Base Class: Pugilist
The System
You have awakened to something that should not exist.
A translucent window appears before your eyes. Numbers, abilities, achievements, and strange notifications fill your vision. You can see your own strengths and weaknesses with impossible clarity, improve your abilities through practice, and shape your growth in ways that no ordinary warrior can.
You do not know who created the System, why it chose you, or what purpose it serves.
You only know one thing:
It works.
Through the System, you can develop talents, improve your abilities, earn titles through extraordinary accomplishments, and eventually evolve beyond the limitations of your original path. Every challenge becomes an opportunity for growth. Every failure becomes information. Every victory becomes another step toward something greater.
The System does not tell you what you must become.
It gives you the tools to decide.
As your mastery grows, you gain access to increasingly powerful features of the System, eventually choosing an Evolution that defines the direction of your greatest potential. Whether you become an unstoppable Titan, an elusive Phantom, a calculating Grandmaster, a commanding Warlord, an unyielding Survivor, or an unpredictable Adaptive, your progression is uniquely yours.
And at the height of your development, you discover something the System never intended you to learn:
You can change the rules.
At 17th level, Administrator Access grants you limited authority over the System itself, allowing you to temporarily override its restrictions and access functions normally reserved for something far beyond an ordinary user.
You may never learn who built the System.
You may never discover why you were chosen.
But eventually, the question stops being:
"What does the System want me to become?"
And becomes:
"What can I become with it?"
Tier II Talent Trees
Tier II: Advanced Talent Trees
Unlocked by the System Update feature at 6th level.
Advanced Talents represent specialized training and build upon the foundations established by your Basic Talents. Each Advanced Talent costs 1 Talent Point and requires the listed Tier I Talent as a prerequisite.
Power Tree
Crushing Blow
Prerequisite: Heavy Strike
Once on each of your turns when you deal additional damage with Heavy Strike, you can push the target up to 10 feet away from you if it is no more than one size larger than you.
Titanic Strength
Prerequisite: Powerful Build
You count as one additional size larger when determining your carrying capacity, the weight you can push, drag, or lift, and you have advantage on checks made to escape or end the grappled condition.
Shock Landing
Prerequisite: Crushing Force
When you fall, you can reduce the falling damage you take by an amount equal to five times your Pugilist level. If you take no damage from the fall, creatures within 5 feet of where you land must succeed on a Dexterity saving throw or be knocked prone.
Mobility Tree
Lightning Step
Prerequisite: Quick Step
Your walking speed increases by an additional 10 feet.
Whenever you roll initiative, you can immediately move up to half your speed without provoking opportunity attacks.
Wall Runner
Prerequisite: Parkour Training
You gain a climbing speed equal to your walking speed.
During your movement, you can move across vertical surfaces without falling provided you end your movement on a surface capable of supporting you.
Slippery Escape
Prerequisite: Escape Artist
Opportunity attacks against you are made with disadvantage.
Fortitude Tree
Iron Constitution
Prerequisite: Iron Body
Whenever you gain temporary hit points, increase that amount by your proficiency bonus.
Ignore Pain
Prerequisite: Pain Tolerance
Once on each of your turns when you take damage, you can reduce that damage by an amount equal to your proficiency bonus.
Unyielding Spirit
Prerequisite: Second Wind
When you use Second Wind, you also end one of the following conditions affecting you:
- Charmed
- Frightened
Technique Tree
Relentless Combo
Prerequisite: Combo Mastery
When you hit a creature with two unarmed strikes on your turn, your next unarmed strike against that creature before the end of your next turn deals additional damage equal to your proficiency bonus.
Exploit Weakness
Prerequisite: Precision Strike
When you score a critical hit with an unarmed strike, you can immediately make one additional unarmed strike against the same creature.
Perfect Haymaker
Prerequisite: Improved Haymaker
Once on each of your turns when you spend Moxie, you regain 1 hit point for each Moxie point spent.
Awareness Tree
Tactical Insight
Prerequisite: Enhanced Senses
You gain expertise in Perception. If you already have expertise, you instead gain a +2 bonus to Perception checks.
Predictive Analysis
Prerequisite: System Analysis
Once per short or long rest, you can give yourself advantage on an Intelligence or Wisdom ability check before making the roll.
Sixth Sense
Prerequisite: Threat Detection
You have advantage on initiative rolls and cannot be surprised while you are conscious.
In addition, creatures do not gain advantage on attack rolls against you merely because they are unseen.
Presence Tree
Commanding Presence
Prerequisite: Intimidating Presence
You gain expertise in Intimidation. If you already have expertise, you instead gain a +2 bonus to Intimidation checks.
Inspiring Leader
Prerequisite: Social Adaptation
Choose one skill granted by Social Adaptation. While using that skill, you can add your proficiency bonus to one failed ability check per long rest, potentially turning it into a success.
