In 2070, a zombie virus threatens mankind. A futuristic, dystopian, cyberpunk test of survival!
Played | 538 times |
Cloned | 35 times |
Created | 31 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Multiattack
You unleash a flurry of attacks, making two melee or ranged weapon attacks against a target or targets of your choice within the weapon's range. Each attack is made separately, allowing for the possibility of hitting multiple targets or focusing on a single foe.
Trader: Improved Barter Tactics
Bonus Action. You unleash a flurry of persuasive arguments and calculated insights, attempting to sway a creature you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all their attack rolls, ability checks, and saving throws made before the end of its next turn, as their focus is momentarily disrupted by your compelling negotiation. Range: 30 feet. Duration: Instantaneous.
Trader: Hidden Stash
Reaction, which you take when you or an ally within 30 feet is hit by an attack. With a practiced flick of the wrist and knowledge of your concealed goods, you produce a piece of useful equipment or a potent consumable. You or the targeted ally can immediately use this item, gaining its benefit (such as a dose of stimulant for an immediate boost to an ability check, a makeshift bandage for a small amount of healing (1d8+2), or a blinding flashbang to impose disadvantage on the attacker's next attack). The specific item produced is determined by the Trader and must be something they would reasonably have access to. Range: 30 feet. Duration: Instantaneous.
Trader: Surplus Exploitation
Bonus Action. You identify a critical weakness or overwhelming need in the immediate environment or a creature within 60 feet, capitalizing on your understanding of supply and demand. One creature of your choice within range must make a Strength or Dexterity saving throw (their choice). On a failed save, the creature is considered restrained until the end of its next turn as they become entangled in hastily deployed restraints, are overwhelmed by a sudden downpour of goods, or are momentarily stuck navigating an unexpected obstacle you've created. Range: 60 feet. Duration: Up to 1 round.
Brawler: Adreno-Mend
You inject yourself with a potent cocktail of combat stimulants and regenerative compounds, revitalizing your body for battle. You regain 2d8 hit points and gain advantage on Strength and Constitution saving throws until the end of your next turn.
Brawler: Bone Breaker
Bonus Action. With a focused strike targeting a vulnerable joint, you attempt to cripple a creature within reach. The target must make a Strength saving throw or have its movement speed halved and suffer disadvantage on Strength-based attack rolls and Strength saving throws until the end of its next turn. A creature that fails this saving throw by 5 or more is also knocked prone. Range: 5 feet. Duration: Until the end of your next turn.
Brawler: Riot Shield
Reaction, which you take when you are hit by an attack. You instantly deploy a reinforced personal riot shield. Until the start of your next turn, you gain a +4 bonus to AC, including against the triggering attack, and you have advantage on Strength saving throws. Range: Self. Duration: Until the start of your next turn.
Hacker: System Override
Reaction, which you take when a hostile creature within 30 feet attempts to interact with a networked electronic system (e.g., access a terminal, open a security door, disable a camera). You attempt to seize control of the system momentarily. The creature must make an Intelligence saving throw. On a failed save, their interaction with the system fails, and they are briefly locked out for 1 round, unable to attempt another interaction with that specific system. On a successful save, their interaction proceeds normally.
Brawler: Bio-Regenesis
Bonus Action. You activate a subcutaneous bio-regeneration system. You regain 4d8 hit points. Range: Self. Duration: Instantaneous.
Brawler: Tactical Overload
Bonus Action. The Brawler pushes their physical and mental limits, focusing their combat prowess. For the next minute, the Brawler gains advantage on all Strength (Athletics) checks and Strength saving throws. Additionally, once before the effect ends, the Brawler can choose to make one melee attack as a bonus action dealing an extra 4d8 kinetic damage on a successful hit. Range: Self. Duration: 1 minute.
Brawler: Grit Fortification
Reaction, which you take when you are hit by an attack. You steel your body against incoming damage. You gain temporary hit points equal to 1d10 + your Strength modifier. Additionally, the attacker must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Range: Self. Duration: Instantaneous.
Brawler: Last Stand
Brawler: Last Stand Reaction, which you take when you are reduced to 0 hit points but are not killed outright. As a surge of adrenaline and willpower courses through you, you can choose to make a single melee attack with a melee weapon or unarmed strike against a creature within range. On a hit, the target must make a Strength saving throw (DC 19) or be knocked prone and stunned until the end of its next turn. If this attack hits, you regain 1 hit point and can immediately take one action. This ability has a range of 5 feet (your melee reach) and the effect on the target lasts until the end of its next turn if they fail the saving throw. Once you use this ability, you cannot use it again until you finish a long rest.
Brawler: Nanite Repair
Bonus Action. You activate a rapid deployment of nanites to mend your wounds. You regain 4d10 hit points. Additionally, for the next minute, at the start of each of your turns, you regain 1d4 hit points. Range: Self. Duration: Instantaneous initial heal, 1 minute regeneration.
Brawler: Adaptive Plating
Reaction, which you take when you are hit by an attack. Your subdermal nanites instantly reconfigure your personal shielding. You gain +5 Armor Class and temporary hit points equal to your level + your Strength modifier. Additionally, the attacker must make a Dexterity saving throw or have their next attack roll against you before the end of their next turn have disadvantage due to the sudden energy discharge. Range: Self. Duration: 1 minute.
Brawler: Combat Focus
Bonus Action. You enter a state of heightened awareness and combat prowess. For 1 minute, you gain advantage on all Strength (Athletics) checks and Strength saving throws. Additionally, once before the effect ends, when you hit a creature with a melee attack, you can choose to make that attack a critical hit instead. Range: Self. Duration: 1 minute.
Hacker: System Shock
Bonus Action. You unleash a devastating digital assault targeting a single networked device or system within 60 feet. The target must make a DC 15 Intelligence saving throw. On a failed save, the target system suffers a critical overload. If it is a physical device, it is rendered inoperable for 1 minute. If it is a digital system controlling infrastructure (like automated defenses or environmental controls), it malfunctions severely for 1 round, potentially causing unpredictable and harmful effects as determined by the GM. On a successful save, the target experiences a minor glitch or momentary disruption, imposing disadvantage on its next action or saving throw made before the end of its next turn.
