode Prerequisite AC called a "blue box". While most AI are "shackled" to the
Lithe None 11 + your Dexterity Modifier. confines of networked computer traffic and lack a body,
Advantage on Dexterity (Stealth) occasionally, an AI is placed into a synthetic form,
checks. unshackling it.
Composite Medium 12 + your Dexterity modifier
AIs are considered illegal by the Council, but that hasn't
Plating armor (maximum of 2) + proficiency stopped corporations like Cerberus from innovating. As an
proficiency bonus unshackled AI, you might be have been mass produced like
the Alliance Infiltration Units, or you may be an experiment
Asymmetric Heavy
Defense armor
15 + proficiency bonus.
Disadvantage on Dexterity
gone wrong.
Plating proficiency (Stealth) checks.
Playing an Unshackled AI
Innate Shielding. You have 5 shields (regen 5). You can Unshackled AIs are entirely unique. Since you are synthetic,
upgrade these by using armor mods. you gain some of the synthetic traits as listed in the Geth
Armor Mods. You can augment your armor by integrating description. However, your mind, purpose, history, alignment,
armor mods into your system. You can spend 8 hours height, weight, and personality are entirely your own.
removing, adding, or replacing a mod. When you remove or Technically, you can take any form you wish (work with your
replace a mod in this way, the replaced or removed mod is GM to decide if this new form gains any additional traits).
lost. The mod cannot be salvaged, not even with the However, because AI are illegal, most unshackled AI would
assistance of Armorsmith's or Tailor's tools. have a humanoid form, allowing them to blend into society.
You have 2 chest mod slots, 1 mod slot in your arms, legs, Variant Traits
and head each. You cannot add new slots in any way. If you would like to play an Unshackled AI, you can choose to
Hunter Mode. Geth were designed as lethal weapons and replace the Ability Score Increase, Alignment, Hunter Mode,
can activate subroutines to enhance their lethality. and No Feats traits with the following.
As an action, you can activate Hunter Mode which lasts 1 Ability Score Increase. Your Intelligence score increases
minute and can only be used once per long rest. Hunter by 1, one other score of your choosing that is not Intelligence
Mode grants the following benefits: increases by 1.
Increase movement by 2m. Alignment. If you are still following your programming you
+1 bonus to ranged and melee weapon attack rolls. would be lawful with morality based on your purpose. If you
have a glitch in your programming you might be chaotic.
At 11th level, you gain an additional benefit based on your Feat. You gain one feat of your choice.
class:
Engineer. When you cast a spell, the die type of that spell
increases by 1 die type (max d12). If the die type is already
d12, add +1 for each die rolled instead.
Soldier. Your extra attack features grants you 1 additional
attack the first time you take the Attack action on your
turn.
Infiltrator. Increase your sneak attack die type to d8 (if you
are a Shadow Infiltrator, your sneak attack for melee
weapons attacks is a d10).
Repair Matrix. As a construct, you cannot be healed by
medi-gel or spells that heal organic creatures (such as the
first aid spell).
Instead, you can use your Action to expend a Hit Die. Roll
the die and add your Constitution modifier to it. You regain
hit points equal to the total. You also regain all spent hit dice
at the end of a long rest, instead of the usual amount.
If you drop to 0 hit points, you must be stabilized with an
Intelligence (Engineering) or Intelligence (Electronics) check,
instead of a Wisdom (Medicine) check.

PART 1 | RACES
25
The Odd World of Hanar(0-0-01) by ArtemyMaslov

Hanar
The hanar are a genderless species resembling Earth's
jellyfish and are one of the few non-bipedal Citadel races. The
hanar homeworld, Kahje, has 90% ocean cover and orbits an
energetic white star, resulting in a permanent blanket of
clouds. Hanar are known for their strong religious beliefs
regarding the Protheans, whom they call "the Enkindlers".
Hanar are extremely polite, almost to a fault. They never refer
to themselves in the first person with someone they know on
a face name basis: to do so is considered egotistical. Instead,
they refer to themselves as "this one," or the impersonal "it."
Even when flustered or angry, a hanar will still maintain
exquisite poise and will remain formal even with those it
wishes dead.
Enkindlers
Due to the presence of Prothean ruins on Kahje, the hanar
have developed a religion centered on the ancient species,
calling them the "Enkindlers". The hanar practice a religious
holiday called Nyahir or "First Cresting Bloom" which lasts a
full thirteen days and revolves around celebrating the gift of
speech, which they attribute to having come from the
Enkindlers. It is a mixture of contemplation and competition,
with the faithful engaged in stylized debates, poetry duels,
and other traditional hanar art forms. The winners of these
events have their names inscribed in bio-luminescence on the
side of Mount Vassla, an underwater volcano at the heart of
one of the oldest Prothean ruins on Kahje.
The Compact Now the drell serve as a client race of the hanar, and
Several hundred years ago, the hanar made contact with the although to outside observers the relationship can be
drell on their nearby homeworld of Rakhana. Drell society construed as a form of slavery, the reality is very different.
was quickly collapsing due to overpopulation and warring Drell have integrated with every level of hanar society, and
over scarce resources, so the hanar rescued several hundred most consider it an honor to serve a hanar family in a
thousand drell and brought them to Kahje, where they tradition referred to as the Compact. Many drell become
integrated into hanar society with the remaining drell dying unofficial members of the family, and some even earn the
out. privilege to learn their masters' "soul names".

PART 1 | RACES
26
Language of Lights Speed. Hanar are a water-based lifeform and have a swim
speed of 10m. They rely on contra-gravitic levitation packs
The hanar communicate using sophisticated patterns of when not in water environments.
bioluminescence and speak with scrupulous precision and Starting Credits. Instead of your class's starting
extreme politeness. Other species need machine assistance equipment, you may start with 6d8 x 1000 + 10,000 credits to
to translate, though many drell apply genetic modification to buy your own equipment.
their eyes in order to perceive higher frequency flashes which Amphibious. Can breathe both air and water.
allows them to understand the hanar. Most hanar take Contra-gravitic Levitation. When not in water, you use a
offense at improper language and must take special courses contra-gravitic levitation pack to move. It provides a walking
to unlearn this tendency if they expect to deal with other speed of 10m, though you actually hover between 1 and 2
species. meters from the ground. You are immune to becoming prone
and you ignore any penalties caused by difficult terrain.
Hanar Names However, when you suffer a critical hit, you must roll a d20.
The hanar have two names, a "face name" and a "soul name." On a 1 or a 2, the device malfunctions and you fall to the
The face name is used as a general label for use by strangers ground. Your walking speed becomes 0 and you are
and acquaintances. The soul name is kept for use among considered prone. You or another creature can use an Action
close friends and relations and tends to be poetic. to repair the pack with a successful DC 15 Intelligence
(Engineering) check.
Face Names: Anrynder, Delanynder, Ellanpo, Hymydwhyn, Bioluminescence. You can shed dim light in a 10m radius.
Lopyldis, Malvyll, Opold, Sedlyner, Tolystoyl, Wynold, Fragile. Your hit point maximum is decreased by 1. Every
Zymandis time you gain a level you gain 1 less hit point.
Soul Names: Burns Brightest when the Foam Blooms, Casts Tentacles. You have six tentacles instead of arms that can
Shadow on the Sun Flower, Emancipates the Tide from grip tightly but can't lift anything heavier than a few
those that Pull, Heeds only to the Inner Lights, Illuminates kilograms, meaning you can only wield weapons with the
the Folly of the Dancers, Regards the Works of the light property.
Enkindlers in Despair, Transforms the Stone into Water As an action, you can use one of your tentacles to try to
grapple a creature. Each one is also a natural weapon, which
Hanar Traits you can use to make an unarmed strike. If you hit with it, the
Their unique biology give you hanar character a few unique target takes bludgeoning damage equal to 1d6 + your
traits. Strength modifier, instead of the bludgeoning damage normal
Galaxy Restriction. None for an unarmed strike. Immediately after hitting, you can try
Available Classes. Adept, Engineer to grapple the target as a bonus action.
Ability Score Increase. Your Wisdom score increases by As an action, you can secrete a natural toxin from one of
2, and your Charisma score increases by 1. your tentacles. If a creature is grappled by the tentacle, it
Age. Hanar usually reach maturity around 40 years and must succeed a DC 11 Constitution saving throw of becomes
typically live to be 180 years old. poisoned for 1 hour. The DC of this saving throw increases
Alignment. Most hanar are lawful due to the religious with your level: DC 13 at the 5th level, DC 15 at the 11th level,
influence on their society. and DC 17 at the 17th level.
Size. Due to their long tentacles, hanar "stand" about as
tall as humans. Their bodies are around 1.5 meters long (4-
5'). Your size is Medium.

PART 1 | RACES
27
Human Human Traits
Humans are generally seen to be very intelligent, abnormally It’s hard to make generalizations about humans, but your
ambitious, highly adaptable, individualistic and thus, human character has these traits.
unpredictable. They have a powerful desire to advance and Galaxy Restriction. None
improve themselves and do so with such assertion that the Available Classes. All classes
normally staid Council races have been taken aback by their Ability Score Increase. Your ability scores each increase
restlessness and relentless curiosity. by 1.
Age. Humans reach adulthood in their late teens and live
between 125 and 150 years.
New Horizons Alignment. Humans tend toward no particular alignment.
Human space exploration began in earnest in the late 21st The best and the worst are found among them.
century. In 2069 CE, Armstrong Outpost in Shackleton Size. Humans vary widely in height and build, from barely
Crater on Luna was founded as humanity's first 1.5 meters to well over 2 meters tall. Regardless of your
extraterrestrial settlement. In 2103, the European Space position in that range, your size is Medium.
Agency established Lowell City in Eos Chasma on Mars, Speed. Your base walking speed is 10m.
paving the way for additional settlements and scientific Starting Credits. Instead of your class's starting
outposts throughout Sol. In 2148, human explorers on Mars equipment, you may start with 8d6 x 1000 + 10,000 credits to
uncovered a long-ruined Prothean observation post, with a buy your own equipment.
surviving data cache that proved Protheans had studied Cro-
Magnon humans millennia ago. Discovering information on a Variant: Human
mass relay orbiting Pluto, explorers managed to open the If your campaign uses the optional feat rules, your Galaxy
Charon Relay and discovered it led to Arcturus. Master might allow these variant traits, all of which replace
the human’s Ability Score Increase trait.
First Contact Ability Score Increase: Two different ability scores of your
Humans first came to the attention of the galactic community choice increase by 1.
after a brief but intense conflict with the turians, known by Skills: You gain proficiency in one skill of your choice.
humans as the First Contact War. As a consequence of the Feat: You gain one feat of your choice.
System Alliance's swift and decisive action during the First
Contact War, the Alliance became the representative and
supranational governing body of humanity. Since then,
humans have rapidly risen in prominence. Humanity
continued to expand to unclaimed star systems on the edge of
Citadel space, which eventually led to competition with the
batarians.
Systems Alliance
The Systems Alliance holds sway over much of the human
race, but not all fall under its banner. A few colonies on the
fringes of known space are founded on principles of
independence, and Earth still has nation-states that
administer to their own territories. To the galaxy at large,
though, nonhumans are always under the perception that
Earth is a unified political entity represented by the Alliance.
Galactic Relations
The Systems Alliance has had an embassy on the Citadel
since 2165. Many other species dislike humans' sudden
ascendancy compared to their status as relative newcomers
on the galactic stage. Some species feel that humanity is
overly expansive in its colonization efforts and aggressive
attempts to advance its position in galactic affairs. It took
other species centuries to achieve what humanity has done in
decades.
Human Names
Having so much more variety than other races, humans as a
whole have no typical names.

PART 1 | RACES
28
Krogan
The krogan are a species of large reptilian bipeds native to
the planet Tuchanka, a world known for its harsh
environments, scarce resources, and an overabundance of
vicious predators. The krogan managed to not only survive on
their unforgiving homeworld but actually thrived in the
extreme conditions. Unfortunately, as krogan society became
more technologically advanced, so did their weaponry. The
end result is that they destroyed their homeworld in a nuclear
war that reduced their race into primitive warring tribes.
Biologically Impervious
Krogan biology reflects the conditions from where they come.
The krogan are armored nearly head to toe in thick, chitinous
plates which protect the krogan from the hazards of their
homeland. They possess a hump which can store water and
nutrients, for the resources in Tuchanka are scare.
Curiously, the krogan also possess redundant organs; a
second set of major organs in case of failure or injury. These
traits make krogan exceptionally difficult to kill, but perhaps
what makes krogan so dangerous is an adaptation known as
"Blood Rage."
Blood Rage
The blood rage is a legendary state of pure violence. When
krogan enter a blood rage, they become nearly mindless
killing machines, fighting through all injury and even death.
Blood rage is due to an enormous flood of adrenaline and
suppression of serotonin, which numbs the krogan to all
pain. This state, combined with their plated hide, and
redundant organs, allows the krogan to defeat creatures
many times his size or power.

PART 1 | RACES
29
Climb Atop the Dead Alignment. Krogan are highly predisposed towards chaos,
as their culture is violent, selfish, and brutal. While evil is
Krogan's value one thing above all else: strength. Krogan more common among krogan, those of good and neutral
society is built upon this hierarchy, where the strong rule and alignments do exist among them. Good krogan especially
the weak perish. They live in clans lead by a Warlord, and find it difficult to thrive in Tuchanka and krogan society.
those clans constantly war for resources and for power. Even Size. Krogan stand at over 2 meters tall (~7') and weigh
within these clans, treachery and distrust run rampant. close to 400 pounds. Your size is Medium.
Krogan often fight for dominance within these clans and will Speed. You have a base walking speed of 10 meters. Your
sacrifice their clan for personal gain without a second speed is not slowed by heavy armor.
thought. Females are considered prizes and trophies and live Starting Credits. Instead of your class's starting
in clans separate from the males. equipment, you may start with 10d4 x 1000 + 10,000 credits
to buy your own equipment.
Rites and Rituals Blood Rage. When you kill an enemy, you can use a bonus
The krogan culture is steeped in rituals. When a krogan is action to enter a mindless blood rage. Blood rage lasts for 1
born, he suffers the Rite of Life. When wishes to join his first minute or until you end it as a bonus action. For the duration,
clan, he undergoes the Rite of Passage. If he wishes to be you must move towards and attack an enemy on your turn
considered for breeding, he must take the Rite of Honor. and you cannot concentrate on spells. While in blood rage,
When facing a new enemy, the Rite of Firsts is invoked. are immune to being charmed or frightened and you gain
A Krogan clan also has a shaman, who has endured the temporary hit points equal to your Constitution modifier at
Rite of Insight. The rituals endured by a shaman are lengthy the start of each of your turns. When blood rage ends, you
and torturous; most krogan who attempt the rite perish. lose any remaining temporary hit points from blood rage.
Those who survive become the most respected member of You must finish a long rest before you can enter blood rage
their clan and are rarely challenged. The shaman is a clan's again.
spiritual leader and guide and is believed to see into the spirit Extremophile. Your body is naturally acclimated to live in
world itself. the harshest environments. You have advantage on
Constitution saving throws to resist exhaustion due to
environmental hazards such as extreme heat or cold.
Additionally, you can go twice as long without food or water
before you suffer exhaustion.
Menacing. You gain proficiency in the Intimidation skill.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Toughness. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.

Krogan Names
Krogan names are fairly simple: a clan name followed by a
given name, which is normally bestowed upon them by their
father.
Male Names: Archuk, Brood, Charr, Drax, Fortak, Grunt,
Guld, Jarrod Nax, Okeer, Skarr, Strux, Uvenk, Wreav, Wrex
Female Names: Bakara, Chormi, Derge, Hazka, Jonde Kesh,
Khorga, Kherake, Morda, Tegash, Vruxa, Zrogoga
Clan Names: Garbon, Gatatog, Jorgal, Khutarum, Nakmor,
Srarkan, Traash, Urdnot, Verbok, Weryloc, Wudark
Krogan Traits
Born into a tough and destitute life, your krogan character
has a number of traits that help them survive.
Galaxy Restriction. None
Available Classes. Adept, Engineer, Sentinel, Soldier,
Vanguard
Ability Score Increase. Your Constitution score increases
by 2, and your Strength score increases by 1.
Age. Krogan can live well over a thousand years due to
their natural hardiness.

PART 1 | RACES
30
Early in their development, the Protheans encountered a
hostile machine intelligence which threatened to overwhelm
them. To defeat the machines, the Protheans decided to unite
all of the galaxy's sentient organic life under their empire.
The other organic races were free to resist, but those that
tried were crushed, and none ever managed to best the
Protheans' might.
Reaper Invasion
The Protheans' belief that they could hold their own against
machine intelligence was shattered with the arrival of the
Reapers in approximately 48,000 BCE, who were far more
advanced than the machines the Protheans had been
battling. They were caught completely off-guard by the scale
and rapidity of the assault. The Reapers entered the galaxy
through the Citadel, instantly decapitating the Protheans'
government and disrupting the mass relay network, isolating
Prothean systems from one another. The Protheans' greatest
strength, their unified empire, proved to be their downfall.
Stasis
In a desperate attempt to survive the Reaper invasion, the
Protheans built massive, hidden stasis facilities that could
hold hundreds of thousands of stasis pods. Some facilities
were found by Reaper agents or betrayed by indoctrinated
Protheans. Unfortunately, the facilities that remained hidden
faced another challenge: a finite power source. The VI's left
to control these facilities began systematically cutting power
to non-essential staff to conserve energy. 50,000 years later,
the number of active pods in each facility might be less than a
dozen and without knowing the location of these hidden
bunkers, its impossible to know how many protheans have
survived.
All Eyes on You
As a prothean, you constantly attract the attention of other
races. Your accent, mannerisms, figures of speech, and
appearance all mark you as more alien than most aliens.
Curious glances are directed your way wherever you go,
which can be a nuisance, but you also gain the friendly
interest of scholars and others intrigued by your ancient
Credit: JTickner culture, to say nothing of everyday beings who are eager to
hear stories of your origin.
Prothean Avatars
The Protheans are an ancient alien race which mysteriously Protheans that ascended to places of prominence in their
vanished over 50,000 years ago. The Protheans arose from a society were designated as avatars, or exemplars, of a
single planet and developed an immense galaxy-wide empire particular virtue of their culture. Example virtues include
encompassing many other spacefaring species. Not much is benevolence, cleanliness, courage, dignity, frugality, honor,
known about them, but many of their artifacts, ruins and justice, mercy, order, perseverance, temperance, tranquility,
technology have apparently survived the ages. truthfulness, vengeance. As one of the last remaining
Protheans, it is likely you are an avatar or, waking up to find
Ancient Empire you race all but extinct, you may self-appoint your own virtue.
After achieving spaceflight, the Protheans discovered the
ruins of a previous spacefaring race, the inusannon, and from
those ruins learned about mass effect physics and developed
FTL technology. The Protheans would expand throughout
the galaxy with the help of the mass relay network and make
the Citadel their capital.

PART 1 | RACES
31
Prothean Names When the Reaper-killer known as Leviathan fought the
Collectors, it severed their connection to Harbinger with a
Interestingly, protheans name themselves, usually after an thrall device. Most Collector forces died as a result, but a few
icon or mentor. Until they've chosen a name, they are called survived. Now, these rare individuals fight for the memory of
little one, child, or some other generic term. their people, a proud race broken by the Reapers.
Male names: Arkath, Esrad, Caed, Dervan Had, Dencen, Variant Traits
Hsed Mik, Javik, Jacen, Ksad Ishan, Lucen, Pashek Vran, If you would like to play an awakened collector, you can
Seset Amat, Tev Boken choose to replace the All-Seeing Eyes, and Psychometry
Female names: Athi Let, Brene She, Balani, Calise, Cethi, traits with the following.
Cosene, Eri Mase, Hulana, Haetha, Janiri, Kelthana, Laene Chitinous Exoskeleton. While not wearing armor, you
Valte, Masani, Neona, Penta Tetha, Savisa have +1 AC.
Prothean Traits Forewing Leap. High and Long jump distances are tripled.
Seeker Swarm. As an action, you call 1d4 seeker swarms
Your prothean character has certain characteristics in to a space you can see within 10m. The swarms remain for 1
common with all other protheans. hour or until you dismiss them as a bonus action. The
Galaxy Restriction. Milky Way swarms are friendly to you and your companions for the
Available Classes. Adept, Soldier, Vanguard duration. The swarms have their own turn in the initiative
Ability Score Increase. Your Wisdom score increases by order, which occurs immediately following your turn.
2, and your Dexterity score increases by 1. Once you use this feature, you must take a long rest before
Age. Protheans live between 300 and 400 years, reaching using it again.
adulthood in their early teens.
Alignment. Protheans come from a society that was
heavily regulated and favored the strong. They are generally
lawful neutral.
Size. Protheans are slightly taller than humans but
generally never taller than 2 meters (6'5"). Your size is
Medium.
Speed. Your base walking speed is 10m.
Starting Credits. Instead of your class's starting
equipment, you may start with 2d10 x 1000 + 10,000 credits
to buy your own equipment.
All-seeing Eyes. Your four eyes can look in multiple
directions and have a nascent ability to see cloaked objects.
You have truesight up to 10m and proficiency in Perception.
Quad-Strand DNA. Your unique quad-strand DNA helps to
protect you against radiation and cold. You have radiant and
cold damage resistance.
Psychometry. While in physical contact with a creature or
object, a Prothean can recall its experiences. If you touch an
object or creature and concentrate on it for 1 minute, you Seeker Swarm
learn a few basic facts about it. You gain a mental image from Small organic, lawful evil
the object or creature's point of view, learning of any events
that have occurred within 10 meters of the object or creature Armor Class 13
within the past 24 hours. If in contact with an object, you see Hit Points 10(4d6 - 4)
the last creature to hold the object, regardless of how long Speed fly 10m
ago it was last handled. This ability may only be used once
per long rest.
STR DEX CON INT WIS CHA
Variant: Awakened Collector 2 (-4) 10 (+0) 8 (-1) 10 (+0) 8 (-1) 5 (-3)
The Collectors are an enigmatic race that live beyond the
Omega 4 Relay, a mass relay within the same system as Saving Throws Dexterity +2
Omega, in the Terminus Systems. They are rarely seen in the Senses passive Perception 9
Terminus itself, let alone Citadel space, and are generally Challenge 1/8 (25 XP)
regarded as a myth by Citadel citizens. Definite sightings of
Collectors have been made on Omega every few centuries. Actions
Collectors are former Protheans that have been completely Sting. Melee Weapon Attack: +2 to hit, reach 2m,
subjugated by their Reaper masters. Their DNA shows signs one target. Hit 2 (1d4) poison damage and the
of "extensive genetic rewrite" including three fewer target must succeed on a DC 13 Constitution
chromosomes, reduced heterochromatin structure, and the saving throw or has disadvantage on its next attack
elimination of superfluous "junk" sequences. roll.

PART 1 | RACES
32
Quarian
Forced out of their homeland by sapient constructs of their
own creation, quarian are exiled nomads that now sail the
seas in search of a new homeland.
Exotic Fashion
Identifying a quarian is easy. All quarians wear enviro-suits,
which are multipurpose outfits that protect them from foreign
pathogens and diseases as well as acting as spacesuits for
scavenging or repair of shuttles. Rannoch's ecosystem
featured symbiotic microorganisms that aren't found
anywhere else in the galaxy. Thus, when the quarians were
exiled, they were also burdened to life in a suit.
The enviro-suits have moved beyond function, however, and
into their culture. A quarian is rarely, if ever, seen without
their suit and helmet, and when they return from their
pilgrimage as adults, they are expected to modify their suit to The Flotilla contains over fifty thousand vessels collectively
fit their personal reflection of their status as a productive that travel the galaxy strip-mining and harvesting resource to
member of the Flotilla. keep the fleet afloat. Some ships decide to depart the fleet to
pursue their own goals but normally return to the fleet.
Exiles of their Own Creations When young quarian rejoin the flotilla after their
Quarians have a long and deep history with creating pilgrimage, they are expected to join the crew of another
constructs known as "Geth," meaning "Servant of the vessel to ensure genetic diversity of an already small
People". These constructs were built to serve and protect the population.
quarians, and most quarian families had at least one servant, Cybernetic Improvements
while the quarian military consisted of these autonomous
beings. Though the quarians have abandoned their long history of
The quarians sought to constantly improve their creation construct and VI creation, they put their knowledge of
with more advanced virtual intelligence so they could engineering and technology into their own bodies to augment
complete increasingly complex tasks. These improvements themselves. These augments are crafted by artisans who
lead to the geth's sapience and they began to question their have descended from or studied under those who originally
masters. The quarians attempted to exterminate them, but worked with or programmed the geth. The implants
after forming so much dependence on the geth, the quarians themselves are normally small, no larger than the size of a
were swiftly defeated. With many exterminated, the palm, and when properly inserted give the quarian enhanced
remaining quarians fled their homeland of Rannoch. ability compared to those without. A quarian chooses an
augment before they leave for the Pilgrimage, and the
Migrant Fleet implantation of the device is part of their sending off
The nomads travel together in a collective of ships known as ceremony.
the Flotilla or the Migrant Fleet and consists of those who
escaped death by the geth.
PART 1 | RACES
33
The Pilgrimage Cybernetic Augmentation
During quarian adolescence, they are subjected to a rite of In addition to the common traits, your quarian character has
passage known as the pilgrimage. When young adulthood is one cybernetic enhancement.
reached, quarians are expected to leave the Migrant Fleet and
experience life outside of their culture. To rejoin the flotilla, Cerebral
the young quarian must bear a gift to the captain of a new Cerebral implants are embedded in the brains of quarian to
vessel. This gift can be tangible, such as resources, or enhance mental prowess and to protect against mind-altering
intangible such as information. Most quarian operatives are effects.
those on their pilgrimage, though there are those who decide Ability Score Increase. Your Intelligence score increases
never to return to the fleet or those who were rejected from by 1.
rejoining. Mind Shielding Unit. You have advantage on saving
throws against mind-altering effects such as being charmed,
Quarian Names confused, compelled, frightened, or put to sleep by spells. In
addition, your mind cannot be read by an Asari's mind meld.
Quarian names are composed of three parts: the quarian's Scientific Aptitude. You gain proficiency with one of the
given name and family name separated by an apostrophe, following skills of your choice: Electronics, Engineering,
and the name of their vessel preceeded by a title - "nar" to Investigation, or Science.
denote their birth ship and "vas" to denote their post-
pilgrimage ship. For example, nar Rayya or vas Neema. Muscular
Male Names: Golo, Han, Hilo, Kal, Kar, Keenah, Kenn, Muscular augments are implants placed strategically at the
Lemm, Les, Prazza, Rael, Seeto, Shio, Veetor, Ysin, Zaal shoulders and hips to direct pulses of adrenaline through
Female Names: Ceni, Daro, Elan, Feda, Jura, Laele, Lia, muscle fibers, allowing for bursts of speed, strength, and
Meeri, Minn, Reen, Saesa, Shala, Shuni, Tali, Yosi, Zohe, flexibility.
Family Names: Breizah, Dannah, Gazu, Gerral, Hodda, Jaa, Ability Score Increase. Your Dexterity score increases by
Koris, Leth, Mal, Mekk, Nara, Raan, Reegar, Shaal, Shiya, 1.
Vael, Xen, Zorah Overclock Unit. You can activate your muscular augments
Vessel Names: Honorata, Idenna, Moreh, Neema, Novarra, for a burst of speed. When you move on your turn in combat,
Qwib Qwib, Rayya, Tesleya, Tonbay, Ulnay, Usela you can double your speed until the end of the tum. Once you
use this trait, you can't use it again until you recharge the unit
Quarian Traits by moving 0 meters on one of your turns.
Peak Fitness. You have proficiency in either the
Your quarian character has a few traits in common with other Acrobatics or Athletics skill.
quarians.
Galaxy Restriction. None Ocular
Available Classes. Engineer, Infiltrator, Soldier Quarians with ocular augments replace their eyes with
Ability Score Increase. Your Intelligence score increases enhanced optics that allow their sight to persist even in the
by 1, and your Dexterity score increases by 1. most unfavorable conditions.
Age. Quarians have lifespans similar to humans. Darkvision. You can see in dim light within 20 meters of
Alignment. The proximity and longstanding traditions of you as if it were bright light, and in darkness as if it were dim
the Migrant Fleet make Quarians very lawful as a race, light. You can’t discern color in darkness, only shades of gray.
occasionally drifting toward neutral. Morality can vary but Clarity Unit. You have advantage on saving throws against
tends towards neutral or good, as evil quarians are typically being blinded.
exiled from the Flotilla. Keen Eyesight. You have advantage on Wisdom
Size. Quarians have builds similar to humans. Your size is (Perception) checks that rely on sight. Additionally, you can
Medium. see in an area within 10 meters of you that is lightly obscured
Speed. Your base walking speed is 10m. as if it were unobscured and can see in an area within 6
Starting Credits. Instead of your class's starting meters of you that is heavily obscured as if it were only lightly
equipment, you may start with 8d6 x 1000 + 10,000 credits to obscured.
buy your own equipment.
Hermetic Suit. Your suit is your lifeblood and consists of a Visceral
reinforced, skin-tight body suit and a helmet. It makes your Quarians with visceral augments have implants inserted
immune to disease and provides resistance to poison and within the organs to enhance the body's natural healing
necrotic damage. ability, protecting the body from toxins and injury.
However, you are always at risk. If you are the victim of a Ability Score Increase. Your Constitution score increases
critical hit that deals puncture or slashing damage, your suit by 2.
becomes breached. As an action, you may spend 1 omni-gel to Revival Unit. When you are reduced to 0 hit points but not
seal your suit. You have 3 omni-gel as part of their starting killed outright, you can drop to 1 hit point instead. You can’t
equipment. use this feature again until you finish a long rest.
For each hour in which you have a breach in your suit, you
suffer one level of exhaustion. For each hour you spend
outside of your suit if not in a compatible environment, suffer
3 levels of exhaustion.

PART 1 | RACES
34
Boredom, the Mother of Invention
Salarians minds are constantly racing at miles per minute,
and without proper mental stimulation, a salarian becomes
bored. Tinkering and experimenting are natural solutions to a
restless mind. The ability to plow through ideas, situations,
and possibilities makes them natural inventors. Salarians
have perhaps some of the most advanced technology,
especially in electronics and engineering, but a salarian can
become an expert at whatever craft he puts his mind to.
Knowledge is Power
Invention is not the only outlet of a salarian's mind. As many
as those who invent prefer to gather information and
knowledge. Observation, research, study, and espionage are
other areas at which salarians tend to excel. A photographic
memory with a high capacity for information makes salarians
who dabble in information trading very skilled and valuable.
Knowledge gained from a salarian is highly prized as nearly
infallible, and so these trades are viable life paths.
Salarian One Mother Among Sons
Salarians are a warm-blooded amphibious species from a Salarian reproduction is curious in that fertilized eggs hatch
jungle known as Sur'Kesh. The salarian possess a super- as females and unfertilized eggs hatch as male. According to
charged metabolism which causes them to function at a ancient societal codes and law, fertilization of eggs is strictly
much higher speed than other races while requiring less rest. regulated and thus 90% of the population is male. Romantic
Additionally, they have an exceptional capability for and sexual relationships are nearly nonexistent among
observation, recollection, and innovation. They are constantly salarian, and any sexuality is strictly for reproduction. As
tinkering, experimenting, inventing, and researching and females are so rare, they normally stay within salarian
value intelligence and knowledge above all else. colonies where they possess positions of political power in a
Hyperactive Metabolism complex matriarchal government.
The speed at which a salarian metabolizes is a marvel of
evolution. The race only requires only one hour of sleep a
night, and still, they have more energy and alertness than
other races. Everything a salarian does seems to be faster.
They talk fast, think fast, move fast, eat fast, and even sleep
fast. The large amount of available energy has advanced their
intellectual capabilities. They need near constant stimulation
for their fidgety, active bodies.

PART 1 | RACES
35
Matriarchal Feudalism Amphibious. Can breathe both air and water.
High-Speed Metabolism. Salarians don't need to sleep for
Salarians have a layered system of government, ultimately as long as other races. Instead, their unique biology requires
ruled by a matriarch known as a dalatrass, with her that they only need to sleep for 1 hour a day to gain the same
daughters serving in noble positions beneath her. A noble benefit that a human does from 8 hours of sleep. Because of
family headed by the dalatrass controls a massive territory this, Salarains only need 4 hours for a long rest.
known as a march that is further divided into duchies, Photographic Memory. Whenever you make an
baronies, and fiefdoms. Dalatrasses and their noble Intelligence (Engineering, Electronics, History, or Science)
matrilinear lines will make political alliances with other check to recall information, add twice your proficiency bonus
families through interbreeding. A salarian is loyal through a even if you are not proficient in that skill.
biological process known as imprinting to their parents and Twice as Bright. You gain proficiency in two skills of your
to their dalatrass, which keeps the feudal society stable. choice and two tools or kits of your choice.
Intense Curiosity
Despite imprinted loyalty to their family and dalatrass, male
salarians are free to leave the colony at any time. Females,
however, due to their noble blood and political power, almost
always stay within the confines of salarian territories, though
some do venture out for other political positions such as
ambassadors or emissaries. Salarian curiosity and pursuit of
knowledge often lead them past the jungles of Sur'Kesh, if
even only for a brief time. Many find new lives far from
Sur'Kesh, though they rarely truly abandon their family and
dalatrass.
Salarian Names
Salarian names are quite complex. A full name includes - in
order - the name of a salarian's march, duchy, barony, fiefdom,
family, and finally, the given name. However, few salarians
use their full name unless necessary and prefer to go by their
family and given name.
Example Full Names: Rannadril Ghan Swa Fulsoom
Karaten Narr Eadi Bel Anoleis, Gorot II Heranon Mal
Dinest Got Inoste Ledra
Given Names: Beelo, Chorban, Esheel, Ish, Jarroth, Jarun,
Jondum, Kallo, Kirrahe, Maelon, Mordin, Morlan, Padok,
Palon, Rentola, Schells, Solik, Tazzik, Tolan, Valern, Zevin
Family Names: Aenarth, Aulaw, Bau, Erkoln, Faergow, Gurji,
Heplorn, Inoste, Irheth, Jath, Jowar, Marhall, Raeka, Sernik,
Solus, Tann, Vass, Venirn, Vodol, Wiks, Yosann
Salarian Traits
Your salarian character has certain characteristics in
common with all other salarians.
Galaxy Restriction. None
Available Classes. Engineer, Infiltrator, Soldier
Ability Score Increase. Your Intelligence score increases
by 2, and your Dexterity score increases by 1.
Age. Salarians have an extremely high metabolism that
causes a short life span. Salarians rarely reach ages over 40
years of age.
Alignment. Salarians can have dubious morals, especially
when it comes to experiments and advancing technology.
Neutrality is a common alignment for salarians.
Size. Salarians are tall with elongated bodies, with a
height between 180 and 210 cm (6 to 7 feet), yet a weight
below 100 lbs. Your size is Medium.
Speed. Your base walking speed is 10 meters.
Starting Credits. Instead of your class's starting
equipment, you may start with 4d12 x 1000 + 10,000 credits
to buy your own equipment.
PART 1 | RACES
36
De
freed
infrin

Turian
A highly militaristic race, turians are a force to be feared.
These warriors are easily distinguished by an appearance
containing a strange mix of insectoid and avian features. The
turian army is substantial, and every member of the turian
race is obligated to attend combat training in adolescence.
Even citizens and artisans are foes to be reckoned with.
Despite such an emphasis on combat, however, turians are
an honorable and noble race.
Discipline and Honor
The entire turian culture revolves around a strict code of
conduct which highly emphasizes strong discipline and
personal responsibility. Turians are highly inclined towards
self-sacrifice and will put the good of society over their own
personal desires. As such, they are passionate about public
and social service and make poor merchants and
entrepreneurs. They are taught to own their decisions, good
or bad, and if confronted with accusations it is considered
heinous to lie about their actions. Because of this, many
races attribute to them a "turian honor" seen rarely outside
the turian race.
Hierarchal Meritocracy
Proud Warrior Race
Turian government is entwined with its military, as so many
At the center of turian society is their military. Turians are parts of society are. There are tiers of citizenship, with the
sent to basic training in their teenage years and are obligated lowest being a regular citizen, often held by client races and
to serve time in the military, if physically able. This develops children, climbing all the way up to the Primarchs which lead
respect for authority as well as imparting control and each turian colony. Lower ranking citizens are expected to
restraint among the turians. Though some turians do not obey and support superiors while higher ranking ones are
continue their service in the armed forces, they continue to expected to lead and protect lower ranks. Promotion to a new
serve their community through other branches of the military tier is based on personal ability and merit and are given due
which serve the whole by providing public services. to assessments from one's superiors.

PART 1 | RACES
37
Reflective Carapace Alignment. Turians are a highly militaristic and disciplined
race. Turians are born and raised in strict law and order and
The homeland of the turians, Palaven, has a high level of as a result are inclined towards lawful alignments, but it is
solar radiation. Turians have evolved semi-metallic carapaces not uncommon for neutral or chaotic turians to leave Palaven
that reflect the dangerous radiation, protecting their inners in search of freedom from command.
from the solar rays. These exoskeletons, however, do not Size. Turians are taller than humans, standing over 2
protect the turian from physical damage such as wounds and meters tall (6'5"). Your size is Medium.
do not provide any natural armor. Speed. You have a base walking speed of 10 meters.
Starting Credits. Instead of your class's starting
Mission or Desertion equipment, you may start with 8d6 x 1000 + 10,000 credits to
Most Turians who leave Palaven or another colony do so by buy your own equipment.
order of their superiors to accomplish special missions. Esprit De Corps. Your military training has taught you to
Some, however, abandon the society for various reasons, work seamlessly as part of a team. You have advantage on an
most commonly a desire for freedom from the unyielding law attack roll against a creature if at least one of your allies is
and command. Those who desert their military post or other within 2 meters of the creature and the ally isn’t
assigned position are exiled from Palaven, as this is seen as incapacitated.
the ultimate betrayal. Martial Training. You are proficient in the Athletics skill
and one additional weapon type (Assault Rifle, Heavy Pistol,
Melee, Shotgun, SMG, or Sniper Rifle). The additional
weapon type proficiency is not limited by your selected class.
Thulium Skin. Resistance to radiant damage and
immunity to diseases caused by radiation.

Turian Names
Turians are given personal names by their parents and take
on a family name. High-ranking turian officers also include
their title in their names, either in addition to their full names
or as a replacement of their personal name. Sometimes
turians go by their family name only.
Male Names: Adrien, Avitas, Castis, Chellick, Corinthus,
Desolas, Garrus, Illo, Jacobus, Joram, Kuril, Lantar,
Lilihierax, Lorik, Macen, Mehrkuri, Nihlus, Quentius,
Sapartus, Saren, Septimus, Tarquin, Tiran, Tonn, Venari,
Female Names: Abrudas, Aciia, Aemicida, Alta, Banrae,
Caevea, Cicean, Duronea, Iciria, Juteia, Nyreen, Orinia,
Pliras, Quidas, Selone, Sidera, Sipia, Valevas, Vetra
Family Names: Actus, Arterius, Barro, Kandros, Kryik,
Nazario, Nyx, Oraka, Pallin, Qui'in, Rix, Sidonis, Talid,
Vakarian, Victus, Vyrnnus
Turian Traits
You turian character shares common traits with other turians
due to their spartan and militaristic upbringing.
Galaxy Restriction. None
Available Classes. Engineer, Infiltrator, Sentinel, Soldier,
Vanguard
Ability Score Increase. Your Constitution score increases
by 1, your Dexterity score increases by 1, and your Strength
score increases by 1.
Age. Turians have natural lifespans comparable to humans.

PART 1 | RACES
38
Volus by Sabrus
Unlike most other races, volus are more comfortable with
Volus delayed gratification, especially when it comes to spending
The volus are an associate race on the Citadel with their own their credits. Fugacious and materialistic purchases are
embassy but are also a client race of the turians. They hail rarely made. Instead, volus like to invest or save their money,
from Irune, which possesses a high-pressure greenhouse sometimes to a fault. In fact, the volus economy is largely
atmosphere able to support ammonia-based biochemistry. bolstered by the large estates of wealthy volus who never
spent a cred.
Mysterious Biology Council Seat
The volus are unable to survive unprotected in an Despite their important contributions to the Citadel and
atmosphere more suitable to humans and other carbon-based galactic society, they have never been offered a seat on the
lifeforms, and as such require pressurized, protective suits Council. This is a source of anger for some volus, particularly
capable of providing the proper atmosphere. Traditional the volus ambassador Din Korlack. Council races need to
nitrogen/oxygen air mixtures are poisonous to them, and in have provided some extraordinary service to the Citadel, such
the low pressure atmospheres tolerable to most species, their as the turians' military support during the Krogan Rebellions.
flesh will actually split open.Unlike quarians, who can Council races also need to provide fleets, resources, and
withstand brief periods outside their suit, volus choose never economic aid in case of disaster, none of which the volus can
to take theirs off, especially in the presence of other races. currently supply. Therefore, the latest investment pursued by
Therefore, little is known about their physiology. Despite the volus is the construction of well-armed dreadnoughts.
individuals distinctly sounding like males or females to
human listeners, volus genders are a mystery as well. The
volus themselves consider the question both intrusive and
hilariously irrelevant.
Trade Warriors
The volus homeworld Irune is remarkable for having done
away with warfare as an institution of the state. Instead, volus
romanticize a good bargain, haggling, and creative
accounting. The fervent pursuit of economic wealth has made
volus a race of aggressive traders and industrialists with a
keen grasp of exchange and finance. Many of the galaxy's
largest banks, holding corporations, and manufacturing
cartels, such as the Elkoss Combine, are owned or managed
by volus. They also regulate the Citadel's complex galactic
economy and were responsible for the Unified Banking Act,
which established the "credit" as the standard currency of
interstellar trade.

PART 1 | RACES
39
Volus Names Hermetic Suit. Your suit is your lifeblood and consists of a
reinforced, pressurized body suit and helmet. It makes your
Volus have two names but no family names. According to immune to disease and provides resistance to poison and
volus sensibilities, one cannot own a person, so using a necrotic damage.
family name would essentially be laying claim to their However, you are always at risk. If you are the victim of a
offspring. critical hit that deals puncture or slashing damage, your suit
becomes breached. As an action, you may spend 1 omni-gel to
Names: Ano Vot, Berla Mon, Bovan Set, Ceron, Cihaan, Din seal your suit. You have 3 omni-gel as part of their starting
Mark, Dovan Hal, Eppo Wen, Han Olar, Jahleed, Jahve equipment.
Kormat, Kelan Vot, Kora Bos, Lona Osar, Levan Lih, Meeve If you are not in an environment made for volus, for each
Wen, Morten Sov, Olot For, Pitne Wit, Reema Po, Tahluud, minute in which you have a breach in your suit, you suffer
Vaner Jok 2d6 poison and 1d6 slashing damage. If you do not repair
Volus Traits your suit or get to a volus-appropriate environment within 10
minutes, you die.
Your volus character has certain characteristics in common Lucky. You have 3 luck points. Whenever you make an
with all other volus. attack roll, an ability check, or a saving throw, you can spend
Galaxy Restriction. None one luck point to roll an additional d20. You can choose to
Available Classes. Adept, Engineer, Sentinel, Vanguard spend one of your luck points after you roll the die, but before
Ability Score Increase. Your Wisdom score increases by the outcome is determined. You choose which of the d20s is
2, and your Intelligence score increases by 1. used for the attack roll, ability check, or saving throw.
Age. Most volus reach adulthood around their 50th year You can also spend one luck point when an attack roll is
and live to be around 200 years-old. made against you. Roll a d20, and then choose whether the
Alignment. Volus society tends towards lawful as a whole, attack uses the attacker's roll or yours. If more than one
with clans fighting over economic resources and aggressive creature spends a luck point to influence the outcome of a
negotiating, even if they are individually chaotic individuals. roll, the points cancel each other out; no additional dice are
They tend towards neutral morality. rolled.
Size. Volus are between 1 and 1.5 metes (3-4'). Your size is You regain your expended luck points when you finish a
Small. long rest.
Speed. Your base walking speed is 8m. Savvy Dealings. You have proficiency in the Persuasion
Starting Credits. Instead of your class's starting skill.
equipment, 10d6 x 1000 + 10,000 credits to buy your own
equipment.
Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than yours,
you can cause the attack or spell to deal extra damage to the
creature. The extra damage equals your level. Once you use
this trait, you can't use it again until you finish a short or long
rest.

PART 1 | RACES
40
Size. Vorcha are taller on average than humans (though
Vorcha they naturally slouch) and relatively slender. Your size is
The vorcha originate from Heshtok, a small, hostile, Medium.
overcrowded planet which has been largely stripped of Speed. Your base walking speed is 14m.
natural resources by successive generations of this fast- Starting Credits. Instead of your class's starting
breeding, savage species. The lack of resources has resulted equipment, you may start with 4d12 x 1000 + 10,000 credits
in a tight-knit, clan-based society in which rival clans wage to buy your own equipment.
constant war against one another for control of scarce Bite. Your fanged maw is a natural weapon, which you can
resources. Even as their population grows, the vorcha use to make unarmed strikes. If you hit with it, you deal
constantly fight each other in fierce competition over basic piercing damage equal to 1d6 + your Strength modifier,
necessities. This incessant warfare has made each instead of the bludgeoning damage normal for an unarmed
generation of vorcha stronger and more aggressive than that strike.
which preceded it, but their continual lack of resources has Non-Differentiated Cells. You are immune to disease. In
kept vorcha society extremely primitive. addition, you have advantage on saving throws against
poison, and you have resistance against poison damage
Non-differentiated cells Limited Regeneration. You regain all your Hit Dice on a
long rest. Additionally, if you lose a body part, the missing
The vorcha are known for a rather unique biology: they have part will regrow and return to full functionality after a passing
clusters of non-differentiated cells, similar to those found on of time, based on the body part:
the planarian worm of Earth. These cells allow the vorcha Fingers & toes: 1 week
limited regenerative abilities, as well as the ability to adapt Hands & Feet: 2 weeks
quickly to its environment, such as developing thicker skin Arm (to elbow) & Leg (to knee): 4 weeks
after being burned or increased musculature to survive in Eye: 6 weeks
high gravity. When a vorcha is injured or in distress, these Arm (to shoulder) & Leg (to hip): 8 weeks
cells move to the affected area and rapidly (~1 week) mature
to specialized forms that will alleviate the issue. Adaptation
Growing up in a harsh environment, your body evolved so you
Clan Violence could survive. Choose one of the following environments:
Vorcha society is built around combat. In fact, the vorcha use Aquatic: Amphibious. Swim speed 10m.
combat, both individually and in groups, as their default form Desert: Constitution +1. Ignore one level of exhaustion.
of communication. The vorcha are a clan-based people who Frozen: Resistance to cold damage.
prefer living in communal environments with others of their High-gravity: Strength +1.
species to living alone or in the company of alien races. When Underground: Darkvision 60m. Blindsight 10m.
a clan population grows too large, younger members will Volcanic: Resistance to fire damage.
depart to start a new clan elsewhere. The vorcha are Zero-gravity: While lifted or in zero-g, your speed is 2m and
extremely aggressive, both against rivals of their own species you do not have disadvantage on your attack rolls.
and against any alien who stands in their way. Vorcha who
have managed to escape their homeworld have a tendency to
occupy uninhabited areas of space stations or larger
spaceships.
Vorcha Names
Like their lifespans, vorcha names are brutal and short.
Male names: Besk, Drent, Dist, Flesk, Grank, Grote, Gryll,
Jerst, Kreete, Shisk, Tirst, Tregg,
Female names: Ast, Brytt, Eesk, Fleeg, Ift, Ish, Keet, Kiv,
Pash, Pritt, Shate, Tath
Vorcha Traits
Your vorcha shares a number of a traits (mostly agressive)
with all other vorcha. They also have an adaptation, based on
the environment in which they grew up.
Galaxy Restriction. Milky Way.
Available Classes. Engineer, Infiltrator, Sentinel, Soldier
Ability Score Increase. Your Dexterity score increases by
2, and your Constitution score increases by 1.
Age. Vorcha have extremely short lifespans and only live
for 20 years. They reach adulthood shortly after their first
year.
Alignment. Most vorcha are chaotic evil or almost always
chaotic even if their morality is strengthened.
PART 1 | RACES
41
Chapter 3: Classes

O
peratives are extraordinary beings, driven by a There are only 6 classes in Mass Effect, each is either a
thirst for excitement into a life that others specialist of hybird of two other classes. Adepts are biotic
would never dare lead. They are heroes, masters and play similarly to wizards, focusing on
compelled to explore the dark places of the spellcasting and control. Engineers are versatile tech masters
world and take on the challenges that lesser with a wide range of tech powers and some healing
women and men can’t stand against. capabilities, a mix of hunter, monk, and cleric. Soldiers are
Class is the primary definition of what your character can weapon masters and are closely aligned with fighters from
do. It’s more than a profession; it’s your character’s calling. 5th edition. Sentinels are defensive tanks with the capability
Class shapes the way you think about the world and interact of casting both biotic and tech spells, the paladins of the
with it and your relationship with other people and beings in group. Infiltrators are very similar to rogues, utilizing tech
the galaxy. A soldier, for example, might view the world in from engineers and martial prowess from soldiers. Finally,
pragmatic terms of strategy and maneuvering, and see vanguards are a kind of barbarian spellcaster, with combat
herself as just a pawn in a much larger game. An infiltrator, capabilities of a soldier, but devastating biotics of an adept.
by contrast, might see himself as a willing agent in a Operatives sometimes advance in more than one class. An
governments’s unfolding plan or a conflict brewing among engineer might switch direction in life and join a mercenary
various races. While the soldier has contacts in a mercenary group like the Blue Suns, becoming more proficient with
group or army, the infiltrator might know a number of weapons and armor, taking a few levels of a soldier. An asari
politicians, spies, and double agents. infiltrator may decide to focus on their biotic talents, taking
Your class gives you a variety of special features, such as a some levels in adept or vanguard. Optional rules for
soldiers’s mastery of weapons and armor, and an adepts’s combining classes in this way, called multiclassing, can be
spells. At low levels, your class gives you only two or three found in chapter 6.
features, but as you advance in level you gain more and your
existing features often improve. Each class entry in this
chapter includes a table summarizing the benefits you gain at
every level, and a detailed explanation of each one.

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

PART 1 | CLASSES
42
Spellcasting
Using your biotic implant or innate biotic talents, you can
manipulate the mass of objects and space. See chapter 12 for
the general rules of spellcasting and chapter 13 for the list of
spells.
Cantrips
At 1st level, you know four cantrips of your choice from the
adept spell list. You learn additional adept cantrips of your
choice at higher levels, as shown in the Cantrips column of
the Adept table.
Instead of learning a new cantrip, you may instead learn
the advanced version of a cantrip you already know.
Spell Slots
The Adept table shows how many spell slots you have to cast
your spells of 1st level and higher. To cast one of these adept
spells, you must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell lance and have
a 1st-level and a 2nd-level spell slot available, you can cast
lance using either slot.
Adept
Adepts are biotic specialists, capable of disabling and killing
enemies with raw biotic power. While they lack advanced
combat training, they are the best at defeating enemies
without firing a shot. They are outfitted with L5x implants
that can spawn a micro-singularity, damaging enemies and
pulling them into the air.

Class Features
As a adept, you gain the following class features.
Hit Points
Hit Dice: 1d6 per adept level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per adept level after 1st
Proficiencies
Armor: Light armor
Weapons: Heavy Pistols and choose one from Melee or
SMGs
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose three from Acrobatics, Deception, History, Spells Known of 1st Level and Higher
Insight, Intimidation, Performance, Sleight of hand, and You know three 1st-level spells of your choice from the adept
Survival spell list.
Equipment The Spells Known column of the Adept table shows when
You start with the following equipment, in addition to the you learn more adept spells of your choice. Each of these
equipment granted by your background: spells must be of a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can learn
M-3 Predator or M-4 Shuriken one new spell of 1st or 2nd level.
Omni-Blade or Monomolecular Blade Additionally, when you learn a new spell, you may instead
Stock Light Armor choose one of the spells you know and learn an advanced
version of it. You select one of the advancement options listed
in the spell description. Whenever you cast the spell, you cast
the advanced version of it. You can only learn one
advancement for each spell.

PART 1 | CLASSES
43
Adept
Proficiency Barrier Barrier Cantrips Spells
Level Bonus Features Uses Ticks Known Known 1st 2nd 3rd 4th 5th
1st +2 Barrier, Biotic Recovery 2 2 4 3 2 - - - -
2nd +2 Subclass Feature 2 2 4 4 4 - - - -
3rd +2 - 3 2 5 5 6 - - - -
4th +2 Ability Score Improvement 3 2 5 6 7 - - - -
5th +3 - 3 2 5 7 7 2 - - -
6th +3 Subclass Feature 4 2 5 8 7 3 - - -
7th +3 - 4 3 6 9 7 4 - - -
8th +3 Ability Score Improvement 4 3 6 10 7 5 - - -
9th +4 - 4 3 6 11 7 6 1 - -
10th +4 Subclass Feature 4 3 6 12 7 6 2 - -
11th +4 - 4 3 7 13 7 6 3 - -
12th +4 Ability Score Improvement 5 3 7 14 7 6 3 - -
13th +5 - 5 4 7 15 7 6 3 1 -
14th +5 Subclass Feature 5 4 7 16 7 6 3 1 -
15th +5 - 5 4 8 17 7 6 3 2 -
16th +5 Ability Score Improvement 5 4 8 18 7 6 3 2 -
17th +6 Empowered Biotics 6 4 8 19 7 6 3 2 1
18th +6 Biotic Mastery 6 4 8 20 7 6 4 2 1
19th +6 Ability Score Improvement 6 5 8 21 7 6 5 2 1
20th +6 Signature Biotics 6 5 8 22 7 6 5 3 1

Spellcasting Ability Barrier lasts 1 minute. It ends early if you are knocked
Adepts have an L5x biotic implant which requires conscious unconscious or have no barrier ticks remaining. You can also
control over their nervous system. As an Adept, you use your end barrier at any time as a free action. When Barrier ends,
Wisdom whenever a spell refers to your spellcasting ability. you lose any remaining barrier ticks.
In addition, you use your Wisdom modifier when setting the Once you have used barrier the maximum number of times
saving throw DC for a biotic spell you cast and when making for your combined Adept, Sentinel, and/or Vanguard levels,
an attack roll with one. you must finish a short rest before you can use it again. You
Spell save DC = 8 + your proficiency bonus + your may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at
Wisdom modifier 12th, and 6 at 17th.
Spell attack modifier = your proficiency bonus + your
Wisdom modifier Biotic Recovery
You have learned to regain some of your biotic energy by
Barrier meditating and calming your mind. Once per day when you
As an action or bonus action, you create a biotic barrier finish a short rest, you can choose expended spell slots to
around you that reduces incoming damage and fuels certain recover. The spell slots can have a combined level that is
biotic abilities. You gain barrier ticks equal to the Barrier equal to or less than half your adept level (rounded up), and
Ticks column shown on your class progression table. You none of the slots can be 3rd level or higher.
total barrier ticks cannot exceed the amount listed in the For example, if you’re a 4th-level adept, you can recover up
Barrier Ticks column of your class progression table, and any to two levels worth of spell slots. You can recover either a
barrier ticks gained in excess of this number are lost. 2nd-level spell slot or two 1st-level spell slots.
Whenever you would take damage while barrier is active,
remove 1 barrier tick and reduce the damage by 1d8. Then,
apply any remaining damage it to other hit pools like tech
armor, shields, temporary hit points, or hit points.

PART 1 | CLASSES
44
Subclass Subclasses
At 2nd level, choose a subclass which represents how you Adepts have three subclasses which revolve around your
focus on your biotic talents: force, necrotic, or control effects. biotic specialty. Force experts, called commandos, focus on
Your choice grants you features at 2nd level and again at dealing the maximum amount of damage through biotic
6th, 10th, and 14th level. powers. Blackstars are control experts and use powers like
pull and singularity to hinder enemy forces. Disruptors focus
Ability Score Improvement on the necrotic powers of biotics and can maintain powerful
At 4th level, and again at 8th, 12th, 16th, and 19th level, you spells at great length.
can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. You can't Commando
increase an ability score above 20 using this feature. Commandos don't need heavy weapons because they ARE
If you are using feats, instead of increasing your ability the heavy weapon. Their features improve both the damage
score(s), you may gain a Feat. potential and throughput of their biotic spells, making them a
deadly force.
Empowered Biotics
At 17th level, whenever you roll a 1 on a damage roll for a Pure Biotics
biotic spell or cantrip you cast, you can reroll the die and At 2nd level, your skill in dealing damage with biotic force
must use the new roll. powers becomes unmatched. Add your proficiency bonus to
all force damage dealt by your biotic spells.
Biotic Mastery Expert Biotic
At 18th level, you have achieved such mastery over certain By 6th level, casting biotic spells comes so easily to you that it
biotics that you can cast them at will. Choose two 1st-level expends only a fraction of your efforts. When you cast a biotic
biotic spells that you have learned. You can cast those spells spell of 2nd level or higher using a spell slot, you regain one
at 1st level without expending a spell slot. If you want to cast expended spell slot. The slot you regain must be of a level
either spell at a higher level, you must expend a spell slot as lower than the spell you cast.
normal.
By spending 8 hours training, you can exchange one or Biotic Split
both of the spells you chose for different spells of the same At 10th level, when you cast a biotic spell that targets only
levels. one creature, you can have it target a second creature.
Overchannel
Beginning at 14th level, you can increase the power of your
simpler biotics. When you cast a biotic spell of 1st or 2nd
level that deals damage, you can deal maximum damage with
that spell.
The first time you do so, you suffer no adverse effect. If you
use this feature again before you finish a long rest, you take
2d12 psychic damage for each level of the spell, immediately
after you cast it. Each time you use this feature again before
finishing a long rest, the necrotic damage per spell level
increases by 1d12. This damage ignores resistance and
immunity.
Blackstar
Blackstars prefer controlling the battlefield over raw power.
They can shape their biotic powers to avoid hurting friends
and gain unique benefits to biotic control spells like Lift,
Singularity, and Stasis.
Sculpt Biotics
Starting at 2nd level, You can create pockets of relative safety
Signature Biotics within the effects of your biotic spells. When you cast a biotic
When you reach 20th level, you gain mastery over two spell that affects other creatures that you can see, you can
powerful spells and can cast them with little effort. Choose choose a number of them equal to 1+the spell's level. The
two 1st or 2nd-level biotic spells you know as your signature chosen creatures automatically succeed on their saving
biotics. You can cast each of them once at 2nd level without throws against the spell, and they take no damage if they
expending a spell slot. When you do so, you can't do so again would normally take half damage on a successful save.
until you finish a short or long rest.
If you want to cast either spell at 3rd-level or higher, you
must expend a spell slot as normal.
PART 1 | CLASSES
45
Bend Luck Biotic Concentration
You've mastered the art of using small mass effect fields to Starting at 14th level, you can push your biotic implant to the
slightly alter the outcome of other creature's actions. It might limit. If you are already maintaining a concentration spell, you
be a small burst under the muzzle of a gun to throw off the can cast another spell that requires concentration and
attacker's aim. Or negative field around a friendly creature as maintain it. If you take damage you must make a separate
leaps away from a grenade, moving it out of damage's way. Constitution saving throw to maintain each spell.
At 6th level, when another creature you can see makes an Once you use this feature, you can't use it again until you
attack roll, an ability check, or a saving throw, you can use finish a short or long rest.
your reaction to roll 1d4 and apply the number rolled as a
bonus or penalty (your choice) to the creature's roll. You can
do so after the creature rolls but before any effects of the roll
occur.
You can use Bend Luck a number of times equal to half of
your Adept level (minimum 1) before you finish a long rest.
Focused Biotics
Beginning at 10th level, while you are concentrating on a
biotic spell, your concentration can't be broken as a result of
taking damage.
Biotic Control
At 14th level, you've increased your mastery with biotic spells
that control the battlefield. Gain the following benefits to the
spells below:
Lift. When casting Lift, you are considered to have both
advancement options. |
Pull. When you cast pull, you may target 2 creatures. Make a
ranged spell attack for each target.
Singularity. Large or smaller objects and creatures are
affected by singularity.
Stasis. Targets have disadvantage on their saving throw.
Disruptor
Disruptors have learned to tap into dark energy, improving
biotic abilities that tear apart their adversaries from within.
They also specialize in maintaining spells with intense focus.
Dark Biotics
At 2nd level, your skill in dealing damage with withering
biotic powers is unmatched. Add your proficiency bonus to all
necrotic damage dealt by your biotic spells.
Biotic Surge
Starting at 6th level, you can empower your biotics that
unleash harm on groups of foes. When you force multiple
creatures to make saving throws against the damage of one
of your spells, you can increase the spell's damage by rolling
two more of its damage dice. This increase occurs only on
the turn you cast the spell.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Potent Biotics
At 10th level, when you roll a 1 or 2 on a damage die for a
spell that deals necrotic damage, you can reroll the die and
must use the new roll.

PART 1 | CLASSES
46
Engineer
The Engineer is a tech specialist, able to quickly and easily
manipulate the environment with specific talents, and repair
or modify technical equipment. Gameplay focus is on shaping
the battlefield during combat, healing the party, and debuffing
enemies (disabling weapons and lowering shields).

Class Features
As a engineer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per engineer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per engineer level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Heavy Pistols and choose one from Assault Rifles,
Melee, or SMGs For example, if you are a 4th-level engineer with an
Tools: Choose one from Armorsmith's Workbench, Tailor's Intelligence of 16, your list of prepared spells can be one of
Tools, Tinker's Tools, or Weaponsmith's Workbench the following:
Saving Throws: Constitution, Intelligence
Skills: Choose three from Athletics, Electronics, seven regular spells
Engineering, History, Investigation, Medicine, Science, and one advanced spell and five regular spells,
Vehicle Handling two advanced spells and three regular spells,
Equipment three advanced spells and one regular spell
You start with the following equipment, in addition to the You can also change your list of prepared spells when you
equipment granted by your background: finish a long rest. Preparing a new list of engineer spells
M-3 Predator, M-4 Shuriken, or M-8 Avenger requires time spent to program them into your omni-tool: at
Omni-Taser, Omni-Blade, or Omni-Torch least 1 minute per spell level for each spell on your list.
Stock Light Armor or Stock Medium Armor
Spellcasting Ability
Spellcasting Engineers use a highly modified Omni-tool that requires a
Your omni-tool is the source of your spellcasting capabilities. keen intellect to maintain. As an engineer, you use your
See chapter 12 for the general rules of spellcasting and Intelligence whenever a spell refers to your spellcasting
chapter 13 for the list of spells. ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for a tech spell you cast and
Preparing and casting spells when making an attack roll with one.
The Engineer table shows how many tech points you have to Spell save DC = 8 + your proficiency bonus + your
cast your spells of 1st level and higher. To cast one of these Intelligence modifier
engineer spells, you must expend a number of tech points Spell attack modifier = your proficiency bonus + your
equal to the spell’s level or higher. You regain all expended Intelligence modifier
tech points when you finish a long rest.
You are limited in the number of tech points you can spend Drone
to power a spell as indicated in the Tech Point Limit column At 1st level, you can summon a drone with your omni-tool. As
of the Engineer table. an Action, spend 1 tech point to summon one of the following
For example, a 9th-level engineer can cast spells for 1, 2, or drones: assault, combat, defense, disruption, recon, or rocket.
3 tech points. When summoned, the drone has additional hit points equal
You prepare the list of engineer spells that are available for to twice your engineer level. Whenever the drone makes a
you to cast, choosing from the engineer spell list. When you saving throw, damage or healing roll, add your proficiency
do so, choose a number of engineer spells equal to your bonus to the roll. Whenever the drone attacks, apply your
Intelligence modifier + your engineer level (minimum of one proficiency bonus instead of the drone's to the roll.
spell). You have complete control over the drone. Any hacking
You may prepare the advanced version of a spell for the attempts on the drone are rolled against your intelligence, not
cost of 2 regular versions. You may only prepare one the drone's. The drone has its own turn in the initiative order,
advanced version for each spell. which occurs immediately following your turn.
The drone lasts 1 minute or until its hit points become 0.

PART 1 | CLASSES
47
Ability Score Improvement
Engineer At 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can
Level
Proficiency
Bonus Features
Tech Tech Point
Points Limit increase two ability scores of your choice by 1. You can't
increase an ability score above 20 using this feature.
1st +2 Drone 2 1 If you are using feats, instead of increasing your ability
2nd +2 Subclass Feature 4 1 score(s), you may gain a Feat.
3rd +2 Engineer's 5 1
Efficiency Recharge
4th +2 Ability Score 7 1 Beginning at 7th level, you've created a small reserve battery
Improvement for your omni-tool, allowing you to regain some spent tech
points. Once per long rest, you can spend 1 minute cycling
5th +3 - 11 2 the power of your omni-tool gaining tech points equal to 1d4
6th +3 Subclass Feature 13 2 + your Intelligence modifier. Your total tech points cannot
7th +3 Recharge (1d4) 15 2 exceed the tech points column for your engineer level, as
indicated on the engineer progression table.
8th +3 Ability Score 17 2 The number of tech points you regenerate increases at
Improvement higher levels. 1d6 + your Intelligence modifier at 11th level
9th +4 - 20 3 and 1d8 + your Intelligence modifier at 15th level.
10th +4 Subclass Feature 23 3
Invention
11th +4 Recharge (1d6) 26 3
At 20th level, you create an invention. Work with your GM to
12th +4 Ability Score
Improvement
26 3 decide on what the invention should be. Some ideas include
an drone upgrade (weapon, armor, shield, etc), a new spell, an
13th +5 - 30 4 improved omni-tool battery, etc.
14th +5 Subclass Feature 30 4
15th +5 Recharge (1d8) 34 4 Subclasses
16th +5 Ability Score 34 4 Engineers have three subclasses which revolve around their
Improvement engineering focus. Highly intelligent, battlefield strategists
17th +6 - 39 5 use tact and preparedness to win at any cost. Some
engineers prefer the tinkering lifestyle and can build a
18th +6 Subclass Feature 42 5 permanent drone companion. Those that would like to focus
19th +6 Ability Score 45 6 on biological engineer should seek out the medic subclass,
Improvement which can heal and support the party.
20th +6 Invention 50 6
Mastermind
Masterminds are highly-intellectual and skilled individuals,
using strategy and perfectly timed attacks to win in battle.
Engineer's Efficiency Enfilade
Starting at 3rd level, you're able to optimize a basic tech spell. Starting at 2nd level, if an ally uses a power that primes an
Choose one of the following tech powers: Cryo Blast, enemy within 10m, you may use your reaction to detonate the
Incinerate, or Overload. You always have this spell prepared. primed enemy with a quick tech burst that cannot miss.
You may cast a 1 tech point version of this spell without You can use this feature a number of times equal to your
expending any tech points. If you cast the power at a high Intelligence modifier (minimum 1). You regain any expended
level, you must spend all tech points as normal. uses when you finish a long rest.
You can prepare the advanced version of the selected spell
at the cost of 1 prepared spell. Jack of All Trades
At 11th level, you can cast a 2 tech point version of your Starting at 2nd level, you can add half your proficiency bonus,
selected spell without expending any tech points. rounded down, to any ability check you make that doesn't
With 8 hours of programming your omni-tool, you can already include your proficiency bonus.
exchange the selected spell with either Cryo Blast,
Incinerate, or Overload. Extra Attack
Beginning at 6th level, you can attack twice instead of once
whenever you take the Attack action on your turn.

PART 1 | CLASSES
48
Drone Companion
At 2nd level, you've learned to construct a drone companion.
With 8 hours of work and the expenditure of 5000 credits
worth of materials, you augment one of your drone's VI into a
rudimentary AI, then create a synthetic body, transferring the
AI into the body. Choose one of the following drones: assault,
combat, defense, recon, rocket.
If your drone companion is ever slain, 8 hours of work and
the expenditure of 2500 credits worth of materials, can
create a new body and replicate the AI from a backup.
You can still summon a temporary drone using your tech
points.
Drone's Bond
Your drone companion gains a variety of benefits while it is
linked to you.
The drone companion loses its Multiattack action, if it has
one.
The drone companion loses its vulnerability to lightning
damage.
The drone companion obeys your commands as best it
can. It rolls for initiative like any other creature, but you
determine its actions, decisions, attitudes, and so on. If
Disrupting Attack you are incapacitated or absent, your companion acts on
At 10th level, you learn how to make your weapon strikes its own. It has advantage on saving throws against any
undercut a creature's resistance to your tech spells. When ability that tries to influence its actions.
you hit a creature with a weapon attack, that creature has Your drone companion has abilities and game statistics
disadvantage on the next saving throw it makes against a determined in part by your level. Your companion uses
spell you cast before the end of your next turn. your proficiency bonus rather than its own. In addition to
the areas where it normally uses its proficiency bonus, a
Tactical Advantage drone companion also adds its proficiency bonus to its AC
Starting at 14th level, when you prepare an advanced version and to its damage rolls.
of a spell you prepare both advancements. When you cast an Your drone companion gains proficiency in two skills of
advanced spell you can choose to cast either advancement your choice. It also becomes proficient with all saving
option. throws.
For each level you gain after the 2nd, your drone
Spell Steal companion gains an additional hit die and increases its hit
At 18th level, you gain the ability to clone spell effects onto points 1d8 (or 5) + its constitution modifier.
your omni-tool. Whenever you gain the Ability Score Improvement class
Immediately after a creature casts a spell that targets you feature, your companion’s abilities also improve. Your
or includes you in its area of effect, you can use your reaction companion can increase one ability score of your choice
to force the creature to make a saving throw with its by 2, or it can increase two ability scores of your choice by
spellcasting ability modifier. The DC equals your spell save 1. As normal, your companion can’t increase an ability
DC. On a failed save, you negate the spell's effect on you and score above 20 using this feature unless its description
you copy a temporary version of the spell onto your omni-tool specifies otherwise.
if it is at least 1st level and of a level you can cast (it does not Your companion shares your alignment and has a
have to be a tech spell). For the next 8 hours, you know the personality trait and a flaw that you can roll for or select
spell and can cast it using your tech points. The creature from the tables below. Your companion shares your ideal,
can't cast that spell until the 8 hours have passed. and its bond is always, “The Engineer who created me is a
Once you use this feature, you can't use it again until you beloved companion for whom I would gladly give my life.”
finish a long rest.
Drone Jockey
A drone jockey forms a bond with their mechanical
companion, giving it a body, name and increasing its potency
on the battlefield.

PART 1 | CLASSES
49
Companion's Trait Repair Drone
Choose your companion's trait, or roll 1d6 on the table below.
At 2nd level, you gain proficiency in Medicine. If you are
1d6 Trait
already proficient in Medicine, you may choose a different
skill.
1 Designation: Large. Assessment: Falls hard. Add the Repair drone to the list of drones available for you
2 Eliminate! to summon.
3 Scanning for enemies...Scanning for
enemies...Scanning for enemies
4 Analyzing target...Weakness identified Repair Drone
Small synthetic, neutral
5 Calculating all variables...optimal action
determined. Armor Class 11
6 Prioritizing...Maker's Life greater than Maker's Hit Points 17 (5d6)
friends' lives greater than Self-preservation Shield Points 5 (regen 5)
Speed fly 12m
Companion's Flaw
Choose your companion's flaw, or roll 1d6 on the table below. STR DEX CON INT WIS CHA
1d6 Flaw
8 (-1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 6 (-2)
1 Probability of survival: 0.00234%
2 Friendly creature in range. Activating CUTE Damage Vunlerabilities lightning
protocol Damage Immunities poison, psychic
Condition Immunities poisoned
3 Electrical current detected. Priority: avoid
Senses passive Perception 11
4 This workspace can be optimized for 15% more Challenge 1/8 (25 XP)
efficiency
5 Organic life requires constant monitoring and Stabalize (Recharges after a Short or Long rest). As an
prompting to ensure optimal nutrition and peak action, the repair drone can stabalize a friendly
health! creature within 2m.
6 Other VI's must not be trusted Innate Spellcasting. The repair drone's innate
spellcasting ability is Intelligence (spell save DC 10,
+2 to hit with spell attacks). It can innately cast the
following:
Coordinated Attack
Beginning at 6th level, you and your drone companion form a 3/day: first aid
more potent fighting force. When you use the Attack action
on your turn, if your companion can see you, it can use its Actions
reaction to make an attack. Defibrillators. Melee Weapon Attack: +3 to hit,
reach 2m, one target. Hit 2 (1d4) lightnint damage.
Drone's Defense
At 10th level, your companion gains 10 shield points and 5
regen. Additionally, while your companion can see you, it has
advantage on all saving throws. Medi-gel Enhancements
At 6th level, you can spend 6 hours in a lab, or similar
Assault Protocol environment, using drugs to enhance the capabilities of
At 14th level, your companion can use its action to make an standard medi-gel. It takes 2 hours to craft a single
attack against each creature within 2m of it or each creature enhancement, but you can apply that benefit to any number of
within 2m of you. It makes a separate attack roll for each medi-gel cartridges. To craft another enhancement takes an
target. additional 6 hours. Instead of using time to limit this feature,
your GM can choose to allow you to add X divided by 2
Drone's Defense (rounded up) enhancements, where X is your Intelligence
At 18th level, your companion gains another 10 shield points modifier; then, you must finish a long rest before you can
and 5 regen. Additionally, whenever an attacker that your create new enhancements. Only one enhancement can be
companion can see hits it with an attack, it can use its added to a medi-gel cartridge.
reaction to halve the attack’s damage against it. Stimulant. After using this medi-gel, you have advantage on
the next saving throw or attack roll you make within 1
Medic minute.
The name says it all. As a medic, you'll be one on the field that Opioid. Within 1 minute of using this medi-gel, the next time
can dress a wound and get your comrades back into fighting you take damage that reduces you to 0 hit points but
shape. doesn't kill you outright, you are reduced to 1 hit point
instead.
Steroid. After using this medi-gel, add +2 damage to all melee
damage for 1 minute.
PART 1 | CLASSES
50
Minagen X3. After using this medi-gel, gain +2 damage to all
biotic spells and cantrips for 1 minute.
Videlicet. After using this medi-gel, gain +2 bonus to all Advanced Repair Drone
ranged tech attacks for 1 minute. Small synthetic, neutral
Styptic. Increase the potency of the medi-gel by 1 level
(maximum level is Superior) Armor Class 13
Hit Points 34 (10d6)
Shield Boost Shield Points 10 (regen 5)
At 10th level, you can use your action to restore some of your Speed fly 12m
party's shields. Choose up to 5 friendly creatures with shields
you can see. Hack into their armor system and use a brute
force algorithm to overload their kinetic barrier. Roll 4d8. STR DEX CON INT WIS CHA
Each creature immediately gains that many shield points, 8 (-1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 6 (-2)
even if their total shield point capacity is less than the
amount rolled. Damage Vunlerabilities lightning
Once you use this feature, you must finish a short or long Damage Immunities poison, psychic
rest before you can use it again. Condition Immunities poisoned
Senses passive Perception 11
Advanced Repair Drone Challenge 1/2 (25 XP)
At 14th level, you summon an advanced version of the Repair
Drone. Stabalize (Recharges after a Short or Long rest). As an
action, the repair drone can stabalize a friendly
Supply Pylon creature within 2m.
By 18th level, you can call in a 2m tall by 1m wide supply Innate Spellcasting. The repair drone's innate
pylon to a location within 4m. At the start of your next turn, spellcasting ability is Intelligence (spell save DC 10,
the pylon arrives. If any creature is standing in the targeted +2 to hit with spell attacks). It can innately cast the
location, the creature must make a Dexterity saving throw following:
with advantage. On a failed save, a creature takes 4d8
bludgeoning damage and is knocked prone. 5/day: first aid (2 tech point version)
The pylon contains 5 resources from the following list, Actions
which you choose when you call the pylon:
Defibrillators. Melee Weapon Attack: +3 to hit,
1 heavy weapon ammo charges reach 2m, one target. Hit 2 (1d4) lightnint damage.
10 thermal clips
A battery capable to quickly recharging your Omni-tool,
recovering 5 tech points
A stim pack capable of staving off biotic fatigue,
recovering 5 levels worth of spell slots
4 enhanced medi-gel
2 Mk II Frag grenades
2 Mk II Lift Grenades
2 Mk IV Flashbang
2 Mk IV Smoke grenades
Once the pylon has landed, friendly creatures (including
you) within melee range of the pylon can use their action to
collect one of the resources you chose.
Once you use this feature, you cannot use it again until you
finish a long rest and restock the pylon with 5 omni-gel.

PART 1 | CLASSES
51
Engineer Drones
Combat Drone
Assault Drone Small synthetic, neutral
Small synthetic, neutral
Armor Class 13
Armor Class 12 Hit Points 24 (6d6 + 3)
Hit Points 17 (5d6) Shield Points 10 (regen 5)
Shield Points 5 (regen 5) Speed fly 14m
Speed fly 10m
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 6 (-2)
11 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 6 (-2)
Damage Vunlerabilities lightning
Damage Immunities poison, psychic
Damage Vunlerabilities lightning
Condition Immunities poisoned
Damage Immunities poison, psychic
Senses passive Perception 9
Condition Immunities poisoned
Challenge 1/4 (50 XP)
Senses passive Perception 10
Challenge 1/2 (100 XP)
Actions
Actions Shock Attack. Ranged Weapon Attack: +4 to hit,
range 10/30m, one target. Hit 5 (1d6 + 2)
Pulse Cannon. Ranged Weapon Attack: +4 to hit,
lightning damage.
range 20/60m, one target. Hit 7 (1d10 + 2) radiant
damage.

Defense Drone
Small synthetic, neutral

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

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 7 (-2)

Damage Vunlerabilities lightning


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

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

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

Mark 10 Mass Effect Combat Drone by spritepirate


PART 1 | CLASSES
52
Disruption Drone Rocket Drone
Small synthetic, neutral Small synthetic, neutral

Armor Class 8 Armor Class 11


Hit Points 12 (4d6 - 2) Hit Points 17 (5d6)
Speed fly 16m Speed fly 10m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 4 (-3)

Damage Vunlerabilities lightning Damage Vunlerabilities lightning


Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities poisoned Condition Immunities poisoned
Senses passive Perception 9 Senses passive Perception 10
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP)

Post-mortem explosion. When the disruption drone Actions


drops to 0 hit points it explodes. Each creature
within a 2m radius must make a DC 13 Dexterity Distortion Rocket. Ranged Weapon Attack: +2 to
saving throw. On a failed save, a creature takes 13 hit, range 30/90m, one target. Hit 9 (2d8) radiant
(2d12) thunder damage, or half as much on a damage.
successful one.

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

Recon Drone
Small synthetic, neutral

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

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 8 (-1) 11 (+0) 12 (+1) 5 (-3)

Skills Perception +3, Stealth +5


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

Tactical Cloak(3/Day). As a bonus action, the recon


drone activates its tactical cloak, becoming
invisible for 1 minute. When the recon drome
makes a melee or ranged attack or uses a tech or
combat power, tactical cloak ends.

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

PART 1 | CLASSES
53
Preparing and casting spells
The Infiltrator table shows how many tech points you have to
cast your spells of 1st level and higher. To cast one of these
infiltrator spells, you must expend a number of tech points
equal to the spell’s level or higher. You regain all expended
tech points when you finish a long rest.
You are limited in the number of tech points you can spend
to power a spell as indicated in the Tech Point Limit column
of the Infiltrator table.
For example, a 9th-level infiltrator can cast spells for 1 or 2
tech points.
You prepare the list of infiltrator spells that are available
for you to cast, choosing from the infiltrator spell list. When
you do so, choose a number of infiltrator spells equal to your
Intelligence modifier + half your infiltrator level (minimum of
one spell).
You may prepare the advanced version of a spell for the
cost of 2 regular versions. You may only prepare one
advanced version for each spell.
For example, if you are a 9th-level infiltrator with an
Intelligence of 16, your list of prepared spells can be one of
the following:
seven regular spells
Infiltrator one advanced spell and five regular spells,
The Infiltrator is a tech-savvy warrior, able to win battles by two advanced spells and three regular spells,
quickly disabling and killing enemies. These soldiers focus three advanced spells and one regular spell
on unlocking alternate routes, gaining access to good You can also change your list of prepared spells when you
equipment, and obtaining an advantageous position over finish a long rest. Preparing a new list of infiltrator spells
enemies in combat. requires time spent to program them into your omni-tool: at
least 1 minute per spell level for each spell on your list.
Class Features
As a infiltrator, you gain the following class features. Spellcasting Ability
Infiltrators use a highly modified Omni-tool that requires a
Hit Points keen intellect to maintain. As an Infiltrator, you use your
Hit Dice: 1d8 per infiltrator level Intelligence whenever a spell refers to your spellcasting
Hit Points at 1st Level: 8 + your Constitution modifier ability. In addition, you use your Intelligence modifier when
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution setting the saving throw DC for a tech spell you cast and
modifier per infiltrator level after 1st when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Proficiencies Intelligence modifier
Armor: Light armor Spell attack modifier = your proficiency bonus + your
Weapons: Heavy Pistols and choose two from Assault Rifles, Intelligence modifier
Melee, SMGs, and Sniper Rifles
Tools: Hacking tools or theives' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Deception,
Electronics, History, Insight, Investigation, Perception,
Persuasion, Sleight of Hand, Stealth, and Vehicle Handling
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
M-3 Predator, M-4 Shuriken, or M-92 Mantis
Omni-Taser, Omni-Blade, or Monomolecular Blade
Stock Light Armor
Spellcasting
Your omni-tool is the source of your spellcasting capabilities.
You also use a variety of gadgets and devices in the form of
combat powers. See chapter 12 for the general rules of
spellcasting and chapter 13 for the list of spells.
PART 1 | CLASSES
54
Infiltrator
Proficiency Sneak Attack Tactical Cloak Combat Tech Tech Point
Level Bonus Damage Features Uses Powers Points Limit
1st +2 1d6 Tactical Cloak, Expertise, Sneak 2 - 2 1
Attack
2nd +2 1d6 Cunning Action, Combat Power 2 1 2 1
3rd +2 2d6 Subclass Feature 2 1 3 1
4th +2 2d6 Ability Score Improvement 2 1 4 1
5th +3 3d6 Uncanny Dodge 2 1 6 1
6th +3 3d6 Expertise 3 2 6 1
7th +3 4d6 Evasion 3 2 7 1
8th +3 4d6 Ability Score Improvement 3 2 7 1
9th +4 5d6 Subclass Feature 3 2 11 2
10th +4 5d6 Ability Score Improvement 3 2 11 2
11th +4 6d6 Reliable Talent 4 3 13 2
12th +4 6d6 Ability Score Improvement 4 3 13 2
13th +5 7d6 Subclass Feature 4 3 15 2
14th +5 7d6 Blindsense 4 3 15 2
15th +5 8d6 Slippery Mind 4 3 17 2
16th +5 8d6 Ability Score Improvement 4 4 17 2
17th +6 9d6 Subclass Feature 4 4 20 3
18th +6 9d6 Elusive 5 4 20 3
19th +6 10d6 Ability Score Improvement 5 4 23 3
20th +6 10d6 Stroke of Luck 5 4 25 3

Tactical Cloak You don't need advantage on the attack roll if another
enemy of the target is within 2m of it, that enemy isn't
As an action, you activate your tactical cloak, becoming . incapacitated, and you don't have disadvantage on the attack
Tactical cloak lasts 1 minute or until you make an attack, cast roll.
a spell, use a grenade or mine, or fire a heavy weapon. The amount of the extra damage increases as you gain
Once you have used tactical cloak the maximum number of levels in this class, as shown in the Sneak Attack column of
times for your Infiltrator level, you must finish a short rest the Infiltrator table.
before you can use it again. You may use tactical 2 times at
1st level, 3 at 6th, 4 at 11th, and 5 at 18th. Cunning Action
Expertise At 2nd level, you can take a bonus action on each of your
turns in combat. This action can be used only to Dash,
At 1st level, choose two of your skill proficiencies. Your Disengage, Hide, or activate Tactical Cloak.
proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies. Combat Power
At 6th level, choose two more of your skill proficiencies to At 2nd level, you know one combat power of your choice from
gain this benefit. the infiltrator spell list. You learn additional combat powers
Sneak Attack of your choice at higher levels, as shown in the Combat
Powers column of the Infiltrator table.
Beginning at 1st level, you know how to strike subtly and Instead of learning a new combat power, you may instead
exploit a foe's distraction. Once per turn, you can deal an learn the advanced version of a combat power you already
extra 1d6 damage to one creature you hit with an attack if know.
you have advantage on the attack roll. The attack must be
made with a melee or ranged weapon.