Rallying Presence
Prerequisite: Natural Leader
Whenever you finish a short rest, creatures that gain temporary hit points from your Natural Leader Talent also gain advantage on the first saving throw they make before their next short or long rest.
Talent Tree Tier I
Basic Talent Trees
At 3rd level, you gain access to the following Talent Trees.
Power Tree
The Power Tree represents raw physical force, overwhelming strikes, and the ability to impose your strength upon the world.
Heavy Strike
Tier I Talent
Your strikes carry overwhelming force.
Once on each of your turns when you hit a creature with an unarmed strike, you deal additional damage equal to your proficiency bonus.
Powerful Build
Tier I Talent
The System enhances your physical capabilities.
You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your ability to resist being moved.
You also have advantage on Strength checks made to break, push, pull, or move objects.
Crushing Force
Tier I Talent
Your strength applies beyond combat.
You gain advantage on Strength (Athletics) checks made to climb, grapple, shove, or break objects.
Mobility Tree
The Mobility Tree represents speed, agility, positioning, and controlling the battlefield through movement.
Quick Step
Tier I Talent
Your movement becomes faster and more precise.
Your walking speed increases by 5 feet.
Parkour Training
Tier I Talent
The System improves your ability to navigate obstacles.
You gain a climbing speed equal to half your walking speed, and you can move across difficult terrain caused by obstacles such as rubble, narrow ledges, or uneven ground without needing to make an ability check.
Escape Artist
Tier I Talent
Your body instinctively avoids restraints.
You have advantage on ability checks made to escape grapples, restraints, and bindings.
Fortitude Tree
The Fortitude Tree represents endurance, recovery, and surviving what would defeat ordinary warriors.
Iron Body
Tier I Talent
Your body has adapted to punishment.
When you finish a short rest, you gain temporary hit points equal to your proficiency bonus.
Pain Tolerance
Tier I Talent
You have learned to endure injury.
When you take damage, you can reduce the damage by an amount equal to your Constitution modifier once per round.
Second Wind
Tier I Talent
Your System improves your recovery.
When you would be reduced to 0 hit points but are not killed outright, you can drop to 1 hit point instead.
Once you use this Talent, you cannot use it again until you finish a long rest.
Technique Tree
The Technique Tree represents martial mastery, precision, and the refinement of your fighting style.
Combo Mastery
Tier I Talent
Your attacks flow naturally into one another.
When you hit a creature with an unarmed strike, your next unarmed strike against that creature before the end of your next turn gains a +1 bonus to the attack roll.
Precision Strike
Tier I Talent
You have learned to find openings in your opponents' defenses.
Once per turn, when you make an unarmed strike, you can add your proficiency bonus to the damage roll.
Improved Haymaker
Tier I Talent
Your powerful attacks become more reliable.
When you use a Pugilist feature that requires you to spend Moxie, you can roll one additional damage die and choose which result to use.
Awareness Tree
The Awareness Tree represents perception, analysis, and understanding the battlefield.
Enhanced Senses
Tier I Talent
Your perception improves beyond normal limits.
You gain proficiency in Perception. If you already have proficiency, you instead gain expertise in Perception.
System Analysis
Tier I Talent
The System helps you process information.
You gain proficiency in Investigation or Insight. If you already have proficiency in the chosen skill, you instead gain expertise in that skill.
Threat Detection
Tier I Talent
Your instincts constantly scan your surroundings.
You have advantage on initiative rolls and cannot be surprised while you are conscious.
Presence Tree
The Presence Tree represents confidence, intimidation, leadership, and the force of your personality.
Intimidating Presence
Tier I Talent
Your confidence becomes overwhelming.
You gain proficiency in Intimidation. If you already have proficiency, you instead gain expertise in Intimidation.
Social Adaptation
Tier I Talent
The System helps you understand social interactions.
You gain proficiency in one of the following skills:
- Deception
- Persuasion
- Performance
If you already have proficiency in the chosen skill, you instead gain expertise.
Natural Leader
Tier I Talent
Your presence inspires those around you.
During a short rest, you can encourage your allies. Choose a number of creatures up to your proficiency bonus. Each chosen creature gains temporary hit points equal to your proficiency bonus.
Achievements and Titles
Example Achievements and Titles
The following Titles are examples of rewards the System may grant.
Rookie Adventurer
Achievement: Complete your first adventure, quest, or major challenge.
Benefit: You gain proficiency in one tool, language, or gaming set of your choice.
Iron Wall
Achievement: Endure a powerful attack or survive a battle where defeat seemed certain.
Benefit: You have advantage on saving throws against being moved or knocked prone.
Monster Slayer
Achievement: Defeat a creature significantly stronger than yourself.
Benefit: You gain a +1 bonus to attack rolls against creatures with a challenge rating greater than your character level.
Specialist
Achievement: Increase one of your Skill Ranks to its maximum value.