Hacker: Digital Sanctuary
Bonus Action. You instantaneously create a localized and heavily encrypted network node centered on yourself. For the duration, you and up to three willing allies within a 30-foot radius gain advantage on all saving throws against digital intrusions, including attempts to hack their personal devices, disrupt their cybernetic implants, or track their location via networked systems. Any hostile attempt to target a creature within this radius with a digital attack imposes disadvantage on the attacker's roll. The sanctuary lasts for 1 minute.
Hacker: Uplink Shield
Reaction, which you take when a hostile digital attack is declared against you or an ally within 60 feet that you can see. You instantly reroute network traffic and deploy sophisticated counter-intrusion protocols. The targeted creature gains a +4 bonus to their saving throw against the triggering digital attack. Additionally, the attacker must make a Wisdom saving throw (DC 15). On a failed save, the attacker's next attack within the next minute suffers disadvantage.
Hacker: Signal Jam
Bonus Action. You deploy a localized electromagnetic pulse or sophisticated jamming software, disrupting wireless communications within a 30-foot radius centered on you. For 1 minute, all creatures and devices within the area have disadvantage on any attack rolls, ability checks, or saving throws that rely on wireless signals (including but not limited to radio communication, remote controls, and wireless network connections). Additionally, any attempt to establish a new wireless connection within the area automatically fails. A creature or device can attempt a DC 15 Intelligence (Technology) check at the end of each of its turns to temporarily overcome the jamming for its next single action, bonus action, or reaction that relies on wireless communication.
Hacker: Ghost Trace
Reaction, which you take when a hostile networked device or system attempts to access your or an ally's digital information within 120 feet. You instantly initiate a counter-protocol, leaving a false digital signature while simultaneously tracing the originating signal. The attacker must make a Wisdom saving throw to avoid being tracked. On a failed save, you gain advantage on all Intelligence (Investigation) checks made to locate the physical source or subsequent digital activity of the attacker for the next 1 hour. Even on a successful save, you become aware of the general direction and type of device used for the intrusion.
Hacker: Ghost in the Machine
Reaction, which you take when a hostile creature within 60 feet attempts to access a network, device, or system you are connected to. You instantaneously flood the targeted system with a cascade of corrupted data and logic bombs. The creature must make a DC 21 Intelligence saving throw. On a failed save, the creature's attempt to access the system fails, they take 8d10 psychic damage, and they are stunned until the end of their next turn as their interface is overloaded and their cognitive functions are temporarily disrupted by the digital feedback. On a successful save, they successfully access the system but take 4d10 psychic damage from the mental strain of resisting your intrusion. Range: 60 feet. Duration: Instantaneous.
Hacker: Glitch Storm
Bonus Action. You unleash a cascade of disruptive code targeting a network or a single complex electronic device within a 120-foot range. Choose a point you can see within range, or a specific device. All hostile creatures connected to that network or within 30 feet of the targeted device must make a Dexterity saving throw. On a failed save, a target suffers 4d8 kinetic damage as their systems overload and glitch, and they have disadvantage on their next attack roll or ability check before the end of their next turn. On a successful save, they take half damage and suffer no other effects. The effects last instantaneously.
Shambler Hunter: Cryo-Blast Emitter
Reaction, which you take when a creature moves within 10 feet of you. You discharge a frigid blast from a wrist-mounted device. The creature that triggered this reaction must make a Constitution saving throw. On a failed save, the target is encased in a layer of ice, becoming restrained until the end of its next turn. On a successful save, the target's speed is reduced by half until the end of its next turn.
Shambler Hunter: Emergency Shield Projection
Bonus Action. You deploy a personal energy shield. For the next minute, you gain a +4 bonus to your Armor Class and have advantage on Dexterity saving throws against effects originating from creatures within 10 feet of you.
Shambler Hunter: Plasma Cutter Sweep
Bonus Action. You unleash a wide, arcing sweep with your modified plasma cutter. Every creature within a 15-foot cone originating from you must make a Dexterity saving throw (DC 21). On a failed save, a target takes 8d8 radiant damage and is blinded until the end of its next turn as superheated plasma scorches its sensory organs. On a successful save, the target takes half damage and is not blinded. Shamblers have disadvantage on their saving throw. Range: 15-foot cone. Duration: Instantaneous.
Shambler Hunter: Viral Purge Protocol
Bonus Action. You unleash a specialized aerosol dispersal system containing a potent virucide. Each creature within a 30-foot cone originating from you must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage and its movement speed is halved for 1 minute. On a successful save, the target takes half damage and its speed is not reduced. The virucide dissipates immediately after use. Shamblers have disadvantage on their saving throw.
Shambler Hunter: Suppression Fire System
Bonus Action. You activate a specialized attachment on your ranged weapon, unleashing a rapid burst of controlled fire. Choose a point you can see within 60 feet. Each creature in a 15-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 4d8 piercing damage and their speed is halved and it cannot take reactions until the end of its next turn. On a successful save, a target only takes 2d8 piercing damage and their speed is reduced by 10 feet until the end of its next turn. The effect lasts until the end of your next turn.
Shambler Hunter: Med-Patch Auto-Injector
Reaction, which you take when you take damage from a shambler within 5 feet of you. You trigger a pre-loaded medical patch to automatically inject a potent cocktail of combat drugs and coagulants. You regain 2d8+4 hit points and gain advantage on Strength and Dexterity saving throws until the end of your next turn. The effects of the auto-injector are instantaneous.