PART 1 | CLASSES
55
Evasion
At 7th level, when you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Reliable Talent
At 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20
roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 4
meters of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Elusive
At 18th level, you are so evasive that attackers rarely gain the
upper hand against you. No attack roll has advantage against
you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within range,
you can turn the miss into a hit. Alternatively, if you fail an
ability check, you can treat the d20 roll as a 20. Once you use
this feature, you can't use it again until you finish a short or
long rest.

Subclasses
Infiltrators have three subclasses which reflect their
preferred combat techniques. Shadow infiltrators prefer to be
up close and personal, dealing devastating melee strikes.
Snipers are the exact opposite and want to remain as far
away from combat as possible. Saboteurs prefer more subtle
Ability Score Improvement techniques to turn the tide of battle in their favor.
At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level,
you can increase one ability score of your choice by 2, or you Shadow
can increase two ability scores of your choice by 1. You can't Shadow Infiltrators are melee specialists that make heavy
increase an ability score above 20 using this feature. use of their tactical cloak and stealth to close the distance
If you are using feats, instead of increasing your ability between themselves and their target.
score(s), you may gain a Feat.
Up Close and Personal
Uncanny Dodge At 3rd level, when you apply your sneak attack damage from
At 5th level, when an attacker that you can see hits you with an attack made with a melee weapon, increase the damage
an attack, you can use your reaction to halve the attack's die to d8.
damage against you.
Silent Cloak
At 9th level, your Tactical Cloak dampens noise. You have
advantage on a Dexterity (Stealth) check if you move no more
than half your speed on the same turn.

PART 1 | CLASSES
56
Melee Prowess Careful Eyes
Starting at 9th level, your skill with melee weapons becomes Starting at 9th level, you excel at picking out hidden enemies
unmatched. You have +1 to melee weapon attack and damage and other threats. You can take the Search action as a bonus
rolls. action.
You also gain proficiency in the Perception, Investigation,
Shadow Strike or Survival skill (choose one).
At 13th level, whenever you activate Tactical Cloak you may
teleport to a target location within 10m. You must be able to Overwatch
see the location and it cannot be occupied by a creature or At 13th level, you've become attuned to monitoring the
object. This movement does not provoke an attack of movements of the battlefield, taking advantage of when
opportunity. enemies break cover.
When you arrive at the target location, you may use your At the end of each of your turns, you may ready the
reaction to make one melee attack on a creature or object following action. Choose up to 5 creatures you can see that
within range. This attack can benefit from your Sneak Attack are behind half or three-quarter cover. Until the start of your
even if you have already used it this turn, but you can't use next turn, if any of those creatures move into an area
your Sneak Attack against the same target more than once in providing no cover, you may use your reaction to make a
a turn. ranged weapon attack targeting that creature. This attack can
The teleportation can be used to free you from movement benefit from your Sneak Attack even if you have already used
impairing effects such as grapple, restrained, lifted, etc. it this turn, but you can't use your Sneak Attack against the
same target more than once in a turn.
Death Strike
Starting at 17th level, you become a master of instant death. Killshot
When you attack and hit a creature that is surprised, it must At 17th level, your proficiency with sniper rifles is beyond
make a Constitution saving throw (DC 8 + your Dexterity measure allowing you to target the weakest points of your
modifier + your proficiency bonus). On a failed save, double enemy. When you apply your sneak attack damage to an
the damage of your attack against the creature. attack made with a sniper rifle, add 3d6 to the damage roll.
Sniper Saboteur
Snipers are ranged specialists that have an affinity for sniper Saboteurs are tech savvy infiltrators that use cloak and
rifles. dagger tactics to control the outcome of battles.
Steady Aim Saboteur's Touch
At the 3rd level, your aim with a sniper rifle becomes deadly. At 3rd level, you always have the sabotage spell prepared (it
As a bonus action on your turn, you can overclock your does not count against your list of prepared spells). Preparing
targeting system to take careful aim at a creature you can see the advanced version of the spell counts as one spell, not two.
that is within range of a sniper rifle you're wielding. Your You can cast sabotage as a bonus action or as a reaction to
ranged attacks with the sniper rifle gain two benefits against a ranged weapon attack you can see.
the target:
The attacks ignore half and three-quarters cover. Combat Heuristics
On a hit, the weapon deals additional damage to the target Starting at 3rd level, every time you bring an enemy to 0 hit
equal to 2 + half your infiltrator level. points or score a critical hit, your HUD updates your tactical
feedback, restoring 1 tech point.
This effect lasts 1 minute or until you use Steady Aim on a
different target. Tactical Ambush
You can use this feature three times. You regain all Starting at 9th level, if you are hidden from a creature when
expended uses of it when you finish a short or long rest. you cast a spell on it, the creature has disadvantage of any
saving throw against the spell this turn.
Misdirection
Starting at 13th level, you can sometimes cause another
creature to suffer an attack meant for you. When you are
targeted by an attack while a creature within 2m of you is
granting you cover against that attack, you can use your
reaction to have the attack target that creature instead of you.
Saboteur's Reflexes
When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can't use this feature when you are
surprised.
PART 1 | CLASSES
57
Sentinel
The Sentinel is able to combine tech and biotics to
manipulate the environment, disable and track enemies, or
defend the party. In addition to complete weapons training,
Sentinels are equipped with an advanced shield that makes
taking cover much less necessary and rushing their enemies
much more productive. Because Sentinels have access to
both biotic spells and tech powers and use Charisma as their
spellcasting modifier.

Class Features
As a sentinel, you gain the following class features
Hit Points Spells Known of 1st Level and Higher
Hit Dice: 1d10 per sentinel level At 1st level, you know two 1st-level spells of your choice from
Hit Points at 1st Level: 10 + your Constitution modifier the sentinel spell list.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution The Spells Known column of the Sentinel table shows
modifier per sentinel level after 1st when you learn more sentinel spells of your choice of 1st
level and higher. A spell you choose must be of a level no
Proficiencies higher than what's shown in the table's Slot Level column for
Armor: Light armor, medium armor, heavy armor your level. When you reach 5th level, for example, you learn a
Weapons: Heavy Pistols and choose two from Assault Rifles, new sentinel spell, which can be 1st or 2nd level.
Melee, Shotguns, and SMGs Additionally, when you learn a new spell, you may instead
Tools: None choose one of the spells you know and learn an advanced
Saving Throws: Charisma, Constitution version of it. You select one of the advancement options listed
Skills: Choose three from Athletics, Engineering, Insight, in the spell description. Whenever you cast the spell, you cast
Intimidation, Medicine, Persuasion, Science, and Survival the advanced version of it. You can only learn one
Equipment advancement for each spell.
You start with the following equipment, in addition to the
equipment granted by your background: Spellcasting Ability
Sentinels use a unique L5t biotic implant that integrates with
M-3 Predator, M-4 Shuriken, or M-8 Avenger the operative's omni-tool maximizes their innate talents. As a
Omni-Blade, Omni-Hammer, Monomolecular Blade, or sentinel you choose your spellcasting modifier from
Riot Shield Charisma, Intelligence, or Wisdom.
Stock Light Armor, Stock Medium Armor, or Stock Heavy
Armor Choosing Charisma means that your operative has
immense willpower and uses it to overcome the mental
Spellcasting strain of casting biotic spells and interfacing with their
Your Lt5 is the source of your spellcasting capabilities. See omni-tool. They use their innate talent to maximize the
chapter 12 for the general rules of spellcasting and chapter potency of their spells.
13 for the list of spells. Choosing Intelligence means that your operative takes
advantage of their omni-tool, using it to assist in the
casting of biotic spells. Their keen intellect helps them
Cantrips choose strategic targets to maximize the potency of their
You know two cantrips of your choice from the sentinel spell spells.
list. You learn additional sentinel cantrips of your choice at Choosing Wisdom means that your operative has
higher levels, as shown in the Cantrips column of the unmatched concentration and can use the physical
Sentinel table. mnemonics of their biotic implant to cast tech spells with
their omni-tool. Their patience and insight maximizes the
Spell Slots potency of their spells.
The Sentinel table shows how many spell slots you have. The
table also shows what the level of those slots is; all of your You use your selected ability whenever a spell refers to
spell slots are the same level. To cast one of your sentinel your spellcasting ability. In addition, you use your selected
spells of 1st level or higher, you must expend a spell slot. You ability's modifier when setting the saving throw DC for a spell
regain all expended spell slots when you finish a short or long you cast and when making an attack roll with one.
rest. Spell save DC = 8 + your proficiency bonus + your
For example, when you are 5th level, you have two 2nd- selected ability modifier
level spell slots. To cast the 1st-level spell lance, you must Spell attack modifier = your proficiency bonus + your
spend one of those slots, and you cast it as a 2nd-level spell. selected ability modifier

PART 1 | CLASSES
58
Sentinel
Proficiency
Level Bonus Features Barrier Uses Barrier Ticks Cantrips Spells Known Spell Slots Spell Level
1 +2 Barrier, Tech Armor 2 3 2 2 1 1
2 +2 Fighting Style 2 3 2 3 2 1
3 +2 Subclass Feature 3 3 2 4 2 1
4 +2 Ability Score Improvement 3 3 3 5 2 1
5 +3 - 3 4 3 6 2 2
6 +3 Quick Cast 4 4 3 7 2 2
7 +3 Subclass Feature 4 4 3 8 2 2
8 +3 Ability Score Improvement 4 4 3 9 2 2
9 +4 - 4 5 3 10 2 3
10 +4 Subclass Feature 4 5 4 10 2 3
11 +4 L5t Implant (3rd-level) 4 5 4 11 3 3
12 +4 Ability Score Improvement 5 5 4 11 3 3
13 +5 L5t Implant (4th-level) 5 6 4 12 3 3
14 +5 Subclass Feature 5 6 4 12 3 3
15 +5 L5t Implant (4th-level) 5 6 4 13 3 3
16 +5 Ability Score Improvement 5 6 4 13 3 3
17 +6 L5t Implant (5th-level) 6 7 4 14 4 3
18 +6 Subclass Feature 6 7 4 14 4 3
19 +6 Ability Score Improvement 6 8 4 15 4 3
20 +6 Reset 6 8 4 15 4 3

Tech Armor Barrier


You've bolstered your armor with a powerful, defense- As an action or bonus action, you create a biotic barrier
oriented AI. As a bonus action or as a reaction to taking around you that reduces incoming damage and fuels certain
damage, activate your Tech Armor. biotic abilities. You gain barrier ticks equal to the Barrier
When activated, tech armor creates a new kinetic barrier Ticks column shown on your class progression table. You
with additional hit points equal to the sum of your sentinel total barrier ticks cannot exceed the amount listed in the
level and spellcasting modifier, multiplied by 2. When you Barrier Ticks column of your class progression table, and any
have tech armor hit points and take damage, the tech armor barrier ticks gained in excess of this number are lost.
hit points are lost first, and any leftover damage carries over Whenever you would take damage while barrier is active,
to your shields and/or normal hit points. Tech armor lasts 1 remove 1 barrier tick and reduce the damage by 1d8. Then,
minute or until it has 0 hit points remaining. apply any remaining damage it to other hit pools like tech
While tech armor is active, you can use your action to armor, shields, temporary hit points, or hit points.
overload it. Each creature within 4m must make a Barrier lasts 1 minute. It ends early if you are knocked
Constitution saving throw. On a failed save, a creature takes unconscious or have no barrier ticks remaining. You can also
force damage equal to the remaining hit points of your tech end barrier at any time as a free action. When Barrier ends,
armor, or half as much on a successful one. you lose any remaining barrier ticks.
You can use Tech Armor twice between long rests. Once you have used barrier the maximum number of times
for your Adept, Sentinel, or Vanguard level (whichever is
highest), you must finish a short rest before you can use it
again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at
6th, 5 at 12th, and 6 at 17th.

PART 1 | CLASSES
59
Protection
When a creature you can see attacks a target other than you
that is within 2m of you, you can use your reaction and
expend one barrier tick to impose disadvantage on the attack
roll. If the attack hits, the damage is reduced by your barrier
tick roll.
Sniper
If no hostile creature is within 10m of you, gain +2 to damage
rolls on attacks made with a sniper rifle.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. You can't
increase an ability score above 20 using this feature.
If you are using feats, instead of increasing your ability
score(s), you may gain a Feat.
Quick Cast
At 6th level, when you use your action to cast a spell, you may
make a weapon attack as a bonus action.
Fighting Style L5t Implant (3rd-level)
At 2nd level, choose a fighting style from the list below. At the 11th level, choose one spell and an advancement for
that spell of 3rd-level or less. You can cast this spell once as a
Assault 3rd-level spell without expending a spell slot. You must finish
When you make a Burst Fire attack, the DC of the saving a long rest before you can do so again.
throw is 17.
Brawler
L5t Implant (4th-level)
Add your proficiency bonus to your melee attack damage At the 13th level and again at 15th level, choose one spell and
rolls. an advancement for that spell of 4th-level or less. You can
cast this spell once as a 4th-level spell without expending a
Carnage spell slot. You must finish a long rest before you can do so
When you roll a 1 or 2 on a damage die for an attack you again.
make with a shotgun, you can reroll the die and must use the
new roll. L5t Implant (5th-level)
Close-Quarters Shooter
At the 17th level, choose one spell and an advancement for
When making a ranged attack while you are within 2m of a that spell of 5th-level or less. You can cast this spell once as a
hostile creature, you do not have disadvantage on the attack 5th-level spell without expending a spell slot. You must finish
roll. Your ranged attacks ignore half-cover against targets a long rest before you can do so again.
within 10m of you.
Reset
Defense At 20th level, you can draw power from the depths of
+1 AC exhaustion. If you spend one minute calming your mind or
recalibrating your armor you can regain all of your expended
Gunslinger spell slots or all spent uses of your tech armor. Once you use
When you take the Attack action and attack with a light this feature, you must finish a long rest before you can do so
ranged weapon that you’re holding in one hand, you can use a again.
bonus action to attack with a different light ranged weapon
that you’re holding in the other hand.
The Free Hand
When holding no more than one light, non-two-handed
weapon, you gain a +2 bonus to hit with ranged spell attacks

PART 1 | CLASSES
60
Tactics
Subclasses Choose from the following tactics.
Sentinels have three subclasses which reflect their Advance. Update your allies' HUDs and outline optimal
connection with their Tech Armor. Bastion sentinels forego routes to your tactical focus. If an ally spends all of its
upgrading their tech armor for leadership on the battlefield. movement moving towards your tactical focus, it doubles its
Juggernauts focus entirely on defense and can take an movement, ignores difficult terrain, and does not provoke
impressive amount of damage. Guardians prefer to boost attacks of opportunity.
their allies with unique subroutines and keep themselves safe Analysis. Focus all of your attention on the movements
with an omni-shield. and capabilities of a single enemy. When you choose this
tactic, you additionally choose a single hostile creature within
Bastion your tactical focus. Beginning when you set your tactical
focus and at the beginning of each of your subsequent turns,
Bastion sentinels are battlefield leaders. They can easily turn the DM tells you if the creature is your equal, superior, or
the tides by calling out orders, inspiring troops, and inferior in regard to one of the following characteristics of
synchronizing troop movements. your choice: One ability score (Strength, Dexterity,
Constitution, Intelligence, Charisma, or Wisdom), Armor
Tactical Focus Class, or Current hit points
At 3rd level, your tactical acumen and predictive VI Clear the area. Pick out weak spots on your targets that
algorithms allow you to provide direction to your allies that force them out of your tactical focus. If an ally hit s a creature
can tilt a battle in your favor. in your tactical focus with a weapon attack, the ally can move
As a bonus action, you can select an area within 30m on that creature 2m.
the ground that measures 6m on each side. This area is your Heads up. If an allied creature in your tactical focus must
tactical focus. It remains your tactical focus until you use this make a Dexterity saving throw it has advantage on that
ability again or you become . saving throw.
When you select an area as your tactical focus, you choose Pin down. When a hostile creature attempts to move out
one of your tactics to apply to that area. You gain three tactics of your tactical focus, two target creatures of your choice can
at 3rd level. You gain an additional tactic at 7th and 14th level. use a reaction to make an attack of opportunity on the target.
Each time you complete a long rest, you can swap one of your If both attacks are successful, the creature's movement
tactics for a different one. becomes 0, it falls prone and remains in your tactical focus.
Additionally, at 7th level the size of your tactical focus Recon. Your VI focuses on the movement of dust and
becomes 8m on each side. At 14th level the size becomes augments sound from your area of focus, reconstructing a
10m on each side. perfect image on your and your allies' HUD. Any creature
within your tactical focus loses any benefits from being
invisible, lightly obscured, or heavily obscured.
Master Tactician
At 3rd level, you can use the Help action as a bonus action.
Additionally, when you use the Help action to aid an ally in
attacking a creature, the target of that attack can be within
20m of you, rather than 2m of you, if the target can see or
hear you.
Ever Ready
By 7th level, you've learned to never let your guard down. You
have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of
combat and aren't incapacitated, you can act normally on
your first turn, but only if you activate your tactical focus,
selecting an area that encompasses your location, before
doing anything else on that turn.

PART 1 | CLASSES
61
Call the Shots Advanced Tech Armor
Starting at 10th level, you can use your action to focus all of Starting at 10th level, your tech armor benefits from the
your attention on your tactical focus, calling out threats, troop energy used to cast biotic and tech powers. Whenever you
movements, and enemy weaknesses. cast a spell of 1st-level or higher, your tech armor gains 10 hit
Until the start of your next turn: points. When you cast a cantrip, you tech armor gains 3 hit
points.
Whenever a friendly creature makes an attack roll or
saving throw, it rolls 1d6 and adds the result to its attack Unyielding Assault
roll or saving throw. Starting at 14th level, you have advantage on saving throws to
Whenever a hostile creature makes an attack roll or avoid becoming paralyzed, stunned, or frozen. While tech
saving throw, it rolls 1d6 and subtracts the result to its armor is active, you are immune to becoming paralyzed,
attack roll or saving throw. stunned, or frozen.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any Adaptive Tech Armor
expended uses when you finish a long rest. At 18th level, when your tech armor takes damage, it gains
resistance to that damage type. If more than one type of
Tactical Maneuvers damage happens simultaneously, tech armor gains resistance
At 14th level, you can provide leadership that allows your to both.
allies to move in perfect harmony.
In place of moving, you can instead allow up to three allies
within 30m move up to half their speed. The chosen allies
must be capable of taking actions in order to move in this
manner.
Synchronized Assault
Starting at 18th level, you gain the ability to unleash a
devastating combination of your allies' abilities. As a bonus
action, select up to five allies within 60m. They can use their
reactions to immediately take actions.
Once you use this ability, you cannot use it again until you
complete a long rest.
Juggernaut
Juggernauts are living tanks and nearly impossible to take
down. Their tech armor upgrades make sure they can take a
hit, or one hundred, without so much as a scratch.
Assault Armor
Starting at 3rd level, your Tech Armor is rigged for keeping
the action on you. When you activate tech armor, you project
a distracting holographic image (your choice) and each
hostile creature within 20m that can see you must make a
Wisdom saving throw (DC = 8 + proficiency bonus +
spellcasting modifier). On a failure, a creature is compelled to
attack you while your Tech Armor is active. A creature that is
compelled to attack you always targets you when it makes a
weapon or spell attack.
Each time a creature that is compelled to attack you takes
damage from a source other than you, it makes a new
Wisdom saving throw against the spell. If the saving throw
succeeds, the creature is no longer compelled to attack you
and is immune to Assault Armor for the next 24 hours.
Synthetic creatures have advantage on the Wisdom saving
throw.
Hardened Tech Armor
At 7th level, you're able to shrug off hits that would normally
devastate others. While your tech armor is active, you have
+1 AC and any critical hit against you becomes a normal hit.

PART 1 | CLASSES
62
As an attack action, you may make a melee attack roll. On
a hit, deal 1d12 bludgeoning damage. You may shove a hit
creature backward 2m.
Once you use this feature, you must finish a short or long
rest before you can use it again.
Tech Aura
In addition to the standard defensive VI, you've augmented
your Tech Armor to run different VI packages. At 7th level,
when you activate tech armor, you can choose to run a
different VI package instead. When you activate an alternate
package, you do not gain hit points, instead, you and any
friendly creature within 10m of you gain the effect of the
package for 1 hour. You may only have one tech armor active
at once.
At 14th level, if you have no remaining uses of Tech Armor,
you can expend a spell slot to activate it.
At 18th level, increase the distance of your Tech Aura
packages to 20m.
Defensive, This is the standard Tech Armor package. It
does not affect allies.
Anti-biotic. Resistance to force and necrotic damage.
Anti-tech. Resistance to fire and cold damage.
Grounded. Resistance to lightning damage.
Reactive. Add your spellcasting modifier to Strength or
Dexterity saving throws.
Speed. Increase speed by 6m. Can take the Disengage
action as a bonus action.
Regen. Regenerate shield points equal to your spellcasting
modifier on the start of each of your turns.
Inspiring Music. Advantage on saving throws against
becoming frightened or charmed.
Brute force. Creatures within your aura deal an additional
1d8 bludgeoning damage with melee attacks.
Negation Field. Creatures within your aura can't be
primed.
Sculpt Spells
Starting at 10th, you can create pockets of relative safety
within the effects of your spells. When you cast a spell that
Guardian affects other creatures that you can see, you can choose a
Guardians support and buff party members by utilizing number of them equal to 1+the spell's level. The chosen
different AI packages from their Tech Armor ability and creatures automatically succeed on their saving throws
protecting them with their Omni-Shield. They're also one of against the spell, and they take no damage if they would
the most skilled classes, gaining the Expertise feature twice. normally take half damage on a successful save.

Expertise Omni-Shield
At 3rd level, and again at 10th level, choose two of your skill Starting at 14th level, you can transform your omni-shield
proficiencies. Your proficiency bonus is doubled for any into a fire shield or cryo shield.
ability check you make that uses either of the chosen Fire Shield. Gain all the benefits of Omni-Shield. In
proficiencies. addition, a target hit by a Fire Shield attack takes 3d10 fire
damage. This damage detonates primed targets, but you are
Omni-Shield
immune to any detonating effects.
Starting at 3rd level, you've mastered the omni-shield. As a Cryo Shield. Gain all the benefits of Omni-Shield. In
bonus action, create a large kinetic shield out of your omni- addition, a target hit by a Cryo Shield attack takes 1d8 cold
tool that lasts one minute. You can end Omni-shield at any damage and must succeed on a DC 13 Strength saving throw
point as a free action. or become until the end its next turn.
While Omni-Shield is deployed you cannot use another
omni-* melee weapon. Instead, gain the following:
+1 AC.
If a creature within 2m of you is attacked, you may use
your reaction to impose disadvantage on that attack.
PART 1 | CLASSES
63
Combat Cantrips
At 1st level, you know one combat power of your choice from
the soldier spell list. You learn additional combat powers of
your choice at higher levels, as shown in the Combat Powers
column of the Soldier table.
Instead of learning a new combat power, you may instead
learn the advanced version of a combat power you already
know.
Fighting Style
At 1st level, choose a fighting style from the list below.
Assault
When you make a Burst Fire attack, the DC of the saving
throw is 17.
Brawler
Add your proficiency bonus to your melee attack damage
rolls.
Carnage
When you roll a 1 or 2 on a damage die for an attack you
Soldier make with a shotgun, you can reroll the die and must use the
new roll.
The Soldier is a tough warrior, able to deal with a range of
combat situations. The Soldier gets improved health and has Close-Quarters Shooter
the widest selection of weapons. No one is tougher or more When making a ranged attack while you are within 2m of a
effective at taking down enemies with gunfire. hostile creature, you do not have disadvantage on the attack
roll. Your ranged attacks ignore half-cover against targets
Class Features within 10m of you.
As a soldier, you gain the following class features Defense
+1 AC
Hit Points
Hit Dice: 1d10 per soldier level Gunslinger
Hit Points at 1st Level: 10 + your Constitution modifier When you take the Attack action and attack with a light
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution ranged weapon that you’re holding in one hand, you can use a
modifier per soldier level after 1st bonus action to attack with a different light ranged weapon
Proficiencies that you’re holding in the other hand.
Armor: Light armor, medium armor, heavy armor
Weapons: Assault Rifles, Heavy Pistols, Melee, Shotguns, The Free Hand
SMGs, Sniper Rifles When holding no more than one light, non-two-handed
Tools: None weapon, you gain a +2 bonus to hit with ranged spell attacks
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Protection
Intimidation, Medicine, Perception, Persuasion, Stealth, When a creature you can see attacks a target other than you
Survival, and Vehicle Handling that is within 2m of you, you can use your reaction and
expend one barrier tick to impose disadvantage on the attack
Equipment roll. If the attack hits, the damage is reduced by your barrier
You start with the following equipment, in addition to the tick roll.
equipment granted by your background:
Choose two from M-3 Predator, M-4 Shuriken, M-8 Sniper
Avenger, M-92 Mantis, and M-23 Katana If no hostile creature is within 10m of you, gain +2 to damage
Omni-Blade or Omni-Hammer rolls on attacks made with a sniper rifle.
Stock Light Armor, Stock Medium Armor, or Stock Heavy
Armor

PART 1 | CLASSES
64
Extra Attack
Soldier Beginning at 5th level, you can attack twice instead of once
whenever you take the Attack action on your turn. At 11th
Proficiency Combat level, you can attack three times instead of once. At 20th level,
Level Bonus Features Powers you can attack four times instead of once.
1 2 Fighting Style 1
2 2 Adrenaline Rush 1 Tactical Reload
3 2 Subclass Feature 1 By 7th level, you're so familiar with guns that reloading them
is nothing more than muscle memory. Once per turn, if the
4 2 Ability Score 2 heat of a weapon your holding becomes 0, you can use your
Improvement Reaction to take the Reload action for that weapon.
5 3 Extra Attack 2
6 3 Ability Score 2 Indomitable
Improvement At 9th level, you can reroll a saving throw that you fail. If you
7 3 Subclass Feature, 2 do so, you must use the new roll, and you can't use this
Tactical Reload feature again until you finish a Long Rest.
8 3 Ability Score 3 You can use this feature once between long rests. At 13th
Improvement level, you can use this feature twice between long rests. At
17th level, you can use this feature three times between long
9 4 Indomitable 3 rests.
10 4 Subclass Feature 3
11 4 Extra Attack 3 Subclasses
12 4 Ability Score 4 Soldiers have three subclasses which revolve around their
Improvement weapon specialty.
13 5 Indomitable 4
14 5 Ability Score 4 Havoc
Improvement GUNS!!! GRENADES!!! EXPLOSIONS!!!
15 5 Subclass Feature 5
16 5 Ability Score 5 Advanced Weapon Holsters
Improvement You've outfitted your armor with special rigs that make
carrying weapons a cinch.
17 6 Adrenaline Rush 5 At 3rd level, you have 2 additional weapon slots that are
18 6 Subclass Feature 6 capable of holstering two-handed weapons. If using the
19 6 Ability Score 6
Encumbrance (Variant) rule, your carry weight is doubled.
Improvement
Makeshift Grenades
20 6 Extra Attack 6 When you reach 3rd level, you can program your omni-tool to
transform omni-gel into grenades. Choose two grenades from
the grenade list. As an action, you can spend 1 omni-gel to
create and use a grenade of that type. The Mark of the
grenade you create is equal to your soldier level divided by 3
Adrenaline Rush (rounded down).
You can inject yourself with a shot of adrenaline, pushing You can spend 8 hours of programming to exchange a
yourself beyond your normal limits for a moment. At 2nd selected grenade with a different one.
level, you can take one additional action this turn on top of
your regular action and a possible bonus action. Advanced Combat Powers
Once you use this feature, you must finish a short or long Starting at 7th level, when you learn a new combat power, you
rest before you can use it again. automatically learn one of the advanced options for it. For
Starting at 17th level, you can use Adrenaline Rush twice each combat power you have already learned, pick an
per short rest but not more than once in a single turn. advanced option for it. If you have already learned an
advanced option, you may learn and advance a new combat
Ability Score Improvement power.
At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th Heavy Weapon Hack
level, you can increase one ability score of your choice by 2, or Starting at 10th level, when your heavy weapon runs out of
you can increase two ability scores of your choice by 1. You ammo, you can jerry-rig an additional charge for 2 omni-gel.
can't increase an ability score above 20 using this feature.
If you are using feats, instead of increasing your ability
score(s), you may gain a Feat.

PART 1 | CLASSES
65
Makeshift Grenades Weapon of Choice
At 15th level, you can have 4 grenades programmed into your You gain another superiority die (6 total) at 18th level and the
Omni-tool at once. die type becomes a d12.
In addition, you can create a grenade with this ability as a
bonus action and you can use a grenade as an attack action. Gladiator
Gladiators are pure-combatants, focused on winning at all
Paint by Number costs and being nearly impossible to take down.
At 18th level, you become a heavy weapon artist and a
targeting laser is your paintbrush. When using a Heavy Fighting Spirit
Weapon that requires a round of targeting, you may target Starting at 3rd level, your intensity in battle can shield you
and fire on the same turn. and help you strike true. As a bonus action on your turn, you
can give yourself advantage on weapon attack rolls until the
Weapon Master end of the current turn. When you do so, you also gain 5
Weapon masters train extensively in the art of a single temporary hit points. The number of temporary hit points
weapon, giving them powerful advantages when using a increases when you reach certain levels in this class,
weapon of that type. increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all
Weapon of Choice expended uses of it when you finish a long rest.
By 3rd level, you have undergone extensive training with a
single weapon type. Choose a weapon type which becomes Vengeance
your Weapon of Choice. When you are holding your Weapon Starting at 7th level, you can overcome grievous injuries.
of Choice you gain a set of abilities that are fueled by special When you would make a death saving throw, you can instead
dice called superiority dice. You may spend 1 month of spring back to your feet with a burst of adrenaline. You
intensive training to exchange your Weapon of Choice with immediately stand up (if you so choose), and you regain hit
another weapon type. points equal to half your hit point maximum. Then, you may
Superiority Dice: You have four superiority dice, which draw any weapon you are carrying, choose a target a creature
are d8s. A superiority die is expended when you use it. You within that weapon's normal range, and make 2 attacks with
regain all of your expended superiority dice when you finish a the weapon.
short or long rest. If the target creature is the same one that reduced you to 0
You can expend superiority dice to gain a number of or fewer hit points, you have advantage on both attack rolls.
different benefits: Once you use this feature, you can't use it again until you
finish a long rest.
When you make a weapon attack against a creature with
your Weapon of Choice, you can expend one superiority Tireless Spirit
die to add it to the attack roll. You can use this ability Starting at 10th level, when you roll initiative and have no
before or after making the attack roll, but before any of the uses of Fighting Spirit remaining, you regain one use.
effects of the attack are applied.
When you damage a creature with a weapon attack from Additional Fighting Style
your Weapon of Choice, you can expend one superiority At 10th level, you can choose a second option from the
die to add it to the damage roll. You can use this ability Fighting Style class feature.
after rolling damage. If the attack causes the target to
make a Constitution saving throw to maintain Rapid Strike
concentration, it has disadvantage on that save. Starting at 15th level, you learn to trade accuracy for swift
When you are hit by a melee attack, if you are currently strikes. If you have advantage on a weapon attack against a
holding your Weapon of Choice, you can expend one target on your turn, you can forgo that advantage to
superiority die as a reaction, adding the number rolled to immediately make an additional weapon attack against the
your AC. If the attack still hits, you take half damage from same target as a bonus action.
it.
Strength before Death
Strafe Starting at 18th level, your fighting spirit can delay the grasp
At 7th level, when you take the Dash or Disengage action, you of death. If you take damage that reduces you to 0 hit points
can make 1 weapon attack with your Weapon of Choice as a and doesn't kill you outright, you can use your reaction to
bonus action at any point during your movement. delay falling unconscious, and you can immediately take an
extra turn, interrupting the current turn. While you have 0 hit
Weapon of Choice points during that extra turn, taking damage causes death
You gain another superiority die (5 total) at 10th level and the saving throw failures as normal, and three death saving throw
die type becomes a d10. failures can still kill you. When the extra turn ends, you fall
unconscious if you still have 0 hit points.
Devastating Critical Once you use this feature, you can't use it again until you
Starting at the 15th level, when you score a critical hit with finish a long rest.
your Weapon of Choice, you gain a bonus to that weapon's
damage roll equal to your soldier level.

PART 1 | CLASSES
66
Vanguard
Vanguards are feared for their high-risk high-reward combat
style, closing quickly on enemies and destroying them at
close range with weapons and biotic abilities. They are
outfitted with L5n implants, enabling them to perform a
biotic charge that strikes the opponent with incredible force
while closing distance.

Class Features
As a vanguard, you gain the following class features
Hit Points
Hit Dice: 1d12 per vanguard level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution
modifier per vanguard level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Heavy Pistols, Melee and choose one from
Shotguns or SMGs
Tools: None Spells Known of 1st Level and
Saving Throws: Strength, Wisdom Higher
Skills: Choose three from Acrobatics, Athletics, Deception, Starting at 2nd level, you know two 1st-level spells of your
Insight, Intimidation, Performance, Persuasion, Sleight of choice from the vanguard spell list.
Hand, and Survival The Spells Known column of the Vanguard table shows
Equipment when you learn more vanguard spells of your choice. Each of
You start with the following equipment, in addition to the these spells must be of a level for which you have spell slots.
equipment granted by your background: For instance, when you reach 9th level in this class, you can
learn one new spell of 1st or 2nd level.
M-3 Predator, M-4 Shuriken, or M-23 Katana Additionally, when you learn a new spell, you may instead
Omni-Blade, Omni-Hammer, Monomolecular Blade, or choose one of the spells you know and learn an advanced
Riot Shield version of it. You select one of the advancement options listed
Stock Light Armor or Stock Medium Armor in the spell description. Whenever you cast the spell, you cast
the advanced version of it. You can only learn one
Spellcasting advancement for each spell.
Cantrips
At 1st level, you know four cantrips of your choice from the Spellcasting Ability
vanguard spell list. You learn additional vanguard cantrips of Vanguards are outfitted with the L5n biotic implant which
your choice at higher levels, as shown in the Cantrips column draws upon their inner strength of will and focus on their
of the Vanguard table. physical mnemonics. As a vanguard, you use your Wisdom
Instead of learning a new cantrip, you may instead learn whenever a spell refers to your spellcasting ability. In
the advanced version of a cantrip you already know. addition, you use your Wisdom modifier when setting the
saving throw DC for a biotic spell you cast and when making
Spell Slots an attack roll with one.
The Vanguard table shows how many spell slots you have to Spell save DC = 8 + your proficiency bonus + your
cast your spells of 1st level and higher. To cast one of these Wisdom modifier
vanguard spells, you must expend a slot of the spell’s level or Spell attack modifier = your proficiency bonus + your
higher. You regain all expended spell slots when you finish a Wisdom modifier
long rest.
For example, if you know the 1st-level spell lance and have Barrier
a 1st-level and a 2nd-level spell slot available, you can cast As an action or bonus action, you create a biotic barrier
lance using either slot. around you that reduces incoming damage and fuels certain
biotic abilities. You gain barrier ticks equal to the Barrier
Ticks column shown on your class progression table. You
total barrier ticks cannot exceed the amount listed in the
Barrier Ticks column of your class progression table, and any
barrier ticks gained in excess of this number are lost.

PART 1 | CLASSES
67
Vanguard
Level Proficiency Bonus Features Barrier Uses Barrier Ticks Cantrips Spells Known 1st 2nd 3rd
1 2 Barrier, Fighting Style 2 3 4 - - - -
2 2 Danger Sense, Zero-Sum 2 3 4 2 2 - -
3 2 Subclass Feature 3 3 4 3 3 - -
4 2 Ability Score Improvement 3 4 5 3 4 - -
5 3 Extra Attack 3 4 5 4 6 - -
6 3 Subclass Feature 4 4 5 4 6 - -
7 3 Tactical Barrier 4 5 5 5 7 - -
8 3 Ability Score Improvement 4 5 5 5 7 - -
9 4 Brutal Critical 4 5 5 6 7 2 -
10 4 Subclass Feature 4 6 6 6 7 2 -
11 4 Heavy Barrier 4 6 6 6 7 3 -
12 4 Ability Score Improvement 5 6 6 7 7 3 -
13 5 Brutal Critical 5 7 6 8 7 4 -
14 5 Subclass Feature 5 7 6 8 7 4 -
15 5 Retaliation 5 7 6 9 7 5 -
16 5 Ability Score Improvement 5 8 6 9 7 5 -
17 6 Brutal Critical 6 8 6 10 7 6 1
18 6 Subclass Feature 6 9 6 10 7 6 1
19 6 Ability Score Improvement 6 9 6 11 7 6 2
20 6 Primal Biotics 6 10 6 11 7 6 2

Whenever you would take damage while barrier is active, Carnage


remove 1 barrier tick and reduce the damage by 1d8. Then, When you roll a 1 or 2 on a damage die for an attack you
apply any remaining damage it to other hit pools like tech make with a shotgun, you can reroll the die and must use the
armor, shields, temporary hit points, or hit points. new roll.
Barrier lasts 1 minute. It ends early if you are knocked
unconscious or have no barrier ticks remaining. You can also Close-Quarters Shooter
end barrier at any time as a free action. When Barrier ends, When making a ranged attack while you are within 2m of a
you lose any remaining barrier ticks. hostile creature, you do not have disadvantage on the attack
Once you have used barrier the maximum number of times roll. Your ranged attacks ignore half-cover against targets
for your Adept, Sentinel, or Vanguard level (whichever is within 10m of you.
highest), you must finish a short rest before you can use it
again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at Defense
6th, 5 at 12th, and 6 at 17th. +1 AC
Fighting Style Gunslinger
At 1st level, choose a fighting style from the list below. When you take the Attack action and attack with a light
ranged weapon that you’re holding in one hand, you can use a
Assault bonus action to attack with a different light ranged weapon
When you make a Burst Fire attack, the DC of the saving that you’re holding in the other hand.
throw is 17.
The Free Hand
Brawler When holding no more than one light, non-two-handed
Add your proficiency bonus to your melee attack damage weapon, you gain a +2 bonus to hit with ranged spell attacks
rolls.

PART 1 | CLASSES
68
Protection Primal Biotics
When a creature you can see attacks a target other than you At 20th level, your Strength and Constitution scores increase
that is within 2m of you, you can use your reaction and by 4. Your maximum for those scores is now 24.
expend one barrier tick to impose disadvantage on the attack
roll. If the attack hits, the damage is reduced by your barrier
tick roll. Subclasses
Sniper Vanguards have three subclasses which represent their
If no hostile creature is within 10m of you, gain +2 to damage combat style.
rolls on attacks made with a sniper rifle.
Battle Master
Danger Sense Battle masters use their barrier to execute unique maneuvers
Starting at 2nd, you gain an uncanny sense of when things on the battlefield, controlling and harrying enemy forces.
nearby aren't as they should be, giving you an edge when you
dodge away from danger. You have advantage on Dexterity Biotic Maneuvers
saving throws against effects that you can see, such as traps At 3rd level, you learn three maneuvers that are fueled by
and spells. To gain this benefit, you can't be blinded, deafened, your barrier ticks. You can use only one maneuver per attack.
or incapacitated. At 10th level, learn 2 additional biotic maneuvers and another
2 at 14th level.
Zero-Sum Some of your maneuvers require your target to make a
saving throw to resist the maneuver effects. The saving throw
At 2nd level, when you make a melee attack, instead of rolling DC is 8 + your proficiency bonus + your spellcasting ability
a dice, you can flip a coin. On heads, it's a critical hit. On tails, modifier.
it's a critical miss. You can use this ability once per short rest. Disarming Attack. When you hit a creature with a melee
attack, you can expend one barrier tick to disarm the target,
Ability Score Improvement forcing it to drop one item of your choice that it’s holding. You
At 4th level, and again at 8th, 12th, 16th, and 19th level, you add the barrier tick die to the attack’s damage roll, and the
can increase one ability score of your choice by 2, or you can target must make a Strength saving throw. On a failed save, it
increase two ability scores of your choice by 1. You can't drops the object you choose. The object lands at its feet.
increase an ability score above 20 using this feature. Distracting Attack. When you hit a creature with a melee
If you are using feats, instead of increasing your ability attack, you can expend one barrier tick to distract the
score(s), you may gain a Feat. creature, giving your allies an opening. You add the barrier
tick to the attack’s damage roll. The next attack roll against
Extra Attack the target by an attacker other than you has advantage if the
attack is made before the start of your next turn.
Beginning at 5th level, you can attack twice instead of once Feinting Attack. You can expend one barrier tick and use a
whenever you take the Attack action on your turn. bonus action on your turn to feint, choosing one creature
within 2m of you as your target. You have advantage on your
Tactical Barrier next melee attack roll against that creature. If that attack hits,
At 7th level, whenever you take damage while barrier is add the barrier tick to the attack’s damage roll.
active, you choose how many barrier ticks to spend. You may Goading Attack. When you hit a creature with a melee
choose to spend 0 barrier ticks. attack, you can expend one barrier tick to attempt to goad the
target into attacking you. You add the barrier tick to the
attack’s damage roll, and the target must make a Wisdom
Brutal Critical saving throw. On a failed save, the target has disadvantage on
Beginning at 9th, you can roll one additional damage die all attack rolls against targets other than you until the end of
when determining the extra damage for a critical hit with a your next turn.
melee attack. At 13th level, you can roll two additional Lift Attack. When you hit a creature with a melee attack,
damage die. And at 17th level you can roll three additional you can expend one barrier tick to attempt to lift a Medium or
damage die. smaller size creature or object. You add the barrier tick to the
attack’s damage roll, the target must make a Dexterity saving
Heavy Barrier throw. On a failed save, the target is lifted.
Menacing Attack. When you hit a creature with a melee
At 11th level, when you expend a barrier tick to reduce attack, you can expend one barrier tick to attempt to frighten
damage, each barrier tick reduces the damage by 3d8. the target. You add the barrier tick to the attack’s damage roll,
and the target must make a Wisdom saving throw. On a failed
Retaliation save, it is frightened of you until the end of your next turn.
At 15th level, when you take damage from a creature that is
within 2m of you, you can use your reaction to make a melee
weapon attack against that creature.

PART 1 | CLASSES
69
Pushing Attack. When you hit a creature with a melee The distance of charge is now 20m. When you use your
attack, you can expend one barrier tick to attempt to drive the action to cast charge, you may use a bonus action to shove or
target back. You add the barrier tick to the attack's damage make one weapon attack against the target. You gain +5 to
roll, and if the target is Large or smaller, it must make a the attack’s damage roll or shove the target 6m. To shove a
Strength saving throw. On a failed save, you push the target target this way, it must be no more than one size larger than
up to 8m away from you. you.
Riposte. When a creature misses you with a melee attack,
you can use your reaction and expend one barrier tick to Stunning Strike
make a melee attack against the creature. If you hit, you add Starting at 6th level, you can focus your barrier into the
the barrier tick to the attack's damage roll. impact of your charge spell. When you hit a creature with
Sweeping Attack. When you hit a creature with a melee your charge cantrip, you can spend 1 barrier tick to attempt a
attack, you can expend one barrier tick to attempt to damage stunning strike. The target must succeed on a Constitution
another creature with the same attack. Choose another saving throw or be until the end of your next turn.
creature within 2m of the original target and within your
reach. If the original attack roll would hit the second Shotgun Savvy
creature, it takes force damage equal to the number you roll At 10th level, Brutal critical and Zero-sum can be applied to
on your barrier tick. shotgun weapon attacks.
Trip Attack. When you hit a creature with a melee attack,
you can expend one barrier tick to attempt to knock the Onslaught
target down. You add the barrier tick to the attack’s damage At 10th level, you've mastered your charge spell, maximizing
roll, and if the target is Large or smaller, it must make a its damage. The damage of charge becomes d10 + your
Strength saving throw. On a failed save, you knock the target spellcasting modifier.
prone.
A Touch of Force
Biotic Focus At 14th level, you gain the ability to augment your weapons
At 6th level, you can use a bonus action to focus your biotic with your barrier. As a bonus action, you can expend up to 3
energies into your muscles granting additional speed and barrier ticks to grant one weapon you're carrying a bonus to
strength. You gain the following benefits for 1 minute: damage rolls equal to the number of barrier ticks spent. The
Your speed is doubled. additional damage is force damage and can detonate primed
+4 to all melee weapon damage rolls. targets. This effect lasts 1 minute.
You have advantage on Strength and Dexterity saving Once you use this feature, you can't use it again until you
throws. finish a short or long rest.
Once you use this feature, you can't use it again until you Blitz
finish a long rest. Starting at 18th level, whenever a creature within 20m that
you can see makes a weapon attack or casts a spell, you can
Improved Barrier use your reaction to cast charge, targeting that creature.
At the 10th level, increase the die type of your barrier ticks to Resolve any effects caused by charge before the creature
d10. At 18th level, it increases to d12. takes its action. The creature may choose to make a different
action this turn.
Extra Attack
Beginning at 14th level, you can attack three times instead of Nemesis
once whenever you take the Attack action on your turn. Nemesis vanguards prefer distance and using biotic powers.
While they lack the raw power of an adept, they're more
Opportunist crafty and harder to take down.
At 18th level, you can exploit a creature's momentary
distraction when it is hit by an attack. Whenever a creature Biotic Recovery
within 2m of you is hit by an attack made by a creature other At 3rd level, you have learned to regain some of your biotic
than you, you can use your reaction to make a melee attack energy by meditating and calming your mind. Once per day
against that creature. when you finish a short rest, you can choose expended spell
slots to recover. The spell slots can have a combined level
Shock Trooper that is equal to or less than a third of your vanguard level
Shock troopers like to fight up close and personal, using (minimum 1), and none of the slots can be 3rd level or higher.
charge to dash around the battlefield and ripping enemies For example, if you’re a 10th-level vanguard, you can
apart with shotgun blasts. recover up to 4 levels worth of spell slots. You can recover
either two 2nd-level spell slots, one 2nd-level and two 1st-
Biotic Bull Rush level spell slots, or four first-level spell slots.
At 3rd level, you learn the charge cantrip. If you have already
learned it, you may learn a new cantrip instead.

PART 1 | CLASSES
70
Metabiotics
At 3rd level, you gain the ability to use the power stored in
your barrier to twist your spells to suit your needs. You gain
two of the following Metabiotic options of your choice. You
learn another one at 10th and 14th level.
Metabiotics can only be applied to spells of 1st level or
higher.
Careful Spell. When you cast a spell that forces other
creatures to make a saving throw, you can protect some of
those creatures from the spell's full force. To do so, you spend
1 barrier tick and choose a number of those creatures up to
your spellcasting ability modifier (minimum of one creature).
A chosen creature automatically succeeds on its saving throw
against the spell.
Distant Spell. When you cast a spell that has a range of
2m or greater, you can spend 1 barrier tick to double the
range of the spell. When you cast a spell that has a range of
touch, you can spend 1 barrier tick to make the range of the
spell 10m.
Empowered Spell. When you roll damage for a spell, you
can spend 1 barrier tick to reroll a number of the damage
dice up to your spellcasting ability modifier (minimum of
one). You must use the new rolls. You can use Empowered
Spell even if you have already used a different Metabiotic
option during the casting of the spell.
Heightened Spell. When you cast a spell that forces a
creature to make a saving throw to resist its effects, you can
spend 3 barrier ticks to give one target of the spell
disadvantage on its first saving throw made against the spell.
Quickened Spell. When you cast a spell that has a casting
time of 1 action, you can spend 2 barrier ticks to change the
casting time to 1 bonus action for this casting.
Twinned Spell. When you cast a spell that doesn't have a
range of self and is incapable of targeting more than one
creature at the spell's current level, you can spend a number
of barrier ticks equal to the spell's level to target a second
creature in range with the same spell.
Biotic Attacks
At 6th level, you choose one biotic cantrip you know and one
biotic spell of 1st level you know. You may cast either spell as
an attack.
By spending 8 hours training, you can exchange one or
both of the spells you chose for different spells of the same
levels.
Biotic Fury
Starting at 10th level, the effects of brutal critical and zero-
sum can be applied to your biotic spells that require a spell
attack roll.
Teleporting Dodge
At 14th level, as a reaction to an effect that causes you to
make a Dexterity saving throw, you can use 2 Barrier ticks to
automatically pass the saving throw.
Bombardment
Beginning at 18th level, the harmful energy of your biotics
intensifies. When you roll damage for a spell and roll the
highest number possible on any of the dice, choose one of
those dice, roll it again and add that roll to the damage. You
can use the feature only once per turn.

PART 1 | CLASSES
71
Chapter 4: Personality and Background

C
haracters are defined by much more than their Random Height and Weight
race and class. They’re individuals with their own Base Height Base Weight
stories, interests, connections, and capabilities Race Height Modifier Weight Modifier
beyond those that class and race define. This Agara 168 + 5d6 66 x (1d4 / 2)
chapter expounds on the details that distinguish
characters from one another, including the basics Asari 137 + 5d10 52 x (1d4 / 2)
of name and physical description, the rules of Batarian 157 + 5d10 52 x (1d4 / 2)
backgrounds and languages, and the finer points of
personality and alignment. Drell 140 + 5d10 41 x (1d4 / 4)
Elcor 208 + 5d8 907 x (1d20 / 2)

Character Details Geth 142 + 5d12 113 x (1d8 / 2)

Your character’s name and physical description might be the Hanar 147 + 5d12 34 x (1d6 / 2)
first things that the other players at the table learn about you. Human 142 + 5d10 50 x (1d4 / 2)
It’s worth thinking about how these characteristics reflect the
character you have in mind. Krogan 206 + 5d4 150 x (1d20 / 2)
Prothean 147 + 5d10 52 x (1d4 / 2)
Name Quarian 142 + 5d10 50 x (1d4 / 2)
Your character’s race description includes sample names for Salarian 178 + 5d8 32 x (1d4 / 2)
members of that race. Put some thought into your name even
if you’re just picking one from a list. Turian 185 + 5d4 52 x (1d10 / 2)
Volus 86 + 5d6 27 x 0.5
Sex Vorcha 145 + 5d10 51 x (1d4 / 2)
You can play a male or female character without gaining any
special benefits or hindrances. Think about how your Other Physical Characteristics
character does or does not conform to the broader culture’s You choose your character’s age and the color of his or her
expectations of sex, gender, and sexual behavior. hair, eyes, and skin. To add a touch of distinctiveness, you
You don’t need to be confined to binary notions of sex and might want to give your character an unusual or memorable
gender. For example, asari only have a single "gender", which physical characteristic, such as a scar, a limp, or a tattoo.
is generally seen by other races as female (they also utilize
female pronouns). But an asari considers herself as
androgynous or hermaphroditic. You could also play a male
character who presents himself as a female, a woman who
feels trapped in a male body, or a tough looking female
krogan who hates being mistaken for a male. Likewise, your
character’s sexual orientation is for you to decide.
Height and Weight
You can decide your character’s height and weight, using the
information provided in your race description. Think about
what your character’s ability scores might say about his or
her height and weight. A weak but agile character might be
thin. A strong and tough character might be tall or just heavy.
If you want to, you can roll randomly for your character’s
height and weight using the Random Height and Weight
table. The dice roll given in the Height Modifier column
determines the character’s extra height (in centimeters)
beyond the base height. That same number multiplied by the
dice roll or quantity given in the Weight Modifier column
determines the character’s extra weight (in kilograms)
beyond the base weight.

PART 1 | PERSONALITY AND


BACKGROUND
72
Alignment Personal Characteristics
A typical creature in the game world has an alignment, which Fleshing out your character’s personality — the array of
broadly describes its moral and personal attitudes. Alignment traits, mannerisms, habits, beliefs, and flaws that give a
is a combination of two factors: one identifies morality (good, person a unique identity — will help you bring him or her to
evil, or neutral), and the other describes attitudes toward life as you play the game. Four categories of characteristics
society and order (lawful, chaotic, or neutral). Thus, nine are presented here: personality traits, ideals, bonds, and
distinct alignments define the possible combinations. flaws. Beyond those categories, think about your character’s
These brief summaries of the nine alignments describe the favorite words or phrases, tics and habitual gestures, vices
typical behavior of a creature with that alignment. Individuals and pet peeves, and whatever else you can imagine.
might vary significantly from that typical behavior, and few Each background presented later in this section includes
people are perfectly and consistently faithful to the precepts suggested characteristics that you can use to spark your
of their alignment. imagination. You’re not bound to those options, but they’re a
Lawful good (LG) creatures can be counted on to do the good starting point.
right thing as expected by society. Asari justicars, quarians,
and some turians are lawful good. Personality Traits
Neutral good (NG) beings do the best they can to help Give your character two personality traits. Personality traits
others according to their needs. Many salarians and most are small, simple ways to help you set your character apart
protheans are neutral good. from every other character. Your personality traits should tell
Chaotic good (CG) creatures act as their conscience you something interesting and fun about your character. They
directs, with little regard for what others expect. Some should be self-descriptions that are specific about what
angara, asari, and a number of humans are chaotic good. makes your character stand out. “I’m smart” is not a good
Lawful neutral (LN) individuals act in accordance with trait, because it describes a lot of characters. “I’ve read every
law, tradition, or personal codes. Some geth, volus, and most book in on the Exonet” tells you something specific about
drell are lawful neutral. your character’s interests and disposition.
Neutral (N) is the alignment of those who prefer to steer Personality traits might describe the things your character
clear of moral questions and don’t take sides, doing what likes, his or her past accomplishments, things your character
seems best at the time. Volus, some batarians, and many dislikes or fears, your character’s self-attitude or mannerisms,
humans are neutral. or the influence of his or her ability scores.
Chaotic neutral (CN) creatures follow their whims, A useful place to start thinking about personality traits is to
holding their personal freedom above all else. Maiden asari, look at your highest and lowest ability scores and define one
some vorcha, and humans are chaotic neutral. trait related to each. Either one could be positive or negative:
Lawful evil (LE) creatures methodically take what they you might work hard to overcome a low score, for example,
want, within the limits of a code of tradition, loyalty, or order. or be cocky about your high score.
Most Krogan, volus, and batarians are lawful evil.
Neutral evil (NE) is the alignment of those who do Ideals
whatever they can get away with, without compassion or Describe one ideal that drives your character. Your ideals are
qualms. Heretic geth, Reapers, and vorcha are neutral evil. the things that you believe in most strongly, the fundamental
Chaotic evil (CE) creatures act with arbitrary violence, moral and ethical principles that compel you to act as you do.
spurred by their greed, hatred, or bloodlust. Some Krogan, Ideals encompass everything from your life goals to your core
batarians, and some Vorcha are chaotic evil. belief system.
Ideals might answer any of these questions: What are the
Languages principles that you will never betray? What would prompt you
Languages are not a part of Mass Effect 5e. Our to make sacrifices? What drives you to act and guides your
interpretation is that there is enough technology to translate goals and ambitions? What is the single most important thing
languages on the fly, making it seem that everyone is you strive for?
speaking the same common tongue. Even new discovered You can choose any ideals you like, but your character’s
races can have their languages mapped into a universal alignment is a good place to start defining them. Each
translator in a number of hours utilizing underlying linguistic background includes six suggested ideals. Five of them are
morphisms and lexical cues fed into a supercomputer. linked to aspects of alignment: law, chaos, good, evil, and
However, how you and your GM choose to handle ancient or neutrality. The last one has more to do with the particular
alien languages is up to your party. Your asari archaeologist background than with moral or ethical perspectives.
might be an expert in ancient alien glyphs or you might lay a Bonds
Krogan who is known for reciting poetry in an old dialect. Create one bond for your character. Bonds represent a
This type of flavor is encouraged, but this system does not character’s connections to people, places, and events in the
codify any specific languages. world. They tie you to things from your background. They
might inspire you to heights of heroism, or lead you to act
against your own best interests if they are threatened. They
can work very much like ideals, driving a character’s
motivations and goals.

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Bonds might answer any of these questions: Whom do you
care most about? To what place do you feel a special Variant: Paragon &
connection? What is your most treasured possession? Renegade
Your bonds might be tied to your class, your background,
your race, or some other aspect of your character’s history or With the Variant: Paragon & Renegade (P/R) rule, players
personality. You might also gain new bonds over the course of accrue points in either Paragon or Renegade which can add
your missions. bonuses to skill checks.
Flaws Earning Points
Finally, choose a flaw for your character. Your character’s flaw The primary way to each Paragon or Renegade points is by
represents some vice, compulsion, fear, or weakness — in taking actions or role-playing that personality. This mechanic
particular, anything that someone else could exploit to bring works similarly rewarding Inspiration (described above), but
you to ruin or cause you to act against your best interests. the reward can be 1-5 points based on the impact of the
More significant than negative personality traits, a flaw might choice and whether the choice aligns with Paragon or
answer any of these questions: What enrages you? What’s the Renegade. GMs can also reward points to the entire party
one person, concept, or event that you are terrified of? What based on a decision they make while playing the game. Did
are your vices? the party destroy the potentially life-threatening biological
weapon (Renegade) or send it to authorities for research in
Inspiration vaccinations (Paragon).
Inspiration is a rule the galaxy master can use to reward you Point maximum
for playing your character in a way that’s true to his or her
personality traits, ideal, bond, and flaw. You can gain points in Paragon and Renegade, but your total
combined points can never be more than 100. For Galaxy
Gaining Inspiration Masters, you want to award about 5 points of paragon or
renegade per player level. I.e., a level 20 character should
Your GM can choose to give you inspiration for a variety of have about 100 points if they added their P/R scores together.
reasons. Typically, GMs award it when you play out your
personality traits, give in to the drawbacks presented by a Using points
flaw or bond, and otherwise portray your character in a
compelling way. Your GM will tell you how you can earn Your Paragon and Renegade points can add a bonus to skill
inspiration in the game. checks. You gain a +1 bonus to your skill check for every 10
You either have inspiration or you don’t - you can’t stockpile Paragon or Renegade points you have. For example, if you
multiple “inspirations” for later use. had 14 Paragon points and 22 Renegade points, you would
add +1 to any paragon rolls and +2 to any renegade rolls.
Using Inspiration A Paragon or Renegade roll is any skill check in which your
GM allows your P/R bonus to augment the outcome of the
If you have inspiration, you can expend it when you make an roll. It's the player's responsibility to ask the Galaxy Master
attack roll, saving throw, or ability check. Spending your about adding the P/R bonus, but the Galaxy Master can
inspiration gives you advantage on that roll. proactively ask for a check with the P/R bonus added.
Additionally, if you have inspiration, you can reward When to or when not to apply P/R bonus to a roll is entirely
another player for good roleplaying, clever thinking, or simply up to the GM. However, the rule of thumb is that the action
doing something exciting in the game. When another player taken is more Paragon-like or more Renegade-like than what
character does something that really contributes to the story an average sentient being would do.
in a fun and interesting way, you can give up your inspiration
to give that character inspiration.

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Paragon vs Renegade Equipment
What constitutes Paragon and what constitutes Renegade is Each background provides a package of starting equipment.
a bit fuzzy. Paragon is neither Lawful nor Good, just as If you use the optional starting credits for your race from
Renegade is neither Evil nor Chaotic. However, both traits chapter 2 to spend credits on gear, you do not receive the
tend to fall closer to those respective spectra. starting equipment from your background.
Try to think of Paragon and Renegade flavors of a Suggested Characteristics
character's or party's choices. Paragon choices are open- A background contains suggested personal characteristics
ended, allowing for future possibilities, utilitarian (benefits based on your background. You can pick characteristics, roll
the most people), logical, and rely on the pen over the sword. dice to determine them randomly, or use the suggestions as
Renegade choices are decisive and final, emotional, gain inspiration for characteristics of your own creation.
immediate results, and often use a show of force.
Customizing a Background
Paragon examples You might want to tweak some of the features of a
Acrobatics. jump in front of a bullet to protect someone background so it better fits your character or the campaign
Athletics. Hold fast a door why your party escapes a threat setting. To customize a background, you can replace one
Intimidation. Threaten someone with justice feature with any other one, choose any two skills, and choose
Medicine. Stabilize an enemy because they might provide a total of two tool proficiencies from the sample
information backgrounds. You can either use the equipment package
Vehicle Handling.: Lead your chasers right to the authorities from your background or spend credits on gear as described
Renegade examples in chapter 2. (If you spend credits, you can’t also take the
Athletics. Hold fast a door so the threat burns inside equipment package suggested for your class.) Finally, choose
Deception. Convince the bounty hunters their target fled into two personality traits, one ideal, one bond, and one flaw. If
that cave (which happens to be booby-trapped) you can’t find a feature that matches your desired
Electronics. Broadcast the controversial research to the background, work with your GM to create one.
galaxy, let the politicians and scientists figure it out
Intimidation. Threaten someone with pain
Vehicle Handling. Lead your chasers right into a reinforced-
steel wall
Backgrounds
Every story has a beginning. Your character’s background
reveals where you came from, how you became an operative,
and your place in the galaxy. Your soldier might have been a
mercenary or a former Specter. Your adept could have been a
government experiment or a celebrated artisan. Your
infiltrator might be a political assassin or gathered intel for
the Shadow Broker.
Choosing a background provides you with important story
cues about your character’s identity. The most important
question to ask about your background is what changed?
Why did you stop doing whatever your background describes
and start adventuring? Where did you get the credits to
purchase your starting gear, or, if you come from a wealthy
background, why don’t you have more money? How did you
learn the skills of your class? What sets you apart from
ordinary people who share your background?
The sample backgrounds in this chapter provide both
concrete benefits (features, proficiencies, and languages) and
roleplaying suggestions.
Proficiencies
Each background gives a character proficiency in two skills.
Skills are described in chapter 7. In addition, most
backgrounds give a character proficiency with one or more
tools. Tools and tool proficiencies are detailed in chapter 5. If
a character would gain the same proficiency from two
different sources, he or she can choose a different proficiency
of the same kind (skill or tool) instead.

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Artisan Area of Expertise
Civilizations depend on an extensive bureaucracy to manage
Skill Proficiencies. Insight, Persuasion their affairs. Some bureaucrats are more specialized than
Tool Proficiencies. One artisan tool based on your trade (see others, but you likely worked in one of a few important fields.
table below) Choose the field that you worked in as a bureaucrat, or roll
Equipment. A set of artisan's tools based on your trade and on the table below.
1,500 credits Area of Expertise
d6
Feature: Renowned Among Peers 1 Finance/Trade/Taxation
As an established artisan of your craft, you can rely on certain
benefits. Fellow practitioners of your trade know of you and 2 Civil/Military Engineering
will provide you with lodging and food if necessary. When in 3 Civil/Criminal Law
larger cities, you can always find and are welcome in trade
shows and can usually find deep discounts for offering 4 Census and Archives
nothing but your wisdom to up-and-coming artisans of your 5 Diplomacy, Intergalactic Law
trade. As long as you remain in a city, you can easily find 6 Military Administration/Logistics
work, providing up to 500 credits a day.
Trade Suggested Characteristics
Each artisan has special skills in a trade. Choose the trade, Bureaucrats are practical, sometimes to a fault, and are often
or roll on the table below. viewed as boring and officious. They are generally intelligent
and tend toward order and lawfulness, though there are
d8 Trade Artisan Tool always exceptions.
1 Armorsmith Armorsmith's Workbench d8 Personality Trait
2 Brewer Brewer's Supplies 1 Hygiene is more important than most people
3 Chemist Chemist's Supplies realize. I hate getting dirty and don't like dirty
people.
4 Cook Cook's Utensils
2 I hoard information and have more books, journal
5 Mechanic Tinker's tools or subscriptions and star maps than is strictly
starship system (power core) necessary.
6 Painter Painter's Supplies 3 I often correct others' grammar or choice of
7 Tailor Tailor's tools words when they speak.

8 Weaponsmith Weaponsmith's Workbench 4 I don't speak very much, but I am always listening.
5 I can speak at length on certain topics and jump at
any chance to do so.
Suggested Characteristics
Use the Guild Artisan / Guild Merchant background's 6 It takes a lot of mental energy to be as organized
suggested characteristics in the D&D Player's Handbook, pg. as I am and I resent those who don't appreciate
132-133 that.
7 I am always eager to solve a puzzle and get bored
Bureaucrat if I'm not challenged intellectually.
based on homebrew background by fromshus 8 I keep a journal in which, among other things, I
record slights against me and my negative
Skill Proficiencies. History, and one of either Deception, thoughts about others.
Investigation, Insight, Perception or Persuasion.
Equipment. A collection of fine outfits for professional and d6 Ideal
formal settings and 5,000 credits 1 Order. The world is in harmony when things are
put to their proper use and in their proper place.
Feature: Political Connections (Lawful)
Your knowledge of how bureaucracies function lets you gain
access to the records and inner workings of almost any 2 Knowledge. Reliable information and education are
government you encounter (so long as the government is the keys to prosperity. (Good)
allied with your own). You know who the movers and shakers 3 Remembrance. The future is uncertain, but by
are, whom to go to for the favors you seek. keeping records of history we can avoid the
mistakes of the past. (Neutral)
Alternate Feature: Detail Oriented 4 Opportunism. There are always loopholes in any
You are precise, efficient and organized. By habit, you keep system, no matter how complex, and the
careful notes and are able to keep track of many different challenge is to find them. (Chaotic)
pieces of information, and you can recall details that others 5 Oppression. Laws are a tool and they must be
may have forgotten. In addition, you are a well of esoteric ruthlessly enforced to keep the herd in check.
information, gaining Advantage on Intelligence (History) (Evil)
checks directly related to your area of expertise. 6 Connections. Being connected is the best way to
get ahead in life. (Any)
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76
d6 Bond d8 Personality Trait
1 I am an envoy on a special mission for my 1 I judge people by their actions, not their words.
employer.
2 If someone is in trouble, I’m always ready to lend
2 I am in possession of a potentially damning secret help.
regarding the illegal activities of a powerful
person. 3 When I set my mind to something, I follow
through no matter what gets in my way.
3 I care more about finding the truth above all other
things. Transparency is my highest priority. 4 I have a strong sense of fair play and always try to
find the most equitable solution to arguments.
4 The law does not necessarily mean justice. I
oppose those who use the law to extract anything 5 I’m confident in my own abilities and do what I
but justice. can to instill confidence in others.
5 I seek to help those in need by teaching law, 6 Thinking is for other people. I prefer action.
literacy, and good management. 7 I misuse long words in an attempt to sound
6 I may not be from a well-known lineage of my smarter.
race, but with my knowledge of governance, I can 8 I get bored easily. When am I going to get on with
become a powerful leader. my destiny?

d6 Flaw d6 Ideal
1 I am a creature of habit and get very anxious when 1 Respect. People deserve to be treated with dignity
my routine is interrupted. and respect. (Good)
2 I am more disorganized than I like to admit and 2 Fairness. No one should get preferential treatment
often lose track of my things. before the law, and no one is above the law.
3 I have an obsessive habit that others find strange, (Lawful)
amusing or irritating. 3 Freedom. Tyrants must not be allowed to oppress
4 I tend to overthink everything and make situations the people. (Chaotic)
more complex than they need to be. 4 Might. If I become strong, I can take what I want
5 I dislike ambiguity and have trouble making — what I deserve. (Evil)
decisions if there are no clear rules to guide me. 5 Sincerity. There’s no good in pretending to be
6 I adhere to the letter of the law even if it is something I’m not. (Neutral)
illogical to do so. 6 Destiny. Nothing and no one can steer me away
from my higher calling. (Any)
Colonist
d6 Bond
Skill Proficiencies. Survival, plus your choice of one from
among Medicine, Science, and Vehicle Handling. 1 I have a family, but I have no idea where they are.
They left me on a colony and I don't know why.
Tool Proficiencies. Choose one from among an artisan tool, One day, I hope to find out.
medical kit, tinker's tools, vehicles (air), vehicles (land), or
vehicles (water) 2 I worked the land, I love the land, and I will protect
Equipment. A set of clothes, 500 credits, and choose one tool the land from abuse.
among an artisan tool, a medical kit, or tinker's tools. 3 A official once gave me a horrible beating, and I
will take my revenge on any bully I encounter.
Feature: Colony's Bond
While within your colony, you can find a place to hide, rest, or 4 My tools are symbols of my past life, and I carry
recuperate, unless you have shown yourself to be a danger to them so that I will never forget my roots.
them. They will shield you from the law or anyone else 5 I protect those who cannot protect themselves.
searching for you, though they will not risk their lives for you. 6 I wish my childhood sweetheart had come with
me to pursue my destiny.
Suggested Characteristics
A colonist is generally not far traveled and has lived most
their life on a single planet. However, colonies can vary in
size, governmental structure, and socioeconomic status.
Colonists see their humble origins as a virtue, not a
shortcoming, and their home communities remain very
important to them.

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d6 Flaw Specialty
1 There is a dictator who rules my colony and will There are many kinds of criminals and each has their own
stop at nothing to see me killed. special set of skills. Choose the role you played in your
2 I’m convinced of the significance of my destiny,
criminal life, or roll on the table below.
and blind to my shortcomings and the risk of d8 Specialty Skill Proficiencies
failure.
1 Assassin Acrobatics, Stealth
3 The people who knew me when I was young know
my shameful secret, so I can never go home again. 2 Blackmailer Deception, Intimidation
4 I have a weakness for the vices of the city, 3 Fence Deception, Persuasion
especially hard drink. 4 Gambler Deception, Sleight of Hand
5 Secretly, I believe that things would be better if I 5 Gang Member Intimidation, Stealth
ruled the galaxy.
6 Pickpocket Sleight of Hand, Stealth
6 I have trouble trusting in my allies.
7 Smuggler Sleight of Hand, Vehicle Handling
Crewman 8 Thief Perception, Stealth
Skill Proficiencies. Electronics and Engineering
Tool Proficiencies. Two starship systems of your choice. Suggested Characteristics
Equipment. A pressurized space suit, a set of common Criminals might seem like villains on the surface, and many
clothes, a gaming set, and 1000 credits. of them are villainous to the core. But some have an
abundance of endearing, if not redeeming, characteristics.
Feature: Transport's Passage There might be honor among thieves, but criminals rarely
When you need to, you can secure free passage on a starship show any respect for law or authority.
for yourself and your adventuring companions. You might
voyage on the ship you served on, or another ship you have d8 Personality Trait
good relations with (perhaps one captained by a former 1 I always have a plan for what to do when things go
crewmate). Because you're calling in a favor, you can't be wrong.
certain of a schedule or route that will meet your every need. 2 I am always calm, no matter what the situation. I
Your Galaxy Master will determine how long it takes to get never raise my voice or let my emotions control
where you need to go. In return for your free passage, you me.
and your companions are expected to assist the crew during 3 The first thing I do in a new place is note the
the voyage. locations of everything valuable - or where such
things could be hidden.
Suggested Characteristics
Use the Sailor background's suggested characteristics in the 4 I would rather make a new friend than a new
enemy.
D&D Player's Handbook, pg. 139.
5 I am incredibly slow to trust. Those who seem the
Criminal fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation.
Skill Proficiencies. See Specialty below. Never tell me the odds.
Tool Proficiencies. One type of gaming set, thieves' tools
Equipment. Thieves' tools, a gaming set, a set of common 7 The best way to get me to do something is to tell
clothes, and 1,500 credits. me I can’t do it.
8 I blow up at the slightest insult.
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your
liaison to a network of other criminals. d6 Ideal
1 Honor. I don’t steal from others in the trade.
(Lawful)
2 Freedom. Chains are meant to be broken, as are
those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help
people in need. (Good)
4 Greed. I will do whatever it takes to become
wealthy. (Evil)
5 People. I’m loyal to my friends, not to any ideals,
and everyone else can take a trip down the
galactic core for all I care. (Neutral)
6 Redemption. There’s a spark of good in everyone.
(Good)

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d6 Bond d8 Personality Trait
1 I’m trying to pay off an old debt I owe to a 1 I am sympathetic to anyone in pain.
generous benefactor.
2 I have a tendency to become focused on my work
2 My ill-gotten gains go to support my family. to the exclusion of everyone else.
3 Something important was taken from me, and I 3 I like to explain my theories of medicine to
aim to steal it back. anyone who will listen.
4 I will become the greatest thief that ever lived. 4 I have seen too much horror to be affected by
scenes of suffering.
5 I’m guilty of a terrible crime. I hope I can redeem
myself for it. 5 I am skeptical of homeopathic methods and
religion, and instead, I trust in the sciences.
6 Someone I loved died because of I mistake I
made. That will never happen again. 6 When someone is injured, I will drop all other
responsibilities to tend to them.
d6 Flaw 7 I am constantly taking note of potential signs and
1 When I see something valuable, I can’t think about symptoms in the people I meet.
anything but how to steal it. 8 I take every opportunity I can get to wash my
2 When faced with a choice between money and my hands.
friends, I usually choose the money.
d6 Ideal
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll
ignore it. 1 Empathy. All I care about is the benefits my skills
bring to others. (Good)
4 I have a “tell” that reveals when I’m lying.
2 Change. Those who seek to cure must be as
5 I turn tail and run when things look bad. adaptable as those who seek to harm. (Chaotic)
6 An innocent person is in prison for a crime that I 3 Respect. The sick and dying deserve to be treated
committed. I’m okay with that. with dignity. (Good)
4 Greed. Those in need of my services will pay
Doctor through the nose to get them. (Evil)
based on homebrew background by MFjones 5 Efficiency. I must not let my emotions cloud my
ability to do my job. (Lawful)
Skill Proficiencies. Medicine, Science
Tool Proficiencies. Medical kit 6 Preservation. Life must be preserved by any means.
Equipment. A medical kit, a set of scrubs that are resistant to (Any)
bodily fluids, 3,000 credits Bond
d6
Feature: House Calls 1 I'll always remember the place where I did my
Your talents make you highly sought after, particularly in residency.
regions or communities with little access to medicine. Those
who recognize you as a doctor may request your services, 2 Nothing is more important than my patients.
and may offer you a reward in return should you choose to 3 I am working on a cure for the disease that
provide services for them. You might be able to receive free or decimated my home.
discounted food and lodging or gain access to normally off- 4 Someone I loved died of a genetic illness. I spend
limits locations by leveraging your position as a doctor if your my life studying the prevention of genetic defects.
services are needed.
5 I am compiling my medical discoveries in a series
of private articles, which I won't release until my
Suggested Characteristics death.
Doctors are defined by their ability to give medical treatment
to the pained and wounded. All doctors are united by their 6 I was involved in an illegal experiment and am
desire to "fix what is broken", although some view this ability afraid of being discovered.
as a means to an end instead of a gift in and of itself.
d6 Flaw
1 I am haunted by the memories of every patient I
could not save.
2 I use hard drink to numb myself to stress.
3 I am disgusted by the body's potential for filth and
disease.
4 I have a terminal disease and am careless with my
life.
5 I have a propensity to see my patients as
opportunities instead of people.
6 I am hesitant to injure others, even in self-defense.
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79
Entertainer Alternate Feature: Unrequited Love
At some point in your service, a patron became obsessed
Skill Proficiencies. Acrobatics, Performance with you, expressing his undying love and vowing to protect
Tool Proficiencies. Disguise kit, one type of musical you at all costs. Whenever you are in need, you can request
instrument this patron's aid. As long as you feign reciprocal feelings they
Equipment. A musical instrument (one of your choice), the will fulfill your request to the best of their abilities, even to
favor of an admirer (love letter, lock of hair, or trinket), a the point of sacrificing their life for you.
costume, and 2,000 credits
Feature: By Popular Demand Suggested Characteristics
You can always find a place to perform, from the slums of When creating an Escort, think about how they feel about
Omega to the grand theatres of the Citadel. You receive free their situation. Do they enjoy their work? Do they hate it? Is
lodging and food of a modest or comfortable standard there a reason they're doing it? This can be useful in deciding
(depending on the quality of the establishment), as long as how your Courtesan will act.
you perform each night. In addition, your performance makes d8 Personality Trait
you something of a local figure. When strangers recognize
you in a city district or colony where you have performed, they 1 I am highly flamboyant; I like to exaggerate my
typically take a liking to you. movements and mannerisms.
2 My speech is like a switch; I speak either very
Specialty warmly or very coldly to anyone.
A good entertainer is versatile, spicing up every performance 3 I am unafraid to get up-close and "personal" with
with a variety of different routines. Choose one to three most people or in most situations.
routines or roll on the table below to define your expertise as 4 I keep silent about any shortcomings I may be
an entertainer. experiencing. I can't stand being pitied.
d8 Specialty 5 I am extremely flirtatious, even with friends.
1 Comedian 6 I prefer to leave things finished, rather than let
2 Dancer bygones be bygones.
3 Mentalist 7 I love being the center of attention and dislike
those who take that from me.
4 Musician
8 I am quite hesitant to name my profession when
5 Poet asked about it.
6 Pyrotechnics
d6 Ideal
7 Singer
1 Survival. Everyone uses everyone else to get what
8 Storyteller they want, why should I act any different? (Evil.)
2 Empathy. I use my position to help others in need
Suggested Characteristics when I can. (Good.)
Use the Entertainer background's suggested characteristics 3 Lust. I love the work I do, despite what any
in the D&D Player's Handbook, pg. 130-131 naysayers may call me. (Any.)
Escort 4 Reciprocity. I only care about the compensation
for my services rendered. (Neutral.)
based on homebrew background by Nostalgichipster 5 Etiquette. I know how to act in high society and
Skill Proficiencies. Insight, Performance never step out of line (Lawful.)
Tool Proficiencies. Disguise kit, one type of musical 6 Pride. My body and soul are my own, I decide what
instrument I do with it, no one else. (Chaotic.)
Equipment. A musical instrument, a set of fine clothes, and
5,000 credits d6 Bond

Feature: Seducer's Wiles 1 I own or belong to an establishment to which I


Your experiences with a variety of races have taught you how would protect with my life.
to use your tempting looks and inviting attitude to bring 2 I want to free myself and my fellow escorts from
anyone of either gender in your embrace. You can call upon a this lifestyle.
humanoid that can see and hear you and gain its attention 3 There is someone I'm waiting for so we can run
without it suspecting something (other than what you offer). away together.
4 I know a secret about one of my clients that could
cost me my life if revealed.
5 A client beat me severely leaving a horrible scar. I
am biding my time, waiting to exact my revenge.
6 I have a child, and I would do anything for them.

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80
d6 Flaw d6 Ideal
1 I am highly skeptical when someone offers me 1 Desire. You only live once! (Chaotic)
something without asking for anything in return.
2 Kindness. The Golden Rule is the only way to
2 Despite my own ability to read people, I myself am prevent more horrors like my past. (Good)
very easily read by others.
3 Power. I was designed to destroy, so that's what I'll
3 I always do the bare minimum. do. (Evil)
4 I think sex solves everything. 4 Neutrality. I have no predispositions or mental
stereotypes. Everyone is equal in my eyes until
5 I am unreasonably attracted to a race that is not proven otherwise. (Neutral)
my own and find myself flustered when around
beings of that race. 5 Order. My past was caused by those who bent the
rules in their favor. I will never fight the law.
6 I love presents or gifts, and cannot refuse one, (Lawful)
even if I know doing so is a bad idea.
6 Purpose. I want to find a greater cause for my life.
(Any)
Experiment
Skill Proficiencies. Science and Survival. d6 Bond
Tool Proficiencies. Tinker's Tools and your choice of 1 I have a friend who did not escape the
Medical Kit, Disguise Kit, or Chemist's Supplies. experimental program. I need to find out what
Equipment. A set of common clothes, a trinket from your happened to them.
program of origin, Tinker's Tools, and 300 credits. 2 One of the scientists in my program gave me a
Feature: What Doesn't Kill You toy that I never go anywhere without.
You were the subject of experimentation in your youth, with 3 I will destroy every person who had any
the goal of stripping away the old you and turning you into a involvement with my program.
weapon. The program could have been funded by your race's 4 After I escaped my program, someone adopted
government, a shadow organization, or a single mad scientist me and showed me how to survive in the world. I
who kidnapped you. It could have had the goal of turning you would lay down my life for them.
into the ultimate soldier, perhaps an unrivaled biotic, or even 5 I barely remember my time as an experiment. I'm
a genius tech engineer. desperately trying to find more information about
Regardless of the program's nature or success, you it.
survived your difficult trials and came out tougher for it.
You've been pushed to the edge of death before, so it doesn't 6 I secretly believe that I was a success and want to
recreate the program that created me.
scare you. Once per long rest, you can choose to make a
death saving throw with advantage due to your strong drive to
survive. d6 Flaw
1 I have a phobia of large crowds.
Suggested Characteristics 2 I overreact when people insult me or don't listen
Experiments are all maladjusted to society, but not all to me.
experiments are unable to adapt. Most experiments prefer to
be loners and come off as aloof or emotionless. Over time, 3 I am constantly worried about what might happen.
with a close-knit group, some experiments tend to open up 4 I hate all types of authority and actively seek to
and show a softer side. subvert it.

d8 Personality Trait 5 I have an addiction to a drug and can't cope


without it.
1 I only have one friend I care about, the one who
talks to me in my head. 6 I constantly brag about how powerful I am.
2 I intentionally try to shock people with my
behavior.
3 I rarely talk, but I'm always watching and listening.
4 I secretly hate being alone, but I'll never tell
anyone.
5 I don't expect to live long, so I live life to the
fullest.
6 Someone is watching me. I swear, I can sense
these things.
7 I treat every child as if they were my own.
8 I'll try anything once.

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81
d6 Ideal
Faction Agent
1 Tradition. The laws and ideals of my faction must
Skill Proficiencies. Choose two among Deception, be upheld at all costs. (Lawful)
Investigation, Persuasion, or Stealth. 2 Charity. I always try to help those in need, no
Tool Proficiencies. Disguise kit and your choice of thieves' matter what the personal cost. (Good)
tools, hacking tools, or one starship system.
Equipment. A disguise kit, a set thieves' tools or hacking 3 Change. We must help bring about change in the
tools, a badge or emblem of your faction, a set of bio- galaxy through subversion and closed-door
politics. (Chaotic)
encryption keys, and 1,000 credits
4 Aspiration. I hope to one day rise to the top of my
Feature: Safe Haven faction's hierarchy. (Any)
As a faction agent, you have access to a secret network of
supporters and other agents who can provide assistance. You 5 Power. My faction is a means to gain as much
power as possible. I will it to get what I want. (Evil)
know a set of secret signs, encrypted communication
channels, and passwords you can use to identify such agents, 6 Balance. My faction brings balance to the galaxy.
who can provide you with access to a hidden safe house, free (Neutral)
room and board, or assistance in finding information. These
agents never risk their lives for you or risk revealing their true d6 Bond
identities. 1 I would die to protect other members of my
faction.
Faction 2 I will someday get revenge on the corrupt faction
As a faction agent, you're part of a larger faction, which could leader that exiled me.
be criminal, military, religious, political, etc. You can work
with your GM to create a faction or you can use an existing 3 I owe my life to a faction leader.
one from the Mass Effect Universe. Some faction examples 4 Everything I do is for the betterment of the galaxy.
are the Shadow Broker Network, Blue Suns, Special Tasks 5 I discovered a fatal flaw or secret about my faction
Group, Cerberus, Eclipse, and the Blood Pack. Agents are and they are trying to silence me.
more than hired mercenaries and are supportive of their
faction's efforts. 6 My one true love is still a member of an opposing
faction.
Suggested Characteristics
Faction Agents are shaped by their experience in the line of d6 Flaw
duty. The beliefs, laws, and practices of their faction can 1 I judge others harshly, and myself even more
affect their mannerisms and ideals. Their flaws might be severely.
some hidden hypocrisy that counteracts the tenets of their 2 I put too much trust in those who wield power
faction. For example, a Shadow Broker Agent that secretly within my faction.
wants transparency of information. Or they might have an
ideal or bond that is taken to an extreme, such as a Cerberus 3 I'm too quick to trust those who support my
faction's ideals.
agent that hates all non-human races and kills them
whenever possible. 4 I am inflexible in my thinking.
d8 Personality Trait 5 I am suspicious of strangers and expect the worst
of them.
1 I idolize a particular leader of my faction and
constantly refer to that person’s deeds and 6 Once I pick a goal, I become obsessed with it to
example. the detriment of everything else in my life.
2 I can find common ground between the fiercest
enemies, empathizing with them and always
working toward peace.
3 I see opportunities in every social interaction.
People are puppets and I am the puppeteer.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) historical figures in almost
every situation.
6 I am tolerant (or intolerant) of other factions.
7 I’ve enjoyed fine food, drink, and high society
among my factions’ elite. Rough living grates on
me.
8 When I enter a room, I immediately begin looking
for the biggest threat.

