You’ve learned to manipulate your body’s natural limits (through ki, bloodflow, or supernatural energy).
Entering an Overdrive Form costs Overdrive Points and lasts for a limited time.
Overdrive Points
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Level 1–4: 2 points
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Level 5–8: 4 points
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Level 9–12: 6 points
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Level 13–16: 7 points
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Level 17–20: 8 points
FORM COSTS
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Gear 1: Surge → 0 points (just a bonus action; it’s your base form).
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Gear 2: Pressure → 2 point
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Gear 3: Titan → 4 points
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Gear 4: Apex → 6 points
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Gear 5: Liberation → 8 points (plus once per Long Rest hard cap).
GEAR 1: Overdrive Surge
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Activation: Bonus Action. Lasts 1 minute.
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Effects:
Speed +10 ft.
+1 to Attack Rolls and Damage Rolls.
Advantage on Strength (Athletics) checks.
GEAR 2: Overdrive Pressure
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Activation: Bonus Action, Costs 2 Overdrive Points. Lasts 1 minute.
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Effects:
Speed +20 ft.
Extra Attack (once per turn, even if you already have Extra Attack).
Advantage on Dexterity saving throws.
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Risk: At the end of the form, you gain 1 level of Exhaustion.
GEAR 3: Overdrive Titan
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Activation: Action, Spend 4 Overdrive Points. Lasts 3 rounds.
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Effects:
You grow in size up to huge
Attacks deal +2d8 damage.
Advantage on Strength saves and checks.
Reach increases by 5 ft.
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Risk: When form ends, you shrink and become sluggish:
Speed reduced to 10 ft for 2 rounds
Disadvantage on Strength/Dex saves for 1 round.
GEAR 4: Overdrive Apex
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Activation: Action, costs 6 Overdrive Points. Lasts 1 minute.
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Effects:
Speed +20 ft., flight speed equal to walking speed.
All attacks count as magical.
Unarmed/weapon strikes deal +2d8 damage.
Advantage on attack rolls against creatures of medium or smaller size.
Temporary Hit Points equal to twice your level.
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Risk: When it ends, you can’t use Overdrive again until you finish a Short Rest, your speed is reduced to 10 ft for 2 rounds, and you gain 1 level of exhaustion
GEAR 5: Overdrive Liberation
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Activation: Action, spend 7 Overdrive Points. Lasts 3 rounds. Once per Long Rest.
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Effects:
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You embody freedom/your spirit’s true form.
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Immunity to being restrained, paralyzed, or frightened.
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You can reshape your body (cartoon physics):
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Stretch, squeeze, or bounce, granting advantage on Acrobatics and escaping effects.
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Once per turn, you may deal max damage instead of rolling.
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All damage you deal counts as Force damage.
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Allies within 30 ft. gain Advantage on saving throws against fear/charm.
- Gain a reach of 20 ft.
- Gain a flying speed equal to your movement speed.
- Unarmed/weapon strikes deal +3d8 damage
- Gain an additional attack once per round
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Risk: When the form ends:
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You immediately fall to 0 HP (but are stable).
- Speed is brought to 10 ft for 1 round after becoming stable.
- Hit Point maximum is halved until the end of a long rest
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