Shambler Hunter: Sonic Decoy Emitter
Bonus Action. You deploy a compact sonic emitter that projects a highly specific auditory frequency designed to attract shamblers. Choose a point you can see within 60 feet. All shamblers within a 30-foot radius of that point must make a Wisdom saving throw. On a failed save, the shambler is compelled to move towards that point using the most direct route on its next turn, and it has disadvantage on attack rolls against targets other than the decoy's location until the start of your next turn. The sonic emission lasts for 1 round.
Cultivator: Fungal Burst
Reaction, which you take when a hostile creature moves within 15 feet of you. You trigger the rapid expansion of a network of specialized, fast-growing fungi you've cultivated in the surrounding terrain. The triggering creature must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and their movement speed is reduced to 0 until the end of its next turn as it becomes entangled in the dense fungal growth. On a successful save, the creature takes no damage and its speed is halved until the end of its next turn. The fungal growth withers away after 1 round.
Cultivator: Venom Blossom
Bonus Action. You launch 4 specially prepared projectiles containing concentrated plant-based neurotoxins. Choose up to four creatures within 60 feet. Those creatures must make a Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. While poisoned in this way, 1 the creature has disadvantage on attack rolls and ability checks.
Cultivator: Blight Rot
Reaction, which you take when a creature within 30 feet of you hits an ally with an attack. You unleash a targeted burst of engineered fungal spores at the attacker. The attacker must make a Constitution saving throw. On a failed save, the attacker takes 3d8 necrotic damage and has disadvantage on the next attack roll they make before the end of their next turn. On a successful save, they take half damage.
Cultivator: Terraform
Bonus Action. You manipulate the very earth around you, causing a 30-foot radius area centered on a point you can see within 60 feet to become incredibly difficult terrain for 1 minute. Additionally, you can choose one of the following effects to occur within that area: either dense, thorny vines erupt from the ground, requiring creatures starting their turn in the area or entering it for the first time on a turn to make a Dexterity saving throw or take 6d10 piercing damage and have their speed halved until the start of their next turn; or the ground becomes a muddy sinkhole, forcing creatures starting their turn in the area or entering it for the first time on a turn to make a Strength saving throw or become restrained until the end of their next turn. A creature can use its action to attempt to break free from the mud with a successful Strength (Athletics) or Dexterity (Acrobatics) check against your ability save DC. The difficult terrain and chosen effect last for the duration.
Cultivator: Healing Bulbs
Bonus Action. As a bonus action, you can deploy four specially cultivated seed-like bulbs within a 30-foot range that, upon impact with a creature, burst open releasing a concentrated dose of regenerative bio-serum. Target 4 creatures within a 30-foot range, a creature struck by a Healing Bulb instantly regains 4d8 + 15 hit points. This effect has a range of 30 feet and the effect is instantaneous.
Cultivator: Spore Cloud
Bonus Action. You release a cloud of specialized, irritating spores in a 20-foot radius centered on you that lasts for 1 minute. Any hostile creature that starts its turn within the cloud or enters it for the first time on a turn must make a Constitution saving throw or become poisoned until the start of their next turn. While poisoned in this way, the creature has disadvantage on attack rolls and Dexterity saving throws.
Cultivator: Seed Shield
Bonus Action. You deploy a rapidly grown, temporary barrier of interwoven, hardened plant matter within a 10-foot radius of you. The shield provides half cover to creatures entirely within its area for 1 round.
Trader: Incentive Injection
Reaction, which you take when a creature within 60 feet that you can see is about to make an attack roll or a saving throw. You unleash a rapid-fire burst of persuasive words, promises of future trade, or display a highly sought-after item. The target gains advantage on the triggering attack roll or saving throw. Duration: Instantaneous.
Trader: Favor Broker
Bonus Action. You quickly access your network of contacts and leverage past transactions or promises. Choose one creature within 30 feet that you can see. That creature must make a Wisdom saving throw. On a failed save, you can choose one of the following effects: either the creature has disadvantage on all attack rolls it makes before the end of its next turn, or all attack rolls made towards the creature are at advantage before the end of your next turn. Duration: Instantaneous.
Trader: Contract Kill
Bonus Action. You mark a creature you can see within 90 feet for a lucrative bounty within your network of less savory contacts. The target must make a Wisdom saving throw. On a failed save, for the next 1 minute, attack rolls made against the target by a creature other than you gains advantage. Additionally, if that attack hits, the target takes an extra 1d8 damage as a result of the coordinated strike. On a successful save, the creature is unaffected.
Trader: Lucky Break
Reaction, which you take when you or an ally within 30 feet is about to make a saving throw. You invoke your keen sense of opportunity and resourcefulness to grant a momentary advantage. The target of the saving throw gains advantage on the roll. If the saving throw is successful, the target also regains 4d8 health and gains 20 temporary hit points as they narrowly avoid danger and utilize some quick thinking or a readily available piece of gear for protection. This ability has a range of 30 feet and a duration of instantaneous.
Trader: Resource Replication
Reaction, which you take when a friendly creature within 30 feet of you expends a consumable resource (such as ammunition, a medical kit use, or a battery charge). You swiftly utilize your knowledge of logistics and scavenging to provide a temporary substitute. The expended resource is not actually restored, but the friendly creature can immediately take the action or complete the effect as if the resource had not been spent. For example, if a creature is using an action to drink something that would provide them a temporary benefit, this ability will allow them to gain the benefits of the drink for one turn without expending the resource. This effect lasts until the end of the current turn.
Trader: Fence Network
Bonus Action. You tap into a pre-established network of contacts and hidden locations. Choose one creature you can see within 60 feet. That creature must make a Wisdom saving throw. On a failed save, the creature becomes the target of subtle, yet persistent, misinformation and rumors spread through your network for the next 1 minute. During this time, the target has disadvantage on all Charisma (Persuasion) and Charisma (Intimidation) checks made against creatures other than you, and all Charisma (Persuasion) and Charisma (Intimidation) checks made against them are at advantage, as their reputation subtly erodes. On a successful save, the creature is unaffected.