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82
d6 Ideal
Pilot
1 Change. People come and go, life goes on. Better
Skill Proficiencies. Perception, Vehicle Handling to enjoy the ride than try to stop it. (Chaotic)
Tool Proficiencies. Choose two from among starship system 2 Greater Good. I have the ability to improve the
(helm), starship system (navigation), vehicles (air), vehicles lives of those around me by transporting them to
(land), vehicles (space), or vehicles (water) better places or bringing them necessities. (Good)
Equipment. A uniform, a collection of maps, 2,500 credits
3 Community. You meet a lot of interesting people
Feature: Ace when you travel, best to keep those connections.
You're an artist in the pilot seat, giving you the following Never know when you'll need a favor. (Any)
benefits based on your selected proficiencies: 4 Honesty. The best way to survive is to be open,
Proficiency Benefit
honest, and abide by the rule of wherever you end
up for the night. (Lawful)
Starship You're far traveled an have insight into
systems customs and dangers of all planets connected 5 Greed. I'll get you where you want to go, but it's
(helm) to a major trade route. going to cost you... (Evil)

Starship Your ship's range is increased by 1 6 Renown. When I die I want children to think of me
system as the greatest pilot alive. (Neutral)
(navigation)
d6 Bond
Vehicles You have advantage when making checks to
(air) fly through stormy weather 1 My transport or ship is like my child.
Vehicles You have advantage when making checks to 2 I used to own a transport of ship that someone
(land) drive over difficult terrain stole (or I lost due to debt). I will do anything to
get it back.
vehicles You have advantage when making checks and
(space) saving throws to avoid enemy fire 3 My life goal is to visit every planet in the galaxy
and write a book about my travels.
Vehicles The time it takes to get from one location to
(water) another is reduced by 20% 4 I'm wanted for a crime (that I did or didn't
commit). I have to keep on the move to avoid
being prosecuted.
Suggested Characteristics
The scale of a pilot's travels could be limited to a single 5 My freedom is my most precious possession. I
planet, system, or across the entire galaxy. But all pilots are would give up my life before being shackled.
most comfortable on the move and never stay in one place 6 The person who taught me my skills as a pilot is
very long, always seeking a new adventure or experience. most important to me.
d8 Personality Trait Flaw
d6
1 In my experience, its best do something first and 1 I will challenge anyone to a race.
ask for forgiveness later.
2 I try to talk my way out of every situation, even
2 When it comes to my preferred vehicle, there is when talking might make things worse.
no one better than myself and piloting it.
3 I'll try anything once.
3 Actions speak louder than words. I don't waste my
time in boasting or insulting others. 4 If you ever touch my steering wheel, I will beat
you senseless.
4 I will always give my opinion, even if others don't
ask for it. 5 Running away is an option I use often.
5 I see genuine quality is seemingly defunct 6 I have a weakness for beautiful things.
transports and ships.
6 Once you've crossed me, you'll never gain my
trust again.
7 Though I'm a great pilot, I still get extremely
nervous when I'm piloting vehicles.
8 Safety first! I always triple check my systems
before setting out.

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83
d6 Ideal
Scholar
1 Knowledge. The path to power and self-
Skill Proficiencies. Medicine, Science improvement is through knowledge. (Neutral)
Tool Proficiencies. See Specialty below. 2 Beauty. What is beautiful points us beyond itself
Equipment. A VI that assists in looking up, recalling, storing toward what is true. (Good)
information. It is intelligent enough to have conversations
with, providing a sounding board for your ideas and 3 Logic. Emotions must not cloud our logical
hypotheses. Additionally, you have 2,000 credits. thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite
Feature: Researcher possibility inherent in all existence. (Chaotic)
When you attempt to learn or recall information, if you do not
know it immediately, you often know where and from whom 5 Power. Knowledge is the path to power and
you can obtain it. Usually, this information comes from the domination. (Evil)
exonet or other learned person or creature, Your GM might 6 Self-Improvement. The goal of a life of study is the
rule that the knowledge you seek is secreted away in an betterment of oneself. (Any)
almost inaccessible place, or that it simply cannot be found.
d6 Bond
Specialty 1 It is my duty to protect my students.
To determine the nature of your scholarly training, roll a d8
or choose from the options in the table below. You gain a tool 2 I have an ancient text or artifact that holds terrible
proficiency based on your choice. secrets about the galaxy and must not fall into the
wrong hands.
d8 Field of Study Tool Proficiency 3 I work to preserve a library, university, or
1 Chemistry Chemist's supplies or brewer's specialized school.
supplies 4 My life’s work is a series of articles related to a
2 Astronomy Starship system (navigation) specific field.
3 Engineering Tinker's tools 5 I’ve been searching my whole life for the answer
to a certain question.
4 Physics Starship system (drive)
6 I owe a powerful person a great debt for a piece of
5 Computer Starship system (EWS) knowledge they provided.
Science
6 Biology Medical kit d6 Flaw

7 Philosophy choose either one musical instrument 1 I am easily distracted by the promise of
or one gaming set information.
8 General choose either brewer's supplies, 2 Most people scream and run when they see a
Studies hacking tools, or starship system thresher maw. I stop and take notes on its
(SSC) anatomy.
3 Unlocking an ancient mystery is worth the price of
Suggested Characteristics a civilization.
Scholars are defined by their extensive studies, and their 4 I overlook obvious solutions in favor of
characteristics reflect this life of study. complicated ones.
d8 Personality Trait 5 I speak without really thinking through my words,
invariably insulting others.
1 I use polysyllabic words that convey the
impression of great erudition. 6 I can’t keep a secret to save my life, or anyone
else’s.
2 I’ve read every book about every scientific study
— or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart
as I am, and I patiently explain anything and
everything to others.
4 There’s nothing I like more than a good mystery.
5 I’m willing to listen to every side of an argument
before I make my own judgment.
6 I … speak … slowly … when talking … to idiots, …
which … almost … everyone … is … compared …
to me.
7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to
steal my secrets.

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84
d6 Bond
Scrapper
1 My mentor left me a file with concepts, ideas, and
Skill Proficiencies. Engineering, Survival techniques. Losing it would devastate me.
Tool Proficiencies. Tinker's tools and your choice of either 2 I have a unique creation that I treasure more than
starship system (drive), starship system (SSC), or starship my life.
system (weapons)
Equipment. Tinker's tools, a set of common clothes, 2 omni- 3 A dear friend died because of a failed experiment.
gel, a backpack of mechanical trinkets and scraps that can I will honor them.
also carry up to 10 omni-gel, and 500 credits. 4 I want to learn more about a particular type of
technology that fascinates me.
Feature: Another Alien's Trash...
You see value in mechanical junk, broken machines, and 5 Someone stole and profited from my invention. I
antiquated equipment. Sometimes you can repair an item to want to see them brought to justice.
working conditions and sell it to a collector for a profit. You 6 I don't want my life to be discarded like a piece of
have exonet connections and knowledge of what collectors junk.
want what objects. You also have encyclopedic knowledge
about what gear, weapons, and devices contain valuable or d6 Flaw
rare materials and you know how to salvage those materials 1 I constantly chide people for throwing things away
from the containing items. and describe the numerous ways they could have
reused the item.
Suggested Characteristics 2 I like to dismantle and reconstruct things that are
Scrappers are hoarders, inventors, crafters, and tinkerers. To in perfect working order (sometimes they break...)
them, everything has value and can be reused or repurposed.
3 I talk to myself, and I don’t make friends easily.
d8 Personality Trait
4 I hate to shower and give off quite a funky smell.
1 I prefer the company of VI and AI to organic
beings. 5 I don't really understand the concept of "personal
space."
2 I can't pass up the chance to root through
someone's trash and look for "valuables". 6 It takes me hours to decide what I should take
with me whenever I go out.
3 I often anthropomorphize machines and
inanimate objects.
SysOp
4 I'm constantly creating random objects out of
junk. Skill Proficiencies. Electronics, Investigation
5 I'm fairly naive about subjects other than
Tool Proficiencies. Hacking tools and starship system
electronics and engineering. (EWS)
Equipment. Hacking tools, a bio-authentication encryption
6 I'm a perfectionist and often destroy my creations key for your omni-tool, a set of common clothes, and 1,000
if they're not perfect. credits.
7 Organic beings are nothing more than more
complex machines. I am constantly observing Feature: Data Recovery
them. When data storage devices are wiped clean or damaged
beyond repair, you can always retrieve some amount of data
8 Nothing is ever good enough. I can always give
that gadget a bit more power.
from the device.
Suggested Characteristics
d6 Ideal
A system operator (Sysop) is a catch-all term for people who
1 Invention. I create for the sake of creation, not for monitor, maintain, and upgrade the plethora of vital systems
money or fame. (Any) that support civilized life. From entertainment to traffic to
2 Greed. You can break something that works waste management, sysops either Virtual Intelligence
perfectly and get paid to fix it. (Evil) software (VIs) or manually maintain code. Long hours of
3 Perfection. There is a correct way to do everything.
staring at code and constant need to keep systems up-to-date,
(Lawful) running, and protected from security breaches typically make
paranoid or uneasy individuals who romanticize seemingly
4 Aspiration. I want to create something that
changes the galaxy. (Neutral)
mundane events, tasks, and social situations.
5 Protection. I must do everything possible to save
perfectly good things from being discarded.
(Good)
6 Indifferent. Everything breaks and everyone dies.
There isn't much point in trying to save things.
(Chaotic)

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BACKGROUND
85
d8 Personality Trait d6 Flaw
1 I'm always fantasizing about someone that I feel I 1 I can be easily swayed with flattery and a pretty
have no chance with. face.
2 I constantly make jokes to hide my social 2 I’m always trying to hack into secure systems,
awkwardness. which often lands me in jail.
3 I always enjoy a good puzzle. 3 I'm certain no one could ever hack a system I've
hardened.
4 I am always reminding people that our systems are
one computer worm away from bringing down the 4 I watch a LOT of (inclusive, ethically produced)
entire galactic civilization. porn.
5 I am always over-exaggerating. 5 I get very jealous of anyone who is better than me.
6 I have very little patience and hate to repeat 6 Hmm...what? Oh sorry, I got lost in thought.
myself. Where are we?
7 I believe VIs are living creatures and should have
rights. Urchin
8 Before I meet someone for the first time, I spend Skill Proficiencies. Sleight of Hand, Stealth
countless hours finding our everything I can about
them on the Exonet.
Tool Proficiencies. Disguise kit, thieves' tools
Equipment. A small shiv, an electronic map of your city, a pet
d6 Ideal
vermin, a set of poor clothes, and 100 credits
1 Aspiration. I’m determined to make something of Feature: City Secrets
myself. (Any) You know the secret patterns and flow to cities and can find
passages through the urban sprawl that others would miss.
2 Power. Society is one large system that needs to
be fixed. (Evil)
When you are not in combat, you (and companions you lead)
can travel between any two locations in the city twice as fast
3 Structure. Progress is made by following rules and as your speed would normally allow.
regulations. (Lawful)
4 Friendship. Money and possessions aren't as Suggested Characteristics
important and someone who has your back. Use the Urchin background's suggested characteristics in the
(Good) D&D Player's Handbook, pg. 141
5 Logic. Emotions are imperfect, every problem can
be solved by using math and logic. (Neutral)
6 Freedom. I am a free spirit — no one tells me
what to do. (Chaotic)

d6 Bond
1 I want to create a true AI.
2 I have a collection of valuable pop-culture artifacts
that are worth a fortune.
3 I want to make my family proud.
4 I stole secrets from a local government or
organization. They're coming after me.
5 My laziness caused the death of innocent people. I
will never make that mistake again.
6 I want full transparency from every government
entity and organization.

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86
d6 Ideal
Veteran
1 Greater Good. Our lot is to lay down our lives in
Skill Proficiencies. Athletics, Perception defense of others. (Good)
Tool Proficiencies. One gaming set and one starship system 2 Responsibility. I do what I must and obey just
Equipment. An insignia of rank, a trophy taken from a fallen authority. (Lawful)
enemy, a gaming set, a set of common clothes, a military
uniform, and 1000 credits 3 Independence. When people follow orders blindly,
they embrace a kind of tyranny. (Chaotic)
Feature: Military Rank 4 Might. In life as in war, the stronger force wins.
You have a military rank from your career as a soldier. (Evil)
Soldiers loyal to your former military organization still
recognize your authority and influence, and they defer to you 5 Live and Let Live. Ideals aren’t worth killing over or
if they are of a lower rank. You can invoke your rank to exert going to war for. (Neutral)
influence over other soldiers and requisition simple 6 Nation. My city, nation, or race are all that matter.
equipment for temporary use. You can also usually gain (Any)
access to friendly military encampments and fortresses
where your rank is recognized. d6 Bond
1 I would still lay down my life for the people I
Specialty served with.
During your time as a soldier, you had a specific role to play
in your unit or army. Roll a d8 or choose from the options in 2 Someone saved my life on the battlefield. To this
day, I will never leave a friend behind.
the table below to determine your role:
3 My honor is my life.
d8 Role
4 I’ll never forget the crushing defeat my company
1 Infantry suffered or the enemies who dealt it.
2 Medic 5 Those who fight beside me are those worth dying
3 Officer for.
4 Pilot 6 I fight for those who cannot fight for themselves.
5 Quartermaster d6 Flaw
6 Scout 1 The monstrous enemy we faced in battle still
7 Spy leaves me quivering with fear.
8 Communications 2 I have little respect for anyone who is not a proven
warrior.
Suggested Characteristics 3 I made a terrible mistake in battle that cost many
The horrors of war combined with the rigid discipline of lives — and I would do anything to keep that
mistake secret.
military service leave their mark on all soldiers, shaping their
ideals, creating strong bonds, and often leaving them scarred 4 My hatred of my enemies is blind and
and vulnerable to fear, shame, and hatred. unreasoning.

Personality Trait
5 I obey the law, even if the law causes misery.
d8
1 I’m always polite and respectful. 6 I’d rather eat my armor than admit when I’m
wrong.
2 I’m haunted by memories of war. I can’t get the
images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make
new ones.
4 I’m full of inspiring and cautionary tales from my
military experience relevant to almost every
combat situation.
5 I can stare down a reaper without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution
is the best path to success.

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87
Chapter 5: Equipment

T
he marketplace of a large city teems with
buyers and sellers of many sorts: armories and
weaponsmiths, tailors and jewelers, armor and
weapon mod shots, not to mention bars, Currency
brothels, and other seedy locations. In the Credits are the only type of currency in Mass Effect.
largest cities on the more civilized planets (and The guideline conversion rate from D&D 5th
especially in the Citadel), almost anything Edition to Mass Effect 5e is:
imaginable is offered for sale, from exotic spices and 1 gp = ~100 credits
luxurious clothing to multimedia and civilian transports. For
an operative, the availability of armor, weapons, themal clips,
grenades, and similar goods is of paramount importance,
since proper equipment can mean the difference between life
and death during a covert mission or the untamed wilds. This
chapter details the mundane and technologically advanced Selling Items
merchandise that operatives commonly find useful in the face Opportunities abound to find tech, gadgets, equipment,
of galactic threats. weapons, armor, and more throughout the galaxy. Normally,
you can sell your bounty when you return to a civilized planet
Starting Equipment or spaceport, provided that you can find buyers,
entrepreneurs, and fencers interested in your loot.
When you create your character, you receive equipment Arms, Armor, and Other Equipment. As a general rule,
based on a combination of your class and background. undamaged weapons, armor, and other equipment fetch half
Alternatively, you can start with a number of credits based on their cost when sold in a market. Weapons and armor used
your race and spend them on items from the lists in this by mercenaries are rarely in good enough condition to sell.
section and appendicies. See chapter 2 for more information Instead, you may opt to break these items down into omni-gel.
on using racial starting credits. Gems, Jewelry, Art Objects, and Artifacts. These items
You decide how your character came by this starting retain their full value in the marketplace, and you can either
equipment. It might have been an inheritance or goods that trade them in for credits or use them as currency for other
the character purchased during his or her upbringing. You transactions. For exceptionally valuable treasures, the GM
might have been equipped with a weapon, armor, and a might require you to find a buyer in a large city or larger
backpack as part of military service. You might even have community first.
stolen your gear. A weapon could be a family heirloom, Trade Goods and Other. On the borderlands, many
passed down from generation to generation until your people conduct transactions through barter. Like gems and
character finally took up the mantle and followed in an art objects, trade goods - bars of raw metal, chemicals,
ancestor’s adventurous footsteps. livestock, omni-gel, and so on - retain their full value in the
Starting Wealth by Race
market and can be used as currency.
Races Credits Discounts
Asari, krogan (10d4 x 1,000) + 10,000 Longtime Mass Effect players will certainly want to reference
Human, quarian, turian (8d6 x 1,000) + 10,000
Shepard's ability to secure discounts from local shops. One
option is to have players make Intimidation or Persuasion
Elcor, volus (10d6 x 1,000) + 10,000 checks (with or without Paragon/Renegade scores). However,
Angara, batarian, drell, hanar (6d8 x 1,000) + 10,000 for added variety and randomness, you can use the following
set of rules.
Geth, prothean (2d10 x 1,000) + 10,000 First, assign a DC to your shopkeeper. The DC could be
Salarian, vorcha (4d12 x 1,000) + 10,000 equal for Intimidation and Persuasion, or it could be different
for each.
Next, have you player make an Intimidation or Persuasion
Wealth check. If using Paragon/Renegade rule, they can add their
Wealth appears in many forms in a Mass Effect 5e galaxy. Renegade modifier to Intimidation checks or Paragon
Credits, precious metals, trade goods, art objects, animals, modifier for Persuasion checks. The result of this check adds
and property can reflect your character’s financial well-being. a modifier to the final d100 roll (see next step).
Members of the lower classes trade in goods, bartering for If the player... Their modifier is...
what they need and paying taxes in all aspects of life.
Members of the upper-class trade either in legal rights, rolls a critical failure -50
such as the rights to a mining facility, an asteroid point, or fails the check -20
land on an eezo rich planet or in equipment and tech,
measuring tech by profitability rather than the credits. Only succeeds on the check +20
shopkeepers, operatives, and those offering professional rolls a critical success +50
services for hire commonly deal in credits.
PART 1 | EQUIPMENT
88
Discount Resolution
Finally, the GM or player rolls a d100 adding the modifier from the previous step. Consult the following table for the resolution.
d100 Result
<= 10 The shopkeeper is furious that you would attempt to cheat them out of their wares. They will not do business
with you or your party.
11-30 The shopkeeper sees through your ruse. If you're going to play it that way, you'll have to pay 10% more.
31-50 The shopkeeper is unmoved. They aren't going to give you a discount, but they're not shutting their doors
either.
51-70 The shopkeeper has seen these ploys before, but you gave him a good chuckle, for that, you get a 10%
discount.
71-90 Better to work with you than against you, the shopkeeper offers you a 20% discount.
>= 91 Either completely enthralled with your proposal, or scared out of their wits, the shopkeeper offers you a one-
item discount of 50% off, and a lifetime discount of 20% off.

For simplicity's sake, you cannot mix armor within


Armor placements. I.e., you cannot have a heavy piece of on your
To survive in the galaxy, your character needs to wear armor. right arm and a light piece of armor on your left.
Not only does armor abate damage from extremely powerful,
futuristic weapons but armor also supplies shield points,
also called shields (outlined below). Luckily, almost all
garments in the mass effect world provide some form of Variant: Encumbrance
protection. Diaphanous night-gowns can even provide a If you are using the Variant: Encumbrance rules,
use the Armor Piece Weights table to determine
modicum of protection. Thus, in Mass Effect 5e, almost all the total weight of the armor you're wearing.
operatives are wearing armor and are afforded shield points,
unless the player or GM explicitly states your character is not Placement/Type Light Medium Heavy
wearing armor. Chest 3kg 6kg 10kg
Armor Proficiency. Just like 5th edition, anyone can put
on armor. However, only those proficient in the armor type Arms 1kg 2kg 3kg
know how to wear it effectively. Your class gives you Legs 1kg 2kg 3kg
proficiency with certain types of armor (light, medium, or
heavy). If you are wearing 2 or more pieces of armor that you Head. All headware weights 2kg
lack proficiency with, you have disadvantage on any ability
check, saving throw, or Attack roll that involves Strength or
Dexterity. If you are wearing 4 pieces of armor you lack
proficiency with, you cannot cast spells.
Armor Class (AC). Armor protects its wearer from attacks.
The armor you wear determines your base Armor Class.
Shield Points. All armor chest pieces provide some
amount of shield points. See Shields in chapter 9 for more
information.
Mix & Match
Unlike D&D 5th edition, armor in Mass Effect 5e can be
mixed between armor placements on the body. There are 4
armor placements: Head, Chest, Arms, and Legs.
Your base AC is 10 and each piece of armor provides an AC
bonus depending on its type and placement as listed in the
Armor / AC bonuses table. Additionally, there are bonuses
and limitations for the combination of armor types you are
wearing, explained in the Armor Bonuses and Limitations
table.
Heavier Armor. Heavier armor interferes with the
wearer’s ability to move quickly, stealthily, and freely. If the
Armor Bonuses and Limitations table shows “Str 12” or “Str
16” in the Strength column for an armor type, the armor
reduces the wearer’s speed by 4m unless the wearer has a
Strength score equal to or higher than the listed score.

PART 1 | EQUIPMENT
89
Armor / AC
Placement/Type Light Medium Heavy
Chest +1 +2 +3
Arms +0 +1 +2
Legs +0 +1 +2

Head. Unless otherwise listed, headware provides no bonus to AC.


Armor Bonuses and Limitations
If you are wearing... Dexterity Bonus to AC Strength Stealth
3+ pieces of Heavy armor - Str 16 Disadvantage
2 pieces of Heavy armor - Str 15 Disadvantage
1 piece of Heavy armor - Str 13 Disadvantage
3+ pieces of Medium armor Max +2 Str 13 Disadvantage
2 pieces of Medium armor Max +2 Str 12 -
1 piece of Medium armor Max +2 - -
Light or no armor + Dex modifier - -

Body Armor is considered three pieces (arms, chest, and legs)

Armor Sets You only receive the benefit once per set and the benefit ends
immediately if you fall below the threshold. For example, if a
Most armor you buy in the galaxy has been mass-produced, set provides:
these are called armor sets. A set is not required to be
multiple pieces of armor. For example, the Capacitor Helmet Medium Armor
is a single piece of head armor. The unique aspect of armor Set Bonus (2 of 4): +1 AC
sets is that they have benefits and attributes that are pre- Set Bonus (4 of 4): +1 AC
installed due to their mass-production. Thus, you cannot If you are wearing the head and chest pieces, you gain +0
customize armor sets with armor mods and you cannot AC from the helmet and +2 AC from the chest piece (as
salvage a beneficial aspect from an armor set. calculated using the Armor / AC table). In addition you gain
Armor sets have an armor type (light, medium, or heavy) +1 AC from wearing 2 pieces of the set.
which you use for calculating your character's AC. Note, you do not gain +1 AC for the head and +1 AC for the
A full list of armor sets can be found in Appendix A. chest. As soon as you remove either the helmet or the chest
Body Armor piece, you loose the +1 AC bonus.
Body Armor is a special type of armor piece that consists of 3
pieces of armor: Chest, Arms, and Legs. Body armor is Environmental Protection
completely integrated (all or none), therefore, you cannot All armor provides basic environmental protection from the
swap out pieces from other sets. I.e., if you're wearing the vacuum of space or hazardous atmospheres. Armor supplies
Duelist body armor, you cannot replace the legs from it with enough air and heat to the wearer for 8 hours of activity or 16
the Lockdown Greaves. This rule is, of course, flexible, as hours if the operative remains motionless. Your GM may
GMs might allow this type of tinkering in exchange for time, require that your character wear a helmet to gain this benefit,
credits, and/or skill checks. or they may use the bubble rule and claim that all armor
suits can cast an energy "bubble" around your characters
Set Bonuses head to keep air in and the environment out.
Set bonuses are additional benefits you receive from wearing
multiple pieces from the same set, signifying the armors
component pieces working together for a unified integration.
Armor with the same base name is part of a set, e.g.
Colossus [item].

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Getting Into and Out of Armor
The time it takes to don or doff armor depends on the
armor's category. Example Armor Creation
Don. This is the time it takes to put on armor. You benefit Imogen wants to create a fancy chest piece for her
from the armor's AC only if you take the full time to don the character Tiiva. She wants to add another mod slot
suit of armor. for a maximum of 3 armor mods. Tiiva spends 4
Doff. This is the time it takes to take off armor. If you have long rests (8 hours in each rest) and 20 omni-gel
help, reduce this time by half. to create a medium piece of chest armor.
Alternatively, she could have spent 30,000
Donning and Doffing Armor credits to purchase the armor piece.
Category Don Doff Next Imogen spends 30,000 credits on the
ablative coating mod. She also looted an
Light Armor 1 minute 1 minute asymmetric defense layer mod from a previous
Medium Armor 5 minutes 1 minute mission. She spends 2 more long rests applying
those mods, giving her chest armor resistance to
Heavy Armor 10 minutes 5 minutes piercing damage and +2 AC. She leaves her third
slot empty for the time being, hoping to loot
Customizing Armor another mod and fit it in later.
For characters that want to create unique armor, they can
craft or purchase upgradable armor pieces. To craft armor,
your character needs to be proficient with Armorsmith's or
Tailor's tools. Then they must spend the necessary amount of
time and omni-gel as listed in the Customizable Armor Costs
table. Note that it takes much less time and resources to craft
these basic armor pieces than it does to craft armor sets due
to the simplicity of the armor your character is creating.
Characters may instead purchase customizable armor for
the cost listed in the Customizable Armor Costs table.
Once you have crafted or purchased your armor piece, it is
time to add benefits to the armor using armor mods. Each
piece of customizable armor has a set number of mod slots
and you can add additional slots (up to the maximum) for
more time and omni-gel (if crafting) or credits (if purchasing).
You must select a mod with a matching armor piece, i.e.
chest, head, legs, or arms.
A full list of Armor Mods can be found in Appendix B.
Rewarding Custom Armor
Your GM might reward you with a custom piece of armor that
you've looted or found during a mission. When you are
rewarded with a custom piece of armor, make sure you write
down how many total mod slots the piece has and what
armor mods are currently installed.

Custom Armor Costs


Mod Slots
Placement/Type Light Medium Heavy (max) Crafting Cost
Chest 8,000 10,000 12,000 2 (3) 24 hours & 10 omni-gel
Arms 2,000 3,000 4,000 0 (2) 8 hours & 2 omni-gel
Legs 2,000 3,000 4,000 0 (2) 8 hours & 2 omni-gel
Head 5,000 1 (3) 16 hours & 5 omni-gel

Additional Mod Slots. 20,000 credits or 8 hours and 10 omni-gel

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Weapons Weapon Properties
Your class grants proficiency in certain weapons, reflecting Many weapons have special properties related to their use, as
both the class's focus and the tools you are most likely to use. shown in Appendix C.
Whether you favor an assault rifle or a sword, your weapon Arc. Deals lightning damage. On a hit, deals half of the
and your ability to wield it effectively can mean the difference damage dealt to 1 additional creature within 2m of the hit
between life and death while on a mission. target. If there is more than one creature within 2m of the
Appendix C has the full list of available weapons, their initial target, choose the second target randomly.
price and weight, the damage they deal when they hit, and Burst Fire. Can make a normal single-target attack, or it can
any special properties they possess. Every weapon is spray a 4m-cube area within normal range with shots. Each
classified as either melee or ranged. A melee weapon is used creature in the area must succeed on a DC 15 Dexterity
to attack a target within 2 meters of you, whereas a ranged saving throw or take the weapon's normal damage. This
weapon is used to attack a target at a distance. action uses 3 heat.
Double Tap. When you make a ranged attack with this
weapon, you can use your bonus action to make a second
Melee and Heat
ranged attack. You do not add your ability modifier to the
damage of the bonus attack, unless that modifier is
In Mass Effect 5e, melee weapons are considered negative. The second attack may be on the same or a
to be one weapon type, and ranged weapons are
divided by their gun type.
different target.
Melee. while there are fewer options for melee
Finesse. When making an attack with a finesse weapon, you
weapons and the damage is somewhat less, all use your choice of your Strength or Dexterity modifier for
melee weapons and melee attacks by-pass shield the attack and damage rolls. You must use the same
points. This is explained further in the Shields modifier for both rolls.
section of chapter 9. Heavy. Requires a minimum Strength score of 15. Creatures
Heat. Almost all ranged weapons have heat with a Strength score lower than 15 have disadvantage on
which is the number of times a weapon can be attack rolls with heavy weapons as its size and bulk is to
fired before it must be reloaded. If the weapon has cumbersome to use effectively.
a heat of 1 and you fire it, you must reload the Hip Fire. When making a ranged attack on a target creature
weapon with a fresh thermal clip before firing it within 2m, you do not have disadvantage on the attack roll.
again. Reloading takes an action. Light. A light weapon is small and easy to handle, making it
ideal for use when fighting with two weapons.
Range. A weapon that can be used to make a ranged attack
has a range in parentheses. The range lists two numbers.
The first is the weapon's normal range in meters, and the
Weapon Proficiency second indicates the weapon's long range. When attacking
a target beyond normal range, you have disadvantage on
You must be proficient with a weapon type to add your the attack roll. You can't attack a target beyond the
proficiency modifier to the attack roll. There are 7 distinct weapon's long range.
weapon types and all weapons fall into one of the following Reach. This weapon adds 2 meters to your reach when you
types. attack with it, as well as when determining your reach for
opportunity attacks with it.
Assault Rifles. The most common weapons of the military. Recoil. A weapon with the Recoil property generates a lot of
These are generally medium-range weapons that deal kickback when fired. You use your choice of your Strength
average damage with a high heat capacity. or Dexterity modifier for the attack and damage rolls. You
Heavy Pistols. The most common gun type in the Mass must use the same modifier for both rolls.
Effect universe. Simple but effective. Silent. Makes no noise when used to make an attack roll.
Sub-machine Guns (SMGs). Single-handed, rapid fire Special. A weapon with the special property generally has
weapons that have a short range. unusual rules governing its use explained in the weapon
Shotguns. Close-range, high-damage blasts. notes. Additionally, special weapons cannot be improved by
Sniper Rifles. Precision instruments meant for long range or weapon mods.
stealthy combat. Two-handed. This weapon requires two hands when you
Melee. Used in close-quarters combat. Damage resulting attack with it. Takes up 2 weapon slots.
from melee weapon attacks by-pass shields. Thrown. If a weapon has the thrown property, you can throw
Heavy Weapons. Specialty weapons that deal massive the weapon to make a ranged attack. If the weapon is a
amounts of damage. Heavy Weapons do not have a melee weapon, you use the same ability modifier for that
proficiency requirement. attack roll and damage roll that you would use for a melee
attack with the weapon.
Versatile. This weapon can be used with one or two hands. A
damage value in parentheses appears with the property--
the damage when the weapon is used with two hands to
make a melee attack.

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Improvised Weapons Removing Mods
Sometimes characters don't have their weapons and have to In general, mods cannot be removed. Those proficient with
attack with whatever is at hand. An improvised weapon Armorsmith's, Tailor's, or Weaponsmith's tools may attempt
includes any object you can wield in one or two hands, such to salvage mods at the risk of destroying the weapon or piece
as broken glass, a table leg, a frying pan, a crowbar, or the of armor and all other installed mods. Equipment shops
arm of a geth. around the galaxy typically won't offer this service for fear of
Often, an improvised weapon is similar to an actual a lawsuit.
weapon and can be treated as such. For example, a table leg
is akin to a club (melee weapon). At the GM's option, a
character proficient with a weapon can use a similar object Armor Mods
as if it were that weapon and use his or her proficiency Installing armor mods requires you to craft or purchase a
bonus. piece of customizable armor. See the Custom Armor section
An object that bears no resemblance to a weapon deals above. Each piece of customizable armor has a set number of
1d4 damage (the GM assigns a damage type appropriate to mod slots. You must select a mod with a matching armor
the object). If a character uses a ranged weapon to make a piece, i.e. chest, head, legs, or arms.
melee attack or throws a melee weapon that does not have A full list of armor mods can be found in appendix B.
the thrown property, it also deals 1d4 damage. An improvised
thrown weapon has a normal range of 6 meters and a long Weapon Mods
range of 18 meters. Light improvised thrown weapons have
ranges of 10m and 30m, and heavy improvised ranged Weapons are only allowed one mod per slot. For example, the
weapons have ranges of 4m and 12m. M-8 Avenger cannot have the Ultralight Materials and the
Precision Scope, because both of those mods utilize the Body
Heavy Weapons slot.
Heavy Weapons use Charges to track the number of times Some mods are limited by weapon type. For example, the
they can be fired. If you run out of Charges your weapon is Stunner mod is only available for placement on Heavy Pistols
nothing more than a hunk of metal. and SMGs.
Targeting. Most heavy weapons require the Targeting Finally, you cannot add weapon mods to any weapon with
condition to use. Targeting means painting the battlefield or the special property.
keeping a lock on one or more creatures for a single round of Ranged weapon mod slots. Magazine, Body, Ammo, and
combat. More information about targeting can be found in Barrel.
appendix G. Melee weapon mod slots. Grip, and Strike.
Carrying, Holstering, and Drawing A full list of weapon mods can be found in appendix D.
Weapons
You have 4 weapon slots unless a feature or armor mod
allows you to have more. Two-handed weapons take up 2
slots.
If using the Variant: Encumbrance rule, you can carry as
many weapons as your carry capacity will allow.
You can holster one weapon you're wielding or draw one
weapon you're carrying as a free action. This is true for all
weapon types. However, to holster one weapon then draw a
second weapon would require an action. But the GM might
allow a Sleight of Hand check to see if you can holster and
draw at the cost of your bonus action.

Mods
Armor and weapon mods allow you to upgrade your
equipment, providing powerful bonuses. All mods have their
own costs. Operatives who are proficient with Tinker's tools
can craft mods but most can be purchased from your local
equipment shop. Once you've acquired your mod, you can
install it yourself (if you're proficient with Armorsmith's,
Tailor's, or Weaponsmith's tools) or you can have an
equipment shop install it for you.

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Heavy Weapon Charges
Mission Critical Gear Heavy weapons require charges to be used. A charge is a
This section describes items that have special rules or generic term that can refer to a missile, energy source, or raw
require further explanation. material.
Thermal Clips Resupplying: ~5,000 credits. If you've got your hands on a
Thermal Clips weren't in use until about 2184. Depending on heavy weapon, you're either a military specialist or damn
when you set your campaign, this presents a discrepancy in lucky you survived the battle. It's not easy resupplying your
the timeline. Your GM may choose to overlook this fact and charges. You'll need to have some serious military or black
continue with the thermal clip rules, or use the Variant: market connections. If military, you might get special
Venting rule. permission to keep the weapon and granted a steady
stream of charges (once per long rest). That's between you
Use. When you reload your weapon, you expend a thermal and your Galaxy Master. Otherwise, you'll have to pay a
clip. pretty penny on the black-market to recharge your Heavy
Capacity: 10. All armor comes standard with 10 thermal clip Weapon (5,000-7,000 credits for a complete resupply of
slots. Some armor and mods allow you to increase this charges). In most cases, it's easier to scavenge or steal
amount. ammo. Or simply leave the damn thing where you found it.
Resupplying: ~100 credits. Thermal clips are easily looted Grenades & Mines
from almost every enemy wielding a weapon. However, you
can also resupply all of your thermal clips at a gun shop or Grenades and mines provide various types of explosive
military depot for about 100 credits. However, because mechanics to use in the heat of combat.
thermal clips are so easily attainable, GMs might find it Use. Using a grenade is the same as using an item, requiring
more manageable to simply not keep track of thermal clips one Action.
and assume players will always have a steady supply Capacity: 2. All armor comes standard with 2 grenade slots.
available to them. Some armor and mods allow you to increase this amount.
Resupplying: ~500 credits per grenade. Grenades are a
military resource, so, depending on your campaign setting
they might be an uncommon or rare item. If your character
History of Thermal Clips is part of a military outfit, you can resupply every time you
It was discovered that, in an age of kinetic barriers, return to base (or to your ship). Otherwise, finding
most firefights were won by the side who could grenades may be a bit more difficult, requiring you to
put the most rounds downrange the fastest. As barter, steal, or loot them. A recommended cost is 500-
such, detachable heat sinks, known as thermal
clips, were adopted first by the geth, and shortly
1000 credits per grenade or mine.
thereafter by organic arms manufacturers. Appendix E has a full list of available grenades.
Ammunition may never be a concern with modern
arms, but the availability of thermal clips is; Higher Marks
weapons without thermal clips have nowhere to Grenades and Mines can range in power from Mark I to Mark
disperse their heat and are incapable of firing. X. Each grenade description describes the effect of higher
Luckily, thermal clips litter modern battlefields and marks. It is recommended that each higher mark costs at
can be obtained from fallen enemies or found
around the environment.
least 1.5 times more credits than the previous mark:
Recommended Cost per Grenade
Mark Credits
I 500
II 750
III 1,250
IV 1,800
V 2,500
VI 3,800
Variant: Venting
Instead of thermal clips, each weapon's heat indicates the VII 5,700
number of times it can be fired before it overheats. Replace VIII 8,500
any reference to Reloading with Venting. Venting works
exactly the same as reloading, taking some amount of time to IX 13,000
vent the weapons heat (instead of reloading a thermal clip). X 20,000
If a weapon is not fired for a full round of combat, it
naturally regains 1 heat. Additionally, any weapon that is at 0
heat can be fired, but it automatically jams and cannot be
used until after a long rest.

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Medi-gel
Medi-gel (medical gel) is an all-purpose medicinal salve
combining an anaesthetic and clotting agent used by
paramedics, EMTs, and military personnel, produced by the
Sirta Foundation. It heals various wounds and ailments,
instantly sealing injuries against infection and allowing for
rapid healing by having the gel grip tight to flesh until
subjected to a frequency of ultrasound. It is sealable against
liquids - most notably blood - as well as contaminants and
gases.
Omni-tool Programs
Use. As an action, use a medi-gel pack on yourself or a Omni-tools are handheld devices that combine a computer
willing creature within 2m. The target regains hit points microframe, sensor analysis pack, and minifacturing
equal to the medi-gel's potency as listed in the Medi-gel fabricator. The fabrication module can rapidly assemble
Types table. small three-dimensional objects from common, reusable
Capacity: 4. All armor comes standard with a capacity for 4 industrial plastics, ceramics, and light alloys. This allows for
medi-gel. Some armor and mods allow you to increase this field repairs and modifications to most standard items, as
amount. well as the reuse of salvaged equipment.
Resupplying: varies. As long as you're in a relatively civilized Most omni-tools come with a standard set of functionality,
environment, you can easily resupply your medi-gel at a including scanning, remote interfacing, and some fabricator
medical facility. However, you would need insider or black- designs. However, there exist in the galaxy a number of
market connections to get Superior or Ultimate medi-gel. advanced omni-tool programs that are not available for the
Since Ultimate medi-gel is so rare, the cost is entirely general population's consumption. These programs tend to
dependent on the people you know, favors your owed, or be of military design, experimental hacks or deprecated
ability to break into a medical facility. programs that have been scrubbed from the exonet.
Medi-gel Types For a full list of Omni-tool programs, see appendix F.
Type Rarity Cost HP Regained
Standard Common ~200 credits 2d4 + 2
Installation
Some omni-tool programs require an operative to integrate
Enhanced Uncommon ~500 credits 4d4 + 4 the module into the tool's microframe before the benefits can
Superior Rare ~1,500 credits 8d4 + 8 be used. This process is called Installation, and certain
programs have a prerequisite for it.
Ultimate Very Rare ? 10d4 + 20 Installation requires an operative to spend a short rest
focused on only installing and debugging the program. If the
Omni-gel short rest is interrupted, the installation attempt fails.
Omni-gel is a technological material that can be obtained by Otherwise, at the end of the short rest, the operative gains
breaking down unwanted items, such as weapons, armor, and the benefits of the program.
upgrades. Doing so will usually give an amount of omni-gel A program can be installed to only one omni-tool at a time.
based on the item that was dismantled. Almost all programs come with a powerful DRM and security
Omni-gel is composed of common, reusable industrial system that prevents the program being installed on multiple
plastics, ceramics, and light alloys kept in a semi-molten omni-tools or replicated. Interestingly, before the humans
state. It is designed for use with omni-tools to do electronics were granted an embassy on the Citadel in 2165, the concept
and decryption work, make general repairs, and even craft of digital rights management was foreign to the other races of
new upgrades. Each canister of omni-gel is stored in a the galaxy. But since 2165, omni-tool programs have been
canister and is worth 1,000 credits. locked down. Attempting to hack the DRM generally has a
terrible result.
Omni-gel Yield An omni-tool can only have three programs activated at
Equipment Yield once. Any attempt to install to a fourth program fails; the
operative must first uninstall the program from their tool
Armor & Weapon Mods, Tools & Kits 1 (this also takes a short rest). Once uninstalled, the program
Heavy Pistols, SMGs, and Head, Leg, and Arm armor 3 can be traded and installed on a separated tool. Additionally,
Assault Rifles, Shotguns, Sniper Rifles, and Chest 6
omni-tools can't have more than one copy of a program
Armor installed.
Heavy Weapon 10

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Single-Use Programs Sample Activities. Each tool also has sample activity DCs.
Manufacturers and militaries quickly realized it was much These are examples and not an exhaustive list. GMs can
easier, cheaper, faster, and (usually) safer to send bits of data adjust DCs or create new activities as they see fit. These
rather than physical products, and let fabricators generate activities require a skill check, but the skill used is up to the
the devices on site using generic materials, like omni-gel. GM. For example, an operative proficient with hacking tools
After the advent of omni-tools, a number of industries used can disable a security system. This would likely require an
this method to ship their products. However, to avoid Intelligence (Electronics) check, but if the security system
unauthorized replication, the programs would scrub required splicing wires, it might require a Dexterity (Sleight
themselves once the job was complete. of Hand) check instead.
Omni-tool programs that don't require installation are
single-use and cost a number of omni-gel to create the final Armorsmith's Workbench
product. Once used, the program is completely wiped. As with An armorsmith's workbench allows you to work with alloys
installed programs, attempts to recreate these pieces of code and ceramic plates, letting you reshape armor for different
can be costly, even deadly. races, repair damage, or install armor mods.
Unstable Programs Type. Artisan
Unstable Programs are entirely experimental, therefore the Cost. 6,000 credits
number of times you can run the program varies widely. In Components. All the necessary tools to work with medium
some cases, unstable programs are single-use programs that and heavy armor.
are hacked for multiple uses. A GM can create an Unstable Benefits
Program from a Single-Use program by assigning a die roll
(d4, d6, etc) to the number of times the program can be used. History. Your expertise lends you additional insight when
examining heavy and medium armor.
Investigation. You can spot clues and make deductions that
Tools & Kits others might overlook when an investigation involves heavy
A tool helps you to do something you couldn't otherwise do, or medium armor.
such as craft or repair an item, forge a document, or hack a Armorsmithing. With access to your workbench, you can
security system. Your race, class, background, or feats give perform one of the following activities as part of a long rest:
you proficiency with certain tools. Proficiency with a tool Install mod. Install an armor mod into a piece of heavy or
allows you to add your proficiency bonus to any ability check medium armor.
you make using that tool. Tool use is not tied to a single ability Augment or repair armor. Adjust a suit of heavy or
since proficiency with a tool represents broader knowledge of medium armor to fit another race or repair a piece of used
its use. heavy or medium armor. Repaired armor can be sold for
one half its market value. Consumes 2 omni-gel.
Tool Proficiency Craft a piece of medium or heavy armor. See the
Mass Effect 5e utilizes the Tool Proficiency rules found in Between Activities section in chapter 8 for more
Xanathar's Guide to Everything (pg. 78). In summary, it's information.
unclear when a player should use a tool proficiency and a Salvage an armor mod. DC 20. On a success, you can
skill proficiency. The rule of thumb is that tools have specific salvage 1 armor mod from a piece of heavy or medium
applications whereas skills are very broad, but this limits the armor. On a failure, the armor and all mods are destroyed.
use of tools. Create omni-gel. Break down a piece of heavy or medium
Thus, to make tool proficiencies more attractive, armor, gaining omni-gel equal to the amount listed on the
Xanathar's Guide to Everything added benefits to combining omni-gel yield table.
tools with skills. The first is that combining a tool with a skill
gives the player advantage when making the skill check. The
second benefit is that tools provide additional non-combat
features.
Advantage or Added Benefit. When the character
combines their tool proficiency with a skill, they gain
additional insight which means the operative either gains
advantage on the skill check or they can gain an added
benefit, decided by the GM.
For example, a character that is proficient with Hacking
Tools gains advantage when combining their tool proficiency
with an Intelligence (Investigation) check when utilizing
networked systems (like the exonet) or they might gain an
added benefit, such as finding some additional information or
key codes.
Unique Skill. Operatives proficient in a tool have a unique
activity they can perform during a short or long rest. For
example, a character proficient with Armorsmith's
Workbench can craft armor or attempt to remove mods.
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Brewer's Supplies Benefits
Brewing is the art of producing beer, mead, wine, and liquor. History. Your training in chemistry can help you when you try
Not only does brewing create alcoholic beverages, but the to recall facts about drug -elated events, medical
process of brewing purifies water. Brewing beer, mead, or breakthroughs, and infamous poisonings.
wine takes weeks of fermentation, but only a few hours of Medicine. When you treat the victim of a disease, sickness,
work. You can further distill fermented beverages to create or poison, your knowledge grants you added insight into
liquor. how to provide the best care to your patient.
Sleight of Hand. You've learned to handle chemicals
Type. Artisan carefully, giving you an edge when interacting with volatile
Cost. 1,000 credits substances.
Components. A large glass jug, a quantity of hops, a siphon, Immunity. Your prolonged exposure to a variety of chemical
and several meters of tubing, bottles, and a distiller. allows you to handle and apply poisons and mind-altering
drugs without risk of exposing yourself to its effects.
Benefits Create Drug. As part of a long rest, you may create a single
History. Proficiency with brewer's supplies gives you poison, drug, or medicine.
additional insight on Intelligence (History) checks Activity DC
concerning events that involve alcohol as a significant
element. Spot a poisoned object 10
Medicine. This tool proficiency grants additional insight Identify a drug 15
when you treat anyone suffering from alcohol poisoning or
when you can use alcohol to dull pain. Know which drug caused a creature's condition 15
Persuasion. A stiff drink can help soften the hardest heart.
Your proficiency with brewer's supplies can help you ply Cook's Utensils
someone with drink, giving them just enough alcohol to With a cook in your party, your meals will be much better
mellow their mood. than the typical mix of nutrient bars and protein soup.
Potable Water. Your knowledge of brewing enables you to
purify water that would otherwise be undrinkable. As part Type. Artisan
of a long rest, you can purify up to 25 liters (~6.5 gallons) Cost. 1,000 credits
water, or 5 liters (~1.5 gallons) as part of a short rest. Components. A metal pot, knives, forks, a stirring spoon, and
Activity DC a ladle.
Detect poison or impurities in a drink 10 Benefits
Identify alcohol 15 History. Your knowledge of cooking techniques allows you to
assess the social patterns involved in a culture's eating
Ignore effects of alcohol 20 habits.
Medicine. When administering treatment, you can transform
Chemist's Supplies medicine that is bitter or sour into a pleasing concoction.
Chemists can create helpful drugs such as NSAIDs but can Survival. When foraging for food, you can make do with
also create powerful concoctions of mind-altering drugs and ingredients you scavenge that others would be unable to
even poisons. transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a
Type. Artisan tasty meal that helps your companions regain their
Cost. 4,000 credits strength. You and up to five creatures of your choice regain
Components. A small bunsen burner, a set of glass vials and 1 extra hit point per Hit Die spent during a short rest,
beakers, a small metal frame for holding vials over heat, a provided you have access to your cook's utensils and low-
centrifuge, and a collection of chemicals. grade provisions. If you use mid-grade provisions, gain 2
extra hit points per Hit Die spent. And if you use high-grade
provisions, gain 3 extra hit points per Hit Die spent.
Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15

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Disguise Kit Hacking Tools
The perfect tool for anyone who wants to engage in trickery, a Hacking tools are used to override security systems in order
disguise kit enables its owner to adopt a false identity. to gain access to encrypted files, open locked doors, or
sabotage security devices such as cameras, turrets, or mechs.
Cost. 2,500 credits Proficiency with the tools also grants you a general
Components. A pouch of cosmetics, dyes, and a micro- knowledge of VIs, encryption techniques, and cryptography.
fabricator.
Benefits
Cost. 5,000 credits
Components. A port-cable fabricator (includes schematics
Deception. In certain cases, a disguise can improve your for all 238 Human USB standards!), a library of security
ability to weave convincing lies. counter-measure scripts, and an air-gapped computer
Intimidation. The right disguise can make you look more interface.
fearsome.
Performance. A cunning disguise can enhance an audience's Benefits
enjoyment of a performance, provided the disguise is Perception. You're understanding of patterns and
properly designed to evoke the desired reaction. cryptography gives you insight when discerning
Persuasion. People tend to trust a person in uniform. If you information from unknown languages.
disguise yourself as an authority figure, your efforts to Investigation. You gain additional insight when utilizing
persuade others are often more effective. networked systems (such as the exonet) to find
Create Disguise. As part of a long rest, you can use 1 omni- information.
gel to create a disguise. It takes you 1 minute to don such a Fortify. Just as you can break down security, you can also
disguise once you have created it. You can carry only one fortify it. For each hour of work, you can further encrypt an
such disguise on you at a time without drawing undue electronic data package, rebuff a security device, or harden
attention, unless you have something to keep them hidden. a network to attack, increasing the DC to hack it by 1
Activity DC (maximum 5).
Cover injuries or distinguishing marks 10 Activity DC

Spot a disguise being used by someone else 15 Disable a security system Varies

Copy a humanoid's appearance 20 Decrypt a data package Varies


Falsify electronic documents Varies
Gaming Set
Proficiency with a gaming set applies to one type of game, Medical Kit
such as Skyllian-5 or games of chance that use dice. Medical Kits contain the necessary tools and supplies to
triage injuries and treat diseases.
Type. Gaming
Cost. 100 credits Cost. 5,000 credits
Components. A gaming set has all the pieces needed to play Components. A bio-scanner, medical foam, quick-hardening
a specific game or type of game, such as a complete deck of cast tape, a scalpel with 10 blades, a bone saw, and a pouch
cards or a board and tokens. that can carry up to 4 medi-gel.
Benefits Benefits
History. Your mastery of a game includes knowledge of its Insight. When you spend 1 minute observing an organic
history, as well as of important events it was connected to creature, you gain additional insight on if the creature is
or prominent historical figures involved with it. injured or weakened.
Insight. Playing games with someone is a good way to gain Investigation. When you investigate a dead organic creature,
an understanding of their personality, granting you a better you gain insight into what caused its death and how long
ability to discern their lies from their truths and read their ago it died.
mood. Medicine. You can spend a medi-gel to gain advantage when
Sleight of Hand. Sleight of Hand is a useful skill for cheating stabilizing a creature.
at a game, as it allows you to swap pieces, palm cards, or Healing Hands. During a short rest, you can clean and bind
alter a die roll. Alternatively, engrossing a target in a game the wounds of up to six willing beasts and humanoids.
by manipulating the components with dexterous Each creature that spends a Hit Die during this rest can
movements is a great distraction for a pickpocketing forgo the roll and instead regain the maximum number of
attempt. hit points the die can restore. A creature can do so only
Activity DC once per rest, regardless of how many Hit Dice it spends.
Catch a player cheating 15 Activity DC

Gain insight into an opponent's personality 15 Close a wound 10


Diagnose a sickness 15
Craft a medicine to treat a disease 20

PART 1 | EQUIPMENT
98
Musical Instrument Starship System (Drive)
Proficiency with a musical instrument indicates you are Proficiency with a starships drive core represents your ability
familiar with the techniques used to play it. You also have to maintain, repair, and improve the drive of a starship.
knowledge of some songs commonly performed with that Type. Starship
instrument.
Benefits
Type. Artisan Engineering. Gain additional insight when taking the Repair,
Cost. 1,000 credits Advanced Repair, System Repair, or Restore actions during
Benefits starship combat.
History. Your expertise aids you in recalling lore related to Investigation. Gain additional insight when investigating
your instrument. power sources and engines, even if the source is alien.
Performance. Your ability to put on a good show is improved History. Gain additional insight when recalling information
when you incorporate an instrument into your act. about ancient or groundbreaking starship drives.
Compose a Tune. As part of a long rest, you can compose a Repair Engine. With 8 hours of work and the necessary
new tune and lyrics for your instrument. materials, you can patch a vehicle engine. The patched
Distracting Performance. While performing with your engine can power the vehicle for 2 days worth of range.
instrument, you can try to distract one humanoid you can With 20 hours of work and the necessary materials, you
see who can see and hear you. Make a Charisma can completely repair a vehicle engine to a working state.
(Performance) check with your instrument contested by Activity DC
the humanoid's Wisdom (Insight) check. If your check Boost starship speed by 1 for 24 hours 10
succeeds, you grab the humanoid's attention enough that it
makes Wisdom (Perception) and Intelligence Boost starship range by 1 for 24 hours 15
(Investigation) checks with disadvantage until you stop Boost starship shields by 50 for 24 hours 20
performing.
Activity DC Starship System (EWS)
Identify a tune 10 The ability to temporarily disable maneuverability or
Improvise a tune 20 targeting systems on a ship can be the difference between
winning and losing a battle.
Painter's Supplies Type. Starship
Proficiency with painter's supplies represents your ability to Benefits
paint and draw, design decals and paint jobs for armor and Electronics. Gain additional insight when taking the
vehicles, and create propaganda. You also acquire an Sabotage or Harden checks during starship combat.
understanding of art history, which can aid you in examining Investigation. Gain additional insight when recognizing or
works of art. discovering malicious code within your starship system's
Type. Artisan network.
Cost. 500 credits History. You know a variety of techniques used in cyber
warfare. Gain additional insight when recalling
Benefits information about cybersecurity and the outcomes of
Components. Electronic design tablet with a number of hacking starship systems.
software, a holographic projector, and a variety of tangible Countermeasures. With 8 hours of work, you can write
painting devices (oils, charcoal, colored pencils, etc). custom algorithms that harden your starship against
Insight. Your expertise allows you to glimpse the emotional sabotage attacks. Increase the DC of the next Sabotage
states of other artists by viewing their works of art. action against your starship by 5.
Investigation, Perception. When you inspect a painting or a Activity DC
similar work of visual art, your knowledge of the practices
behind creating it can grant you additional insight. Hack another ship's logs varies
Painting and Drawing. As part of a short or long rest, you Encrypt your ship's logs 15
can produce a simple work of art or a design for a suit of
armor or vehicle. Although your work might lack precision, Boost VI, add 1 to all Defer rolls 20
you can capture an image or a scene, or make a quick copy
of a piece of art you saw.
Detailing. With 8 hours of work, you can detail a suit of
armor. With 20 hours of work, you can detail a vehicle. The
detailing can provide advantages to skill checks made by
the wearer of the armor or user of the vehicle, such as a
bonus to a stealth check for camouflage designs.
Activity DC
Paint an accurate portrait 10
Create a painting with a hidden message 20
PART 1 | EQUIPMENT
99
Starship System (Helm) Starship System (SSC)
A Starship's helm is the pilot seat. While most ships can be Proficiency with a ships SSC equipment represents your
piloted by VI, the pilot monitors an array of sensors and ability to quickly analyze scanning logs and make long
subroutines to optimize the ship's flight, make smooth distance telemetry communications.
landings, and avoid enemy fire. Pilots can also override
subsystems and take full control of the craft. Type. Starship
Type. Starship Benefits
Investigation. You can parse additional details when
Benefits scanning other ships. You gain additional insight when
Vehicle Handling. Your ability in the pilot seat gives you taking the Scan action during starship combat.
additional insight when taking the Maneuver or Hard Deception, Persuasion. You have an expansive knowledge of
Maneuver action during starship combat. the etiquette required to communicate with other
Insight. Gain additional insight when assessing the tales of starships. Gain additional insight when trying to persuade
others' piloting feats. or deceive other starships or space stations through
Performance. Gain additional insight when using Air or comms.
Space transports or Starships to make fantastic Science. Gain additional insight when scanning unknown
maneuvers or awe-inspiring piloting feats. celestial objects for threats or valuable materials.
Practiced Maneuver. Once per long rest, you can execute a Activity DC
practiced maneuver. Gain the benefits of a Hard Maneuver.
Creatures on board your ship automatically succeed their Recognize a sensor anomaly varies
Constitution saving throws. Boost communications signal 15
Activity DC Scramble a signal 20
Hastily leave orbit under duress 15 Improvise a communications array 25
Crash land 20
Navigate an asteroid field or through obstacles varies Starship System (Weapons)
Represents your ability to target and attack moving objects
Starship System (Navigation) through space using sensors and calculations rather than
Proficiency with a starship's navigation involves plotting sight or dexterity.
courses between clusters and solar systems. Type. Starship
Type. Starship Benefits
Benefits Investigation. Gain additional insight when investigating
Investigation. You gain additional insight when reviewing damage done by starship weapons.
flight patterns and ship's logs. Deception, Insight. You know how to bluff and when others
Survival. When your ship is on its last leg, you have a better are bluffing about the capabilities of their ship's weaponry.
chance of guiding it to safety. Gain additional insight when Calibrate. With 8 hours of work, you can calibrate the
you try to find safe harbor or safe planets to land. targeting systems of your starship's weapons. You gain a +2
Science. Your experience navigating the galaxy gives you bonus to hit with Attack and Targeted Attack actions for the
additional insight when taking the Flee action during next 24 hours.
starship combat. Weapon Attack. Add your proficiency bonus to attack rolls
Sleight of Hand, Acrobatics. Navigation requires an made when taking the Attack and Targeted Attack actions
intimate knowledge of gravity, mass effect fields, during starship combat.
trajectories, relativistic movements. You gain additional
insight when throwing objects or moving through zero-g
environments.
Uncharted Course. With 8 hours of work, you can plot an
uncharted course through the galaxy. You can increase
your range for the next 24 hours by 2.
Activity DC
Read an ancient star map 10
Falsify manifest 15
Plot a safe course through an asteroid field 25

PART 1 | EQUIPMENT
100
Tailor's Tools Set a trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can use 1 create a trap
Tailor's tools allow you to work with fabrics and nano- using 1 omni-gel and any other items you have on hand.
materials to reshape armor for different races, repair The total of your check becomes the DC for someone else's
damage, or install armor mods. attempt to discover or disable the trap. The trap deals
damage appropriate to the materials used in crafting it
Type. Artisan (such as poison or a weapon) or damage equal to half the
Cost. 6,000 credits total of your check, whichever the GM deems appropriate.
Components. All the necessary tools to work with light
armor. Activity DC
Pick a lock Varies
Benefits
History. Your expertise lends you additional insight when Disable alarm Varies
examining light armor. Disable a trap Varies
Investigation. You can spot clues and make deductions that
others might overlook when an investigation involves light Tinker's Tools
armor.
Tailoring. With access to your tools, you can perform one of A set of tinker's tools is designed to create small, inventive
the following activities as part of a long rest. devices from omni-gel. Some examples include a motion
Install mod. Install an armor mod into a piece of light sensor, a desalinator, a compass, a light source, or a small
armor. EMP device.
Augment or repair armor. Adjust a suit of light armor to Type. Artisan
fit another race or repair a piece of light armor. Repaired Cost. 3,000 credits
armor can be sold for one half its market value. Consumes Components. Tinker's tools include a variety of hand tools,
2 omni-gel. wires, scraps of metal, batteries, microcircuit boards,
Craft a piece of light armor. See the Between Activities adhesives, paint, and a pouch that can hold up to 10 omni-
section in chapter 8 for more information. gel canisters.
Salvage an armor mod. DC 20. On a success, you can
salvage 1 armor mod from a piece of light armor. On a Benefits
failure, the armor and all mods are destroyed. History. You can determine the age and origin of objects,
Create omni-gel. Break down a piece of light armor, even if you have only a few pieces remaining from the
gaining omni-gel equal to the amount listed on the omni- original.
gel yield table. Investigation. When you inspect a damaged object, you gain
knowledge of how it was damaged and how long ago.
Theives' Tools Mending. For 1 omni-gel, you can repair a single break or
Thieves' tools are used to manually disarm traps, breach tear in an object, such as a punctured tire, a cracked
security doors, and open locked containers. Criminals prefer helmet, or a ripped pack. As long as the break or tear is no
thieves' tools over hacking tools because they're cheaper and larger than 30 cm (~ 1 foot) in any dimension, you mend it,
more reliable. For most, trying to outsmart a security VI can leaving no trace of the former damage.
be near impossible, but snipping a few wires is easy if you Repair. You can restore 10 hit points to a damaged object for
know the right ones to cut. Proficiency with the tools also 1 omni-gel and an hour of work.
grants you a general knowledge of traps, security systems, Craft Armor or Weapon Mod. See the Between Activities
and locks. section in chapter 8 for more information.
Activity DC
Cost. 3,000 credits
Components. A cordless screwdriver, a set of common Temporarily repair a disabled device 10
security panel slicers, a 1m long endoscope, a spray can of Repair an item in half the time 15
liquid nitrogen, and a pair of pliers with wire-cutter insets. Improvise a temporary item using scraps 20
Benefits
History. Your knowledge of security systems grants you
insight when answering questions about locations that are
renowned for their security.
Investigation and Perception. You gain additional insight
when looking for traps and alarms because you have
learned a variety of common signs that betray their
presence.

PART 1 | EQUIPMENT
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Vehicle Weaponsmith's workbench
Proficiency with a vehicle applies to one type of environment. A weaponsmith's workbench allows you to customize, craft,
The proficiency reflects the ability to navigate and maneuver and repair weapons.
within the environment and is not limited to a specific
vehicle. For example, a hovercraft could be a land or water Type. Artisan
vehicle. Cost. 3,000 credits
Components. All the necessary tools to work with weapons.
Land: travel over solid surfaces Benefits
Water: travel on or through liquids
Air: travel within a planet's atmosphere History. Your expertise lends you additional insight when
Space: travel in space, limited to small ships meant to travel examining weapons.
short distances, like fighters and transports Investigation. You can spot clues and make deductions that
others might overlook when an investigation involves
Benefits weapons.
Engineering. Vehicle proficiency combined with knowledge Weaponsmithing. With access to your workbench, you can
of engineering improves your ability to repair, maintain, or perform one of the following activities as part of a long rest.
assess vehicles of that type. Install mod. Install a weapon mod to a weapon.
Insight. Your knowledge about vehicles of this type makes it Repair weapon. Repair a used weapon to a pristine
easy to discern the veracity of others' boasts about their condition. Repaired weapons can be sold for one half their
piloting skills and past stunts. market value. Consumes 2 omni-gel.
Investigation. You gain insight into the environment's Craft weapon. See the crafting section of downtime
conditions and the safety of traveling within the conditions. activities for more information.
Pilot's Luck. If your vehicle crashes while you are driving it, Salvage a weapon mod. DC 20. On a success, you can
you and your passengers take half damage from the crash. salvage 1 weapon mod from a weapon. On a failure, the
Activity DC weapon and all mods are destroyed.
Drive the vehicle through difficult conditions varies Customize a weapon. Customize a weapon, consuming
10 omni-gel and applying one of the following
Make a complicated maneuver varies improvements. A customized weapon becomes Special
and any installed mods are removed.
2 additional heat
increase normal range by 50%
+1 damage
+1 to hit on attack rolls
Create omni-gel. Break down a weapon, gaining omni-gel
equal to the amount listed on the omni-gel yield table.

PART 1 | EQUIPMENT
102
Poor. A poor lifestyle means going without the comforts
Expenses available in a stable community. Simple food and lodgings,
When not infiltrating an enemy's base, exploring prothean threadbare clothing, and unpredictable conditions result in a
ruins or unknown planets, or waging war against the sufficient, though probably unpleasant, experience. Your
encroaching reaper threat, operatives face more mundane accommodations might be a room in a rundown apartment,
realities. Even in the sci-fi world, people require basic the basement dwelling of a business, or the bunker of a
necessities such as shelter, sustenance, and clothing. These faction. You benefit from some legal protections, but you still
things cost money, although some lifestyles cost more than have to contend with violence, crime, and disease. People at
others. this lifestyle level tend to be unskilled laborers, thieves,
mercenaries, and other disreputable types.
Lifestyle Expenses Modest. A modest lifestyle keeps you out of the slums and
ensures that you can maintain your equipment. You live in an
Lifestyle expenses provide you with a simple way to account older part of the city, renting a room in a crowded apartment.
for the cost of living in the galaxy. They cover your You don't go hungry or thirsty, and your living conditions are
accommodations, food and drink, and all your other clean, if simple. Ordinary people living modest lifestyles
necessities. Furthermore, expenses cover the cost of include soldiers with families, laborers, students, service
maintaining your equipment so you can be ready when workers.
mission next calls. Comfortable. Choosing a comfortable lifestyle means that
At the start of each week or month (your choice), choose a you can afford nicer clothing and can easily maintain your
lifestyle from the Lifestyle Expenses table and pay the price equipment. You live in a nice apartment in a middle-class
to sustain that lifestyle. The prices listed are per day, so if you neighborhood or in a small townhouse. You associate with
wish to calculate the cost of your chosen lifestyle over a shopkeepers, skilled tradespeople, and military officers.
thirty-day period, multiply the listed price by 30. Your lifestyle Wealthy. Choosing a wealthy lifestyle means living a life of
might change from one period to the next, based on the funds luxury, though you might not have achieved the social status
you have at your disposal, or you might maintain the same associated with the old money of nobility or royalty. You live a
lifestyle throughout your character's career. lifestyle comparable to that of a highly successful small
Your lifestyle choice can have consequences. Maintaining a business owner, a politician, or a doctor. You have respectable
wealthy lifestyle might help you make contacts with the rich lodgings, usually a spacious home in a good part of town or a
and powerful, though you run the risk of attracting thieves. comfortable suite at the top level of an apartment building.
Likewise, living frugally might help you avoid criminals, but You likely have a small staff of workers to maintain your
you are unlikely to make powerful connections. home or run day to day errands.
Aristocratic. You live a life of plenty and comfort. You
Lifestyle Expenses move in circles populated by the most powerful people in the
Lifestyle Credits/Day community. You have excellent lodgings, perhaps a mansion
Wretched - in the nicest part of town or a luxurious suite. You dine at the
best restaurants, retain the most skilled and fashionable
Squalid 25 credits tailor, and have workers attending to your every need. You
Poor 75 credits receive invitations to the social gatherings of the rich and
Modest 150 credits powerful and spend evenings in the company of politicians,
community leaders, and other elite persons. You must also
Comfortable 250 credits contend with the highest levels of deceit and treachery. The
Wealthy 500 credits wealthier you are, the greater the chance you will be drawn
Aristocratic 1,000 credits minimum
into political intrigue as a pawn or participant.

Wretched. You live in inhumane conditions. With no place Self Sufficiency


to call home, you shelter wherever you can, sneaking into The expenses and lifestyles described here assume
transit tunnels, huddling in alleyways, and relying on the good that you are spending your time between
graces of people better off than you. A wretched lifestyle adventures on an advanced planet in a city or town,
presents abundant dangers. Violence, disease, and hunger availing yourself of whatever services you can
follow you wherever you go. Other wretched people covet afford - paying for food and lodging, paying skilled
your armor, weapons, and gear, which represent a fortune by workers to mend your armor or service your
their standards. You are beneath the notice of most people. weapons, and so on. Some characters, though,
Squalid. You live in the slums, a condemned building, a might prefer to spend their time away from
repurposed shipping container, or a roach-infested boarding civilization, sustaining themselves in the wild by
house in the worst part of town. You have shelter from the hunting, foraging, and repairing their own gear.
elements, but you live in a desperate and often violent Maintaining this kind of lifestyle doesn't require
you to spend any coin, but it is time-consuming. If
environment, in places rife with disease, hunger, and you spend your time between adventures
misfortune. You are beneath the notice of most people, and practicing a profession, you can eke out the
you have few legal protections. Most people at this lifestyle equivalent of a poor lifestyle. Proficiency in Survival
level have suffered some terrible setback. They might be the skill lets you live at the equivalent of a
disturbed, marked as exiles, or suffer from disease. comfortable lifestyle.

PART 1 | EQUIPMENT
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Cost of Things Drugs
Item Credits
The following tables provided an assortment of costs for
commonplace things. These are recommendations and not Creeper, 1 dose 50
rules. Eximo, 30 pills 25
Drinks Hallex, 10 pills 50
Item Credits Minagen X3, 1 dose 100
Beer Oblivion, 10 doses 10
Pint 5 Red Sand, 1 gram 200
Pitcher 20
Lodging
Wine Item Credits/Night
Glass 5-20 Poor 25
Bottle 20-100 Modest 100
Mixed Drink 10 Comfortable 300
Exotic Drink 20 Upscale 750
Food Lavish 1,500
Item Credits
Services
Nutrient Bar
Service Credits
Plain 5
Taxi, within town/city 1 per kilometer
Flavored 10
Shuttle, within planet 50
Meals
Interplanetary Shuttle 500
Synthetic Facsimile 30
Starship's Passage 100 per day
Standard 10-50
Weapon or Armor Detailing 100-500
Artisan 100-200
Hireling (Skilled) 500 per day, minimum
Provisions
Hireling (Unskilled) 200 per day
Low-grade 100
Mid-grade 200
High-grade 500

PART 1 | EQUIPMENT
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Chapter 6: Customization Options

T
he combination of ability scores, race, class, Experience Points
and background defines your character’s
capabilities in the game, and the personal The experience point cost to gain a level is always based on
details you create set your character apart your total character level, as shown in the Character
from every other character. Even within your Advancement table, not your level in a particular class. So, if
class and race, you have options to fine-tune you are an engineer 6/adept 1, you must gain enough XP to
what your character can do. But a few players reach 8th level before you can take your second level as an
—with the GM’s permission—want to go a step further. This adept or your seventh level as an engineer.
chapter defines two optional sets of rules for customizing
your character: multiclassing and feats. Multiclassing lets you Hit Points and Hit Dice
combine classes together, and feats are special options you You gain the hit points from your new class as described for
can choose instead of increasing your ability scores as you levels after 1st. You gain the 1st-level hit points for a class
gain levels. Your GM decides whether these options are only when you are a 1st-level character.
available in a campaign. You add together the Hit Dice granted by all your classes to
form your pool of Hit Dice. If the Hit Dice are the same die
Multiclassing type, you can simply pool them together. For example, both
the sentinel and the soldier have a d10, so if you are a
Multiclassing allows you to gain levels in multiple classes. sentinel 5/soldier 5, you have ten d10 Hit Dice. If your classes
Doing so lets you mix the abilities of those classes to realize a give you Hit Dice of different types, keep track of them
character concept that might not be reflected in one of the separately. If you are a sentinel 5/vanguard 5, for example,
standard class options. you have five d10 Hit Dice and five d12 Hit Dice.
With this rule, you have the option of gaining a level in a
new class whenever you advance in level, instead of gaining a Proficiency Bonus
level in your current class. Your levels in all your classes are
added together to determine your character level. For Your proficiency bonus is always based on your total
example, if you have three levels in engineer and two in character level, not your level in a particular class. For
sentinel, you're a 5th-level character. example, if you are a soldier 3/infiltrator 2, you have the
As you advance in levels, you might primarily remain a proficiency bonus of a 5th-level character, which is +3.
member of your original class with just a few levels in
another class, or you might change course entirely, never Proficiencies
looking back at the class you left behind. You might even start When you gain your first level in a class other than your
progressing in a third or fourth class. Compared to a single- initial class, you gain only some of new class's starting
class character of the same level, you'll sacrifice some focus proficiencies, as shown in the Multiclassing Proficiencies
in exchange for versatility. table.
Prerequisites Multiclassing Proficiencies
To qualify for a new class, you must meet the ability score Class Proficiencies Gained
prerequisites for both your current class and your new one, Adept SMGs
as shown in the Multiclassing Prerequisites table. For
example, a vanguard who decides to multiclass into the Engineer Assault Rifles, Medium Armor
infiltrator class must have both Dexterity and Intelligence Infiltrator Sniper Rifles and Melee Weapons
scores of 13 or higher. Without the full training that a Sentinel Medium Armor, Heavy Armor, and choose
beginning character receives, you must be a quick study in 1 weapon type from Assault Rifles, Melee,
your new class, having a natural aptitude that is reflected by Shotguns, or SMGs
higher-than-average ability scores. Soldier 2 weapon types, Medium Armor, Heavy
Multiclassing Prerequisites Armor
Class Ability Score Minimum Vanguard Shotguns, Medium Armor
Adept Wisdom 13
Engineer Intelligence 13
Infiltrator Dexterity 13 and Intelligence 13
Sentinel Intelligence 13 or Wisdom 13
Soldier Strength 13 or Dexterity 13
Vanguard Strength 13 and Wisdom 13

PART 1 | CUSTOMIZATION OPTIONS


105
Class Features Spells known and prepared. You determine what spells
you know and can prepare for each class individually as if you
When you gain a new level in a class, you get its features for were a single-classed member of that class. If you are an
that level. You don't, however, receive the class's starting adept 4/engineer 3, for example, you know six 1st-level adept
equipment, and a few features have additional rules when spells and five adept cantrips based on your levels in the
you're multiclassing: Barrier, Extra Attack, and Spellcasting. adept class. As a 3rd-level engineer, you can prepare 3
engineer spells. If your Intelligence is 16, you can prepare six
Barrier engineer spells.
Your barrier capacity depends partly on your combined levels Each spell you know and prepare is associated with one of
in all your spellcasting classes and partly on your individual your classes, and you use the spellcasting ability of that class
levels in those classes. You determine your barrier capacity when you cast the spell.
by adding together all your levels in the vanguard class and You can only use spell slots to cast biotic spells and you can
half your levels (rounded down) in the adept and sentinel only use tech points to cast tech spells. The exception is
classes. Use this total to determine your barrier capacity by Sentinels that can use their spell slots to cast biotic or tech
consulting the Multiclass Barrier table. spells.
Multiclass Barrier:
Spell Slots. You determine your available spell slots and
cantrips by adding together all your levels in the adept class
Barrier Ticks per Level and half your levels (rounded down) in the sentinel and
Level Barrier Ticks vanguard classes. Use this total to determine your spell slots
1st 3 and cantrips by consulting the Multiclass Biotics table.
2nd 3 Multiclass Biotics:
3rd 3 Spell Slots per Level
Level 1st 2nd 3rd 4th 5th
4th 4
1st 2 - - - -
5th 4
2nd 4 - - - -
6th 4
3rd 6 - - - -
7th 5
4th 7 - - - -
8th 5
5th 7 2 - - -
9th 5
6th 7 3 - - -
10th 6
7th 7 4 - - -
11th 6
8th 7 5 - - -
12th 6
9th 7 6 1 - -
13th 7
10th 7 6 2 - -
14th 7
11th 7 6 3 - -
15th 7
12th 7 6 3 - -
16th 8
13th 7 6 3 1 -
17th 8
14th 7 6 3 1 -
18th 9
15th 7 6 3 2 -
19th 9
16th 7 6 3 2 -
20th 10
17th 7 6 3 2 1
Extra Attack 18th 7 6 4 2 1
If you gain the Extra Attack class feature from more than one 19th 7 6 5 2 1
class, the features don't add together. You can't make more
than two attacks with this feature unless it says you do (as the 20th 7 6 5 3 1
soldier's version of Extra Attack does).
Tech Points & Tech Point Limit. You determine your tech
Spellcasting points and tech point limit by adding together all your levels
Your capacity for spellcasting depends partly on your in the engineer class and half your levels (rounded down) in
combined levels in all your spellcasting classes and partly on the infiltrator class. Use this total to determine your tech
your individual levels in those classes. Once you have the points and memory by consulting the Multiclassing Tech
Spellcasting feature from more than one class, use the rules table.
below. If you multiclass but have the Spellcasting feature
from only one class, you follow the rules as described in that
class.

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Multiclass Tech: Available D&D 5th Edition Feats
Tech Points & Limit per Level
Level Tech Points Tech Points Limit
Mass Effect 5e uses a number of feats in the D&D 5th
Edition Player's Handbook (see chapter 6).
1st 2 1 Actor, Alert, Athlete, Charger, Dual Wielder, Durable,
2nd 4 1 Grappler, Heavily Armored, Heavy Armor Master, Keen Mind,
Lightly Armored, Lucky, Medium Armor Master, Mobile,
3rd 5 1 Moderately Armored, Observant, Resilient, Savage Attacker,
4th 7 1 Sentinel, Sharpshooter, Skilled, Skulker, Tavern Brawler,
5th 11 2 Tough, War Caster.
6th 13 2 Adjusted Feats
7th 15 2 The following feats have minor adjustments from the Player's
8th 17 2
Handbook to work in Mass Effect 5e.
9th 20 3 Biotic Slayer. Name changed from Mage Slayer.
Elemental Adept. Your options for damage types are: Fire,
10th 2 3 Cold, Lightning, Force, and Necrotic
11th 26 3 Weapon Master. Instead of gaining proficiency with 4
12th 26 3
weapons, you gain proficiency with 2 weapon types.
13th 30 4 A Beautiful Mine
14th 30 4 You know how to sculpt explosives into works of art.
15th 34 4 You have advantage on disarming landmines that you find.
16th 34 4 Enemies who trigger your mines make their Dexterity
saving throw at disadvantage.
17th 39 5 You can sculpt the mine's explosion: Choose two 2m
18th 42 5 squares. Any creature within those squares takes no
19th 45 6 damage from the mine's explosion.
20th 50 6 Additional Augment
Prerequisite: Quarian
Feats Choose an augment as listed in the Cybernetic Augmentation
A feat represents a talent or an area of expertise that gives a trait. You gain all features of that augment, in addition to your
character special capabilities. It embodies training, current one.
experience, and abilities beyond what a class provides. This
section provides a list of available and unavailable feats from Big Game Hunter
D&D 5th Edition's Player's Handbook as well as some new The bigger they are, the harder you take them down.
feats for the Mass Effect universe.
At certain levels, your class gives you the Ability Score Increase your Strength score by 1, to a maximum of 20.
Improvement feature. Using the optional feats rule, you can Gain +2 to damage rolls against non-sentient, organic
forgo taking that feature to take a feat of your choice instead. creatures any size larger than yourself.
You can take each feat only once, unless the feat’s description
says otherwise.
You must meet any prerequisite specified in a feat to take
that feat. If you ever lose a feat’s prerequisite, you can’t use
that feat until you regain the prerequisite.

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Card Shark Enhanced Optics
Prerequisite: Charisma 12 or higher Your optic nerves have been enhanced by science to perceive
more.
You've sunk considerable time into playing cards for credits
in seedy dives and upscale casinos alike, and, through Gain darkvision.
countless wins and losses, you've honed your gamesmanship You now gain proficiency in Perception, Investigation, and
into a thing of beauty. You gain the following benefits and Insight. If you are already proficient in any of these, gain
features: expertise instead.
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency with two types of gaming sets of your
choice.
You have advantage on Charisma (Deception) checks to
bluff opponents in games of chance and Charisma
(Persuasion) checks to convince others to join you for a
game.
Come Get Me
Conventional wisdom in combat is to avoid being targeted.
You prefer an alternate school of thought, keeping enemies
focused on you and off of your less stalwart allies.
Increase your Charisma score by 1, to a maximum of 20.
As an action, you can make a feint to draw enemy
attention. This feint may be a war cry, a loud insult, or a Featherlight
different distraction. All enemies within 16 meters must Prerequisite: Dexterity 12 or higher
make a Wisdom saving throw (DC 8 + your proficiency
bonus + your Charisma modifier). On a successful saving Increase your Dexterity score by 1, to a maximum of 20.
throw, a target is unaffected and is immune to this effect If you are wearing all light armor (or no armor) and have
for the next 24 hours. On a failed saving throw, an enemy only one weapon equipped, your speed increases by 4m
has disadvantage on attacking any creature except you for and you avoid triggering any pressure-activated traps or
the next minute, or until they make an attack against you. mines.
You may use this ability once per short or long rest.
Grace Under Fire
Cranial Bruiser While others may lose their cool in the face of sustaining a
Prerequisite: Krogan wound, you've learned how to use that burst of pain and
stress to move faster. You gain the following benefits and
Krogan are notorious for using any weapon within reach - features:
even the armored plates that cover their foreheads. Increase your Dexterity or Intelligence score by 1, to a
You can attack with a headbutt, which is a natural weapon maximum of 20.
that you can use to make unarmed strikes. If you hit with Immediately after you receive damage from an enemy
it, you deal 1d6 + your Strength modifier bludgeoning attack, you may use your reaction to move up to half your
damage. movement without provoking an attack of opportunity.
When you use the Dash action during your turn, you can
make a melee attack with your headbutt as a bonus action.

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Grenadier Squad Leader
Prerequisite: Dexterity or Strength 12 or higher You know just what to say in a tight situation.
As a bonus action, you can inspire all allies within earshot
When you use a grenade, you may choose to make a ranged to instantly roll a hit die and regain that many hit points. This
weapon attack (10/30m) on a creature instead of choosing a does not expend a hit die from their pool. Allies immediately
target location. Add your dexterity or strength modifier (your recover from the following conditions: charmed, frightened,
choice) and proficiency bonus to the attack roll. On a hit, the incapacitated, paralyzed, poisoned, prone, restrained, and
grenade deals bludgeoning damage equal to 1d4 + dexterity stunned. You may use this ability once per long rest.
or strength modifier (same as used to make the ranged
attack). The target also has disadvantage on the saving throw
caused by the grenade. The grenade lands at the target's
location. On a miss, the grenade lands 2m beyond the target.
On a critical miss, roll 2d4. The first die represents the
number of spaces away from the target in which the grenade
lands. The second die represents the direction (1 = North, 2=
East, 3 = South, 4 = West). E.g., 2 & 2, the grenade would land
2 spaces east of the target. Once the grenade's location is
determined, it resolves normally.
+2 grenade capacity
Improvised Grenades. You can make grenades from
scrap metal and scavenged materials. Acquire 1 frag
grenade every long rest. The Mark of the frag grenade is
equal to your level divided by three, minimum 1.
Hair-Trigger
Prerequisite: Dexterity 13 or higher
Increase your Dexterity score by 1, to a maximum of 20. Warlord's Blood Rage
When you use your bonus action or free action to make a
ranged attack with a Double Tap weapon, you add your Prerequisite: Krogan
ability modifier to the damage roll. Your blood rage is exceptionally deadly, rivaling those of the
Nerves of Steel krogan warlords in Tuchanka. You gain the following benefits
while using your Blood Rage trait:
Traveling the galaxy has exposed you to violence and cruelty,
been deceived and seen almost every trick in the book. Not Once per turn when you roll damage for a melee weapon
much can make you flinch anymore. You gain the following attack, you can reroll the weapon’s damage dice and use
benefits and features: either total.
As a bonus action, you can move up to your speed toward
You have advantage on all saving throws made to resist an enemy of your choice that you can see or hear. You
becoming charmed, frightened, and stunned. must end this move closer to the enemy than you started.
While charmed, frightened, or stunned, you can use a When you score a critical hit with a melee weapon attack,
bonus action on your turn to repeat the saving throw to you can roll one additional damage dice and add it to the
end the effect. This saving throw is not made with extra damage of the critical hit.
advantage.
Wealth of Knowledge
Prerequisite: Intelligence 13 or higher
Increase your Intelligence score by 1, to a maximum of 20.
You have advantage on the first Intelligence-based skill
check you make after a short rest.

