New Vance City world illustration - Post-Apocalyptic theme
Post-Apocalyptic

New Vance City

P
Pollution

New Vance City is a post-collapse RPG where survival means customizing everything—classes, skills, races, and gear are all unique. Set in 2070, a year after the world cracked and the infected rose, this cyberpunk dystopia pulses with story-rich factions, brutal politics, and unforgettable characters. Forge your path in a smog-choked ruin where the line between savior and syndicate blurs with every shot fired. Fight zombies, raiders, and mutated creatures and test your survival in New Vance City!


Author's Note: The year is 2070, one year after the Collapse. The place? New Vance City. Skeletal remains of skyscrapers pierce the smog-choked sky. Patches of overgrown desert flora claw at cracked asphalt. Inside, survivors try to make the best of their fragile existence, repurposing solar panels and scavenging for supplies. Kids growing up in this hell hole play amongst the ruins of the city, their laughter a thin, hopeful melody that just isn't strong enough to pierce through the grim ambiance of the city. Life here is filled with nothing but scarcity and fear. Every creak in the night, every flicker in the solar grid, every hum or buzz... It's all enough to send shivers down your spines. Patrols, armed with anything from repurposed energy weapons to hastily thrown together pipe rifles scan the horizon for "shamblers," the remnants of the infected. Yet amidst the hardship, the community is still blooming. New Vance City still stands, at least for now. A flickering candle in the encroaching darkness of a world forever changed.
Played5504 times
Cloned198 times
Created
124 days ago
Last Updated
3 days ago
VisibilityPublic
Civilian: Gut Panic
1

Civilian: Gut Panic

As a bonus action, you unleash a desperate, feral noise or gesture. One creature within 5 feet must succeed on a Wisdom saving throw or be frightened until the end of its turn.

Civilian: Barricade Snap
2

Civilian: Barricade Snap

As a bonus action, you quickly flip over nearby furniture or debris to create a makeshift barricade. For the next minute or until you move from this location, ranged attacks made against you are made with disadvantage and you gain +2 AC.

Civilian: Break and Bleed
3

Civilian: Break and Bleed

As a bonus action, you throw an unstable chemical container in a 15-foot cone. Creatures in the area must make a Dexterity saving throw or take 8d6 acid and fire damage and become restrained by debris or adhesive sludge.

Civilian: Collapse Alarm
3

Civilian: Collapse Alarm

As a bonus action, you slam a tool into a structural weak point, destabilizing the nearest exit or roof. One creature within 30 feet must make a Dexterity saving throw or take 8d6 bludgeoning damage from falling debris and be knocked prone.

Civilian: Collapse Protocol
4

Civilian: Collapse Protocol

As a bonus action, you trigger an emergency kill switch causing a 20-foot radius explosion. Hostile creatures must make a Dexterity saving throw or take 10d8 fire damage and be stunned; civilians take no damage and automatically disengage as a reaction.

Civilian: Emergency Flare
1

Civilian: Emergency Flare

As a bonus action, you launch a small distress flare into the sky or ceiling. Allies within 60 feet gain advantage on Perception checks and initiative rolls until the start of your next turn.

Civilian: Shock Bait
2

Civilian: Shock Bait

As a bonus action, you throw a cracked battery or power cell at a creature within 30 feet, dealing 6d6 lightning damage. The target must succeed on a Constitution saving throw or be paralyzed until the end of its next turn.

Civilian: Screamer Device
2

Civilian: Screamer Device

As a bonus action, activate a salvaged anti-theft alarm. Creatures in a 10-foot radius must succeed on a Constitution saving throw or take 6d4 thunder damage.

Civilian: Last Gasp Deterrent
3

Civilian: Last Gasp Deterrent

As a bonus action you throw a canister that releases a toxic smoke cloud in a 10-foot radius. Creatures in the area take 8d6 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute, with the save repeated at the end of each of their turns.

Civilian: Jury-Rig
0

Civilian: Jury-Rig

As a bonus action, you temporarily repair a broken or failing item, tool, appliance, or door, allowing it to function properly for 1 minute before it fails again. This ability cannot be used on weapons or high-security systems.

Civilian: Resource Sniff
0

Civilian: Resource Sniff

As a bonus action, you sense the presence and direction of the nearest usable salvage or survival resource within 30 feet, such as clean water, food, batteries, or scrap.

Civilian: Nerve Steady
0

Civilian: Nerve Steady

As a bonus action, you steel your nerves, automatically succeeding on your next saving throw against the frightened condition before the start of your next turn.

Civilian: Makeshift Throw
1

Civilian: Makeshift Throw

As a bonus action, you hurl a loose object such as a pipe, bottle, or tool at a creature within 30 feet, dealing 4d6 bludgeoning damage on a failed Dexterity saving throw.

Recon: Ghost Tag Grenade
2

Recon: Ghost Tag Grenade

As a bonus action, you release a burst of infrared pings in a 15-foot radius. Creatures in the area must succeed on a Constitution saving throw or take 8d4 fire damage and become frightened until the end of their next turn.