Benefit: Choose one skill in which you have proficiency. You gain a +1 bonus to ability checks made using that skill.
Survivor
Achievement: Survive a deadly encounter or escape certain death.
Benefit: When you roll initiative and have no temporary hit points, you gain temporary hit points equal to your proficiency bonus.
Unbreakable
Achievement: Resist fear, pain, or overwhelming odds through determination.
Benefit: You have advantage on saving throws against being frightened.
Legend in the Making
Achievement: Accomplish something extraordinary recognized by the DM.
Benefit: Determined by the DM.
Tier III Talent Trees
Tier III Talent Trees
11th-Level Talent Options
At 11th level, your Talent Trees advance to Tier III.
Each Tier III Talent costs 1 Talent Point unless otherwise stated. You must meet a Talent's prerequisites before selecting it.
Tier III Talents are divided into six universal Talent Trees:
-
Power
-
Mobility
-
Fortitude
-
Technique
-
Awareness
-
Presence
Every character has access to the Universal Tier III Talents for which they meet the prerequisites.
Characters who have chosen an Evolution Path also gain access to three additional Evolution-specific Talents associated with that Evolution.
Adaptive does not gain Evolution-specific Talents. Instead, it has access to all Universal Tier III Talents.
POWER — TIER III
Power represents your ability to exert overwhelming physical force and turn your strength into a weapon.
Crushing Force
Prerequisite: Tier II Power Talent
Once on each of your turns when you hit with an unarmed strike, you can push the target up to 5 feet if it is no more than one size larger than you.
If you push the creature into a solid object or another creature, it takes additional bludgeoning damage equal to your proficiency bonus.
Mighty Impact
Prerequisite: Tier II Power Talent
Your unarmed strikes deal double damage to objects and structures.
You also have advantage on Strength checks made to break, push, pull, or lift an object.
Overwhelming Strength
Prerequisite: Tier II Power Talent
Your carrying capacity is doubled.
In addition, when you make a Strength check to grapple, shove, or move a creature, you can add your proficiency bonus to the check if you aren't already proficient in it.
MOBILITY — TIER III
Mobility represents control over movement, positioning, balance, and the ability to navigate the battlefield.
Fleet Footwork
Prerequisite: Tier II Mobility Talent
Your walking speed increases by 5 feet.
Additionally, standing from prone costs you only 5 feet of movement.
Unimpeded Movement
Prerequisite: Tier II Mobility Talent
Nonmagical difficult terrain costs you no additional movement.
You can also move through the spaces of hostile creatures as if they were difficult terrain, but you cannot end your movement there.
Evasive Movement
Prerequisite: Tier II Mobility Talent
Once on each of your turns, when you move at least 10 feet, the first opportunity attack made against you before the start of your next turn has disadvantage.
FORTITUDE — TIER III
Fortitude represents physical resilience, pain tolerance, recovery, and the ability to continue fighting under extreme conditions.
Hardened Body
Prerequisite: Tier II Fortitude Talent
When you take bludgeoning, piercing, or slashing damage, you can reduce the damage by an amount equal to your proficiency bonus.
You can use this benefit once per turn.
Relentless Constitution
Prerequisite: Tier II Fortitude Talent
You have advantage on saving throws against being poisoned or exhausted.
Additionally, you can go twice as long without suffering the normal effects of hunger, thirst, or lack of sleep.
Refuse to Yield
Prerequisite: Tier II Fortitude Talent
When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead.
Once you use this Talent, you can't use it again until you finish a long rest.
TECHNIQUE — TIER III
Technique represents precision, efficiency, practiced execution, and the ability to turn training into reliable results.
Refined Technique
Prerequisite: Tier II Technique Talent
Once on each of your turns when you make an unarmed strike, you can reroll one damage die that rolls a 1.
You must use the new roll.
Efficient Execution
Prerequisite: Tier II Technique Talent
When you roll initiative and have no Moxie, you gain 1 Moxie.
You can gain Moxie from this Talent only once per long rest.
Combat Adaptation
Prerequisite: Tier II Technique Talent
When you miss an unarmed strike, you gain a +1 bonus to the next unarmed strike you make against the same creature before the end of your next turn.
The bonus increases to +2 if you miss again before hitting that creature.
The bonus ends when you hit the creature or stop attacking it.
AWARENESS — TIER III
Awareness represents perception, intuition, attention, and the ability to understand what is happening around you.
Heightened Senses
Prerequisite: Tier II Awareness Talent
You gain proficiency in either Perception or Investigation.
If you are already proficient in both, you instead gain expertise in one of them.
Threat Assessment
Prerequisite: Tier II Awareness Talent
You can quickly assess creatures you encounter.
As a bonus action, choose one creature you can see within 60 feet. You learn whether its current hit points are above or below half its hit point maximum.
You can use this Talent a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Focused Attention
Prerequisite: Tier II Awareness Talent
You have advantage on saving throws made to maintain concentration.