Trader: Salvage Expertise
Bonus Action. You swiftly analyze a piece of damaged or broken technology or resource within 30 feet, identifying its most valuable components and how they might be repurposed or repaired. For the next minute, when you attempt to appraise or negotiate the sale of that specific item, you gain advantage on the check. Additionally, if you spend at least 1 minute working on the item with appropriate tools before the minute expires, you can attempt a DC 15 Intelligence (Investigation) or Dexterity (Tools) check. On a success, you identify a hidden or overlooked valuable component. If sold within the next 10 minutes, this component adds an additional 2d6 units of currency to the sale price. Duration: 10 minutes.
Medic: Cybernetic Repair
Bonus Action. The Medic targets one creature with an installed cybernetic augmentation within reach. The Medic rapidly deploys specialized nanites and diagnostic tools. The target regains 100 hit points, and one malfunctioning cybernetic augmentation (if any) is repaired. This repair restores the functionality of the augmentation, removing any negative status effects (such as reduced stats or inability to use a function) caused by the malfunction. Range: Touch. Duration: Instantaneous.
Medic: Pain Dampener
Bonus Action. You administer a specialized analgesic directly into the target's bloodstream. The target's pain receptors are significantly dulled, granting them resistance to bludgeoning, piercing, and slashing damage, and they have advantage on saving throws against being stunned or incapacitated. This effect lasts for 1 minute.
Medic: Vitality Drain
Reaction, which you take when a creature within 5 feet that you deals damage to you. You deploy a specialized medical probe or inject a bio-reactive agent designed to leech vitality. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage as their life force is temporarily siphoned, and you gain temporary hit points equal to half the necrotic damage dealt. These temporary hit points last for 1 minute. On a successful save, the target takes half the damage, and you gain no temporary hit points.
Medic: Rapid Suture
Bonus Action. You deploy advanced bio-adhesive bandages and a rapid clotting agent to one creature within 5 feet. The target instantly regains 4d6 hit points and the bleeding condition, if any, is immediately ended. This ability has no effect on constructs or undead.
Guard: Shockwave Stomp
Bonus Action. You slam your reinforced boot into the ground, sending a concussive shockwave outwards in a 30-foot radius. Each creature of your choice within range must make a Strength saving throw. On a failed save, a creature takes 3d8 force damage and is knocked prone. On a successful save, they take half damage and are not knocked prone. The shockwave dissipates instantly.
Guard: Lockdown Grid
Reaction, which you take when a hostile creature you can see within range moves at least 10 feet. You deploy a rapidly expanding network of electrified barriers. A creature in a 15-foot radius centered on a point you choose within 60 feet must make a Dexterity saving throw. On a failed save, the creature's movement speed is reduced to 0, and it takes 8d8 lightning damage as the grid discharges. On a successful save, the creature takes half as much damage and its movement is not affected. The grid persists for 1 minute, and any creature that starts its turn within the grid or enters it for the first time on a turn must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. 1 The grid can be disabled early by a successful DC 20 Strength check made as an action by a creature within the grid.
Guard: Tactical Shielding
Bonus Action. You deploy a personal energy shield emitter, projecting a resilient barrier. For 1 minute, you gain a +4 bonus to your Armor Class. Additionally, as a reaction when you are hit by a ranged attack while this shield is active, you can attempt to deflect the projectile. Make a Dexterity saving throw (DC equal to 10 + the attacker's attack roll). On a success, you take no damage from the attack. Range: Self. Duration: 1 minute.
Guard: Repulsor Field
Bonus Action. You activate a localized electromagnetic field that pushes away nearby threats. When first activated, each creature within a 15-foot radius centered on you must make a Strength saving throw. On a failed save, a creature is pushed 15 feet directly away from you. Large or larger creatures have advantage on this saving throw. The field can also disrupt projectiles, causing all ranged attacks made to hit creatures within the Repulsor Field to be made with disadvantage. Range: 15-foot radius centered on you. Duration: 1 minute
Engineer: Modular Shielding
Bonus Action. You deploy a personal energy shield composed of adaptable hard-light emitters. For 1 minute, you gain a +5 bonus to your Armor Class. Additionally, as a reaction when you take damage, you can reconfigure the shield to grant you 5 temporary hit points, which last until the start of your next turn.
Engineer: Cryo Blast Module
Reaction, which you take when a hostile creature moves within 30 feet of you. You activate a specialized cryogenic emitter. The triggering creature must make a Constitution saving throw. On a failed save, the creature's speed is reduced to 0 until the end of its next turn, and it has disadvantage on Dexterity saving throws until then. The effect is instantaneous.
Engineer: Drone Swarm Offense
Bonus Action. You deploy a swarm of miniature combat drones. These tiny, heavily armed automatons fly out to a range of 60 feet and immediately unleash a barrage of focused energy blasts or micro-explosives. Each creature within a 20-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a target takes 5d10 Force. On a successful save, the target takes half damage. The drone swarm persists for 1 minute, and as a bonus action on each of your subsequent turns, you can direct the swarm to a new point within 60 feet, repeating the damage effect in a 20-foot radius sphere.
Engineer: Graviton Pulser
Reaction, which you take when a creature within 30 feet of you makes a successful attack against an ally you can see. You emit a focused pulse of gravitons. The attacking creature must make a Strength saving throw (DC 15). On a failed save, the creature takes 4d8 force damage and is pushed up to 20 feet directly away from your ally. The gravitational force dissipates immediately after the saving throw.
Scavenger: Calculated Risk Assessment
Reaction, which you take when you see a hostile creature within 60 feet take an action. You instantly analyze the creature's posture, equipment, and environment, predicting a vulnerability. The target must make a Dexterity saving throw or suffer disadvantage on attack rolls, ability checks, or saving throws it makes for the next minute as you exploit a momentary weakness you identified. Range: 60 feet. Duration: 1 minute.