Recon: Blackout Drop
4

Recon: Blackout Drop

As a bonus action, you trigger an aerial EMP/dark-out device. Enemies of your choice in a 20-foot radius must make a Constitution saving throw or take 12d8 lightning and force damage, lose all visual and auditory enhancements until the end of their next turn, and become paralyzed on a failed save.

Recon: Dart Suppressor
1

Recon: Dart Suppressor

As a bonus action you fire a tranquilizing dart at one creature within 60 feet. If the dart hits, the creature takes 6d6 piercing damage and must succeed on a CON save or fall unconscious until the end of its next turn.

Recon: Flash Entry
1

Recon: Flash Entry

As a bonus action, you unleash a stunning burst of flash and sonic energy in a 10-foot cone. Creatures in the area must succeed on a Dexterity saving throw or take 6d4 thunder damage and be stunned until the end of their next turn.

Recon: Ghost Move
0

Recon: Ghost Move

As a bonus action, you become completely silent until the start of your next turn. Your footsteps make no noise, you do not trigger pressure sensors or noise-based detection, and you have advantage on Stealth checks during this time.

Recon: Surveillance Overclock
3

Recon: Surveillance Overclock

As a bonus action, you link to your drone network, granting you enhanced sensory capabilities. For the next minute, you gain 120 feet of darkvision, tremorsense out to 30 feet, and the ability to see invisible creatures within 60 feet.

Recon: Mark Target
0

Recon: Mark Target

As a bonus action, you mark one visible creature within 90 feet. Until the start of your next turn, your attacks against the marked creature have advantage, and it cannot benefit from invisibility or hiding.

Recon: Multi-Strike Drone Callout
3

Recon: Multi-Strike Drone Callout

As a bonus action, you summon a synchronized drone barrage targeting all enemies within 20 feet. Each enemy must succeed on a Dexterity saving throw or take 10d6 piercing damage and be knocked prone.

Recon: Optic Ping
0

Recon: Optic Ping

As a bonus action, you deploy a micro-drone that scans the area within 60 feet, revealing the exact number and precise location of all creatures, even those behind cover or walls, until the start of your next turn.

Recon: Reposition
1

Recon: Reposition

As a bonus action, you move up to 30 feet without provoking opportunity attacks. Until the end of your turn, you ignore difficult terrain.

Recon: Suppressing Net Shot
2

Recon: Suppressing Net Shot

As a bonus action, you fire a compressed entanglement net at one creature within 60 feet, dealing 8d6 bludgeoning damage. The target must succeed on a Strength saving throw or become restrained by the net.

Recon: Vanish Protocol
2

Recon: Vanish Protocol

As a bonus action, you become invisible for the next ten minutes. Anything you are wearing or carrying is invisible as long as it is on your person. The invisibility ends if you make an attack or use another skill.

Recon: Takedown Order
3

Recon: Takedown Order

As a bonus action, you fire a special bullet reserved for one creature within 60 feet, dealing 10d8 piercing damage. The target must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Fixer: Orchestrated Collapse
4

Fixer: Orchestrated Collapse

As a bonus action, you unleash a coordinated wave of sabotage affecting social, electronic, and environmental systems. Enemies of your choice within 20 feet must succeed on a Constitution saving throw or take 12d8 thunder damage and fall unconscious until the end of their next turn; on a success, they take half damage and are knocked prone.

Fixer: Distraction Protocol
1

Fixer: Distraction Protocol

As a bonus action, you unleash a burst of chaotic comms chatter and blinking visual beacons in a 10-foot radius. Creatures of your choice must succeed on a Constitution saving throw or take 6d4 psychic damage and be stunned until the end of their next turn.

Fixer: False Signal
0

Fixer: False Signal

As a bonus action, you emit a brief audio burst simulating movement or gunfire. One creature within 60 feet must succeed on a Wisdom saving throw or become frightened until the start of your next turn.

Fixer: Crowd Control Directive
1

Fixer: Crowd Control Directive

As a bonus action, you issue a firm command to one creature within 60 feet via local comms. The target must succeed on a Charisma saving throw or become paralyzed until the end of its next turn.

Fixer: Contingency Callout
2

Fixer: Contingency Callout

As a bonus action, you activate a secure magical channel to coordinate with an ally within 60 feet. The chosen ally can immediately move up to half their movement speed and remove one frightened, unconscious, stunned or paralyzed condition affecting them.

Fixer: Forced Confession
3

Fixer: Forced Confession

As a bonus action, you unleash a high-pressure interrogation subroutine. One creature within 60 feet must succeed on a Charisma saving throw or be frightened and paralyzed for up to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Fixer: Threat Swap
2

Fixer: Threat Swap

As a bonus action, you taunt up to three hostile creatures within 30 feet. Each must succeed on a Wisdom saving throw or be forced to attack you on their next turn; if unable, they are stunned until the end of your next turn. No damage dealt.

Fixer: Tactical Blackout
3

Fixer: Tactical Blackout

As a bonus action, you emit a disruptive signal in a 20-foot radius. Enemies must succeed on a Constitution saving throw or take 10d6 lightning and thunder damage and become stunned until the end of their next turn.