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109
Part 2
Rules of Play
Chapter 7: Using Ability Scores

S
ix abilities provide a quick description of every
creature's physical and mental characteristics: Advantage and
Strength, measuring physical power
Dexterity, measuring agility
Disadvantage
Constitution, measuring endurance Sometimes a special ability or spell tells you that you have
Intelligence, measuring reasoning and advantage or disadvantage on an ability check, a saving
memory throw, or an attack roll. When that happens, you roll a second
Wisdom, measuring perception and insight d20 when you make the roll. Use the higher of the two rolls if
Charisma, measuring force of personality you have advantage, and use the lower roll if you have
disadvantage. For example, if you have disadvantage and roll
Is a character muscle-bound and insightful? Brilliant and a 17 and a 5, you use the 5. If you instead have advantage and
charming? Nimble and hardy? Ability scores define these roll those numbers, you use the 17.
qualities - a creature's assets as well as weaknesses. If multiple situations affect a roll and each one grants
The three main rolls of the game - the ability check, the advantage or imposes disadvantage on it, you don't roll more
saving throw, and the attack roll - rely on the six ability than one additional d20. If two favorable situations grant
scores. The Introduction describes the basic rule behind advantage, for example, you still roll only one additional d20.
these rolls: roll a d20, add an ability modifier derived from If circumstances cause a roll to have both advantage and
one of the six ability scores, and compare the total to a target disadvantage, you are considered to have neither of them,
number. and you roll one d20. This is true even if multiple
circumstances impose disadvantage and only one grants
advantage or vice versa. In such a situation, you have neither
Ability Scores and advantage nor disadvantage.
Modifiers When you have advantage or disadvantage and something
in the game, such as the volus' Lucky trait, lets you reroll the
Each of a creature's abilities has a score, a number that d20, you can reroll only one of the dice. You choose which
defines the magnitude of that ability. An ability score is not one. For example, if a volus has advantage or disadvantage on
just a measure of innate capabilities but also encompasses a an ability check and rolls a 1 and a 13, the volus could use the
creature's training and competence in activities related to that Lucky trait to reroll the 1.
ability. You usually gain advantage or disadvantage through the
A score of 10 or 11 is the normal human average, but use of special abilities, actions, or spells. Inspiration (see
operatives and many monsters are a cut above average in chapter 4) can also give a character advantage. The GM can
most abilities. A score of 18 is the highest that a person also decide that circumstances influence a roll in one
usually reaches. operatives can have scores as high as 20, direction or the other and grant advantage or impose
and monsters can have scores as high as 30. disadvantage as a result.
Each ability also has a modifier, derived from the score and
ranging from -5 (for an ability score of 1) to +10 (for a score
of 30). The Ability Scores and Modifiers table notes the ability Proficiency Bonus
modifiers for the range of possible ability scores, from 1 to Characters have a proficiency bonus determined by level.
30. Monsters also have this bonus, which is incorporated in their
Ability Scores and Modifiers
stat blocks. The bonus is used in the rules on ability checks,
saving throws, and attack rolls.
Score Modifier Score Modifier
Your proficiency bonus can’t be added to a single die roll or
1 -5 16 - 17 +3 other number more than once. For example, if two different
2-3 -4 18 - 19 +4 rules say you can add your proficiency bonus to a Wisdom
saving throw, you nevertheless add the bonus only once when
4-5 -3 20 - 21 +5 you make the save.
6-7 -2 22 - 23 +6 Occasionally, your proficiency bonus might be multiplied or
divided (doubled or halved, for example) before you apply it.
8-9 -1 24 - 25 +7 For example, the infiltrator’s Expertise feature doubles the
10 - 11 +0 26 - 27 +8 proficiency bonus for certain ability checks. If a circumstance
12 - 13 +1 28 - 29 +9 suggests that your proficiency bonus applies more than once
to the same roll, you still add it only once and multiply or
14 - 15 +2 30 +10 divide it only once.

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111
By the same token, if a feature or effect allows you to multiply Both participants in a contest make ability checks
your proficiency bonus when making an ability check that appropriate to their efforts. They apply all appropriate
wouldn’t normally benefit from your proficiency bonus, you bonuses and penalties, but instead of comparing the total to a
still don’t add the bonus to the check. For that check, your DC, they compare the totals of their two checks. The
proficiency bonus is 0, given the fact that multiplying 0 by any participant with the higher check total wins the contest. That
number is still 0. For instance, if you lack proficiency in the character or monster either succeeds at the action or
History skill, you gain no benefit from a feature that lets you prevents the other one from succeeding.
double your proficiency bonus when you make Intelligence If the contest results in a tie, the situation remains the
(History) checks. same as it was before the contest. Thus, one contestant
In general, you don’t multiply your proficiency bonus for might win the contest by default. If two characters tie in a
attack rolls or saving throws. If a feature or effect allows you contest to snatch a grenade the floor, neither character grabs
to do so, these same rules apply. it. In a contest between a monster trying to open a door and
an operative trying to keep the door closed, a tie means that
the door remains shut.
Ability Checks
An ability check tests a character's or monster's innate talent Skills
and training in an effort to overcome a challenge. The GM Mass Effect 5e is a sci-fi setting, thus some of the fantasy
calls for an ability check when a character or monster skills (like religion and arcana) have been replaced with new
attempts an action (other than an attack) that has a chance of skills.
failure. When the outcome is uncertain, the dice determine
the results. Removed Skills: Animal Handling, Arcana, Nature, Religion
For every ability check, the GM decides which of the six
abilities is relevant to the task at hand and the difficulty of the New Skills: Electronics, Engineering, Science, Vehicle
task, represented by a Difficulty Class. The more difficult a Handling
task, the higher its DC. The Typical Difficulty Classes table Each ability covers a broad range of capabilities, including
shows the most common DCs. skills that a character or a monster can be proficient in. A
Typical Difficulty Classes
skill represents a specific aspect of an ability score, and an
individual's proficiency in a skill demonstrates a focus on that
Task Difficulty DC
aspect. A character's starting skill proficiencies are
Very Easy 5 determined at character creation, and a monster's skill
Easy 10 proficiencies appear in the monster's stat block.
For example, a Dexterity check might reflect a character's
Medium 15 attempt to pull off an acrobatic stunt, to palm an object, or to
Hard 20 stay hidden. Each of these aspects of Dexterity has an
associated skill: Acrobatics, Sleight of Hand, and Stealth,
Very Hard 25 respectively. So a character who has proficiency in the
Nearly impossible 30 Stealth skill is particularly good at Dexterity checks related to
sneaking and hiding.
To make an ability check, roll a d20 and add the relevant The skills related to each ability score are shown in the
ability modifier. As with other d20 rolls, apply bonuses and following list. No skills are related to Constitution. See an
penalties, and compare the total to the DC. If the total equals ability's description in the Appendix: Skills for examples of
or exceeds the DC, the ability check is a success - the how to use a skill associated with an ability.
creature overcomes the challenge at hand. Otherwise, it's a Strength
failure, which means the character or monster makes no Athletics Wisdom
progress toward the objective or makes progress combined Insight
with a setback determined by the GM. Dexterity Medicine
Acrobatics Perception
Contests Sleight of Hand Survival
Sometimes one character's or monster's efforts are directly Stealth
opposed to another's. This can occur when both of them are Vehicle Handling Charisma
trying to do the same thing and only one can succeed, such as Deception
attempting to snatch up a grenade that has fallen on the floor. Intelligence Intimidation
This situation also applies when one of them is trying to Electronics Performance
prevent the other one from accomplishing a goal - for Engineering Persuasion
example, when a brute tries to force open a door that an History
operative is holding closed. In situations like these, the Investigation
outcome is determined by a special form of ability check, Science
called a contest.

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112
Sometimes, the GM might ask for an ability check using a Moreover, a character can help only when two or more
specific skill - for example, “Make a Wisdom (Perception) individuals working together would actually be productive.
check.” At other times, a player might ask the GM if Some tasks, such as reloading a thermal clip, are no easier
proficiency in a particular skill applies to a check. In either with help.
case, proficiency in a skill means an individual can add his or
her proficiency bonus to ability checks that involve that skill. Group Checks
Without proficiency in the skill, the individual makes a When a number of individuals are trying to accomplish
normal ability check. something as a group, the GM might ask for a group ability
For example, if a character attempts to climb up a check. In such a situation, the characters who are skilled at a
dangerous cliff, the GM might ask for a Strength (Athletics) particular task help cover those who aren't.
check. If the character is proficient in Athletics, the To make a group ability check, everyone in the group
character's proficiency bonus is added to the Strength check. makes the ability check. If at least half the group succeeds,
If the character lacks that proficiency, he or she just makes a the whole group succeeds.
Strength check. Otherwise, the group fails. Group checks don't come up
very often, and they're most useful when all the characters
succeed or fail as a group. For example, when operatives are
navigating a swamp, the GM might call for a group Wisdom
Variant: Paragon & Renegade (Survival) check to see if the characters can avoid the
In Mass Effect 5e, you may also choose to use the quicksand, sinkholes, and other natural hazards of the
Variant: Paragon & Renegade rules (see chapter 4). environment. If at least half the group succeeds, the
This new rule allows you to apply another bonus to successful characters are able to guide their companions out
your ability checks, pending the context of your of danger. Otherwise, the group stumbles into one of these
action is Paragon-ish or Renegade-ish. hazards.

Using Each Ability


Every task that an operative might attempt in the game is
Passive Checks covered by on of the size abilities.
A passive check is a special kind of ability check that doesn't Strength
involve any die rolls. Such a check can represent the average
result for a task done repeatedly, such as searching for laser Strength measures bodily power, athletic training, and the
tripwires over and over again, or can be used when the GM extent to which you can exert raw physical force.
wants to secretly determine whether the characters succeed
at something without rolling dice, such as noticing a hidden Strength Checks
sniper. A Strength check can model any attempt to lift, push, pull, or
Here's how to determine a character's total for a passive break something, to force your body through a space, or to
check: otherwise apply brute force to a situation. The Athletics skill
reflects aptitude in certain kinds of Strength checks.
10 + all modifiers that normally apply to the check Athletics. Your Strength (Athletics) check covers difficult
If the character has advantage on the check, add 5. For situations you encounter while climbing, Jumping, or
disadvantage, subtract 5. The game refers to a passive check swimming.
total as a score. Other Strength Checks. The GM might also call for a
For example, if a 1st-level character has a Wisdom of 15 Strength check when you try to accomplish tasks like the
and proficiency in Perception, he or she has a passive following:
Wisdom (Perception) score of 14. The rules on hiding in the Force open a stuck, locked, or barred door
"Dexterity" section below rely on passive checks, as do the Break free of bonds
exploration rules. Push through a tunnel that is too small
Hang on to a hover car while being dragged behind it
Working together Tip over a dormant mech
Sometimes two or more characters team up to attempt a Restraining an elcor
task. The character who's leading the effort - or the one with
the highest ability modifier - can make an ability check with Attack Rolls and Damage
advantage, reflecting the help provided by the other You add your Strength modifier to your attack roll and your
characters. In combat, this requires the Help action. damage roll when attacking with a melee weapon such as an
A character can only provide help if the task is one that he omni-hammer, a monomolecular blade, or a krogan
or she could attempt alone. For example, trying to hack a warhammer. Additionally, ranged weapon marked with the
security system requires proficiency with hacking tools, so a Recoil property allow you to overcome the kickback of the
character who lacks that proficiency can't help another weapon with brute force. You may apply your Strength
character in that task. modifier to your attack roll and damage roll when attacking
with Recoil weapons.

PART 2 | USING ABILITY SCORES


113
Lifting and Carrying Acrobatics. Your Dexterity (Acrobatics) check covers your
Your Strength score determines the amount of weight you attempt to stay on your feet in a tricky situation, such as when
can bear. The following terms define what you can lift or you're trying to run across a sheet of ice, balance on a
carry. These weights have been adjusted from 5th Edition to tightrope, or stay upright on a rocking spaceship's deck. The
work with kilograms (kg) instead of pounds (lbs). GM might also call for a Dexterity (Acrobatics) check to see if
Carry Capacity. You can carry capacity is your Strength you can perform acrobatic stunts, including dives, rolls,
score multiplied by 5. If you are wearing armor, your carry somersaults, and flips.
capacity is your Strength score multiplied by 10 (due to the Sleight of Hand. Whenever you attempt an act of
built-in servos and pneumatics). This score is not affected by legerdemain or manual trickery, such as planting something
weapons or armor (see below). on someone else or concealing an object on your person,
Push, Drag, Lift. You can push, drag, or lift a weight in kgs make a Dexterity (Sleight of Hand) check. The GM might also
up to twice your carrying capacity or 10 (20 w/ armor) times call for a Dexterity (Sleight of Hand) check to determine
your Strength score. While pushing or dragging weight in whether you can lift a coin purse off another person or slip
excess of your carrying capacity, your speed drops to 2 something out of another person's pocket.
meters. Stealth. Make a Dexterity (Stealth) check when you
Size & Strength. Larger creatures can bear more weight, attempt to conceal yourself from enemies, slink past guards,
whereas Tiny creatures can carry less. For each size category slip away without being noticed, or sneak up on someone
above Medium, double the creature's carrying capacity and without being seen or heard.
the amount it can push, drag, or lift. For a Tiny creature, Vehicle Handling. If you're driving a vehicle you're familiar
halve these weights. with, the GM might ask you to make a Dexterity (Vehicle)
Weapons. You have 4 weapon slots and can equip a single check to make a difficult maneuver or avoid heavy weapon
weapon in any slot. Two-handed weapons require 2 weapon fire, crash land, or weave between traffic. However, if you are
slots. Weapons equipped in a slot do not affect your carry unfamiliar with a vehicle, the GM would require a Wisdom
capacity. Any additional weapons you pick up count against (Vehicle Handling) check to see if you can pilot the vehicle at
your carry capacity. all.
Armor. The Armor Bonuses and Limitations table has a Other Dexterity Checks. The GM might call for a
minimum Strength score for the combination of armor types. Dexterity check when you try to accomplish tasks like the
You must meet or exceed that score. See the Armor Bonuses following:
and Limitations table in chapter 5. Disable a tripwire mine
Securely tie up a prisoner
Variant: Encumbrance Wriggle free of bonds
The lifting and carrying rules attempt to keep the simplicity Play a stringed instrument
of 5th edition, with the added restrictions of weapon capacity. Craft a small or detailed object
Here is a variant if you are looking for more detailed rules for
determining how a character is hindered by the weight of Attack Rolls and Damage
equipment. When you use this variant, ignore the minimum You add your Dexterity modifier to your attack roll and your
Strength column of the Armor Bonuses and Limitations table damage roll when attacking with a ranged weapon, such as
in chapter 5 and ignore the weapon slot limitation. an assault rifle or a sub-machine gun (SMG). You can also
Your carry weight is equal to two times your Strength add your Dexterity modifier to your attack roll and your
score damage roll when attacking with a melee weapon that has
Each weapon and armor piece has a weight. If your total the finesse property, such as an omni-blade or a
weight from all weapons and armor is in excess of your monomolecular blade.
carry weight, you are encumbered, which means your Armor Class
speed drops by 4m. Depending on the armor you wear, you might add some or all
If your total weight from all weapons and armor is in of your Dexterity modifier to your Armor Class. See the
excess of four times your Strength score, you are instead Armor Bonuses and Limitations table in chapter 5.
heavily encumbered, which means your speed drops by
10m and you have disadvantage on ability checks, attack Initiative
rolls, and saving throws that use Strength, Dexterity, or At the beginning of every combat, you roll initiative by making
Constitution. a Dexterity check. Initiative determines the order of
Dexterity creatures' turns in combat.
Dexterity measures agility, reflexes, and balance. Hiding
The DM decides when circumstances are appropriate for
Dexterity Checks hiding. When you try to hide, make a Dexterity (Stealth)
A Dexterity check can model any attempt to move nimbly, check. Until you are discovered or you stop hiding, that
quickly, or quietly, or to keep from falling on tricky footing. check's total is contested by the Wisdom (Perception) check
The Acrobatics, Sleight of Hand, Stealth and Vehicle of any creature that actively searches for signs of your
Handling skills reflect aptitude in certain kinds of Dexterity presence.
checks.

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114
You can't hide from a creature that can see you clearly, and Intelligence
you give away your position if you make noise, such as
shouting a warning or bumping into a crate. An invisible Intelligence measures mental acuity, accuracy of recall, and
creature can always try to hide. Signs of its passage might the ability to reason.
still be noticed, and it does have to stay quiet.
In combat, most creatures stay alert for signs of danger all Intelligence Checks
around, so if you come out of hiding and approach a creature, An Intelligence check comes into play when you need to draw
it usually sees you. However, under certain circumstances, on logic, education, memory, or deductive reasoning. The
the GM might allow you to stay hidden as you approach a Electronics, Engineering, History, Investigation, and Science
creature that is distracted, allowing you to gain advantage on skills reflect aptitude in certain kinds of Intelligence checks.
an attack roll before you are seen. Electronics. Your Intelligence (Electronics) check covers
Passive Perception. When you hide, there's a chance attempts to hack or interface with computer systems, such as
someone will notice you even if they aren't searching. To when you're trying to open locked doors and containers, turn
determine whether such a creature notices you, the GM off cameras, override controls, etc.
compares your Dexterity (Stealth) check with that creature's Engineering. Your Intelligence (Engineering) check covers
passive Wisdom (Perception) score, which equals 10 + the your knowledge of machines and mechanical devices. It most
creature's Wisdom modifier, as well as any other bonuses or cases it determines your ability to repair devices. But you
penalties. If the creature has advantage, add 5. For might also use it to spot weaknesses in mechanical defense
disadvantage, subtract 5. For example, if a 1st-level character systems, spot potential vehicle failures before they happen, or
(with a proficiency bonus of +2) has a Wisdom of 15 (a +2 find expensive parts in space salvage.
modifier) and proficiency in Perception, he or she has a History. Your Intelligence (History) check measures your
passive Wisdom (Perception) of 14. ability to recall lore about historical events, legendary people,
What Can You See? One of the main factors in ancient or alien races and their cultures or customs, past
determining whether you can find a hidden creature or object disputes, recent wars, and lost civilizations.
is how well you can see in an area, which might be lightly or Investigation. When you look around for clues and make
heavily obscured. deductions based on those clues, you make an Intelligence
(Investigation) check. You might deduce the location of a
Constitution hidden object, discern from the appearance of a wound what
kind of weapon dealt it, or determine the weakest point in a
Constitution measures health, stamina, and vital force. tunnel that could cause it to collapse. Poring through ancient
scrolls in Search of a hidden fragment of knowledge might
Constitution Checks also call for an Intelligence (Investigation) check.
Constitution checks are uncommon, and no skills apply to Science. Your Intelligence (Science) check measures your
Constitution checks, because the endurance this ability ability to make useful connections and correlations based on
represents is largely passive rather than involving a specific the wealth of knowledge that can be found on the exonet. In a
effort on the part of a character or monster. A Constitution sense, it measures your 'scientific mindset'. A GM might ask
check can model your attempt to push beyond normal limits, for a check when encountering unknown flora or fauna,
however. assessing the geology of an alien world, or analyzing natural
The GM might call for a Constitution check when you try to or unnatural phenomena.
accomplish tasks like the following: Other Intelligence Checks. The GM might call for an
Hold your breath Intelligence check when you try to accomplish tasks like the
March or labor for hours without rest following:
Go without sleep Estimate the value of a piece of tech
Survive without food or water Create a false ID badge
Quaff an entire pint of Batarian Shard Wine in one gulp Forge an electronic document
Resist the effect of poison Recall lore about an ancient civilization
Win a game of skill
Hit Points
Your Constitution modifier contributes to your hit points. Spellcasting Ability
Typically, you add your Constitution modifier to each Hit Die Engineers, infiltrators, and some sentinels use Intelligence as
you roll for your hit points. their spellcasting ability, which helps determine the saving
If your Constitution modifier changes, your hit point throw DCs of spells they cast.
maximum changes as well, as though you had the new
modifier from 1st level. For example, if you raise your
Constitution score when you reach 4th level and your
Constitution modifier increases from +1 to +2, you adjust
your hit point maximum as though the modifier had always
been +2. So you add 3 hit points for your first three levels,
and then roll your hit points for 4th level using your new
modifier. Or if you're 7th level and some effect lowers your
Constitution score so as to reduce your Constitution modifier
by 1, your hit point maximum is reduced by 7.

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115
Wisdom Intimidation. When you attempt to influence someone
through overt threats, hostile actions, and physical violence,
Wisdom reflects how attuned you are to the world around the GM might ask you to make a Charisma (Intimidation)
you and represents perceptiveness and intuition. check. Examples include trying to pry information out of a
prisoner, convincing street thugs to back down from a
Wisdom Checks confrontation, or using the edge of a broken bottle to
A Wisdom check might reflect an effort to read body convince a sneering vizier to reconsider a decision.
language, understand someone’s feelings, notice things about Performance. Your Charisma (Performance) check
the environment, or care for an injured person. The Insight, determines how well you can delight an audience with music,
Medicine, Perception, and Survival skills reflect aptitude in dance, acting, storytelling, or some other form of
certain kinds of Wisdom checks. entertainment.
Insight. Your Wisdom (Insight) check decides whether you Persuasion. When you attempt to influence someone or a
can determine the true intentions of a creature, such as when group of people with tact, social graces, or good nature, the
searching out a lie or predicting someone's next move. Doing GM might ask you to make a Charisma (Persuasion) check.
so involves gleaning clues from body Language, Speech Typically, you use persuasion when acting in good faith, to
habits, and changes in mannerisms. foster friendships, make cordial requests, or exhibit proper
Medicine. A Wisdom (Medicine) check lets you try to etiquette. Examples of persuading others include convincing
stabilize a dying companion, diagnose an illness, or a politician to let your party see the councilor, negotiating
understand the biology of an organism. peace between warring krogan tribes, or inspiring a crowd of
Perception. Your Wisdom (Perception) check lets you colonist.
spot, hear, or otherwise detect the presence of something. It Other Charisma Checks. The GM might call for a
measures your general awareness of your surroundings and Charisma check when you try to accomplish tasks like the
the keenness of your senses. For example, you might try to following:
hear a conversation through a closed door, eavesdrop under
an open window. Or you might try to spot things that are Find the best person to talk to for news, rumors, and
obscured or easy to miss. gossip
Survival. The GM might ask you to make a Wisdom Blend into a crowd to get a sense of key topics of
(Survival) check to survive in uncivilized alien words, conversation
especially harsh environments like tundra, deserts, or Spellcasting Ability
jungles. The check might help you navigate a blizzard, find Asari and some sentinels Charisma as their spellcasting
food in a wasteland, or avoid getting eaten by a Thresher ability, which helps determine the saving throw DCs of spells
Maw. they cast.
Other Wisdom Checks. The GM might call for a Wisdom
check when you try to accomplish tasks like the following:
Get a gut feeling about what course of action to follow Saving Throws
Discern whether a seemingly life-like android is organic or A saving throw - also called a save - represents an attempt to
synthetic resist a spell, a trap, a poison, a disease, or a similar threat.
You don’t normally decide to make a saving throw; you are
Spellcasting Ability forced to make one because your character or monster is at
Adepts, vanguards, and some sentinels use Wisdom as their risk of harm.
spellcasting ability, which helps determine the saving throw To make a saving throw, roll a d20 and add the appropriate
DCs of spells they cast. ability modifier. For example, you use your Dexterity modifier
for a Dexterity saving throw.
Charisma A saving throw can be modified by a situational bonus or
Charisma measures your ability to interact effectively with penalty and can be affected by advantage and disadvantage,
others. It includes such factors as confidence and eloquence, as determined by the GM.
and it can represent a charming or commanding personality. Each class gives proficiency in at least two saving throws.
The engineer, for example, is proficient in Intelligence saves.
Charisma Checks As with skill proficiencies, proficiency in a saving throw lets a
A Charisma check might arise when you try to influence or character add his or her proficiency bonus to saving throws
entertain others, when you try to make an impression or tell a made using a particular ability score. Some monsters have
convincing lie, or when you are navigating a tricky social saving throw proficiencies as well.
situation. The Deception, Intimidation, Performance, and The Difficulty Class for a saving throw is determined by the
Persuasion skills reflect aptitude in certain kinds of effect that causes it. For example, the DC for a saving throw
Charisma checks. allowed by a spell is determined by the caster’s spellcasting
Deception. Your Charisma (Deception) check determines ability and proficiency bonus.
whether you can convincingly hide the truth, either verbally The result of a successful or failed saving throw is also
or through your actions. This deception can encompass detailed in the effect that allows the save. Usually, a
everything from misleading others through ambiguity to successful save means that a creature suffers no harm, or
telling outright lies. Typical situations include trying to fast- reduced harm, from an effect.
talk a guard, con a merchant, or dull someone's suspicions
with false assurances.
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116
Chapter 8: Missions

T
his section covers the basics of the operative's The GM can summarize the operatives' movement without
live, from the mechanics of movement to the calculating exact distances or travel times: "You travel
complexities of social interaction. The rules for through the dusty desert of Turchanka and find a small
resting are also in this section, along with a outpost late in the evening of the third day." Even in a space
discussion of the activities your character station, particularly a large station or an asteroid colony, the
might pursue between missions. GM can summarize movement between encounters: "After
Whether operatives are exploring an ancient alien ruin or subduing the guards at the entrance to the underground
the busy streets of the Citadel, the game follows a natural research facility, you consult your omni-tool, which leads you
rhythm, as outlined in the introduction: through miles of echoing corridors to a large arena with
caged varren."
1. The GM describes the environment. Sometimes it's important, though, to know how long it
2. The players describe what they want to do. takes to get from one spot to another, whether the answer is
3. The GM narrates the results of their actions. in days, hours, or minutes. The rules for determining travel
Typically, the GM uses a map as an outline of the mission, time depend on two factors: the speed and travel pace of the
tracking the characters’ progress as they explore docking creatures moving and the terrain they're moving over.
bays or jungle planets. The GM’s notes, including a key to the Speed
map, describe what the operatives find as they enter each
new area. Sometimes, the passage of time and the operatives’ Every character and monster has a speed, which is the
actions determine what happens, so the GM might use a distance in meters that the character or monster can walk in
timeline or a flowchart to track their progress instead of a 1 round. This number assumes short bursts of energetic
map. movement in the midst of a life-threatening situation. The
following rules determine how far a character or monster can
move in a minute, an hour, or a day.
Time Mass Effect 5e uses meters instead of feet.
In situations where keeping track of the passage of time is
important, the GM determines the time a task requires. The
GM might use a different time scale depending on the context 5ft = 2m
of the situation at hand. In a space station environment, the
operatives' movement happens on a scale of minutes. It takes On a playmat: 2m = 1 square
them about a minute to creep down a long hallway, another
minute to check for traps on the door at the end of the hall,
and a good ten minutes to search the room beyond for
anything interesting or valuable.
In a city or wilderness, a scale of hours is often more
appropriate. Operatives eager to reach the lonely base camp Travel Pace
at the foot of a mountain hurry across those 30 kilometers in While traveling, a group of operatives can move at a normal,
just under four hours' time (or less if they're using a vehicle). fast, or slow pace, as shown on the Travel Pace table. The
For long journeys, a scale of days works best. Making mass table states how far the party can move in a period of time
relay jumps from Sol to the outer skirts of the Terminus and whether the pace has any effect. A fast pace makes
Systems, the operatives spend four uneventful days before a characters less perceptive, while a slow pace makes it
batarian ambush interrupts their journey. possible to sneak around and to search an area more
In combat and other fast-paced situations, the game relies carefully.
on rounds, a 6-second span of time. Forced March. The Travel Pace table assumes that
characters travel for 8 hours in a day. They can push on
Movement beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours, the
Spacewalking along the surface of an asteroid, sneaking characters cover the distance shown in the Hour column for
down a space station corridor, scaling a treacherous their pace, and each character must make a Constitution
mountain slope - all sorts of movement play a key role in saving throw at the end of the hour. The DC is 10 + 1 for each
fantasy gaming adventures. hour past 8 hours. On a failed saving throw, a character
suffers one level of exhaustion.
Mounts and Vehicles. For short spans of time (up to an
hour), many animals move much faster than humanoids. A
mounted character can ride at a gallop for about an hour,
covering twice the usual distance for a fast pace. If fresh
mounts are available every 12 to 15 kilometers (8-10 miles),
characters can cover larger distances at this pace, but this is
very rare except in densely populated areas.

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Characters in transports choose a pace as normal. The range Special Types of Movement
statistic on transports indicates how far the transport can
travel in a 24 hour period for a normal pace. If you're moving Movement through underground tunnels, skyscrapers, or
at a fast pace, you can double the range and half it for a slow wilderness areas often involves more than simply walking.
pace. Transports do not suffer exhaustion as a living mount Operatives might have to climb, crawl, swim, or jump to get
would, but characters still need to pilot the vehicle. In general, where they need to go.
characters can only pilot vehicle for 16 hours at a time before
needing to rest. Climbing, Swimming, and Crawling
More details about traveling in transports and starships are While climbing or swimming, each meter of movement costs
provided in chapter 10. 1 extra meter (2 extra meters in difficult terrain), unless a
creature has a climbing or swimming speed. At the GM’s
Distance Traveled per... option, climbing a slippery vertical surface or one with few
handholds requires a successful Strength (Athletics) check.
Pace Minute Hour Day Effect Similarly, gaining any distance in rough water might require a
fast 120m 7km 50km -5 penalty to
successful Strength (Athletics) check.
(~400 ft) (~4 mi) (~30 mi) passive
Wisdom Jumping change
(Perception) Your Strength determines how far you can jump.
scores Long Jump. When you make a long jump, you cover a
medium 90m 5km 40km -
number of meters up to your Strength score divided by three
(~300 ft) (~3 mi) (~24 mi) (rounded up) if you move at least 4 meters on foot
immediately before the jump. When you make a standing
slow 60m 3km 30km Able to use long jump, you can leap only half that distance. Either way,
(~200 ft) (~2 miles) (~18
miles)
stealth each meter you clear on the jump costs a meter of movement.
This rule assumes that the height of your jump doesn't
matter, such as a jump across a stream or chasm. At your
Difficult Terrain GM's option, you must succeed on a DC 10 Strength
The travel speeds given in the Travel Pace table assume (Athletics) check to clear a low obstacle (no taller than a
relatively simple terrain: roads, open plains, or clear quarter of the jump's distance), such as a hedge or low wall.
corridors. But operatives can face dense forests, deep Otherwise, you hit it.
swamps, rubble-filled craters, steep mountains, and ice- When you land in difficult terrain, you must succeed on a
covered ground - all considered difficult terrain. DC 10 Dexterity (Acrobatics) check to land on your feet.
You move at half speed in difficult terrain - moving 1 meter Otherwise, you land prone.
in difficult terrain costs 2 meters of speed - so you can cover High Jump. When you make a high jump, you leap into the
only half the normal distance in a minute, an hour, or a day. air a number of meters equal to 1 + your Strength modifier
divided by three (rounded up) if you move at least 4m on foot
+/- Gravity immediately before the jump. When you make a standing
Operatives may find themselves in an environment with little, high jump, you can jump only half that distance. Either way,
no, or increased gravity. For any increase (or decrease) that is each meter you clear on the jump costs a meter of movement.
twice as more (or less) than your operatives normal working In some circumstances, your GM might allow you to make a
gravity, use the difficult terrain rules. If your operative Strength (Athletics) check to jump higher than you normally
normally works in a 1g environment, and enters a .5g or 2g can.
environment, they are considered to be in difficult terrain. You can extend your arms half your height above yourself
If you're in a low gravity environment, your long and high during the jump. Thus, you can reach above you a distance
jump distances are doubled. Jump distances are halved in equal to the height of the jump plus 1 1/2 times your height.
higher gravity.
When in a 0g environment, your speed becomes 0, unless
you have a means of propelling yourself. Additional rules,
such as disadvantage on Dexterity saving throws or melee
attacks, are decided by the GM based on the context of your
environment.

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The Environment
Going on missions can involve delving into places that are
dark, dangerous, and full of environmental hazards. The rules
in this section cover some of the most important ways in
which adventurers interact with the environment in such
places.
Falling
A fall from a great height is a common hazard, especially
since many urban environments reach the skies. At the end of
a fall, a creature takes 1d6 bludgeoning damage for every 4
meters (~10 ft) it fell, to a maximum of 20d6. The creature
lands prone unless it avoids taking damage from the fall.
Suffocating
A creature can hold its breath for a number of minutes equal
to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can
survive for a number of rounds equal to its Constitution
modifier (minimum of 1 round). At the start of its next turn, it
drops to 0 hit points and is dying, and it can't regain hit points
or be stabilized until it can breathe again. Dim light, also called shadows, creates a lightly obscured
For example, a creature with a Constitution of 14 can hold area. An area of dim light is usually a boundary between a
its breath for 3 minutes. If it starts suffocating, it has 2 source of bright light, such as a flashlight, and surrounding
rounds to reach air before it drops to 0 hit points. darkness. The soft light of twilight and dawn also counts as
dim light. A particularly brilliant full moon (or moons) might
Space bathe the surface of a planet in dim light.
The vacuum of space will kill any organic (and most Darkness creates a heavily obscured area. Characters face
synthorganic creatures) in a matter of minutes unless that darkness outdoors at night, within the confines of a derelict
creature has some specific resilience to surviving in a starship, or a subterranean ruin.
vacuum. A creature in the vacuum of space without an Blindsight
appropriate environmental suit will remain conscious for a A creature with blindsight can perceive its surroundings
number of rounds equal to 1 + its Constitution modifier without relying on sight, within a specific radius. Creatures
(minimum 1). After that time passes, the creature immediate without eyes, such as thresher maws, and creatures with
becomes incapacitated and it can survive in space a number echolocation or heightened senses, such as bats and yaghs,
of minutes equal to 1 + its Constitution modifier (minimum 1) have this sense.
after which it dies.
Darkvision
Vision and Light Some creatures have darkvision and some gear can provide
The most fundamental tasks of adventuring - noticing danger, darkvision. Within a specified range, a creature with
finding hidden objects, hitting an enemy in combat, and darkvision can see in darkness as if the darkness were dim
targeting a biotic power, to name just a few - rely heavily on a light, so areas of darkness are only lightly obscured as far as
character's ability to see. Darkness and other effects that that creature is concerned. However, the creature can't
obscure vision can prove a significant hindrance. discern color in darkness, only shades of gray.
A given area might be lightly or heavily obscured. In a
lightly obscured area, such as dim light, patchy fog, or Truesight
moderate foliage, creatures have disadvantage on Wisdom A creature with truesight can, out to a specific range, see in
(Perception) checks that rely on sight. normal darkness, see invisible creatures and objects that are
A heavily obscured area - such as darkness, opaque fog, or hidden by technological means (such as tactical cloak).
dense foliage - blocks vision entirely. A creature effectively
suffers from the blinded condition when trying to see Infrared vision
something in that area. A creature with infrared vision, out to a specific range, can
The presence or absence of light in an environment creates see in darkness, is unaffected by lightly or heavily obscured
three categories of illumination: bright light, dim light, and areas, and see invisible and hidden creatures and objects that
darkness. give off heat.
Bright light lets most creatures see normally. Even gloomy However, the creature cannot see beyond intense heat
days provide bright light, as do flashlights, fires, and other sources and is effectively blind when looking at an intense
sources of illumination within a specific radius. heat source.

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119
Food and Water Social Interaction
Characters who don't eat or drink suffer the effects of Exploring planets, overcoming obstacles, and surviving death
exhaustion. Exhaustion caused by lack of food or water can't squads are key parts of Mass Effect missions. No less
be removed until the character eats and drinks the full important, though, are the social interactions that operatives
required amount. have with other inhabitants of the galaxy.
Food
Interaction takes on many forms. You might need to
A character needs about 500 grams (~ 1lb) of food per day convince an unscrupulous spy to confess to some
and can make food last longer by subsisting on half rations. malfeasance, or you might try to flatter a shop owner so they
Eating 250 grams of food in a day counts as half a day will give you a discount. The GM assumes the roles of any
without food. characters who are participating in the interaction that don’t
A character can go without food for a number of days equal belong to another player at the table. Any such character is
to 3 + his or her Constitution modifier (minimum 1). At the called a nonplayer character (NPC).
end of each day beyond that limit, a character automatically In general terms, an NPC’s attitude toward you is
suffers one level of exhaustion. A normal day of eating resets described as friendly, indifferent, or hostile. Friendly NPCs
the count of days without food to zero. are predisposed to help you, and hostile ones are inclined to
get in your way. It’s easier to get what you want from a
Water
friendly NPC, of course.
A character needs 2 liters (~ 1/2 gallon) of water per day, or 4 Social interactions have two primary aspects: roleplaying
liters per day if the weather is hot. A character who drinks and ability checks.
only half that much water must succeed on a DC 15
Constitution saving throw or suffer one level of exhaustion at
the end of the day. A character with access to even less water
automatically suffers one level of exhaustion at the end of the
day.
If the character already has one or more levels of
exhaustion, the character takes two levels in either case.
Interacting with Objects
A character's interaction with objects in an environment is
often simple to resolve in the game. The player tells the GM
that his or her character is doing something, such as
interacting with a terminal, and the GM describes what, if
anything, happens.
For example, a character might decide to interact with a
terminal, which might, in turn, open a door, raise an alarm, or
give the character access to a map of the building. If the
terminal is protected via security, though, a character might
need to hack it. In such a situation, the GM might call for an
Intelligence (Electronics) check to see whether the character
can bypass the security. The GM sets the DC for any such
check based on the difficulty of the task.
Characters can also damage objects with their weapons,
biotics, and tech. Objects are immune to poison and psychic
damage, but otherwise, they can be affected by physical
attacks much as creatures can. The GM determines an Roleplaying
object's Armor Class and hit points, and might decide that Roleplaying is, literally, the act of playing out a role. In this
certain objects have resistance or immunity to certain kinds case, it’s you as a player determining how your character
of attacks. (It's hard to cut a cable with a hammer, for thinks, acts, and talks.
example.) Objects always fail Strength and Dexterity saving Roleplaying is a part of every aspect of the game, and it
throws, and they are immune to effects that require other comes to the fore during social interactions. Your character’s
saves. When an object drops to 0 hit points, it breaks. quirks, mannerisms, and personality influence how
A character can also attempt a Strength check to break an interactions resolve.
object. The GM sets the DC for any such check. There are two styles you can use when roleplaying your
character: the descriptive approach and the active approach.
Most players use a combination of the two styles. Use
whichever mix of the two works best for you.

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Descriptive Approach to Roleplaying
With this approach, you describe your character’s words and
Resting
actions to the GM and the other players. Drawing on your Heroic though they might be, operatives can't spend every
mental image of your character, you tell everyone what your hour of the day in the thick of exploration, social interaction,
character does and how he or she does it. and combat. They need rest - time to sleep and eat, tend their
When using descriptive roleplaying, keep the following wounds, clean their weapons, practice biotic spells, and
things in mind: configure omni-tools.
Operatives can take short rests in the midst of mission day
Describe your character’s emotions and attitude. and a long rest to end the day.
Focus on your character’s intent and how others might
perceive it. Short Rest
Provide as much embellishment as you feel comfortable
with. A short rest is a period of downtime, at least 1 hour long,
Don’t worry about getting things exactly right. Just focus during which a character does nothing more strenuous than
on thinking about what your character would do and eating, drinking, reading, and tending to wounds.
describing what you see in your mind. A character can spend one or more Hit Dice at the end of a
short rest, up to the character's maximum number of Hit
Active Approach to Roleplaying Dice, which is equal to the character's level. For each Hit Die
If descriptive roleplaying tells your GM and your fellow spent in this way, the player rolls the die and adds the
players what your character thinks and does, active character's Constitution modifier to it. The character regains
roleplaying shows them. hit points equal to the total. The player can decide to spend
When you use active roleplaying, you speak with your an additional Hit Die after each roll. A character regains
character’s voice, like an actor taking on a role. You might some spent Hit Dice upon finishing a long rest, as explained
even echo your character’s movements and body language. below.
This approach is more immersive than descriptive
roleplaying, though you still need to describe things that can’t Long Rest
be reasonably acted out. A long rest is a period of extended downtime, at least 8 hours
Results of Roleplaying
long, during which a character sleeps or performs light
The GM uses your character’s actions and attitudes to activity: reading, talking, eating, or standing watch for no
determine how an NPC reacts. A cowardly NPC buckles more than 2 hours. If the rest is interrupted by a period of
under threats of violence. A stubborn turian refuses to let strenuous activity - at least 1 hour of walking, fighting, casting
anyone badger her. A vain asari laps up flattery. biotics, or similar activity - the characters must begin the rest
When interacting with an NPC, pay close attention to the again to gain any benefit from it.
GM’s portrayal of the NPC’s mood, dialogue, and personality. At the end of a long rest, a character regains all lost hit
You might be able to determine an NPC’s personality traits, points. The character also regains spent Hit Dice, up to a
ideals, flaws, and bonds, then play on them to influence the number of dice equal to half of the character's total number
NPC’s attitude. of them (minimum of one die). For example, if a character has
Interactions in Mass Effect 5e are much like interactions in eight Hit Dice, he or she can regain four spent Hit Dice upon
real life. If you can offer NPCs something they want, threaten finishing a long rest.
them with something they fear, or play on their sympathies A character can't benefit from more than one long rest in a
and goals, you can use words to get almost anything you 24-hour period, and a character must have at least 1 hit point
want. On the other hand, if you insult a proud warrior or at the start of the rest to gain its benefits.
speak ill of a politician’s allies, your efforts to convince or
deceive will fall short. Between Missions
Between trips to remote planets and battles against reaper
Ability Checks forces, operatives need time to rest, recuperate, and prepare
In addition to roleplaying, ability checks are key in for their next mission. Many operatives also use this time to
determining the outcome of an interaction. perform other tasks, such as crafting or modding arms and
Your roleplaying efforts can alter an NPC’s attitude, but armor, performing research, or spending their hard-earned
there might still be an element of chance in the situation. For credits.
example, your GM can call for a Charisma check at any point In some cases, the passage of time is something that
during an interaction if he or she wants the dice to play a role occurs with little fanfare or description. When starting a new
in determining an NPC’s reactions. Other checks might be mission, the GM might simply declare that a certain amount
appropriate in certain situations, at your GM’s discretion. of time has passed and allow you to describe in general terms
Pay attention to your skill proficiencies when thinking of what your character has been doing. At other times, the GM
how you want to interact with an NPC, and stack the deck in might want to keep track of just how much time is passing as
your favor by using an approach that relies on your best events beyond your perception stay in motion.
bonuses and skills. If the group needs to trick a security
guard into letting them into a classified area, the infiltrator
who is proficient in Deception is the best bet to lead the
discussion. When negotiating for a hostage’s release, the
sentinel with Persuasion should do most of the talking.
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121
Lifestyle Expenses Practicing a Profession
Between missions, you choose a particular quality of life and You can work between missions, allowing you to maintain a
pay the cost of maintaining that lifestyle. modest lifestyle without having to pay 150 credits per day.
Living a particular lifestyle doesn't have a huge effect on This benefit lasts as long you continue to practice your
your character, but your lifestyle can affect the way other profession. If you are a member of an organization that can
individuals and groups react to you. For example, when you provide gainful employment you earn enough to support a
lead an aristocratic lifestyle, it might be easier for you to comfortable lifestyle instead.
influence the officials of the city than if you live in poverty. If you have proficiency in the Performance skill and put
Lifestyle expenses are further explained in the Expenses your performance skill to use during your downtime, you
section of chapter 5. earn enough to support a wealthy lifestyle instead.
Recuperating
Downtime Activities You can use downtime between missions to recover from a
Between missions, the GM might ask you what your debilitating injury, disease, or poison.
character is doing during his or her downtime. Periods of After three days of downtime spent recuperating, you can
downtime can vary in duration, but each downtime activity make a DC 15 Constitution saving throw. On a successful
requires a certain number of days to complete before you save, you can choose one of the following results:
gain any benefit, and at least 8 hours of each day must be End one effect on you that prevents you from regaining hit
spent on the downtime activity for the day to count. The days points.
do not need to be consecutive. If you have more than the For the next 24 hours, gain advantage on saving throws
minimum amount of days to spend, you can keep doing the against one disease or poison currently affecting you.
same thing for a longer period of time, or switch to a new
downtime activity. Researching
Downtime activities other than the ones presented below The time between missions is a great chance to perform
are possible. If you want your character to spend his or her research, gaining insight into mysteries that have unfurled
downtime performing an activity not covered here, discuss it over the course of the campaign. Research can include
with your GM. poring over the exonet, buying drinks for the locals to pry
rumors and gossip from their lips, or paying for information
Crafting from certain factions like the Shadow Broker Network.
You can craft weapons, mods, armor, other equipment and When you begin your research, the GM determines
works of art. You must be proficient with tools related to the whether the information is available, how many days of
object you are trying to create (typically artisan's tools). You downtime it will take to find it, and whether there are any
might also need access to special materials or locations restrictions on your research (such as needing to seek out a
necessary to create it. For example, someone proficient with specific individual, file, or location). The GM might also
armorsmith's tools needs a source of power and intense heat require you to make one or more ability checks, such as an
in order to craft armor or install mods. Intelligence (Investigation) check to find clues pointing
For every day of downtime you spend crafting, you can craft toward the information you seek, or a Charisma (Persuasion)
one or more items with a total market value not exceeding check to secure someone's aid, or an Intelligence
500 credits, and you must expend raw materials or omni-gel (Electronics) check to hack into a database. Once those
worth half the total market value. If something you want to conditions are met, you learn the information if it is available.
craft has a market value greater than 500 credits, you make For each day of research, you must spend 100 credits to
progress every day in 500-credit increments until you reach cover your expenses. This cost is in addition to your normal
the market value of the item. For example, Blood Dragon lifestyle expenses.
Armor (market value 101,300 credits) takes 203 days to craft
by yourself. Training
Multiple characters can combine their efforts toward the You can spend time between missions training with a set of
crafting of a single item, provided that the characters all have tools. Your GM might allow additional training options.
proficiency with the requisite tools and are working together First, you must find an instructor willing to teach you. The
in the same place. Each character contributes 1000 credits GM determines how long it takes, and whether one or more
worth of effort for every day spent helping to craft the item. ability checks are required.
For example, three characters with the requisite tool The training lasts for 250 days and costs 100 credits per
proficiency and the proper facilities can craft the Blood day. After you spend the requisite amount of time and money,
Dragon Armor in 68 days, at a total cost of 50,650 credits. you gain proficiency with the new tool.
While crafting, you can maintain a modest lifestyle without
having to pay 150 credits per day, or a comfortable lifestyle at
half the normal cost.

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Chapter 9: Combat

T
his chapter provides the rules you need for If you're surprised, you can't move or take an action on your
your characters and enemies to engage in first turn of the combat, and you can't take a reaction until
combat, whether it is a brief skirmish or an that turn ends. A member of a group can be surprised even if
extended conflict in a gang hideout or on a the other members aren't.
field of battle. Throughout this chapter, the
rules address you, the player or Galaxy Master. Initiative
The Galaxy Master controls all the nonplayer Initiative determines the order of turns during combat. When
characters involved in combat, and each other player controls combat starts, every participant makes a Dexterity check to
an operative. “You” can also mean the character or npc that determine their place in the initiative order. The GM makes
you control. one roll for an entire group of identical creatures, so each
member of the group acts at the same time.
The Order of Combat The GM ranks the combatants in order from the one with
the highest Dexterity check total to the one with the lowest.
A typical combat encounter is a clash between two sides, a This is the order (called the initiative order) in which they act
flurry of bullets, energy weapons, ducking behind cover, during each round. The initiative order remains the same
slinging biotic and tech spells. The game organizes the chaos from round to round.
of combat into a cycle of rounds and turns. A round If a tie occurs, the GM decides the order among tied GM-
represents about 6 seconds in the game world. During a controlled creatures, and the players decide the order among
round, each participant in a battle takes a turn. The order of their tied characters. The GM can decide the order if the tie
turns is determined at the beginning of a combat encounter, is between a monster and a player character. Optionally, the
when everyone rolls initiative. Once everyone has taken a GM can have the tied characters and monsters each roll a
turn, the fight continues to the next round if neither side has d20 to determine the order, highest roll going first.
defeated the other.
Your Turn
Combat Step by Step On your turn, you can move a distance up to your speed and
1. Determine surprise. The GM determines whether take one action. You decide whether to move first or take
anyone involved in the combat encounter is your action first. Your speed - sometimes called your walking
surprised. speed - is noted on your character sheet.
2. Establish positions. The GM decides where all the The most common actions you can take are described in
characters and monsters are located. Given the the "Actions in Combat" section below. Many class features
operatives' marching order or their stated positions and other abilities provide additional options for your action.
in the room or other location, the GM figures out The "Movement and Position" section gives the rules for
where the adversaries ar - -how far away and in what your move.
direction. You can forgo moving, taking an action, or doing anything
3. Roll initiative. Everyone involved in the combat at all on your turn. If you can't decide what to do on your turn,
encounter rolls initiative, determining the order of consider taking the Dodge or Ready action, as described in
combatants' turns. "Actions in Combat."
4. Take turns. Each participant in the battle takes a turn
in initiative order. Bonus Actions
5. Begin the next round. When everyone involved in the Various class features, spells, and other abilities let you take
combat has had a turn, the round ends. Repeat step 4 an additional action on your turn called a bonus action. The
until the fighting stops. Cunning Action feature, for example, allows an infiltrator to
take a bonus action. You can take a bonus action only when a
special ability, spell, or other feature of the game states that
Surprise you can do something as a bonus action. You otherwise don't
have a bonus action to take.
A team of operatives sneaks up on a patrolling cerberus You can take only one bonus action on your turn, so you
squad, springing from behind cargo crates to attack them. A must choose which bonus action to use when you have more
varren slinks in the shadows, unnoticed by the operatives than one available.
until the varren attacks one of them. In these situations, one You choose when to take a bonus action during your turn,
side of the battle gains surprise over the other. unless the bonus action's timing is specified, and anything
The GM determines who might be surprised. If neither side that deprives you of your ability to take actions also prevents
tries to be stealthy, they automatically notice each other. you from taking a bonus action.
Otherwise, the GM compares the Dexterity (Stealth) checks
of anyone hiding with the passive Wisdom (Perception) score
of each creature on the opposing side. Any character or
monster that doesn't notice a threat is surprised at the start
of the encounter.

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Other Activity on Your Turn Your movement can include jumping, climbing, and
Your turn can include a variety of flourishes that require swimming. These different modes of movement can be
neither your action nor your move. combined with walking, or they can constitute your entire
You can communicate however you are able, through brief move. However you're moving, you deduct the distance of
utterances and gestures, as you take your turn. each part of your move from your speed until it is used up or
You can also interact with one object or feature of the until you are done moving.
environment for free, during either your move or your action.
For example, you could open a door during your move as you Breaking Up Your Move
stride toward a foe, or you could draw your weapon as part of You can break up your movement on your turn, using some of
the same action you use to attack. your speed before and after your action. For example, if you
If you want to interact with a second object, you need to have a speed of 10 meters, you can move 4 meters, take your
use your action. Some items and other special objects always action, and then move 6 meters.
require an action to use, as stated in their descriptions.
The GM might require you to use an action for any of these Moving between Attacks
activities when it needs special care or when it presents an If you take an action that includes more than one weapon
unusual obstacle. For instance, the GM could reasonably attack, you can break up your movement even further by
expect you to use an action to open a stuck door or turn a moving between those attacks. For example, a soldier who
push a large crate into a covering position. can make two attacks with the Extra Attack feature and who
has a speed of 10 meters could move 4 meters, make an
Reactions attack, move 4 meters, and then attack again.
Certain special abilities, spells, and situations allow you to
take a special action called a reaction. A reaction is an instant Using Different Speeds
response to a trigger of some kind, which can occur on your If you have more than one speed, such as your walking speed
turn or on someone else's. The opportunity attack, described and a flying speed, you can switch back and forth between
later in this chapter, is the most common type of reaction. your speeds during your move. Whenever you switch,
When you take a reaction, you can't take another one until subtract the distance you've already moved from the new
the start of your next turn. If the reaction interrupts another speed. The result determines how much farther you can
creature's turn, that creature can continue its turn right after move. If the result is 0 or less, you can't use the new speed
the reaction. during the current move.
For example, if you have a speed of 10 and a flying speed of
20 because you're wearing a jetpack, you could fly 10 meters,
Movement & Position then walk 4 meters, and then leap into the air to fly 6 meters
In combat, characters and monsters are in constant motion, more.
often using movement and position to gain the upper hand.
Difficult Terrain
Combat rarely takes place in bare rooms or on featureless
plains. Boulder-strewn caverns, briar-choked forests,
Interacting with Objects treacherous staircases - the setting of a typical fight contains
Around You Here are a few examples of the sorts difficult terrain.
of thing you can do in tandem with your movement Every meter of movement in difficult terrain costs 1 extra
and action: meter. This rule is true even if multiple things in a space
draw or sheathe a weapon count as difficult terrain.
open or close a door Low furniture, crates, trash cans, rubble, undergrowth,
withdraw a medi-gel from your armor steep stairs, snow, and shallow bogs are examples of difficult
pick up a dropped weapon terrain. The space of another creature, whether hostile or
take a datapad from a table not, also counts as difficult terrain.
remove your helmet
stuff some food into your mouth Being Prone
plant a banner in the ground
drink all the ale in a flagon Combatants often find themselves lying on the ground, either
throw a lever or a switch because they are knocked down or because they throw
extinguish a small flame themselves down. In the game, they are . You can drop prone
put your ear to a door without using any of your speed. Standing up takes more
kick a small stone effort; doing so costs an amount of movement equal to half
tap the floor with your weapon your speed. For example, if your speed is 10 meters, you must
hand an item to another character spend 5 meters of movement to stand up. You can't stand up
if you don't have enough movement left or if your speed is 0.
To move while prone, you must crawl. Every foot of
movement while crawling costs 1 extra meter. Crawling 1
On your turn, you can move a distance up to your speed. meter in difficult terrain, therefore, costs 3 meters of
You can use as much or as little of your speed as you like on movement.
your turn, following the rules here.
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Moving Around Other Creatures Squeezing into a Smaller Space
You can move through a nonhostile creature's space. In A creature can squeeze through a space that is large enough
contrast, you can move through a hostile creature's space for a creature one size smaller than it. Thus, a Large creature
only if the creature is at least two sizes larger or smaller than can squeeze through a passage that's only 2 meters wide.
you. Remember that another creature's space is difficult While squeezing through a space, a creature must spend 1
terrain for you. extra meter for every meter it moves there, and it has
Whether a creature is a friend or an enemy, you can't disadvantage on attack rolls and Dexterity saving throws.
willingly end your move in its space. Attack rolls against the creature have advantage while it's in
If you leave a hostile creature's reach during your move, the smaller space.
you provoke an opportunity attack, as explained later.
Actions in Combat
Flying Movement When you take your action on your turn, you can take one of
Flying creatures enjoy many benefits of mobility, but they the actions presented here, an action you gained from your
must also deal with the danger of falling. If a flying creature is class or a special feature, or an action that you improvise.
knocked prone, has its speed reduced to 0, or is otherwise Many monsters have action options of their own in their stat
deprived of the ability to move, the creature falls, unless it has blocks.
the ability to hover or it is being held aloft by biotics, such as When you describe an action not detailed elsewhere in the
by the fly spell. rules, the GM tells you whether that action is possible and
what kind of roll you need to make, if any, to determine
Creature Size success or failure.
Each creature takes up a different amount of space. The Size Attack
Categories table shows how much space a creature of a
particular size controls in combat. Objects sometimes use the The most common action to take in combat is the Attack
same size categories. action, whether you are swinging a sword, firing a gun, or
brawling with your fists.
Size Space With this action, you make one melee or ranged attack. See
Tiny 1m by 1m the "Making an Attack" section for the rules that govern
Small 2m by 2m attacks.
Certain features, such as the Extra Attack feature of the
Medium 2m by 2m soldier, allow you to make more than one attack with this
Large 4m by 4m action.
Huge 8m by 8m
Cast a Spell
Gargantuan 10m by 10m
Spellcasters such as engineers and adepts have access to
biotics or tech powers and can use them to great effect in
Space combat. Each spell has a casting time, which specifies
A creature's space is the area in meters that it effectively whether the caster must use an action, a reaction, minutes,
controls in combat, not an expression of its physical or even hours to cast the spell. Casting a spell is, therefore,
dimensions. A typical Medium creature isn't 2 meters wide, not necessarily an action. Most spells do have a casting time
for example, but it does control a space that wide. If a of 1 action, so a spellcaster often uses his or her action in
Medium asari stands in a 2‐meter-wide doorway, other combat to cast such a spell.
creatures can't get through unless the asari lets them.
A creature's space also reflects the area it needs to fight Dash
effectively. For that reason, there's a limit to the number of
creatures that can surround another creature in combat. When you take the Dash action, you gain extra movement for
Assuming Medium combatants, eight creatures can fit in a 2- the current turn. The increase equals your speed, after
meter radius around another one. applying any modifiers. With a speed of 10 meters, for
Because larger creatures take up more space, fewer of example, you can move up to 20 meters on your turn if you
them can surround a creature. If five Large creatures crowd dash.
around a Medium or smaller one, there's little room for Any increase or decrease to your speed changes this
anyone else. In contrast, as many as twenty Medium additional movement by the same amount. If your speed of
creatures can surround a Gargantuan one. 10 meters is reduced to 6 meters, for instance, you can move
up to 12 meters this turn if you dash.
Disengage
If you take the Disengage action, your movement doesn't
provoke opportunity attacks for the rest of the turn. In Mass
Effect 5e, the Disengage action can also kick off your shield
regeneration, detailed later.

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Dodge Reload
When you take the Dodge action, you focus entirely on All guns have a heat property which indicates the number of
avoiding attacks. Until the start of your next turn, any attack times it can be fired before the thermal clip must be
roll made against you has disadvantage if you can see the exchanged. When you take the Reload Action, you expend a
attacker, and you make Dexterity saving throws with Thermal Clip from your inventory and insert it into the
advantage. You lose this benefit if you are incapacitated or if weapon you're currently holding, returning the weapon's heat
your speed drops to 0. to its maximum value.
The Dodge action can also jumpstart shield regeneration.
Help Variant: Rapid Reload
You can lend your aid to another creature in the completion At the start of your turn, if you are holding only a
of a task. When you take the Help action, the creature you aid single weapon, you may use a Bonus Action to
gains advantage on the next ability check it makes to perform attempt a Rapid Reload. Make a DC 15 Dexterity
the task you are helping with, provided that it makes the (Sleight of Hand) check. On a success, you reload
check before the start of your next turn. the weapon you're currently holding and may
Alternatively, you can aid a friendly creature in attacking a continue your turn as normal.
creature within 2 meters of you. You feint, distract the target, On a failure, you must take the Reload action
or in some other way team up to make your ally's attack more this turn. On a critical failure, the thermal clip
effective. If your ally attacks the target before your next turn, drops from your hand, your weapon is not
the first attack roll is made with advantage. reloaded, and you lose your Action.
Why is this a variant rule? Although there are
class features and weapon mods that allow you to
Hide reload as a bonus action, this variant rule gives all
When you take the Hide action, you make a Dexterity classes a potential chance to reload as a bonus
(Stealth) check in an attempt to hide, following the rules for action. In turn, this increases the number of
hiding in chapter 7. If you succeed, you gain certain benefits, potential rolls per combat, which can be
as described in the "Unseen Attackers and Targets" section cumbersome and distracting. It's up to the GM and
later. players to decide if this rule is right for their group.
Hiding is the third possible way to jumpstart your shield
regeneration.
Ready
Sometimes you want to get the jump on a foe or wait for a Search
particular circumstance before you act. To do so, you can take When you take the Search action, you devote your attention
the Ready action on your turn, which lets you act using your to finding something. Depending on the nature of your
reaction before the start of your next turn. search, the GM might have you make a Wisdom (Perception)
First, you decide what perceivable circumstance will check or an Intelligence (Investigation) check.
trigger your reaction. Then, you choose the action you will
take in response to that trigger, or you choose to move up to Use an Object
your speed in response to it. Examples include "If the Blue
Suns grunt steps on the conveyor belt, I'll push the button You normally interact with an object while doing something
that starts it," and "If the rachni steps next to me, I move else, such as when you draw your weapon as part of an
away." attack. When an object requires your action for its use (such
When the trigger occurs, you can either take your reaction as throwing a grenade), you take the Use an Object action.
right after the trigger finishes or ignore the trigger. This action is also useful when you want to interact with
Remember that you can take only one reaction per round. more than one object on your turn.
When you ready a spell, you cast it as normal but hold its
energy, which you release with your reaction when the trigger Making an Attack
occurs. To be readied, a spell must have a casting time of 1
action, and holding onto the spell's magic requires Whether you're striking with a melee weapon, firing a
concentration. If your concentration is broken, the spell weapon at range, or making an attack roll as part of a spell,
dissipates without taking effect. For example, if you are an attack has a simple structure.
concentrating on the singularity spell and ready lance, your 1. Choose a target. Pick a target within your attack's range:
singularity spell end, and if you take damage before you a creature, an object, or a location.
release lance with your reaction, your concentration might be 2. Determine modifiers. The GM determines whether the
broken. target has cover and whether you have advantage or
disadvantage against the target. In addition, spells, special
abilities, and other effects can apply penalties or bonuses
to your attack roll.

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3. Resolve the attack. You make the attack roll. On a hit, you Ranged Attacks
roll damage, unless the particular attack has rules that
specify otherwise. Some attacks cause special effects in When you make a ranged attack, you fire a gun or otherwise
addition to or instead of damage. send projectiles to strike a foe at a distance. A monster might
shoot spines from its tail. Many spells also involve making a
If there's ever any question whether something you're doing ranged attack.
counts as an attack, the rule is simple: if you're making an
attack roll, you're making an attack. Range
You can make ranged attacks only against targets within a
Attack Rolls specified range.
When you make an attack, your attack roll determines If a ranged attack, such as one made with a spell, has a
whether the attack hits or misses. To make an attack roll, roll single range, you can't attack a target beyond this range.
a d20 and add the appropriate modifiers. If the total of the Some ranged attacks, such as those made with a gun, have
roll plus modifiers equals or exceeds the target's Armor Class two ranges. The smaller number is the normal range, and the
(AC), the attack hits. The AC of a character is determined at larger number is the long range. Your attack roll has
character creation, whereas the AC of a monster is in its stat disadvantage when your target is beyond normal range, and
block. you can't attack a target beyond the long range.
Modifiers to the Roll Ranged Attacks in Close Combat
When a character makes an attack roll, the two most Aiming a ranged attack is more difficult when a foe is next to
common modifiers to the roll are an ability modifier and the you. When you make a ranged attack with a weapon, a spell,
character's proficiency bonus. When a monster makes an or some other means, you have disadvantage on the attack
attack roll, it uses whatever modifier is provided in its stat roll if you are within 2 meters of a hostile creature who can
block. see you and who isn't incapacitated.
_Ability Modifier. The ability modifier used for a melee
weapon attack is Strength, and the ability modifier used for a Melee Attacks
ranged weapon attack is Dexterity. Weapons that have the Used in hand-to-hand combat, a melee attack allows you to
finesse, thrown, or recoil property break this rule. Some attack a foe within your reach. A melee attack typically uses a
spells also require an attack roll. The ability modifier used for handheld weapon such as a sword, a warhammer, or an omni-
a spell attack depends on the spellcasting ability of the tool. A typical monster makes a melee attack when it strikes
spellcaster. with its claws, horns, teeth, tentacles, or other body part. A
Proficiency Bonus. You add your proficiency bonus to few spells also involve making a melee attack.
your attack roll when you attack using a weapon with which Most creatures have a 2-meter reach and can thus attack
you have proficiency, as well as when you attack with a spell. targets within 2 meters of them when making a melee attack.
Certain creatures (typically those larger than Medium) have
Rolling 1 or 20 melee attacks with a greater reach than 2 meters, as noted in
Sometimes lady luck blesses or curses a combatant, causing their descriptions.
the novice to hit and the veteran to miss. Instead of using a weapon to make a melee weapon attack,
If the d20 roll for an attack is a 20, the attack hits you can use an unarmed strike: a punch, kick, head-butt, or
regardless of any modifiers or the target's AC. This is called a similar forceful blow (none of which count as weapons). On a
critical hit, which is explained later in this chapter. hit, an unarmed strike deals bludgeoning damage equal to 1 +
If the d20 roll for an attack is a 1, the attack misses your Strength modifier. You are proficient with your unarmed
regardless of any modifiers or the target's AC. strikes.
Unseen Attackers and Targets Gun strikes
Combatants often try to escape their foes' notice by hiding, Instead of using a weapon to make a melee weapon attack,
casting tactical cloak, or lurking in darkness. you can use your ranged weapon, hitting a target with the
When you attack a target that you can't see, you have butt of the gun. On a hit, a gun strike deals bludgeoning
disadvantage on the attack roll. This is true whether you're damage equal to 1d4 + your Strength modifier. You are
guessing the target's location or you're targeting a creature proficient with gun strikes if you are proficient with the type
you can hear but not see. If the target isn't in the location you of gun.
targeted, you automatically miss, but the GM typically just
says that the attack missed, not whether you guessed the Opportunity Attacks
target's location correctly. In a fight, everyone is constantly watching for a chance to
When a creature can't see you, you have advantage on strike an enemy who is fleeing or passing by. Such a strike is
attack rolls against it. If you are hidden - -both unseen and called an opportunity attack.
unheard - when you make an attack, you give away your You can make an opportunity attack when a hostile
location when the attack hits or misses. creature that you can see moves out of your reach. To make
the opportunity attack, you use your reaction to make one
melee attack against the provoking creature. The attack
occurs right before the creature leaves your reach.

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You can avoid provoking an opportunity attack by taking the
Disengage action. You also don't provoke an opportunity Cover
attack when someone or something moves you without using Walls, trees, creatures, and other obstacles can provide cover
your movement, action, or reaction. For example, you don't during combat, making a target more difficult to harm. A
provoke an opportunity attack if an explosion hurls you out of target can benefit from cover only when an attack or other
a foe's reach or if an adept lifts you off the ground with Pull. effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind
Two-Weapon Fighting multiple sources of cover, only the most protective degree of
When you take the Attack action and attack with a light melee cover applies; the degrees aren't added together. For example,
weapon that you're holding in one hand, you can use a bonus if a target is behind a creature that gives half cover and a tree
action to attack with a different light melee weapon that trunk that gives three-quarters cover, the target has three-
you're holding in the other hand. You don't add your ability quarters cover.
modifier to the damage of the bonus attack, unless that
modifier is negative. Half Cover
If either weapon has the thrown property, you can throw A target with half cover has a +2 bonus to AC and Dexterity
the weapon, instead of making a melee attack with it. saving throws. A target has half cover if an obstacle blocks at
least half of its body. The obstacle might be a low wall, a large
Grappling piece of furniture, a narrow tree trunk, or a creature, whether
When you want to grab a creature or wrestle with it, you can that creature is an enemy or a friend.
use the Attack action to make a special melee attack, a
grapple. If you're able to make multiple attacks with the Three-quarters Cover
Attack action, this attack replaces one of them. A target with three-quarters cover has a +5 bonus to AC and
The target of your grapple must be no more than one size Dexterity saving throws. A target has three-quarters cover if
larger than you and must be within your reach. Using at least about three-quarters of it is covered by an obstacle. The
one free hand, you try to seize the target by making a grapple obstacle might be a doorway, a large crate, or a thick tree
check instead of an attack roll: a Strength (Athletics) check trunk.
contested by the target's Strength (Athletics) or Dexterity
(Acrobatics) check (the target chooses the ability to use). If Total Cover
you succeed, you subject the target to the . The condition A target with total cover can't be targeted directly by an attack
specifies the things that end it, and you can release the target or a spell, although some spells can reach such a target by
whenever you like (no action required). including it in an area of effect. A target has total cover if it is
Escaping a Grapple. A grappled creature can use its completely concealed by an obstacle.
action to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Acrobatics) check contested by your
Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can Variant: Additional Cover Rules
drag or carry the grappled creature with you, but your speed Size
is halved, unless the creature is two or more sizes smaller Size matters. If the target is one size larger than the
than you. creature providing cover, the target has no cover. If
the target is one size smaller than the creature
Shoving a Creature providing cover, the target has three-quarters
Using the Attack action, you can make a special melee attack cover.
to shove a creature, either to knock it prone or push it away
from you. If you're able to make multiple attacks with the High Ground
Attack action, this attack replaces one of them. Flying enemies or creatures on high ground are
The target must be no more than one size larger than you able to shoot over cover depending on the type of
and must be within your reach. Instead of making an attack cover provided
roll, you make a Strength (Athletics) check contested by the
target's Strength (Athletics) or Dexterity (Acrobatics) check Friendly Fire
(the target chooses the ability to use). If you win the contest, Don't hit your friends! If the creature providing
you either knock the target prone or push it 2 meters away cover is friendly and the attacking creature misses,
from you. the attack has a 50% chance to hit the friendly
target. Roll a die and if the result is odd the attack
hits, even the attack misses both creatures. Or you
can use the friendly creature's AC to decide if the
Contests in Combat attack hits or misses.
Battle often involves pitting your prowess against
that of your foe. Such a challenge is represented by
a contest. This section includes the most common
contests that require an action in combat:
grappling and shoving a creature. The GM can use
these contests as models for improvising others.

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128
Acid. The corrosive spray of a chemical and the dissolving
Damage and Healing enzymes secreted by thresher maw spit deal damage.
Injury and the risk of death are constant companions of those Bludgeoning. Blunt force attacks - hammers, falling,
who explore fantasy gaming worlds. The thrust of a sword, a constriction, and the like - deal bludgeoning damage.
well-placed bullet, or a blast of flame from an incinerate spell Cold. The painful chill from a cryo beam breath deal cold
all have the potential to damage, or even kill, the hardiest of damage.
creatures. Fire. Many tech spells use plasma and flames to deal fire
damage
Hit Points Force. One of the primary biotic damage types. Mass effect
fields that pummel, pierce, or apply pressure deal force
Hit points represent a combination of physical and mental damage.
durability, the will to live, and luck. Creatures with more hit Lightning. Shock damage. Any damage done by an
points are more difficult to kill. Those with fewer hit points electrical discharge or source. Deals double damage to
are more fragile. shields.
A creature's current hit points (usually just called hit Necrotic. The second biotic damage type. Necrotic damage
points) can be any number from the creature's hit point uses dark energy and mass effect fields on a subatomic level.
maximum down to 0. This number changes frequently as a Piercing. Puncturing and impaling attacks, including
creature takes damage or receives healing. bullets and monsters' bites, deal piercing damage.
Whenever a creature takes damage, that damage is Poison. Venomous stings, poisoned blades, and the toxic
subtracted from its hit points. The loss of hit points has no gas deal poison damage.
effect on a creature's capabilities until the creature drops to 0 Psychic. A shock to the nervous system, rather than fear or
hit points. mental damage. But the latter is possible.
Shield Points. Creatures wearing armor also benefit from Radiant. Radiation or damage on a nuclear level, rather
shield points described later in this chapter. than divine light.
Slashing. Swords, axes, and monsters' claws deal slashing
Damage Rolls damage.
Each weapon, spell, and harmful monster ability specifies the Thunder. Shockwaves and explosions. Thunder damage is
damage it deals. You roll the damage die or dice, add any primarily caused by grenades.
modifiers, and apply the damage to your target. Weapons, Damage Resistance and
special abilities, and other factors can grant a bonus to
damage. With a penalty, it is possible to deal 0 damage, but Vulnerability
never negative damage. Some creatures and objects are exceedingly difficult or
When attacking with a weapon, you add your ability unusually easy to hurt with certain types of damage.
modifier - the same modifier used for the attack roll - to the If a creature or an object has resistance to a damage type,
damage. A spell tells you which dice to roll for damage and damage of that type is halved against it. If a creature or an
whether to add any modifiers. object has vulnerability to a damage type, damage of that type
If a spell or other effect deals damage to more than one is doubled against it.
target at the same time, roll the damage once for all of them. Resistance and then vulnerability are applied after all other
For example, when an adept casts vortex or an engineer casts modifiers to damage. For example, a creature has resistance
flamethrower, the spell's damage is rolled once for all to bludgeoning damage and is hit by an attack that deals 25
creatures caught in the blast. bludgeoning damage. The creature is also within a tech aura
that reduces all damage by 5. The 25 damage is first reduced
Critical Hits by 5 and then halved, so the creature takes 10 damage.
When you score a critical hit, you get to roll extra dice for the Multiple instances of resistance or vulnerability that affect
attack's damage against the target. Roll all of the attack's the same damage type count as only one instance. For
damage dice twice and add them together. Then add any example, if a creature has resistance to force damage as well
relevant modifiers as normal. To speed up play, you can roll as resistance to biotic damage, the damage of a biotic force
all the damage dice at once. damage is reduced by half against the creature, not reduced
For example, if you score a critical hit with a by three-quarters.
monomolecular blade, roll 2d10 for the damage, rather than
1d10, and then add your relevant ability modifier. If the attack
involves other damage dice, such as from the infiltrator's
Sneak Attack feature, you roll those dice twice as well.
Damage Types
Different attacks, damaging spells, and other harmful effects
deal different types of damage. Damage types have no rules
of their own, but other rules, such as damage resistance, rely
on the types.
The damage types follow, with examples to help a GM
assign a damage type to a new effect.

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Healing Stabilizing a Creature
Unless it results in death, damage isn't permanent. Even The best way to save a creature with 0 hit points is to heal it.
death is reversible through experimental cloning. Rest can If healing is unavailable, the creature can at least be
restore a creature's hit points, and medical methods such as a stabilized so that it isn't killed by a failed death saving throw.
medi-gel or first aid spell can remove damage in an instant. You can use your action to administer first aid to an
When a creature receives healing of any kind, hit points unconscious creature and attempt to stabilize it, which
regained are added to its current hit points. A creature's hit requires a successful DC 10 Wisdom (Medicine) check.
points can't exceed its hit point maximum, so any hit points A stable creature doesn't make death saving throws, even
regained in excess of this number are lost. For example, an though it has 0 hit points, but it does remain unconscious.
engineer grants a sentinel 8 hit points of healing. If the The creature stops being stable, and must start making death
sentinel has 14 current hit points and has a hit point saving throws again, if it takes any damage. A stable creature
maximum of 20, the sentinel regains 6 hit points from the that isn't healed regains 1 hit point after 1d4 hours.
engineer, not 8. Monsters and Death
A creature that has died can't regain hit points. Most GMs have a monster die the instant it drops to 0 hit
points, rather than having it fall unconscious and make death
Dropping to 0 Hit Points saving throws.
When you drop to 0 hit points, you either die outright or fall Mighty villains and special nonplayer characters are
unconscious, as explained in the following sections. common exceptions; the GM might have them fall
unconscious and follow the same rules as player characters.
Instant Death
Massive damage can kill you instantly. When damage reduces Knocking a Creature Out
you to 0 hit points and there is damage remaining, you die if Sometimes an attacker wants to incapacitate a foe, rather
the remaining damage equals or exceeds your hit point than deal a killing blow. When an attacker reduces a creature
maximum. to 0 hit points with a melee attack, the attacker can knock the
For example, a solider with a maximum of 12 hit points creature out. The attacker can make this choice the instant
currently has 6 hit points. If she takes 18 damage from an the damage is dealt. The creature falls unconscious and is
attack, she is reduced to 0 hit points, but 12 damage remains. stable.
Because the remaining damage equals her hit point
maximum, the soldier dies. Temporary Hit Points
Falling Unconscious Some spells and special abilities confer temporary hit points
If damage reduces you to 0 hit points and fails to kill you, you to a creature. Temporary hit points aren't actual hit points;
fall unconscious. This unconsciousness ends if you regain they are a buffer against damage, a pool of hit points that
any hit points. protect you from injury.
When you have temporary hit points and take damage, the
Death Saving Throws temporary hit points are lost first, and any leftover damage
Whenever you start your turn with 0 hit points, you must carries over to your normal hit points. For example, if you
make a special saving throw, called a death saving throw, to have 5 temporary hit points and take 7 damage, you lose the
determine whether you creep closer to death or hang onto temporary hit points and then take 2 damage.
life. Unlike other saving throws, this one isn't tied to any Because temporary hit points are separate from your
ability score. You are in the hands of fate now, aided only by actual hit points, they can exceed your hit point maximum. A
spells and features that improve your chances of succeeding character can, therefore, be at full hit points and receive
on a saving throw. temporary hit points.
Roll a d20. If the roll is 10 or higher, you succeed. Healing can't restore temporary hit points, and they can't
Otherwise, you fail. A success or failure has no effect by itself. be added together. If you have temporary hit points and
On your third success, you become stable (see below). On receive more of them, you decide whether to keep the ones
your third failure, you die. The successes and failures don't you have or to gain the new ones. For example, if a drug
need to be consecutive; keep track of both until you collect grants you 12 temporary hit points when you already have 10,
three of a kind. The number of both is reset to zero when you you can have 12 or 10, not 22.
regain any hit points or become stable. If you have 0 hit points, receiving temporary hit points
Rolling 1 or 20. When you make a death saving throw and doesn't restore you to consciousness or stabilize you. They
roll a 1 on the d20, it counts as two failures. If you roll a 20 can still absorb damage directed at you while you're in that
on the d20, you regain 1 hit point. state, but only true healing can save you.
Damage at 0 Hit Points. If you take any damage while you Unless a feature that grants you temporary hit points has a
have 0 hit points, you suffer a death saving throw failure. If duration, they last until they're depleted or you finish a long
the damage is from a critical hit, you suffer two failures rest.
instead. If the damage equals or exceeds your hit point
maximum, you suffer instant death.

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In combat
Shield Points To attempt to regenerate your shields during combat, you
Shield points are a special type of regenerating hit points that must attempt to remove yourself from the chaos, meeting one
protect your from fast-moving projectiles and provide of the following conditions on your turn:
advantage in certain situations against some tech and biotic Take the Hide action
powers. Take the Dodge action
Take the Disengage action
Have full cover at the end of your turn
Codex: Kinetic Barriers Then, if you take no damage until the start of your next
Kinetic barriers, colloquially called "shields", turn, your shields begin to regenerate and you gain shield
provide protection against most mass accelerator points equal to your armor's regen stat. You continue to gain
weapons. Whether on a starship or a soldier's suit
of armor, the basic principle remains the same.
shield points equal to your regen stat at the start of each of
Kinetic barriers are repulsive mass effect fields
your turns. If you take damage or you reach your maximum
projected from tiny emitters. These shields safely shield point capacity, the regeneration ends.
deflect small objects traveling at rapid velocities.
This affords protection from bullets and other
dangerous projectiles but still allows the user to sit Shield Regeneration Example
down without knocking away their chair. The
shielding afforded by kinetic barriers does not Todd is playing human vanguard name Todd who
protect against extremes of temperature, toxins, or has invested heavily in his armor's shields, giving
radiation. him 20 shield points with a regen of 10. Todd
rushes into a Reaper hoard of marauders who
unleash a volley of bullets at him, bringing his
shields to 4. On his turn, Todd thinks better of his
actions and decides to take the Dodge action,
ducking behind a crate.
Shield devices Some marauders lose sight of Todd, others attempt
All armor chest pieces come standard with 5 shield points to hit him again, but are unsuccessful. At the start
and a regen of 5. However, more advanced mods and armor of Todd's turn, he has taken no damage since the
sets can provide additional shields. Additionally, personal end of his last turn and his shields begin to
shield generators are available which can provide shields regenerate, immediately gaining 10 shield points.
Todd now has 14 shield points total. Todd takes his
without the operative equipping armor. turn as he normally would.
Damage An adept spots Todd and hits him with a Warp
spell. This bypasses Todd's shields and deals 13
When you have shield points and take damage, the shield necrotic damage. But it does not end his shield
points are lost first, and any leftover damage carries over to regeneration. If this damage had been from an
your normal hit points. For example, if you have 5 shield Assault Rifle or an Incinerate spell, Todd's shield
points and take 7 damage, you lose the shield points and then regeneration would have ended.
take 2 damage. Some abilities "bypass" your shield points. In On Todd's next turn, he gains another 10 shield
these instances, you subtract damage from your hit points points, putting him back to his maximum capacity
leaving your shield points unchanged. of 20 and the regeneration ends.

Melee Weapons
All damage resulting from a melee weapon attacks bypass Lightning Damage
shield points.
All shields are vulnerable to lightning damage. In the event
Shield Regeneration that a lighting attack removes all shield points, the following
Your armor's shield points are managed by the onboard VI, steps outline how to divvy up the damage:
which is taxed during combat as it manages other systems: 1. Double the lightning damage done to the target.
your omni-tool or biotic implant, HUD, etc. Thus, once a 2. Subtract the shield points from the total damage.
threat is properly neutralized, or you are able to temporarily 3. Reduce the remaining damage by half
remove yourself from the fray, your VI can route power back 4. Apply the new amount to the target's hit points.
into your shields for immediate regeneration.
Out of combat
Your shield points regenerate completely on a short or long
rest or when combat has ended for at least 1 minute.

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131
Part 4
Vehicles
Chapter 10: Vehicles

U
nlike in traditional 5e fantasy settings, in the Minimum Crew. The number of crew required for the
Mass Effect universe, players and GMs can vehicle to operate. In some cases, at the GM’s discretion, it
expect to be both frequently and actively may be possible to operate a vehicle with less than the
involved in the operation of modes of minimum required number of crew. Rolls made to operate
transportation beyond animal mounts, vehicles in these conditions will most likely be made at
wagons, and sailing ships. This module is disadvantage, again at the GM’s discretion.
intended to be a “bolt-on” set of rules to use in Crew Capacity. The total number of sentient organisms
ME5e campaigns where significant playtime is dedicated to that a ship can accommodate. This is a combination of active
the use of vehicles, both for travel and combat. If your crew and any passengers. In some cases, this number can be
campaign only uses vehicles as a narrative bridge or as “set expanded by using cargo capacity, below.
dressing” you do not need to include these rules in your Cargo Capacity. How much “stuff” a vehicle can hold. This
game. is measured in Megagrams (also known as a “tonne” or
“metric ton”).
1 Mg = 1,000 kg = 2,204 lbs.
Transports & Starships This will be rounded to the nearest 0.5 mg (500 kg). When
All vehicles are broadly categorized as either a transport or a calculating cargo capacity, we suggest using this as a
starship. A transport can be any of a wide range of vehicles guideline to estimate cargo capacity rather than getting
from a single-person ATV or motorbike to an armored bogged down in specific calculations. For points of reference,
personnel carrier to a small shuttle or orbital star-fighter. a small hatchback car weighs just over 1 Mg while the largest
Starship refers to (typically larger) vessels designed to travel tanker ships in the world have a capacity of over 200,000 Mg.
in deep space between planets. A general rule-of-thumb is Systems. Systems refer to a number of semi-independent
that if a vehicle can travel from one world to another, either functions that make-up the overall operation of a vehicle.
by means of an FTL drive or a mass effect relay, it is a These are things like navigation, communications, weapons
Starship. Otherwise, it’s probably a transport. array, etc. These are used to simulate the cooperative effort
A notable exception is the UT-47 Kodiak drop shuttle involved in operating larger, complex vessels, and player
featured through the Mass Effect series. This vehicle, and characters will often be called upon to make skill-based rolls
others like it, can be considered both a “transport” and a to operate these individual systems. Generally speaking,
“starship”, depending on the context. small vehicles, especially those with only a single crew
member, will not have designated systems.
Weapons. In many cases, weapons will refer to a specific
Vehicle Stats system or systems on a vehicle. Vehicle-mounted weapons
All vehicles share some of the same basic features. will typically have a multiplier after their damage roll to
Armor Class. AC for vehicles works exactly the same as in represent how powerful they are. For example, a cruiser’s
the basic 5e rules. See the Damage and Healing section in mass accelerator cannon has a damage roll of 2d6[x100] and
chapter 9 an M35 Mako’s coaxial machine-gun has a damage roll of
Hull Points. Also known as hit points. This represents 2d6[x10]. In these situations, you roll and add damage dice
how much damage a vehicle or starship can take before it is and any bonuses as usual. After you have determined your
destroyed. result, multiply the total by the amount indicated. In our
Shield Points. Shields for vehicles and starships work example, if both weapons roll a 7 for their damage, the
generally the same as describe in the Shield Points section of cruiser deals 700 damage and the Mako deals 70.
chapter 9, with a notable exception: Vehicle shields can only Size. Most transports use the standard size categories:
be regenerated in combat when players attempt the Restore Small, Medium, Large, Huge, or Gargantuan. However,
action (explained later in this chapter). starships can become truly colossal and have 4 additional
Speed. For vehicles, speed is relative to other vehicles and categories.
is represented as a static number not as meters. For the Cost. The costs listed for vehicles represent their market
purposes of combat, it represents the number of playmat value. Some vehicles, instead, are military meaning the
spaces the vehicle can move on its turn when moving at a vehicles cannot be purchased on the open market. Instead,
normal pace. characters will need inside connects, the black market, or
Range. Range represents how far the vehicle can travel in luck to acquire these vehicles.
one 24 period. For starships, range is represented in "Faster-
than-light-units"or FTLUs and is used in conjunction with the
Galaxy Map. Each line indicates the travel time between star
systems, which you subtract from the starships range. Travel
to planets within a star systems costs 1 range. You can read
more about range for starships in the Traveling the Galaxy
section later in this chapter.