Scavenger: Salvage Field Analysis
Bonus Action. You rapidly scan your immediate surroundings, utilizing advanced sensor technology or keen observation skills to identify valuable resources and potential threats. For the next minute, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to locate objects, traps, or creatures within a 60-foot radius. Additionally, as a bonus action on subsequent turns, you can designate one visible object or creature within this range. The next attack roll against that creature or the next ability check made to interact with that object by you or an ally before the end of your next turn gains advantage. Range: 60 feet. Duration: 1 minute.
Scavenger: Shrapnel Burst
Bonus Action. You detonate a small, concealed explosive device attached to your gear or a nearby object. Each creature within a 15-foot radius of the detonation point must make a Dexterity saving throw, taking 8d6 piercing damage on a failed save and half as much on a successful one. The shrapnel creates difficult terrain in the affected area until the end of your next turn.
Scavenger: Adrenaline Scavenge
Bonus Action. Injecting yourself with a potent stimulant or triggering a surge of focused energy, you push your physical limits for a short burst. For 1 minute, your movement speed is doubled, and you gain advantage on Strength and Dexterity checks and saving throws. Additionally, when you take the attack action you can make one additional melee or ranged weapon attack for the duration. Range: self. Duration: 1 minute.
Medic: Portable Medical Drone
Bonus Action. You deploy a Portable Medical Drone that emits a focused beam of regenerative energy. Choose one creature within 60 feet. That creature regains 2d10+5 hit points. For the duration of 1 minute, as a bonus action on its turn, the healed creature can choose to expend any remaining healing energy from this ability to heal itself or another creature within 30 feet of it for 1d8+2 hit points.
Medic: Cellular Decay
Reaction, which you take when a hostile creature within 30 feet of you hits an ally with an attack. You deploy a specialized nanite injector, targeting the attacking creature's cellular structure. The creature must make a Constitution saving throw. On a failed save, the nanites rapidly accelerate cellular breakdown, dealing 4d8 necrotic damage and imposing the poisoned condition for 1 minute. On a successful save, the creature takes half damage and is not poisoned. The effects of the nanites last for the duration or until the poisoned condition is removed.
Medic: Bio-Electric Arc
Bonus Action. You activate a specialized gauntlet that emits a powerful, short-range bio-electric discharge. Choose one creature within 15 feet. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d12 lightning damage and is stunned until the end of its next turn as its nervous system is overloaded. On a successful save, the creature takes half damage and is not stunned.
Guard: Guardian Aura
Reaction, which you take when a friendly creature within 10 feet is hit by an attack. You activate a localized energy field or deploy a personal shield projector with practiced speed. The friendly creature gains a +4 bonus to their Armor Class against the triggering attack, potentially causing the attack to miss. This protective effect lasts until the end of the current turn. Range: 10 feet. Duration: Until the end of the current turn.
Guard: Concussive Blast
Bonus Action. You unleash a focused burst of non-lethal force from a specialized gauntlet or weapon attachment. A creature within a 30-foot range must make a Strength saving throw. On a failed save, the target is knocked prone and their movement speed is halved until the end of their next turn. On a successful save, the target's movement speed is halved until the end of their next turn. The concussive force also creates a loud, disorienting boom audible out to 100 feet. Range: 30 feet. Duration: Instantaneous.
Guard: Suppressive Fire
Bonus Action. You unleash a controlled burst of automatic weapon fire or deploy a series of strategically placed flashbang charges to hinder enemy movement. Choose a point you can see within a 60-foot range. Each creature in a 15-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, their movement speed is reduced by half until the end of their next turn and they have disadvantage on attack rolls they make before the end of their next turn. On a successful save, their movement speed is reduced by 10 feet until the end of their next turn. Range: 60 feet. Duration: Until the end of the next turn.
Engineer: Tactical Scanner
Bonus Action. You activate a sophisticated sensor array that rapidly analyzes the immediate environment and potential threats. For 1 minute, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made within a 60-foot radius, and you can pinpoint the exact location of any hostile creatures within that area that are not behind total cover. Range: 60 feet. Duration: 1 minute.
Engineer: Field Medic Bot
Reaction, which you take when a friendly creature within 30 feet takes damage. You deploy a small, specialized medical bot. The bot swiftly moves to the injured creature and administers first aid, restoring 3d8 + your Intelligence modifier hit points. The bot remains with the creature for 1 minute, and can, as a bonus action on subsequent turns by that creature, administer an additional 1d6 hit points of healing. Range: 30 feet. Duration: 1 minute.
Engineer: Mag Rail Accelerator
Bonus Action. You overcharge a handheld electromagnetic weapon or a weapon with a similar integrated system. The next attack you make with that weapon before the end of your turn gains a significant increase in projectile velocity and kinetic energy. If the attack hits, the target takes an additional 4d8 force damage and the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be knocked prone and pushed 10 feet directly away from you. Range: Self (affects held weapon). Duration: Instantaneous.
Scavenger: Emergency Cache
Bonus Action. You quickly access a hidden pouch or compartment on your person, retrieving a vital piece of gear. You can choose one of the following: a single dose of antitoxin, a fire starter kit, a set of lockpicks, or a small medkit that can restore 2d6 hit points. Range: Self. Duration: Instantaneous.
Scavenger: Makeshift Armor Plating
Bonus Action. You rapidly affix scavenged metal or hardened materials to your existing armor or clothing. For the next minute, you gain a +3 bonus to your Armor Class. Range: Self. Duration: 1 minute.
Scavenger: Chemical Solvent Throw
Bonus Action. You hurl a vial or container filled with a corrosive or debilitating scavenged chemical. Choose one creature within 30 feet. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 acid damage and has disadvantage on attack rolls or ability checks it makes before the end of its next turn due to irritation. On a successful save, the target takes half damage and suffers no other effect. Range: 30 feet. Duration: Instantaneous.
Hacker: Data Spike
Bonus Action. You overload a targeted electronic device within 60 feet that is not being actively operated by a hostile creature. The target must make a Technology (Intelligence) saving throw. On a failed save, the device malfunctions for 1 minute. The exact nature of the malfunction is up to the GM but could include scrambling displays, disabling communication, causing a brief power surge, or locking mechanisms. On a successful save, the device is unaffected.