Fixer: Smart Disorienter
2

Fixer: Smart Disorienter

As a bonus action, you throw a low-visibility confusion grenade that explodes in a 15-foot radius. Enemies in the area must succeed on a Dexterity saving throw or take 8d4 thunder damage and be knocked prone.

Fixer: Situational Leverage
1

Fixer: Situational Leverage

As a bonus action, you exploit your surroundings to gain advantage on your next ability check within the next minute.

Fixer: Relay Command
0

Fixer: Relay Command

As a bonus action, you signal one ally within 30 feet to reposition. The ally can immediately move up to 10 feet without provoking opportunity attacks.

Fixer: Multi-Vector Coordination
3

Fixer: Multi-Vector Coordination

As a bonus action, all enemies within 20 feet radius centered on yourself must succeed on a Strength saving throw or become restrained until the start of your next turn.

Fixer: Priority Ping
0

Fixer: Priority Ping

As a bonus action, mark one creature within 60 feet. Until the start of your next turn, the next ally to hit the marked creature is made with advantage.

Chain Assault
0

Chain Assault

You enter a practiced assault pattern, unleashing a series of swift blows. When you take the Attack action, you can make additional attacks: one extra at 5th level, two extra at 13th level.

Follow-Up Strike
0

Follow-Up Strike

You deliver a rapid second strike as part of your trained combat rhythm. At level 5, you can make one additional attack when you take the Attack action on your turn.

Trader: Overcharge Offer
1

Trader: Overcharge Offer

As a bonus action, you deceive a creature within 30 feet with false pricing data, causing a surge of electrical energy to shock them. The target must succeed on a Constitution saving throw or take 6d6 lightning damage and be stunned until the start of your next turn.

Trader: Black Market Bomb
1

Trader: Black Market Bomb

As a bonus action, you deploy a shady explosive from questionable sources. All creatures in a 10-foot radius must make a Dexterity saving throw or take 6d4 fire damage and become prone.

Trader: Stimpack Drop
1

Trader: Stimpack Drop

As a bonus action, you toss a stimulant to an ally within 30 feet. The ally immediately regains 3d6 hit points and gains advantage on its next saving throw against being frightened or paralyzed over the next minute.

Brawler: Brutal Hook
1

Brawler: Brutal Hook

As a bonus action, you perform a spinning hook punch targeting one creature within reach. The target must succeed on a Constitution saving throw or be paralyzed until the end of their next turn.

Brawler: Barricade Bash
1

Brawler: Barricade Bash

As a bonus action, you charge forward in a 10-foot line, shoulder-slamming through debris or enemies. Creatures in the line must succeed on a Dexterity saving throw or take 6d4 bludgeoning damage and be restrained until the end of their next turn.

Brawler: Pipe Slam
1

Brawler: Pipe Slam

As a bonus action, you swing a pipe or improvised weapon in a wide arc to strike one creature within 10 feet, dealing 6d4 bludgeoning damage and potentially knocking them prone.

Hacker: System Crash
1

Hacker: System Crash

As a bonus action, you unleash a corrupted code burst into a hostile's neural interface, dealing 6d6 lightning damage to one creature within 60 feet. On a failed Constitution saving throw, the target is paralyzed until the end of your next turn.

Brawler: Adrenal Surge
2

Brawler: Adrenal Surge

As a bonus action, you release a rage-fueled breath, granting you immunity to the frightened condition and preventing the next single source of damage from reducing you below 1 HP within the next minute.

Brawler: Riot Sweep
3

Brawler: Riot Sweep

As a bonus action, you sweep a heavy blunt object in a 15-foot cone. Creatures in the area must make a Dexterity saving throw or take 10d6 bludgeoning damage and become restrained.

Brawler: Scrapstorm Spin
2

Brawler: Scrapstorm Spin

As a bonus action, you whirl with weaponized debris or chained fists, forcing all creatures within 10 feet to make a Dexterity saving throw or take 8d4 slashing or bludgeoning damage.

Brawler: Iron Guillotine
4

Brawler: Iron Guillotine

As a bonus action, slam a creature within reach into the ground or a wall, dealing 12d10 bludgeoning damage and potentially rendering them unconscious.

Brawler: Spit and Snarl
3

Brawler: Spit and Snarl

As a bonus action, you intimidate a creature within 30 feet, forcing it to make a Wisdom saving throw. On a failed save, the creature is restrained for the next minute. A creature can make an additional saving throw to break free of the restrained condition at the end of each of their turns.

Brawler: Cinder Slam
3

Brawler: Cinder Slam

As a bonus action, slam a creature's head into nearby rubble or metal, dealing 10d8 bludgeoning damage and knocking them prone. On a failed Strength saving throw, the target is also paralyzed until the end of its next turn.

Brawler: Jawbreaker
2

Brawler: Jawbreaker

As a bonus action, you deliver a brutal uppercut to one target, dealing 8d6 bludgeoning damage and potentially stunning them.

Hacker: Chain Reboot
3

Hacker: Chain Reboot

As a bonus action, target a creature within 60 feet. That creature and up to two other creatures within 10 feet must succeed on an Intelligence saving throw or take 10d6 psychic damage and become paralyzed until the end of your next turn.