Additionally, you have advantage on Wisdom (Perception) checks made to notice creatures or objects that are hidden from you.
PRESENCE — TIER III
Presence represents confidence, leadership, force of personality, and your ability to affect those around you.
Inspiring Presence
Prerequisite: Tier II Presence Talent
Friendly creatures within 10 feet of you have advantage on saving throws against being frightened while you aren't incapacitated.
Commanding Voice
Prerequisite: Tier II Presence Talent
Your voice carries with remarkable authority.
You can clearly communicate with a creature that can hear you from up to 60 feet away, even during the chaos of combat.
You also have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks made against creatures that can hear you.
Unshakable Confidence
Prerequisite: Tier II Presence Talent
You have advantage on saving throws against being charmed.
Additionally, when you succeed on a saving throw against being charmed or frightened, you can choose one creature within 10 feet of you. That creature gains a +1 bonus to its next saving throw against being charmed or frightened before the end of your next turn.
EVOLUTION-SPECIFIC TIER III TALENTS
Evolution-specific Talents represent the way your chosen Evolution has transformed your mastery of the System.
Each Evolution grants access to three Evolution-specific Talents.
TITAN EVOLUTION TALENTS
Titan Talents emphasize overwhelming strength, physical dominance, and unstoppable momentum.
Earthshaker
Prerequisite: Crushing Force
When you push a creature using a Talent or feature, you can cause the ground beneath it to shake.
The creature and each other creature of your choice within 5 feet of it must succeed on a Strength saving throw against your System save DC or fall prone.
Once you use this Talent, you can't use it again until the start of your next turn.
Unstoppable
Prerequisite: Refuse to Yield
You cannot be knocked prone against your will.
Additionally, when an effect would forcibly move you, you can reduce the distance moved by 10 feet.
Crushing Advance
Prerequisite: Mighty Impact
When you move at least 10 feet directly toward a creature and hit it with an unarmed strike, you can push it up to 10 feet.
If the creature collides with another creature or solid object, both the target and the creature or object it collides with take bludgeoning damage equal to your proficiency bonus.
PHANTOM EVOLUTION TALENTS
Phantom Talents emphasize impossible movement, reflexes, spatial awareness, and escaping danger before it can reach you.
Ghost Step
Prerequisite: Unimpeded Movement
When you move, you can move across vertical surfaces and across liquids without falling during that movement.
If you end your turn on a surface you could not normally stand on, you fall as normal.
Blur of Motion
Prerequisite: Evasive Movement
When you use Evasive Movement, you can move an additional 10 feet without provoking opportunity attacks.
Danger Sense
Prerequisite: Heightened Senses
You cannot be surprised while conscious.
Additionally, when you roll initiative, you can immediately move up to 10 feet without provoking opportunity attacks.
GRANDMASTER EVOLUTION TALENTS
Grandmaster Talents emphasize precision, anticipation, counterattacks, and understanding an opponent's actions.
Perfect Counter
Prerequisite: Combat Adaptation
When a creature within your reach misses you with an attack, you can use your reaction to make one unarmed strike against that creature.
You can use this Talent a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Flawless Execution
Prerequisite: Refined Technique
Once on each of your turns, when you hit a creature with an unarmed strike, you can add your Wisdom modifier to the damage roll.
Combat Calculation
Prerequisite: Threat Assessment
When you use Threat Assessment on a creature, you can also learn one of the following pieces of information:
-
One damage resistance it possesses.
-
One damage immunity it possesses.
-
One damage vulnerability it possesses.
-
Whether its current hit points are above, below, or equal to one-quarter of its hit point maximum.
If the creature has none of the chosen characteristic, the System informs you that it does not.
WARLORD EVOLUTION TALENTS
Warlord Talents emphasize coordination, battlefield leadership, and turning your own actions into opportunities for your allies.
Battlefield Commander
Prerequisite: Inspiring Presence
When you use your Commanding Presence feature, the creature receiving your command gains an additional benefit based on the command used.
Advance. Its speed increases by 10 feet until the end of its turn.
Strike. It gains a bonus to the attack's damage roll equal to your Wisdom modifier.
Defend. It gains temporary hit points equal to your proficiency bonus.
Focus. It gains advantage on the roll affected by your Focus command.
Coordinated Assault
Prerequisite: Combat Adaptation
When you hit a creature with an unarmed strike, choose one friendly creature within 30 feet that can see or hear you.
The next time that creature hits the same target before the start of your next turn, it deals additional damage equal to your proficiency bonus.
Rallying Cry
Prerequisite: Inspiring Presence
When a friendly creature within 30 feet of you is reduced to half its hit point maximum or fewer, you can use your reaction to rally it.
That creature gains temporary hit points equal to your Pugilist level and can immediately move up to 10 feet without provoking opportunity attacks.