Hacker: Neural Static
Bonus Action. You emit a localized burst of disruptive frequencies targeting the neural interfaces of creatures within a 10-foot radius centered on you. Each creature in the area must make a Intelligence saving throw or become stunned until the end of your next turn as their neural pathways are temporarily overloaded. The duration is until the end of your next turn.
Shambler Hunter: Grapple Line Ascent
Bonus Action. You fire a high-tensile grapple line at a climbable surface or a Large or smaller creature within 60 feet. If targeting a surface, you can pull yourself up to 30 feet. If targeting a creature, it must succeed on a Strength saving throw or be grappled, reducing its speed to 0. You can use a bonus action to pull yourself 15 feet closer to the creature, and the grapple lasts until you release it or the creature breaks free with a successful check.
Shambler Hunter: Neuro-Toxin Injector
Bonus Action. You deploy a specialized wrist-mounted injector loaded with a potent neuro-toxin. As a bonus action, you can target one creature within 30 feet that you can see. The target must succeed on a Dexterity saving throw or be injected with the toxin. On a failed save, the target's movement speed is halved, and it has disadvantage on Dexterity-based attack rolls and Dexterity saving throws for 1 minute.
Shambler Hunter: Concussive Blast Shell
Reaction, which you take when a creature within 15 feet of you makes an attack roll against you. You unleash a point-blank concussive blast from a modified shotgun attachment. The attacking creature must make a Strength saving throw. On a failed save, the creature is pushed back 5 ft, the creature is knocked prone and its attack misses.
Cultivator: Toxic Bloom
Reaction, which you take when a creature you can see within 30 feet makes an attack roll against you or an ally within 5 feet of you. You quickly deploy a specially cultivated, fast-blooming plant that releases a cloud of noxious spores in a 10-foot radius centered on that creature. The creature making the attack must make a Constitution saving throw. On a failed save, the creature is poisoned for one minute. While poisoned in this way, the creature has disadvantage on attack rolls and ability checks. The spores dissipate at the end of the creature's next turn.
Cultivator: Nutrient Surge
Bonus Action. You administer a potent concoction of growth stimulants to yourself or a willing creature you can touch. For the duration of 1 round, the target gains advantage on Strength and Constitution checks and saving throws. Additionally, the target’s walking speed increases by 10 feet for the same duration.
Cultivator: Root Sprout
Bonus Action. With a practiced flick of your wrist and a specialized seed pouch, you launch fast-growing, thorny vines from the earth in a 30-foot line that is 5 feet wide, originating from a point you can see within 60 feet. For the duration of 1 minute, this area becomes difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 1 2d6 piercing damage as the sharp thorns snag and tear at it.
Medic: Trauma Surge
Reaction, which you take when a creature within 30 feet that you can see takes damage. You administer a rapid, pressurized injection of clotting agents and pain suppressants. The creature gains temporary hit points equal to your medic level + your proficiency bonus and has advantage on the next saving throw it makes before the end of its next turn. Range: 30 feet. Duration: Instantaneous.
Medic: Toxin Flush
Bonus Action. You deploy a specialized aerosolized agent designed to counteract ingested or inhaled toxins in a 15-foot cone originating from you. Poisons affecting creatures in the area are neutralized and all creatures in the area have advantage on their next saving throw against a poison effect within the next minute. Range: 15-foot cone. Duration: Instantaneous.
Medic: Regen Injector
Bonus Action. You quickly apply a bio-engineered dermal patch or inject a fast-acting regenerative serum into a willing creature within 5 feet. The creature regains hit points equal to 1d8 + your medic level at the start of each of its turns for 1 minute. Range: Touch (5 feet). Duration: 1 minute.
Guard: Steel Resolve
Reaction, which you take when you are subjected to an effect that would cause you to be charmed or frightened. Your rigorous training allows you to momentarily steel your mind. You gain advantage on the saving throw against the triggering effect. Range: Self. Duration: Instantaneous.
Guard: Riot Foam
Bonus Action. You deploy a specialized canister of rapidly expanding, adhesive polymer foam. Choose a point within 30 feet that you can see. A 10-foot radius sphere of the sticky foam erupts from that point. A creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, the creature's speed is halved, and it has disadvantage on attack rolls and Dexterity saving throws until the end of its next turn. The foam dissipates after 1 minute. Range: 30 feet. Duration: 1 minute.
Guard: Kinetic Barrier
Reaction, which you take when you are hit by an attack. You instantly deploy a personal energy shield, a shimmering field of disrupted kinetic energy that grants you a +5 bonus to AC. The barrier dissipates at the start of your next turn. Range: Self. Duration: Instantaneous.
Engineer: Plasma Cutter
Bonus Action. You activate a high-intensity plasma torch integrated into your gauntlet. As a bonus action, choose one creature or object within 30 feet. The target must make a Dexterity saving throw. On a failed save, the target takes 3d8 fire damage. On a successful save, the target takes half damage. Range: 30 feet. Duration: Instantaneous.
Engineer: Concussive Charge
Bonus Action. You deploy a specialized explosive device that emits a powerful shockwave. Choose a point you can see within 60 feet. Each creature within a 10-foot radius of that point must make a Strength saving throw. On a failed save, a creature takes 2d6 thunder damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. Range: 60 feet (placement), 10-foot radius (effect). Duration: Instantaneous.
Engineer: Kinetic Barrier
Reaction, which you take when a creature within 30 feet of you is hit by a ranged attack. You activate a localized kinetic energy field, attempting to deflect the incoming projectile. The attacker must make a Dexterity saving throw. On a failed save, the attack is deflected and deals no damage. On a successful save, the attack hits normally. Range: 30 feet. Duration: Instantaneous.