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Challenge Rating (CR). Transports have a CR between 0
and 30, which is based on its hp, ac, and damage. Starships Systems
have a + symbol after their CR, which indicates that this CR Systems are the semi-independent functions that make-up
is a relative representation based on other starships. It is the overall operation of the vehicle. But systems also refer or
unlikely that operatives will destroy a starship with traditional a "place" within the vehicle where crucial operations must be
weapons. Instead, they'll likely have to use other vehicles. For performed. For example, to pilot the vehicle, you typically
example, a starship with a CR of 12+ has the same XP have to be at the helm, and to fire the weapons, you have to
reward as a level CR creature when the operatives destroy it be at the terminal that controls the cannons or targeting
using other vehicles. If operatives did manage to destroy the system. In some cases, a vehicle might have a combined
vehicle using traditional means, we recommend providing XP system, e.g. Helm/Navigation/SSC. When two or more
equal to the standard amount multiplied by 10. For example, systems are combined, operatives can access their functions
a cr 12 creature provides 8,400 XP. If players destroyed this from a single (or sometimes multiple) locations.
with traditional means, the GM can reward 84,000 XP. Helm. The helm is the pilot seat. Players at the helm are
able to take the Maneuver action, which can temporarily
increase the AC of their starship or vehicle, representing the
pilot’s ability to evade oncoming attacks.
Starship Sizes Navigation. A starships navigation system is necessary to
Frigates are light transport vehicles, usually used for plot jumps between Mass Effect Relays. More about using
exploration, transportation of small squads, your ships navigation can be found in the Travelling the
privately funded excursions, or stealth transport. Galaxy section below.
The Normandy is an example of a frigate. Frigates Weapons. Players must be at the weapons system to take
can land on planets and typically host a crew of 5- the Attack action in combat. Weapon damage for vehicles has
20. a x10 modifier. Starships have a x100 modifier.
Cruisers are middleweight ships that can either
EWS (Electronic Warfare Suite). The ships EWS
transport large amounts of supplies from place to
protects the vehicle from hacking attempts but also allows
place or focus on firepower. Military cruisers tend the crew to attempt to hack other ships. Players must be at
to be the front-line of the battle and have powerful the EWS system to take the Harden or Sabotage action in
weapons, shields, and armor. Cruisers typically have combat.
crews of 20 - 100 and are able to land on planets. SSC (Sensors, Scanners, and Communications). Every
vehicle comes with at least some modicum of sensors,
Carriers, also called freighters, are large ships meant
to carry transports (starfighters and dropships).
scanners, and communication systems. Sensors and
Carriers are primarily military in nature though
scanners allow players to scan planets and satellites for
some venture capitalists have used carriers for composites and valuable materials. Comms allow the vehicle
mining operations and colonizing efforts. Carriers to hail other ships and planets. Players must be at the
are typically weak in combat, being slow and Sensors systems to take the Scan action during combat.
lacking much firepower or shielding. Instead, Drive. The drive and engineering deck are the heart of the
carriers utilize their transports for offense and ship. Damage to a ship’s drive can render it immobile and
defense. Carriers are built in space and are too large shut down other vital systems. Players at the Engineering
to land on planets (purposefully). Instead, most system can attempt the Restore action in combat.
carriers use drop ships for planetary exploration.
Carriers can support crews in the hundreds. Additional Systems & Upgrades
Dreadnoughts are the largest class of ship, generally
a kilometer or more long with incredible firepower
Starships can have additional systems on board, such as
that’s harnessed in the main cannon which is able
improved quarters, workshops, and labs. Starship systems
to decimate entire cities, squads of enemy fighters, can also be upgraded. The Ship Upgrades table provides a
and other dreadnoughts. Dreadnoughts are meant list of common systems and system upgrades.
for extended life in space, usually hosting a crew in Some systems provide a list of Downtime Activities,
the thousands and a self-sustaining ecosystem of meaning players can participate in one of the Downtime
shops, leisure activities, police force, politics, etc. Activity listed while on board the ship during a long rest. The
Think of dreadnaughts as a small town floating Downtime Training has a list of tool and/or weapon
through space. The arks of Andromeda were proficiencies that can be learned from participating in the
dreadnoughts as are the Liveships that the quarian Downtime Activity section of chapter 8.
race inhabits. The ships are so costly to make that Adding a new system or installing an upgrade takes 8
the total number of dreadnoughts in the Milky Way hours of uninterrupted work. You can either pay a skilled
is less than 200 with most races having only one or hireling for a days work or you can make the upgrades
none. It’s impossible to land Dreadnoughts on
planets safely.
yourself.

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Starship Upgrades
Name System Cost Prerequisite Effect
Advanced Mineral SSC 150,000 - +5 to Intelligence (Investigation) checks when
Scanner scanning a celestial body for minerals
Advanced Ship SSC 50,000 - +1 bonus to Scan rolls
Scanner I
Advanced Ship SSC 50,000 Advanced Ship +2 bonus to Scan rolls
Scanner II Scanner I
Advanced Ship SSC 50,000 Advanced Ship +3 bonus to Scan rolls
Scanner III Scanner II
Advanced Ship SSC 50,000 Advanced Ship +4 bonus to Scan rolls
Scanner IV Scanner III
Advanced Ship SSC 50,000 Advanced Ship +5 bonus to Scan rolls
Scanner V Scanner IV
Advanced Targeting Weapons 50,000 - +1 bonus to weapon attack rolls
System I
Advanced Targeting Weapons 75,000 Advanced Targeting +2 bonus to weapon attack rolls
System II System I
Advanced Targeting Weapons 100,000 Advanced Targeting +3 bonus to weapon attack rolls
System III System II
Advanced Targeting Weapons 125,000 Advanced Targeting +4 bonus to weapon attack rolls
System IV System III
Advanced Targeting Weapons 150,000 Advanced Targeting +5 bonus to weapon attack rolls
System V System IV
Armory Special 350,000 - Acts as a Weapon and Armor workbench for the
purposes of installing equipment mods (weapons and
armor).
Downtime Activitites. Crafting or Training in
armorsmith’s workbench, tailor’s tools, tinker’s tools,
pr weaponsmith’s workbench
Auxillary Power Drive 500,000 - +1 range and +1 bonus to Restore rolls
Cells I
Auxillary Power Drive 500,000 Auxillary Power +2 range and +2 bonus to Restore rolls
Cells II Cells I
Auxillary Power Drive 500,000 Auxillary Power +3 range and +3 bonus to Restore rolls
Cells III Cells II
Auxillary Power Drive 500,000 Auxillary Power +4 range and +4 bonus to Restore rolls
Cells IV Cells III
Auxillary Power Drive 500,000 Auxillary Power +5 range and +5 bonus to Restore rolls
Cells V Cells IV
Crash Couches Special 125,000 - When you succeed on a Hard Maneuver, characters on
board your ship have advantage on their Constitution
saving throw.
Exonet Array Special 150,000 - Advantage on Investigation and History checks made
while onboard.
Downtime Activities. Practice a Profession, Research, or
Training in hacking tools
Experimental AI - 1,000,000 - Starts as a level 1 NPC with a proficiency bonus of +2.
When you take the Defer action in starship combat,
add the AI's proficiency bonus to the roll. After a
starship encounter, divvy up experience among all
players and the AI. The AI's level and proficeincy bonus
increases at the same rate of a player character.

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Starship Upgrades
Name System Cost Prerequisite Effect
Extended Fuel Cells Special 150,000 - Your fuel capacity is equal to your ship's range
multiplied by 6.
GARDIAN - 3,000,000 - Once per round, the GARDIAN system targets up to
4 transports within range (~1 km), dealing 250
(1d4[x100]) radiant damage to each target. This can
also be used as a reaction to a torpedo or missile
attack, immediately nullifying the attack.
GEB Mobius EWS 75,000 - +1 to Harden and Sabotage rolls.
Algorithm
Heavy Ship Armor I - 300,000 - +1 AC
Heavy Ship Armor II - 350,000 Heavy Ship Armor I +2 AC
Heavy Ship Armor III - 425,000 Heavy Ship Armor II +3 AC
Heavy Ship Armor IV - 525,000 Heavy Ship Armor III +4 AC
Heavy Ship Armor V - 650,000 Heavy Ship Armor IV +5 AC
Luxury Kitchen Special 50,000 - When you roll a d6 to determine how many crew
become disgruntled, subtract 1 from the roll.
Downtime Activity Training in brewer’s supplies,
chemist’s supplies, or cook’s utensils
Medbay Special 300,000 - When onboard the ship, players that expend a hit die
on a short rest gain the maximum possible hit
points.
Downtime Activities. Practice a Profession or
Training in medical kit
Multi-directional Helm 200,000 - +1 Speed and +1 bonus to Maneuver and Hard
Thrusters I Maneuver Rolls
Multi-directional Helm 40,000 Multi-directional +2 Speed and +2 bonus to Maneuver and Hard
Thrusters II Thrusters I Maneuver Rolls
Multi-directional Helm 80,000 Multi-directional +3 Speed and +3 bonus to Maneuver and Hard
Thrusters III Thrusters II Maneuver Rolls
Multi-directional Helm 120,000 Multi-directional +4 Speed and +4 bonus to Maneuver and Hard
Thrusters IV Thrusters III Maneuver Rolls
Multi-directional Helm 200,000 Multi-directional +5 Speed and +5 bonus to Maneuver and Hard
Thrusters V Thrusters IV Maneuver Rolls
Multicore Shielding - 175,000 - +50 shields for each Milticore Shielding installed.
Maximum 10.
Quantum EWS 300,000 GEB Mobius For each Quantum Computing Processor installed,
Computing Algorithm gain an additional +1 to Harden and Sabotage rolls.
Processor You can have up to 4 QCPs installed
Rec Room Special 100,000 - When you roll a d6 to determine how many crew
become disgruntled, subtract 2 from the roll.
Downtime Activity. Training in disguise kit, gaming
set, musical instrument, or painter’s supplies
Thanix Cannon - 2,000,000 - Recharge (4-6). 2600 (4d12[x100]) lightning
damage
VR Training Special 30,000 - Downtime Activity. Training in any starship system,
vehicles
Weapon Range Special 75,000 - Downtime Activity. Training in additional weapon
proficiencies

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Maintaining Systems Paying Crew
Every system requires maintenance, and vehicle systems are Your crew expects to live a modest lifestyle. The owner(s) of
no different. For larger vehicles, like starships, your the ship must pay each crew member 150 credits per day. At
maintenance is generally performed by your crew. Every the end of each month, multiply your required crew by 150
system requires at least 16 hours of maintenance per month. and again by 30. If you cannot pay the total amount, you
Maintenance can be performed by a skilled hireling for 3000 either pay none of it (at which point all members crew
credits over 2 long rests, or over time by a dedicated crew become disgruntled) or you pay all of it and roll a d6. The
member (as discussed below). result is the number of crew that become disgruntled.
Replacing systems Disgruntled Crew
If a system breaks and must be replaced, you lose any Disgruntled crew cause problems. They get in fights, slack
benefits that system provides until your replace it. Replacing off, leave for better jobs, and may even mutiny! When you
a broken system costs 300,000 or the price of the system in start a long rest on board your ship, if you have at least 1
the ship upgrades table, whichever is lower. disgruntled crew member, roll a d20, add the number of
Months without Maintenance disgruntled crew on board to the roll. Then consult the
Months Effect Disgruntled Crew table.
1 Any checks made at the system are made at Disgruntled Crew
disadvantage and any downtime activities d20 + crew Effect
completed with the system take twice as long.
1-5 Nothing happens.
2 Roll a d20. On a 5 or less, the system breaks
and cannot be used in any way. It must be 6-8 A fight breaks out between two crew
replaced. members. Another member of your crew
becomes disgruntled.
3 Roll a d20. On a 10 or less, the system breaks
and cannot be used in any way. It must be 9 - 11 One of your disgruntled crew quits the next
replaced. time you’re at port.
4 Roll a d20. On a 15 or less, the system breaks 12 - 13 A crew member starts an private email chain
and cannot be used in any way. It must be that infuriates the other crew. Two additional
replaced. crew become disgruntled.
5 The system breaks and cannot be used in any 14 - 15 All of your disgruntled crew quit the next
way. It must be replaced. time you’re at port.
16 - 17 A crew member forgets to service their
Crew system. You must pay 3,000 credits before
you can use it again. (If this is the Drive, you
All starships require some amount of crew to remain ship cannot move between systems)
functional and the more systems your ship has the more crew 18 - 19 A crew member sabotages their system. You
it will need. The minimum crew attribute of your ship must pay 20,000 credits before you can use
indicates the number of people you need to operate and it again. (If this is the Drive, you ship cannot
maintain the ship. Every minimum crew member is linked to move between systems)
at least 1 starship system. 20 + The crew mutinies. They all become hostile
and attack your party.
Roleplaying Crew
You can treat crew as NPCs or as an abstract number. Extended Space Travel
Though we highly suggest the former. Crew do not require a Living on a starship for an extended period of time is difficult
stat block; a name, description, and alignment are generally and can aggravate even the most experienced space travelers.
enough. For every week you spend traveling the galaxy, you must
spend one long rest at port. The port must be at a settled
Operatives as Crew world in a town or city.
Characters may instead choose to take the role of a crew Failure to spend a long rest at port can potentially cause
member and perform the duties that a hired NPC would do. your crew to become disgruntled. Every time you skip a day at
However, to do this requires the character to spend their free port, roll a d6. The result is the number of crew that become
time performing the duties that the crew member would have disgruntled.
done. The character must also be proficient in the system
they want to maintain. Special systems (like the rec room or
med-bay) do not require a proficiency and combined systems
only require to be proficient in one of the systems that are
combined.
An operative that chooses to take on the role of a crew
member must spend at least 1 long rest per month
maintaining the system.

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Dealing with disgruntled crew Hard Maneuver - Helm
You reduce the number of disgruntled crew in the following Make a DC 20 Dexterity (Vehicle Handling) check. On a
ways: success, your ship’s AC increases by an amount equal to
twice its speed score until the start of your next turn.
Fire the disgruntled crew member. You will need to find a Creatures on board your ship must make a Constitution
replacement for that crew member's system. At the GM's saving throw to endure to heavy g-forces imposed on the ship.
discretion, this may also cause more crew to become On a failed save, a creature has disadvantage on its next
disgruntled. action. Creatures on board your ship cannot take the Move
Throw the crew member out an airlock. You will need to action until the start of your next turn.
find a replacement for that crew member's system. In
addition, roll a d6. The result is the number of additional Repair - Anywhere
crew that become disgruntled due to your actions. Note: Make a DC 15 Intelligence (Engineering) check. On a
advisable when a majority of the crew is disgruntled. Best success, you patch some damage done to your ship, restoring
practices suggest throwing the entire crew out the airlock 50 hit points.
in these situations and hiring entirely new crew at a port.
Provide bonus pay equal to one week's salary (1,050 Advanced Repair - Anywhere
credits) Make a DC 20 Intelligence (Engineering) check. On a
Provide an extended stay at a port (2 long rests worth) success, you manage to repair major damage, restoring 150
If your group has created NPCs for each of your crew, the hit points.
GM might add new ways for the crew to become disgruntled.
If you ignore a distress signal, a good crew member might System Repair - Disabled System
become disgruntled. Of if you hand over a large cache to the To take this action, you must be located at a system that is
authorities, a chaotic or evil crew member might become disabled. Make a DC 20 Intelligence (Engineering) check. On
disgruntled. Additionally, the GM can adjudicate other a success, the system is repaired and can be used again.
creative ways to make disgruntled crew contented again.
Some may like music, some games and your characters can Restore - Drive
roleplay situations that result in a pleased crew member. Make a DC 15 Intelligence (Engineering) check. On a
success, you’re able to reroute power to your shields,
restoring 100 shield points.
Starship Combat
Vehicle combat works similarly to standard creature combat. Harden - EWS
Each player rolls initiative as normal. Each enemy vehicle Make a DC 10 Intelligence (Electronics) check. On a success,
also rolls initiative, with any NPCs on board those vehicles you harden the security of your EWS until the start of your
acting on the vehicles initiative count. Vehicles do not add any next turn. While hardened, any attempt to sabotage your ship
bonus to their initiative rolls. You may use the vehicles’ speed will have disadvantage.
to break ties between vehicle rolls.
Sabotage - EWS
Starship Actions Choose a target from the table below and make an
Intelligence (Electronics) check. The DC of this check and its
The primary difference in starship combat is that operatives effect on a success is determined by the chosen target. You
on board a starship have an additional list of actions they can must choose your target before making your Intelligence
make on their turn. Most actions require the player to be check.
stationed at the necessary system. When an encounter
begins, operatives may choose to “Report to battle stations” Target DC Effect
and place themselves at a specific system. SSC 10 Target cannot take the Scan action until
the start of your next turn.
Attack - Weapon System Helm 12 Target has disadvantage on Maneuver
Make a ranged attack roll. Do not add your proficiency bonus and Hard Maneuver checks until the
unless you are proficient with Starship Systems (Weapons). start of your next turn.
Shields 15 Reduce the targets shields by 1d4 (x50)
Targeted Attack - Weapon System
Name a system on a target vehicle and make a ranged attack Navigation 18 The target ship cannot Flee.
roll. The target’s AC has a +5 bonus against this attack. On a Weapons 20 Target has disadvantage on Attack and
hit, roll damage and the system is disabled and cannot be Targeted attack rolls until the start of
used until it is repaired. Any creature manning that system your next turn.
takes damage equal to one half the damage roll.
Maneuver - Helm
Make a DC 15 Dexterity (Vehicle Handling) check. On a Scan - SSC
success, your ship’s AC increases by an amount equal to half Make a DC 15 Intelligence (Investigation) check as your
its speed score until the start of your next turn. peruse the logs of incoming ship data. On a success, you may
ask one question about a target ship. The GM must answer
this question honestly.
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Flee - Navigation Space Transports
Make a DC 14 Intelligence (Science) check to plot a course There four types of transports in the game: land, water, air,
away from battle. On a success, you may enter FTL and flee and space. To leave a planet or move between planets in a
the battle. Combat immediately ends and you move to a system requires a space transport. For simplicity's sake,
system within your ship’s range. travel within a system (from any celestial body to another)
takes less than 24 hours. Using the Sol system as an
Move - Anywhere example, a party could leave Earth and arrive at Io, Europa,
Use your Action to move to a different Starship System. Pluto, or Sol’s Mass Relay within 24 hours. The GM can
adjust this time as they see fit. A rickety ship might move
Help - Anywhere more slowly and require many stops at moons and planets
Use your Action to Help a friendly creature use a Starship along the way. A very fast ship might make the journey from
System. You must be located at the same system as the Earth to Pluto within a few hours.
creature. The creature gains advantage the next time it takes
an action with the starship system. Leaving a planet
The time it takes to leave a planet varies widely based on how
Defer to VI - Anywhere regulated space traffic is on that planet. On urban worlds like
Use your Action to defer to the ship’s onboard VI. You may Thessia or the Citadel, it can take as long as 2-4 hours to
have it take any of the Starship System actions. When you do orbit and dock. On uninhabited worlds, your ship can land
so, roll a d20 to make the check or attack. You cannot add any and leave as quickly as the pilot is capable. This can take as
modifiers or bonuses to the roll. little as a few minutes. Finding a safe place to land might take
a little longer.
Travel Starships
The primary benefit of starships is their ability to travel To travel from system to system, or cluster to cluster, your
around the galaxy. A galaxy map can be found on the next party will need to use a starship. Every starship has a range
page which can be used in reference to these rules. For attribute which represents the number of system and cluster
campaigns set in the Andromeda Galaxy, you can use the jumps it can make in a 24 hour period. Traveling between
rules but will need to find your own map. systems in a cluster or jumping from one cluster to another
takes 1 range.
The Milky Way Traveling between systems is the same as traveling
between planets. You can move to any other system within a
The Milky Way comprises a number of Clusters (represented cluster and it costs 1 range. A starship with 3 range that
by the yellow, target icons filter_center_focus on the map). starts on Tuchanka can leave the planet an arrive in Nith
Each Cluster is composed of Systems, and, in turn, each (another system in the Krogan DMZ cluster) within 24 hours.
System contains a group of planetary objects (generally a star The same starship (with a range of 3) could also leave
and any number of planets and their moons, planetoids, Turchanka, fly to the Nith system, then to the Dranek system
asteroids, comets and other celestial bodies). (also in the Krogan DMZ cluster), and back to the Aralakh
For example, Earth is a planet in the Sol System, which is system within a 24 hour period. If the ship was making stops
the only system in the Local Cluster. Tuchanka (the on planets in each system, it would likely take longer as the
homeworld of the Krogan) is part of the Aralakh System, ship enters and leaves orbit.
which is one of 3 systems in the Krogan DMZ cluster. Traveling between clusters requires a Mass Relay. Mass
Relays are mass transit devices scattered throughout the
Names of Celestial Bodies Milky Way, forming an enormous network that allows
interstellar travel. There is only one Mass Relay per cluster,
You may wonder why the names aren’t more
“alien”. Our best guess is that the names are either
located in a single system which is marked with a * on the
part of a human-centered database (in which
map. To travel from cluster to cluster, you must first travel to
names were provided to the entries by humans), or the system that contains the mass effect relay. Then you can
that the names have been translated into similar jump to another cluster.
human-cultured counterparts. For example, the Mass Relays are connected as a network, but travel
Athena Nebula is home of the Asari, a race of between relays might require additional jumps. I.e., unlike
androgynous beings that associate themselves to a travel between planets and systems, you can only move
female gender. Thus the nebula’s name (in Asari) between clusters following the lines on the map.
might be a cultural figure, turn-of-phase, or
mystical entity that is best represented as Athena
in human culture.

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Galaxy Map

Mass Effect Galaxy Map by otvert

Example Travel
The party has been searching for a Prothean device in the Carbonaceous Asteroid (Phoenix system, Argos Rho cluster). To collect
their reward, they must return the device to a fence on the Citadel.
In this example, the party has requisitioned a starship with a range of 2. It takes 1 range to move from the Phoenix system to the
Hydra system which contains the Mass Relay for the Argos Rho cluster. Then it requires 2 Mass Relay jumps (Argos Rho > Horse
Head Nebula > Serpent Nebula), arriving in the Widow system where the Citadel is located. For our group, this would take as little
as 24 but no more than 48 hours to complete the journey.

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Variant Rules Variant: Fuel
In addition to the above rules, you can add the following Fuel in Mass Effect 5e is an abstract concept. Most ships can
variant rules into your campaign to increase the flavor from mine and create fuel using on-board fabricators as it travels
the Mass Effect video games. the Galaxy. Fuel is represented by the range of the ship (how
far it can travel in 24 hours). If you would like to keep track of
fuel, the GM can use the following Variant: Fuel rules.
Variant: Navigation Your "tank" capacity is equal to your ship's range multiplied
As a GM, you can choose whether or not exploration & by 3. Each time you expend 1 range, you also expend 1
navigation are an essential component. If not, you can charge from your tank. You can either spend a long rest on an
assume that every ship has a full list of star maps and travel asteroid or planet mining fuel or you can refuel at a
from cluster to cluster and system to system is as easy as spaceport. To mine fuel use the Variant: Mining rules above.
punching in coordinates. On a success, roll a d8 and regain that many charges.
However, if you'd like to provide more of a challenge, you Alternatively, you can pay to refuel at a spaceport. The
can have your players use the Navigation starship system to average rate is 1,000 credits per charge in your tank, but this
navigate the galaxy. With this rule, have your players make an might increase or decrease based on the port.
Intelligence (Science) check before any planned travel,
representing the plotting of a course. The DC of this roll is Creating Vehicles
either 12 (for known locations) or 18 (for unknown). On a
success, the characters arrive at the location as normal, but it The vehicle list that follows provides examples for you to use
takes twice as much time and fuel on a failure. You can also in your campaign. However, it is encouraged that you and/or
impose other consequences such as pirates, disgruntled your GM create vehicles of your. Use the following guidelines
crew, or ship damage. when creating your vehicle.
Whether or not the characters know of a location is
dependent on Star Maps. You may choose to break up star Create a concept
maps by Sectors (the large groupings of clusters) or by First, you'll want to create a concept for your vehicle. What is
clusters. its main purpose (defense, offense, transport, smuggling,
Variant: Mining & Probes etc)? What race(s) are associated with the vehicle? Is it
unique or mass produced? What does it look like? What size
Ships can be equipped with Mining Probes. Each probe costs is it?
100 credits and ships have a capacity based on its size: 10 for If you're looking for inspiration, check out Euderion's
frigates, 20 for carriers, 50 for cruisers, and 100 for vehicle creations on DeviantArt.
dreadnoughts. When orbiting a celestial body, an operative
can use the ship's SSC system to expend a Mining Probe and Name
make a DC 15 Intelligence (Investigation) check. The DC of Next, you'll need a good name for your vehicle. Mass
this check is determined by how "rich" the planet is. produced vehicles typically have some sort of manufacturing
On a success, you can spend a long rest mining the area. number combined with a codename or nickname. If your
Roll a die based on how rich the planet is, and gain that many vehicle is a unique creation, it might have a symbolic name.
units of the element.
Elements Vehicle Type
Rarity Elements
Credits
/ Unit
The vehicle type should be either transport or starship. If
you've selected transport, designate which transport type it is:
Common Aluminium, Beryllium, Copper, 100 land, sea, air, or space. Some transports can have multiple
Graphite, Iron, Magnesium, Silicon types.
Uncommon Cadmium, Fluorite, Iridium, Lithium, 250
Nickel, Uranium Size
Rare Palladium, Platinum, Titanium, 500 If you're creating a transport, choose the size from standard
Vanadium sizes: Medium, Large, Huge, Gargantuan. For starships,
Very Rare Element Zero 1500 choose one of Frigate, Cruiser, Carrier, or Dreadnought.
Mining Results Speed
Richness Result Dice A vehicles speed is somewhat abstract. Mechanically, it
Scarce d4 represents the number of playmat spaces it can move in one
turn. This assumes the vehicle is moving an average pace and
Poor d6 slow enough to turn and maneuver. Speed should range from
Moderate d8 1 to 15.
Abundant d10
Rich d12

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Range Maximum Vehicle Crew
Type Max Crew
For transports, range is the number of kilometers the vehicle
can travel within 24 hours. This calculation should also take Medium 1
its battery or fuel capacity into account. Large 2-3
For starships, the range is calculated as ftlu (faster than Huge 6-8
light units). Essentially how many Mass Effect Relay jumps or
system to system travel it can complete in 24 hours. Gargantuan 10-20
Frigate 20-30
Cargo Cruiser 30-100
How many tonnes can the ship carry? Try thinking about how Carrier 100-1000
many mid-size cars can fit into the vehicle or the vehicle tow,
this is its Cargo capacity. Dreadnought 1000+

Cost Weapons
What is the market rate of the vehicle? It might be that the Decide what weapons are equipped on the vehicle. For
vehicle is military and not sold on the open market. transports, damage rolls are multiplied by 10 and by 100 for
starships. It's also ok for the vehicle to have no weapons.
AC
How durable is your vehicle's armor? Or how difficult is it to Challenge Rating
hit? ACs for vehicles generally range from 10 - 25. To calculate the CR, you'll need access to the Monster
Statistics by Challenge Rating table in the Dungeon Master's
HP & SP Guide, pg. 274.
Use the following table to find the average hull points and Offensive CR
shield points. You should adjust the average based on the First, find the offensive CR by calculating the average of all
concept of your vehicle. Was it made for defense? Add more the damaging attacks. If this is a starship, additionally divide
HP. Does it has a state-of-the-art drive, add more SP. the average by 10. Then find the CR associated with that
Vehicle Hit Points / Shield Points damage on the Monster Stats table.
Type HP SP
Defensive CR
Transport 150 50 Next, find the defensive CR by adding the hull point and
Frigate 1200 250 shield points together. If this is a starship, additionally, divide
Cruiser 2000 500
the sum by 10. Then find the CR associated with that hit
point value on the Monster Stats table. If the AC is greater
Carrier 3500 750 than the AC on the Monster Stats table, increase the
Dreadnought 6000 1500 defensive CR by 1 for every 2 points above the target AC.
Final CR
Systems The final CR is the average of the offensive and defensive CR,
Next, you'll want to decide how many systems your vehicle rounded up. If this is for a starship, notate a + symbol beside
has. You can either make combined systems (for smaller the CR.
vehicles) or have individual systems (for large starships). A
system might be so advanced that it requires multiple crew
member to maintain. CR Calculation
Starship, AC: 25, HP: 2500, SP: 600, Attack: 1100
Crew & 900

Each vehicle has a minimum and maximum crew. Offensive CR = ((1100 + 900) / 2) / 10 = 100,
corresponds with a CR of 16
Minimum Defensive CR = (2500 + 600) / 10 = 310,
To find the minimum crew, add the number of crew needed corresponds with a CR of 16. However, the
target AC for CR 16 is only 18. So the final
for each of the systems. Defensive CR becomes 19 (+3 because the AC
is 25).
Maximum
The maximum crew is generally based on the size of the Final CR = (16 + 19) / 2 = 17.5 = 18+
vehicle

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Chapter 11: Vehicle List
Transports
A-61 Mantis Gunship
Huge transport (air or space)

Armor Class 22
Hull Points 350
Shield Points 50
Speed 10

Range 2,000 km
Crew Minimum 2. Maximum 8
Cost military
Cargo Capacity 4 tonnes
Challenge 21 (33,000 XP)
Systems
Combined (Helm, Weapons). 1 crew
Combined (SSC, EWS). 1 crew

Weapons
M350 mass-accelerator autocannons. 70 (2d6[x10])
piercing damage
Inferno PKRs (16 charges). 160 (3d10[x10]) fire
damage to a 10m-radius sphere. Half damage on a
successful DC 18 Dexterity saving throw.

The Gunship is driven by vectored-thrust engines. First rolled This vehicle statblock represents the most basic model of
off the assembly lines in 2170, the Mantis remains in service the A-61. But it can carry a number of weapons load-outs.
in dozens of armies across the galaxy. Its modular When used in ground-attack roles it is most commonly armed
construction means that the versatile Mantis can be with two sets of two forward-facing missile bays over each
reconfigured as a low-altitude gunship, a fighter, a high- wing, normally armed with Inferno PKRs (Precision Kill
altitude bomber, or even a single-stage-to-orbit spaceplane Rockets), and a pair of belly-mounted M350 mass-accelerator
that can engage enemy craft around a planet or a space autocannons.
station. The only role the Mantis cannot perform is that of a
true deep-space fighter, as it has no FTL drive.

ET3 Large transport (land)

Armor Class 16 Cost 10,000


Hull Points 150 Cargo Capacity 2 tonnes
Shield Points 0 Challenge 3 (700 XP)
Speed 4
Systems
Range 500 km Helm. 1 crew
Crew Minimum 1. Maximum 8

The ET3 is a civilian vehicle. This six-wheeled transport has


a cockpit for the driver on the right front of the vehicle.

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143
M-080
Large transport (land)

Armor Class 20
Hull Points 250
Shield Points 0
Speed 5

Range 500 km
Crew Minimum 2. Maximum 6
Cost military
Cargo Capacity 2 tonnes
Challenge 3 (700 XP) M-44 Hammerhead
Large transport (land or sea)
Systems
Helm. 1 crew Armor Class 14
Hull Points 180
Weapons. 1 crew Shield Points 0
Speed 15
Weapons
Machine Gun. 35 (1d6[x10]) piercing damage. Range 2,500 km
Crew Minimum 1. Maximum 3
Mass Accelerator Cannon. 55 (1d10[x10]) radiant Cost military
damage. Cargo Capacity 1 tonnes
Challenge 7 (2,900 XP)

The M-080 is a large infantry fighting vehicle (IFV). This class Systems
of vehicle is equipped with a turret with two coaxial barrels: Combined (Helm, SSC, Weapons, EWS). 1 crew
the machine gun and main cannon. Like the M29 Grizzly and
the M35 Mako, the M-080 is equipped with six wheels. Weapons
Main Cannon. 45 (1d8[x10]) thunder damage.

The M-44 Hammerhead is an infantry fighting vehicle that


hovers over the battlefield at up to 120 kilometers an hour. It
M29 Grizzly most likely follows a theme of naming armored vehicles after
Huge transport (land) sharks, just like the M35 Mako.
Armor Class 25
Hull Points 350
Shield Points 0
Speed 2

Range 350 km
Crew Minimum 2. Maximum 6
Cost military
Cargo Capacity 3 tonnes
Challenge 14 (11,500 XP)
Systems
Combined (Helm, Drive, SSC). 1 crew
Weapons. 1 crew

Weapons
Main Cannon. 70 (2d6[x10]) thunder damage.

The M29 "Grizzly" Infantry Fighting Vehicle (IFV) was the


standard "battle taxi" of Systems Alliance Marines for nearly
thirty years.

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144
M35 Mako
Large transport (land)

Armor Class 16
Hull Points 150
Shield Points 50
Speed 8

Range 1,000 km
Crew Minimum 1. Maximum 3
Cost military X3M (shuttle car)
Cargo Capacity 1 tonnes Large transport (air)
Challenge 6 (2,300 XP)
Armor Class 12
Systems Hull Points 100
Combined (Helm, SSC, Weapons, EWS). 1 crew Shield Points 0
Speed 4
Weapons Range 1,000 km
Machine Gun. 35 (1d6[x10]) piercing damage. Crew Minimum 1. Maximum 4
Cost 35,000
Mass Accelerator Cannon. 55 (1d10[x10]) radiant Cargo Capacity 1 tonnes
damage. Challenge 1 (200 XP)
Systems
The M35 Mako infantry fighting vehicle was designed for the Helm. 1 crew
Systems Alliance's frigates. It is designed to fulfill the role of
rapid deployment that its predecessor, the M29 Grizzly, fell
short of accomplishing. Though the interior is cramped, an Referred to colloquially as a "shuttle", "skycar", or "aircar", the
M35 is small enough to be carried in the cargo bay and easily X3M is a contragravity speeder designed for transporting
deployed on virtually any world. individuals in metropolises and space stations. Shuttles are
compartmentalized into a pilot/passenger compartment and
a propulsive drive compartment. In the pilot/passenger
UT-47 Kodiak Drop compartment, there are four seats with one of them reserved
for the pilot. From either the forward left or right seat, a pilot
Shuttle controls the shuttle's movements through the use of a haptic
Large transport (air and space) adaptive interface. The canopy of the shuttle is divided into
two sections - a central section which lifts up, and a clamshell
Armor Class 15 door. The windows of the vehicle can be darkened for the
Hull Points 200 privacy of the passengers. Due to the limited storage space,
Shield Points 200
Speed 10
passengers are limited to what they can carry or store on
their bodies. To the rear of this compartment, there is the
propulsive drive powered by a mass effect field.
Range 12,001 kmorftlu
Crew Minimum 1. Maximum 14
X3Ms come in a variety of models. Some are smaller with
Cost military
only 1 or 2 seats like the Tess Auburn 2166 aircar. Models
Cargo Capacity 2 tonnes like the C-111 Skyline Shuttle are meant for public
Challenge 10 (5,900 XP) transportation and can carry up to 10 passengers. Some
models are meant for driving enthusiasts with increased
Systems handling and acceleration, like the Mark II Blackout or
Combined (Helm, SSC, Drive, Navigation). 1 crew Esquiran Sporting Shuttle.

The UT-47 Kodiak Drop Shuttle is a personnel carrier


capable of planetary flight and is capable of limited FTL
travel. The shuttle is used extensively by (but not limited to)
the Systems Alliance and Cerberus in 2186. The Kodiak and
several variants have also seen extensive use in the
Andromeda Galaxy's Heleus Cluster by the Andromeda
Initiative nearly 600 years later.

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Starships
Asari Cruiser Cruiser starship

Armor Class 18 Navigation. 2 crew


Hull Points 2,000 SSC. 1 crew
Shield Points 1,500
Speed 3 EWS. 2 crew
Drive. 6 crew
Range 8 ftlu
Crew Minimum 16. Maximum 70 Weapons. 3 crew
Cost military Additional Systems. The asari cruiser has an Armory,
Cargo Capacity 80 tonnes GARDIAN system, Medbay, and Exonet.
Challenge 17+ (18,000 XP)
Systems Weapons
Twin-Mass Accelerator Cannons. 900 (2d8[x100])
Helm. 2 crew
radiant damage.

A mix-up during the cruiser's design left it with an unusually


large drive core and engineers redesigned the ship around
the excessive power source. The asari cruiser's unusually
robust engines provide enough energy to generate kinetic
barriers normally reserved for dreadnoughts.

Athabasca-class Carrier Systems


Carrier starship Helm. 2 crew
Armor Class 14 Navigation. 2 crew
Hull Points 4,200
Shield Points 500 SSC. 2 crew
Speed 1 EWS. 2 crew
Drive. 2 crew
Range 3 ftlu
Crew Minimum 8. Maximum 100+ Additional Systems. The Athabasca-class has 30 system
Cost 4,000,000 slots. They vary widely and can be customized to fit the
Cargo Capacity 100+ tonnes needs
Challenge 21+ (33,000 XP) Hanger. Athabasca-class carriers can be equipped with
a hanger (taking up 10 system slots). The hanger can
hold up to 50 interceptors or fighters.

The Athabasca Class is a class of large freighter of human


origin. Externally, this freighter class's configuration may be
mistaken for the smaller Kowloon Class freighters. However,
the Athabasca Class freighter is a multi-level voluminous
starship. The Athabasca Class freighter is lightly armored
and lacks armaments, and can be attacked and boarded very
quickly. This freighter class is equipped with a self-destruct
device and a black box.

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Destiny Ascension
Dreadnought starship

Armor Class 28
Hull Points 8,000
Shield Points 2,000
Speed 1

Range 1 ftlu
Crew Minimum 68. Maximum 12000
Collector Ship Cost military
Cargo Capacity 100+ tonnes
Cruiser starship
Challenge 28+ (120,000 XP)
Armor Class 20
Hull Points 2,100
Systems
Shield Points 1,400 Helm. 5 crew
Speed 3
Navigation. 6 crew
Range 10 ftlu SSC. 10 crew
Crew Minimum 20. Maximum 200 EWS. 12 crew
Cost none
Cargo Capacity 200 tonnes Drive. 20 crew
Challenge 18 (20,000 XP) Weapons. 15 crew
Systems Additional Systems. The Destiny Ascension is a
living city, supporting a number of systems,
Combined (Helm, Navigation, EWS, SSC, Weapons). 1
including: Armory, GARDIAN, Medbay, Rec Room,
Collector General or 10 non-Collector Generals (2
Weapon Range, Exonet, and Luxury Kitchen.
per system) crew
Improved Scanner: A Collector Ship's scanner is so Weapons
advanced that ships integrated with a stealth drive Main Cannon (Recharge 5-6). 2600 (4d12[x100])
do not gain the benefits of the system, and the radiant damage.
collector ship maybe detect them without
disadvantage. Anti-Fighter Turrets. 700 (2d6[x100]) radiant
Additional Systems. The majority of the interior of damage.
these ships exist to store collection pods. They can Long Range Beam Cannon. 1100 (2d10[x100])
be large enough to fit an entire planet's worth of radiant damage.
pods.
Support Fighters: The Destiny Ascension has over
100 fighters and interceptors to support it during
Weapons combat.
Multiattack: A Collector Ship can make one Main
Cannon attack or three Occular Cannon attacks
once per turn. The Destiny Ascension is an asari dreadnought and flagship
Main Cannon. 1000 (1d10+4 [x100]) radiant of the Citadel Fleet.
damage.
Occular Cannons (x3). 300 (1d4 [x100]) radiant
damage.

A strange hybrid of an organic hive and metal, a Collector


Ship carries the enigmatic Collectors, a race of mysterious
beings from beyond the Omega-4 Relay. Their technology is
light years more advanced than anything in the known galaxy,
and their powerful ships are no exception.

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147
Envoy-class Frigate Frigate starship

Armor Class 13 Combined (Navigation, SCC, EWS). 1 crew


Hull Points 1,350
Weapons. 1 crew
Shield Points 350
Speed 5 Drive. 1 crew
Additional Systems. The envoy-class frigate has a Luxury
Range 3 ftlu Kitchen, Rec Room, GARDIAN system, and 2 additional
Crew Minimum 4. Maximum 10 system slots.
Cost 1,350,000
Cargo Capacity 8 tonnes Weapons
Challenge 6+ (2,300 XP)
Mass Accelerator Cannon. 350 (1d6[x100]) radiant
Systems damage.
Helm. 1 crew

The envoy-class frigate is a popular civilian frigate used by private companies to transport high-ranking political officials and
corporate executives.

Everest-class Helm. 3 crew

Dreadnought Navigation. 2 crew


Dreadnought starship SSC. 5 crew
Armor Class 25 EWS. 4 crew
Hull Points 6,500 Drive. 6 crew
Shield Points 1,500
Weapons. 4 crew
Speed 1
Additional Systems. The Everest-class dreadnought has
Range 3 ftlu a number of additional systems, including: Armory,
Crew Minimum 24. Maximum 1000+ GARDIAN, Medbay, Rec Room, Weapon Range, Exonet,
Cost military and Luxury Kitchen.
Cargo Capacity 100+ tonnes
Challenge 28+ (120,000 XP) Weapons
Main Cannon. 2200 (4d10[x100]) piercing damage.
Systems

The Everest-class dreadnought is the Systems Alliance flagship.

Lacus-class Frigate Combined (Navigation, SCC). 1 crew


Frigate starship Weapons. 1 crew
Armor Class 15 Drive. 1 crew
Hull Points 1,500 Additional Systems. The Lacus-class frigate has 10 open
Shield Points 500 additional system slots. When installing a slot, reduce
Speed 2 the cargo capacity by 2.

Range 10 ftlu Weapons


Crew Minimum 4. Maximum 10 Anti-Fighter Machine Cannons. 250 (1d4[x100])
Cost 800,000 piercing damage.
Cargo Capacity 30 tonnes
Challenge 14+ (11,500 XP) Disruptor Torpedoes (10 charges). 350 (1d6[x100])
thunder damage and 350 (1d6[x100]) force damage.
Systems This damage bypasses shields.
Helm. 1 crew

The Lacus-class is a transport frigate with high cargo capacity and range. In recent years, savvy engineers have learned to install
additional
PART 4 | systems
VEHICLE in its cargo space, making it highly modifiable.
LIST
148
Normandy-class
Frigate
Frigate starship

Armor Class 18
Hull Points 1,700
Shield Points 500
Speed 10
Kowloon-class Carrier Range 6 ftlu
Carrier starship Crew Minimum 6. Maximum 20
Cost military
Armor Class 13 Cargo Capacity 10 tonnes
Hull Points 3,500 Challenge 11+ (7,200 XP)
Shield Points 700
Speed 1 Systems
Helm. 1 crew
Range 2 ftlu
Crew Minimum 8. Maximum 100+ Combined (Navigation, SCC). 1 crew
Cost 3,250,000
EWS. 1 crew
Cargo Capacity 100+ tonnes
Challenge 20+ (25,000 XP) Weapons. 1 crew
Systems Drive. 2 crew
Helm. 2 crew Additional Systems. The Normandy-class frigate has
a Medbay, Rec Room, GARDIAN system, and 4
Navigation. 2 crew open additional system slots.
SSC. 2 crew Stealth Technology. The Normandy-class frigate has
experimental stealth technology. Any rolls made to
EWS. 2 crew
scan the ship are made at disadvantage.
Drive. 2 crew
Additional Systems. The Kowloon-class has 20 Weapons
system slots. They vary widely and can be Javelin Disruptor Torpedoes (20 charges). 350
customized to fit the needs of most businesses. (1d6[x100]) thunder and 250 (1d4[x100]) force
Hanger. Kowloon-class carriers can be equipped damage. This damage bypasses shields.
with a hanger (taking up 5 system slots). The
hanger can hold up to 20 interceptors or fighters.
The SSV Normandy SR-1 (Systems Alliance Space Vehicle
Normandy Stealth Reconnaissance-1) was a Systems
Kowloon Class vessels are basic freighter starships originally Alliance starship. She is a prototype "deep scout" frigate, first
designed (and mostly used) by humans. Each ship is built on of the eponymous Normandy class, co-developed by the
a standard design, likely for easy mass production. They Alliance and the Turian Hierarchy with the sponsorship of the
generally carry a large cargo bay with smaller compartments Citadel Council. She is optimized for solo reconnaissance
for additional passenger haulage, but their design means missions deep within unstable regions, using state-of-the-art
these compartments can be swapped or exchanged to stealth technology powered by an experimental drive core.
customize the ship.
Kowloon-class ships are hardy but carry no armaments
and only a standard engine core. Unfortunately, this makes
them easy prey for privateers or mercenary bands looking for
a quick score. Most are given the prefix 'MSV', for 'merchant
space vehicle'.

PART 4 | VEHICLE LIST


149
Reaper Capital Ship
Dreadnought starship

Armor Class 30
Hull Points 10,000
Shield Points 5,000
Speed 4

Range 2 ftlu
Crew Minimum 0. Maximum 0
Cost none
Cargo Capacity 0 tonnes
Challenge 30+ (155,000 XP)
Systems
Combined (Helm, Navigation, Weapons, Drive). 0
crew

Weapons
Magnetohydrodynamic Cannon (Recharge 6). 5500
(10d10[x100]) radiant damage.
Tendril Cannon. 1300 (3d8[x100]) radiant damage.
Occulus Drones (Recharge 6). The Reaper Capital
Ship can summon 1d10 Occulus Drones.

Also known as Sovereign-class, the two-kilometer-long


Capital Ships are the most well-known Reaper subtype. Their
main weapon is a spinal mounted "magnetohydrodynamic"
cannon with a yield of 132 to 450 kilotons of TNT, which
dwarfs the main gun of an Everest-class Alliance
dreadnought. No known ship, not even a dreadnought, has
been known to survive a hit from this weapon.

Reaper Destroyer Cruiser starship

Armor Class 20 Challenge 17+ (18,000 XP)


Hull Points 2,900
Shield Points 500 Systems
Speed 12 Combined (Helm, Navigation, Weapons, Drive). 0 crew

Range 7 ftlu
Crew Minimum 0. Maximum 0
Weapons
Cost none Main Cannon. 1100 (2d10[x100]) radiant damage.
Cargo Capacity 0 tonnes

Destroyers are a type of Reaper that appear during their


galaxy-wide invasion in 2186. They are approximately 160
meters in height; smaller than a Reaper of Sovereign's class,
which measure over two kilometers in height. Destroyers
make up the majority of the Reaper fleet and are believed to
be created using harvested species that are not used to build
Reaper Capital Ships.

PART 4 | VEHICLE LIST


150
Turian Hierarchy Destroyer
Cruiser starship Navigation. 1 crew
SSC. 2 crew
Armor Class 22
Hull Points 2,300 EWS. 1 crew
Shield Points 600 Drive. 3 crew
Speed 2
Weapons. 2 crew
Range 5 ftlu Additional Systems. The Verrikan-class frigate has an
Crew Minimum 11. Maximum 50 Armory, Weapons Range, GARDIAN system, and 6
Cost military open additional system slots.
Cargo Capacity 45 tonnes
Challenge 16+ (15,000 XP) Weapons
Systems Main Cannon. 1100 (2d10[x100]) radiant damage.
Helm. 2 crew

The Destroy class is a standard Turian Hierarchy cruiser.

Verrikan Class Frigate Once the flagship of the turian fleet, the Verrikan-class
Frigate starship frigate was built to withstand and dish out heavy punishment
Armor Class 24
on the battlefield.
Hull Points 2,200
Shield Points 1,000
Speed 6

Range 4 ftlu
Crew Minimum 4. Maximum 15
Cost military
Cargo Capacity 15 tonnes
Challenge 14+ (11,500 XP)
Systems
Combined (Helm, Navigation, SCC). 1 crew
Weapons. 1 crew
Drive. 1 crew
Additional Systems. The Verrikan-class frigate has an
Armory, Weapons Range, GARDIAN system, and 2
open additional system slots.

Weapons
Forward Mass Accelerator Cannon. 350 (1d6[x100])
radiant damage.
Heavy Torpedoes (10 charges). 650 (1d12[x100])
thunder damage.

PART 4 | VEHICLE LIST


151
Part 5
Spells
Chapter 12: Spellcasting

T
here isn't any traditional fantasy "magic" in Known and Prepared Spells
Mass Effect 5e but there are super-powered
abilities, advanced technology, and fantastic Biotics rely on physical mnemonics and a biotic implant to
items. Mass Effect 5e retains the word "spell" harness the power of mass effect fields. Learning the
as a catch-all to describe special powers that mnemonics takes years of practice. Once mastered, biotic
are available to the game's classes. users can learn new varieties of controlling the fields. As
biotic characters progress in levels, they learn knew varieties
of biotic spells or can augment the power or utility of an
What Is a Spell? existing one. In any case, once a biotic user learns a spell, it is
Spells can be versatile tools, weapons, or protective wards. always at their disposal.
They can deal damage or undo it, impose or remove Tech powers utilize technological assistance and micro-
conditions, drain life energy away, and restore health to the fabricators that are built into the operative's omni-tool. Unlike
injured. biotic users, tech users can program new spells and powers
into their omni-tool like loading software onto a computer.
Spell Types However, the mental load required to access these powers in
the heat of combat takes a superior intellect. More programs
Mass Effect divided spells into 3 distinct categories: cause more confusion, and without the mental training and
years of practice, tech users are limited in the number of
Biotics spells they can bring into combat. This limit increases as tech
Biotics is the ability of some lifeforms to create mass effect users level, detailed in the class's description.
fields using element zero nodules embedded in body tissues.
These powers are accessed and augmented by using bio- Advancing Spells
amps. Biotic individuals can knock enemies over from a The class progression tables indicate when a class learns a
distance, lift them into the air, generate gravitational vortices new spell. In Mass Effect 5e, characters can choose to
to tear obstacles or enemies apart, or create protective augment a spell they've already learned rather than learning
barriers. Biotic spells are available for Adepts, Sentinels, and a new one. You may only have one advancement of a spell at a
Vanguards. time.
Tech Spell Slots
Tech spells rely on the character's omni-tool: a multipurpose Regardless of how many biotic spells knows or prepares, he
diagnostic and manufacturing tool as well as a computer or she can cast only a limited number of spells before resting.
used for a variety of civilian and battlefield tasks, such as Manipulating the gravitational forces into even a simple spell
hacking, decryption, or repair. Higher-end omni-tools are is physically and mentally taxing, and higher-level spells are
equipped by Engineers, Sentinels, and Infiltrators to make even more so. Thus, each biotic class's description includes a
use of their tech talents and powers. When activated, an table showing how many spell slots of each spell level a
omni-tool can appear over either of a person's forearms character can use at each character level.
and/or hands, and occasionally both, as an orange hologram. When a character casts a spell, he or she expends a slot of
Combat
that spell's level or higher, effectively "filling" a slot with the
Combat spells rely on gadgets, physical devices, special spell. You can think of a spell slot as a groove of a certain size
equipment or even overriding safety protocols on armor or - small for a 1st-level slot, larger for a spell of higher level. A
weapons. Combat powers have no casting cost, as they are 1st-level spell fits into a slot of any size, but a 4th-level spell
generally instantiated by some sort of gadget or device. fits only in a 4th-level slot. So when an adept casts lance, a
Instead of a casting cost, combat powers recharge on a short 1st-level spell, he or she spends one 1st-level slot.
or long rest. Finishing a long rest restores any expended spell slots.
Casting at a Higher Level
Spell Level When a spellcaster casts a spell using a slot that is of a
Every spell has a level from 0 to 5. A spell's level is a general higher level than the spell, the spell assumes the higher level
indicator of how powerful it is, with the lowly (but still for that casting. For instance, if an operative casts lance using
impressive) lance at 1st level and the earth-shaking Storm at one of their 2nd-level slots, that lance is 2nd level.
4th. Cantrips - simple but powerful spells that characters can Effectively, the spell expands to fill the slot it is put into.
cast almost by rote - are level 0. The higher a spell's level, the Some spells, such as lance and first ait, have more
higher level a spellcaster must be to use that spell. All combat powerful effects when cast at a higher level, as detailed in a
powers are considered cantrips. spell's description.
Spell level and character level don't correspond directly.
Typically, a character has to be at least 17th level, not 5th
level, to cast a 5th-level spell.

PART 1 | SPELLCASTING
153
Tech Points Bonus Action
In Mass Effect 5e, certain classes can use tech points to cast A spell cast with a bonus action is especially swift. You must
spells. Tech points represent the internal power of the use a bonus action on your turn to cast the spell, provided
operative's omni-tool. As the operative levels, the gain more that you haven't already taken a bonus action this turn.
tech points, representing the time they spend modifying their
omni-tool and optimizing subroutines. Reactions
When a character casts a spell with tech points, he or she Some spells can be cast as reactions. These spells take a
expends, at minimum, one tech point per spell's level: 1 tech fraction of a second to bring about and are cast in response
point for 1st-level, 2 tech points for 2nd level, etc. You can to some event. If a spell can be cast as a reaction, the spell
think of a tech point as a 1st-level spell slot that can be added description tells you exactly when you can do so.
to other tech points to create a spell slot of a higher level. The
number of tech points you can spend on a spell is limited by Attack action
your class's level, indicated in the class's progression table. Many Combat spells have an action cost of Attack. This
Finishing a long rest restores any expended tech points. means you must use the Attack combat action to cast the
spell. If a spell or effect prevents you from taking the Attack
Cantrips action, you cannot cast the spell.
A cantrip is a spell that can be cast at will, without using a Longer Casting Times
spell slot and without being prepared in advance. Repeated Certain spells require more time to cast: minutes or even
practice has made the spell extremely efficient to cast. A hours. When you cast a spell with a casting time longer than
cantrip’s spell level is 0. a single action or reaction, you must spend your action each
turn casting the spell, and you must maintain your
Combat Cantrips concentration while you do so. If your concentration is
Combat cantrips are a special type of cantrip, that are more broken, the spell fails, but you don't expend a spell slot or
powerful than biotic cantrips. Combat cantrips have spend tech points. If you want to try casting the spell again,
limitations in the number of times you can use them per you must start over.
short and long rest. Certain classes (infiltrators and
vanguards) have the option of learning combat powers Range
instead of cantrips, as indicated in their class descriptions.
Many Combat spells have an action cost of Attack. This The target of a spell must be within the spell's range. For a
means you must use the Attack combat action to cast the spell like lance, the target is a creature. For a spell like havoc
spell. If a spell or effect prevents you from taking the Attack strike, the target is the point in space where your character
action, you cannot cast the spell. lands emitting a violent shockwave.
Most spells have ranges expressed in meters. Some spells
can target only a creature (including you) that you touch.
Casting a Spell Other spells, such as the fortification spell, affect only you.
When a character casts any spell, the same basic rules are These spells have a range of self.
followed, regardless of the character's class, the type of spell, Spells that create cones or lines of effect that originate
or the spell's effects. from you also have a range of self, indicating that the origin
Each spell description begins with a block of information, point of the spell's effect must be you.
including the spell's name, casting time, range, and duration. Once a spell is cast, its effects aren't limited by its range,
Level and load are provided for biotic and tech spells, unless the spell's description says otherwise.
respectively.
The rest of a spell entry describes the spell's effect. Components
In Mass Effect 5e, all spells are Somatic, meaning they
Casting Time require some amount of gesturing. To cast any of the spell
Most spells require a single action to cast, but some spells types a caster must have free use of at least one hand to
require a bonus action, a reaction, or even longer to cast. perform these gestures.
Combat spells can require an Attack action to cast. There are no other spell components (such as verbal or
material, as in D&D).

Casting in Armor
Because of the mental focus and precise gestures
required for spellcasting, you must be proficient
with the armor you are wearing to cast a spell. You
are otherwise too distracted and physically
hampered by your armor for >spellcasting.

PART 1 | SPELLCASTING
154
Duration Areas of Effect
A spell's duration is the length of time the spell persists. A Spells such as singularity and snap freeze cover an area,
duration can be expressed in rounds, minutes, hours, or even allowing them to affect multiple creatures at once. A spell's
years. Some spells specify that their effects last until the description specifies its area of effect, which typically has one
spells are dispelled or destroyed. of five different shapes: cone, cube, cylinder, line, or sphere.
Every area of effect has a point of origin, a location from
Instantaneous which the spell's energy erupts. The rules for each shape
Many spells are instantaneous. The spell harms, heals, specify how you position its point of origin. Typically, a point
creates, or alters a creature or an object in a way that can't be of origin is a point in space, but some spells have an area
dispelled, because its effect exists only for an instant. whose origin is a creature or an object.
A spell's effect expands in straight lines from the point of
Concentration origin. If no unblocked straight line extends from the point of
Some spells require you to maintain concentration in order origin to a location within the area of effect, that location isn't
to keep the effect going. This is the case with many biotics. If included in the spell's area. To block one of these imaginary
you lose concentration, such a spell ends. lines, an obstruction must provide total cover.
If a spell must be maintained with concentration, that fact
appears in its Duration entry, and the spell specifies how long Cone
you can concentrate on it. You can end concentration at any A cone extends in a direction you choose from its point of
time (no action required). origin. A cone's width at a given point along its length is equal
Normal activity, such as moving and attacking, doesn't to that point's distance from the point of origin. A cone's area
interfere with concentration. The following factors can break of effect specifies its maximum length.
concentration: A cone's point of origin is not included in the cone's area of
effect, unless you decide otherwise.
Casting another spell that requires concentration. You
lose concentration on a spell if you cast another spell that Cube
requires concentration. You can't concentrate on two You select a cube's point of origin, which lies anywhere on a
spells at once. face of the cubic effect. The cube's size is expressed as the
Taking damage. Whenever you take damage while you length of each side.
are concentrating on a spell, you must make a A cube's point of origin is not included in the cube's area of
Constitution saving throw to maintain your concentration. effect, unless you decide otherwise.
The DC equals 10 or half the damage you take, whichever
number is higher. If you take damage from multiple Cylinder
sources, such as a bullet and an engineer's salvo, you A cylinder's point of origin is the center of a circle of a
make a separate saving throw for each source of damage. particular radius, as given in the spell description. The circle
Being incapacitated or killed. You lose concentration on must either be on the ground or at the height of the spell
a spell if you are incapacitated or if you die. effect. The energy in a cylinder expands in straight lines from
The GM might also decide that certain environmental the point of origin to the perimeter of the circle, forming the
phenomena, such as getting sucked out of an airlock, require base of the cylinder. The spell's effect then shoots up from the
you to succeed on a DC 10 Constitution saving throw to base or down from the top, to a distance equal to the height
maintain concentration on a spell. of the cylinder.
A cylinder's point of origin is included in the cylinder's area
of effect.
Targets
A typical spell requires you to pick one or more targets to be Line
affected by the spell's magic. A spell's description tells you A line extends from its point of origin in a straight path up to
whether the spell targets creatures, objects, or a point of its length and covers an area defined by its width.
origin for an area of effect (described below). A line's point of origin is not included in the line's area of
effect, unless you decide otherwise.
A Clear Path to the Target
To target something, you must have a clear path to it, so it Sphere
can't be behind total cover. If you place an area of effect at a You select a sphere's point of origin, and the sphere extends
point that you can't see and an obstruction, such as a wall, is outward from that point. The sphere's size is expressed as a
between you and that point, the point of origin comes into radius in meters that extends from the point.
being on the near side of that obstruction. A sphere's point of origin is included in the sphere's area of
effect.
Targeting Yourself
If a spell targets a creature of your choice, you can choose
yourself, unless the creature must be hostile or specifically a
creature other than you. If you are in the area of effect of a
spell you cast, you can target yourself. Areas of Effect Spells
such as singularity and snap freeze cover an area, allowing
them to affect multiple creatures at once.

PART 1 | SPELLCASTING
155
Saving Throws
Many spells specify that a target can make a saving throw to
avoid some or all of a spell's effects. The spell specifies the
ability that the target uses for the save and what happens on
a success or failure.
The DC to resist one of your spells equals 8 + your
spellcasting ability modifier + your proficiency bonus + any
special modifiers.
Attack Rolls
Some spells require the caster to make an attack roll to
determine whether the spell effect hits the intended target.
Your attack bonus with a spell attack equals your spellcasting
ability modifier + your proficiency bonus.
Most spells that require attack rolls involve ranged attacks.
Remember that you have disadvantage on a ranged attack
roll if you are within 2 meters of a hostile creature that can
see you and that isn't incapacitated.

Primers and Detonators


Primers and Detonators add a combo-based mechanic to
combat. However, they can also add an unwanted level of
complexity as tracking which creatures are primed at any
given moment can become cumbersome. Therefore you may
forego this rule and ignore any mention of the Primed
condition or detonation effects.
Some spells and attacks cause the target to become
primed as indicated in its spell text. Some spells can
detonate primed targets. These spells are marked so on their
spell cards. When a primed target is hit with a detonating
spell or attack the primed condition ends and the detonation
causes an explosive effect outlined in the Primed Condition
below.
There are five primed types: Force, Necrotic, Fire, Cold, or
Lightning each with its own unique detonating effect.
A creature can suffer from multiple primed types
simultaneously as long as each type is different. When
detonated, all explosions happen at once centered on the
location of the primed target. The GM decides which effects
happen in which order.

PART 1 | SPELLCASTING
156
Chapter 13: Spells

T
his chapter descripts the most common spells
in Mass Effect 5e. It begins with the spell lists
of the classes. The remainder contains spell
descriptions presented in alphabetical order by
the name of the spell.

Adept

Lift Reave Biotic Wall


Phase Disruptor Shockwave Dark Sphere
Slam Warp Cloud Dominate
Slow Fall Singularity
Throw 2nd Level Vortex
Backlash
1st Level Biotic Orbs 4th Level
Cantrips (0 Level) Alter Center Mass Fly Annihilation Field
Barrier Detonation Catapult Lash Biotic Sphere
Biotic Jump Gravity Field Stasis Flare
Biotic Punch Lance Warp Storm
Dark Channel Pull Tear
3rd Level

Cryo Blast Neural Shock Disrupt Biotics


Engineer
Damping Overload Electric Slash
Decoy Pheromone Spray Submission Net
Defense Matrix Poison Spray Unity
Energy Drain Sabotage
First Aid Salvo 3rd Level
Guidance Shocking Grasp AI Hacking
Incinerate Target Painting Flamethrower
Invasion Sentry Turret
1st Level 2nd Level
Nanite Cloud Snap Freeze
B.E.C. Field Cryo Beam

Infiltrator Nightshade Blades Guidance 2nd Level


Stimulant Pack Incinerate Cryo Beam
Tactical Scan Invasion Disrupt Biotics
Trophy System Neural Shock Electric Slash
Overload Submission Net
1st Level Pheromone Spray
B.E.C. Field Poison Spray 3rd Level
Cryo Blast Sabotage AI Hacking
Damping Salvo Flamethrower
Cantrips (0 Level)
Decoy Shocking Grasp Snap Freeze
Ballistic Blades
Defense Matrix Target Painting
Beehive
First Aid

PART 1 | SPELLS
157
Slam Invasion Fly
Sentinel
Throw Lance Lash
Nanite Cloud Stasis
1st Level Overload Submission Net
Alter Center Mass Pheromone Spray Unity
Biotic Slash Pull Warp
Catapult Salvo
Cryo Blast Shockwave 3rd Level
Damping Target Painting Biotic Wall
Cantrips (0 Level)
Defense Matrix Flamethrower
Barrier Detonation Energy Drain 2nd Level Snap Freeze
Biotic Punch First Aid Backlash Vortex
Lift Guidance Cryo Beam
Phase Disruptor Incinerate Disrupt Biotics

Soldier

Flak Cannon Siege Pulse


Fortification Stimulant Pack
Cantrips (0 Level) Havoc Strike Tactical Scan
Ballistic Blades Hawk Missile Launcher Trophy System
Beehive Hex Shield Turbocharge
Blade Armor Nightshade Blades
Concussive Shot

Vanguard Biotic Punch Throw 2nd Level


Charge Backlash
Fortification 1st Level Biotic Orbs
Havoc Strike Alter Center Mass Fly
Lift Biotic Slash Heavy Charge
Nightshade Blades Catapult Lash
Nova Gravity Field Stasis
Phase Disruptor Lance Warp
Siege Pulse Pull
Cantrips (0 Level)
Slam Shockwave 3rd Level
Ballistic Blades
Slow Fall Warp Cloud Biotic Wall
Barrier Detonation
Stimulant Pack Vortex
Biotic Jump

PART 1 | SPELLS
158
Annihilation Field
Spell Descriptions 4th-level biotic
The spells are presented in alphabetical order. Casting Time: Action
Range: Self
AI Hacking Duration: Concentration, up to 1 minute
3rd-level tech
Spin a field of dark energy originating from you in a 4m
Casting Time: Action radius sphere. The field moves with you and reduces your
Range: 30m walking speed by half.
Duration: Concentration, up to 1 minute Each creature within the sphere must make a Constitution
Target a synthetic creature within 30m. It must succeed on saving throw. A creature takes 12d6 necrotic damage on a
an Intelligence saving throw or it becomes Hacked (it is failed save or half as much damage on a successful one. A
considered charmed and can't use spells or abilities). If you or creature must also make the saving throw when it enters the
creatures that are friendly to you are fighting it, it has field's space for the first time on a turn or ends its turn there.
advantage on the saving throw. Any creature within the sphere is primed" sub="necrotic.
On its turn, the hacked creature attacks the closest This condition ends immediately if the creature leaves the
creature hostile to the spell caster, making a ranged weapon sphere.
attack or melee attack if it does not have a weapon. If there At Higher Levels. When you cast this spell using a spell
are no hostile creatures within range, the hacked creature slot of 5th level, increase the radius by 4m.
uses its turn to dash towards the closest hostile creature.
Each time the hacked creature takes damage, it makes a Advancements
new Intelligence saving throw against the spell. If the saving Disorient. Creatures that fail the Constitution saving throw
throw succeeds, the spell ends. have disadvantage on their next attack roll.
At Higher Levels. When you cast this spell using a 4th- Phasic. Annihilation Field's damage bypasses shields.
level spell slot, the duration is concentration, up to 10 Backlash
minutes. When you use a 5th-level spell slot, the duration is 2nd-level biotic
concentration, up to 1 hour. Casting Time: Reaction, which you take when you are hit by
Advancements an attack
Total Control. You take the hacked synthetic's action. You may Range: Self
use its spells and abilities. Duration: Concentration, up to 1 minute
Power Down. When you have a creature hacked, you may use Generate a frontal biotic aegis barrier with 15 hit points. If
your action to attempt to shut it down. To do so, make an a creature you can see hits you with an attack while the aegis
Intelligence check contested by the hacked creature's is active, including the triggering attack, split the damage
Intelligence check. If you win the contest, the creature equally between yourself and the aegis. If the attack is a
becomes incapacitated for 1 hour and the spell ends. ranged weapon attack from a non-heavy weapon, the portion
Alter Center Mass of the damage that would be dealt to you is dealt to the
1st-level biotic attacking creature instead.
If the damage is an odd number, you may choose where the
Casting Time: Action extra 1 damage is dealt.
Range: 30m If damage that would be dealt to the aegis is greater than
Duration: Concentration, up to 1 minute its remaining hit points, deal any remaining damage to
Up to three creatures of your choice that you can see yourself.
within range must make Constitution saving throws as you When the aegis drops to 0 hit points the spell ends.
generate minor mass effect fields that alter their center mass. At Higher Levels. When you cast this spell using a spell
Whenever a target that fails this saving throw makes an slot of 3rd level or higher, the aegis's hit points increase by 10
attack roll or a saving throw before the spell ends, the target for each slot level above the 2nd.
must roll a d4 and subtract the number rolled from the attack
roll or saving throw. Advancements
At Higher Levels. When you cast this spell using a spell Durable. Increase the aegis's hit points to 30.
slot of 2nd level or higher, you can target two additional Counterstrike. If you cast Backlash as a reaction against a
creature for each slot level above 1st. melee attack, gain an attack of opportunity against the
attacking creature.
Advancements Ballistic Blades
Disorient. Creatures that fail the saving throw become Combat cantrip
disoriented. Until the end of your next turn, attacks made
against the creature has advantage and the creature can't Casting Time: Attack
take reactions. Range: 10m
Debilitate. Creatures that fail the saving throw can barely Duration: Instant
move. Until the end of your next turn, the creature's speed Fire a salvo of blades at a target creature or object you can
becomes 0 and it automatically fails Dexterity saving see within range. Make a ranged weapon attack, you add your
throws. proficiency bonus to this roll. On a hit, the target takes 2d12
piercing damage.
PART 1 | SPELLS
159
You must spend a short or long rest reloading the armguard Beehive
before you can this ability again. Combat cantrip
This feature's damage increases by 2d12 when you reach
5th level (4d12), 11th level (6d12), 17th level (8d12) Casting Time: Attack
Range: Self
Advancements Duration: Instant
Bleeding Blades. On a hit, the target takes an additional 3d12 Draw and fire your antipersonnel cannon, colloquially
damage at the start of its turn due to blood loss. This called "the beehive". It ejects superheated shrapnel in a 6m
damage bypasses shields. cone, originating from you. Each creature caught in the blast
Exploding blades. On a hit, the target takes an additional must make Dexterity saving throw. The DC of this saving
1d12 thunder damage and must pass a Constitution saving throw is 8 + your proficiency bonus + your Dexterity modifier.
throw (DC 8 + proficiency bonus) or becomes stunned until On a failed save, a creature takes 3d6 piercing damage or
the end of your next turn. half as much damage on a successful one.
Barrier Detonation You must spend a short or long rest reconfiguring the
Biotic cantrip cannon to use it again.
Casting Time: Bonus Action This feature's damage increases by 2d6 when you reach
Range: Self 5th level (5d6), 11th level (7d6), 17th level (9d6)
Duration: Instant Advancements
Expend all of your remaining barrier ticks to create a Anti-Flesh. Deals twice as much damage to organic creatures
negative mass effect field in a 2m sphere originating from with no shield points.
you. Each Medium or smaller creature or object within the Remote Deploy. As an action, you can set up your Beehive in
sphere must succeed on Strength saving throw or becomes a separate location. Once it is deployed you can use an
lifted until the end of your next turn. If you expend at least 4 Attack action to fire it. You can also fire it as a reaction
barrier ticks, Large targets must make the saving throw. whenever a creature enters its 6m cone.
Creatures with at least 1 shield point have advantage on this Biotic Jump
saving throw. Biotic cantrip
Increase the range of the sphere by 2m at 5th level (4m),
11th level (6m), and 17th level (8m). Casting Time: Reaction, which you take when you jump as
part of your movement
Advancements Range: Self
Shaped Lift. You may choose the shape of the detonation into Duration: Instant
a cone, cube, or cylinder. You may also shape it into a line, Your Spellcasting Ability determines how far you can jump.
if you do, the line is twice as long as the sphere's radius Long Jump. When you make a long jump, you cover a
and 2m wide. number of meters up to your Spellcasting Ability score. If
Heavy Lift. Large creatures are affected. If you spend at least jumping over an obstacle, subtract 1 meter of distance per 2
4 barrier ticks, Huge creatures must make the saving meters of the obstacle's height.
throw. High Jump. When you make a high jump, you leap into the
B.E.C. Field air a number of meters equal to 2 + your Spellcasting
1st-level tech Modifier.
Casting Time: Action Advancements
Range: self Hover. At any point during your jump, you can end your
Duration: 1 hour movement and hover in place. At the start of your next turn,
You generate a Bose-Einstein Condensate field around you float to the ground, taking half your movement for that
your armor that acts to entangle incoming attacks on a turn.
quantum level. You gain 5 temporary hit points for the Safe Landing. When landing in Difficult Terrain, you
duration. If a creature hits you with a melee attack while you automatically succeed on your Dexterity (Acrobatics) check
have these hit points, the creature takes 5 cold damage. to remain standing. Additionally, if you would land within
At Higher Levels. When you cast this spell using a spell an area that causes a Dexterity saving throw, you have
slot of 2nd level or higher, both the temporary hit points and advantage on the save.
the cold damage increase by 5 for each slot. Biotic Orbs
Advancements 2nd-level biotic
Reactive. When you are hit by a ranged attack while the this Casting Time: Action
spell is active, you may use your reaction to deal the cold Range: 40m
damage to a creature within 2 meters of you. Duration: Concentration, up to 1 minute
Cold Aura. While the BEC field is active, you are immune to Summon 3 biotic orbs that float around you, fueling your
the Frozen condition. Creatures that take damage from this biotic energies. As an action, you may expend an orb and
spell are primed (cold). make a ranged spell attack on a creature within 40m. On a
hit, deal force damage equal to 2d10 + your spellcasting
ability modifier.

PART 1 | SPELLS
160
As an action, you may expend 3 orbs to cast a spell using your Any attack against a creature or targeted at a location
highest available spell slot. Casting a spell in this way does within the sphere automatically hits the barrier instead. The
not consume the spell slot. barrier automatically fails any saving throws.
At Higher Levels. When you cast this spell using a spell The barrier dissipates when it has 0 hit points. If an attack
slot of 3rd level or higher, the number of orbs increases by 2 would deal more damage than the remaining hit points of the
for each slot level above the 2nd. barrier, it soaks all of the damage and then dissipates.
At Higher Levels. When you cast this spell using a spell
Advancements slot of 5th level, the barrier's health increases by 50 hit
Improved Orbs. You may expend 2 orbs to cast a spell using points.
your highest available spell slot.
Retribution. As a reaction to taking damage, you may expend Advancements
all of your remaining biotic orbs. For each expended orb, Infuse Ammo. Friendly creatures inside the sphere add 1d6
make a ranged spell attack on a target you can see within force damage to all ranged weapon attacks against
range. You can direct all attacks to hit one creature or creatures outside of the sphere. This damage can detonate
several. primed targets.
Biotic Punch
Armored. The sphere has resistance to bludgeoning, piercing,
Biotic cantrip slashing, and thunder damage, but only has 75 hit points.
Casting Time: Action Biotic Wall
Range: Touch 3rd-level biotic
Duration: Instant Casting Time: Action
Increase the mass of your fist and strike at a target. Make a Range: 20m
melee spell attack on a target creature or object within range. Duration: Concentration, up to 10 minutes
On a hit, deal 1d8 bludgeoning damage. If you have an active With an immense positive charge, create an invisible mass
barrier, regain 2 barrier ticks and reset the duration of your effect field that acts as a wall at a point you choose within
barrier to 1 minute. range. The wall appears in any orientation you choose, as a
This spell's damage increases by 1d8 when you reach 5th horizontal or vertical barrier or at an angle. It can be free
level (2d8), 11th level (3d8), 17th level (4d8). floating or resting on a solid surface. You can form it into a
hemispherical dome or a sphere with a radius of up to 4m, or
Advancements you can shape a flat surface made up of ten 2m by 2m panels.
Efficient Punch. On a hit, gain 3 barrier ticks. Each panel must be contiguous with another panel. In any
Siphoning Strike. On a hit, instead of gaining barrier ticks, form, the wall is 1 cm thick. It lasts for the duration. If the
gain 10 shield points. wall cuts through a creature's space when it appears, the
Biotic Slash creature is pushed to one side of the wall (your choice which
1st-level biotic side).
Nothing can physically pass through the wall. It is immune
Casting Time: Bonus Action to all damage.
Range: Self
Duration: Concentration, up to 1 minute Advancements
The next time you hit a creature with a melee weapon Lifting Wall. If a creature comes within 2m of the wall, you
attack during the spell's duration, increase the density of the can use your reaction to make a pocket of negatively
weapon dealing an extra 2d8 force damage to the target. This charged space near the creature's location. It must pass a
damage detonates primed targets. Strength saving throw or become lifted until the end of
At Higher Levels. When you cast this spell using a spell your next turn.
slot of 2nd level or higher, the extra damage dealt by the Shifting Wall. As a bonus action, you can either move the wall
attack increases by 2d8 for each slot above the 1st. up to 6m in any direction, rotate the wall up to 180
degrees, or reshape the wall within the parameters listed
Advancements above.
Improved Damage. Increase the damage die to 2d12 Blade Armor
Destined Hit. Gain a +5 bonus to your next melee weapon Combat cantrip
attack roll
Casting Time: Bonus Action or Reaction, which you take
Biotic Sphere when you are dealt damage
4th-level biotic Range: self
Casting Time: Action Duration: 1 minute
Range: Self As a bonus action or as a reaction to taking damage, you
Duration: Concentration, up to 1 minute reinforce your armor with razor-sharp blades that damage
A shimmering barrier with 100 hit points extends out from nearby enemies. Until the spell ends, you AC increases by 2
you in a 6m sphere and moves with you, remaining centered but you are unable to Dodge and have disadvantage on
on you and hedging out hostile creatures. If a hostile creature Dexterity saving throws. You can use a bonus action to
is within the sphere when you cast this spell, it is pushed deactivate blade armor.
outside of the sphere's radius.