Once you use this Talent, you can't use it again until you finish a short or long rest.
SURVIVOR EVOLUTION TALENTS
Survivor Talents emphasize adaptation, learning from hardship, and refusing to suffer the same setback twice.
Adapted Physiology
Prerequisite: Hardened Body
When you reduce damage using Hardened Body, you gain resistance to the damage type of the triggering attack until the start of your next turn.
Pain Is Information
Prerequisite: Focused Attention
When you take damage from a creature, you gain advantage on the next saving throw you make against an effect caused by that creature before the end of your next turn.
Refuse to Fall
Prerequisite: Refuse to Yield
When you use Refuse to Yield, you gain temporary hit points equal to your Pugilist level.
You can also immediately move up to half your speed without provoking opportunity attacks.
ADAPTIVE EVOLUTION
Adaptive has no Evolution-specific Tier III Talents.
Instead, Adaptive gains access to every Universal Tier III Talent.
Adaptive cannot select Talents that are specific to another Evolution Path.
Adaptive retains the same number of Talent Points as every other Evolution.
The strength of Adaptive is therefore not the number of Talents it can possess, but the number of different directions it can develop.
An Adaptive character might invest deeply into one Talent Tree, divide their points between several Trees, or choose an unconventional combination of abilities.
Whenever they reallocate their Talent Points after a long rest, they can completely change their Tier III development within the limits of the Universal Talent prerequisites.
**The System gives Adaptive the greatest number of choices.
It does not give Adaptive the greatest number of choices at once.**
System Initialization
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SYSTEM DETECTED
Searching for Compatible Host...
Host Confirmed.
Initializing...
Synchronization Complete.
Welcome, User.
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Whether bestowed by an ancient power, awakened through extraordinary circumstances, or discovered through means unknown, you have gained access to a mysterious System that only you can perceive. The System observes your actions, catalogs your growth, and records your accomplishments, guiding your development as you continue your journey.
While you are conscious, the System is always active, granting you the following benefits:
System Interface
The System continuously monitors your condition.
- You always know your current hit point total.
- You always know how many uses remain of any class features, abilities, or other limited-use features you possess.
- You always know the remaining duration of any effects currently affecting you.
Combat Analysis
The System constantly evaluates creatures you observe.
When you can see a creature, you can determine whether it is above or below half of its hit point maximum, though you do not learn its exact hit point total or any other statistics.
Perfect Record
The System flawlessly records your journey.
- You always know the current time of day.
- You always know the distance you have traveled since your last long rest.
- You can perfectly recall anything you have personally seen or experienced within the last 30 days.
Status Window
The System maintains a personal Status Window that records your growth. It tracks your Talents, Skills, Titles, Achievements, Quests, and other information determined by your DM.
The Status Window itself grants no mechanical benefit, but many of your subclass features reference it.
Tutorial Quest
When you gain this feature, your DM may present you with a Tutorial Quest to introduce your System. The nature of this quest and any rewards for completing it are determined by your DM.
Character Creation
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CHARACTER REGISTRATION COMPLETE
Analyzing Host Potential...
Initial Development Options Available.
Allocating Talent Resources...
Basic Talent Trees Unlocked.
Please Begin Character Development.
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The System allows you to shape your own growth through specialized paths of development known as Talent Trees. Through careful allocation of your Talent Points, you can develop abilities that reflect your training, combat style, and personal evolution.
Talent Points
You gain 2 Talent Points, which you can allocate to Talents available to you.
Your total number of Talent Points increases as you gain levels in this class.
| Pugilist Level | Talent Points |
|---|---|
| 3rd | 2 |
| 6th | 3 |
| 11th | 5 |
| 17th | 7 |
Talent Points are not expended when used. They represent your current development and determine which Talents you have unlocked.
Whenever you finish a long rest, you can reallocate any or all of your Talent Points.
Talent Tiers
Talents are divided into four tiers representing different stages of development.
Tier I: Basic Talents
Available when you gain this feature.
Cost: 1 Talent Point
These Talents represent the foundation of your build.
Tier II: Advanced Talents
Unlocked through later System features.
Cost: 1 Talent Point
These Talents require greater mastery and usually have prerequisites from Tier I.
Tier III: Elite Talents
Unlocked through advanced System progression.
Cost: 1 Talent Point
These Talents represent defining abilities of your build.
Tier IV: Administrator Talents
Unlocked through mastery of the System.
Cost: 1 Talent Point
These Talents allow you to exceed normal limitations.
Talent Prerequisites
Some Talents require other Talents, minimum levels, or other prerequisites before they can be selected.
When a Talent lists another Talent as a prerequisite, you must have that Talent allocated before you can select the new Talent.
Achievement System
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ACHIEVEMENT SYSTEM ONLINE
Analyzing user accomplishments...
Reviewing completed objectives...
Recognition protocols activated.