Scavenger: Jury-Rigged Blast
Bonus Action. You quickly modify a piece of scavenged tech to unleash a burst of concussive force. Choose one creature within 30 feet. The target must make a Strength saving throw or be pushed 10 feet away from you and knocked prone. Range: 30 feet. Duration: Instantaneous
Scavenger: Resourceful Patch
Reaction, which you take when a friendly creature within 30 feet takes damage. You swiftly apply a makeshift repair or administer a scavenged stimulant. The target regains 1d8 + your proficiency bonus hit points. Range: 30 feet. Duration: Instantaneous.
Scavenger: Scrap Grenade
Bonus Action. You hurl a hastily constructed explosive device made from salvaged materials. Choose a point within 60 feet. Each creature within a 15-foot radius of that point must make a Dexterity saving throw, taking 2d4 bludgeoning damage and 2d4 piercing damage on a failed save, or half as much damage on a successful one. Range: 60 feet. Duration: Instantaneous.
Brawler: Reactive Uppercut
Reaction when a hostile creature within 5 feet hits you with a melee attack. In a flash of honed reflexes, you twist and launch a brutal counter-attack against a hostile creature that just hit you with a melee attack. Make a single unarmed strike or melee weapon attack with the hilt of your weapon against the triggering creature; if it hits, the target takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.
Brawler: Calculated Disruption
Bonus Action. With a swift, targeted maneuver – a well-placed kick to the knee, a sudden shove into debris, or a jarring strike to a vulnerable pressure point – you momentarily disrupt an opponent's footing or focus. Choose one creature within 5 feet. That creature must make a Strength saving throw. On a failed save, the first attack roll or ability check they make before the end of their next turn has disadvantage.
Brawler: Adrenaline Spike
Bonus action. You tap into a hidden reserve of energy, either through practiced breathing techniques, a quick stimulant injection from a wrist-mounted device, or a surge of raw aggression. For a split second, your reflexes sharpen to a razor's edge. Immediately after using this ability, you can make one additional melee or ranged weapon attack.
Hacker: Glitch Network
Bonus Action. You execute a rapid sequence of commands, injecting a temporary cascade of corrupted data into a nearby network or electronic device. Choose one creature or piece of unsecured technology within range that you can see. The target must make a Wisdom saving throw. On a failed save, the target experiences a momentary malfunction, such as a flickering display or a brief misdirection of an automated defense, lasting until the end of their next turn. If used in combat, this can be used to cause a target to make the next saving throw they make before the end of their next turn with disadvantage. On a successful save, the target is unaffected.
Hacker: Tactical Ping
Bonus Action. You send out a rapid diagnostic ping or utilize a sensor sweep to briefly analyze the immediate technological environment around a target creature. Gain insight into any active or recently active electronic devices or systems within 10 feet of the target. The GM will describe the general presence and type of technology, and you can make a DC 15 Intelligence (Investigation) check as part of the bonus action to learn more specific details.
Hacker: Override Protocol
Reaction, which you take when a hostile electronic device or automated system within range takes an action. In response to an action taken by a hostile electronic device or automated system within range, you attempt to inject a counter-command. Make an Intelligence (Technology) check contested by the target's intelligence. If you succeed, you disrupt the target's action, causing it to fail momentarily. This could cause a weapon to misfire, a drone to stutter its movement, a security camera to momentarily pivot away, or an alarm to briefly cease. The disrupted action fails to have its intended effect.
Shambler Hunter: Quick Reposition
Reaction, which you take when a creature moves within 5 feet of you. With a burst of agility and utilizing your specialized gear, you swiftly create distance from the triggering creature. You can immediately move up to 15 feet without provoking opportunity attacks from the creature that triggered this reaction, ending your movement in a space that is not within 5 feet of it.
Shambler Hunter: Sensory Overload
Bonus Action. You unleash a burst of disorienting sensory input in a 30-foot cone that is meant to disorient shamblers. Each creature in that area must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. A creature that is immune to being blinded or deafened automatically succeeds on this saving throw. A creature caught up in the cone that is not a shambler makes their saving throw with advantage.
Shambler Hunter: Target Lock
Bonus Action. You quickly bring your specialized optics or targeting laser to bear on a single target within range. Make a ranged attack roll against the target. On a hit, deal 1d6 piercing damage to the target and the next attack roll you make against that target before the end of your next turn gains advantage.
Cultivator: Pollen Cloud Distraction
Reaction, which you take when you are targeted by a ranged attack or a hostile creature moves to engage you in melee combat within 5 feet. You quickly release a cloud of finely ground plant matter or specialized pollen you've cultivated for its irritating properties. The cloud fills a 5-foot radius centered on you, causing any creature within it to potentially suffer from disadvantage on their next attack roll if they fail a Constitution saving throw.
Cultivator: Entangling Growth
Reaction, which you take when a hostile creature moves into a space within 15 feet of you that contains natural, uncultivated plant life. With a practiced eye and a quick manipulation of the surrounding flora, you trigger a sudden, aggressive surge of growth in the natural vegetation within range. The targeted creature must succeed on a Strength saving throw or have its movement speed halved until the end of its current turn as thorny vines or tough roots momentarily ensnare its legs. A creature that succeeds on the saving throw is unaffected. This ability can only be used if there is sufficient natural plant life in the targeted space.
Cultivator: Accelerated Growth
Bonus Action. You swiftly apply a concentrated dose of growth-enhancing compounds to a single plant or patch of cultivated land within reach. The targeted flora experiences a rapid surge in development, maturing a single serving-sized portion of food crop or accelerating other plants by one growth stage. This cantrip cannot be used to instantly create a fully grown plant from seed. Once used, the caster must wait an hour before they can use this skill again.