Hacker: Firewall Overload
2

Hacker: Firewall Overload

As a bonus action, you hack into an enemy's firewall, causing a surge in its neuro-feedback loop. The target takes 8d6 lightning damage and is frightened until the end of its next turn.

Hacker: Phantom Subroutine
2

Hacker: Phantom Subroutine

As a bonus action, you create a visual echo of yourself in local HUDs. For the next minute, attacks against you are made at disadvantage.

Hacker: Neuropulse Cascade
3

Hacker: Neuropulse Cascade

As a bonus action, you emit a neuro-dampening signal burst in a 20-foot radius. Creatures must succeed on a Constitution saving throw or take 10d6 lightning damage and become restrained until the start of your next turn.

Hacker: Hard Shutdown
3

Hacker: Hard Shutdown

As a bonus action, you send a fatal override command to a creature within 30 feet, dealing 10d8 lightning damage. On a failed Constitution saving throw, the target falls unconscious until the end of your next turn.

Hacker: Digital Guillotine
4

Hacker: Digital Guillotine

As a bonus action, you unleash a terminal kill-switch coded into viral blackware. One creature within 60 feet takes 12d10 lightning damage. On a failed Intelligence saving throw, the target is stunned for 1 minute, repeating the save at the end of each of its turns.

Hacker: Area Blackout
2

Hacker: Area Blackout

As a bonus action, you emit a disruptive pulse in a 15-foot cone. Each creature of your choice in the area must succeed on a Constitution saving throw or take 8d4 thunder damage and be stunned until the end of your next turn.

Shambler Hunter: Lure Beacon
3

Shambler Hunter: Lure Beacon

As a bonus action, you throw a short-range sonic emitter up to 60 feet. For the next minute, all shamblers within 60 feet must use their movement to move toward the beacon and cannot take other actions.

Shambler Hunter: Dismember Protocol
3

Shambler Hunter: Dismember Protocol

As a bonus action, sweep a 30-foot arc with your auto-targeting mod. Enemies in the area must make a Dexterity saving throw or take 10d6 slashing damage and become restrained.

Shambler Hunter: Apex Breacher
4

Shambler Hunter: Apex Breacher

As a bonus action, you fire a powerful armor-piercing rail round at one creature within 100 feet, dealing 12d10 piercing damage and potentially stunning the target.

Shambler Hunter: Neural Lance
2

Shambler Hunter: Neural Lance

As a bonus action, you unleash a focused neuro-disruptor beam at one creature within 60 feet, dealing 8d6 lightning damage and potentially stunning the target on a failed Intelligence saving throw.

Shambler Hunter: Core Tapper Round
3

Shambler Hunter: Core Tapper Round

As a bonus action, you fire a special round at one creature within 60 feet. The round pierces and detonates inside the target, dealing 5d8 fire damage and 5d8 bludgeoning damage and potentially rendering them unconscious on a failed dexterity saving throw.

Shambler Hunter: Adrenal Override
1

Shambler Hunter: Adrenal Override

As a bonus action, inject yourself or an ally with a chemical boost, clearing the blinded, deafened, paralyzed, frightened or poisoned conditions and granting immunity to those conditions until the start of your next turn.

Shambler Hunter: Fireline Trap
2

Shambler Hunter: Fireline Trap

As a bonus action, you activate a rigged flamethrower line that shoots fire in a 20-foot line. Creatures in the line must make a Dexterity saving throw or take 8d4 fire damage and become frightened until the end of their next turn.

Cultivator: Emergency Regrow
3

Cultivator: Emergency Regrow

As a bonus action, inject a rapid-growth biotech solution into yourself or an ally, restoring 5d8 HP and curing poisoned, paralyzed, or stunned conditions.

Cultivator: Sporefield Detonation
3

Cultivator: Sporefield Detonation

As a bonus action, you trigger an underground spore trap in a 15-foot cone. Creatures in the area must make a Constitution saving throw or take 10d6 poison damage and be stunned until the end of their next turn.

Cultivator: Rotshot Pellet
2

Cultivator: Rotshot Pellet

As a bonus action, you fire a decomposer capsule that bursts on impact, dealing 8d6 poison damage to one creature. The target must succeed on a Constitution saving throw or become prone.

Cultivator: Bioreactor Bloom
4

Cultivator: Bioreactor Bloom

As a bonus action, you detonate a volatile plant bomb filled with mutagenic slurry. Enemies in a 20-foot radius must succeed on a Constitution saving throw or take 8d8 poison damage and be stunned until the end of their next turn. Allies in the same area regain 6d6 hit points.

Cultivator: Root Snare Wall
3

Cultivator: Root Snare Wall

As a bonus action, you create a 20-foot line of thick, engineered vines on the ground that becomes difficult terrain. Enemies passing through must succeed on a Strength saving throw or become restrained by the vines until they use an action to free themselves.

Cultivator: Vine Lash Pod
2

Cultivator: Vine Lash Pod

As a bonus action, you deploy a fast-growing entanglement charge at a creature within 30 feet. The target must succeed on a Dexterity saving throw or take 8d6 bludgeoning damage and be restrained until the end of its next turn.