NEW FUNCTION AVAILABLE: TITLES
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The System no longer simply records your actions. It recognizes moments of exceptional growth, perseverance, and achievement. When you accomplish something worthy of recognition, the System rewards you with a unique Title.
Achievements
Achievements represent significant accomplishments recognized by the System.
An Achievement may be earned by overcoming a difficult challenge, mastering a skill, completing an important objective, defeating a powerful foe, or accomplishing something unique to your character.
When you earn an Achievement, it is recorded in your Status Window and may unlock a Title.
The DM determines when you have earned an Achievement, though the System Compendium provides examples of common Achievements and their associated Titles.
Titles
When you unlock a Title, it becomes permanently available in your Status Window.
You can equip one Title at a time. Your equipped Title grants you a passive benefit while active.
You can change your equipped Title whenever you finish a long rest.
A Title remains unlocked even if it is not currently equipped.
Choose an Evolution
You gain access to one specific Evolution Class of your choice between the following:
- Titan: Titans emphasize overwhelming strength, physical dominance, and unstoppable momentum.
- Phantom: Phantoms emphasize impossible movement, reflexes, spatial awareness, and escaping danger before it can reach you.
- Grandmaster: Grandmasters emphasize precision, anticipation, counterattacks, and understanding an opponent's actions.
- Warlord: Warlords emphasize coordination, battlefield leadership, and turning your own actions into opportunities for your allies.
- Survivor: Survivors emphasize adaptation, learning from hardship, and refusing to suffer the same setback twice.
- Adaptive: The System gives Adaptive the greatest number of choices, not the greatest power.
Adaptive
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COMPATIBLE EVOLUTION DETECTED
Evolution Path: Adaptive
Primary Attributes Identified:
- Variable
- Unclassified
Combat Analysis:
Your development does not conform to any established specialization.
Your abilities demonstrate proficiency across multiple disciplines, with no single path representing your full potential.
The System has attempted to determine your optimal Evolution.
Result:
ERROR — NO SPECIALIZATION DETECTED
Recalculating...
Adaptive Evolution Available.
Recommended Development:
"Do not become what the System expects. Become what you need to be."
Evolution Accepted.
Universal Tier III Talent Access Unlocked.
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Adaptive Development
11th-level Adaptive feature
Unlike other Evolutions, your growth is not limited to a specific pair of Talent Trees.
You gain access to all Universal Tier III Talents.
You do not gain access to Tier III Talents that are specific to another Evolution Path.
When you gain or reallocate Talent Points, you may spend them on any Universal Talent for which you meet the prerequisites, regardless of which Talent Tree it belongs to.
You retain the same number of Talent Points as other characters of your level.
Your flexibility does not grant you additional Talent Points—it grants you additional choices.
Adaptive Instinct
11th-level Adaptive feature
You have learned to approach unfamiliar situations without relying on a single method.
When you fail an ability check, attack roll, or saving throw, you can gain a System Insight.
Before the end of your next turn, you can spend that System Insight to gain a +2 bonus to a subsequent ability check, attack roll, or saving throw that uses a different ability score from the failed roll.
You can gain System Insight once per short or long rest.
Grandmaster
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COMPATIBLE EVOLUTION DETECTED
Evolution Path: Grandmaster
Primary Attributes Identified:
- Technique
- Awareness
Combat Analysis:
Your growth demonstrates exceptional precision, discipline, and combat understanding.
The System has determined that your greatest weapon is not strength or speed, but your ability to recognize patterns, predict outcomes, and exploit openings.
You do not overpower opponents.
You solve them.
Recommended Development:
"Master the battle before the battle is complete."
Evolution Accepted.
Tier III Technique and Awareness Talents Unlocked.
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Combat Analysis
11th-level Grandmaster feature
Your mind constantly analyzes combat data, allowing you to recognize weaknesses in your opponents.
Whenever a creature you can see within 30 feet of you takes one of the following actions:
- Makes an attack roll against you.
- Forces you to make a saving throw.
- Uses a special ability or feature.
You may use your reaction to analyze that creature's technique.
Until the start of your next turn, choose one of the following benefits:
Predict Movement.
You gain a bonus to your Armor Class against the creature's next attack equal to your Wisdom modifier.
Identify Weakness.
Your next attack against the creature before the start of your next turn gains a bonus to the attack roll equal to your Wisdom modifier.
Counter Strategy.
The creature has disadvantage on the next attack roll it makes against you.
You can use Combat Analysis a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Perfect Response
11th-level Grandmaster feature
Your understanding of combat allows you to punish mistakes instantly.
When a creature within your reach misses you with an attack, you can use your reaction to make one unarmed strike against that creature.
If you hit, choose one:
- Push the creature up to 10 feet.
- Reduce its speed to 0 until the start of its next turn.