PART 1 | SPELLS
161
While blade armor is active, it is considered a melee weapon Choose a creature or object within range and use the
that deals 1d6 piercing damage. If a creature is grappled by target's mass to pull yourself to its location with incredible
you, you have advantage on attack rolls made with blade force (this movement does not provoke opportunity attacks).
armor against the grappled creature. The target must make a Dexterity saving throw. On a failed
You have advantage on your Strength (Athletics) to grapple save the target takes 1d10 force damage and becomes prone.
and deal 1d6 piercing damage when you grapple the target. A Charge ignores half cover.
creature that is grappled by you while blade armor is active The damage increases by 1d10 when you reach the 5th
takes 1d6 piercing damage each time it attempts to escape level (2d10), 11th level (3d10) and 17th level (4d10).
from the grapple.
You must finish a long rest before you can use this ability Advancements
again. Barrier Regen. After you cast Charge, if you have an active
Blade armor's damage increases by 1d6 when you reach barrier, regain 2 barrier ticks and reset the duration of your
5th level (2d6), 11th level (3d6), 17th level (4d6). barrier to 1 minute.
Area Charge. Each creature within 4m of the target must
Advancements make the Dexterity saving throw.
Poisoned Armor. Creatures hit by your blade armor must Concussive Shot
succeed on a DC 14 Constitution saving throw or become Combat cantrip
poisoned for 1 hour.
Retribution. When a creature within 2m of you hits you with Casting Time: Bonus Action
a melee attack while blade armor is active, you may use Range: Self
your reaction to make a melee weapon attack with blade Duration: Instant
armor against the creature. Load a specialized thermal clip into the weapon you are
Catapult currently holding. Until you reload, any successful ranged
1st-level biotic attacks deal an additional 1d8 bludgeoning damage and
Casting Time: Action medium-sized or smaller creatures must pass a Strength
Range: 20m saving throw (DC 8 + proficiency bonus + DEX modifier) or
Duration: null are knocked prone.
The damage increases by 1d8 when you reach the 5th level
Choose one object weighing 1 to 10 kilos (about 2 to 20 (2d8), 11th level (3d8) and 17th level (4d8).
lbs.) within range that isn't being worn or carried. The object You have 3 charges of Concussive Shot. You regain all of
flies in a straight line up to 30m in a direction you choose your charges when you finish a long rest.
before falling to the ground, stopping early if it impacts
against a solid surface. If the object would strike a creature, Advancements
that creature must make a Dexterity saving throw. On a failed Stunning Shot. A creature hit by concussive shot must make
save, the object strikes the creature and stops moving. When a Constitution saving throw instead of a Strength saving
the object strikes something, the object and what it strikes throw. On a failed save, the creature is stunned until the
each take 3d10 bludgeoning damage. end of its next turn.
At Higher Levels. When you cast this spell using a spell Improved shot. Increase the bonus damage of concussive
slot of 2nd level or higher, the maximum weight of objects shot to d12.
that you can target with this spell increases by 5 kilos (10lbs), Cryo Beam
and the damage increases by 2d10, for each slot level above 2nd-level tech
1st.
Casting Time: Action
Advancements Range: Self
Salvo. When you cast Salvo, you may target a number of Duration: instant
objects equal to or less than your spellcasting ability Blast a continuous stream of liquid hydrogen from your
modifier. The combined weight of the objects cannot omni-tool in an 8m long by 2m wide line. Each creature in the
exceed the maximum weight limit of the spell (10 kilos at beam must make a Strength saving throw. On a failed save, a
1st level, 12 kilos at 2nd level, etc). creature takes 5d8 cold damage and then becomes frozen
Counterstrike. As a reaction, which you take when a creature until the start of your next turn. On a successful save, a
within 30m you casts a spell or makes an attack. Fling the creature takes half as much damage and isn't frozen by this
object toward the creature which fails its Dexterity saving spell. Creatures with at least 1 shield point have advantage on
throw. If the creature was casting a spell, it must succeed this saving throw.
on a Constitution saving throw or he spell fails (DC 10 or A creature must also make the saving throw when it enters
half the Catapult damage, whichever is higher). If the the beam's space for the first time on a turn or ends its turn
creature was attacking, it has disadvantage on the attack there.
roll. At the start of your turn, you may spend your action and 1
Charge additional tech point to continue casting the beam. Your
Biotic cantrip movement speed is 2m while casting it in this manner. The
Casting Time: Action spell ends if you become incapacitated.
Range: 14m
Duration: Instant

PART 1 | SPELLS
162
At Higher Levels. When you cast this spell using a spell slot Advancements
of 4th level or higher, the damage increases by 2d8 and the Cooldown. If creature that fails its saving throw casts a tech
length of the beam increases by 2m for each slot level above or biotic spell, it cannot cast another tech or biotic spell
3rd. until the end of its next turn.
Power Damping. Creatures have disadvantage on the saving
Advancements throw against this spell.
Brittle Freeze. Shields no longer provide advantage on the
saving throw. On a successful save, a creature is primed Dark Channel
cold until the end of your next turn. Biotic cantrip
Frozen Ground. Cryo beam leaves a patch of ice on the Casting Time: Action
ground that lasts for 1 min. The ground is considered Range: 40m
difficult terrain. Duration: Concentration, up to 1 minute
Cryo Blast Make a ranged spell attack on a creature you can see
1st-level tech within range. On a hit, you plague the target with a persistent,
Casting Time: Action damaging biotic field. The creature is primed" sub="necrotic
Range: 50m and takes 1d6 necrotic damage and 1d6 necrotic damage at
Duration: Instant the start of your turn while you maintain the spell. If the
creature dies, dark channel transfers to the nearest hostile
Fire a mass of supercooled, subatomic particles that creature within 10m of the target.
explode in a 2m-radius sphere centered on a point within The damage increases by 1d6 when you reach the 5th level
range. Each creature within the sphere has its movement (2d6), 11th level (3d6) and 17th level (4d6).
reduced by 4m until the start of your next turn and must
make a Strength saving throw. On a failed saved, a creature Advancements
becomes frozen until the start of your next turn. A target with Cripple. If the affected creature would make a saving throw
shield points has advantage on this saving throw. or attack roll, as a reaction you may increase the severity of
If the blast strikes a body of water or a liquid that is Dark Channel. The affected creature must roll a d4 and
principally water (not including water-based creatures), it subtract the number rolled from the attack roll or saving
freezes the liquid to a depth of 15 centimeters over an area throw.
10m. This ice lasts for 1 minute. Creatures that were Improved Damage. Increase the damage die type to d10
swimming on the surface of frozen water are trapped in the Dark Sphere
ice. A trapped creature can use an action to make a Strength 3rd-level biotic
check against your spell save DC to break free.
At Higher Levels. When you cast this spell using a spell Casting Time: Action
slot of 2nd level or higher, the radius of the blast increases by Range: Self
2m for each slot level above 1st. Duration: Concentration, up to 1 minute
Advancements Launch a slow-moving, 4m wide sphere of dark energy in a
Ice Lance. Transform the blast into a deadly lance. Make a straight line. It moves 4m at the end of each of your turns. A
ranged spell attack dealing 1d8 cold and 2d4 piercing creature caught in the sphere's path becomes primed"
damage. It deals an additional 1d8 and 2d4 for each slot sub="necrotic until the end of its next turn and must make a
level above the 1st. Constitution saving throw. On a failed save, a creature takes
Frigid Air. The blast creates a pocket of frigid air that lasts necrotic damage equal to 6d8 + your spellcasting ability
until the end of your next turn. Each creature that enters modifier, or half as much on a successful one.
the frozen space for the first time on a turn or ends its turn At the start of your turn, if the sphere has traveled 20m, it
there becomes primed cold until the end of its next turn detonates and the spell ends. Each creature within a 6m
and takes 2d6 cold damage. radius must make a Constitution saving throw. On a failed
save a creature takes necrotic damage equal to 6d8 + your
Damping spellcasting ability modifier or half as much damage on a
1st-level tech successful one. This damage detonates any primed targets.
Casting Time: Action You can use an action to detonate the sphere before it
Range: 30m travels 20m. If you lose concentration while casting the spell,
Duration: Instant it does not detonate.
At Higher Levels. When you cast this spell using a spell
Target a create you can see within range and cause slot of 4th level or higher, the damage increases by 2d8 for
interference with their biotic implant and omni-tool, reducing each slot level above 3rd.
their ability to use them effectively. The creature must make a
saving throw using its spellcasting ability or it suffers a Advancements
penalty to its next biotic or tech spell. If the next spell it casts Control. Before the sphere moves, you may change its
requires an attack roll, it has disadvantage on the attack. If direction and speed. Its speed becomes 4m, 6m, or 8m.
the next spell forces one or more creatures to make a saving Amplify. Add 1d8 to the detonation damage for each 4m the
throw, those creatures have advantage on the saving throw. sphere travels.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st.
PART 1 | SPELLS
163
Decoy Psychic Strain. If successfully disrupt the spell, the target
1st-level tech takes Xd10 psychic damage, where X is the level of the
spell. Targets take 1d6 psychic damage for disrupted
Casting Time: Action cantrips.
Range: 10m
Duration: 1 minute Dominate
Summon a holographic copy of yourself at a location 3rd-level biotic
within range. Until the spell ends, the decoy moves with you Casting Time: Action
and mimics your actions. You can use your action to dismiss Range: 30m
the decoy. Each time a creature targets you with an attack Duration: Concentration, up to 1 minute
during the spell's duration, it must first make a Wisdom Target an organic creature within 30m. It must succeed on
(Perception) check. On a failure, a creature attacks the decoy. a Wisdom saving throw or it becomes Dominated (it is
On a success, the creature ignores the decoy, attacks you, and considered charmed and can't use spells or abilities). If you or
no longer needs to pass the Wisdom check to target you. creatures that are friendly to you are fighting it, it has
Advancements advantage on the saving throw.
Explosive. As an action, you can detonate your Decoy. Each On its turn, the dominated creature attacks the closest
creature within 4m of the decoy must make a Dexterity creature hostile to the spell caster, making a ranged weapon
saving throw. On a failed save, a creature takes 3d6 attack or melee attack if it does not have a weapon. If there
thunder damage or half as much on a successful one. are no hostile creatures within range, the dominated creature
Improved Decoy. Your decoy becomes so life-like that uses its turn to dash towards the closest hostile creature.
creatures have disadvantage on the Wisdom (Perception) Each time the dominated creature takes damage, it makes
check. a new Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
Defense Matrix At Higher Levels. When you cast this spell using a 4th-
1st-level tech level spell slot, the duration is concentration, up to 10
Casting Time: Bonus Action minutes. When you use a 5th-level spell slot, the duration is
Range: Self concentration, up to 1 hour.
Duration: Concentration, up to 10 minutes Advancements
Reinforce your armor with special Foucault currents. You Total Control. You take the dominated creature's action. You
gain +2 to your AC while defense matrix is active. may use its spells and abilities.
Damage. While the creature is dominated, it takes 4d6
Advancements psychic damage at the end of its turn. This damage
Shield. Deploy the matrix as a stationary shield. Up to 2 bypasses shields and does not proc an opportunity to end
creatures of medium size can stand behind the shield, Dominate.
gaining half-cover. It lasts 1 minute and no longer requires
concentration. Electric Slash
Custom Current. When you cast defense matrix, choose one 2nd-level tech
damage type. You have resistance to that type while Casting Time: Action
defense matrix is active. Range: Self
Disrupt Biotics
Duration: Instant
2nd-level tech Fabricate an electrified whip that lashes out in front of you
Casting Time: Reaction, which you take when you see a in an 8m cone. Each creature must make a Constitution
creature casting a biotic spell saving throw. On a failed save, a creature takes 6d6 lightning
Range: 30m damage or half as much damage on a successful one.
Duration: null At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 2d6 for
Attempt to interrupt a creature in the process of casting a each spell slot above the 2nd.
biotic spell. If the creature is casting a spell of 2nd level or
lower, its spell fails and has no effect. If it is casting a spell of Advancements
3rd level or higher, make an ability check using your Shield Restore. If you are wearing armor, gain shield points
spellcasting ability. The DC equals 10 + twice spell's level. On equal to half of your damage roll.
a success, the creature's spell fails and has no effect. Paralyze. Creatures that fail the saving throw are paralyzed
At Higher Levels. When you cast this spell using a spell until the end of their next turn.
slot of 3rd level or higher, the interrupted spell has no effect if Energy Drain
its level is less than or equal to the level of the spell slot you 1st-level tech
used.
Casting Time: Action
Advancements Range: 50m
Lockdown. If you successfully disrupt the spell, you overload Duration: Instant
the target's biotic implant and it cannot cast biotic spells
until the end of your next turn.

PART 1 | SPELLS
164
Cycle your omni-tool, sapping electromagnetic energy from a Stunner. When you attack with Flak Cannon, you can choose
creature you can see within range. Make a ranged spell attack to fire concussive blasts dealing no damage. Creatures
against the target. On a hit, the target takes 3d6 lightning within the sphere must instead make a Constitution saving
damage, and you regain shield points equal to half the throw. On a failed save, a creature becomes stunned until
amount of lightning damage dealt. the start of your next turn.
At Higher Levels. When you cast this spell using a spell Flamethrower
slot of 2nd level or higher, the damage increases by 1d6 for 3rd-level tech
each slot level above 1st.
Casting Time: Action
Advancements Range: Self
Linked Current. On a successful hit, you can designate Duration: Instant
yourself or an ally within range of the ability to direct a Overload your omni-tool's acetylene torch, spewing flames
positive current. Instead of gaining shield points, this in front of you. Each creature within an 8m cone is primed"
current doubles a creature's waking speed for 1d4 rounds. sub="fire until the start of your next turn and must make a
Using this advanced tech skill more than once does not Dexterity saving throw. A creature takes 6d10 fire damage on
stack the speed boost. a failed save or half as much damage on a successful one.
Improved Regen. On a successful hit, you regain shield points At the start of your turn, you may spend your action and 1
equal to the amount of lightning damage dealt. additional tech point to continue casting this power. Your
First Aid movement speed is 2m while casting it in this manner. The
1st-level tech spell ends if you become incapacitated.
Casting Time: Action At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 4th level or higher, the damage increases by 2d10 for
Duration: Instant each slot level above 3rd.
Inject a friendly, organic creature with nanobots that Advancements
reduce pain and heal internal injuries. The creature gains hit Concentrated Burn. Increase the damage to d12 and the
points equal to 1d8 + your spellcasting ability modifier. distance to 12m, but the area-of-effect is now a line instead
At Higher Levels. When you cast this spell using a spell of a cone.
slot of 2nd level or higher, the healing increases by 2d8 for Exhaust. The flames create a thick smoke in an 8m cube that
each slot level above 1st. must encompass the cone. The area is considered heavily
obscured until the end of your next turn.
Advancements
Adaptive. The healed creature gains resistance to the last Flare
damage type it suffered. This effect lasts for 1 minute. 4th-level biotic
Improved Healing. Increase the healing die type to d12 Casting Time: Action
Flak Cannon Range: 50m
Combat cantrip Duration: Instant
Casting Time: Attack Rapidly altering the mass of air particles creates
Range: 10m radioactive projectiles that seek out the targets and explode.
Duration: Instant Choose up to 4 creatures that you can see within range. Each
creature must make a Constitution saving throw. On a failed
As an Attack action, you load and fire krogan-designed save, a creature is blinded until the end of your next turn and
shells that burst into shrapnel upon impact. Choose a target takes radiant damage equal to 6d12. On a successful save, a
location within range. Each creature in a 4m-radius sphere creature takes half damage but suffers no other negative
centered on the point of impact of the shell must make a effect.
Dexterity saving throw (DC 8 + proficiency bonus + DEX At Higher Levels. When you cast this spell using a spell
modifier). A target takes 2d6 piercing damage on a failed slot of 5th level, increase the damage by 2d12.
save, or half as much damage on a successful one.
You have 3 charges of Flak Cannon. You regain all of your Advancements
charges on a long rest. Improved Blind. Each creature is blinded no matter the result
This feature's damage increases by 2d6 when you reach of its saving throw.
5th level (4d6), 11th level (6d6), 17th level (8d6) Heat seeking flare. Instead of choosing 4 targets, you may
instead choose 1. If you do so, the target has disadvantage
Advancements on the saving throw. Increase the damage by 4d12.
Shredder. If a creature with 0 shield points takes damage
from Flak Cannon, it becomes wounded. A wounded Fly
creature takes 1d4 damage from blood loss at the start of 2nd-level biotic
each of its turns. A wounded creature can make a DC 15 Casting Time: Action
Constitution saving throw, ending the effect on a success. Range: Self
Alternatively, any creature (including the wounded Duration: Concentration, up to 10 minutes
creature), can make a DC 15 Wisdom (Medicine) check or
use a charge of Medi-gel, ending the effect on a success.

PART 1 | SPELLS
165
Create a negative mass effect field around yourself allowing Advancements
you to move freely through the air. During the duration of this Multi-Tap. Guidance can be active on up to 3 different targets.
spell, you gain a flying speed of 20m. When the spell ends if Improved Tap. Increase the die type to d10
you are still aloft, you fall to the ground. Havoc Strike
Advancements Combat cantrip
Speed. You may cast Fly as a bonus action. Increase the fly Casting Time: Attack
speed to 30m Range: 8m
Extended Cast. The duration of fly becomes 30 minutes. Duration: Instant
Fortification Use a propulsion jet built into your leg armor to spring to a
Combat cantrip location within 8m and strike the ground with violent force.
Casting Time: Reaction, which you take when you are Each creature within a 2m radius of where you land must
targeted by an attack you can see make a Dexterity saving throw (DC 8 + proficiency bonus +
Range: Self STR modifier). On a failed save, a creature takes 2d8 thunder
Duration: Instant damage or half as much on a successful one.
You can use this feature twice between short or long rests.
Reinforce your armor using protective Foucault currents. This feature's damage increases by 2d8 when you reach
Gain +5 AC until the start of your next turn, including against 5th level (4d8), 11th level (6d8), 17th level (8d8).
the triggering attack.
You must finish a short or long rest before you can use this Advancements
ability again. Improved Distance. You can jump up to 12m.
Improved Radius. Increase the radius of the impact to 4m
Advancements
Lasting Fortification. Fortification lasts an additional turn. Hawk Missile Launcher
Venting Fortification. When fortification ends, the currents Combat cantrip
are sent to your gauntlets. Your next melee weapon attack Casting Time: Bonus Action
is made at advantage and deals an additional 2d10 Range: 60m
bludgeoning damage. Duration: Instant
Gravity Field Activate your personal shoulder cannon: The Hawk Missile
1st-level biotic Launcher. This attack automatically hits a target within range
Casting Time: Action dealing 3d6 thunder damage.
Range: 30m You can use the Hawk Missile Launcher once per short
Duration: Concentration, up to 1 minute rest.
This feature's damage increases by 3d6 when you reach
You create an field of unstable gravity in a 6-meter cube 5th level (6d6), 11th level (9d6), 17th level (12d6).
starting from a point within range. For the duration, this
space becomes difficult terrain. Advancements
A creature in the area when you cast the spell must Anti-Shield. The missile detonates a small EMP, transforming
succeed on a Strength saving throw or be restrained until the the damage to lightning.
spell ends. A creature restrained by this spell can use its Three-headed beast. Your missile splits into three separate
action to make a Strength check against your spell save DC. missiles, each dealing 1d6 damage (2d6 at 5th level, 3d6 at
On a success, it frees itself. 11th level and 4d6 at 17th level). You can direct the
When the spell ends, the gravity field dissipates. missiles at the same target or at different ones.
Advancements Heavy Charge
Pulsing Field. As a bonus action, for the duration of the spell, 2nd-level biotic
you can force a number of creatures equal to twice the Casting Time: Action
spell level that are within the gravity field to make a Range: 30m
Strength saving throw or be restrained until the spell ends. Duration: Instant
Warping Field. A creature takes 1d6 necrotic damage per Choose a creature or object within range and use the
spell level when it enters the gravity field for the first time target's mass to pull yourself to its location (this movement
on a turn or ends its turn there. does not provoke opportunity attacks). Each creature within
Guidance 4m of the target must make Dexterity saving throw, taking
1st-level tech 4d10 force damage on a failed save, or half as much on a
Casting Time: Bonus Action successful one.
Range: 30m You may transport any number of creatures or objects with
Duration: 10 minutes you to the target location. To do so, each creature or object
must be within 2m of you when you cast this spell and the
Tap into the VI of a willing creature. Once within the next total weight of all creatures and objects cannot exceed twice
10 minutes, the target can roll a d6 and add the number your carrying capacity.
rolled to one ability check, saving throw, or attack roll of its
choice. It can roll the die before or after making the roll.
You may only have guidance active on a single target.
PART 1 | SPELLS
166
A creature transported this way must be willing and of your Unleash a VI-controlled machine swarm at a creature or
size or smaller and the target location must have an object within range. Two swarms then spread from that
unoccupied space for the creature to be transported to. A target to as many as two other targets, each of which must be
creature or object brought with you automatically passes the within 6m of the first target. A target can be a creature or an
Dexterity saving throw and takes no damage. object and can be targeted by only one of the swarms.
At Higher Levels. When you cast this spell using a spell A target must make a Constitution saving throw. On a
slot of 3rd level or higher, the damage increases by 2d10 for failed save, the target takes 1d8 psychic and has disadvantage
each slot level above 2nd. on attack rolls until the spell ends. A creature affected by the
swarm can use its action to make a Constitution check
Advancements against your spell save DC. On a success, it breaks free of the
Stutter Step. This spell's range is decreased to 12m, but you swarm.
may cast this spell twice as part of the same action, At Higher Levels. When you cast this spell using a spell
choosing a different target for each cast. Each cast slot of 2nd level or higher, the damage increases by 1d8 and
consumes spell slots as normal. the range the swarms can spread increases by 2m for each
Heavy Step. You can transport Large or smaller creatures slot level above 1st.
and objects as long as the total weight does not exceed four
times your carrying capacity. Advancements
Hex Shield
Exploding Swarm. As a bonus action, you can target a
Combat cantrip creature affected by one of your swarms and detonate it.
The target takes 3d8 thunder damage.
Casting Time: Bonus Action Plague. Three swarms spread from the initial target to as
Range: Self many as three other targets. When you cast this spell using
Duration: Instant a spell slot of 2nd level or higher, the number of swarms
Toss a portable shield generator onto the ground in front of increases by 1 for each spell slot above the 1st.
you. It generates 2m tall and wide, hexagon-shaped shield Lance
with 5 AC and 50 shield points. 1st-level biotic
As long as the Hex Shield has shield points, it provides full Casting Time: Action
cover to creatures behind it. Range: 50m
Hex shield regains all shield points when you finish a long Duration: Instant
rest.
Release a lance of energy at a creature within range. Make
Advancements a ranged spell attack against the target. On a hit, the target
Hearty Shield. Increase the shield's hit points to 100. takes force damage equal to 3d8 + your spellcasting ability
Large Shield. The Shield covers a 4m wide area. modifier.
Incinerate At Higher Levels. When you cast this spell using a spell
1st-level tech slot of 2nd level or higher, the damage increases by 2d8 for
each slot level above the 1st.
Casting Time: Acton
Range: 40m Advancements
Duration: Instant Anti-shield. Lance deals an additional 2d4 lightning damage.
Hurl a high-explosive, plasma round at a creature or object This damage increases by 2d4 for each spell slot level
within range. Make a ranged spell attack against the target. above the first.
On a hit, the target is primed" sub="fire until the end of your Improved Damage. Increase the damage die type to d12.
next turn and takes 2d10 fire damage. A flammable object hit Lash
by this spell ignites if it isn't being worn or carried. 2nd-level biotic
At Higher Levels. When you cast this spell using a spell Casting Time: Action
slot of 2nd level or higher, the damage increases by 2d10 for Range: 20m
each slot level above 1st. Duration: Concentration, up to 1 minute
Advancements Make a ranged spell attack on a target you can see within
Frozen Combo. When you hit a creature or object with range. On a hit, the target takes 4d8 force damage and
incinerate, if the target is primed cold, you deal a critical becomes grappled. While grappled the creature is primed"
hit. sub="force. To escape the grapple, the creature must succeed
Radial Blast. On a miss, the target makes a Dexterity saving on a contested Strength (Athletics) check against your
throw. On a failed save, the target takes half damage. Constitution. This spell also ends if the creature is hit with a
Invasion detonating attack or if you move more than 20m away from
1st-level tech the target.
At Higher Levels. When you cast this spell using a spell
Casting Time: Action slot of 3rd or higher, the damage increases by 2d8 for each
Range: 20m slot level above the 2nd.
Duration: Concentration, up to 1 minute

PART 1 | SPELLS
167
Advancements Neural Shock
Improved Grapple. The grappled creature has disadvantage 1st-level tech
when trying to escape. Casting Time: Action
Improved Damage. Increase the damage die type to d12. Range: 50m
Lift Duration: Instant
Biotic cantrip Flash an ion laser at an organic creature within range. The
Casting Time: Action creature makes a Charisma saving throw. On a failed save,
Range: 40m the creature has disadvantage on melee and ranged attack
Duration: Concentration, up to 10 minutes rolls and can't take reactions until the end of its next turn.
You can manipulate light objects with a series of mass Advancements
effect fields. When you cast this cantrip, you can try to move Damage. The target takes 2d6 psychic damage when hit by
an object that weighs up to 10 kgs (~20 pounds). If the object the ion laser. This damage increases by 2d6 for each slot
isn't being worn or carried, you automatically move it up to 10 level above the 1st.
meters in any direction, but not beyond the range of this spell. Paralyze. If a creature fails the saving throw, it is paralyzed
If the object is worn or carried by a creature, you must until the end of its next turn.
make an ability check with your spellcasting ability contested
by that creature's Strength check. If you succeed, you pull the Nightshade Blades
object away from that creature and can move it up to 10 Combat cantrip
meters in any direction but not beyond the range of this spell. Casting Time: Attack
Advancements Range: 10m
Magician. You can exert fine motor control over the object, Duration: Instant
such as manipulating a simple tool or removing an object Your omni-tool is equipped with three microscopic, poison-
from a container. tipped blades that are able to pierce through shields and
Improved Lift. You can manipulate an object that weighs up armor. Make a ranged weapon attack on a creature you can
to 25 kgs (~55 pounds). see within range, expending one blade. You add your
Nanite Cloud
proficiency bonus to this roll. On a hit, the target takes 1d12
1st-level tech poison damage and must succeed on a Constitution saving
throw (DC 8 + proficiency bonus) or becomes poisoned until
Casting Time: Reaction, which you take when you would it finishes a short rest. All damage caused by nightshade
take acid, cold, fire, lightning, or thunder damage. blades bypasses shields.
Range: self You must be within melee range and use an action to
Duration: 1 round recover a blade, at which point you can reapply your poison
Deploy a cloud of fabricated nanites from your omni-tool and reload it into your omni-tool during a short rest. If you fail
that swarm and capture incoming energy from an attack, to recover your blades, you can create 3 new ones for 1 hour
lessening its effect on you and storing it for your next attack. of work during a long rest.
Until the end of your next turn, you gain resistance to the This feature's damage increases by 1d12 when you reach
triggering damage type, including against the triggering 5th level (2d12), 11th level (3d12), 17th level (4d12).
attack. Advancements
The next time you hit with a melee attack or single-target, Paralyze. A creature that fails the Constitution saving throw
tech spell, the target takes an extra 4d6 damage of the becomes paralyzed until the end of your next turn.
triggering damage type, and the spell ends. Powerful Poison. The creature has disadvantage on its
At Higher Levels. When you cast this spell using a spell Constitution saving throw.
slot of 2nd level or higher, the damage increases by 2d6 for
each spell slot about the 1st. Nova
Biotic cantrip
Advancements Casting Time: Action
Nanite Grenade. While active, use a bonus action to Range: Self
compress the nanites into a grenade. The grenade remains Duration: Instant
stable for 1 hour before becoming inert. The grenade has a
10m range, 4m blast radius, DC 14 Dexterity saving throw Transfer the energy of your barrier into a biotic explosion,
and deals 4d6 damage of the triggering damage type. The consuming your remaining barrier ticks. Creatures within a
grenade deals and additional 2d6 damage for each spell 2m sphere centered on you must make a Dexterity saving
level beyond 1st. throw. On a failed save, a creature is knocked prone and
Aegis. You may cast this spell as a reaction when a creature takes force damage equal to Xd8, where X is the number of
within 2m of you takes acid, cold, fire, lightning, or thunder barrier ticks. On a successful save, a creature takes half as
damage. Choose up to 3 creatures including yourself much damage.
within 2m of you to gain resistance to the chosen damage This spell's damage increases by 1d8 when you reach 5th
type until the start of your next turn, including against the level (X + 1d8), 11th level (X + 2d8), 17th level (X + 3d8)
triggering attack.

PART 1 | SPELLS
168
Advancements At Higher Levels. When you cast this spell using a spell
Improved Damage. Increase the damage die to d12. slot of 2nd level or higher, you can affect one additional
Half blast. When you cast nova, it consumes half of your creature for each slot level above 1st.
remaining barrier ticks (rounded up) but deals damage as if Advancements
you had used all of your remaining barrier ticks. Loyalty. If you successfully use this ability on a creature for
Overload 30 days in a row, the creature develops a fierce, chemically-
1st-level tech induced sense of loyalty to you and remains charmed by
Casting Time: Action you indefinitely.
Range: 40m Aggression. You are able to modify the pheromone cocktail to
Duration: Instant send creatures into a frenzy. When you use this ability, you
may choose to frenzy creatures instead of charming them.
Unleash an electrostatic discharge at a creature or object A creature that becomes frenzied must use its movement
within range. Three bolts then leap from that target to as to move towards the nearest creature and attack them if
many as three other targets, each of which must be within able. A frenzied creature may repeat its save at the end of
6m of the first target. A target can be a creature or an object each of its turns.
and can be targeted by only one of the bolts.
A target becomes primed" sub="lightning until the start of Poison Spray
your next turn and must make a Dexterity saving throw. The 1st-level tech
target takes 3d6 lightning damage on a failed save, or half as Casting Time: Action
much on a successful one. Range: 2m
At Higher Levels. When you cast this spell using a spell Duration: Instant
slot of 2nd level or higher, the damage increases by 2d6 for
each slot level above 1st. Shoot an aerosol spray of noxious chemicals from your
omni-tool at a creature within melee range. The creature
Advancements must succeed on a Constitution saving throw or take 2d12
Extended Leap. Overload can leap to as many as five other poison damage and becomes poisoned until the end of your
targets within 10m. next turn.
Heavy Overload. Increase the damage die type to d8. At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 2d12 for
Phase Disruptor each slot level above 1st.
Biotic cantrip
Casting Time: Action Advancements
Range: 40m Pepper spray. Creatures that fail the Constitution saving
Duration: Instant throw are also blinded for 1 minute.
You focus the energy of your barrier into a high-powered Poison Cloud. Create a 2m-radius cloud of poison that
beam at a target creature or object within range. Remove 1 persists for 1 minute. Each creature that enters the sphere
barrier tick and make a ranged spell attack on that target. On for the first time on a turn or ends its turn there must make
a hit, the creature takes 3d4 force damage. the Constitution saving throw.
You may use additional barrier ticks to create more than Pull
one beam at higher levels: two beams at 5th level, three 1st-level biotic
beams at 11th level, and four beams at 17th level. You can Casting Time: Action
direct the beams at the same target or at different ones. Make Range: 30m
a separate attack roll for each beam. Duration: Concentration, up to 1 round
Advancements Make a ranged spell attack on a Medium or smaller
Improved Damage. Increase the damage die type to d6. creature or object within range. On a success, you create a
Cripple. A creature hit by Phase Disruptor has disadvantage mass effect field around the target and it becomes lifted 2m
on its next attack roll. in the air until the end of your next turn. While you maintain
this spell, as a bonus action, you can move the target up to 4m
Pheromone Spray in any direction. If you move the target further than 30m
1st-level tech away from you, the spell ends and the target falls to the
Casting Time: Action ground.
Range: 10m At Higher Levels. When you cast this spell using a spell
Duration: 24 hours slot of 2nd level or higher, increase the duration. 1 minute at
A spray of chemical pheromones lets you convince a beast 2nd level, 10 minutes at 3rd level, and 1 hour at 4th level.
that you mean it no harm. Choose an organic creature that Advancements
you can see within range. It must see you and be capable of Heavy Pull. You may target a Large or smaller creature or
smelling. If the creature's Intelligence is 4 or higher, the spell object.
fails. Otherwise, the beast must succeed on a Wisdom saving Grip. While maintaining this spell, you may use your bonus
throw or be charmed by you for the ability's duration. If you action to increase pressure around the target, dealing 2d6
or one of your companions harms the creature, the effect bludgeoning damage.
ends.

PART 1 | SPELLS
169
Reave At Higher Levels. When you cast this spell using a spell
1st-level biotic slot of 2nd level or higher, the spell creates two more darts
for each slot level above 1st.
Casting Time: Action
Range: 50m Advancements
Duration: Instant Exploding Salvo. Each dart deals an additional 1d4 thunder
Hurl an orb of dark energy at one creature within range. damage.
Make a range spell attack against the target. On a hit, you Blinding Salvo. When you cast salvo, you may create
deal 2d10 necrotic damage and the target becomes primed" phosphorous darts instead. The darts no longer deal
sub="necrotic until the end of your next turn. The target also damage and cannot detonate primed targets. Instead, each
has disadvantage on their next attack, ability check, or saving dart explodes in a bright flash of light. Each creature hit by
throw. This disadvantage lasts one minute or until the target a dart must succeed on a Constitution saving throw or
becomes incapacitated. becomes blinded until the end of your next turn.
At Higher Levels. When you cast this spell using a spell Sentry Turret
slot of 2nd level or higher, increase the damage by 2d10 for 3rd-level tech
each level above the 1st. Casting Time: Action
Advancements Range: Touch
Area Reave. The orb becomes unstable and explodes when it Duration: 1 minute
reaches the target. Hit or miss, the target and each Construct a sentry turret in an unoccupied space within
creature within 2m of it must succeed on a Constitution 2m. You have complete control over the turret. Any hacking
saving throw or take 2d6 necrotic damage. This damage attempts on the turret are rolled against your Intelligence, not
increases by 2d6 for each spell slot level above the first. the turret's.
Immediate Detonation. When you hit a target with reave, it The turret has its own turn in the initiative order, which
detonates the primed condition at the end of your turn. occurs immediately following your turn.
Sabotage The turret lasts until its hit points become 0 or lower or
1st-level tech until you use a bonus action to destroy it.
At Higher Levels. When you cast this spell using a spell
Casting Time: Action slot of 4th level or higher, the turret deals an additional 1d6
Range: 30m piercing and 1d6 radiant damage with its mass accelerator
Duration: Infinite machinegun and gains 10 additional hit points for each spell
Target a ranged weapon you can see within range and slot above the 3rd.
sabotage its internal systems. The next attack made with the
target weapon has disadvantage. Advancements
Casting sabotage does not break tactical cloak, and Cryo Turret. The turret's mass accelerator machinegun deals
creatures are unaware of the casting of this spell. 7 (2d6) piercing and 7 (2d6) cold damage. Instead of
If the weapon is integrated into a synthetic creature, such flamethrower, the turret can innately cast cryo beam 5
as an atlas mech's mass accelerator cannon or a drone's times per day.
particle rifle, this spell has no effect unless the creature fails Shields. The turret has 30 shield points (regen 0).
an Intelligence saving throw. Whether or not the synthetic Shocking Grasp
creature succeeds on this saving throw, it becomes aware 1st-level tech
that it has been targeted by a spell. Casting Time: Action
At Higher Levels. When you cast this spell using a spell Range: Touch
slot of 2nd level or higher, you can target 2 additional Duration: Instant
weapons for each spell slot above the 1st.
Send an electric shock from your omni-tool to a creature
Advancements you try to touch. Make a melee spell attack against the target.
Primed. After the weapon fires, it vents its heat and the You have advantage on the attack roll if the target is wearing
attacking creature becomes primed (fire) until the start of armor. On a hit, the target becomes primed" sub="lightning
its next turn. until the end of your next turn and takes 1d6 lightning
Backfire. After the weapon fires, it deals 2d6 thunder damage damage. Then the target must succeed on a Constitution
to the attacking creature. saving throw or become stunned until the end of your next
Salvo turn. A target with at least 1 shield point has advantage on
1st-level tech this saving throw.
At Higher Levels. When you cast this spell using a spell
Casting Time: Action slot of 2nd level or higher, the damage increases by 2d6 for
Range: 50m each slot level above 1st.
Duration: Instant
Create three glowing darts of plasma. Each dart hits a
creature of your choice that you can see within range. A dart
deals 1d4+1 radiant damage to its target. The darts all strike
simultaneously and you can direct them to hit one creature or
several.
PART 1 | SPELLS
170
Advancements Create a negative mass effect field in a 4m sphere at a
Restoring Shock. Gain shield points equal to half the damage target location within range. Each creature or object within
dealt. This cannot increase your shield points beyond their the sphere's radius must succeed on a Strength saving throw
maximum capacity. or becomes lifted. Only Medium or smaller creature and
Improved Shock. Increase the range to 4m and damage to d8. objects are affected. Any creature or object that enters the
sphere for the first time or ends its turn there must succeed
Shockwave on a Strength (Athletics) check or they are drawn into the
1st-level biotic sphere and become lifted. Creatures with at least 1 shield
Casting Time: Action point have advantage on the Strength saving throw or
Range: Self Strength (Athletics) check.
Duration: Instant At Higher Levels. When you cast this spell using a spell
Create a cascading shockwave in a 2m wide by 10m long slot of 4th level or higher, increase the size of the sphere by
line originating from you. Each creature caught in the line 4m per spell slot above the 3rd.
must make a Dexterity saving throw. On a failed save, a Advancements
creature takes 3d6 force damage and is knocked prone. On a Heavy Singularity. Creatures have disadvantage when
successful save, a creature takes half as much damage. making the Strength saving throw or Strength (Athletics)
At Higher Levels. When you cast this spell using a spell check.
slot of 2nd level or higher, the damage increases by 2d6 for Damage. Any creature within singularity's radius is primed
each slot level above the 1st. (necrotic) and takes 1d8 necrotic damage at the end of
Advancements each of your turns.
Controlled Shockwave. The shockwave travels 16m. You may Slam
change the direction of the line every 4m. Biotic cantrip
Improved Damage. Increase damage die type to d10 Casting Time: Action
Siege Pulse Range: 30m
Combat cantrip Duration: Instant
Casting Time: Action Target a lifted creature or object and slam it to the ground
Range: Self dealing 2d8 bludgeoning damage and knocking it prone. The
Duration: Instant target is no longer lifted.
Spend 5 shield points as you overload your shield The number of targets increases by 1 when you reach 5th
capacitors causing a loud, kinetic wave to erupt in a 4m- level (2), 11th level (3) and 17th level (4).
radius sphere centered on you. Each creature within the Advancements
sphere becomes deafened and must make a Constitution Stun. If the target is a creature, it must pass a Constitution
saving throw (DC 8 + proficiency bonus). On a failed save, a saving throw or becomes stunned until the end of your next
creature takes 2d8 psychic damage and is stunned until the turn.
end of your next turn. On a successful save, a creature takes Reaction. When a creature or object you can see becomes
half as much damage. Synthetic creatures have advantage on lifted, you may cast Slam on it as a reaction.
this saving throw.
The first time you use siege pulse, your armor suffers no Slow Fall
adverse effect. If you use this spell again before you finish a Biotic cantrip
short rest, roll a d20. On a 5 or lower you shields overload. Casting Time: Reaction, which you take when you or a
You lose all shield points, take 2d12 lightning damage, and creature within 10m of you falls
cannot gain shield points unless you repair your armor. Each Range: 10m
time you use this feature again before finishing a short rest, Duration: Concentration, up to 1 minute
you suffer a -5 penalty to the roll.
This feature's psychic damage increases by 1d8 when you When you or a creature within 10m of you falls, choose up
reach 5th level (3d8), 11th level (4d8), 17th level (5d8). to five falling creatures within range. Create a negative mass
effect field around each creature, slowing the rate of descent
Advancements to 20m per round. If the creature lands before the spell ends,
Improved Pulse. Add your Constitution modifier to the DC of it takes no Falling damage and can land on its feet, and the
the saving throw as you increase the frequency of the pulse spell ends for that creature.
to a level you can barely withstand.
Lingering Pulse. Each creature that takes psychic damage Advancements
from siege pulse has disadvantage on its melee or ranged Improved Duration. Increase the duration to 5 minutes
attack rolls until the start of your next turn. Navigate. As you fall, you can direct your fall by 2m in any
direction except up. You may do this once per round.
Singularity
3rd-level biotic Snap Freeze
3rd-level tech
Casting Time: Action Casting Time: Action
Range: 30m Range: 30m
Duration: Concentration, up to 1 minute Duration: Instant

PART 1 | SPELLS
171
Launch a globe of supercooled helium. Make a ranged spell Storm
attack on a target within range, choosing a location on its 4th-level biotic
body. The location can be body, legs, or head. Casting Time: Action
Legs. +2 bonus to hit. The target is restrained for the next Range: 20m
minute. Any creature can use its action to make a Strength Duration: Concentration, up to 1 minute
check against your spell save DC to try and break the ice. On
a success, the affected creature is freed but suffers 6d4 An 8m-radius sphere of rapid shifting mass effect fields
bludgeoning damage. springs into existence centered on a point you choose within
Body. On a hit, the target takes 6d8 cold damage. range, creating a dangerous whirlwind of debris and energy.
Head (Large or smaller creature). -5 penalty to hit. The The sphere remains for the spell’s duration. Each creature in
creature becomes blinded and deafened for the next minute. the sphere when it appears or that ends its turn there must
Any creature can use an action to make a Strength check succeed on a Strength saving throw. On a failed save, a
against your spell save DC to try and break the ice. On a creature takes 8d10 force damage or half as much on a
success, the affected creature is freed but suffers 6d12 successful one. The sphere’s space is difficult terrain.
bludgeoning damage. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases for each of its effects
slot of 4th level or higher, the damage increases by 2 dice for by 2d10.
each slot level above 3rd.
Advancements
Advancements Necrotic Bolts. Until the spell ends, you can use a bonus
Solid Freeze. The ice solid like a rock. Creatures have action on each of your turns to cause a bolt of necrotic
disadvantage on their Strength checks to break it. energy to leap from the center of the sphere toward one
Brittle Freeze. A critical success on the Strength check creature you choose within 20m of the center. Make a
completely shatters the affected creature's appendage. If ranged spell attack. You have advantage on the attack roll if
legs, it falls prone and loses half its remaining hit points. If the target is in the sphere. On a hit, the target takes 4d10
head, it immediately dies. necrotic damage. Necrotic bolts can detonate primed
targets.
Stasis Growing Storm. While the spell is maintained, the storm's
2nd-level biotic radius grows by 2m at the start of your turn.
Casting Time: Action Submission Net
Range: 30m 2nd-level tech
Duration: Concentration, up to 1 minute
Lock a target in a high-gravity mass effect field. Choose a Casting Time: Action
creature you can see within range. The creature must make a Range: 30m
Strength saving throw. On a failed save, the creature is Duration: 1 minute
paralyzed, primed (force), and has resistance to all damage Shoot a swarm of miniature pylons to a target location
for the duration of the spell. At the end of each of its turns, the within 30m. Each creature within a 4m cylinder of the target
target can make another Strength saving throw. On a location must make a Dexterity saving throw. Any creature
success, the spell ends. A detonating attack immediately ends that fails the saving throw is trapped in an electrified net,
the spell. becoming restrained and cannot cast tech spells.
Until the spell ends, the area is considered difficult terrain.
Advancements A creature that enters the cylinder for the first time on its
Shatter. When stasis ends via a successful saving throw or turn or ends its turn there must also make the Dexterity
detonating attack, the target takes 2d8 force damage for saving throw.
each round of combat it was in stasis. A creature restrained by submission net may use its action
Deep Stasis. The creature has disadvantage on its saving to make a Strength (Athletics) check against your spell save
throws to escape Stasis. DC to escape the net. On each attempt, the creature takes
Stimulant Pack 1d6 lightning damage as it struggles against the net. On a
Combat cantrip success, the creature is no longer restrained.
At Higher Levels. When you cast this spell using a spell
Casting Time: Bonus Action slot of 3rd level or higher, increase the size of the net by 2m
Range: Self for each spell slot about the 2nd.
Duration: 1 minute
Inject yourself with a stimulant pack. For the next minute, Advancements
whenever you make an attack roll or saving throw, you can Electrified Net. If you have a submission net deployed, you
roll a d4 and add the number rolled to the attack roll or can use your bonus action to send electric currents through
saving throw. it. Each creature within the net takes 2d6 lightning
You must finish a long rest before you can use this feature damage.
again. Anti-Tech. If a creature you can see begins to cast a tech spell,
you can use your reaction to cast submission net.
Advancements
Friendly. You can inject a willing creature within melee range
with the stimulant pack.
High Tolerance. You can use stimulant pack twice long rest.
PART 1 | SPELLS
172
Tactical Scan This spell automatically disintegrates a Large or smaller
Combat cantrip unshielded object or a biotic creation. If the target is a Huge
or larger object or creation of force, this spell disintegrates a
Casting Time: Action 4m cube portion of it.
Range: 30m At Higher Levels. When you cast this spell using a spell
Duration: 1 minute slot of 5th level or higher, the damage increases by 5d6 for
Spend your action scanning a creature you can see, each slot level above 4th.
studying its movement and revealing weaknesses. Make a Advancements
Wisdom (Insight) check, contested by the target's Charisma Anti-Biotics. A creature with an active barrier that is hit by
(Deception) check. On a success, you have advantage on this spell must expend all remaining barrier ticks to reduce
attack rolls against the target and you score a critical hit on a the damage. The total damage reduction from the
roll of 19 or 20. remaining barrier ticks is reduced by half.
This benefit lasts 1 minute or until you successfully use Anti-Synthetic. Non-organic creatures or objects take an extra
this feature against a different target. 40 force damage. This spell disintegrates up to a 6m cube
Advancements of synthetic materials.
Area Scan. Scan a 6m cube. Each creature within the cube Throw
must make the Charisma (Deception) check against your Biotic cantrip
Wisdom (Insight). This feature only affects a single target,
but you can choose one creature from the ones that failed Casting Time: Action
the contested check. Range: 40m
Telegraphed Attacks. Your HUD alerts you when the creature Duration: Instant
is about to attack. It has disadvantage on ranged and melee Make a ranged spell attack on a target you can see within
attacks against you and you have advantage on any saving range. On a hit, the target takes force damage equal to 1d8
throws caused by spells and abilities of the creature. force damage. If the target is Medium or smaller, it is pushed
Target Painting backward 10m.
1st-level tech This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), 17th level (4d8).
Casting Time: Action
Range: 30m Advancements
Duration: 1 round Radial Blast. On a hit, the damage is dealt to each creature
Scan an 8m cube within range. Until the end of your next within a 2m radius of the target.
turn, any creature in the area when the spell is cast is Improved Damage. Increase the damage die type to d12
highlighted on all friendly creatures HUDs if it fails a Trophy System
Dexterity saving throw. Combat cantrip
Any attack roll against an affected creature or object has Casting Time: Reaction, which you take when an explosive
advantage if the attacker can see it, and the affected creature projectile is within 6m of you.
or object can't benefit from being invisible. Range: 6m
Advancements Duration: Instant
Heavy Weapon Sync. Information about the painted targets Your omni-tool's trophy system detects incoming explosives
sync with heavy weapon systems. Any creature that would that fires a small ordinance charge to preemptively detonate
make a saving throw to avoid heavy weapon damage has hostile explosives. As a reaction to an explosive projectile
disadvantage on the saving throw. (grenade or rocket from a heavy weapon) that you can see
Lasting Scan. Becomes a concentration spell with a duration within 6 meters of you, you may preemptively detonate it. If
of 1 minute. the blast would cause you to make a Dexterity saving throw,
Tear you have advantage on the save.
4th-level biotic You may use this ability only once per long rest.
Casting Time: Action Advancements
Range: 30m Advanced Notice. The triggering range is increased to 12
Duration: Instant meters, and you may detonate the explosive at any point
A concentrated ray of warp energy erupts from your along its trajectory.
outstretched hand toward a target that you can see within Dual Trophy. You may use your trophy system twice between
range. The target can be a creature, an object, or a biotic long rests.
creation, such as a biotic wall. Turbocharge
A creature targeted by this spell must make a Dexterity Combat cantrip
saving throw. On a failed save, the target takes 10d6 + 40 Casting Time: Bonus Action
necrotic damage. If this damage leaves it with 0 hit points, Range: Self
the target and everything it is wearing and carrying is ripped Duration: 1 Turn
apart at the atomic level, reducing it to a mist of radiated
atoms.

PART 1 | SPELLS
173
Activate a subroutine that temporarily vents weapon heat Make a ranged spell attack on an organic creature you can
through your armor to improve thermal clip efficiency and see within range. On a hit, you generate a rapidly shifting
weapon damage. Until the end of your turn, the weapon mass effect field inside the target dealing necrotic damage
you're currently holding gains Burst Fire, the heat cost for equal to 3d10 + your spellcasting ability modifier. In addition,
making a Burst Fire attack is reduced by 1 heat, and you may the target is primed" sub="necrotic until the end of your next
make a Burst Fire attack as an Attack action. turn. This damage bypasses shields.
You must finish a short or long rest before using At Higher Levels. When you cast this spell using a spell
Turbocharge again. slot of 3rd level or higher, the damage increases by 2d10 for
each slot level above the 2nd.
Advancements
Improved Damage. +2 damage with the turbocharged Advancements
weapon Internal Bleeding. The shifting causes internal bleeding. At
Improved Accuracy. The DC of the Dexterity saving throw is the start of each of your turns, the target suffers 1d6
increased to 18 damage from blood loss, bypassing its shields. This effect
Unity
ends if the creature uses medi-gel or if it or another
2nd-level tech creature passes a DC 10 Wisdom (Medicine) check to
stabilize the bleeding.
Casting Time: Action Disorient. A target hit by warp must pass a Constitution
Range: 30m saving throw. On a failed save, the force of warp is so
Duration: Instant intense the target is stunned until the end of its next turn.
Spawn a swarm of healing nanobots that heal allies. Up to Warp Cloud
six creatures of your choice that you can see within range 1st-level biotic
regain hit points equal to 1d6 + your spellcasting ability Casting Time: Action
modifier. Range: 20m
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 minute
slot of 3rd level or higher, the healing increases by 2d6 for
each slot level above 2nd. You fill the air with a highly concentrated warp field 2
meters on each side at a point within range. A creature takes
Advancements 4d4 necrotic damage when it enters the spell area for the first
Unrestricted (engineer only). Engineers can spend any time on a turn or starts its turn there. A creature within the
amount of tech points to cast this spell. They are not cloud is primed" sub="necrotic.
limited by their Tech Point Limit column. At Higher Levels. When you cast this spell using a spell
Shield restore. When you cast this at 1st level, creatures also slot of 2nd level or higher, the damage increases by 4d4 for
gain 1d4 shield points. This increases by 1d4 for each spell each slot level above 1st.
slot above the 2nd.
Vortex Advancements
3rd-level biotic Burst. As a bonus action, you can end this spell and force
each creature within 2 meters of the cloud to make a
Casting Time: Action Dexterity saving throw. A creature takes 4d4 force damage
Range: Self on a failed save or half as much on a successful one. This
Duration: Instant damage increases by 4d4 force damage per spell level.
You intertwine negative and positive mass effect fields to Shift. As a bonus action, you can move this cube of warp
create a swirling vortex. Creatures within a 10m cone must energy up to 4 meters in any direction you choose. It can
make a Strength saving throw. On a failed save a creature pass through solid objects, but you can only control it's
takes 6d10 force damage, or half as much damage on a movement while you have line of sight.
successful one.
Creatures that fail the saving throw are thrown 1d6 + 2m
away from you and become prone.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, increase the damage by 2d10 for
each slot level above the 3rd.
Advancements
Radial. You may cast the vortex in a 6m radius sphere
centered on you instead.
Damage. Increase the damage to d12
Warp
2nd-level biotic
Casting Time: Action
Range: 40m
Duration: Instant

PART 1 | SPELLS
174
Appendix A: Armor Sets

M
ost armor you buy in the galaxy has Angaran Legs
been mass-produced, these are called Medium legs, rare, Andromeda-only
armor sets. A set is not required to be
multiple pieces of armor. Read the Cost: 17,300
Armor section of Chapter 5 for more +5 shields
details. Set Bonus (2 of 4). If a target is primed fire, cold or
Some armore pieces are identified as Andromeda Only, lightning by one of your spells and the condition ends "at the
meaning these pieces would only be available if you set your start of your next turn", instead the condition ends at the end
campaign in the Andromeda Galaxy. of your next turn.
Set Bonus (4 of 4). When one of your drones hits with a
weapon attack, add twice your proficiency bonus to the
Armor Set List damage roll.
The Armor Sets are presented in alphabetical order.
Archon Visor
Andromeda Elite Helmet Light head, uncommon
Light head, rare Cost: 29,750
Cost: 62,050 As an action, gain 1d4 worth of spell slots or tech points.
+2 AC. +5 Shields and +5 Shield Regen You can’t use this property again until you finish a long rest.
Angaran Arms Asari Initiate Armor
Medium arms, rare, Andromeda-only Light body armor, spectre
Cost: 17,300 Cost: 42,500
+5 shields While wearing this armor, your cantrips are considered to
Set Bonus (2 of 4). If a target is primed fire, cold or be 1 step higher in their progression. For example, a 1st level
lightning by one of your spells and the condition ends "at the player casts a cantrip as if they were at the 5th level. 5th ->
start of your next turn", instead the condition ends at the end 11th. 11th -> 17th. There is no additional effect at the 17th
of your next turn. level.
Set Bonus (4 of 4). When one of your drones hits with a
weapon attack, add twice your proficiency bonus to the Assassin Armor
damage roll. Light body armor, uncommon
Cost: 52,700
Angaran Chestpiece As an action, you can activate a tactical cloak, becoming
Medium chest, rare, Andromeda-only invisible. The cloak lasts 1 minute or until you make an
Cost: 53,000 attack, cast a spell, use a grenade or mine, or fire a heavy
15 shields (regen 15) weapon. You may use this feature once per short rest.
Set Bonus (2 of 4). If a target is primed fire, cold or
lightning by one of your spells and the condition ends "at the BT Suit
start of your next turn", instead the condition ends at the end Light body armor, rare
of your next turn. Cost: 73,950
Set Bonus (4 of 4). When one of your drones hits with a You can regain 2d4 tech points every short rest.
weapon attack, add twice your proficiency bonus to the
damage roll. Batarian Talon Gauntlets
Angaran Helmet
Light arms, uncommon
Medium head, rare, Andromeda-only Cost: 21,100
Cost: 19,000 Add 1 point of Slashing damage to all melee damage rolls.
+5 shields Advantage on Intimidation skill checks.
Set Bonus (2 of 4). If a target is primed fire, cold or Blood Dragon Armet
lightning by one of your spells and the condition ends "at the Medium head, spectre
start of your next turn", instead the condition ends at the end
of your next turn. Cost: 42,250
Set Bonus (4 of 4). When one of your drones hits with a You regain 1d4 worth of spell slots or tech points when you
weapon attack, add twice your proficiency bonus to the take a short rest.
damage roll. Set Bonus (2 of 4). When you roll a 1 on a damage die for
an attack you make with a biotic or tech spell, you can reroll
the die and must use the new roll, even if the new roll is a 1.
APPENDIX A | ARMOR SETS
175
Set Bonus (4 of 4). When you roll a 1 or 2 on a damage die Increase your grenade capacity by 4.
for an attack you make with a biotic or tech spell, you can Set Bonus (2 of 4). Equipped weapons have increased
reroll the die and must use the new roll, even if the new roll is heat equal to half its base heat (rounded down).
a 1. Set Bonus (4 of 4). Shield Regen 20
Blood Dragon Curiass Cerberus Ajax Helmet
Medium chest, spectre Medium head, uncommon
Cost: 70,300 Cost: 28,750
20 shields (regen 10). +1 AC
Set Bonus (2 of 4). When you roll a 1 on a damage die for Set Bonus (2 of 4). Equipped weapons have increased
an attack you make with a biotic or tech spell, you can reroll heat equal to half its base heat (rounded down).
the die and must use the new roll, even if the new roll is a 1. Set Bonus (4 of 4). Shield Regen 20
Set Bonus (4 of 4). When you roll a 1 or 2 on a damage
die for an attack you make with a biotic or tech spell, you can Cerberus Ajax Vest
reroll the die and must use the new roll, even if the new roll is Medium chest, uncommon
a 1. Cost: 58,500
Blood Dragon Greaves 20 shields.
Medium legs, spectre Set Bonus (2 of 4). Equipped weapons have increased
Cost: 32,050 heat equal to half its base heat (rounded down).
Set Bonus (4 of 4). Shield Regen 20
+1 bonus to spell attack rolls and spell saving throw DCs.
Set Bonus (2 of 4). When you roll a 1 on a damage die for Cerberus Assault Armor
an attack you make with a biotic or tech spell, you can reroll Heavy body armor, rare
the die and must use the new roll, even if the new roll is a 1. Cost: 127,375
Set Bonus (4 of 4). When you roll a 1 or 2 on a damage
die for an attack you make with a biotic or tech spell, you can 30 Shields. +1 AC. Increase thermal clip capacity by 8.
reroll the die and must use the new roll, even if the new roll is Set Bonus (2 of 2). +2 AC
a 1.
Cerberus Assault Helmet
Blood Dragon Vambraces Heavy head, rare
Medium arms, spectre Cost: 48,750
Cost: 32,050 Shield Regen 15. +1 AC.
+1 bonus to spell attack rolls and spell saving throw DCs. Set Bonus (2 of 2). +2 AC
Set Bonus (2 of 4). When you roll a 1 on a damage die for
an attack you make with a biotic or tech spell, you can reroll Cerberus Nightmare Boots
the die and must use the new roll, even if the new roll is a 1. Light legs, spectre
Set Bonus (4 of 4). When you roll a 1 or 2 on a damage Cost: 21,950
die for an attack you make with a biotic or tech spell, you can Walking speed increased by 6m.
reroll the die and must use the new roll, even if the new roll is Set Bonus (2 of 4). +1 bonus to melee attack and damage
a 1. rolls.
Capacitor Helmet Set Bonus (3 of 4). +1 bonus to melee attack and damage
Medium head, uncommon rolls.
Set Bonus (4 of 4). +1 bonus to melee attack and damage
Cost: 34,000 rolls.
+1 AC. Once per short rest, as a reaction to taking damage,
you may jumpstart your shield regen and immediately gain Cerberus Nightmare Chestpiece
shield points equal to your regen amount. Light chest, spectre
Cost: 64,875
Cerberus Ajax Gauntlets 10 shields (regen 10). Increase your thermal clip capacity
Medium arms, uncommon by 4.
Cost: 12,175 Set Bonus (2 of 4). +1 bonus to melee attack and damage
Increase thermal clip capacity by 8. rolls.
Set Bonus (2 of 4). Equipped weapons have increased Set Bonus (3 of 4). +1 bonus to melee attack and damage
heat equal to half its base heat (rounded down). rolls.
Set Bonus (4 of 4). Shield Regen 20 Set Bonus (4 of 4). +1 bonus to melee attack and damage
rolls.
Cerberus Ajax Greaves
Medium legs, uncommon
Cost: 16,425
APPENDIX A | ARMOR SETS
176
Cerberus Nightmare Gloves Set Bonus (4 of 4). +10 shields. +10 shield regen.
Light arms, spectre
Cerberus Spirit Armor
Cost: 43,200 Light body armor, spectre
Equipped weapons have increased heat equal to twice the Cost: 28,050
weapon's base heat. 15 shields (regen 5).
Set Bonus (2 of 4). +1 bonus to melee attack and damage Set Bonus (2 of 2). You gain a +2 bonus to spell attack
rolls. rolls and to the saving throw DCs of your spells.
Set Bonus (3 of 4). +1 bonus to melee attack and damage
rolls.
Set Bonus (4 of 4). +1 bonus to melee attack and damage Cerberus Spirit Helmet
rolls. Light head, spectre
Cost: 38,250
Cerberus Nightmare Helmet When you roll a 1 or a 2 on a damage die for an attack you
Light head, spectre make with a biotic or tech spell, you can reroll the die and
Cost: 21,950 must use the new roll, even if the new roll is a 1.
+1 bonus to melee weapon attack and damage rolls. Set Bonus (2 of 2). You gain a +2 bonus to spell attack
Set Bonus (2 of 4). +1 bonus to melee attack and damage rolls and to the saving throw DCs of your spells.
rolls.
Set Bonus (3 of 4). +1 bonus to melee attack and damage Collector Carapace
rolls. Heavy body armor, rare
Set Bonus (4 of 4). +1 bonus to melee attack and damage Cost: 44,750
rolls. +1 AC. Increase walking speed by 4m.
Cerberus Shade Armguards
Set Bonus (2 of 2). Once per long rest, when you fall
Medium arms, spectre below 0 hit points, you immediately become stabilized.
Cost: 20,250 Collector Headpiece
+1 bonus to melee weapon attack and damage rolls Heavy head, rare
Set Bonus (2 of 4). Once per short rest, as a reaction to Cost: 27,325
taking damage, you may jumpstart your shield regen and +1 AC. Darkvision: 20m
immediately gain shield points equal to your regen amount. Set Bonus (2 of 2). Once per long rest, when you fall
Set Bonus (4 of 4). +10 shields. +10 shield regen. below 0 hit points, you immediately become stabilized.
Cerberus Shade Chestpiece Colossus Chestplate
Medium chest, spectre Heavy chest, rare
Cost: 31,300 Cost: 54,450
10 shields (regen 10). Requires STR 18. 10 shields (regen 5).
Set Bonus (2 of 4). Once per short rest, as a reaction to Set Bonus (2 of 2). Resistance to necrotic and cold
taking damage, you may jumpstart your shield regen and damage.
immediately gain shield points equal to your regen amount. Set Bonus (3 of 4). Resistance to fire and force damage.
Set Bonus (4 of 4). +10 shields. +10 shield regen. Set Bonus (4 of 4). Resistance to lightning damage.
Cerberus Shade Helmet Colossus Gauntlets
Medium head, spectre Heavy hands, rare
Cost: 21,950 Cost: 54,450
+1 bonus to spell attack and damage rolls Requires STR 18. +1 AC.
Set Bonus (2 of 4). Once per short rest, as a reaction to Set Bonus (2 of 2). Resistance to necrotic and cold
taking damage, you may jumpstart your shield regen and damage.
immediately gain shield points equal to your regen amount. Set Bonus (3 of 4). Resistance to fire and force damage.
Set Bonus (4 of 4). +10 shields. +10 shield regen. Set Bonus (4 of 4). Resistance to lightning damage.
Cerberus Shade Legguards Colossus Greaves
Medium legs, spectre Heavy legs, rare
Cost: 13,450 Cost: 61,250
Increase thermal clip capacity by 4. Increase grenade Requires STR 18. +1 AC.
capacity by 2 Set Bonus (2 of 2). Resistance to necrotic and cold
Set Bonus (2 of 4). Once per short rest, as a reaction to damage.
taking damage, you may jumpstart your shield regen and Set Bonus (3 of 4). Resistance to fire and force damage.
immediately gain shield points equal to your regen amount. Set Bonus (4 of 4). Resistance to lightning damage.
APPENDIX A | ARMOR SETS
177
Colossus Helmet Advantage on Athletics checks made to swim or climb.
Heavy head, rare
Freedom Armor
Cost: 55,300 Light body armor, uncommon
Requires STR 18. +1 AC. Cost: 27,200
Set Bonus (2 of 2). Resistance to necrotic and cold +1 AC
damage.
Set Bonus (3 of 4). Resistance to fire and force damage.
Set Bonus (4 of 4). Resistance to lightning damage. GUARDIAN Gauntlets
Medium arms, rare
Crisis Armor Cost: 40,800
Heavy body armor, uncommon When you are forced to make a saving throw from a heavy
Cost: 183,600 weapon attack that required targeting, you may use your
Required STR is 14 instead of 16. You are considered reaction to reduce the damage done to you to 0. You may use
proficient with this armor even if you lack proficiency with this feature once per long rest.
heavy armor.
Gladiator Armor
Death Mask Heavy body armor, uncommon
Heavy head, uncommon Cost: 42,500
Cost: 31,450 10 shields (regen 5). +1 AC
+1 AC. +1 on melee attack and damage rolls
Hahne-Kedar Tactical Armor
Deep Space Explorer Armor Heavy chest, uncommon
Medium body armor, spectre Cost: 15,300
Cost: 56,100 When wearing this armor, treat your Strength ability score
Resistance to cold and fire damage. as if it were 19 for the purposes of carrying equipment
Set Bonus (2 of 2). Extended air supply allows the wearer (unless your score is higher, then no effect occurs).
to breathe in unfriendly environments for up to 48 hours.
Heleus Armor
Deep Space Explorer Helmet Light body armor, spectre, Andromeda-only
Medium head, spectre Cost: 99,200
Cost: 9,350 +2 to all damage rolls
Darkvision 10m. Infrared Vision 10m. You can toggle Set Bonus (2 of 2). +3 AC
between the 2 vision types as a free action.
Set Bonus (2 of 2). Extended air supply allows the wearer Heleus Helmet
to breathe in unfriendly environments for up to 48 hours. Light head, spectre, Andromeda-only
Cost: 67,750
Delumcore Overlay +1 to all damage rolls
Heavy head, uncommon Set Bonus (2 of 2). +3 AC
Cost: 14,450
You roll one additional weapon damage die when Hoplite Armor
determining the extra damage for a critical hit with a ranged Light body armor, uncommon
weapon attack. Cost: 80,750
20 shields (regen 10). +2 AC.
Duelist Armor
Light body armor, uncommon HyperGuardian Chestplate
Cost: 39,950 Heavy chest, uncommon
Once per long rest, if you fall below 0 hit points you Cost: 69,700
immediately become stabilized. 10 shields (regen 5). You are considered proficient with this
armor even if you lack proficiency with heavy armor.
Elanus Goliath Gauntlets Set Bonus (2 of 4). +1 AC.
Heavy arms, uncommon Set Bonus (3 of 4). +10 Shields, +5 Shield Regen.
Cost: 45,900 Set Bonus (4 of 4). Once per short rest, as a reaction to
Advantage on Strength checks and saving throws. taking damage, you may jumpstart your shield regen and
immediately gain shield points equal to your regen amount.
Enviro-Greaves
Light legs, uncommon
Cost: 11,900
APPENDIX A | ARMOR SETS
178
HyperGuardian Gauntlets Initiative Gauntlets
Heavy arms, uncommon Medium arms, uncommon
Cost: 54,400 Cost: 11,750
You are considered proficient with this armor even if you Increase medi-gel capacity by 2.
lack proficiency with heavy armor. Set Bonus (2 of 4). You have 7 levels of exhaustion, you
Set Bonus (2 of 4). +1 AC. suffer no negative effects at the first level.
Set Bonus (3 of 4). +10 Shields, +5 Shield Regen. Set Bonus (4 of 4). You have 8 levels of exhaustion, you
Set Bonus (4 of 4). Once per short rest, as a reaction to suffer no negative effects at the first two levels.
taking damage, you may jumpstart your shield regen and
immediately gain shield points equal to your regen amount. Initiative Greaves
Medium legs, uncommon
HyperGuardian Greaves Cost: 29,175
Heavy legs, uncommon
Cost: 54,400 Your jump distance is tripled. If you jump straight up, you
can hover at the apex of your jump until the start of your next
You are considered proficient with this armor even if you turn, at which point, you fall slowly back to the ground, taking
lack proficiency with heavy armor. half of your movement speed for this turn.
Set Bonus (2 of 4). +1 AC. Set Bonus (2 of 4). You have 7 levels of exhaustion, you
Set Bonus (3 of 4). +10 Shields, +5 Shield Regen. suffer no negative effects at the first level.
Set Bonus (4 of 4). Once per short rest, as a reaction to Set Bonus (4 of 4). You have 8 levels of exhaustion, you
taking damage, you may jumpstart your shield regen and suffer no negative effects at the first two levels.
immediately gain shield points equal to your regen amount.
Initiative Helmet
HyperGuardian Helmet Medium head, uncommon
Heavy head, uncommon Cost: 16,850
Cost: 12,750 Infrared Vision 20m. Darkvision 20m. You can toggle
You are considered proficient with this armor even if you between the 2 vision types as a free action. Noxious air
lack proficiency with heavy armor. becomes breathable.
Set Bonus (2 of 4). +1 AC. Set Bonus (2 of 4). You have 7 levels of exhaustion, you
Set Bonus (3 of 4). +10 Shields, +5 Shield Regen. suffer no negative effects at the first level.
Set Bonus (4 of 4). Once per short rest, as a reaction to Set Bonus (4 of 4). You have 8 levels of exhaustion, you
taking damage, you may jumpstart your shield regen and suffer no negative effects at the first two levels.
immediately gain shield points equal to your regen amount.
Kestrel Helmet
Inferno Armor Light head, rare
Medium body armor, rare Cost: 46,750
Cost: 31,600 +2 AC
+1 bonus to spell attack rolls and spell saving throw DCs.
Set Bonus (2 of 2). When you lose hit points, as a Kett Chestplate
reaction, you may expend a charge of medi-gel. Heavy chest, rare, Andromeda-only
Cost: 47,825
Inferno Helmet
Medium head, rare Any critical hit against you becomes a normal hit.
Cost: 22,250 Set Bonus (2 of 4). Your Strength score is 19 while you
wear this armor. There is no effect on you if your Strength is
+1 bonus to spell attack rolls and spell saving throw DCs. 19 or higher without it.
Set Bonus (2 of 2). When you lose hit points, as a Set Bonus (3 of 4). Your Strength score is 21 while you
reaction, you may expend a charge of medi-gel. wear this armor. There is no effect on you if your Strength is
21 or higher without it.
Initiative Chestpiece Set Bonus (4 of 4). Your Strength score is 23 while you
Medium chest, uncommon wear this armor. There is no effect on you if your Strength is
Cost: 41,500 23 or higher without it.
10 Shields (regen 5). +1 AC.
Set Bonus (2 of 4). You have 7 levels of exhaustion, you
suffer no negative effects at the first level.
Set Bonus (4 of 4). You have 8 levels of exhaustion, you
suffer no negative effects at the first two levels.

APPENDIX A | ARMOR SETS


179
Kett Greaves Lockdown Greaves
Heavy legs, rare, Andromeda-only Heavy legs, uncommon
Cost: 30,400 Cost: 18,700
Increase walking speed by 4m. As a bonus action, the wearer can activate the effect of the
Set Bonus (2 of 4). Your Strength score is 19 while you greaves to stick to the surface they are walking on, provided
wear this armor. There is no effect on you if your Strength is it's made of metal. This can aid them in walking up walls,
19 or higher without it. upside down, etc. If the surface is metal, the user is immune
Set Bonus (3 of 4). Your Strength score is 21 while you to being lifted, otherwise, they have advantage on saving
wear this armor. There is no effect on you if your Strength is throws against being lifted. The effect lasts for 1 minute and
21 or higher without it. can only be used once per short rest.
Set Bonus (4 of 4). Your Strength score is 23 while you
wear this armor. There is no effect on you if your Strength is Mantis Armor
23 or higher without it. Light body armor, uncommon
Cost: 27,200
Kett Helmet
Heavy head, rare, Andromeda-only Whenever you hit a target with a melee weapon attack, you
Cost: 50,375 may use your reaction to activate your armor's switchblades,
dealing an additional 1d6 slashing damage to the target. If
+1 bonus to melee weapon attack and damage rolls. you use your reaction this way, you may then use your bonus
Set Bonus (2 of 4). Your Strength score is 19 while you action to attempt to grapple the target. You have advantage
wear this armor. There is no effect on you if your Strength is on the Strength (Athletics) check.
19 or higher without it.
Set Bonus (3 of 4). Your Strength score is 21 while you Maverick Boots
wear this armor. There is no effect on you if your Strength is Light legs, uncommon, Andromeda-only
21 or higher without it. Cost: 5,050
Set Bonus (4 of 4). Your Strength score is 23 while you
wear this armor. There is no effect on you if your Strength is Increase thermal clip capacity by 4.
23 or higher without it. Set Bonus (2 of 4). Roll one additional weapon damage
die when determining the extra damage for a critical hit with
Kett Vambraces a weapon attack.
Heavy arms, rare, Andromeda-only Set Bonus (4 of 4). Whenever you roll an 18 or higher on
Cost: 34,225 a weapon attack roll, consider it a critical hit.
+1 bonus to melee weapon attack and damage rolls. Maverick Vest
Set Bonus (2 of 4). Your Strength score is 19 while you Light chest, uncommon, Andromeda-only
wear this armor. There is no effect on you if your Strength is Cost: 11,850
19 or higher without it.
Set Bonus (3 of 4). Your Strength score is 21 while you Increase grenade capacity by 2.
wear this armor. There is no effect on you if your Strength is Set Bonus (2 of 4). Roll one additional weapon damage
21 or higher without it. die when determining the extra damage for a critical hit with
Set Bonus (4 of 4). Your Strength score is 23 while you a weapon attack.
wear this armor. There is no effect on you if your Strength is Set Bonus (4 of 4). Whenever you roll an 18 or higher on
23 or higher without it. a weapon attack roll, consider it a critical hit.
Kuwashii Visor Maverick Visor
Light head, uncommon Light head, uncommon, Andromeda-only
Cost: 36,000 Cost: 11,000
As a bonus action, you choose a creature you can see Darkvision 40m.
within 30m. For the next minute, you deal an extra 1d6 Set Bonus (2 of 4). Roll one additional weapon damage
damage to the target whenever you hit it with a weapon die when determining the extra damage for a critical hit with
attack, and you have advantage on any Wisdom (Perception) a weapon attack.
or Wisdom (Survival) check you make to find it. You can use Set Bonus (4 of 4). Whenever you roll an 18 or higher on
this feature 3 times per long rest. a weapon attack roll, consider it a critical hit.
Liberator Armor
Light body armor, uncommon
Cost: 37,500
10 shields (regen 5). +1 AC

APPENDIX A | ARMOR SETS


180
Maverick Wraps N7 Greaves
Light arms, uncommon, Andromeda-only Medium legs, rare
Cost: 5,050 Cost: 34,300
Increase thermal clip capacity by 4. 5 Shields. You are considered proficient with this armor
Set Bonus (2 of 4). Roll one additional weapon damage even if you lack proficiency with medium armor.
die when determining the extra damage for a critical hit with Set Bonus (3 of 4). Increase your hit points by 1 for each
a weapon attack. level you have gained.
Set Bonus (4 of 4). Whenever you roll an 18 or higher on Set Bonus (4 of 4). Increase your hit points by 1 for each
a weapon attack roll, consider it a critical hit. level you have gained.
Mercenary Armor N7 Helmet
Light body armor, uncommon Medium head, rare
Cost: 18,700 Cost: 23,250
10 shields (regen 5) You have advantage on initiative rolls. You are considered
proficient with this armor even if you lack proficiency with
Mnemonic Visor medium armor.
Light head, uncommon Set Bonus (3 of 4). Increase your hit points by 1 for each
Cost: 21,250 level you have gained.
Set Bonus (4 of 4). Increase your hit points by 1 for each
When you roll a 1 damage die for an attack you make with level you have gained.
a biotic spell, you can reroll the die and must use the new roll,
even if the new roll is a 1. Onyx Armor
Medium body armor, uncommon
N7 Chestplate Cost: 39,100
Medium chest, rare
Cost: 40,250 10 shields (regen 5). +1 AC
10 shields (regen 5). You are considered proficient with this Partisan Armor
armor even if you lack proficiency with medium armor. Medium body armor, uncommon
Set Bonus (3 of 4). Increase your hit points by 1 for each Cost: 36,000
level you have gained.
Set Bonus (4 of 4). Increase your hit points by 1 for each 15 shields (regen 5).
level you have gained. Set Bonus (2 of 2). You are immune to becoming poisoned
and have resistance to poison damage.
N7 Defender Armorsuit
Heavy body armor, rare Partisan Helmet
Cost: 90,875 Medium head, uncommon
20 shields (regen 10). +1 AC. Increase thermal clip capacity Cost: 12,200
by 8. Increase medi-gel capacity by 2. Darkvision 20m.
Set Bonus (2 of 2). +1 bonus to weapon attack and Set Bonus (2 of 2). You are immune to becoming poisoned
damage rolls and have resistance to poison damage.
N7 Defender Helmet Pathfinder Chestpiece
Heavy head, rare Medium chest, rare
Cost: 25,000 Cost: 56,000
+1 AC. +2 AC
Set Bonus (2 of 2). +1 bonus to weapon attack and Set Bonus (3 of 4). Any critical hit against you becomes a
damage rolls normal hit.
Set Bonus (4 of 4). You gain a +5 bonus to initiative as
N7 Gauntlets long as you aren't incapacitated.
Medium arms, rare
Cost: 25,800
You are considered proficient with this armor even if you
lack proficiency with medium armor.
Set Bonus (3 of 4). Increase your hit points by 1 for each
level you have gained.
Set Bonus (4 of 4). Increase your hit points by 1 for each
level you have gained.

APPENDIX A | ARMOR SETS


181
Pathfinder Gauntlets Reckoner-Knight Armet
Medium arms, rare Heavy head, spectre
Cost: 24,550 Cost: 29,750
When you roll a 1 on a damage die for an attack you make Whenever you lose hit points, you may use your reaction to
with a melee weapon, you can reroll the die and must use the expend one medi-gel (provided you have any medi-gel
new roll, even if the new roll is a 1. remaining).
Set Bonus (3 of 4). Any critical hit against you becomes a Set Bonus (2 of 2). When you make a Charisma-based
normal hit. skill check, your Charisma is considered to be a 19. This has
Set Bonus (4 of 4). You gain a +5 bonus to initiative as no effect if your Charisma is higher than 19.
long as you aren't incapacitated.
Reckoner-Knight Armorsuit
Pathfinder Greaves Heavy body armor, spectre
Medium legs, rare Cost: 144,500
Cost: 34,175 30 shields (regen 5). When you roll a 1 or 2 on a damage
Your jump distance is tripled. If you jump straight up, you die for an attack you make with a melee weapon, you can
can hover at the apex of your jump until the start of your next reroll the die and must use the new roll, even if the new roll is
turn, at which point, you fall slowly back to the ground, taking a 1 or a 2.
half of your movement speed for this turn. Set Bonus (2 of 2). When you make a Charisma-based
Set Bonus (3 of 4). Any critical hit against you becomes a skill check, your Charisma is considered to be a 19. This has
normal hit. no effect if your Charisma is higher than 19.
Set Bonus (4 of 4). You gain a +5 bonus to initiative as
long as you aren't incapacitated. Recon Hood
Light head, uncommon
Pathfinder Helmet Cost: 46,750
Medium head, rare
Cost: 34,750 +1 AC. Infrared Vision 60m. Darkvision 60m. You can
toggle between vision types as a free action.
+1 bonus to weapon attack rolls
Set Bonus (3 of 4). Any critical hit against you becomes a Remnant Battery
normal hit. Medium chest, rare, Andromeda-only
Set Bonus (4 of 4). You gain a +5 bonus to initiative as Cost: 106,550
long as you aren't incapacitated.
30 shields (regen 10)
Personal Shield Generator Set Bonus (3 of 4). When you roll a Hit Die to regain hit
- none, common points, the minimum number of hit points you regain from
Cost: 15,000 the roll equals twice your Constitution modifier (minimum of
2).
10 shields (regen 5). Improved models can be purchased. Set Bonus (4 of 4). You may jumpstart your shields any
10,000 for each 5 shield points, and 8,000 for 5 additional number of times. Each time you do, roll a d20. On a roll of 8
regen. Max is 30 shield points and 15 regen. These additional or less, your shields malfunction: you lose all shield points
shields do not stack with your armor's shields. and they cannot be regained until you finish a long rest.
Power Reservoir Legguards Remnant Helmet
Medium legs, uncommon Medium head, rare, Andromeda-only
Cost: 12,750 Cost: 15,600
As a reaction to having 0 barrier ticks, restore all of your Darkvision 20m. Infrared Vision 20m. You may toggle
barrier ticks. You may use this ability once per long rest. between vision types as a free action.
Set Bonus (3 of 4). When you roll a Hit Die to regain hit
Predator Armor points, the minimum number of hit points you regain from
Medium body armor, uncommon the roll equals twice your Constitution modifier (minimum of
Cost: 31,450 2).
Set Bonus (4 of 4). You may jumpstart your shields any
Increase thermal clip capacity by 4. Any critical hit against number of times. Each time you do, roll a d20. On a roll of 8
you becomes a normal hit or less, your shields malfunction: you lose all shield points
and they cannot be regained until you finish a long rest.

APPENDIX A | ARMOR SETS


182
Remnant Tasset Securitel Helmet
Medium legs, rare, Andromeda-only Medium head, uncommon
Cost: 22,400 Cost: 38,250
Once per short rest, as a reaction to taking damage, you +1 AC. Any critical hit against you becomes a normal hit
may jumpstart your shield regen and immediately gain shield
points equal to your regen amount. Sentry Interface
Set Bonus (3 of 4). When you roll a Hit Die to regain hit Medium head, uncommon
points, the minimum number of hit points you regain from Cost: 17,000
the roll equals twice your Constitution modifier (minimum of Once per short rest, as a reaction to taking damage, you
2). may jumpstart your shield regen and immediately gain shield
Set Bonus (4 of 4). You may jumpstart your shields any points equal to your regen amount.
number of times. Each time you do, roll a d20. On a roll of 8
or less, your shields malfunction: you lose all shield points Serrice Adaptor Gauntlets
and they cannot be regained until you finish a long rest. Medium arms, uncommon
Remnant Vambraces Cost: 45,050
Medium arms, rare, Andromeda-only Every long rest, you can designate a type of damage except
Cost: 16,450 bludgeoning, piercing, or slashing. You gain resistance to it
Shield regen +5. until you take another long rest.
Set Bonus (3 of 4). When you roll a Hit Die to regain hit
points, the minimum number of hit points you regain from Serrice Rimebane Armor
the roll equals twice your Constitution modifier (minimum of Medium chest, rare
2). Cost: 55,250
Set Bonus (4 of 4). You may jumpstart your shields any Resistance to cold damage. Immunity from the frozen
number of times. Each time you do, roll a d20. On a roll of 8 condition.
or less, your shields malfunction: you lose all shield points
and they cannot be regained until you finish a long rest. Sirta Parade Armor
Light body armor, uncommon
Rosenkov Reflex Armor
Heavy chest, rare Cost: 38,675
Cost: 20,400 Advantage on Persuasion and Performance checks.
Once per short rest, you may take 2 reactions within a Skirmish Armor
single turn. Medium body armor, uncommon
Rosenkov Snaring Gauntlets Cost: 39,950
Heavy arms, uncommon +1 AC. Increase your speed by 4m. Increase your grenade
Cost: 18,000 capacity by 4.
You are immune to dropping your weapon if hit by any Stealth Greaves
effect that would otherwise disarm you. Light legs, uncommon
Scavenger Armor Cost: 14,450
Light body armor, rare While you wear these greaves, your steps make no sound,
Cost: 50,000 regardless of the surface you are moving across. You also
have advantage on Stealth checks that rely on moving
+6 grenade capacity. +8 Thermal clip capacity. +4 medi-gel silently.
capacity. You have 2 additional weapon slots (or increase your
carry capacity by 20kg). Stock Heavy Armor
Set Bonus (2 of 2). You are immune to disease and the Heavy body armor, common
poisoned condition and you have resistance to poison
damage. Cost: 21,250
Stock Light Armor
Scavenger Helmet Light body armor, common
Light head, rare Cost: 14,450
Cost: 48,625
Stock Medium Armor
You have advantage on Intelligence (Investigation) and Medium body armor, common
Intelligence (Science) rolls when analyzing objects.
Set Bonus (2 of 2). You are immune to disease and the Cost: 17,850
poisoned condition and you have resistance to poison
damage.
APPENDIX A | ARMOR SETS
183
Strider Legguards Titan Armor
Medium legs, uncommon Heavy body armor, uncommon
Cost: 28,050 Cost: 87,550
Advantage on Acrobatics checks. Speed +6m. 20 shields (regen 5). +2 AC
Survivor Armor Umbra Visor
Medium body armor, uncommon Light head, rare
Cost: 30,600 Cost: 46,750
+1 AC You gain a +2 bonus to spell attack rolls and to the saving
throw DCs of your spells.
Terminus Assault Chestpiece
Heavy chest, uncommon Ursa Armor
Cost: 27,075 Medium body armor, uncommon
10 shields (regen 5). Cost: 84,150
Set Bonus (2 of 4). +1 bonus to melee attack and damage 20 shields (regen 10). +2 AC
rolls.
Set Bonus (4 of 4). You have resistance to cold and fire Warlord Armor
damage. You have advantage on stealth checks against Heavy body armor, rare
thermal sensors and creatures or devices using infrared Cost: 116,875
vision.
Resistance to slashing and bludgeoning damage. +2 AC.
Terminus Assault Gauntlets
Heavy arms, uncommon
Cost: 21,975
+1 bonus to melee attack and damage rolls
Set Bonus (2 of 4). +1 bonus to melee attack and damage
rolls.
Set Bonus (4 of 4). You have resistance to cold and fire
damage. You have advantage on stealth checks against
thermal sensors and creatures or devices using infrared
vision.
Terminus Assault Greaves
Heavy legs, uncommon
Cost: 14,325
Speed +4m
Set Bonus (2 of 4). +1 bonus to melee attack and damage
rolls.
Set Bonus (4 of 4). You have resistance to cold and fire
damage. You have advantage on stealth checks against
thermal sensors and creatures or devices using infrared
vision.
Terminus Assault Helmet
Heavy head, uncommon
Cost: 29,625
+1 AC
Set Bonus (2 of 4). +1 bonus to melee attack and damage
rolls.
Set Bonus (4 of 4). You have resistance to cold and fire
damage. You have advantage on stealth checks against
thermal sensors and creatures or devices using infrared
vision.