Cultivator: Healing Mist Canister
2

Cultivator: Healing Mist Canister

As a bonus action, you release a high-grade nutrient vapor in a 10-foot radius. All creatures of your choice within the area regain 4d6 hit points. This effect does not affect undead or constructs.

Trader: Contraband Detonator
2

Trader: Contraband Detonator

As a bonus action, you trigger a hidden explosive charge in a crate or disguised gear. Creatures within 15 feet must make a Dexterity saving throw or take 8d4 fire damage and be restrained until the start of their next turn.

Trader: Stim Shot
2

Trader: Stim Shot

As a bonus action, you fire a stim from a stim pistol at yourself or an ally within 10 feet, restoring 4d6 hit points.

Trader: Priority Shipment
3

Trader: Priority Shipment

As a bonus action, you quickly deliver a premium stim stash to up to three creatures within 30 feet. Each target regains 5d6 hit points and gains immunity to being stunned or poisoned until the end of their next turn.

Trader: Asset Liquidation
4

Trader: Asset Liquidation

As a bonus action, you trigger an illegal cache to detonate or release pressurized contents. All creatures of your choice in a 20-foot radius must make a Dexterity saving throw or take 8d8 damage and be stunned until the end of their next turn. Allies within the radius heal 4d6 hit points from the released compounds.

Trader: Flash Investment
3

Trader: Flash Investment

As a bonus action, you overload a trade terminal or rigged storage cache to unleash a burst of energy. One target within 60 feet takes 10d8 thunder damage and must succeed on an Intelligence saving throw or be unconscious until the end of its next turn.

Trader: Hostile Takeover
3

Trader: Hostile Takeover

As a bonus action, you hack a local auto-turret, camera drone, or utility bot to unleash a burst of electrical energy in a 15-foot cone. Enemies in the area must make a Dexterity saving throw or take 10d6 lightning damage and be stunned until the start of your next turn.

Trader: Bribe Protocol
2

Trader: Bribe Protocol

As a bonus action, you spend a credit chit or similar token to attempt to pacify one creature that can see you. The target must succeed on a Charisma saving throw or become frightened for the next minute. A frightened creature can repeat the saving throw at the end of their turn, ending it on a success.

Medic: Lazarus Package
4

Medic: Lazarus Package

As a bonus action, you deploy a full-body resuscitation charge on one creature you can see. The target regains 12d10 hit points, stands if prone, and is immune to death saving throws until the start of your next turn. For the next minute, the first time the target would drop to 0 HP before then, they instead remain at 1 HP.

Medic: Field Reboot
3

Medic: Field Reboot

As a bonus action, you emit a wave of electromagnetic stimulation in a 30-foot radius. All allies in the area regain 8d6 hit points and gain immunity to being stunned or paralyzed until the end of their next turn.

Medic: Shockfield Injector
3

Medic: Shockfield Injector

As a bonus action, you deploy a shock beacon that emits a field of electrical energy in a 20-foot radius. Creatures in the area must succeed on a Constitution saving throw or take 10d6 lightning damage and become stunned until the end of their next turn.

Medic: Override Protocol
3

Medic: Override Protocol

As a bonus action, you target one unconscious creature you can see. The creature immediately regains 8d8 hit points and is freed from poisoned, paralyzed, and frightened conditions, allowing them to act normally on their next turn.

Guard: Command Override
3

Guard: Command Override

As a bonus action, you issue a tactical command to rally up to three allies within 30 feet. Each ally gains 4d8 HP, removes one frightened, stunned, or paralyzed condition, and immediately shifts 10 feet.

Guard: Final Hold Line
4

Guard: Final Hold Line

As a bonus action, you slam a beacon into the ground, creating a 20-foot radius field. Enemies must make a Dexterity saving throw or take 12d8 force damage and become restrained until the end of their next turn. Allies in the area gain +2 AC and immunity to being frightened until the start of your next turn.

Guard: Suppression Grenade
3

Guard: Suppression Grenade

As a bonus action, you throw a device that emits shock-pulse bursts in a 20-foot radius. Enemies must make a Constitution saving throw or take 10d6 thunder damage and be stunned until the end of their next turn.

Guard: Ground Slam Boots
3

Guard: Ground Slam Boots

As a bonus action, activate seismic feedback in your armor, causing all enemies within 10 feet to make a Strength saving throw or take 10d6 bludgeoning damage and be knocked prone. Objects in the area rattle or collapse, emphasizing the impact.

Engineer: Reactive Turret Drop
3

Engineer: Reactive Turret Drop

As a bonus action, you deploy a temporary auto-turret that fires instantly in a 20-foot cone. All enemies in the area must make a Dexterity saving throw or take 10d6 piercing damage and be knocked prone.

Engineer: Nanite Field Generator
3

Engineer: Nanite Field Generator

As a bonus action, activate a microcloud emitter that heals all allies within 20 feet for 5d8 HP and grants immunity to poisoned and paralyzed conditions until the end of your next turn.