- Force it to drop one held object.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Phantom
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COMPATIBLE EVOLUTION DETECTED
Evolution Path: Phantom
Primary Attributes Identified:
- Mobility
- Awareness
Combat Analysis:
Your growth demonstrates exceptional movement, reflexes, and spatial awareness.
The System has identified that your greatest advantage is not speed alone, but the ability to exist exactly where you need to be.
Your enemies do not fail to hit you because you are faster.
They fail because you are already gone.
Recommended Development:
"Become the movement your enemies cannot predict."
Evolution Accepted.
Tier III Mobility and Awareness Talents Unlocked.
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Phantom Step
11th-level Phantom feature
Your movement has become difficult to follow.
You gain the following benefits:
- Your walking speed increases by 10 feet.
- Opportunity attacks against you are made with disadvantage.
- Standing from prone costs 5 feet of movement at most.
- You may move through the space of hostile creatures as if it were difficult terrain.
Ghost in Motion
11th-level Phantom feature
Your attacks are only one part of your movement.
Once per turn, immediately after you hit a creature with an unarmed strike, you may move up to half your speed without provoking opportunity attacks.
If you end this movement more than 10 feet from where you started, you gain advantage on your next Dexterity saving throw before the end of your next turn.
Survivor
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COMPATIBLE EVOLUTION DETECTED
Evolution Path: Survivor
Primary Attributes Identified:
- Fortitude
- Awareness
Combat Analysis:
Your progression demonstrates extraordinary resilience and adaptability under adverse conditions.
You have repeatedly survived situations that should have ended your journey.
Pain has become information.
Failure has become experience.
Defeat has become temporary.
Recommended Development:
"Survive. Adapt. Overcome."
Evolution Accepted.
Tier III Fortitude and Awareness Talents Unlocked.
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Survival Instinct
11th-level Survivor feature
Your body and mind instinctively adapt when faced with danger.
When you fail a saving throw, you can reroll it. You must use the new roll.
Once you use this ability, you can't use it again until you finish a short or long rest.
Additionally, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead.
Once you prevent yourself from being reduced to 0 hit points in this way, you can't do so again until you finish a long rest.
Adapt to Adversity
11th-level Survivor feature
Every hardship teaches your System something new.
When you take damage of a type, you can gain temporary resistance to that damage type until the start of your next turn.
You can use this feature immediately after taking damage, no action required.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Additionally, whenever you finish a short rest, you can end one of the following conditions affecting you:
- Blinded
- Charmed
- Deafened
- Frightened
- Poisoned
You can use this benefit once per short rest.
Titan
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COMPATIBLE EVOLUTION DETECTED
Evolution Path: Titan
Primary Attributes Identified:
- Strength
- Endurance
Combat Analysis:
Your victories are earned not through speed or finesse, but through relentless determination. Every obstacle becomes another challenge to overcome, and every opponent eventually yields before your advance.
Recommended Development:
"Become the force that cannot be stopped."
Evolution Accepted.
Tier III Power and Fortitude Talents Unlocked.
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Titanic Physique
11th-level Titan feature
Your body has evolved beyond ordinary mortal limitations.
You gain the following benefits:
- You count as one size larger when determining the creatures you can grapple or shove.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You reduce any forced movement against you by 10 feet.
- Nonmagical difficult terrain caused by debris, rubble, or uneven ground costs you no extra movement.
Unstoppable Advance
11th-level Titan feature
Nothing stands before your advance for long.
Once on each of your turns, when you move at least 10 feet in a straight line toward a creature and hit it with an unarmed strike, choose one of the following effects:
- Push the target up to 10 feet away from you.
- Knock the target prone.
- Grapple the target (no additional action required).
- Move into the target's space, pushing it into the nearest unoccupied space.
A creature more than one size larger than you is immune to these effects.
Warlord
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COMPATIBLE EVOLUTION DETECTED
Evolution Path: Warlord
Primary Attributes Identified:
- Presence
- Technique
Combat Analysis:
Your progression demonstrates exceptional tactical awareness and leadership capability.
The System has determined that your greatest asset is not your personal strength, but your ability to improve the performance of those around you.
Where others see chaos, you see formation.
Where others see enemies, you see opportunities.
Recommended Development:
"Become the force that guides victory."
Evolution Accepted.
Tier III Presence and Technique Talents Modified.
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Commanding Presence
11th-level Warlord feature
Your presence naturally influences those who fight beside you.
You gain a special resource called Command Points.
You have a number of Command Points equal to your proficiency bonus, regaining all expended points when you finish a long rest.
As a bonus action, you may spend 1 Command Point to issue one command to a creature within 30 feet of you that can hear you.
The creature chooses to follow the command immediately.
Choose one:
Advance
The creature may move up to half its speed without provoking opportunity attacks.
Strike
The creature may use its reaction to make one weapon attack or unarmed strike.
Defend
The creature gains temporary hit points equal to your Pugilist level.