Trader: Barter Tactics
Reaction, which you take when a creature within range makes a hostile action against you or an ally within range. In a desperate attempt to de-escalate a hostile situation, you swiftly present a compelling alternative to violence. You can offer a valuable piece of your merchandise or a service in exchange for the creature ceasing its hostile action against you or a specified ally. The creature makes a wisdom saving throw to determine the value of your offer. If you succeed, the hostile creature must choose between continuing its hostile action or accepting your offer. If it accepts, its current hostile action ends immediately. This ability can only be used if the hostile creature has not yet completed its action.
Trader: Haggler's Insight
Reaction, which you take when you see a creature make a Wisdom (Insight) or Charisma (Persuasion or Intimidation) check directed at you regarding a trade or negotiation. You possess an uncanny knack for reading people and understanding their true desires and limits when it comes to bartering. As a reaction, you can utter a sharp observation or ask a pointed question, momentarily throwing your counterpart off balance, causing them to have disadvantage on their Wisdom (Insight) or Charisma (Persuasion or Intimidation) check directed at you regarding a trade or negotiation.
Trader: Evasive Maneuver
Reaction, which you take when a hostile creature moves within 5 feet of you. Your years of navigating crowded markets and escaping less-than-savory clientele have honed your reflexes. When a hostile creature moves within 5 feet of you, you can immediately move up to half your movement speed without provoking opportunity attacks from that creature. If you are currently engaged in a transaction, you gain advantage on any Dexterity (Acrobatics) check made as part of this movement.
Medic: Emergency Patch
Reaction, which you take when a creature within 15 feet of you takes damage. You move up to half your movement speed without provoking reactions. You react with practiced speed, applying a temporary field dressing or sealant to a wounded creature. Choose one creature you can touch after your movement that has just taken damage. That creature regains 1d4 hit points. This healing has no effect on undead or constructs.
Medic: Adrenaline Spike
Bonus Action. You administer a rapid-acting stimulant to a willing creature you can touch. For the duration, that creature gains advantage on the next Strength or Dexterity saving throw it makes, allowing them to react more swiftly and powerfully in critical moments.
Medic: Pressure Point
Bonus Actionl. You can swiftly apply pressure to a specific point on a creature within reach to momentarily disrupt them. The target must succeed on a Constitution saving throw or have disadvantage on their next attack roll before the end of their next turn. This ability has no effect on creatures that are immune to being stunned or paralyzed.
Guard: Perimeter Scan
Bonus Action. You quickly activate a short-range sensor array built into your gear or perform a rapid visual sweep of your surroundings. You become instantly aware of the precise location of any hostile creature within a 30-foot radius that is not behind total cover, but you do not gain any other information about the creatures, such as their identity or condition.
Guard: Focused Deterrent
Bonus Action. You issue a sharp warning and focus a non-lethal deterrent on a creature you can see within range. The targeted creature must succeed on a Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Guard: Tactical Reposition
Reaction, which you take when a hostile creature moves within 5 feet of you. With practiced efficiency, you utilize your environment and tactical awareness to swiftly adjust your position. You can immediately move up to half your movement speed to an unoccupied space you can see, avoiding opportunity attacks in the process.
Engineer: Calculated Diversion
Reaction, which you take when a creature within 30 feet of you makes an attack roll against you or an ally within that range. You deploy a small, distracting device or trigger a pre-set mechanism to momentarily disrupt an enemy's focus. Choose the attacking creature within 30 feet; they must succeed on a Dexterity saving throw or have disadvantage on their attack roll against you or an ally.
Engineer: Jury Rig
Bonus Action. With a practiced hand and a few scavenged components or a quick adjustment, you can temporarily stabilize a malfunctioning piece of equipment or provide a minor boost to a functional one. Choose one object within range that is broken, malfunctioning, or a simple mechanical device (such as a lock, a simple trap mechanism, a hand-cranked generator, or a single firearm). If the object is broken or malfunctioning, this ability allows it to function at a severely reduced capacity for 1 round. For example, a broken flashlight might flicker weakly, a jammed door might creak open enough to squeeze through, or a misfired firearm might discharge a single shot with disadvantage on the attack roll. If the object is functional, you can grant it a temporary, minor benefit for 1 round. For example, a simple trap might gain advantage on its next attack roll, a hand-cranked generator might provide a brief surge of power, or a firearm might gain a +1 bonus to its next damage roll.
Engineer: Redirect Power Surge
Reaction, which you take when a hostile creature within range uses an electronic or energy-based attack against you or an ally within 30 feet. In a split second, you reroute or discharge a nearby energy source to mitigate incoming damage. Choose the creature taking energy damage. You can reduce the energy damage taken by an amount equal to 1d6 + your Intelligence modifier. You must be within 30 feet of a viable energy source to use this ability.
Scavenger: Quick Salvage
Bonus Action. You have a knack for spotting and quickly securing valuable scraps amidst the debris. As a bonus action, you can make a Wisdom (Perception) or Intelligence (Investigation) check with advantage to locate a small, unsecured item or component within 5 feet of you. If the check succeeds, you can immediately retrieve and stow the item as part of this bonus action. This ability cannot be used to disarm traps or interact with complex mechanisms; it is purely for the swift acquisition of readily available salvage.
Scavenger: Improvised Distraction
Bonus Action. Drawing on your resourcefulness, you can quickly create a diversion to gain a tactical advantage. As a bonus action, you toss a small, loose object within 30 feet, distracting a creature that can see or hear it. The target must make a Wisdom saving throw. On a failed save, it is distracted, granting you or an ally within 5 feet advantage on the next attack roll against it before the end of your next turn. Creatures immune to being surprised are unaffected.
Scavenger: Evasive Maneuver
Reaction, which you take when you are targeted by an attack or forced to make a Dexterity saving throw. Years of navigating treacherous environments have honed your reflexes. When you are targeted by an attack or forced to make a Dexterity saving throw, you can expend a burst of agility to improve your chances of survival. You gain a +2 bonus to your AC against the triggering attack or a +2 bonus to the triggering Dexterity saving throw. If this bonus causes the attack to miss you or you to succeed on the saving throw, you can immediately move up to half your movement speed without provoking opportunity attacks.