APPENDIX A | ARMOR SETS


184
Appendix B: Armor Mods

A
rmor mods allow you to upgrade your Autogel
equipment, providing powerful bonuses. All Arms, uncommon
mods have their own costs. Operatives who are
proficient with Tinker's tools can craft mods but Cost: 8,000
most can be purchased from your local When you lose hit points, as a reaction, you may expend a
equipment shop. Once you've acquired your charge of medi-gel.
mod, you can install it yourself (if you're
proficient with Armorsmith's or Tailor's tools) or you can have Autogel
an equipment shop install it for you. Legs, uncommon
Read the Mods section of Chapter 5 for more information. Cost: 8,000
When you lose hit points, as a reaction, you may expend a
Amror Mod List charge of medi-gel.
The Armor Mods are presented in alphabetical order.
Auxiliary Shield Emitters
Ablative Coating Arms, uncommon
Chest, spectre Cost: 8,000
Cost: 50,000 Increase your shield regen by 5.
Resistance to piercing damage.
Auxiliary Shield Emitters
Adrenaline Regulator Chest, uncommon
Chest, rare Cost: 8,000
Cost: 40,000 Increase your shield regen by 5.
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon, you can reroll the die and must Auxiliary Shield Emitters
use the new roll, even if the new roll is a 1 or a 2. Legs, uncommon
Cost: 8,000
Aerial Performance Optimizer Increase your shield regen by 5.
Chest, rare
Cost: 40,000 Back Holster
Requires a Jump Jet or Jetpack mod also be installed. When Chest, common
you are hovering (via Jump Jets) or flying (via Jetpack), you Cost: 6,000
have a +2 bonus to all attack and damage rolls. Gain 2 additional weapon slots. If using the Variant:
Amplifier Plates Encumbrance rule, increase your Carry Weight by 10.
Arms, rare
Barrier
Cost: 12,000 Chest, rare
+1 bonus to spell damage rolls Cost: 24,000
Archon AI The armor contains a mass effect barrier with 3 barrier
Head, spectre ticks. You cannot use these additional barrier ticks for biotic
spells, they are only for damage reduction. The barrier ticks
Cost: 30,000 recharge after a short rest.
You regain 1d4 worth of spell slots or tech points when you
take a short rest. Battle Telemetry
Arms, spectre
Asymmetric Defense Layer Cost: 30,000
Chest, rare You regain 1d4 worth of spell slots or tech points when you
Cost: 50,000 take a short rest.
+2 AC

APPENDIX B | ARMOR MODS


185
Battle Telemetry Echo Cancel
Chest, spectre Legs, common
Cost: 30,000 Cost: 4,000
You regain 1d4 worth of spell slots or tech points when you Your footsteps make no noise and you have advantage on
take a short rest. Dexterity (Stealth) checks that rely on remaining silent.
Battlefield Assist Module Energized Plating
Chest, spectre Chest, spectre
Cost: 38,000 Cost: 90,000
At the start of your turn, if you have less than one-quarter +3 AC
of your hit points remaining, you can use a bonus action to
cast Defense Matrix (Custom Current). It lasts 1 minute and Enviro-Systems
does not require concentration. You may use this feature Chest, common
once per long rest. Cost: 6,000
Bladed Wristguards As a free action, you gain Water Breathing and the ability
Arms, uncommon to breathe indefinitely in zero-oxygen environments for the
next 24 hours. If you are not wearing a helmet, the suit
Cost: 5,000 creates a hard light helmet that equalizes pressure around
When you are hit with a melee attack, deal 1d6 piercing your head.
damage back at the attacker.
Environmental Regulators
Ceramic Weave Chest, rare
Chest, uncommon Cost: 62,500
Cost: 20,000 Resistance to fire and cold damage.
+1 AC
Equilibrium Regulator
Chest Holster - Grenades Head, uncommon
Chest, uncommon Cost: 30,000
Cost: 6,000 When you take the Dash action on your turn, you can use a
Increase your grenade capacity by 4 bonus action to make one weapon attack.
Chest Holster - Thermal Clips Focus Modulator
Chest, uncommon Head, uncommon
Cost: 2,000 Cost: 40,000
Increase your thermal clip capacity by 8 As a bonus action, you choose a creature you can see
within 30m. For the next minute, you deal an extra 1d6
Cleats damage to the target whenever you hit it with a weapon
Legs, uncommon attack, and you have advantage on any Wisdom (Perception)
Cost: 15,000 or Wisdom (Survival) check you make to find it. You can use
this feature 3 times per long rest.
Resistance to lightning.
Hardened Weave
EC Counter Chest, spectre
Arms, rare Cost: 250,000
Cost: 22,000 Resistance to cold, fire, force, lightning, and necrotic
Whenever you are hit with a melee attack, the attacking damage types.
creature takes 2d4 lightning damage and must succeed on a
DC 10 Constitution saving throw or becomes stunned until Hip Caddy - Grenades
the start of your next turn. This effect can only happen once Legs, common
per round (every 6 seconds). Cost: 3,000
ER Jetpack Increase your grenade capacity by 2
Chest, rare
Cost: 150,000 Hip Caddy - Thermal Clips
Legs, common
As a bonus action, activate the jetpack to gain flying 6m for Cost: 1,000
10 minutes. This device cannot be used again until you finish
a long rest. Increase your thermal clip capacity by 4.
APPENDIX B | ARMOR MODS
186
Hip Holster Offhand Ammo Pack
Legs, common Arms, common
Cost: 3,000 Cost: 500
Gain 1 additional weapon slot. If using the Variant: Increase your thermal clip capacity by 2
Encumbrance rule, increase your Carry Weight by 5.
Ordinance Packs
Jetpack Legs, uncommon
Chest, rare Cost: 10,000
Cost: 60,000 Your heavy weapons have 2 additional charges.
As a bonus action, activate the jetpack to gain flying 6m for
1 minute. This device cannot be used again until you finish a Personal Disruptor Torpedoes
short rest. Arms, spectre
Cost: 25,000
Jump Jets
Legs, uncommon Choose a target location within 30m. Creatures within a
Cost: 22,500 4m sphere of the target must make a Dexterity saving throw.
On a failed save, a creature takes 3d12 force damage, or have
Your jump distance is tripled. If you jump straight up, you as much damage on a successful one. You must finish a short
can hover at the apex of your jump until the start of your next rest, allowing the weapon to recharge before using it again.
turn, at which point, you fall slowly back to the ground, taking
half of your movement speed for this turn. QR Jetpack
Chest, spectre
Life Support Webbing Cost: 120,000
Legs, uncommon
Cost: 15,000 As a bonus action, activate the jetpack to gain flying 6m for
1 minute. You may use this 3 times per short rest.
Increases your maximum exhaustion by 1 level. At the first
level, you suffer no negative effects. Reactive Kinetic Compensator
Chest, uncommon
Mag Latches Cost: 20,000
Legs, rare
Cost: 50,000 Any critical hit against you becomes a normal hit.
If you are standing on a metal surface, you are immune to Recharge Capacitor
being lifted. Otherwise, if you would make a saving throw Chest, rare
against being lifted, you have advantage. Cost: 15,000
Medi-gel Regulator Once per short rest, as a reaction to taking damage, you
Chest, spectre may jump-start your shield regen and immediately gain shield
Cost: 60,000 points equal to your regen amount.
Gain 1 additional hit point for each level you have gained. Recharge Capacitor
Head, rare
Microservos Cost: 15,000
Legs, uncommon
Cost: 12,000 Once per short rest, as a reaction to taking damage, you
may jump-start your shield regen and immediately gain shield
+1 bonus to melee attack and damage rolls points equal to your regen amount.
Microservos Revive AI
Arms, rare Chest, rare
Cost: 30,000 Cost: 35,000
+2 bonus to melee attack and damage rolls Once per long rest, if you fall below 0 hit points you
immediately become stabilized.
Night Sight
Head, uncommon Savant Biotic Amp
Cost: 10,000 Head, rare
You gain darkvision 30m. Cost: 40,000
When you roll a 1 or 2 on a damage die for an attack you
make with a biotic spell, you can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2.
APPENDIX B | ARMOR MODS
187
Sentry System Thermal Armor
Head, uncommon Chest, uncommon
Cost: 10,000 Cost: 35,000
Increase your shield points by 5. You are immune to being frozen.
Shield Battery Toxic Resistance
Chest, uncommon Chest, uncommon
Cost: 10,000 Cost: 37,500
Increase your shield points by 5. Resistance to acid and poison damage. You have advantage
on Constitution saving throws that would cause you to be
Shield Capacity poisoned.
Arms, uncommon
Cost: 10,000 Umbra AI
Head, rare
Increase your shield points by 5. Cost: 40,000
Shield Interface When you roll a 1 or 2 on a damage die for an attack you
Chest, spectre make with a tech power, you can reroll the die and must use
Cost: 50,000 the new roll, even if the new roll is a 1 or a 2.
Increase your shield points by 15. Voice Modulator
Head, common
Shield Modulator Cost: 12,000
Chest, rare
Cost: 25,000 +2 to Persuasion and Intimidation checks
Increase your shield points by 10. Zoom Enhance
Head, uncommon
Shock absorbers Cost: 15,000
Legs, uncommon
Cost: 15,000 You have advantage on Intelligence (Investigation) checks
that rely on sight while searching an area or studying an
Resistance to thunder. object within a range of 2m.
Stimulator Conduits
Legs, common
Cost: 6,000
Increase your speed by 6m.
Tactical Holsters
Chest, uncommon
Cost: 8,000
You can holster one weapon then draw another weapon as
a free action.
Tactical Holsters
Legs, uncommon
Cost: 8,000
You can holster one weapon then draw another weapon as
a free action.
Teflon Coating
Chest, uncommon
Cost: 15,000
Resistance to radiant damage.

APPENDIX B | ARMOR MODS


188
Appendix C: Weapons

T
his appendix has the full list of available The Collector Assault Rifle does not use thermal clips.
weapons, their price and weight, the damage Instead, use a d8 to track the "heat". Whenever you make a
they deal when they hit, and any special ranged attack with the weapon, spin down the die 1 face.
properties they possess. Every round that you don't fire the weapon, spin the die up 1
face. This represents the weapon internally cooling off. If you
ever spin down the die to 0, the weapon jams and cannot be
Some armore pieces are identified as Andromeda Only, fired again this combat.
meaning these pieces would only be available if you set your
campaign in the Andromeda Galaxy. Cyclone
Uncommon assault rifle, two handed, heavy, burst fire
Cost: 17,000
Weapon List Damage: 2d6 piercing
The Weapons are presented in alphabetical order, grouped by Range: 20/60m
weapon type. Heat: 20
Weight: 8
Assault Rifles Geth Pulse Rifle
Adas Anti-Synthetic Rifle Rare assault rifle, burst fire, two handed
Uncommon assault rifle, arc, special, two handed Cost: 37,000
Cost: 17,000 Damage: 2d6 radiant
Damage: 2d6 lightning Range: 40/120m
Range: 10/30m Heat: 9
Heat: 3 Weight: 4
Weight: 5 L-89 Halberd
Deals an additional 1d6 lightning damage to synthetic Rare assault rifle, double tap, two handed
targets. Cost: 37,000
Damage: 2d6 piercing
Cerberus Harrier Range: 60/180m
Uncommon assault rifle, burst fire, recoil, two handed Heat: 15
Cost: 17,000 Weight: 3
Damage: 2d6 piercing M-15 Vindicator
Range: 60/180m Uncommon assault rifle, burst fire, two handed
Heat: 6
Weight: 5 Cost: 15,500
Damage: 1d10 piercing
Chakram Launcher Range: 50/150m
Uncommon assault rifle, recoil, two handed Heat: 12
Cost: 14,500 Weight: 2
Damage: 1d8 piercing M-37 Falcon
Range: 80/240m Uncommon assault rifle, double tap, two handed
Heat: 4
Weight: 2 Cost: 14,500
Use a bonus action to charge the weapon before firing, Damage: 1d8 thunder
consuming 2 heat. On a hit, it deals an additional 1d8 Range: 10/30m
piercing and 2d4 thunder damage. Heat: 8
Weight: 5
Collector Assault Rifle Instead of making a ranged weapon attack, the target
Spectre assault rifle, burst fire, special, two handed makes a Dexterity saving throw (DC 8 + DEX modifier). Do
Cost: 60,000 not add your DEX modifier to a Double Tap attack. If you are
Damage: 4d4 piercing proficient with Assault Rifles, add your proficiency bonus to
Range: 20/60m the DC. On a failed save, the target takes 1d8 thunder
Heat: 8 damage, or half as much on a successful one.
Weight: 6

APPENDIX C | WEAPONS
189
M-55 Argus N7 Typhoon
Uncommon assault rifle, burst fire, recoil, two handed Rare assault rifle, burst fire, heavy, recoil, two handed
Cost: 16,500 Cost: 39,000
Damage: 1d12 piercing Damage: 2d8 piercing
Range: 20/60m Range: 20/60m
Heat: 9 Heat: 6
Weight: 5 Weight: 9
M-7 Lancer AC +1 when holding this weapon.
Rare assault rifle, burst fire, two handed
Cost: 37,000 N7 Valkyrie
Damage: 2d6 piercing Rare assault rifle, two handed
Range: 20/60m Cost: 39,000
Heat: 8 Damage: 2d8 piercing
Weight: 2 Range: 30/90m
Somewhat of a relic and hard to come by, the M-7 does not Heat: 4
use thermal clips. Instead, use a d8 to track the \"heat\". Weight: 5
Whenever you make a ranged attack with the weapon, spin P.A.W.
down the die 1 face. Every round that you don't fire the Spectre assault rifle, two handed, special, Andromeda-only
weapon, spin the die up 2 faces. This represents the weapon Cost: 59,000
internally cooling off. If you ever spin down the die to 0, the Damage: 2d8 force
weapon jams and cannot be fired again this combat. If you Range: 20/60m
make a Burst Fire attack, spin down the die by 2. Heat: 6
Weight: 5
M-76 Revenant
Uncommon assault rifle, burst fire, two handed The P.A.W. does not use thermal clips. Instead, use a d6 to
Cost: 17,500 track the "heat". Whenever you make a ranged attack with
Damage: 3d4 piercing the weapon, spin down the die 1 face. Every round that you
Range: 10/30m don't fire the weapon, spin the die up 1 face. If you ever spin
Heat: 6 down the die to 0, the weapon jams and cannot be fired again
Weight: 4 this combat.
After successfully hitting a target with a ranged attack with
M-8 Avenger this weapon, you may use your bonus action to begin
Common assault rifle, burst fire, two handed targeting. Until the targeting condition ends, you deal weapon
Cost: 7,500 damage to the target at each of the following combat phases:
Damage: 1d8 piercing the end of your turn, the beginning of the target's turn, the
Range: 20/60m end of the target's turn, and the beginning of your turn. Each
Heat: 9 time you deal damage, spin down your heat dice. In addition
Weight: 3 to standard targeting rules, this targeting condition can end
when this weapon's heat becomes 0, when the targeted
M-96 Mattock creature gains three-quarter or full cover, the target uses an
Uncommon assault rifle, double tap, two handed action and succeeds on an opposed Dexterity check (you may
Cost: 14,500 add your proficiency bonus if you are proficient with this
Damage: 1d8 piercing weapon type), or you use a bonus action on your turn to end
Range: 40/120m the condition.
Heat: 15
Weight: 3 Particle Rifle
Spectre assault rifle, burst fire, special, two handed
M-99 Saber Cost: 61,000
Spectre assault rifle, double tap, special, two handed Damage: 2d10 radiant
Cost: 60,500 Range: 10/30m
Damage: 3d6 piercing Heat: 6
Range: 50/150m Weight: 6
Heat: 8 The Particle Rifle does not use thermal clips. Instead, use a
Weight: 5 d6 to track the "heat". Whenever you make a ranged attack
Custom made for its owner. When you purchase this with the weapon, spin down the die 1 face. Every round that
weapon, you may choose one of the following: Increase you don't fire the weapon, spin the die up 1 face. This
damage of this weapon to d8, reloading this weapon is a represents the weapon internally cooling off. If you ever spin
bonus action, or +2 on ranged attack rolls made with the down the die to 0, the weapon jams and cannot be fired again
weapon. this combat. If you make a Burst Fire attack, spin down the
die by 2.

APPENDIX C | WEAPONS
190
Pathfinder Pioneer After making a ranged attack with the Striker, you may
Rare assault rifle, burst fire, two handed choose to enter the Targeting condition. At the start of your
next turn, all ranged attacks made with the Striker deal an
Cost: 37,000 additional 1d12 damage, at the cost of 2 heat per attack. This
Damage: 2d6 piercing bonus continues to stack at the start of your turn until the
Range: 40/120m targeting condition ends or until the Striker must be
Heat: 8 reloaded. For example, the 3rd round would deal 3d12 for 3
Weight: 2 heat per attack, etc.
Whenever you make an attack roll with this weapon and
miss, you gain a stacking +1 bonus to subsequent attack rolls. Sweeper
Whenever you make an attack roll with this weapon and hit, Rare assault rifle, two handed, heavy, special, burst fire,
your +1 bonus resets to 0. Andromeda-only
Cost: 39,000
Phaeston Damage: 2d8 force
Common assault rifle, burst fire, two handed Range: 20/60m
Cost: 8,000 Heat: 6
Damage: 2d4 piercing Weight: 8
Range: 20/60m The Sweeper does not use thermal clips. Instead, use a d6
Heat: 12 to track the "heat". Whenever you make a ranged attack with
Weight: 3 the weapon, spin down the die 1 face. Every round that you
Sandstorm don't fire the weapon, spin the die up 1 face. This represents
Rare assault rifle, double tap, two handed, Andromeda-only the weapon internally cooling off. If you ever spin down the
die to 0, the weapon jams and cannot be fired again this
Cost: 37,500 combat. If you make a Burst Fire attack, spin down the die by
Damage: 3d4 piercing 2.
Range: 80/240m
Heat: 8 Thokin
Weight: 6 Rare assault rifle, two handed, special, Andromeda-only
Soned Cost: 37,500
Spectre assault rifle, two handed, heavy, Andromeda-only Damage: 3d4 fire
Cost: 60,000 Range: 20/60m
Damage: 4d4 fire Heat: 4
Range: 10/30m Weight: 6
Heat: 12 Each attack costs 2 heat. Weapon attacks made with this
Weight: 8 weapon cannot miss as long as you can see the target.
Sovoa
Spectre assault rifle, two handed, special, Andromeda-only X5 Ghost
Uncommon assault rifle, two handed, burst fire
Cost: 59,000
Damage: 2d8 thunder Cost: 15,000
Range: 10/30m Damage: 2d4 piercing
Heat: 3 Range: 30/90m
Weight: 6 Heat: 8
Weight: 4
Instead of making a ranged weapon attack, target an area
within normal or long range of this weapon. Each creature Whenever you make an attack with this weapon, if your
within a 4m radius of the target makes a Dexterity saving previous action, reaction, or bonus action was an attack with
throw. The DC of this saving throw equals 8 + your Dexterity this weapon, you gain a +1 bonus to the attack roll. Possesses
modifier + your proficiency bonus (if you are proficient with recording and sensor functions so it can be left behind as a
Assault Rifles). A creature takes thunder damage equal to the "black box" by doomed explorers.
weapon's damage on a failed save or half as much on a
successful one. Each creature within the radius has Zalkin
advantage on the saving throw the target area is beyond the Uncommon assault rifle, two handed, double tap,
normal range of this weapon. Andromeda-only
Cost: 15,000
Striker Assault Rifle Damage: 2d4 fire
Rare assault rifle, recoil, two handed Range: 20/60m
Cost: 36,500 Heat: 8
Damage: 1d12 piercing Weight: 5
Range: 10/30m
Heat: 12
Weight: 6
APPENDIX C | WEAPONS
191
Heavy Pistols M-3 Predator
Common heavy pistol, double tap, light
Acolyte
Uncommon heavy pistol, light Cost: 5,500
Damage: 1d4 piercing
Cost: 13,500 Range: 20/60m
Damage: 1d6 force Heat: 15
Range: 20/60m Weight: 1
Heat: 6
Weight: 2 M-358 Talon
Damage done by this weapon cannot be reduced by using Spectre heavy pistol, double tap, light
barrier ticks. Use a bonus action to charge the weapon before Cost: 57,000
firing, consuming 2 heat. On a hit, it deals an additional 2d6 Damage: 2d6 piercing
force damage. Range: 10/30m
Heat: 6
Arc Pistol Weight: 4
Uncommon heavy pistol, arc, light, special M-5 Phalanx
Cost: 13,500 Common heavy pistol, double tap, hip fire, light
Damage: 1d6 lightning Cost: 5,500
Range: 30/90m Damage: 1d4 piercing
Heat: 18 Range: 20/60m
Weight: 2 Heat: 12
Use a bonus action to charge the weapon before firing, Weight: 1
consuming 2 heat. On a hit, it deals an additional 2d6 M-6 Carnifex
lightning damage. Rare heavy pistol, double tap, light
Equalizer Cost: 34,500
Rare heavy pistol, double tap, light, burst fire, Andromeda- Damage: 1d8 piercing
only Range: 30/90m
Cost: 34,500 Heat: 10
Damage: 1d8 force Weight: 2
Range: 10/30m M-77 Paladin
Heat: 8 Spectre heavy pistol, double tap, light
Weight: 2 Cost: 55,500
When you hit a target beyond normal range, it takes half Damage: 1d10 piercing
damage. Range: 30/90m
The Equalizer does not use thermal clips. Instead, use a d8 Heat: 8
to track the "heat". Whenever you make a ranged attack with Weight: 2
the weapon, spin down the die 1 face. Every round that you N7 Eagle
don't fire the weapon, spin the die up 1 face. If you ever spin Rare heavy pistol, burst fire, light
down the die to 0, the weapon jams and cannot be fired again
this combat. If you make a Burst Fire attack, spin down the Cost: 35,000
die by 2. Damage: 2d4 piercing
Range: 20/60m
Executioner Pistol Heat: 12
Spectre heavy pistol, Weight: 1
Cost: 63,000 Scorpion
Damage: 2d12 piercing Rare heavy pistol, special, double tap
Range: 30/90m Cost: 33,500
Heat: 1 Damage: 1d6 thunder
Weight: 2 Range: 20/60m
M-11 Suppressor Heat: 6
Uncommon heavy pistol, silent, double tap, light Weight: 2
Cost: 13,500 Missed shots adhere to nearby surfaces and do 1d4
Damage: 1d6 piercing thunder damage to the target.
Range: 20/60m
Heat: 8
Weight: 2

APPENDIX C | WEAPONS
192
Sidewinder M-100 Grenade Launcher
Rare heavy pistol, double tap, Andromeda-only Uncommon heavy weapon, two handed, special, heavy
Cost: 36,500 Cost: 20,500
Damage: 1d12 null Damage: 3d6 thunder
Range: 30/90m Range: 30m
Heat: 6 Charges: 12
Weight: 3 Weight: 6
Silhesh Choose an area within 30m that you can see and fire a
Spectre heavy pistol, double tap, light, Andromeda-only grenade at it. Each creature within a 4-meter radius sphere
Cost: 53,500 must make a DC 14 Dexterity saving throw. On a failed save a
Damage: 1d6 fire creature takes 3d6 thunder damage or half as much on a
Range: 20/60m successful one.
Heat: 6 M-451 Firestorm
Weight: 3 Uncommon heavy weapon, special, two handed
Each attack costs 2 heat. Weapon attacks made with this Cost: 24,000
weapon cannot miss as long as you can see the target. Damage: 4d6 fire
Ushior
Range: 6m
Spectre heavy pistol, , Andromeda-only Charges: 10
Weight: 6
Cost: 61,000 Sweep fire across the battlefield. Creatures within a 6m
Damage: 2d10 fire cone must make a DC 13 Dexterity saving throw. On a failed
Range: 30/90m save, a creature takes 4d6 fire damage, or half as much
Heat: 2 damage on a successful one.
Weight: 4
M-560 Hydra
Spectre heavy weapon, special, two handed, heavy
Heavy Weapons Cost: 76,000
Cobra Missile Launcher Damage: 4d12 thunder
Rare heavy weapon, special, two handed, heavy Range: 120m
Cost: 82,000 Charges: 1
Damage: 8d12 thunder Weight: 12
Range: 120m As an Attack, choose a creature within 60m that you can
Charges: 4 see and begin targeting. If you remain targeting until the start
Weight: 12 of your next turn, fire a unique missile that automatically hits
As an Attack, choose a creature within 60m that you can the target . The missile deploys 3 shaped charges. The first
see and begin targeting. If you remain targeting until the start disrupts any barriers or shields, completely removing all
of your next turn, you may use an Attack to fire a missile at barrier ticks and shield points. The second charge cripples
the target, dealing 8d12 thunder damage. armor; the creature's is reduced by 3 for the next hour. The
final charge explodes and the creature must make a DC 18
Constitution saving throw. On a failed save the creature takes
Geth Spitfire 4d12 thunder damage or half as much on a successful one.
Uncommon heavy weapon, special, two handed, heavy
Cost: 40,000 M-597 Landon
Damage: 12d4 radiant Spectre heavy weapon, special, two handed, heavy
Range: 20m Cost: 68,000
Charges: 3 Damage: 4d8 thunder
Weight: 7 Range: 120m
As an Attack, begin targeting, releasing a torrent of bullets Charges: 10
in a 10-meter cone extending from your location and Weight: 11
consuming 1 charge. The torrent of bullets continues as long As an Attack, begin targeting, choosing up to 10 creatures
as your are targeting. Creatures that enter the area for the within 120 meters. If you remain targeting until the start of
first time on a turn or being their turn there must make a DC your next turn, launch a miniature missile at each target,
14 Dexterity saving throw. On a failed save, a creature takes dealing 4d8 thunder damage. Each missile used consumes a
12d4 radiant damage. On a success, a creature takes half as weapon charge.
much damage. At the start of your turn, you may choose to
continue targeting, consuming another charge.

APPENDIX C | WEAPONS
193
M-920 Cain Melee
Spectre heavy weapon, special, two handed, heavy Asari Huntress Sword
Cost: 82,500 Rare melee, finesse, light
Damage: 5d12 radiant Cost: 34,500
Range: 120m Damage: 1d8 slashing
Charges: 5 Weight: 1
Weight: 11
As an Attack, choose a location within 120m and begin Kinetic energy from successful melee attacks grant a
targeting. If you remain targeting until the start of your next minor biotic boost. When you hit with an attack using this
turn, you can choose to continue targeting, consuming weapon, as a bonus action, you may cast a biotic cantrip.
another charge, or you may use an Attack to fire the Cain. Electric Firaan
When fired, any creature within 2m of the target location Rare melee, finesse, light, Andromeda-only
automatically fails the saving throw. Creatures within 10m of
the target make a DC 18 Dexterity saving throw. On a failed Cost: 32,500
save, a creature takes X + 5d12 radient damage where X is Damage: 1d4 piercing
the number of charges you used multiplied by 2. On a Weight: 1
success, a creature takes half damage. When you hit with an attack using this weapon, the target
takes an additional 1d4 lightning damage. If the target
ML-77 Missile Launcher maintaining a concentration spell, it automatically fails its
Uncommon heavy weapon, special, two handed, heavy saving throw to maintain that spell. An angara wielding this
Cost: 29,500 weapon deals an additional 2d4 lightning damage instead of
Damage: 3d12 thunder 1d4.
Range: 60m
Charges: 6 Kahjean Venom Dagger
Weight: 10 Rare melee, finesse, light, thrown
As an Attack, choose a creature within 60m that you can Cost: 32,500
see and begin targeting. If you remain targeting until the start Damage: 1d4 piercing
of your next turn, fire a missile at the target. Each creature Weight: 1
within a 4m cube centered on the target must make a DC 14 When you hit with an attack using this weapon, the target
Dexterity saving throw. On a failed save a creature takes must make a DC 11 Constitution saving throw, taking 10
6d12 thunder damage or half as much on a successful one. (3d6) poison damage on a failed save, or half as much
damage on a successful one. If the poison damage reduces
Reaper Blackstar the target to 0 hit points, the target is stable but poisoned for
Spectre heavy weapon, special, two handed, heavy 1 hour, even after regaining hit points, and is paralyzed while
Cost: 132,500 poisoned in this way.
Damage: 15d10 necrotic
Range: 120m Kett Carfalon
Charges: 1 Rare melee, versatile, Andromeda-only
Weight: 12 Cost: 34,500
As an Attack, choose a creature within 120m that you can Damage: 1d8 slashing
see and begin targeting. If you remain targeting until the start Weight: 2
of your next turn, fire a sub-atomic particle beam at the Versatile (1d10). When you deal damage with this weapon,
target, dealing 15d10 necrotic damage. This weapon counts you gain hit points equal to half the damage dealt. Hit point
as a Small Reaper Tech and can cause creatures to become gained this way cannot be more than your hit point
indoctrinated. maximum.
Sync Laser Kett Vakarsh
Rare heavy weapon, special, two handed, heavy Spectre melee, , Andromeda-only
Cost: 82,000 Cost: 54,500
Damage: 8d12 thunder Damage: 1d8 fire
Range: 120m Weight: 3
Charges: 2 When you hit a target with this weapon it becomes primed
Weight: 9 (fire) until the end of your next turn.
As an Attack, choose a10m x 20m rectangle begin
targeting. If you remain targeting until the start of your next
turn, call down an orbital strike at the target location. Each
creature within the rectangle must make a DC 16 Dexterity
saving throw. On a failed save, a creature takes 8d12 thunder
damage. On a success, a creature takes half damage.

APPENDIX C | WEAPONS
194
Krogan Warhammer Remnant Cryo-Gauntlet
Rare melee, two handed, heavy, versatile Spectre melee, Andromeda-only
Cost: 37,000 Cost: 53,500
Damage: 2d6 bludgeoning Damage: 1d6 cold
Weight: 8 Weight: 3
When you hit with an attack using this weapon, the target When you hit a target with this weapon it becomes primed
must succeed on a Strength saving throw (DC = (cold) until the end of your next turn and must succeed on a
8+Proficiency Bonus+ Strength modifier) or is knocked DC 10 Strength saving throw or become frozen until the end
prone. If wielded by a Krogan or another creature with a of your next turn. If you critically hit with this weapon, the
minimum Strength ability score of 18, this weapon becomes target automatically fails its saving throw.
Versatile (1d12 for single-handed)
Riot Shield
Monomolecular Blade Common melee,
Common melee, slashing, versatile (2d6), finesse Cost: 5,000
Cost: 8,500 Damage: null piercing
Damage: 1d10 slashing Weight: 2
Weight: 1 +2 AC
Omni-Blade
Common melee, light, finesse, special Sawblade
Cost: 7,500 Rare melee, slashing, two handed
Damage: 1d8 slashing Cost: 35,500
Weight: 0 Damage: 1d10 slashing
Drawing the Omni-Blade is a free action. Having this Weight: 2
weapon equipped does not require a weapon slot. When you hit an organic target with an attack, it takes an
additional 2d6 damage at the start of its turn due to blood
Omni-Hammer loss (this damage bypasses shields).
Common melee, bludgeoning, light, special
Cost: 8,500 Stun Baton
Damage: 1d10 bludgeoning Uncommon melee, light
Weight: 0 Cost: 13,500
Drawing the Omni-Hammer is a free action. Having this Damage: 1d6 bludgeoning
weapon equipped does not require a weapon slot. Weight: 1
When you hit with an attack using this weapon, the target
Omni-Taser takes an additional 1d4 lightning damage. If the target
Common melee, finesse, light, special maintaining a concentration spell, it automatically fails its
Cost: 5,500 saving throw to maintain that spell.
Damage: 1d4 lightning
Weight: 0 Shotguns
Drawing the Omni-Taser is a free action. Having this AT-12 Raider
weapon equipped does not require a weapon slot. Uncommon shotgun, double tap, hip fire, two handed, recoil
Cost: 19,000
Omni-Torch Damage: 2d8 piercing
Common melee, light, special Range: 2/6m
Cost: 6,500 Heat: 2
Damage: 1d6 fire Weight: 6
Weight: 0 Dhan
Drawing the Omni-Torch is a free action. Having this Spectre shotgun, two handed, hip fire, heavy, recoil,
weapon equipped does not require a weapon slot. Andromeda-only
Cost: 63,500
Omni-Whip Damage: 3d8 fire
Rare melee, finesse, reach, special Range: 4/12m
Cost: 35,000 Heat: 2
Damage: 2d4 lightning Weight: 8
Weight: 0
Drawing the Omni-Whip is a free action. Having this
weapon equipped does not require a weapon slot.

APPENDIX C | WEAPONS
195
Disciple M-23 Katana
Rare shotgun, two handed, hip fire, recoil Common shotgun, two handed, hip fire, recoil
Cost: 35,000 Cost: 10,000
Damage: 2d4 bludgeoning Damage: 2d6 piercing
Range: 4/12m Range: 4/12m
Heat: 4 Heat: 5
Weight: 2 Weight: 4
On a hit, the target must make a Constitution saving throw M-27 Scimitar
(DC 8) or becomes {stunned}. Common shotgun, two handed, hip fire, double tap, recoil
Geth Plasma Shotgun
Cost: 8,000
Spectre shotgun, two handed, hip fire, recoil Damage: 2d4 piercing
Range: 4/12m
Cost: 61,000 Heat: 9
Damage: 2d10 radiant Weight: 5
Range: 6/18m
Heat: 5 M-300 Claymore
Weight: 7 Rare shotgun, two handed, hip fire, heavy, recoil
Use a bonus action to charge the weapon before firing, Cost: 43,500
consuming 2 heat. On a hit, it deals an additional 2d10 Damage: 3d8 piercing
radiant damage. Range: 4/12m
Heat: 1
Graal Spike Thrower Weight: 9
Uncommon shotgun, two handed, hip fire, recoil N7 Crusader
Cost: 17,000 Spectre shotgun, two handed, hip fire, double tap, heavy,
Damage: 2d6 piercing recoil
Range: 8/24m Cost: 61,000
Heat: 3 Damage: 2d10 piercing
Weight: 8 Range: 8/24m
When you hit an organic target with an attack, it takes an Heat: 4
additional 2d6 damage at the start of its turn due to blood Weight: 8
loss (this damage bypasses shields). N7 Piranha
Uncommon shotgun, two handed, hip fire, recoil
Hesh
Rare shotgun, two handed, hip fire, recoil, Andromeda-only Cost: 15,000
Damage: 2d4 piercing
Cost: 37,500 Range: 4/12m
Damage: 3d4 fire Heat: 6
Range: 4/12m Weight: 5
Heat: 3
Weight: 7 When fired make a single attack roll against all creatures
in a 4m cone. All creatures with AC less than the attack are
M-11 Wraith hit.
Rare shotgun, two handed, hip fire, recoil
Cost: 40,500 Pathfinder Deep Impact
Damage: 3d6 piercing Rare shotgun, two handed, hip fire, recoil
Range: 6/18m Cost: 37,000
Heat: 2 Damage: 2d6 piercing
Weight: 4 Range: 4/12m
M-22 Eviscerator Heat: 6
Uncommon shotgun, two handed, hip fire, recoil Weight: 6
Cost: 19,000 Whenever you make an attack roll with this weapon and
Damage: 2d8 piercing miss, you gain a stacking +1 bonus to subsequent attack rolls.
Range: 6/18m Whenever you make an attack roll with this weapon and hit,
Heat: 3 your +1 bonus resets to 0.
Weight: 5

APPENDIX C | WEAPONS
196
Reegar Carbine SMGs
Rare shotgun, two handed, hip fire, arc, special
Blood Pack Punisher
Cost: 36,500 Rare smg, hip fire, burst fire, recoil
Damage: 1d12 lightning
Range: 6/18m Cost: 37,500
Heat: 20 Damage: 3d4 piercing
Weight: 5 Range: 6/18m
Heat: 6
Ruzad Weight: 2
Uncommon shotgun, two handed, heavy +1 to hit targets within normal range
Cost: 17,000
Damage: 2d6 piercing Charger
Range: 4/12m Common smg, burst fire
Heat: 3 Cost: 8,000
Weight: 10 Damage: 2d4 piercing
In addition to its other properties, this weapon is also Range: 6/18m
considered a melee weapon. It has the Versatile property. Heat: 4
Successful melee attacks deal 1d10 (2d6) slashing damage. Weight: 2
Scattershot Collector SMG
Rare shotgun, two handed, heavy, hip fire, special, Spectre smg, special, two handed, burst fire, light
Andromeda-only Cost: 59,000
Cost: 39,000 Damage: 2d8 piercing
Damage: 2d8 force Range: 10/30m
Range: 14/42m Heat: 6
Heat: 4 Weight: 3
Weight: 9 The Collector SMG does not use thermal clips. Instead,
The Scattershot does not use thermal clips. Instead, use a use a d6 to track the "heat". Whenever you make a ranged
d4 to track the "heat". Whenever you make a ranged attack attack with the weapon, spin down the die 1 face. Every
with the weapon, spin down the die 1 face. Every round that round that you don't fire the weapon, spin the die up 1 face.
you don't fire the weapon, spin the die up 1 face. This This represents the weapon internally cooling off. If you ever
represents the weapon internally cooling off. If you ever spin spin down the die to 0, the weapon jams and cannot be fired
down the die to 0, the weapon jams and cannot be fired again again this combat.
this combat.
Geth Plasma SMG
Shorty Spectre smg, special, burst fire, recoil
Spectre shotgun, two handed, heavy, recoil, hip fire, burst fire, Cost: 60,000
Andromeda-only Damage: 4d4 radiant
Cost: 61,000 Range: 18/54m
Damage: 2d10 null Heat: 12
Range: 6/18m Weight: 3
Heat: 10 M-12 Locust
Weight: 10 Rare smg, hip fire, burst fire, light
Venom Shotgun Cost: 37,500
Spectre shotgun, two handed, hip fire, special, recoil Damage: 3d4 piercing
Cost: 61,000 Range: 10/30m
Damage: 2d10 thunder Heat: 3
Range: 10/30m Weight: 1
Heat: 4 M-25 Hornet
Weight: 6 Uncommon smg, double tap, hip fire, burst fire, light
Use a bonus action to charge the weapon before firing, Cost: 15,000
consuming 2 heat. It deals an additional 2d10 thunder Damage: 2d4 piercing
damage. Instead of making a ranged weapon attack, target a Range: 8/24m
creature that makes a Dexterity saving throw (DC13). On a Heat: 6
successful save, it takes half as much damage. Weight: 1

APPENDIX C | WEAPONS
197
M-4 Shuriken Collector Sniper Rifle
Common smg, hip fire, burst fire, light Rare sniper rifle, two handed, burst fire
Cost: 8,000 Cost: 36,500
Damage: 2d4 piercing Damage: 1d12 piercing
Range: 4/12m Range: 60/180m
Heat: 3 Heat: 4
Weight: 2 Weight: 8
M-9 Tempest The Collector Sniper Rifle does not use thermal clips.
Uncommon smg, hip fire, burst fire, light Instead, use a d4 to track the "heat". Whenever you make a
Cost: 17,000 ranged attack with the weapon, spin down the die 1 face.
Damage: 2d6 piercing Every round that you don't fire the weapon, spin the die up 1
Range: 10/30m face. This represents the weapon internally cooling off. If you
Heat: 6 ever spin down the die to 0, the weapon jams and cannot be
Weight: 1 fired again this combat. If you make a Burst Fire attack, spin
down the die by 2.
N7 Hurricane
Spectre smg, hip fire, burst fire Inferno
Cost: 60,500 Spectre sniper rifle, two handed, special, heavy, double tap,
Damage: 3d6 piercing Andromeda-only
Range: 6/18m Cost: 57,000
Heat: 6 Damage: 2d6 force
Weight: 2 Range: 80/240m
Heat: 6
Pathfinder Ranger Weight: 9
Rare smg, burst fire, hip fire
Cost: 37,000 The Inferno does not use thermal clips. Instead, use a d6 to
Damage: 2d6 piercing track the "heat". Whenever you make a ranged attack with
Range: 8/24m the weapon, spin down the die 1 face. Every round that you
Heat: 6 don't fire the weapon, spin the die up 1 face. If you ever spin
Weight: 3 down the die to 0, the weapon jams and cannot be fired again
this combat.
Whenever you make an attack roll with this weapon and
miss, you gain a stacking +1 bonus to subsequent attack rolls. Isharay
Whenever you make an attack roll with this weapon and hit, Rare sniper rifle, two handed, heavy, Andromeda-only
your +1 bonus resets to 0. Cost: 43,500
Damage: 3d8 piercing
Rozerad Range: 80/240m
Spectre smg, burst fire, double tap, Andromeda-only Heat: 1
Cost: 57,500 Weight: 9
Damage: 3d4 fire This weapon cannot be reloaded with a bonus action.
Range: 6/18m
Heat: 6 Javelin
Weight: 3 Rare sniper rifle, two handed, special, heavy
Sniper Rifles Cost: 36,500
Black Widow Damage: 1d12 piercing
Spectre sniper rifle, two handed, burst fire, heavy Range: 100/300m
Heat: 1
Cost: 63,000 Weight: 9
Damage: 2d12 piercing
Range: 100/300m Ignores half and three-quarters cover
Heat: 3
Weight: 10
Ignores half cover. On a hit, if the target is not behind cover,
it takes an additional 1d4 damage.

APPENDIX C | WEAPONS
198
Kishock Harpoon Gun Heat: 1
Rare sniper rifle, two handed Weight: 6
Cost: 40,500 M-97 Viper
Damage: 3d6 piercing Uncommon sniper rifle, two handed, double tap
Range: 80/240m Cost: 16,500
Heat: 1 Damage: 1d12 piercing
Weight: 7 Range: 100/300m
A target hit by this weapon makes a Constitution (DC 13) Heat: 6
saving throw. On a failed save, the target takes an additional Weight: 5
3d6 damage at the start of their turn due to blood loss (this You can reload this weapon as a bonus action.
damage bypasses shields).
M-98 Widow
Krysae Sniper Rifle Uncommon sniper rifle, two handed, heavy
Uncommon sniper rifle, two handed, hip fire, double tap Cost: 23,000
Cost: 15,000 Damage: 2d12 piercing
Damage: 2d4 piercing Range: 80/240m
Range: 80/240m Heat: 1
Heat: 3 Weight: 9
Weight: 6 Ignores half cover. On a hit, if the target is not behind cover,
+2 damage to synthorganic enemies it takes an additional 1d4 damage.
Lanat N7 Valiant
Rare sniper rifle, two handed, heavy, special, Andromeda-only Rare sniper rifle, two handed, double tap
Cost: 39,000 Cost: 39,000
Damage: 2d8 fire Damage: 2d8 piercing
Range: 40/120m Range: 100/300m
Heat: 4 Heat: 3
Weight: 10 Weight: 5
Use a bonus action to charge the weapon before firing, Naladen
consuming 2 heat. On a hit, it deals an additional 2d8 fire Spectre sniper rifle, two handed, special, Andromeda-only
damage.
Cost: 59,000
M-13 Raptor Damage: 2d8 fre
Uncommon sniper rifle, two handed, double tap, hip fire Range: 80/240m
Heat: 3
Cost: 14,500 Weight: 7
Damage: 1d8 piercing
Range: 60/180m Hit or miss, each creature within a 4m radius of the target
Heat: 15 takes 1d4 fire damage.
Weight: 5
Pathfinder Observer
M-29 Incisor Rare sniper rifle, two handed
Rare sniper rifle, two handed, burst fire Cost: 39,000
Cost: 40,500 Damage: 2d8 piercing
Damage: 3d6 piercing Range: 80/240m
Range: 60/180m Heat: 2
Heat: 3 Weight: 6
Weight: 4 Whenever you make an attack roll with this weapon and
M-90 Indra miss, you gain a stacking +1 bonus to subsequent attack rolls.
Spectre sniper rifle, two handed, burst fire Whenever you make an attack roll with this weapon and hit,
Cost: 59,000 your +1 bonus resets to 0.
Damage: 2d8 piercing
Range: 60/180m
Heat: 9
Weight: 6
M-92 Mantis
Common sniper rifle, two handed
Cost: 12,000
Damage: 2d8 piercing
Range: 80/240m
APPENDIX C | WEAPONS
199
Shadow
Rare sniper rifle, two handed, heavy, special, Andromeda-only
Cost: 39,000
Damage: 2d8 force
Range: 60/180m
Heat: 4
Weight: 9
The Shadow does not use thermal clips. Instead, use a d4
to track the "heat". Whenever you make a ranged attack with
the weapon, spin down the die 1 face. Every round that you
don't fire the weapon, spin the die up 1 face. If you ever spin
down the die to 0, the weapon jams and cannot be fired again
this combat.
After successfully hitting a target with a ranged attack with
this weapon, you may use your bonus action to begin
targeting. Until the targeting condition ends, you deal weapon
damage to the target at each of the following combat phases:
the end of your turn, the beginning of the target's turn, the
end of the target's turn, and the beginning of your turn. Each
time you deal damage, spin down your heat dice. In addition
to standard targeting rules, this targeting condition can end
when this weapon's heat becomes 0, when the targeted
creature gains three-quarter or full cover, the target uses an
action and succeeds on an opposed Dexterity check (you may
add your proficiency bonus if you are proficient with this
weapon type), or you use a bonus action on your turn to end
the condition.
Vanquisher
Uncommon sniper rifle, two handed, Andromeda-only
Cost: 17,000
Damage: 2d6 piercing
Range: 60/180m
Heat: 4
Weight: 5

APPENDIX C | WEAPONS
200
Appendix D: Weapon Mods

W
eapon mods allow you to upgrade your melee Combat Sensor
and ranged weapons, providing powerful Uncommon body mod, available for all ranged weapons
bonuses. All mods have their own costs.
Operatives who are proficient with Tinker's Cost: 20,000
tools can craft mods but most can be While this weapon is equipped, you have advantage on
purchased from your local equipment shop. initiative rolls. In addition, you and any of your companions
Once you've acquired your mod, you can install within 10m of you can't be surprised, except when
it yourself (if you're proficient with Weaponsmith's tools) or incapacitated. The sensor awakens you and your companions
you can have an equipment shop install it for you. within range if any of you are sleeping naturally when combat
Read the Mods section of Chapter 5 for more information. begins.

Weapon Mod List Concentration Mod


Rare body mod, available for sniper rifles
The Weapon Mods are presented in alphabetical order. Cost: 12,000
Beam Emitter If you reduce your speed to 0 for the turn, ranged attack
Spectre ammo mod, available for all ranged weapons rolls with this weapon score critical hits on rolls of 19 & 20.
Cost: 52,000 Counterweight
+2 on ranged attack rolls made with this weapon. It loses Uncommon grip mod, available for melee weapons
the Burst Fire and Double Tap properties and its damage Cost: 5,000
type becomes radiant. After successfully hitting a target with
a ranged attack with this weapon, you may use your bonus +1 on melee attack rolls made with this weapon.
action to begin targeting. Until the targeting condition ends,
you deal weapon damage to the target at each of the Cranial Trauma System
following combat phases: the end of your turn, the beginning Uncommon barrel mod, available for heavy pistols
of the target's turn, the end of the target's turn, and the Cost: 8,000
beginning of your turn. Each time you deal damage, remove 1 Roll one additional weapon damage die when determining
heat. In addition to standard targeting rules, this targeting the extra damage for a critical hit with a melee attack made
condition can end when this weapon's heat becomes 0, when with this weapon.
the targeted creature gains three-quarter or full cover, the
target uses an action and succeeds on an opposed Dexterity
check (you may add your proficiency bonus if you are Cryo Ammo
proficient with this weapon type), or you use a bonus action Rare ammo mod, available for all ranged weapons
on your turn to end the condition. Cost: 20,000
You may use a bonus action to toggle the following effect
Bio-Converter on or off: damage type becomes cold. Successful ranged
Spectre magazine mod, available for all ranged weapons weapon attacks cause the target to become primed (cold) and
Cost: 33,000 reduce its movement speed by half until the end of its next
When this weapon's heat becomes 0, it immediately gains turn.
X heat and you take Xd4 fire damage where X is the
maximum heat of the weapon. This damage bypasses shields Disruptor Ammo
and barriers and cannot be reduced in any way. Rare ammo mod, available for all ranged weapons
Cost: 20,000
Burst Fire System You may use a bonus action to toggle the following effect
Uncommon ammo mod, available for all ranged weapons on or off: damage type becomes lightning, Successful ranged
Cost: 13,000 attacks can detonate primed targets or cause the target to
The weapon gains 6 heat and the Burst Fire attribute, but become primed (lightning) until the end of its next turn.
you have a -2 penalty with attack rolls and you reduce any
damage done by 1 die type (d4s become a d2). Electrical Conduits
Rare ammo mod, available for all ranged weapons
Cost: 15,000
The weapon loses the Burst Fire and Double Tap
properties and gains the Arc property. If its range is farther
than 10m/20m, its range becomes 10m/20m.

APPENDIX D | WEAPON MODS


201
Energy Channel Gyroscope
Spectre strike mod, available for melee weapons Rare grip mod, available for melee weapons
Cost: 32,000 Cost: 10,000
When you hit with a melee attack with this weapon, you The weapon gains the Thrown property. If it already has
may deal 5 additional lightning damage and remove 5 shield the Thrown property, it gains +1 to hit with a ranged weapon
points. You cannot use this if you have 0 shield points. attack.
Explosive Ammo Heat Sink
Rare ammo mod, available for all ranged weapons Spectre magazine mod, available for all ranged weapons
Cost: 15,000 Cost: 40,000
You may use a bonus action to toggle the following effect The weapon gains additional heat equal to double its base
on or off: Successful ranged attacks deal an additional 1d8 heat.
thunder damage, but each attack drains 2 heat.
High-Caliber Barrel I
Extended Barrel I Uncommon barrel mod, available for all ranged weapons
Uncommon barrel mod, available for assault rifles, heavy Cost: 12,000
pistols, smgs, sniper rifles +1 on damage rolls made with this weapon. Ignores half
Cost: 5,000 cover.
+1 on damage rolls made with this weapon.
High-Caliber Barrel II
Extended Barrel II Rare barrel mod, available for all ranged weapons
Rare barrel mod, available for assault rifles, heavy pistols, Cost: 19,500
smgs, sniper rifles +2 on damage rolls made with this weapon. Ignores half
Cost: 12,500 cover.
+2 on damage rolls made with this weapon.
High-Caliber Barrel III
Extended Barrel III Spectre barrel mod, available for all ranged weapons
Spectre barrel mod, available for assault rifles, heavy pistols, Cost: 32,000
smgs, sniper rifles +3 on damage rolls made with this weapon. Ignores half
Cost: 25,000 cover.
+3 on damage rolls made with this weapon.
High-Velocity Barrel I
Extended Grip Uncommon barrel mod, available for all ranged weapons
Uncommon grip mod, available for melee weapons Cost: 20,000
Cost: 8,000 When you roll a 1 on a damage die for an attack you make
The weapon loses the Finesse and Light properties. If the with this weapon, you can reroll the die and must use the
weapon has the Versatile property, remove it and add the new roll, even if the new roll is a 1.
Two-handed and Reach properties. Otherwise, add the
Versatile property and increase the damage dice by one die High-Velocity Barrel II
type for a Versatile attack. Rare barrel mod, available for all ranged weapons
Cost: 50,000
Extended Magazine When you roll a 1 or 2 on a damage die for an attack you
Rare magazine mod, available for all ranged weapons make with this weapon, you can reroll the die and must use
Cost: 20,000 the new roll, even if the new roll is a 1 or a 2.
The weapon gains additional heat equal to its base heat.
Honed Strike
Grenade Launcher Uncommon strike mod, available for melee weapons
Spectre ammo mod, available for all ranged weapons Cost: 5,000
Cost: 48,000 +1 on damage rolls made with this weapon.
The weapon loses the Burst Fire and Double Tap property.
Its damage type becomes thunder. When you attack with this
weapon choose a target location within the weapon's normal
range. Each creature within 4m of the target must make a DC
13 Dexterity saving throw. On a failed save, a target takes
thunder damage equal to twice the weapon's damage, or half
as much on a successful one. Each attack costs 2 heat.

APPENDIX D | WEAPON MODS


202
Incendiary Ammo Poisoned Alloys
Rare ammo mod, available for all ranged weapons Rare strike mod, available for melee weapons
Cost: 20,000 Cost: 15,000
You may use a bonus action to toggle the following effect Requires a melee weapon that deals slashing or puncture
on or off: damage type becomes fire. Successful ranged damage. When you hit with a melee attack with this weapon,
attacks deal an additional 1d4 fire damage and the target the target must make a DC 13 Constiution saving throw or
becomes primed (fire) until the end of its next turn. become poisoned for 1 hour.
Long Barrel Power Magnifier
Uncommon barrel mod, available for heavy pistols, smgs, Uncommon body mod, available for heavy pistols, smgs
shotguns Cost: 12,000
Cost: 8,000 +1 on spell damage rolls while holding this weapon.
The weapon loses the Hip Fire property. Double the
weapon's normal and long range. Precision Scope
Uncommon body mod, available for assault rifles, heavy
Magazine Upgrade pistols, smgs
Uncommon magazine mod, available for all ranged weapons Cost: 10,000
Cost: 8,000 Double the weapon's normal and long range. +1 on ranged
The weapon gains additional heat equal to half its base attack rolls made with this weapon.
heat (rounded down).
Probability Modulator
Omni-Blade Attachment Spectre strike mod, available for melee weapons
Uncommon barrel mod, available for assault rifles Cost: 42,000
Cost: 10,000 Attacks made with this weapon score a critical hit on a roll
In addition to its other properties, this weapon is also of 19 or 20.
considered a melee weapon. It has the finesse property and
successful melee attacks deal 1d8 piercing damage. Quick Release Magazine
Uncommon magazine mod, available for assault rifles, heavy
Phasic Ammo pistols, smgs, sniper rifles
Rare ammo mod, available for all ranged weapons Cost: 15,000
Cost: 15,000 You may reload this weapon as a bonus action.
You may use a bonus action to toggle the following effect
on or off: -2 on ranged weapon damage rolls, but all damage Rebalanced Field Coils
done bypasses shields. Rare magazine mod, available for all ranged weapons
Cost: 18,000
Piercing Ammo
Rare ammo mod, available for assault rifles, heavy pistols, +1 on damage rolls made with this weapon if its current
sniper rifles heat is less than half its maximum heat
Cost: 20,000 Seeking Plasma System
Damage done by this weapon cannot be reduced by Spectre ammo mod, available for all ranged weapons
piercing damage resistance. Cost: 75,000
Plasma Charge System The weapon loses the Burst Fire property. Its damage type
Spectre ammo mod, available for all ranged weapons becomes fire. Reduce any damage done by 1 die type (d4s
Cost: 69,000 become a d2). Each attack costs 2 heat. Weapon attacks
made with this weapon cannot miss as long as you can see
The weapon loses the Burst Fire and Double Tap property. the target.
Its damage type becomes radiant. Hit or miss, each creature
within 2m or the target takes 2d10 radiant damage. Use a Shotgun Choke
bonus action to charge the weapon before firing, consuming Rare barrel mod, available for shotguns
2 heat. If charged, increase the hit or miss radiant damage to Cost: 12,500
4d10.
The weapon loses the Hip Fire property. Double the
weapon's normal and long range. +1 to weapon damage rolls
made with this weapon.

APPENDIX D | WEAPON MODS


203
Shredder Ammo Thermal Scope
Rare ammo mod, available for shotguns Uncommon body mod, available for assault rifles, sniper
Cost: 20,000 rifles
You may use a bonus action to toggle the following effect Cost: 20,000
on or off: damage type becomes slashing. Damage done by Looking through the scope gives the wielder Infrared
this weapon cannot be reduced by slashing damage Vision. When making a ranged weapon attack, you may
resistance. choose whether or not to use Infrared Vision.
Single Fire System Ultralight Materials
Uncommon ammo mod, available for all ranged weapons Uncommon body mod, available for all ranged weapons
Cost: 15,000 Cost: 8,000
The weapon loses the Burst Fire and Double Tap Reduces the weapon's weight by one half. If the weapon
properties. +2 bonus to weapon attack rolls. Increase any has the Heavy property, remove it. If the weapon does not
damage done by 1 die type, d12s become a +2 bonus to have the heavy property it gains the Light property.
damage.
Ultralight Materials II
Stability Damper I Rare body mod, available for all ranged weapons
Uncommon body mod, available for assault rifles, smgs, Cost: 20,000
shotguns, sniper rifles
Cost: 5,000 Reduces the weapon's weight by one half. If the weapon
has the Heavy property, remove it. If the weapon does not
+1 on ranged attack rolls made with this weapon. have the heavy property it gains the Light property. If the
weapon has the two-handed property, remove it.
Stability Damper II
Rare body mod, available for assault rifles, smgs, shotguns, Vintage Heat Sink
sniper rifles Uncommon magazine mod, available for all ranged weapons
Cost: 12,500 Cost: 13,000
+2 on ranged attack rolls made with this weapon. This weapons heat becomes a die, based on its current
heat. 1-4: d4, 5-6: d6, 7-8: d8, 9-10: d10, 11+: d12. Whenever
Stability Damper III you make a ranged attack with the weapon, spin down the die
Spectre body mod, available for assault rifles, smgs, 1 face. If you make a Burst Fire attack, spin down the die 2
shotguns, sniper rifles faces instead. Every round that you don't fire the weapon,
Cost: 25,000 spin the die up 1 face. This represents the weapon internally
cooling off. If you ever spin down the die to 0, the weapon
+3 on ranged attack rolls made with this weapon. jams and cannot be fired again this combat.
Sticky Grenade Launcher Warp Ammo
Spectre ammo mod, available for all ranged weapons Rare ammo mod, available for all ranged weapons
Cost: 65,000 Cost: 20,000
The weapon loses the Burst Fire property. Its damage type You may use a bonus action to toggle the following effect
becomes thunder. On a hit, the target takes an additional 3d6 on or off: damage type becomes necrotic damage. Successful
thunder damage and becomes prone. On a miss, the grenade ranged attacks detonate primed targets and a target with an
lands 4m beyond the target. At the end of your turn, each active barrier will have 2 barrier ticks removed and cannot
creature within 2m of the grenade must succeed on a DC 10 benefit from the barriers damage reduction for this attack.
Dexterity saving throw or take 3d6 thunder damage.
Stunner
Rare barrel mod, available for heavy pistols, smgs
Cost: 25,000
In addition to its other properties, this weapon is also
considered a melee weapon. Successful melee attacks deal
1d6 bludgeoning + 1d4 piercing damage and if the target is
maintaining a concentration spell it automatically fails its
saving throw to maintain the spell.

APPENDIX D | WEAPON MODS


204
Appendix E: Grenades & Mines

G
renades and mines provide various types of Flashbang Grenade
explosive mechanics to use in the heat of Target an area within 10m. Each creature within 4m of the
combat. target must make a DC 13 Constitution saving throw. On a
failed save, a creature is blinded until the end of your next
turn.
At Higher Marks. When you use this grenade at Mark II or
Read the Grenades & Mines section of Chapter 5 for more higher, the DC of the Constitution saving throw increases by
information. 1 for each mark above the first.
Frag Grenade
Grenades & Mines List Target an area within 10m. Each creature within 4m of the
The Grenades & Mines are presented in alphabetical order. target must make a DC 13 Dexterity saving throw. On a failed
save, a creature takes 3d12 piercing damage or half as much
Arc Grenade damage on a successful one.
Target an area within 10m. Each creature within 4m of the At Higher Marks. When you use this grenade at Mark II or
target must make a DC 13 Dexterity saving throw. A creature higher, the damage increases by 1d12 for each mark above
takes 3d6 lightning damage on a failed save, or half as much the first.
damage on a successful one.
At Higher Marks. When you use this grenade at Mark II or Homing Grenade
higher, the damage increases by 1d6 for each mark above the Target a creature you can see within 10m. The target
first. creature takes 1d6 thunder damage. Each other creature
within 2m of the target must make a DC 10 Dexterity saving
Cain Trip Mine throw. On a failed save, a creature takes 1d6 thunder damage
Launch a Cain Trip Mine to a point you can see within 20m. or half as much on a successful one.
The mine affixes to a solid surface and projects a beam 6m At Higher Marks. When you use this grenade at Mark II or
tripwire. When a creature or object passes through the higher, the damage increases by 1d6 for each mark above the
tripwire, the mine explodes. Any creature within a 2m sphere first.
must make a DC 13 Dexterity saving throw. A creature takes
2d12 thunder damage on a failed save or half as much Inferno Grenade
damage on a successful one. Target an area within 10m. Each creature within 4m of the
Creatures need to pass a DC 10 Wisdom (Perception) target must make a DC 13 Dexterity saving throw. On a failed
check to notice the mine. save, a creature takes 3d4 fire or half as much on a
To disarm the mine, a creature must pass a DC 13 successful one. The 4m area continues to burn for 1 minute.
Intelligence (Electronics) check. Failing the hacking check A creature must also make the saving throw when it enters
causes the mine to explode. The creature that made the the burning space for the first time on a turn or ends its turn
hacking check has disadvantage on its saving throw. there.
A successful ranged attack on the mine (AC 10) will cause At Higher Marks. When you use this grenade at Mark II or
it to explode. Each creature within 2m of the mine takes higher, the damage increases by 1d4 for each mark above the
2d12 thunder damage. first.
At Higher Marks. When you use this mine at Mark II or
higher, the damage increases by 1d12 for each mark above Lift Grenade
the first. Target an area within 10m. Each creature within 4m of the
target must make a DC 13 Strength saving throw. On a failed
Cluster Grenade save, a creature is lifted until the end of your next turn.
Target an area within 10m. Each creature within 6m of the At Higher Marks. When you use this grenade at Mark II or
target must make a DC 16 Dexterity saving throw. A creature higher, the DC of the Strength saving throw increases by 1
takes 2d6 thunder damage on a failed save, or half as much for each mark above the first.
damage on a successful one.
At Higher Marks. When you use this grenade at Mark II or Multi-frag Grenade
higher, the damage increases by 1d6 for each mark above the Target 3 areas within 10m. Each creature within 4m of each
first. target must make a DC 13 Dexterity saving throw. On a failed
save, a creature takes 1d4 piercing damage or half as much
on a successful one.
At Higher Marks. When you use this grenade at Mark II or
higher, you may target one additional area for each mark
above the first.

APPENDIX E | GRENADES & MINES


205
Proximity Mine Sticky Grenade
Place a proximity mine within 2m. The first creature, besides Target an area within 10m. At the beginning of your next
yourself, that comes within 2m of the mine takes 1d8 thunder turn, creatures within 4m of the target must make a DC 13
damage. Dexterity saving throw. On a failed save, a creature takes 3d6
Creatures need to pass a DC 10 Wisdom (Perception) thunder damage or half as much damage on a successful one.
check to notice the mine. With a sticky grenade, you may choose to make a melee
To disarm the mine, a creature must pass a DC 13 weapon attack on a target creature within 2m instead or a
Intelligence (Electronics) check. Failing the check causes the ranged weapon attack on a target creature within 10m
mine to explode. The creature that made the hacking check instead. Add your Dexterity modifier to the attack. Do not add
has disadvantage on its saving throw. your proficiency bonus to the attack unless you have the
A successful ranged attack on the mine (AC 10) will cause Grenadier feat. On a hit, the grenade hits and sticks to the
it to explode. Each creature within 2m of the mine takes 1d8 target, and when it explodes, the target automatically fails its
thunder damage. saving throw. On a miss, the grenade lands in the creature's
At Higher Marks. When you use this mine at Mark II or square.
higher, the damage increases by 1d8 for each mark above the At Higher Marks. When you use this grenade at Mark II or
first. higher, the damage increases by 1d6 for each mark above the
first.
Recon Mine
Launch a recon mine to a location of your choice within 10m.
It first sticks to the target location then scans enemies within
a 10m cone, relaying tactical weak points about the enemy's
armor and location. After your turn ends, any hostile that
walks through the scanning cone loses 1 AC. Each creature
can only be affected by this debuff once.
You may spend another action to detonate the mine. Each
creature within 2m must make a DC 13 Dexterity saving
throw. On a failed save, a creature takes 2d4 thunder
damage, or half as much damage on a successful one.
Creatures need to pass a DC 10 Wisdom (Perception)
check to notice the mine.
To disarm the mine, a creature must pass a DC 13
Intelligence (Electronics) check. Failing the hacking check
causes the mine to explode. The creature that made the
hacking check has disadvantage on its saving throw.
A successful ranged attack on the mine (AC 10) will cause
it to explode. Each creature within 2m of the mine takes 2d4
thunder damage.
At Higher Marks. When you use this mine at Mark II or
higher, the range increases by 2m for each mark above the
first
Smoke Grenade
Target an area within 10m. A cloud of thick smoke erupts out
in a 4m radius from the target location. The cloud's area is
heavily obscured. The cloud persists for 30 seconds. A
moderate wind (11 to 20 miles per hour) can disperse the
smoke after 1 round, and a strong wind (21 or more miles per
hour) can do so immediately.
At Higher Marks. When you use this grenade at Mark II or
higher, the radius increases by 2m for each mark above the
first.

APPENDIX E | GRENADES & MINES


206
Appendix F: Omni-tool Programs

M
ost omni-tools come with a standard Deflector_Array.exe
set of functionality, including scanning, Rare program, requires installation
remote interfacing, and some Developed by technicians who wanted more protection
fabricator designs. However, there exist while maintaining light armor, while this program is Active
in the galaxy a number of advanced your omni-tool generates a form-fitting nano-cloud of hard
omni-tool programs that are not light atoms around you, invisible to the naked eye. This
available for the general population's increases the chances that an incoming bullet or attack will
consumption. These programs tend to be of military design, be turned aside by the nano-cloud, acting as an extra layer of
experimental hacks or deprecated programs that have been protection.
scrubbed from the exonet. The user gains +2 to AC while not wearing Medium or
Read the Omni-tool Programs section of Chapter 5 for Heavy Armor, or using a Riot Shield. (Anything bulkier than
more information. Light Armor throws off the cloud's bio-tracking, and renders
it ineffective.)
Omni-tool Programs List Distortion_Veil.exe
The Omni-tool Programs are presented in alphabetical order. Rare program, requires installation
While this program is active, highly-synced, micro-holo
Active_Camo.exe projectors blur the user's visual image and electromagnetic
Uncommon program, requires installation presence on non-IFF'd sensors. This causes attack rolls
The user's omni-tool diverts energy to coat their armor in against the user to have disadvantage. If the user takes
color-adaptive hard light, using data obtained from the suit's damage, this property ceases to function until the start of
micro-sensors. While not making the wearer truly invisible, their next turn (due to the projectors re-routing power and re-
this adaptive camouflage helps the user blend into any compensating). This property is suppressed while the user is
environment. Wisdom (Perception) checks made to see you incapacitated, restrained, or otherwise unable to move.
have disadvantage and you have advantage on Dexterity
(Stealth) checks made to hide. You can use an action toggle Double_Time.exe
this effect off or on as a free action. Rare program, requires installation
While this program is Active, you can use a bonus action to
All_Terrain.exe re-route a third of your omni-tool's processing power to your
Uncommon program, requires installation armor's mobility servos, dramatically increasing your speed.
You can spend a free action to flash forge hard light You double your walking speed, and any attack of opportunity
enhancements for your armor, such as climbing spikes on made against you is made at disadvantage. This effect lasts
your boots and gloves, and flexible fins on your boots. While 10 minutes, and can only be activated once per long rest.
running this program, climbing and swimming don't cost you (this re-route wasn't intended by any armor manufacturer,
extra movement, and you gain a +5 bonus to Strength the recovery time allows the omni-tool to scan and repair the
(Athletics) checks made to climb or swim. abuse electronics within the armor.)
Cardio_Muscular_Optimizer.exe EM_Trail_Scrambler.exe
Rare program, requires installation Uncommon program, requires installation
A program that syncs up with the user's VI to run a full- As an action, activate an ionized laser that targets the
body performance optimizer. Your Constitution score is 19 environment behind you. This makes attempts to track the
while you are running this program. It has no effect if your user via traditional or electromagnetic signal tracing harder,
Constitution score is already 19 or higher. and Survival/Science checks made to do so are made at
disadvantage. One installation of this program lasts for 1
Cognition_Booster.exe hour.
Rare program, requires installation
This program diverts positive energy from your omni-tool
to the nerve clusters in your brain, accelerating your thought
processes and critical thinking. Your Intelligence score
becomes 19 while this program is active. If your Intelligence
is equal to or higher than 19, this program has no effect.

APPENDIX F | OMNI-TOOL PROGRAMS


207
Experimental_Barrier_Generator.exe Primal_Tap.exe
Rare program Varies program, requires installation
Convert 10 omni-gel into 1d4+4 black beads that measure While this program is active, your omni-tool perfectly
2 centimeters in diameter but weigh nothing. These beads balances your adrenal, muscular, skeletal and cardio systems
are held in place on the user's wrist by the omni-tool's hard to optimize physical power. Depending on what Mark
light field. program you have active, your Strength score increases to a
As an action, you can launch a bead at a target location certain amount. This has no effect if your Strength score is
within 30m. The bead explodes on impact and is destroyed. already equal to or higher than that value. Many military
Each creature within a 6m radius of where the bead landed groups equip their combat-ready infantry with a version or
must make a Dexterity saving throw or take 5d4 Force Mark I or II, but more up-to-date versions of the program are
damage. A sphere of transparent biotic energy then encloses incredibly rare to find, the bleeding edge of military
that area for 1 minute. Any creature that fails its save and is technology that only the best can afford.
completely within the area is trapped inside this sphere.
Creatures that succeeded their saves or are partially within Version STR Score Rarity
the area are pushed away from the center of the sphere until Mark I 19 Uncommon
they are no longer inside it. Mark II 21 Rare
Only breathable air can pass through the sphere's wall. No
attack or other effect penetrate it. Mark III 23 Rare
An enclosed creature can use its action to push against the Mark IV 26 Spectre
sphere's wall, moving the sphere up to half the creature's
walking speed. Mark V 29 Spectre
The sphere can be picked up, and its altered mass causes it
to weigh only half a kilogram (~ 1lb). regardless of the weight Quantum_Displacer.exe
of creatures inside. Rare program, requires installation
Single-use: Once you use this program, it deletes itself Your omni-tool is equipped with a highly experimental
from your omni-tool. quantum device. You can spend a bonus action and 3 omni-
gel to designate an open space within 60m, and instantly
Expert_Hand.exe teleport there.
Uncommon program, requires installation You project one invisibly small molecule into that space,
Your omni-tool optimizes your gauntlets' mobility and which is quantum entangled with a molecule in your armor.
sensitivity. Many operators and infiltrators prefer this Sending an energy current through the device will re-unite
program, as it makes their jobs much easier. While Active, the molecules instantly, effectively teleporting you to your
you gain a +5 bonus to Dexterity (Sleight of Hand) checks designated location. The device is then offline until the end of
and Intelligence (Electronics) checks made to bypass locks. your next long rest.
Flash_Hypno.exe
Uncommon program, requires installation
This program activates strobes in the user's visor/eyewear
with 3 powerful charges. You can expend 1 charge as an
action to cast the 'Charm Person' spell (save DC 13) on an
organic creature within 10m of you, provided that you and
the target can see each other. Your omni-tool regains all
expended charges after a long rest, provided that the
program is Active.

APPENDIX F | OMNI-TOOL PROGRAMS


208
Show_Stopper.exe Spotter_Support_System.exe
Uncommon program Uncommon program, requires installation
This suite of programs contains a subset of holographic While this program is Active, your omni-tool links up to
displays. A full suite has 20 displays. A used program is your armor's gauntlets, scanners, and weapon systems.
usually missing 1d20 − 1 displays. Roughly a third of its processing power is diverted into
The creator of this program, a human hacker, known as calculating micro-corrections when you fire at a target,
Gahri Gi'gax, wrote a randomization algorithm into its use. generating minuscule magnetic fields to align your aim more
You can use an action to activate a display at random from correctly. You are considered proficient with Sniper Rifles
the program, spawning a holographic image within 12m of while this program is Active, and gain a +2 to damage rolls
you. with such weapons.
The image of one or more creatures forms over the
targeted area and remains until dispelled. The holographic Terra_Angelis.exe
creature appears real, of the appropriate size, and behaves as Spectre program, requires installation
if it were a real creature except that it can do no harm. While Can only be used by humans
you are within 50m of the hologram and can see it, you can This is an experimental, Cerberus-funded VI was created in
use an action to move it anywhere within 12m of the initial the pursuit of a perfect AI that will put the protection of
location. Any physical interaction with the hologram reveals it humanity first and foremost. While it never achieved true AI
to be an illusion because objects pass through it. Someone status, this VI is highly advanced and single-mindedly
who uses an action to visually inspect the creature identifies devoted to protecting & enabling humanity.
it as a hologram with a successful DC 15 Intelligence When you activate this program, designate one ranged
(Investigation) check. The creature then appears translucent. weapon to install Terra Angelis onto. This weapon now has
The hologram lasts 1 hour or until you cancel the display. +3 to attack and damage rolls. The first time you attack with
At which point, the display removes itself from the suite. this weapon on each of your turns, you can choose to transfer
Once you have used all of the displays, the program deletes some or all of the weapon's bonus to your AC, instead of
itself from your omni-tool. using the bonus on any of your attacks for that turn (i.e., add
+2 to AC and +1 to attack/damage rolls). The adjusted
1d20 Illusion bonuses remain until the start of your next turn, although you
1 An asari dancer must be wielding the weapon to gain the benefits.
2 2 hanar
Thermic_Overvent.exe
3 3 belligerent Krogan Uncommon program
4 A batarian with 3 varren on leashes You can use an action to spend 1 omni-gel and overheat
every heat-generating element within your omni-tool,
5 A pod crab overriding safety protocols and using the omni-gel as
6 6 zombies propellant. You create three fire rays from your outstretched
7 7 dwarves hand, each with a range of 240m. You can hurl them at one
target or several. Make a ranged spell attack for each ray. On
8 8 pyjaks wearing fez hats a hit, the target takes 2d6 fire damage. When you make the
9 A drell assassin attacks, make them with a modifier of +5 to the attack roll.
The omni-tool then needs time to compensate and repair
10 A large fantasy dragon itself, rendering this program inoperative until the end of a
11 A swarm of beetles long rest.
12 A wizard Unstable: When you acquire this program, it can be used
1d6 times before the code becomes too unstable to use.
13 An elcor
14 A yahg Threat_Assessment.exe
Rare program, requires installation
15 3 gas bags Your omni-tool powers a specialized VI whose purpose is
16 A white tiger to detect incoming threats and identify them for the user.
17 A unicorn This data appears as audio and visual warnings on the user's
HUD and gives the user +1 to their AC and all Saving
18 An armored knight Throws.
19 Tyrannosaurus Rex
Trace_Signal_Jammer.exe
20 Gahri Gi'gax Uncommon program, requires installation
While this program is Activated, the user is hidden from
long-range sensors. You cannot be targeted by any tracking
device that functions by receiving a tracking device's signal,
and targeting lasers cannot pinpoint your precise location,
giving you advantage on any saving throws against Heavy
Weapons that require Targeting to fire.

APPENDIX F | OMNI-TOOL PROGRAMS


209
Appendix G: Conditions

C
onditions alter a creature's capabilities in a An effect that removes exhaustion reduces its level as
variety of ways and can arise as a result of a spell, specified in the effect's description, with all exhaustion
a class feature, an enemies' attack, or other effects ending if a creature's exhaustion level is reduced
effect. Most conditions, such as blinded, are below 1. Finishing a long rest reduces a creature's exhaustion
impairments, but a few, such as invisible, can be level by 1, provided that the creature has also ingested some
advantageous. food and drink.
A condition lasts either until it is countered (the prone
condition is countered by standing up, for example) or for a Frightened
duration specified by the effect that imposed the condition. A frightened creature has disadvantage on ability checks
If multiple effects impose the same condition on a creature, and attack rolls while the source of its fear is within line of
each instance of the condition has its own duration, but the sight.
condition's effects don't get worse. A creature either has a The creature can't willingly move closer to the source of
condition or doesn't. its fear.
The following definitions specify what happens to a Frozen
creature while it is subjected to a condition. In Mass Effect 5e A frozen creature is incapacitated and can't move or
there are five new conditions: Frozen, Indoctrinated, Lifted, speak.
Primed, and Targeting The creature is primed" sub="cold. Any detonating attack
ends the lifted condition after resolving the detonation
Blinded effect.
A blinded creature can't see and automatically fails any The creature automatically fails Dexterity saving throws.
ability check that requires sight. Attack rolls against the creature have advantage.
Attack rolls against the creature have advantage, and the
creature's attack rolls have disadvantage. Grappled
Charmed
A grappled creature's speed becomes 0, and it can't benefit
A charmed creature can't attack the charmer or target the from any bonus to its speed.
charmer with harmful abilities or magical effects. The condition ends if the grappler is incapacitated.
The charmer has advantage on any ability check to The condition also ends if an effect removes the grappled
interact socially with the creature. creature from the reach of the grappler or grappling effect,
such as when a creature is hurled away by the throw spell.
Deafened Incapacitated
A deafened creature can't hear and automatically fails any An incapacitated creature can't take actions or reactions.
ability check that requires hearing.
Exhaustion Indoctrinated
Some special abilities and environmental hazards, such as If your campaign is set during any part of the Reaper
starvation and the long-term effects of freezing or scorching invasion, it's likely you'll need some indoctrination effects.
temperatures, can lead to a special condition called While we encourage you to riff on these ideas or make up
exhaustion. Exhaustion is measured in six levels. An effect your own, here is a baseline for using indoctrination in your
can give a creature one or more levels of exhaustion, as campaign.
specified in the effect's description. Spending time in the presence of a creature or object that
can cause indoctrination (namely, Reaper technology) can
Level Effect lead to a special condition called indoctrination.
1 Disadvantage on ability checks
Indoctrination is measured in six levels. For each 24 hour
period a creature spends within the presence of an
2 Speed halved indoctrinating source, the creature must make a DC 10
3 Disadvantage on attack rolls and saving throws Wisdom saving throw. On a failed save, the creature suffers
one level of indoctrination. If an already indoctrinated
4 Hit point maximum halved creature spends another 24 hour period within the presence
5 Speed reduced to 0 of Reaper technology, the DC of the saving throw increases
6 Death
as described below.

If an already exhausted creature suffers another effect that


causes exhaustion, its current level of exhaustion increases
by the amount specified in the effect's description.
A creature suffers the effect of its current level of
exhaustion as well as all lower levels. For example, a creature
suffering level 2 exhaustion has its speed halved and has
disadvantage on ability checks.

APPENDIX G | CONDITIONS
210
Next Lifted
Wisdom
Level DC Effect
A lifted creature is restrained.
The creature is primed" sub="force. Any detonating attack
1 12 You have difficulty sleeping and constantly ends the lifted condition after resolving the detonation
have dreams of inky black and oily effect.
shadows. To gain the benefits of a long rest
takes an additional 4 hours.
Any lifted object has no mass and is dangled in the air by a
temporary mass effect field. Thus, a lifted creature can be
2 14 You begin showings signs of paranoia, pushed, pulled, or otherwise manipulated for varying
having feelings of being watched. You have results.
disadvantage on all your Charisma-based
skill checks. Paralyzed
3 16 You have extreme paranoia. You have A paralyzed creature is incapacitated and can't move or
disadvantage on all of your Wisdom- and speak.
Intelligence-based skill checks. The creature automatically fails Strength and Dexterity
4 18 You begin to hear voices that issue simple saving throws. Attack rolls against the creature have
commands. If you do not immediately advantage.
follow the command, you take 11 (2d10) Any attack that hits the creature is a critical hit if the
psychic damage. This damage bypasses attacker is within 2 meters of the creature.
shields.
5 20 The voices in your head speak to you often Poisoned
and you begin to agree with what they're A poisoned creature has disadvantage on attack rolls and
saying. You are considered charmed. ability checks.
6 - You become a Reaper thrall and lose all Primed
control of your character (You are
effectively dead).
When a primed creature is hit with a spell or ability that
detonates, the primed condition explodes, resulting in
Reducing Indoctrination Levels
one of the following effect. After resolving the effect, the
primed condition ends.
Every long rest that a creature spends outside of the range of
an indoctrinating source, it can make a new Wisdom saving Primed
throw (DC based on its current indoctrination level). On a Type Explosion
success, reduce its indoctrination level by 1. Force The primed target takes 2d6 force damage, is
Note: Synthetic creatures are immune to indoctrination. knocked back 6m and becomes prone.

Reaper Tech Necrotic The primed target takes 1d12 necrotic damage
and must succeed on a DC 13 Constitution
Usually, indoctrination happens when another creature (such saving throw or becomes stunned until the end
as a reaper, thorian, or leviathan) is actively trying to of its next turn.
indoctrinate one or many creatures. An exception to this is Fire Each creature within a 4m radius, including the
Reaper technology (i.e., reaper parts or devices salvaged from primed target, catch fire, taking 1d6 fire
battle or space). Reaper technology can passively indoctrinate damage. Each creature continues to burn for 1
creatures that are merely in the technology's presence. minute, taking 1d6 fire damage at the start of
Determining if a creature is within the presence of a piece of its turn. A creature that is on fire can use its
Reaper technology is based on the technology's size. The action put out the fire.
larger the object, the farther the range. Cold Each creature within a 4m radius, including the
primed target, must pass a DC 15 Strength
Distance of Indoctrination saving throw. On a failed save a creature is
Size of tech Range frozen until the end of its next turn.
Tiny 10 meters Lightning Each creature within a 4m radius, including the
primed target, takes 3d4 lightning damage.
Small 25 meters
Medium 100 meters Prone
Large 1 kilometer (~ 1/2 a mile) A prone creature's only movement option is to crawl,
Huge 10 kilometers (~ 6 miles)
unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
Gargantuan 100 kilometers (~ 60 miles) An attack roll against the creature has advantage if the
attacker is within 2 meters of the creature. Otherwise, the
Invisible attack roll has disadvantage.
An invisible creature is impossible to see without the aid
of gadgets or a special sense. For the purpose of hiding,
the creature is heavily obscured. The creature's location
can be detected by any noise it makes or any tracks it
leaves.
Attack rolls against the creature have disadvantage, and
the creature's attack rolls have advantage.
APPENDIX G | CONDITIONS
211
Restrained
A restrained creature's speed becomes 0, and it can't
benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the
creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving
throws.
Stunned
A stunned creature is incapacitated, can't move, and can
speak only falteringly.
The creature automatically fails Strength and Dexterity
saving throws.
Attack rolls against the creature have advantage.
Targeting
A targeting creature's speed is reduced by half and it
cannot take actions and or reactions, except to end this
condition.
The creature automatically fails Dexterity saving throws.
Attack rolls against the creature have advantage.
Targeting ends if one of the following occurs:
The creature uses a bonus action or reaction to end
the condition. The reaction is taken which the
creature sees another creature make an attack or
cast a spell.
When the creature gains full or three-quarter cover
When the creature is knocked prone, lifted, or
incapacitated.
Unconscious
An unconscious creature is incapacitated (see the
condition), can't move or speak, and is unaware of its
surroundings
The creature drops whatever it's holding and falls prone.
The creature automatically fails Strength and Dexterity
saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the
attacker is within 2 meters of the creature.

APPENDIX G | CONDITIONS
212
Appendix H: Bestiary

A
monster's statistics, sometimes referred to as
its stat block, provide the essential information
that you need to run the monster. There aren't Varren
enough spells and powers to justify making Medium organic, unaligned
bonuses like "double damage to beast". In
addition, many of the 5th Edition monster types Armor Class 13
don't make sense in the sci-fi setting (celestials, Hit Points 11 (2d8 + 2)
undead, fey, elemental, etc.). Instead, there are only three Speed 16m
monster types: Organic, Synthetic, and Synthorganic.
STR DEX CON INT WIS CHA
Bestiary List 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
The following list of creatures represents iconic enemy types
from the first three Mass Effect games. They are grouped by Skills Perception +3, Stealth +4
factions and sorted by CR within their factions. Additional Senses Passive Perception 11
Challenge 1/4 (50 XP)
ideas can be found on the n7.world website and also on the
Mass Effect 5e subreddit. Keen Hearing and Smell. The varren has advantage
on Wisdom (Perception) checks that rely on
Aliens hearing or smell.
Pack Tactics. The varren has advantage on an attack
roll against a creature if at least one of the varren's
Pyjak allies is within 2m of the creature and the ally isn't
Small organic, unaligned incapacitated.

Armor Class 12 Actions


Hit Points 3 (1d6) Bite. Melee Weapon Attack: +4 to hit, reach 2m,
Speed 10m, climb 6m one target. Hit: 7 (2d4 + 2) piercing damage. If the
target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 8 (-1) 12 (+1) 6 (-2)

Senses Passive Perception 11


Challenge 0 (10 XP)

Pack Tactics. The pyjak has advantage on an attack


roll against a creature if at least one of the pyjak's
allies is within 2m of the creature and the ally isn't
incapacitated.

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 2m,
one target. Hit: 1 (1d4 - 1) piercing damage.

APPENDIX H | BESTIARY
213
Klixen Yahg
Medium organic, unaligned Large organic, chaotic evil

Armor Class 14 Armor Class 17


Hit Points 27 (5d8 + 5) Hit Points 157 (21d10 + 42)
Speed 10m Speed 16m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 7 (-2) 18 (+4) 12 (+1) 15 (+2) 18 (+4) 16 (+3) 10 (+0)

Damage Vulnerabilities cold Saving Throws Strength +7, Dexterity +4, Wisdom
Damage Immunities fire, poison +6, Intelligence +7
Condition Immunities poisoned Skills Acrobatics +4, Athletics +7, Deception +3,
Senses Passive Perception 10 Insight +9, Perception +6, Stealth +7
Challenge 1 (200 XP) Damage Resistances poison
Senses blindsight 6m, Passive Perception 13
Death Burst. When the klixen dies, it explodes in a Challenge 8 (3900 XP)
burst of lava. Each creature within 2m of it must
make a DC 14 Dexterity saving throw, taking 10 Assassinate. During its first turn, the yahg has
(3d6) fire damage on a failed save, or half as much advantage on attack rolls against any creature that
damage on a successful one. hasn't taken a turn. Any hit the yahg scores against
a surprised creature is a critical hit.
Heated Body. A creature that touches the klixen or
hits it with a melee attack while within 2m of it Avoidance. If the yahg subjected to an effect that
takes 3 (1d6) fire damage. allows it to make a saving throw to take only half
damage, it instead takes no damage if it succeeds
Actions on the saving throw, and only half damage if it fails.
Fire Breath (Recharge 6). The klixen exhales a 6- Sneak Attack. The yahg deals an extra 13 (4d6)
meter cone of fire. Each creature in that area must damage when it hits a target with a weapon attack
make a DC 14 Dexterity saving throw, taking 10 and has advantage on the attack roll, or when the
(3d6) fire damage on a failed save, or half as much target is within 2m of an ally of the yahg that isn't
damage on a successful one. incapacitated and the yahg doesn't have
disadvantage on the attack roll.
Pincer. Melee Weapon Attack: +4 to hit, reach 2m,
one target. Hit: 4 (1d4 + 2) piercing damage plus 2 Actions
(1d4) fire damage.
Multiattack. The yahg makes three attacks: one with
its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 2m,
one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 4m,
one target. Hit: 13 (2d8 + 4) slashing damage.