Focus
The creature adds your Wisdom modifier to the next attack roll or saving throw it makes before the end of its next turn.
A creature can only benefit from one Command Point ability per round.
Tactical Superiority
11th-level Warlord feature
Your understanding of combat allows you to direct the flow of battle.
When a creature within 30 feet of you that can hear you makes an attack roll, ability check, or saving throw, you may use your reaction to add your Wisdom modifier to the roll after seeing the result but before knowing whether it succeeds or fails.
You can use this reaction a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Administrator Access
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SYSTEM STATUS
User Level: 17
System Compatibility: Exceptional
System Authority: Insufficient
...
Recalculating Authority.
...
ADMINISTRATOR ACCESS GRANTED
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You have progressed beyond the limitations normally imposed by the System.
You are no longer merely a user of the System.
You have gained limited authority over it.
The System has granted you access to a collection of Administrator Commands that allow you to temporarily override certain limitations placed upon your abilities.
Administrator Commands
You gain access to the following Administrator Commands.
You can use no more than two Administrator Commands between long rests.
You do not choose which Commands you can use when you finish a long rest. Instead, you choose which Command to activate when you decide to use it.
Once you use an Administrator Command, you cannot use that Command again until you finish a long rest.
You cannot use more than two different Administrator Commands between long rests, even if another Command would normally be available.
Unless a Command states otherwise, using an Administrator Command requires no action.
Attribute Override
When you make an ability check, attack roll, or saving throw using an ability score, you can temporarily increase that ability score by 2 for the purpose of that roll.
This increase can raise the ability score above 20, to a maximum of 22.
You decide to use this Command after rolling the d20 but before determining whether the roll succeeds or fails.
Ability Override
When you make an ability check using a skill or tool with which you are proficient, you can treat your proficiency bonus as if it were doubled for that check.
If you already have expertise in the skill or tool, you instead add your proficiency bonus an additional time.
You decide to use this Command after rolling the d20 but before determining whether the check succeeds or fails.
Recovery Override
When you fail a saving throw, you can choose to succeed instead.
Action Override
When you take the Attack action on your turn, you can make one additional unarmed strike as part of that action.
You can use this Command after making your attacks but before the end of your turn.
Movement Override
When you move, you can ignore difficult terrain and move through the spaces of hostile creatures as though they were unoccupied.
Additionally, your movement does not provoke opportunity attacks for the duration of that movement.
You cannot end your movement in another creature's space.
Resistance Override
When you take damage, you can use your reaction to gain resistance to that instance of damage.
You can use this Command after the damage is rolled.
Condition Override
When you would become blinded, charmed, deafened, frightened, paralyzed, poisoned, restrained, or stunned, you can choose to ignore the condition until the end of your next turn.
You can use this Command when the condition would first affect you.
Talent Override
When you would make use of a Talent you have not selected, you can temporarily gain that Talent's benefits for the current use.
You must meet all prerequisites for the Talent.
The Talent does not require you to spend a Talent Point.
Moxie Override
When you would spend Moxie to activate a Pugilist feature, you can activate that feature without spending the required Moxie.
You must still meet all other requirements of the feature.
Critical Override
When you hit a creature with an attack but do not score a critical hit, you can treat the attack as a critical hit instead.
You can use this Command after determining that the attack hits.
Failure Override
When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can treat the roll as a 10 instead.
This does not prevent a natural 1 from having any special effect determined by another feature or rule.
Emergency Override
When you would be reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point.
You can then immediately move up to half your speed without provoking opportunity attacks.
System Analysis
As a bonus action, choose one creature, object, or magical effect you can see within 60 feet.
The System provides you with one useful piece of information about your target.
For a creature, you can learn one of the following:
- Its current hit points.
- Its maximum hit points.
- One damage resistance.
- One damage immunity.
- One damage vulnerability.
- One condition immunity.
- Its highest or lowest ability score.
For an object or magical effect, the System instead provides information appropriate to understanding its function, nature, or danger.
The information provided is accurate, but the System does not reveal information that would require knowledge the target itself does not possess. Use this feature once per long rest.
System Query
You can ask the System one question about your current situation once per long rest.
The System provides a brief and truthful answer if the information is reasonably obtainable through your senses, knowledge, or the System's records.
The System cannot predict the future, directly reveal another creature's thoughts, or provide information that would require omniscience.
The answer is limited to a few sentences or a simple piece of information determined by the DM.
Limit Break
When you use a feature or ability that has a limited number of uses, you can use that feature or ability again without expending one of its remaining uses.
You must still meet all other requirements of the feature or ability. You can use this ability a number of times equal to your proficiency bonus per long rest.
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SYSTEM NOTICE
Administrator Commands Remaining: 2
Administrator Authority: Limited
System Restrictions: Partially Overridden
Warning:
Administrator privileges do not grant unrestricted control over the System.
The System remains your tool.
Use your authority wisely.
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