Engineer: Catastrophic Detachment
4

Engineer: Catastrophic Detachment

As a bonus action, you trigger a catastrophic failure in a major structure, drone, or power source, causing a violent explosion. All enemies within 20 feet must make a Constitution saving throw or take 12d8 fire damage and be stunned until the end of their next turn; those within 10 feet also fall prone.

Engineer: System Override
3

Engineer: System Override

As a bonus action, you remotely hijack a malfunctioning machine, drone, cybernetic implant, visor, or headset. One enemy creature must succeed on an Intelligence saving throw or be stunned for 1 round and obey a single command of your choice. Commands that can be issued are Approach, Drop, Flee, Grovel, or Halt.

Scavenger: Killzone Cache
4

Scavenger: Killzone Cache

As a bonus action, detonate a hidden cluster of proximity explosives. All enemies within 20 feet must make a Dexterity saving throw or take 6d8 fire damage and 6d8 bludgeoning damage and fall unconscious until the end of their next turn on a failed save.

Scavenger: Scav Instincts
3

Scavenger: Scav Instincts

As a bonus action, you heighten your senses for 1 minute, preventing surprise and automatically detecting traps or ambushes within 60 feet.

Scavenger: Ruststorm Grenade
3

Scavenger: Ruststorm Grenade

As a bonus action, you deploy a corrosive metal shredder in a 20-foot radius. Creatures in the area must make a Dexterity saving throw or take 10d6 piercing damage and be stunned as the storm jams cybernetic joints.

Scavenger: Wirebind Hook
3

Scavenger: Wirebind Hook

As a bonus action, you launch a grappler attached to a tension wire at one creature within 60 feet. The target takes 8d8 piercing damage and must succeed on a Constitution saving throw or be restrained and knocked prone as the hook drags them within 5 feet of you.

Medic: Combat Reviver
2

Medic: Combat Reviver

As a bonus action, inject a high-dose reviver kit into a creature at 0 HP within 5 feet. The target immediately regains 6d6 hit points, can stand up without using movement, and is cured of paralyzed or stunned conditions.

Medic: Disruption Pulse
2

Medic: Disruption Pulse

As a bonus action, you emit a pulse that overloads the motor signals of enemies in a 15-foot cone. Each enemy must succeed on a Constitution saving throw or take 8d4 thunder damage and become paralyzed until the end of their next turn.

Medic: Vital Surge
2

Medic: Vital Surge

As a bonus action, you choose one creature you can see to regain 4d6 hit points, remove one condition of poisoned, stunned, or frightened, and gain +2 AC for 1 minute.

Guard: Concussive Net Launcher
2

Guard: Concussive Net Launcher

As a bonus action, you launch a containment net embedded with shock nodes at one creature within 60 feet. The target takes 8d6 lightning damage and must succeed on a Constitution saving throw or be paralyzed until the end of its next turn.

Guard: Zone Lockdown
2

Guard: Zone Lockdown

As a bonus action, designate a 15-foot square zone. Until the end of your next turn, enemies moving within or through the zone take 8d4 force damage and must succeed on a Strength saving throw or be knocked prone.

Guard: Kinetic Barrier Surge
2

Guard: Kinetic Barrier Surge

As a bonus action, grant yourself resistance to all damage and immunity to the frightened condition for the next minute

Engineer: Overload Coil
2

Engineer: Overload Coil

As a bonus action, hurl a volatile energy cell at one creature within 60 feet. The target takes 8d6 lightning damage and must succeed on a Dexterity saving throw or be paralyzed until the end of your next turn.

Engineer: Fortify Frame
2

Engineer: Fortify Frame

As a bonus action, you reinforce yours or an ally's exosuit or armor with carbon-weave plating, granting them +2 AC for the next minute.

Engineer: Magnetic Field Pulse
2

Engineer: Magnetic Field Pulse

As a bonus action, you emit a disruptive magnetic wave in a 15-foot radius. Creatures in the area must succeed on a Strength saving throw or take 8d4 force damage and become restrained by magnetic forces until the end of your next turn.

Scavenger: Smoke Screen
2

Scavenger: Smoke Screen

As a bonus action, you release a dense chemical smoke in a 15-foot radius. Creatures in the area must make a Constitution saving throw or be blinded and take 8d4 poison damage. The area is heavily obscured until the end of your next turn.

Scavenger: Coil Snapper
2

Scavenger: Coil Snapper

As a bonus action, you throw a coiled snare at one creature within 30 feet, dealing 8d6 slashing damage. The target must succeed on a Strength saving throw or be knocked prone and restrained by the snare.

Scavenger: Scav Pack Injector
2

Scavenger: Scav Pack Injector

As a bonus action, you inject a combat stim from your scavenged supplies into one ally within 30 feet, restoring 4d6 hit points and ending the poisoned or frightened condition if present.

Hacker: Spoof Command
1

Hacker: Spoof Command

As a bonus action, you send a spoofed command packet to a target's auto-response system. The target must succeed on an Intelligence saving throw or become prone as their servo-control misfires.

Hacker: Electropulse Grenade
1

Hacker: Electropulse Grenade

As a bonus action, you throw a palm-sized EMP burst that detonates in a 10-foot radius. Creatures in the area must succeed on a Dexterity saving throw or take 6d4 lightning damage and be stunned until the start of your next turn.