APPENDIX H | BESTIARY
214
Harvester Huge organic, unaligned

Armor Class 16 Acid Spit. Ranged Weapon Attack: +8 to hit, range


Hit Points 351 (26d12 + 182) 60/180m, one target. Hit: The harvester targets a 6m
Speed 20m, fly 30m radius within 60m and launches a glob of acid that
coats the area. Each creature within the area must
succeed on a DC 19 Dexterity saving throw, taking 44
STR DEX CON INT WIS CHA (8d10) acid damage on a failed save, or half as much
26 (+8) 14 (+2) 24 (+7) 16 (+3) 15 (+2) 16 (+3) on a successful one. Until the end of the harvester's
next turn, each creature that enters the area or ends its
turn there must also make the saving throw.
Saving Throws Strength +14, Constitution +13,
Wisdom +8 Drop Klixen. Regional Weapon Attack: +null to hit, , null.
Skills Perception +8 Hit: If the harvester is within a region that contains
Damage Immunities poison Klixen, it begins the fight by droping 1d10 Klixen in a
Condition Immunities poisoned 6m by 20m area.
Senses Passive Perception 12
Challenge 19 (22000 XP) Legendary Actions
The harvester can take 3 legendary actions, choosing
Frightful Presence. Each creature of the harvester's from the options below. Only one legendary action can
choice that is within 60m of the name and aware of it be used at a time and only at the end of another
must succeed on a DC 19 Wisdom saving throw or creature's turn. The harvester regains spent legendary
become {frightened} for 1 minute. A creature can actions at the start of its turn.
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's Detect. The harvester makes a Wisdom (Perception)
saving throw is successful or the effect ends for it, the check.
creature is immune to the harvester's Frightful Stomp Attack. The harvester makes a stomp attack.
Presence for the next 24 hours.
Trample Attack (costs 2 actions). The harvester moves
Actions 10m in a straight line moving over Large or smaller
creature in its path. Each creature caught in its path
Multiattack. The harvester can use its Frightful must succeed on a DC 19 Dexterity saving throw or
Presence. It then makes three attacks: one with its acid take [dmg: 2d6 + 8] piercing damage and be knocked
spit and two with its stomp. {prone}. The harvester cannot move through a Huge or
larger creature.
Stomp. Melee Weapon Attack: +14 to hit, reach 4m,
one target. Hit: 15 (2d6 + 8) piercing damage.

APPENDIX H | BESTIARY
215
Thresher Maw Gargantuan organic, unaligned

Armor Class 22 Acid Spit. Ranged Weapon Attack: +7 to hit, range


Hit Points 553 (27d20 + 270) 60/180m, one target. Hit: The thresher maw targets a
Speed 20m, burrow 12m 6m radius within 60m and launches a glob of acid that
coats the area. Each creature within the area must
succeed on a DC 22 Dexterity saving throw, taking 44
STR DEX CON INT WIS CHA (8d10) acid damage on a failed save, or half as much
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) on a successful one. Until the end of the thresher
maw's next turn, each creature that enters the area or
ends its turn there must also make the saving throw.
Saving Throws Strength +18, Constitution +18
Damage Resistances acid, bludgeoning, cold, fire, force, Grasp. Melee Weapon Attack: +17 to hit, reach 4m,
lightning, piercing, poison, slashing one target. Hit: 29 (3d12 + 10) bludgeoning damage
Condition Immunities charmed, frightened, paralyzed, and 13 (2d12) acid damage. If the target is a creature,
frozen, lifted it is grappled (escape DC 22). Until this grapple ends,
Senses blindsight 10m, tremorsense 20m, Passive the target is restrained, and the thresher maw can't
Perception 10 grasp another target.
Challenge 28 (120000 XP) Swallow. The thresher maw makes one grasp attack
against a Large or smaller creature it is grappling. If the
Destroy Terrain. When the thresher maw moves via attack hits, the target takes the grasp's damage, the
burrowing, the ground it moves through becomes target is swallowed, and the grapple ends. While
difficult terrain. swallowed, the creature is blinded and restrained, it has
total cover against attacks and other effects outside
Frightful Presence. Each creature of the thresher maw's the thresher maw, and it takes 56 (16d6) acid damage
choice that is within 60m of the name and aware of it at the start of each of the thresher maw's turns. --If the
must succeed on a DC 22 Wisdom saving throw or thresher maw takes 60 damage or more on a single
become {frightened} for 1 minute. A creature can turn from a creature inside it, the thresher maw must
repeat the saving throw at the end of each of its turns, succeed on a DC 20 Constitution saving throw at the
ending the effect on itself on a success. If a creature's end of that turn or regurgitate all swallowed creatures,
saving throw is successful or the effect ends for it, the which fall prone in a space within 4m of the thresher
creature is immune to the thresher maw's Frightful maw. If the thresher maw dies, a swallowed creature is
Presence for the next 24 hours. no longer restrained by it and can escape from the
Legendary Resistance (3/Day). If the thresher maw fails a corpse by using 12m of movement, exiting prone.
saving throw, it can choose to succeed instead. Tail. Melee Weapon Attack: +17 to hit, reach 8m, one
Siege Monster. The thresher maw deals double damage target. Hit: 24 (4d6 + 10) bludgeoning damage. If the
to objects and structures. target is a creature, it must succeed on a DC 22
Strength saving throw or be knocked prone.
Actions
Multiattack. The thresher maw can use its Frightful
Legendary Actions
Presence. It then makes four attacks: one with its The thresher maw can take 3 legendary actions,
grasp, two with its tail, one with its acid spit. It can use choosing from the options below. Only one legendary
its Swallow instead of its grasp. action can be used at a time and only at the end of
another creature's turn. The thresher maw regains
spent legendary actions at the start of its turn.
Acid Spit Attack (costs 2 actions). The thresher maw
makes an acid spit attack.
Move. The thresher maw moves up to half its speed.
Tail Attack. The thresher maw makes a tail attack.

APPENDIX H | BESTIARY
216
Blood Pack
Blood Pack Trooper
Medium organic, chaotic evil

Armor Class 11
Hit Points 36 (8d8)
Speed 14m

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 11 (+0) 4 (-3) 4 (-3) 6 (-2)

Damage Resistances poison


Senses Passive Perception 7
Challenge 1/4 (50 XP)

Aggressive. As a bonus action, the trooper can


move up to its speed toward a hostile creature that
it can see. Blood Pack Pyro
Regeneration. The trooper regains 4 hit points at the Medium organic, chaotic evil
start of its turn. If the trooper takes fire damage,
this trait doesn't function at the start of the Armor Class 11
trooper's next turn. The trooper dies only if it starts Hit Points 33 (6d8 + 6)
its turn with 0 hit points and doesn't regenerate. Speed 12m

Actions STR DEX CON INT WIS CHA


Claws. Melee Weapon Attack: +1 to hit, reach 2m,
13 (+1) 11 (+0) 13 (+1) 4 (-3) 4 (-3) 6 (-2)
one target. Hit: 4 (1d6 + 1) slashing damage.
M-3 Predator (double tap). Ranged Weapon Attack: Damage Resistances poison
+1 to hit, range (20/60m), one target. Hit: 3 (1d4 + Senses Passive Perception 7
1) piercing damage Challenge 1 (200 XP)
M-8 Avenger (burst fire, two-handed). Ranged
Weapon Attack: +1 to hit, range (20/60m), one Aggressive. As a bonus action, the pyro can move
target. Hit: 5 (1d8 + 1) piercing damage up to its speed toward a hostile creature that it can
see.
Reactions Regeneration. The pyro regains 4 hit points at the
Fortification (Recharges after a Short or Long Rest). start of its turn. If the pyro takes fire damage, this
As a reaction to being hit by an attack the trooper trait doesn't function at the start of the pyro's next
can see, it gains a +5 bonus to its AC until the start turn. The pyro dies only if it starts its turn with 0 hit
of its next turn (including against the triggering points and doesn't regenerate.
attack).
Actions
Claws. Melee Weapon Attack: +1 to hit, reach 2m,
one target. Hit: 4 (1d6 + 1) slashing damage.
M-451 Firestorm (10 charges). Creatures within a
6m cone must make a DC 13 Dexterity saving
throw. On a failed save, a creature takes 14 (4d6)
fire damage, or half as much damage on a
successful one.

Reactions
Fortification (Recharges after a Short or Long Rest).
As a reaction to being hit by an attack the pyro can
see, it gains a +5 bonus to its AC until the start of
its next turn (including against the triggering
attack).

APPENDIX H | BESTIARY
217
Blood Pack Boom- Blood Pack Warrior
Medium organic, chaotic evil
Squad
Medium organic, chaotic evil Armor Class 16
Hit Points 60 (8d8 + 24)
Armor Class 11 Speed 10m
Hit Points 14 (4d8 - 4)
Shield Points 5 (regen 0)
Speed 14m STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 7 (-2) 12 (+1) 10 (+0)
STR DEX CON INT WIS CHA
Saving Throws Constitution +5
12 (+1) 13 (+1) 9 (-1) 2 (-4) 4 (-3) 4 (-3) Damage Resistances necrotic
Senses Passive Perception 11
Damage Resistances poison Challenge 3 (700 XP)
Senses Passive Perception 7
Challenge 3 (700 XP) Aggressive. As a bonus action, the warrior can move
up to its speed toward a hostile creature that it can
Regeneration. The vorcha regains 4 hit points at the see.
start of its turn. If the vorcha takes fire damage, this
trait doesn't function at the start of the vorcha's Shotgun Specialist. The warrior has advantage on
next turn. The vorcha dies only if it starts its turn shotgun weapon attacks against targets within the
with 0 hit points and doesn't regenerate. normal range of the shotgun.
Regeneration. The warrior regains 4 hit points at the
Actions start of its turn. If the warrior takes fire damage, this
trait doesn't function at the start of the warrior's
Claws. Melee Weapon Attack: +1 to hit, reach 2m, next turn. The warrior dies only if it starts its turn
one target. Hit: 4 (1d6 + 1) slashing damage. with 0 hit points and doesn't regenerate.
ML-77 Missile Launcher (3 charges). Choose a Incendiary Ammo. When the warrior hits with its M-
creature within 60m that you can see and fire a 27 Scimitar, the target takes an additional 1d4 fire
missile at it. Each creature within a 4m cube of the damage and becomes primed: fire until the end of
target, including the target, must make a DC 14 the warrior's next turn.
Dexterity saving throw. On a failed save a creature
takes 39 (6d12) thunder damage or half as much Actions
on a successful one.
M-27 Scimitar (two-handed, hip fire, double tap).
Ranged Weapon Attack: +3 to hit, range (4/8m),
one target. Hit: 8 (2d4 + 3) piercing damage

APPENDIX H | BESTIARY
218
Blood Pack Warlord Medium organic, chaotic evil

Armor Class 18 Rage (Recharges after a Short or Long Rest). If the


Hit Points 84 (8d8 + 48) warlord begins its turn with less than half of its hit
Speed 8m points, it enters into a rage for 1 minute. While in a
rage, all melee weapon attacks deal 5 additional
bludgeoning damage.
STR DEX CON INT WIS CHA
Biotic Hammer (Recharge 5-6). Before making an attack
18 (+4) 15 (+2) 22 (+6) 11 (+0) 14 (+2) 12 (+1) with its Krogan Warhammer, the warlord can charge
the weapon with biotic force. On a hit, the attack deals
Saving Throws Constitution +10, Strength +8 an additional 9 (2d8) force damage and detonates the
Skills Athletics +8 target if it was primed.
Damage Resistances necrotic Electrical Hammer (Recharge 5-6). Before making an
Senses Passive Perception 12 attack with its Krogan Warhammer, the warlord can
Challenge 5 (1800 XP) charge the weapon with electricity. On a hit, the attack
deals an additional 7 (2d6) lightning damage and the
Aggressive. As a bonus action, the warlord can move up target must succeed on a DC 15 Constitution saving
to its speed toward a hostile creature that it can see. throw or become stunned until the end of its next turn.
Tech Armor (1/Day). As a bonus action, the warlord can Actions
activate its Tech Armor. It immediately gains 30
temporary hit points. While the legate has at least 1 of Krogan Warhammer (two-handed). Melee Weapon
these temporary hit points remaining, it has +2 AC and Attack: +4 to hit, reach 2m, one target. Hit: 11 (2d6 +
resistance to bludgeoning, piercing, and slashing 4) bludgeoning damage and the target must succeed
damage. on a Strength saving throw (DC 13) or is knocked
{prone}.
M-300 Claymore (two-handed, hip fire). Ranged Weapon
Attack: +4 to hit, range (4/8m), one target. Hit: 17
(3d8 + 4) piercing damage

APPENDIX H | BESTIARY
219
Blue Suns Blue Suns Trooper
Medium organic, neutral
Blue Suns Pyro Armor Class 11
Medium organic, neutral Hit Points 13 (3d8)
Shield Points 5 (regen 5)
Armor Class 13 Speed 10m
Hit Points 60 (8d8 + 24)
Shield Points 10 (regen 0)
Speed 10m STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 8 (-1) 9 (-1) 8 (-1)
STR DEX CON INT WIS CHA
Senses Passive Perception 9
12 (+1) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0)
Challenge 1/4 (50 XP)
Skills Survival +3
Senses Passive Perception 11 Actions
Challenge 1/4 (50 XP) M-8 Avenger (burst fire, two-handed). Ranged
Weapon Attack: +1 to hit, range (20/60m), one
Aggressive. As a bonus action, the pyro can move target. Hit: 5 (1d8 + 1) piercing damage
up to its speed toward a hostile creature that it can
see. M-23 Katana (two-handed, hip fire). Ranged Weapon
Attack: +1 to hit, range (4/8m), one target. Hit: 8
(2d6 + 1) piercing damage
Actions
M-451 Firestorm (10 charges). Creatures within a
6m cone must make a DC 13 Dexterity saving
throw. On a failed save, a creature takes 14 (4d6)
fire damage, or half as much damage on a
successful one.

APPENDIX H | BESTIARY
220
Blue Suns Legionnaire Blue Suns Heavy
Medium organic, neutral Medium organic, neutral

Armor Class 12 Armor Class 13


Hit Points 16 (3d8 + 3) Hit Points 26 (4d8 + 8)
Shield Points 5 (regen 5) Shield Points 10 (regen 0)
Speed 10m Speed 10m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 9 (-1) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 14 (+2) 11 (+0) 10 (+0) 10 (+0)

Skills Survival +2 Skills Survival +2


Senses Passive Perception 10 Senses Passive Perception 10
Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Tech Armor (1/Day). As a bonus action, the Tech Armor (1/Day). As a bonus action, the heavy
legionnaire can activate its Tech Armor. It can activate its Tech Armor. It immediately gains
immediately gains 10 temporary hit points. While 10 temporary hit points. While the heavy has at
the legionnaire has at least 1 of these temporary hit least 1 of these temporary hit points remaining, it
points remaining, it has +2 AC. has +2 AC.

Disruptor Ammo. When the legionnaire hits with its Actions


M-15 Vindicator, if the target is primed, the target
detonates. Otherwise, the target becomes primed: ML-77 Missile Launcher (6 charges). Choose a
lightning until the end of the legionnaire's next creature within 60m that you can see and fire a
turn. missile at it. Each creature within a 4m cube of the
target, including the target, must make a DC 14
Actions Dexterity saving throw. On a failed save a creature
takes 39 (6d12) thunder damage or half as much
M-15 Vindicator (burst fire, two-handed). Ranged on a successful one.
Weapon Attack: +2 to hit, range (50/150m), one
target. Hit: 7 (1d10 + 2) piercing damage
Reactions
Inferno Grenade (2/day). Target an area within 10m. Tech Armor. As a reaction to taking damage, the
Each creature within 4m of the target must make a heavy can activate its tech armor.
DC 13 Dexterity saving throw. On a failed save, a
creature takes 3d4 fire or half as much on a
successful one. The 4m area continues to burn for
1 minute. A creature must also make the saving
throw when it enters the burning space for the first
time on a turn or ends its turn there.

Reactions
Tech Armor. As a reaction to taking damage, the
legionnaire can activate its tech armor.

APPENDIX H | BESTIARY
221
Blue Suns Centurion Medium organic, neutral

Armor Class 14 Disruptor Ammo. When the centurion hits with its M-
Hit Points 55 (10d8 + 10) 27 Scimitar, if the target is primed, the target
Shield Points 15 (regen 5) detonates. Otherwise, the target becomes primed:
Speed 10m lightning until the end of the centurion's next turn.
Shotgun Marksman. The centurion gains a +4 bonus to
STR DEX CON INT WIS CHA ranged weapon attacks with shotguns if the target is
within normal range.
12 (+1) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
Actions
Saving Throws Strength +3 M-27 Scimitar (two-handed, hip fire, double tap). Ranged
Skills Survival +3 Weapon Attack: +2 to hit, range (4/8m), one target.
Senses Passive Perception 11 Hit: 7 (2d4 + 2) piercing damage
Challenge 3 (700 XP)

Tech Armor (1/Day). As a bonus action, the centurion


Reactions
can activate its Tech Armor. It immediately gains 20 Tech Armor. As a reaction to taking damage, the
temporary hit points. While the centurion has at least 1 centurion can activate its tech armor.
of these temporary hit points remaining, it has +2 AC.

Blue Suns Legate Leadership (Recharges after a Short or Long Rest). For 1
minute, the legate can utter a special command or
Medium organic, neutral
warning whenever a non-hostile creature that it can see
Armor Class 16 within 10m of it makes an attack roll or a saving throw.
Hit Points 130 (20d8 + 40) The creature can add a d4 to its roll provided it can
Shield Points 20 (regen 10) hear and understand the legate. A creature can benefit
Speed 10m from only one Leadership die at a time. This effect
ends if the legate is incapacitated.
Innate Spellcasting. The blue suns legate's innate
STR DEX CON INT WIS CHA spellcasting ability is Intelligence (spell save DC 13, +5
13 (+1) 16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) to hit with spell attacks). It can innately cast the
following:
Saving Throws Constitution +5, Wisdom +4 3/day: target painting
Skills Survival +4, Perception +4, Athletics +4
Senses Passive Perception 11 Actions
Challenge 5 (1800 XP)
Multiattack. The legate makes 2 attacks with its M-76
Revenant or M-300 Claymore.
Tech Armor (1/Day). As a bonus action, the legate can
activate its Tech Armor. It immediately gains 30 M-76 Revenant (burst fire, two-handed). Ranged Weapon
temporary hit points. While the legate has at least 1 of Attack: +3 to hit, range (10/30m), one target. Hit: 10
these temporary hit points remaining, it has +2 AC and (3d4 + 3) piercing damage
resistance to bludgeoning, piercing, and slashing
damage. M-300 Claymore (two-handed, hip fire). Ranged Weapon
Attack: +3 to hit, range (4/8m), one target. Hit: 16
Incendiary Ammo. When the centurion hits with its M- (3d8 + 3) piercing damage
76 Revenant or M-300 Claymore, the target takes an
additional 1d4 fire damage and becomes primed: fire Reactions
until the end of the legate's next turn. Tech Armor. As a reaction to taking damage, the legate
can activate its tech armor.

APPENDIX H | BESTIARY
222
Cerberus Combat Engineer
Medium organic, neutral
Assault Trooper Armor Class 14
Medium organic, neutral Hit Points 77 (14d8 + 14)
Shield Points 20 (regen 10)
Armor Class 14 Speed 10m
Hit Points 39 (6d8 + 12)
Speed 10m
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 16 (+3)
12 (+1) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Skills Electronics +5
Senses Passive Perception 11
Saving Throws Dexterity +3 Challenge 3 (700 XP)
Senses Passive Perception 10
Challenge 1 (200 XP) Deploy Turret. The combat engineer is equipped
with 1 Turret (see Bestiary). As an action, the
Actions combat engineer can deploy the Turret on a level
surface within 2m. The Turret is controlled by the
Stun Baton. Melee Weapon Attack: +1 to hit, reach
combat engineer and takes its turn at the end of
2m, one target. Hit: 4 (1d6 + 1) bludgeoning
the combat engineer's turn. The combat engineer
damage and the target takes 2 (1d4) lightning
can use an action to stow the Turret, placing it at
damage. If the target is maintaining a concentration
another location with a subsequent action.
spell, it automatically fails its saving throw to
maintain that spell.
Actions
M-25 Hornet (double tap, hip fire, burst fire). Ranged
Weapon Attack: +1 to hit, range (8/24m), one Multiattack. The combat engineer makes two M-5
target. Hit: 6 (2d4 + 1) piercing damage Phalanx attacks.

Frag Grenade (2/day). Target an area within 10m. M-5 Phalanx (double tap, hip fire). Ranged Weapon
Each creature within 4m of the target must make a Attack: +3 to hit, range (20/60m), one target. Hit:
DC 13 Dexterity saving throw. On a failed save, a 5 (1d4 + 3) piercing damage
creature takes 3d12 piercing damage or half as Repair. The combat engineer uses its action to
much damage on a successful one. repair a friendly, synthetic target within 2m for 1d8
hit points.

Centurion Medium organic, neutral

Armor Class 14 Stun Baton. Melee Weapon Attack: +2 to hit, reach 2m,
Hit Points 52 (7d8 + 21) one target. Hit: 5 (1d6 + 2) bludgeoning damage and
Shield Points 10 (regen 10) the target takes 2 (1d4) lightning damage. If the target
Speed 10m is maintaining a concentration spell, it automatically
fails its saving throw to maintain that spell.
STR DEX CON INT WIS CHA M-96 Mattock (double tap, two-handed). Ranged
Weapon Attack: +2 to hit, range (40/120m), one
14 (+2) 14 (+2) 16 (+3) 11 (+0) 9 (-1) 12 (+1) target. Hit: 6 (1d8 + 2) piercing damage
Frag Grenade (2/day). Target an area within 10m. Each
Damage Resistances bludgeoning, piercing, slashing creature within 4m of the target must make a DC 13
Senses infrared nullm, Passive Perception 9 Dexterity saving throw. On a failed save, a creature
Challenge 4 (1100 XP) takes 3d12 piercing damage or half as much damage
on a successful one.
Aggressive. As a bonus action, the centurion can move
up to its speed toward a hostile creature that it can see. Smoke Grenade (2/day). Target an area within 10m. A
cloud of thick smoke erupts out in a 4m radius from
the target location. The cloud's area is heavily
Actions obscured. The cloud persists for 30 seconds. A
Multiattack. The centurion makes two M-96 Mattock moderate wind (11 to 20 miles per hour) can disperse
attacks or two Stun Baton attacks. the smoke after 1 round, and a strong wind (21 or
more miles per hour) can do so immediately.

APPENDIX H | BESTIARY
223
Guardian
Medium organic, neutral

Armor Class 18
Hit Points 130 (20d8 + 40)
Speed 6m

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 11 (+0) 10 (+0) 12 (+1)

Saving Throws Strength +6


Senses Passive Perception 10
Challenge 5 (1800 XP)

Heavy Shield. While the guardian has their Heavy


Shield equipped, it gains +2 AC and has resistance
bludgeoning, piercing, and slashing damage.
Dragoon
Medium organic, neutral evil
Actions Armor Class 16
Multiattack. The guardian makes two M-358 Talon Hit Points 110 (20d8 + 20)
attacks. Speed 12m

Stun Baton. Melee Weapon Attack: +3 to hit, reach


2m, one target. Hit: 6 (1d6 + 3) bludgeoning STR DEX CON INT WIS CHA
damage and the target takes 2 (1d4) lightning 12 (+1) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 13 (+1)
damage. If the target is maintaining a concentration
spell, it automatically fails its saving throw to
Saving Throws Dexterity +7
maintain that spell.
Skills Acrobatics +7
M-358 Talon (double tap). Ranged Weapon Attack: Senses Passive Perception 11
+1 to hit, range (10/30m), one target. Hit: 8 (2d6 + Challenge 5 (1800 XP)
1) piercing damage
Aggressive. As a bonus action, the dragoon can
move up to its speed toward a hostile creature that
it can see.

Actions
Multiattack. The dragoon makes three Omni-whip
attacks
Omni-Whip. Melee Weapon Attack: +4 to hit, reach
4m, one target. Hit: 9 (2d4 + 4) lightning damage
M-25 Hornet (double tap, hip fire, burst fire). Ranged
Weapon Attack: +4 to hit, range (8/24m), one
target. Hit: 9 (2d4 + 4) piercing damage

APPENDIX H | BESTIARY
224
Phantom
Medium organic, neutral evil

Armor Class 17
Hit Points 110 (20d8 + 20)
Barrier Ticks 8
Speed 14m

STR DEX CON INT WIS CHA


16 (+3) 22 (+6) 12 (+1) 11 (+0) 15 (+2) 15 (+2)

Saving Throws Dexterity +9


Skills Acrobatics +9, Electronics +3, Perception +5,
Stealth +9
Senses Passive Perception 12
Nemesis Challenge 7 (2900 XP)
Medium organic, neutral evil
Aggressive. As a bonus action, the phantom can
Armor Class 16 move up to its speed toward a hostile creature that
Hit Points 67 (15d8) it can see.
Shield Points 20 (regen 10)
Speed 10m Avoidance. If the phantom subjected to an effect
that allows it to make a saving throw to take only
half damage, it instead takes no damage if it
STR DEX CON INT WIS CHA succeeds on the saving throw, and only half
damage if it fails.
8 (-1) 20 (+5) 11 (+0) 16 (+3) 13 (+1) 14 (+2)
Barrier (3/Day). As an action or bonus action, the
phantom gains 8 barrier ticks. When the phantom
Saving Throws Dexterity +8 is dealt damage, if it has any barrier ticks remaining,
Skills Perception +4, Stealth +8, Survival +4 remove one barrier tick and reduce the damage by
Senses darkvision 60m, Passive Perception 11 1d8.
Challenge 6 (2300 XP)
Actions
Pack Tactics. The nemesis has advantage on an
attack roll against a creature if at least one of the Multiattack. The phantom makes three
nemesis's allies is within 2m of the creature and Monomolecular Blade attacks or one Palm Blaster
the ally isn't incapacitated. attack and two Monomolecular Blade (one-handed)
attacks.
Self-Destruct. When the nemesis dies, it explodes.
Each creature within 4m of it must make a DC 15 Monomolecular Blade. Melee Weapon Attack: +6 to
Dexterity saving throw, taking 33 (6d10) thunder hit, reach 2m, one target. Hit: 11 (1d10 + 6)
damage on a failed save, or half as much damage on slashing damage
a successful one. Palm Blaster. Ranged Weapon Attack: +9 to hit,
Shadow Cloak. While in dim light or darkness, the range 4/12m, one target. Hit: 16 (3d10) thunder
nemesis can take the Hide action as a bonus action. damage.
Surprise Attack. If the nemesis surprises a creature
and hits it with an attack during the first round of
combat, the target takes an extra [dmg] damage
from the attack.

Actions
M-98 Widow (two-handed). Ranged Weapon Attack:
+5 to hit, range (80/240m), one target. Hit: 18
(2d12 + 5) piercing damage and if the target is not
behind cover, it takes and additional 1d4 damage.

APPENDIX H | BESTIARY
225
Adjutant Large synorg, lawful evil

Armor Class 18 3/day: singularity


Hit Points 127 (15d10 + 45)
Barrier Ticks 6 Actions
Speed 10m
Multiattack. The adjutant makes two Arm Cannon
attacks.
STR DEX CON INT WIS CHA Arm Cannon. Ranged Weapon Attack: +7 to hit, range
15 (+2) 18 (+4) 16 (+3) 10 (+0) 8 (-1) 12 (+1) 20/60m, one target. Hit: 9 (1d10 + 4) piercing
damage.
Saving Throws Dexterity +7 Bash. Melee Weapon Attack: +5 to hit, reach 2m, one
Senses darkvision 20m, Passive Perception 9 target. Hit: 7 (1d8 + 3) bludgeoning damage.
Challenge 6 (2300 XP)
Reaper Infection. Melee Weapon Attack: +5 to hit, reach
2m, one organic creature that is grappled by the
Barrier. When the adjutant is dealt damage, if it has any adjutant, incapacitated, or restrained. Hit: 6 (1d6 + 3)
barrier ticks remaining, remove one barrier tick and piercing damage plus 10 (3d6) necrotic damage. The
reduce the damage by 1d8. target's hit point maximum is reduced by an amount
Grappler. The adjutant has advantage on attack rolls equal to the necrotic damage taken. The reduction lasts
against any creature grappled by it. until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0. An
Innate Spellcasting. The adjutant's innate spellcasting organic creature slain in this way becomes a Weakened
ability is Charisma (spell save DC 12, +4 to hit with Adjutant and becomes an Adjutant after a long rest.
spell attacks). It can innately cast the following:

Weakened Adjutant Multiattack. The adjutant makes two Arm Cannon


Large synorg, lawful evil attacks.

Armor Class 14 Arm Cannon. Ranged Weapon Attack: +5 to hit, range


Hit Points 55 (10d10) 20/60m, one target. Hit: 8 (1d10 + 3) piercing
Speed 8m damage.
Bash. Melee Weapon Attack: +2 to hit, reach 2m, one
target. Hit: 4 (1d8) bludgeoning damage.
STR DEX CON INT WIS CHA
Reaper Infection. Melee Weapon Attack: +2 to hit, reach
10 (+0) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 8 (-1) 2m, one organic creature that is grappled by the
[name], incapacitated, or restrained. Hit: 3 (1d6)
Senses Passive Perception 10 piercing damage plus 10 (3d6) necrotic damage. The
Challenge 2 (450 XP) target's hit point maximum is reduced by an amount
equal to the necrotic damage taken. The reduction lasts
Grappler. The weakened adjutant has advantage on until the target finishes a long rest. The target dies if
attack rolls against any creature grappled by it. this effect reduces its hit point maximum to 0. An
organic creature slain in this way becomes a Weakened
Actions Adjutant and becomes an Adjutant after a long rest.

APPENDIX H | BESTIARY
226
Atlas Large synthetic, neutral

Armor Class 20 Rocket Launcher (Recharge 5-6). The atlas targets an


Hit Points 147 (14d10 + 70) area within 60m. Each creature within 6m of the target
Shield Points 50 (regen 5) must make a DC 18 Dexterity saving throw. On a failed
Speed 6m save, a creature takes 52 (8d12) thunder damage or
half as much damage on a successful one.
STR DEX CON INT WIS CHA Smoke Grenade (5/day). Target an area within 10m. A
cloud of thick smoke erupts out in a 4m radius from
20 (+5) 10 (+0) 20 (+5) 18 (+4) 10 (+0) 9 (-1) the target location. The cloud's area is heavily
obscured. The cloud persists for 30 seconds. A
Saving Throws Strength +10, Intelligence +9 moderate wind (11 to 20 miles per hour) can disperse
Damage Vulnerabilities lightning the smoke after 1 round, and a strong wind (21 or
Damage Resistances bludgeoning, piercing, slashing more miles per hour) can do so immediately.
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, grappled, Legendary Actions
paralyzed, petrified, poisoned, stunned The atlas can take 3 legendary actions, choosing from
Senses darkvision 20m, Passive Perception 10 the options below. Only one legendary action can be
Challenge 14 (11500 XP) used at a time and only at the end of another creature's
turn. The atlas regains spent legendary actions at the
Actions start of its turn.
Smash. Melee Weapon Attack: +10 to hit, reach 2m, Eject (costs 3 actions). The pilot of the Atlas ejects,
one target. Hit: 18 (3d8 + 5) bludgeoning damage. landing in an unoccupied space within 40m. The pilot
is an Assault Trooper. The Atlas then self-destructs.
Mass Accelerator Cannon. Ranged Weapon Attack: +9 to Each creature within a 6m radius must make a DC 18
hit, range 120/360m, one target. Hit: 22 (5d8) radiant Dexterity saving throw. On a failed save, a creature
damage. takes 39 (6d12) thunder damage or half as much on a
successful one.
Mass Accelerator Cannon Attack. The atlas makes a Mass
Accelerator Cannon attack.
Smash Attack. The atlas makes a Smash attack.

APPENDIX H | BESTIARY
227
Collector
Seeker Swarm
Small organic, lawful evil

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

STR DEX CON INT WIS CHA


2 (-4) 10 (+0) 8 (-1) 10 (+0) 8 (-1) 5 (-3)

Saving Throws Dexterity +2


Senses Passive Perception 9
Challenge 1/8 (25 XP)

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

Collector Drone
Medium organic, lawful evil
Seeker Plague Armor Class 13
Small organic, lawful evil
Hit Points 31 (7d8)
Armor Class 13 Barrier Ticks 0
Hit Points 14 (4d6) Speed 10m, fly 6m
Barrier Ticks 1
Speed fly 10m STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 10 (+0) 10 (+0) 8 (-1) 6 (-2) Saving Throws Dexterity +2
Skills Athletics +2
Saving Throws Dexterity +3 Senses darkvision 20m, Passive Perception 9
Senses Passive Perception 9 Challenge 1 (200 XP)
Challenge 1/4 (50 XP)
Barrier. When the collector drone is dealt damage, if
Barrier. When the seaker plague is dealt damage, if it it has any barrier ticks remaining, remove one
has any barrier ticks remaining, remove one barrier barrier tick and reduce the damage by 1d8.
tick and reduce the damage by 1d8. Possessed Collector. When the collector drone is
possessed by a harbinger it gains temporary hit
Actions points equal to its total hit points and 6 barrier
Plague Sting. Melee Weapon Attack: +3 to hit, reach ticks. While it has barrier ticks it also gains
2m, one target. Hit: 3 (1d4 + 1) poison damage resistance to bludgeoning, piercing, and slashing
and 2 (1d4) necrotic damage. The target must damage.
succeed on DC 13 Constitution saving throw or has
disadvantage on its next attack roll. Actions
Weapon Bash. Melee Weapon Attack: +2 to hit,
reach 2m, one target. Hit: 3 (1d6) bludgeoning
damage.
Collector Assault Rifle (burst fire, two-handed).
Ranged Weapon Attack: +0 to hit, range (20/60m),
one target. Hit: 10 (4d4) piercing damage

APPENDIX H | BESTIARY
228
Collector Guardian Collector Trooper
Medium organic, lawful evil Medium organic, lawful evil

Armor Class 16 Armor Class 15


Hit Points 75 (10d8 + 30) Hit Points 77 (14d8 + 14)
Barrier Ticks 5 Barrier Ticks 0
Speed 10m, fly 6m Speed 10m, fly 6m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 8 (-1) 8 (-1) 9 (-1) 13 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 8 (-1)

Saving Throws Constitution +5 Saving Throws Dexterity +4


Skills Athletics +5 Skills Athletics +3
Senses darkvision 20m, Passive Perception 9 Senses darkvision 20m, Passive Perception 11
Challenge 4 (1100 XP) Challenge 3 (700 XP)

Barrier. When the collector guardian is dealt Barrier. When the collector trooper is dealt damage,
damage, if it has any barrier ticks remaining, if it has any barrier ticks remaining, remove one
remove one barrier tick and reduce the damage by barrier tick and reduce the damage by 1d8.
1d8.
Possessed Collector. When the collector trooper is
Possessed Collector. When the collector guardian is possessed by a harbinger it gains temporary hit
possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier
points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains
ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing
resistance to bludgeoning, piercing, and slashing damage.
damage.
Warp Ammo. Successful ranged attacks on a target
Actions
with an active barrier will strip away 2 barrier ticks Claw. Melee Weapon Attack: +3 to hit, reach 2m,
and reduce the damage reduction by half. Warp one target. Hit: 9 (2d6 + 2) slashing damage.
ammo can detonate primed targets.
Collector SMG (two-handed, burst fire). Ranged
Actions Weapon Attack: +2 to hit, range (10/30m), one
target. Hit: 11 (2d8 + 2) piercing damage
Multiattack. The collector guardian makes two
Collector Assault Rifle attacks. Collector Web. Ranged Weapon Attack: +4 to hit,
range 10/30m, one target. Hit: The target is
Weapon Bash. Melee Weapon Attack: +5 to hit, restrained by organic webbing. As an action, the
reach 2m, one target. Hit: 12 (2d8 + 3) restrained target can make a DC 14 Strength check,
bludgeoning damage. bursting the webbing on a success. The webbing
can also be attacked and destroyed (AC 10; hp 5;
Collector Assault Rifle (burst fire, two-handed). vulnerability to fire damage; immunity to
Ranged Weapon Attack: +2 to hit, range (20/60m), bludgeoning, poison, and psychic damage).
one target. Hit: 12 (4d4 + 2) piercing damage
Frag Grenade (2/day). Target an area within 10m.
Hex Shield (1/Day). As a bonus action, the collector Each creature within 4m of the target must make a
guardian generates a 2m tall and wide, hexagon- DC 13 Dexterity saving throw. On a failed save, a
shaped shield with 5AC and 50 shield points which creature takes 3d12 piercing damage or half as
offers full-cover. much damage on a successful one.

APPENDIX H | BESTIARY
229
Collector Captain Medium organic, lawful evil

Armor Class 16 Possessed Captain. When the captain is possessed by a


Hit Points 123 (19d8 + 38) harbinger it gains temporary hit points equal to its total
Barrier Ticks 6 hit points and 8 barrier ticks. While it has barrier ticks
Speed 10m, fly 6m it also gains resistance to bludgeoning, piercing, and
slashing damage. Instead of summoning a seaker
swarm, it summons a seeker plague.
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 11 (+0) 14 (+2) 14 (+2) Actions
Multiattack. The collector captain makes two Collector
Saving Throws Dexterity +7, Constitution +5 Assault Rifle attacks.
Skills Athletics +5, Science +3, Survival +5
Senses darkvision 20m, Passive Perception 12 Collector Assault Rifle (burst fire, two-handed). Ranged
Challenge 7 (2900 XP) Weapon Attack: +4 to hit, range (20/60m), one target.
Hit: 14 (4d4 + 4) piercing damage
Barrier. When the collector captain is dealt damage, if it Leadership (Recharges after a Short or Long rest). For 1
has any barrier ticks remaining, remove one barrier tick minute, the collector captain can utter a special
and reduce the damage by 1d8. command or warning whenever a non-hostile creature
that it can see within 10m of it makes an attack roll or
Pack Tactics. The collector captain has advantage on an a saving throw. The creature can add a d4 to its role
attack roll against a creature if at least one of the provided it can hear and understand the collector
collector captain's allies is within 2m of the creature captain. A creature can benefit from only one
and the ally isn't incapacitated. Leadership die at a time. This effect ends if the
collector captain is incapacitated.
Summon Seeker Swarm (Recharge 5-6). The collector
captain summons 1d4 seeker swarms at an
unoccupied space it can see within 10m.

Collector General Bash. Melee Weapon Attack: +4 to hit, reach 2m, one
target. Hit: 13 (3d8) bludgeoning damage and the
Large organic, lawful evil
target must succeed on a DC 13 Constitution saving
Armor Class 16 throw or become stunned until the end of its next turn.
Hit Points 162 (25d10 + 25)
Barrier Ticks 20 Legendary Actions
Speed 10m The collector general can take 3 legendary actions,
choosing from the options below. Only one legendary
STR DEX CON INT WIS CHA action can be used at a time and only at the end of
another creature's turn. The collector general regains
10 (+0) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 18 (+4) spent legendary actions at the start of its turn.

Skills History +6, Perception +7, Science +6, Assume Control (costs 2 actions). The harbinger targets
Persuasion +8, Deception +8 a friendly collector that is not incapacitated. The target
Condition Immunities charmed creature becomes possessed and gains the benefits
Senses darkvision 20m, Passive Perception 13 listed on its stat block. The harbinger can only assume
Challenge 11 (7200 XP) control of one creature at a time. While it is assuming
control, its considered restrained and cannot cast
spells. If the harbinger is incapacitated, assume control
Spellcasting. The collector general is a 12th-level ends. The harbinger can use its bonus action to end
spellcaster. Its spellcasting ability is Charisma (spell assume control. As a result, the targeted creature loses
save DC 16, +8 to hit with spell attacks). The collector all benefits including any temporary hit points and
general has the following spells: barrier ticks.
Cantrips (at will): dark channel Barrier. When the collector general is dealt damage, if it
1st level (7 slots): pull, reave, shockwave has any barrier ticks remaining, remove one barrier tick
and reduce the damage by 1d8.
2nd level (6 slots)
Bash Attack. The collector general makes one bash
3rd level (3 slots): singularity attack.
Actions Cast a Spell (costs 3 actions). The collector general casts
a spell from its list of prepared spells, using a spell slot
as normal.
APPENDIX H | BESTIARY
230
Praetorian Large synorg, lawful evil

Armor Class 20 Possessed Praetorian. When the praetorian is possessed


Hit Points 136 (13d10 + 65) by a harbinger it gains 10 barrier ticks and while it has
Barrier Ticks 10 barrier ticks it also gains resistance to bludgeoning,
Speed 10m, fly 10m piercing, and slashing damage. It can use its action to
launch 2 missiles at a single or different target
creatures within 60m. Each target must make a DC 18
STR DEX CON INT WIS CHA Dexterity saving throw. On a failed save a target takes
20 (+5) 19 (+4) 21 (+5) 11 (+0) 14 (+2) 10 (+0) 33 (6d10) thunder damage, or half as much on a
successful one. Once the praetorian fires its missiles, it
cannot do so again.
Saving Throws Dexterity +8, Constitution +9, Strength
+9 Actions
Skills Acrobatics +8, Athletics +9, Perception +6
Damage Resistances force, necrotic Claw. Melee Weapon Attack: +9 to hit, reach 2m, one
Condition Immunities charmed, grappled, paralyzed, target. Hit: 38 (6d10 + 5) piercing damage.
petrified, poisoned
Senses darkvision 20m, Passive Perception 12 Pounce (Recharge 5-6). The praetorian pounces to a
Challenge 12 (8400 XP) location within 14m and makes a claw attack.
Twin Particle Beams (Recharge 5-6). The praetorian
Barrier. When the praetorian is dealt damage, if it has shoots particle beams in a 10m line that is 4m wide
any barrier ticks remaining, remove one barrier tick and originating from itself. Each creature within the area
reduce the damage by 1d8. must make a DC 18 Dexterity saving throw. On a failed
save a creature takes 54 (12d8) radiant damage or half
as much on a successful one.

Reactions
Negation Barrier (3/Day). When targeted by a biotic
spell or tech power, the praetorian can use its reaction
to gain 2 barrier ticks and gain resistance to force,
necrotic, cold, lightning, and fire damage until the start
of its next turn.

APPENDIX H | BESTIARY
231
Eclipse
Security Guard
Medium organic, neutral

Armor Class 10
Hit Points 10 (3d8 - 3)
Speed 8m

STR DEX CON INT WIS CHA


9 (-1) 8 (-1) 9 (-1) 8 (-1) 8 (-1) 12 (+1)

Senses Passive Perception 9


Challenge 0 (10 XP)

Actions
M-3 Predator (double tap). Ranged Weapon Attack:
+-1 to hit, range (20/60m), one target. Hit: 1 (1d4)
piercing damage

Eclipse Trooper
Medium organic, neutral

Armor Class 12
Hit Points 14 (4d8 - 4)
Shield Points 5 (regen 5)
Speed 10m

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 9 (-1) 12 (+1) 12 (+1) 10 (+0)

Senses Passive Perception 11


Challenge 1/4 (50 XP)

Pack Tactics. The creature has advantage on an


attack roll against a creature if at least one of the
creature's allies is within 2m of the creature and
the ally isn't incapacitated.

Actions
M-8 Avenger (burst fire, two-handed). Ranged
Weapon Attack: +1 to hit, range (20/60m), one
target. Hit: 5 (1d8 + 1) piercing damage
Flashbang Grenade (2/day). Target an area within
10m. Each creature within 4m of the target must
make a DC 13 Constitution saving throw. On a
failed save, a creature is blinded until the end of
your next turn.

APPENDIX H | BESTIARY
232
Eclipse Engineer Eclipse Operative
Medium organic, neutral Medium organic, neutral

Armor Class 14 Armor Class 15


Hit Points 55 (10d8 + 10) Hit Points 49 (9d8 + 9)
Shield Points 10 (regen 5) Shield Points 10 (regen 10)
Speed 10m Speed 10m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 12 (+1)

Skills Electronics +4 Saving Throws Intelligence +5


Senses Passive Perception 11 Skills Electronics +5
Challenge 2 (450 XP) Senses Passive Perception 12
Challenge 3 (700 XP)
Tech Armor (1/Day). As a bonus action, the engineer
can activate its Tech Armor. It immediately gains Tech Armor (1/Day). As a bonus action, the
10 temporary hit points. While the engineer has at operative can activate its Tech Armor. It
least 1 of these temporary hit points remaining, it immediately gains 10 temporary hit points. While
has +2 AC. the operative has at least 1 of these temporary hit
points remaining, it has +2 AC.
Innate Spellcasting. The eclipse engineer's innate
spellcasting ability is Intelligence (spell save DC 12, Innate Spellcasting. The eclipse operative's innate
+4 to hit with spell attacks). It can innately cast the spellcasting ability is Intelligence (spell save DC 13,
following: +5 to hit with spell attacks). It can innately cast the
following:
3: incinerate (as a 2nd-level spell)
5: incinerate (as a 2nd-level spell)
Actions
M-6 Carnifex (double tap). Ranged Weapon Attack:
Actions
+1 to hit, range (30/90m), one target. Hit: 5 (1d8 + M-9 Tempest (hip fire, burst fire). Ranged Weapon
1) piercing damage Attack: +2 to hit, range (10/30m), one target. Hit:
9 (2d6 + 2) piercing damage
Repair. The engineer uses its action to repair a
friendly, synthetic target within 2m for 1d8 hit Repair. The operative uses its action to repair a
points. friendly, synthetic target within 2m for 1d8 hit
points.
Summon Combat Drone (1/Day). The engineer
summons a Combat Drone. Summon Combat Drone (2/Day). The operative
summons a Combat Drone.
Reactions
Tech Armor. As a reaction to taking damage, the
Reactions
engineer can activate its tech armor. Tech Armor. As a reaction to taking damage, the
operative can activate its tech armor.

APPENDIX H | BESTIARY
233
Eclipse Vanguard Medium organic, neutral

Armor Class 14 Spellcasting. The eclipse vanguard is a 6th-level


Hit Points 58 (9d8 + 18) spellcaster. Its spellcasting ability is Charisma (spell
Barrier Ticks 6 save DC 12, +4 to hit with spell attacks). The eclipse
Speed 10m vanguard has the following spells:
1st level (7 slots): shockwave
STR DEX CON INT WIS CHA 2nd level (3 slots): warp
13 (+1) 13 (+1) 14 (+2) 14 (+2) 13 (+1) 15 (+2)
Actions
Senses Passive Perception 11 Multiattack. The vanguard makes 2 M-27 Scimitar
Challenge 3 (700 XP) attacks.
M-27 Scimitar (two-handed, hip fire, double tap). Ranged
Barrier (3/Day). As an action or bonus action, the Weapon Attack: +1 to hit, range (4/8m), one target.
vanguard gains 6 barrier ticks. When the vanguard is Hit: 6 (2d4 + 1) piercing damage
dealt damage, if it has any barrier ticks remaining,
remove one barrier tick and reduce the damage by 1d8. Reactions
Tech Armor (1/Day). As a bonus action, the vanguard Tech Armor. As a reaction to taking damage, the
can activate its Tech Armor. It immediately gains 10 operative can activate its tech armor.
temporary hit points. While the vanguard has at least 1
of these temporary hit points remaining, it has +2 AC.

Eclipse Heavy
Medium organic, neutral

Armor Class 13
Hit Points 76 (17d8)
Shield Points 5 (regen 5)
Speed 10m

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0)

Skills Perception +3
Senses Passive Perception 11
Challenge 4 (1100 XP)

Actions
ML-77 Missile Launcher (5 charges). Choose a
creature within 60m that you can see and fire a
missile at it. Each creature within a 4m cube of the
target, including the target, must make a DC 14
Dexterity saving throw. On a failed save a creature
takes 39 (6d12) thunder damage or half as much
on a successful one.

APPENDIX H | BESTIARY
234
Eclipse Commando
Medium organic, neutral

Armor Class 15
Hit Points 104 (16d8 + 32)
Barrier Ticks 10
Speed 10m

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 15 (+2) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Wisdom +5, Charisma +6


Senses Passive Perception 12
Challenge 5 (1800 XP)

Aggressive. As a bonus action, the commando can


move up to its speed toward a hostile creature it
can see.
Barrier (3/Day). As an action or bonus action, the
commando gains 10 barrier ticks. When the
commando is dealt damage, if it has any barrier
ticks remaining, remove one barrier tick and reduce
the damage by 1d8.
Spellcasting. The eclipse commando is a 12th-level
spellcaster. Its spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). The
eclipse commando has the following spells:
Cantrips (at will): charge
1st level (7 slots)
2nd level (6 slots): warp
3rd level (3 slots)

Actions
M-300 Claymore (two-handed, hip fire). Ranged
Weapon Attack: +2 to hit, range (4/8m), one target.
Hit: 15 (3d8 + 2) piercing damage
Leadership (Recharges after a Short or Long Rest). For
1 minute, the commando can utter a special
command or warning whenever a nonhostile
creature that it can see within 10 meters of it
makes an attack roll or a saving throw. The creature
can add a d4 to its roll provided it can hear and
understand the commando. A creature can benefit
from only one Leadership die at a time. This effect
ends if the commando is incapacitated.

APPENDIX H | BESTIARY
235
Geth
Geth Turret
Small synthetic, lawful neutral

Armor Class 12
Hit Points 7 (2d6)
Shield Points 5 (regen 5)
Speed fly 6m

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Damage Vulnerabilities lightning


Damage Immunities poison, psychic
Condition Immunities poisoned
Senses Passive Perception 9
Challenge 1/4 (50 XP)

Actions
Pulse Cannon. Ranged Weapon Attack: +2 to hit,
range 20/60m, one target. Hit: 5 (1d10) radiant Geth Bomber
damage. Small synthetic, lawful neutral
Shield Restore (Recharge 5-6). The geth turret Armor Class 16
restores 9 (2d8) shield points to a friendly creature Hit Points 15 (10d6 - 20)
within 4m. Shield Points 15 (regen 5)
Speed fly 10m

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 6 (-2) 14 (+2) 10 (+0) 8 (-1)

Saving Throws Dexterity +6


Skills Perception +2
Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities petrified, poisoned
Senses darkvision 60m, Passive Perception 10
Challenge 2 (450 XP)

Innate Spellcasting. The geth bomber's innate


spellcasting ability is Intelligence (spell save DC 12,
+4 to hit with spell attacks). It can innately cast the
following:
At will: overload

Actions
Multi-frag Grenade (2/day). Target 3 areas within
10m. Each creature within 4m of each target must
make a DC 13 Dexterity saving throw. On a failed
save, a creature takes 1d4 piercing damage or half
as much on a successful one.

APPENDIX H | BESTIARY
236
Geth Trooper
Medium synthetic, lawful neutral

Armor Class 13
Hit Points 72 (16d8)
Speed 10m

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 12 (+1) 8 (-1) 8 (-1)
Geth Stalker
Medium synthetic, lawful neutral
Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Armor Class 14
Condition Immunities poisoned
Hit Points 63 (18d8 - 18)
Senses Passive Perception 9
Shield Points 5 (regen 5)
Challenge 2 (450 XP)
Speed 16m

Actions
STR DEX CON INT WIS CHA
Multiattack. The geth trooper makes two Geth Pulse
Rifle attacks. 8 (-1) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 5 (-3)

Weapon Strike. Melee Weapon Attack: +3 to hit, Saving Throws Dexterity +5


reach 2m, one target. Hit: 4 (1d6 + 1) bludgeoning Skills Perception +4
damage. Damage Vulnerabilities lightning
Geth Pulse Rifle (burst fire, two-handed). Ranged Damage Immunities poison, psychic
Weapon Attack: +2 to hit, range (40/120m), one Condition Immunities poisoned
target. Hit: 9 (2d6 + 2) radiant damage Senses darkvision 30m, infrared nullm, Passive
Perception 12
Challenge 3 (700 XP)

Assassination. Once per turn, the geth stalker can


deal an extra 7 (2d6) damage to one creature it hits
with an attack if it has advantage on the attack roll.
The attack must be made with a melee or ranged
weapon.
Avoidance. If the geth stalker subjected to an effect
that allows it to make a saving throw to take only
half damage, it instead takes no damage if it
succeeds on the saving throw, and only half
damage if it fails.
Leap. The geth stalker can leap up to one half its
speed.
Spider Climb. The geth stalker can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Innate Spellcasting. The geth stalker's innate
spellcasting ability is Intelligence (spell save DC 11,
+3 to hit with spell attacks). It can innately cast the
following:
At will: sabotage

Actions
Claw. Melee Weapon Attack: +3 to hit, reach 2m,
one target. Hit: 7 (1d8 + 3) slashing damage.
Eye Cannon. Ranged Weapon Attack: +5 to hit,
range 60/180m, one target. Hit: 13 (3d6 + 3)
radiant damage.

APPENDIX H | BESTIARY
237
Geth Hunter Geth Juggernaut
Medium synthetic, lawful neutral Large synthetic, lawful neutral

Armor Class 14 Armor Class 15


Hit Points 60 (8d8 + 24) Hit Points 133 (14d10 + 56)
Shield Points 20 (regen 10) Shield Points 20 (regen 5)
Speed 14m Speed 12m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (+0) 20 (+5) 11 (+0) 18 (+4) 13 (+1) 8 (-1) 4 (-3)

Saving Throws Intelligence +5 Damage Resistances bludgeoning, piercing, slashing


Skills Electronics +5, Stealth +4 Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities poisoned
Condition Immunities poisoned Senses Passive Perception 9
Senses darkvision 60m, Passive Perception 11 Challenge 8 (3900 XP)
Challenge 4 (1100 XP)
Aggressive. As a bonus action, the geth juggernaut
Assassination. Once per turn, the geth hunter can can move up to its speed toward a hostile creature
deal an extra 7 (2d6) damage to one creature it hits that it can see.
with an attack if it has advantage on the attack roll.
The attack must be made with a melee or ranged Actions
weapon.
Multiattack. The geth juggernaut makes two Bash
Tactical Cloak (3/Day). As a bonus action, the geth attacks.
hunter activates its tactical cloak, becoming
invisible for 1 minute. When the geth hunter makes Bash. Melee Weapon Attack: +8 to hit, reach 2m,
a melee or ranged attack or uses a tech or combat one target. Hit: 14 (2d8 + 5) bludgeoning damage.
power, tactical cloak ends. Geth Plasma SMG (burst fire). Ranged Weapon
Attack: +5 to hit, range (18/54m), one target. Hit:
Actions 15 (4d4 + 5) radiant damage
Multiattack. The geth hunter makes two Geth
Plasma Shotgun attacks.
Geth Plasma Shotgun (two-handed, hip fire). Ranged
Weapon Attack: +2 to hit, range (6/12m), one
target. Hit: 13 (2d10 + 2) radiant damage

APPENDIX H | BESTIARY
238
Geth Prime Geth Armature
Large synthetic, lawful neutral Huge synthetic, lawful neutral

Armor Class 18 Armor Class 15


Hit Points 170 (20d10 + 60) Hit Points 135 (10d12 + 70)
Shield Points 30 (regen 10) Shield Points 100 (regen 0)
Speed 10m Speed 6m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 22 (+6) 10 (+0) 25 (+7) 18 (+4) 6 (-2) 8 (-1)

Saving Throws Constitution +7, Intelligence +6 Saving Throws Intelligence +9


Skills Electronics +6 Skills Perception +3
Damage Immunities poison, psychic Damage Vulnerabilities lightning
Condition Immunities poisoned Damage Resistances bludgeoning, piercing, slashing
Senses Passive Perception 10 Damage Immunities poison, psychic
Challenge 9 (5000 XP) Condition Immunities charmed, deafened,
frightened, frozen, grappled, invisible, lifted,
paralyzed, petrified, poisoned, restrained,
Actions stunned
Multiattack. The geth prime makes two Geth Pulse Senses darkvision 20m, infrared nullm, Passive
Rifle attacks. Perception 8
Challenge 15 (13000 XP)
Weapon Bash. Melee Weapon Attack: +7 to hit,
reach 2m, one target. Hit: 8 (1d10 + 3) Repair Protocol (3/Day). If the geth armature starts
bludgeoning damage. its turn with 0 shield points, it activates its repair
Geth Pulse Rifle (burst fire, two-handed). Ranged protocol, collapsing into a compact shell. Until the
Weapon Attack: +4 to hit, range (40/120m), one start of its next turn, its speed becomes 0m and it
target. Hit: 11 (2d6 + 4) radiant damage can take no Actions, but it is immune to all damage.
At the start of its next turn, it regains 50 shields
Radar Jamming. The geth prime releases an emp points.
burst that temporarily disables targeting systems.
Each hostile creature within a 10m radius has
disadvantage on ranged weapon attack rolls until Actions
the start of the geth prime's next turn. Mass Accelerator Machinegun. Ranged Weapon
Summon Combat Drone (3/Day). The geth prime Attack: +9 to hit, range 120/360m, one target. Hit:
summons a Combat Drone. It can only have 1 19 (3d12) piercing damage and 19 (3d12) radiant
Combat Drone active at a time. damage. The geth armature can make a burst fire
attack instead.
Summon Geth Turret (1/Day). The geth prime
summons a Geth Turret. Siege Cannon. The geth armature targets a creature
within 60m and launches a homing projectile. The
Legendary Actions target must make a DC 18 Dexterity saving throw.
On a failed save, the target takes 55 (10d10)
The geth prime can take 3 legendary actions,
radiant damage, or half as much on a successful
choosing from the options below. Only one
one.
legendary action can be used at a time and only at
the end of another creature's turn. The geth prime Siege Pulse (Recharge 6). The geth armature releases
regains spent legendary actions at the start of its a burst of electrostatic energy that disrupts armor
turn. biofeedback. Each creature within a 6m radius must
make a DC 18 Constitution saving throw. On a
Activate Radar Jamming (costs 2 actions). The geth failed save, a creature wearing armor looses 1d4 to
prime activates its radar jamming. their Strength and Dexterity ability scores. This loss
Geth Pulse Rifle Attack. The geth prime makes a ends if the armor is repaired, removed, or replaced.
Geth Pulse Rifle attack.
Summon Turret or Drone (costs 3 actions). The geth
prime uses its Summon Drone or Summon Geth
Turret action.

APPENDIX H | BESTIARY
239
Geth Colossus Gargantuan synthetic, lawful neutral

Armor Class 17 Mass Accelerator Machinegun. Ranged Weapon Attack:


Hit Points 175 (9d20 + 81) +12 to hit, range 120/360m, one target. Hit: 19
Shield Points 100 (regen 0) (3d12) piercing damage and 19 (3d12) radiant
Speed 6m damage. The geth colossus can make a burst fire attack
instead.
STR DEX CON INT WIS CHA Siege Cannon. The geth colossus targets a creature
within 60m and launches a homing projectile. The
28 (+9) 8 (-1) 28 (+9) 20 (+5) 6 (-2) 8 (-1) target must make a DC 20 Dexterity saving throw. On a
failed save, the target takes 55 (10d10) radiant
Saving Throws Intelligence +12 damage, or half as much on a successful one.
Skills Perception +5
Damage Vulnerabilities lightning Siege Pulse (Recharge 6). The geth colossus releases a
Damage Resistances bludgeoning, piercing, slashing burst of electrostatic energy that disrupts armor
Damage Immunities poison, psychic biofeedback. Each creature within a 6m radius must
Condition Immunities charmed, deafened, frightened, make a DC 20 Constitution saving throw. On a failed
frozen, grappled, invisible, lifted, paralyzed, petrified, save, a creature wearing armor looses 1d4 to their
poisoned, restrained, stunned Strength and Dexterity ability scores. This loss ends if
Senses darkvision 20m, infrared nullm, Passive the armor is repaired, removed, or replaced.
Perception 8
Challenge 21 (33000 XP) Legendary Actions
The geth colossus can take 3 legendary actions,
Repair Protocol (3/Day). If the geth colossus starts its choosing from the options below. Only one legendary
turn with 0 shield points, it activates its repair action can be used at a time and only at the end of
protocol, collapsing into a compact shell. Until the another creature's turn. The geth colossus regains
start of its next turn, its speed becomes 0m and it can spent legendary actions at the start of its turn.
take no Actions, but it is immune to all damage. At the
start of its next turn, it regains 50 shields points. Mass Accelerator Machinegun Attack. The geth colossus
makes a Mass Accelerator Machinegun attack.
Actions Siege Cannon Attack. The geth colossus makes a Siege
Cannon attack.
Siege Pulse Attack (costs 2 actions). The geth colossus
uses its Siege Pulse

APPENDIX H | BESTIARY
240
Mechs
LOKI Mech
Medium synthetic, neutral

Armor Class 10
Hit Points 22 (5d8)
Speed 8m

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 11 (+0) 8 (-1) 6 (-2) 5 (-3)

Skills Perception +0
Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities petrified, poisoned
Senses infrared nullm, Passive Perception 8
Challenge 1/8 (25 XP)

Chatter (variant). The LOKI mech can be


programmed with pre-recorded phrases, which it
utters occasionally during combat. Each hostile
creature that hears the phrase much pass a Wisdom
saving throw. On a failure, a creature becomes
unnerved by the phrase and can only target the
LOKI mech when making attack rolls or using
damaging spells. On a success, a creature is
unaffected and is immune to the LOKI mech's
Chatter. The DC of the saving throw is dependant
on the phrase, but cannot be higher than 12.
Limited Tactics. The LOKI mech is incapable of
complex combat tactics. It never seeks cover and
cannot take the Hide, Dodge, Help, or Disengage
actions.
Post-mortem Explosion. When the LOKI mech is
reduced to 0 hit points, it self-destructs. Each
creature within a 2m radius sphere must succeed
on a DC 10 Dexterity saving throw or take 5 (2d4)
thunder damage.
Innate Spellcasting. The loki mech's innate
spellcasting ability is Intelligence (spell save DC 9,
+1 to hit with spell attacks). It can innately cast the
following:
5/day: shocking grasp

Actions
M-4 Shuriken (hip fire, burst fire). Ranged Weapon
Attack: +1 to hit, range (4/12m), one target. Hit: 6
(2d4 + 1) piercing damage
M-3 Predator (double tap). Ranged Weapon Attack:
+1 to hit, range (20/60m), one target. Hit: 3 (1d4 +
1) piercing damage

APPENDIX H | BESTIARY
241
FENRIS Mech Sentry Turret
Small synthetic, neutral Small synthetic, neutral

Armor Class 14 Armor Class 14


Hit Points 35 (10d6) Hit Points 77 (22d6)
Speed 14m Speed 0m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 10 (+0) 14 (+2) 8 (-1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dexterity +5 Damage Vulnerabilities lightning


Skills Perception +4 Damage Immunities poison, psychic
Damage Vulnerabilities lightning Condition Immunities poisoned
Damage Immunities poison, psychic Senses Passive Perception 10
Condition Immunities poisoned Challenge 1 (200 XP)
Senses infrared nullm, Passive Perception 12
Challenge 1/2 (100 XP) Stationary. The sentry turret automatically fails
Strength and Dexterity saving throws and skill
Aggressive. As a bonus action, the fenris mech can checks.
move up to its speed toward a hostile creature that
it can see. Innate Spellcasting. The sentry turret's innate
spellcasting ability is Intelligence (spell save DC 10,
Post-mortem Explosion. If damage reduces the +2 to hit with spell attacks). It can innately cast the
FENRIS mech to 3 or fewer hit points, it deactivates following:
its primary systems and remains stationary. Any 3/day: flamethrower
additinonal damage done to the mech while in this
state causes it to explode. Any creature within a 4m
radius sphere must succeed on a DC 13
Actions
Constitution saving throw or take 7 (3d4) lightning Mass Accelerator Machinegun. Ranged Weapon
damage. Attack: +2 to hit, range 60/180m, one target. Hit: 7
(2d6) piercing damage and 7 (2d6) radiant damage.
Innate Spellcasting. The fenris mech's innate The sentry turret can make a burst fire attack
spellcasting ability is Intelligence (spell save DC 10, instead.
+2 to hit with spell attacks). It can innately cast the
following:
3/day: shocking grasp

Actions
Pounce. Melee Weapon Attack: +3 to hit, reach 4m,
one target. Hit: 8 (2d6 + 1) bludgeoning damage. If
the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Stun. Melee Weapon Attack: +3 to hit, reach 2m,
one prone target. Hit: 9 (2d8) lightning damage. If
the target is a creature, it must succeed on a DC 13
Constitution saving throw or be stunned until the
end of its next turn.

APPENDIX H | BESTIARY
242
Turret Rampart Mech
Small synthetic, neutral Medium synthetic, neutral

Armor Class 12 Armor Class 15


Hit Points 25 (10d6 - 10) Hit Points 52 (15d8 - 15)
Shield Points 10 (regen 0) Speed 10m
Speed 0m
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 8 (-1) 16 (+3) 11 (+0) 8 (-1)
1 (-5) 1 (-5) 8 (-1) 10 (+0) 6 (-2) 1 (-5)
Damage Vulnerabilities lightning
Damage Vulnerabilities lightning Damage Immunities poison, psychic
Damage Resistances bludgeoning Condition Immunities petrified, poisoned
Damage Immunities poison, psychic Senses Passive Perception 10
Condition Immunities poisoned Challenge 2 (450 XP)
Senses Passive Perception 8
Challenge 1 (200 XP) Aggressive. As a bonus action, the rampart mech
can move up to its speed toward a hostile creature
Stationary. The turret automatically fails Strength that it can see.
and Dexterity saving throws and skill checks.
Hex Shield (1/Day). As a bonus action, the rampart
mech generates a 2m tall and wide, hexagon-
Actions shaped shield with 5AC and 50 shield points which
Mass Accelerator Machinegun. Ranged Weapon offers full-cover.
Attack: +2 to hit, range 60/180m, one target. Hit: 7 Tactical Cloak (1/Day). As a bonus action, the
(2d6) piercing damage and 7 (2d6) radiant damage. rampart mech activates its tactical cloak, becoming
The turret can make a burst fire attack instead. invisible for 1 minute. When the rampart mech
makes a melee or ranged attack or uses a tech or
combat power, tactical cloak ends.
Post-Mortem Vent. When the rampart mech dies, it
vents excess heat from its weapon and armor in a
2m radius until the start of its next turn. Each
creature that enters the radius for the first time or
ends its turn there takes 18 (4d8) radiant damage.

Actions
Multiattack. The rampart mech makes two omni-
blade attacks.
Omni-Blade. Melee Weapon Attack: +3 to hit, reach
2m, one target. Hit: 7 (1d8 + 3) slashing damage
M-23 Katana (two-handed, hip fire). Ranged Weapon
Attack: +3 to hit, range (4/8m), one target. Hit: 10
(2d6 + 3) piercing damage

APPENDIX H | BESTIARY
243
YMIR Mech
Large synthetic, neutral

Armor Class 18
Hit Points 161 (17d10 + 68)
Shield Points 50 (regen 10)
Speed 6m

STR DEX CON INT WIS CHA


20 (+5) 6 (-2) 18 (+4) 16 (+3) 8 (-1) 12 (+1)

Saving Throws Strength +9, Intelligence +7


Damage Vulnerabilities lightning
Damage Resistances cold, bludgeoning, piercing,
slashing
Damage Immunities poison, psychic
Condition Immunities petrified, poisoned
Senses infared nullm, Passive Perception 9
Challenge 11 (7200 XP)

Post-mortem Explosion. When the YMIR mech is


reduced to 0 hit points, it self-destructs. Each
creature within a 6m radius sphere must make a DC
15 Dexterity saving throw. On a failed save, a
creature takes 22 (4d10) thunder damage or half as
much on a successful one.

Actions
Mass Accelerator Machinegun. Ranged Weapon
Attack: +7 to hit, range 60/180m, one target. Hit:
16 (3d10) piercing damage and 16 (3d10) radiant
damage. The ymir mech can make a burst fire
attack instead.
Rocket Launcher (Recharge 5-6). The ymir mech
targets an area within 60m. Each creature within
6m of the target must make a DC 18 Dexterity
saving throw. On a failed save, a creature takes 52
(8d12) thunder damage or half as much damage on
a successful one.

APPENDIX H | BESTIARY
244
Rachni Rachni Soldier
Medium organic, unaligned
Rachni Worker Armor Class 14
Small organic, unaligned Hit Points 44 (8d8 + 8)
Speed 10m
Armor Class 13
Hit Points 9 (2d6 + 2)
Speed 12m STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
STR DEX CON INT WIS CHA
Saving Throws Constitution +3, Wisdom +2
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
Skills Stealth +5, Perception +2
Senses blindsight 4m, Passive Perception 10
Saving Throws Wisdom +0 Challenge 1 (200 XP)
Senses blindsight 4m, Passive Perception 8
Challenge 1/8 (25 XP) Ambusher. The rachni soldier has advantage on
attack rolls against any creature it has surprised.
Actions
Grappler. The rachni soldier has advantage on attack
Acid Splash (Recharge 4-6). The rachni worker spits rolls against any creature grappled by it.
acid at one target within 10m or two targets within
10m if both targets are within 2m of each other. A Actions
target must succeed on a DC 13 Dexterity saving
throw or take 3 (1d6) acid damage. Acid Spit. Ranged Weapon Attack: +5 to hit, range
20/60m, one target. Hit: 7 (2d6) acid damage and
Bite. Melee Weapon Attack: +2 to hit, reach 2m, 7 (2d6) necrotic damage. This damage bypasses
one target. Hit: 3 (1d6) piercing damage. shields.
Impale. Melee Weapon Attack: +5 to hit, reach 4m,
one target. Hit: 8 (1d10 + 3) and 2 (1d4) acid
damage.

APPENDIX H | BESTIARY
245
Rachni Brood Warrior Large organic, unaligned

Armor Class 15 Grappler. The rachni brood warrior has advantage on


Hit Points 102 (12d10 + 36) attack rolls against any creature grappled by it.
Barrier Ticks 5
Innate Spellcasting. The rachni brood warrior's innate
Speed 10m
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). It can innately cast the following:
STR DEX CON INT WIS CHA 3/day: stasis
19 (+4) 12 (+1) 17 (+3) 7 (-2) 15 (+2) 7 (-2) 5/day: warp

Saving Throws Constitution +5, Wisdom +4 Actions


Skills Perception +4 Multiattack. The brood warrior makes two Impale
Senses blindsight 4m, Passive Perception 12 attacks or attempts to grapple a creature and makes an
Challenge 4 (1100 XP) Impale attack.

Barrier (3/Day). As an action or bonus action, the rachni Acid Spit. Ranged Weapon Attack: +3 to hit, range
brood warrior gains 5 barrier ticks. When the rachni 20/60m, one target. Hit: 7 (2d6) acid damage and 7
brood warrior is dealt damage, if it has any barrier ticks (2d6) necrotic damage. This damage bypasses shields.
remaining, remove one barrier tick and reduce the Impale. Melee Weapon Attack: +6 to hit, reach 4m, one
damage by 1d8. target. Hit: 15 (2d10 + 4) and 5 (1d10) acid damage.

Rachni Queen Bite. Melee Weapon Attack: +13 to hit, reach 4m, one
target. Hit: 26 (3d12 + 7) piercing damage.
Gargantuan organic, lawful neutral
Impale. Melee Weapon Attack: +13 to hit, reach 8m,
Armor Class 21 one target. Hit: 29 (4d10 + 7) piercing damage.
Hit Points 319 (22d20 + 88)
Speed 6m Lair Actions
On initiative count 20 (losing initiative ties), the rachni
STR DEX CON INT WIS CHA queen takes a lair action to cause one of the following
effects; it can't use the same effect two rounds in a
25 (+7) 10 (+0) 18 (+4) 22 (+6) 25 (+7) 18 (+4) row:

Saving Throws Wisdom +13, Constitution +10, The rachni queen summons 1d10 + 3 rachni
Strength +13 workers. These arrive at the beginning of the queen's
Skills Perception +13, History +12 next turn and take their turn on the queen's
Condition Immunities charmed initiative.
Senses blindsight 10m, Passive Perception 17 The rachni queen summons 1d6 + 1 rachni workers.
Challenge 18 (20000 XP) These arrive at the beginning of the queen's next
turn and take their turn on the queen's initiative.
The rachni queen summons one rachni brood
Actions warrior. It arrives at the beginning of the queen's
Multiattack. The rachni queen makes one bite attack next turn and takes its turn on the queen's initiative.
and two impale attacks.

APPENDIX H | BESTIARY
246
Reaper Husk
Medium synorg, lawful evil
Swarmer Armor Class 11
Tiny synorg, lawful evil Hit Points 6 (1d8 + 2)
Speed 10m
Armor Class 10
Hit Points 4 (3d4 - 3)
Speed 12m STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 14 (+2) 3 (-4) 6 (-2) 5 (-3)
STR DEX CON INT WIS CHA
Saving Throws Wisdom +0
4 (-3) 12 (+1) 8 (-1) 4 (-3) 4 (-3) 4 (-3)
Senses darkvision 20m, Passive Perception 8
Challenge 1/2 (100 XP)
Saving Throws Dexterity +3
Condition Immunities charmed Aggressive. As a bonus action, the husk can move
Senses darkvision 20m, Passive Perception 7 up to its speed toward a hostile creature that it can
Challenge 1/8 (25 XP) see.
Aggressive. As a bonus action, the swarmer can
move up to its speed toward a hostile creature that Actions
it can see. Swipe. Melee Weapon Attack: +3 to hit, reach 2m,
one target. Hit: 4 (1d6 + 1) slashing damage, and
Actions the creature is grappled (escape DC 13). A creature
that is grappled by the husk takes 11 (3d6)
Suicide Attack. Melee Weapon Attack: +3 to hit, necrotic damage at the start of each of the husk's
reach 2m, one target. Hit: 3 (1d6) acid damage and turns. The husk can't make swipe attacks on any
the swarmer explodes (its hit points immediately other target while grappling a creature in this way.
fall to 0).

APPENDIX H | BESTIARY
247
Abomination Cannibal
Medium synorg, lawful evil Medium synorg, lawful evil

Armor Class 11 Armor Class 13


Hit Points 26 (4d8 + 8) Hit Points 72 (16d8)
Speed 10m Speed 8m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 14 (+2) 3 (-4) 6 (-2) 5 (-3) 13 (+1) 10 (+0) 10 (+0) 8 (-1) 5 (-3) 3 (-4)

Saving Throws Wisdom +0 Senses darkvision 20m, Passive Perception 7


Senses darkvision 20m, Passive Perception 8 Challenge 2 (450 XP)
Challenge 1 (200 XP)
Pack Tactics. The cannibal has advantage on an
Aggressive. As a bonus action, the abomination can attack roll against a creature if at least one of the
move up to its speed toward a hostile creature that cannibal's allies is within 2m of the creature and
it can see. the ally isn't incapacitated.

Post-Mortem Explosion. When the abomination Actions


dies, it explodes in a burst of necrotic energy. Each
creature within 2m of it must succeed on a DC 14 Multiattack. The cannibal makes 2 Arm Cannon
Dexterity saving throw, taking 28 (8d6) necrotic attacks.
damage on a failed save, or half as much damage on
a successful one. A creature that is grappled by the Arm Cannon. Ranged Weapon Attack: +2 to hit,
abomination automatically fails its saving throw. range 20/60m, one target. Hit: 5 (1d10) piercing
damage.
Actions Bash. Melee Weapon Attack: +3 to hit, reach 2m,
Grapple. Melee Weapon Attack: +3 to hit, reach 2m, one target. Hit: 5 (1d8 + 1) bludgeoning damage.
one target. Hit: The creature is grappled (escape DC Frag Grenade (2/day). Target an area within 10m.
11). At the start of the abomination's next turn, it Each creature within 4m of the target must make a
uses Post-Mortem Explosion. DC 13 Dexterity saving throw. On a failed save, a
creature takes 3d12 piercing damage or half as
much damage on a successful one.
Cannibalize (1/Day). The cannibal spends its action
consuming a creature with 0 hit points within 2m.
At the start of its next turn it gains 5 AC and 1d8
hit points and the consumed creature (including all
of its weapons, armor, and items) is completely
dissolved. If the creature is a player character, it
dies. Cannibals prefer to use their cannibalize
action over any other.

APPENDIX H | BESTIARY
248
Ravager
Large synorg, lawful evil

Armor Class 12
Hit Points 110 (20d10)
Speed 10m

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 10 (+0) 8 (-1) 11 (+0) 11 (+0)

Condition Immunities charmed


Senses darkvision 20m, Passive Perception 10
Challenge 6 (2300 XP)

Egg Sacs (4). If the ravager takes piercing or


slashing damage that is not from the result of a
critical hit one of its egg sacs explodes, releasing
1d10 swarmers.

Actions
Multiattack. The ravager makes two twin artillery
cannon attacks.
Acid Splash (Recharge 5-6). The ravager spits acid in
a 6m cube. Each creature in that line must make a
DC 15 Dexterity saving throw, taking 27 (6d8) acid
damage on a failed save, or half as much damage on
a successful one.
Twin Artillery Cannons. Ranged Weapon Attack: +5
to hit, range 60/180m, one target. Hit: 18 (3d10 +
2) piercing damage and 10 (3d6) acid damage.
Marauder
Medium synorg, lawful evil

Armor Class 15
Hit Points 44 (8d8 + 8)
Shield Points 15 (regen 15)
Speed 10m

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 8 (-1) 11 (+0) 8 (-1)

Saving Throws Dexterity +5


Skills Survival +2
Senses darkvision 20m, Passive Perception 10
Challenge 2 (450 XP)

Actions
Multiattack. The marauder makes 2 Phaeston
attacks.
Phaeston (burst fire, two-handed). Ranged Weapon
Attack: +3 to hit, range (20/60m), one target. Hit:
8 (2d4 + 3) piercing damage
Create Armor Plating (Recharge 5-6). The marauder
coats a friendly husk, abomination, or cannibal in a
scab-like armor plating, increasing the target's AC
by 2.

APPENDIX H | BESTIARY
249
Scion Brute
Medium synorg, lawful evil Large synorg, lawful evil

Armor Class 18 Armor Class 18


Hit Points 52 (7d8 + 21) Hit Points 123 (13d10 + 52)
Speed 8m Speed 14m

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 6 (-2) 5 (-3) 20 (+5) 12 (+1) 18 (+4) 9 (-1) 6 (-2) 12 (+1)

Saving Throws Constitution +7 Saving Throws Strength +9, Constitution +8


Damage Resistances bludgeoning, piercing, slashing Skills Athletics +9
Senses darkvision 20m, Passive Perception 8 Damage Resistances bludgeoning, piercing, slashing
Challenge 9 (5000 XP) Senses darkvision 20m, Passive Perception 8
Challenge 10 (5900 XP)
Actions Blood Frenzy. The brute has advantage on melee
Bash. Melee Weapon Attack: +8 to hit, reach 2m, attack rolls against any creature that doesn't have
one target. Hit: 8 (1d8 + 4) bludgeoning damage. all its hit points.
Salvo (Recharge 4-6). The scion targets three Brutal Charge. If the brute moves at least 6m
locations within 30m and launches an explosive straight toward a target and then hits it with a
blast to each. The locations can be the same or smash attack on the same turn, the target takes an
different. Each creature within a 6m radius of a extra 7 (2d6) damage. If the target is a creature, it
target location must make a DC 16 Dexterity saving must succeed on a DC 17 Strength saving throw or
throw. On a failed save a creature takes 15 (3d10) be knocked prone.
thunder damage or half as much on a successful
one. Actions
Multiattack. The brute makes two Smash attacks or
two Clobber attacks.
Clobber. Melee Weapon Attack: +9 to hit, reach 2m,
one prone creature. Hit: 37 (5d12 + 5)
bludgeoning damage.
Smash. Melee Weapon Attack: +9 to hit, reach 2m,
one target. Hit: 17 (3d8 + 5) bludgeoning damage.

APPENDIX H | BESTIARY
250
Oculus
Large synthetic, lawful evil

Armor Class 17
Hit Points 165 (22d10 + 44)
Speed fly 20m

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 15 (+2) 13 (+1) 9 (-1) 10 (+0)

Saving Throws Dexterity +7, Constitution +6


Skills Perception +3
Damage Immunities poison
Condition Immunities blinded, deafened, frightened,
lifted, paralyzed, poisoned, prone
Senses infrared vision 30m, Passive Perception 9
Challenge 11 (7200 XP)

Actions
Particle Beam. The oculus fires a persistent particle
beam that is 20m long and 2m wide that lasts until
the start of the oculus's next turn. While firing the
beam, the oculus's speed becomes 0. Each creature
that is within the beam's path or that moves into
the beam's path for the first time on its turn must
make a DC 16 Constitution saving throw. On a
failed save, a creature takes 66 (12d10) radiant
damage, or half as much on a successful save.
Crush. Melee Weapon Attack: +3 to hit, reach 10m,
one target. Hit: 17 (4d6 + 3) bludgeoning damage.

APPENDIX H | BESTIARY
251
Banshee Large synorg, lawful evil

Armor Class 16 Impale. Melee Weapon Attack: +5 to hit, reach 2m, one
Hit Points 165 (30d10) target. Hit: 13 (3d8) piercing damage.
Barrier Ticks 20
Speed 6m Wail (Recharge 5-6). The banshee lets out a wail. Each
creature within 60m that can hear the wail must make
DC 17 Wisdom saving throw. On a failed save a
STR DEX CON INT WIS CHA creature is frightened for 1 minute.
11 (+0) 16 (+3) 11 (+0) 12 (+1) 18 (+4) 20 (+5)
Legendary Actions
Saving Throws Dexterity +8, Wisdom +9 The banshee can take 3 legendary actions, choosing
Senses darkvision 20m, Passive Perception 14 from the options below. Only one legendary action can
Challenge 13 (10000 XP) be used at a time and only at the end of another
creature's turn. The banshee regains spent legendary
actions at the start of its turn.
Barrier (3/Day). As an action or bonus action, the
banshee gains 20 barrier ticks. When the banshee is Cast a Spell (costs 3 actions). The banshee casts a spell
dealt damage, if it has any barrier ticks remaining, from its list of prepared spells, using a spell slot as
remove one barrier tick and reduce the damage by 1d8. normal.
Innate Spellcasting. The banshee's innate spellcasting Impale Attack. The banshee uses its imaple attack.
ability is Charisma (spell save DC 18, +10 to hit with Wail Attack (costs 2 actions). The banshee uses its wail.
spell attacks). It can innately cast the following:
At will: charge, nova Reactions
6/day: warp (as a 4th-level spell) Teleporting Dodge (1/Turn). In response to making a
Dexterity saving throw, the banshee can use its
Actions reaction to teleport up to 4m away. If it is still within
the affected area, it has advantage on the saving throw.

APPENDIX H | BESTIARY
252
Reaper Harvester Huge synorg, lawful evil

Armor Class 20 Harvester Cannon. The reaper harvester targets a


Hit Points 364 (27d12 + 189) location within 30m. Each creature within a 6m radius
Speed 14m, burrow 14m, fly 26m must make a Dexterity saving throw. On a failed save a
creature takes 3d10 force and 3d10 thunder damage,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 11 (+0) 12 (+1) 16 (+3) Legendary Actions
The reaper harvester can take 3 legendary actions,
Saving Throws Constitution +13, Wisdom +7 choosing from the options below. Only one legendary
Skills Perception +7 action can be used at a time and only at the end of
Damage Resistances bludgeoning, piercing, slashing another creature's turn. The reaper harvester regains
Senses darkvision 40m, Passive Perception 11 spent legendary actions at the start of its turn.
Challenge 20 (25000 XP)
Detect. The reaper harvester makes a Wisdom
(Perception) check.
Actions Harvester Cannon Attack (costs 2 actions). The reaper
Multiattack. The reaper harvester makes two harvester harvester makes a harvester cannon attack.
cannon attacks.
Spawn Husks (costs 3 actions). The reaper harvester
releases 1d10 Husks from its body.

APPENDIX H | BESTIARY
253

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