Shambler Hunter: Chokefume Charge
1

Shambler Hunter: Chokefume Charge

As a bonus action, you throw a chemical dispersal canister that explodes in a 10-foot radius. Creatures in the area must make a Constitution saving throw or take 6d4 poison damage and be poisoned until the end of their next turn.

Shambler Hunter: Bonegrinder Bolt
1

Shambler Hunter: Bonegrinder Bolt

As a bonus action, you fire a high-velocity kinetic bolt at a creature within 60 feet, dealing 6d6 piercing damage. The target must succeed on a Dexterity saving throw or be knocked prone.

Shambler Hunter: Pulsebreaker
1

Shambler Hunter: Pulsebreaker

As a bonus action, you deploy a handheld shock unit to disrupt a creature's muscle function. One creature within 5 feet must succeed on a Constitution saving throw or be paralyzed until the start of your next turn.

Cultivator: Caustic Slurry
1

Cultivator: Caustic Slurry

As a bonus action, you hurl a bubbling chemical compound at one creature within 30 feet, 6d6 acid damage and potentially poisoning them.

Cultivator: Patch Salve
1

Cultivator: Patch Salve

As a bonus action, you apply a plant-based med patch to yourself or an ally, healing 3d6 HP and granting temporary immunity to poisoned and paralyzed conditions until the end of your next turn.

Cultivator: Bloom Burst
1

Cultivator: Bloom Burst

As a bonus action, you trigger a seed pod that releases toxic spores in a 10-foot radius. Creatures of your choice in the area must make a Dexterity saving throw or take 6d4 poison damage and become restrained until the start of your next turn.

Medic: Trauma Patch
1

Medic: Trauma Patch

As a bonus action, you apply a regenerative nanofiber pad to a creature within 30 feet, healing it for 4d6 hit points and granting immunity to the poisoned condition until the end of its next turn.

Medic: Pulse Stunner
1

Medic: Pulse Stunner

As a bonus action, fire a localized neuroshock at one hostile creature within 60 feet, dealing 6d6 lightning damage. The target must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Medic: Emergency Mist Injector
1

Medic: Emergency Mist Injector

As a bonus action, spray a stim-laced aerosol in a 10-foot radius. All creatures of your choice in the area regain 4d4 hit points and gain temporary resistance to all damage until the start of your next turn.

Guard: Baton Slam
1

Guard: Baton Slam

As a bonus action, you strike a creature within 5 feet, dealing 6d6 bludgeoning damage. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Guard: Riot Foam Dispenser
1

Guard: Riot Foam Dispenser

As a bonus action, you release a sticky foam in a 10-foot cone. Creatures in the area must succeed on a Strength saving throw or take 6d4 bludgeoning damage and become restrained as the foam hardens instantly.

Guard: Bodyguard Protocol
1

Guard: Bodyguard Protocol

As a bonus action, choose one creature within 5 feet. Until the start of your next turn, damage that creature takes is halved while it remains within 5 feet of you.

Engineer: Arc Torch Strike
1

Engineer: Arc Torch Strike

As a bonus action, you channel high-voltage energy through your tool to strike one creature within 5 feet, dealing 6d6 lightning damage. The target must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Engineer: Circuit Patch
1

Engineer: Circuit Patch

As a bonus action, you inject a stabilization charge into one creature within 30 feet, restoring 3d6 hit points and ending the paralyzed or stunned condition if present.

Engineer: Scrap Mine
1

Engineer: Scrap Mine

As a bonus action, you deploy a pressure-triggered mine in a 10-foot radius. Enemies in the area must succeed on a Dexterity saving throw or take 6d4 piercing damage and be knocked prone.

Scavenger: Cram Injector
1

Scavenger: Cram Injector

As a bonus action, you inject yourself or an ally with a stimulant shot, restoring 3d6 HP and granting advantage on the next Dexterity saving throw before the end of your next turn.

Scavenger: Adhesive Blast
1

Scavenger: Adhesive Blast

You fire a sticky resin pod in a 10-foot cone. Creatures in the area must succeed on a Strength saving throw or take 6d4 acid damage and become restrained by the sticky resin.

Scavenger: Shrapnel Trap
1

Scavenger: Shrapnel Trap

As a bonus action, deploy a rigged proximity charge. One creature within 30 feet must succeed on a Dexterity saving throw or take 6d6 piercing damage and be knocked prone.

Brawler: Elbow Drive
0

Brawler: Elbow Drive

As a bonus action, you strike a creature's ribs with your elbow, forcing them to gasp. The target must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Brawler: Gut Check
0

Brawler: Gut Check

As a bonus action, you strike a low blow at one creature within reach. The target must succeed on a Constitution saving throw or be poisoned until the start of your next turn. No damage is dealt.

Brawler: Swagger Stance
0

Brawler: Swagger Stance

As a bonus action, you adopt a brutal, confident posture. Until the end of your next turn, creatures within 5 feet have disadvantage on attack rolls against targets other than you.

Hacker: Eyejack
0

Hacker: Eyejack

As a bonus action, you hack into a creature's optic gear within 60 feet, causing it to have disadvantage on its next ranged attack roll until the end of your next turn.

Hacker: Signal Scramble
0

Hacker: Signal Scramble

As a bonus action, emit a pulse that forces one creature within 30 feet to make a Wisdom saving throw or become frightened of you until the start of your next turn.

Hacker: Ghost Ping
0

Hacker: Ghost Ping

As a bonus action, you overload a nearby comm-link or visual implant. One creature within 60 feet must succeed on an Intelligence saving throw or become stunned until the end of its current turn.

Shambler Hunter: Flash Cutter
0

Shambler Hunter: Flash Cutter

As a bonus action, you emit a brief, intense flash of light targeting one creature within 15 feet. The target must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Shambler Hunter: Sound Spike
0

Shambler Hunter: Sound Spike

As a bonus action, you emit a low-frequency burst targeting neural activity. One creature within 30 feet must succeed on a Wisdom saving throw or be frightened until the start of your next turn, Shamblers have disadvantage on their saving throws against this.

Shambler Hunter: Infection Pulse
0

Shambler Hunter: Infection Pulse

As a bonus action, you activate a pathogen scanner that reveals the location of any undead within 30 feet, including those behind walls or cover, until the start of your next turn.

Cultivator: Nutrient Fog
0

Cultivator: Nutrient Fog

As a bonus action, release a mist of revitalizing solution. One creature within 5 feet regains 1d6 hit points and gains advantage on saving throws against poison until the start of your next turn.

Cultivator: Soil Scan
0

Cultivator: Soil Scan

As a bonus action, you scan the ground or a container to instantly determine if nearby food, water, or growing surfaces are safe, tainted, or irradiated. This knowledge lasts until the start of your next turn.

Cultivator: Sedative Glare
0

Cultivator: Sedative Glare

As a bonus action, you release a calming pheromone towards one creature within 30 feet. The target must succeed on a Wisdom saving throw or become frightened until the end of its next turn.

Trader: Liquidate Stock
0

Trader: Liquidate Stock

As a bonus action, you destroy a personal stash to inspire an ally within 10 feet, granting them temporary hit points equal to your level + 3 until the start of your next turn.

Trader: Supply Flex
0

Trader: Supply Flex

As a bonus action, you flash a valuable item or resource to a creature within 30 feet. The target must succeed on a Wisdom saving throw or become stunned until the start of your next turn.

Trader: Fast Talk
0

Trader: Fast Talk

As a bonus action, you unleash a rapid barrage of confusing speech and misleading information at one target within 30 feet. The target must succeed on an Intelligence saving throw or be frightened until the end of its next turn.

Medic: Pain Suppressant Shot
0

Medic: Pain Suppressant Shot

As a bonus action, you inject a creature within 5 feet with a magical shot that heals 1d6 hit points and immediately cures the frightened condition if present.

Medic: Autodiagnose
0

Medic: Autodiagnose

As a bonus action, you scan a creature within 30 feet to learn all conditions affecting it and its current hit points.

Medic: Stabilize Protocol
0

Medic: Stabilize Protocol

As a bonus action, touch a creature at 0 HP to stabilize them. They no longer need to make death saving throws but remain unconscious until they regain HP by other means.

Guard: Authority Pulse
0

Guard: Authority Pulse

As a bonus action, you activate your badge, tone, or threat protocol to instill fear. One creature within 30 feet must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn.

Guard: Threatening Advance
0

Guard: Threatening Advance

As a bonus action, you move with deliberate aggression, forcing one creature within 30 feet to make a Wisdom saving throw or have disadvantage on attacking creatures other than you until the start of your next turn.

Guard: Brace Position
0

Guard: Brace Position

As a bonus action, you adopt a brace position, gaining +2 AC and immunity to being moved or knocked prone until the start of your next turn.

Engineer: Shock-Tether Clamp
0

Engineer: Shock-Tether Clamp

As a bonus action, you launch a magnetic tether at one creature within 30 feet. The target must succeed on a Strength saving throw or be restrained until the start of your next turn.

Engineer: Emergency Bypass
0

Engineer: Emergency Bypass

As a bonus action, you reactivate a device or disabled object within range, restoring its functionality for 1 round. If the device is hostile, it follows your commands until the end of your next turn.

Engineer: Auto-Target Sync
0

Engineer: Auto-Target Sync

As a bonus action, you sync a nearby automated system to track enemies. Until the start of your next turn, you or one ally within 30 feet has advantage on attacks against the same target as your last damaging ability.

Scavenger: Threat Echo
0

Scavenger: Threat Echo

As a bonus action, you toss a sound-ping shell that reveals the number and direction of any moving creatures within 60 feet, even if they are behind cover or walls, until the start of your next turn.

Scavenger: Makeshift Cover
0

Scavenger: Makeshift Cover

As a bonus action, you quickly arrange nearby debris or junk into a shield, granting you half cover until the start of your next turn.

Scavenger: Scrap Sensor
0

Scavenger: Scrap Sensor

As a bonus action, you activate a tuned scanner that instantly identifies the most valuable item within 30 feet by rarity or tech level, even if it is hidden or obscured.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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