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Prerequisite: Requires a Charisma score of 14 or higher.
 

You have innate arcane abilities, but they do not manifest as spells like the abilities of mages, such as wizards and sorcerers. Instead, they appear as physical distortions in the world, your mortal vessel as the focus for their power. There are differing names for people who use these abilities, often depending on their other skills and talents.

Three common titles for Biotics are Vanguards, for those who use their abilities in conjunction with more offensive abilities, Adepts, whom use both magic and Biotics, and Sentinels, who combine their innate arcane talents granted via this Feat along with supportive skills.

Through your abilities, you can attack enemies, either throwing them around through abilities like ThrowLiftThrow, and Shockwave, or more directly attacking through abilities like Warp and Nova, as well as defending your allies through abilities such as Barrier and Bolster.

This feat is inspired by the Biotic abilities seen in the Mass Effect series, with most of the abilities being adaptations of those seen in the games.


Most abilities granted by this Feat require the opponent(s) to make a saving throw. The DC of these saves is equal to 8 plus your Charisma modifier plus your Proficiency bonus. Whenever you must make an attack roll, you apply your Charisma modifier and your Proficiency bonus to the roll.

There are two classifications of abilities that you can use; Offensive and Supportive. Offensive abilities are used to attack enemies directly, while Supportive ones are used to buff and defend yourself and your allies, or are used to hinder your enemies. Whenever you use an ability from one of these two groups, you cannot use another one from it until you successfully roll its Recovery Die.

A Recovery Die behaves similarly to a dragon's breath attacks; after you use an ability, at the beginning of each of your subsequent turns, you roll a die and must roll a target number (as stated in the ability's description). You cannot use a Biotic ability of the same type as the ability you are rolling for. For instance, if you were to use Throw, you cannot use another Offensive ability until you succeed at rolling a 5 or a 6 on its d6 Recovery Die. However, you can still use Supportive abilities unless you are also rolling for an ability under that group.

You can only roll for one ability at a time, meaning if you have used both Barrier and Nova, you can either roll a d8 for Barrier or a d12 for Nova at the beginning of a turn, but not both.

However, there are some abilities that are exceptions. These are marked as Special abilities. They can only be used once per long rest, but each is counted differently. This means that you can use both Aegis and Reave in a single battle, rather than needing to fulfill the recharge time on one before using the other.


 

Throw (Available from 1st Level)

You throw out an orb of arcane energy towards a single target, making a ranged attack and adding your Charisma and Proficiency bonuses. It moves through the air in order to avoid cover, meaning they don't get a bonus unless they are completely surrounded.

On a hit, deal 1d8 force damage and make them make a Strength saving throw; on a failure, they take full damage and are thrown back 1d8 spaces and are knocked prone, or they take half damage without being moved on a success.

Offensive Ability     |     Recovery Die: 1d6 (5 & 6)

[The damage increases to 2d8 at 5th level, 3d8 at 10th, 4d8 at 15th, and 6d8 at 20th]

Pull (Available from 1st Level)

You throw out an orb of arcane energy towards a single target, making a ranged attack and adding your Charisma and Proficiency bonuses. It moves through the air in order to avoid cover, meaning they don't get a bonus unless they are completely surrounded.

On a hit, deal 1d6 force damage and make them make a Strength saving throw; on a failure, they take full damage and are pulled 1d6 spaces towards the user and are knocked prone, or they take half damage without being moved on a success.

Offensive Ability     |     Recovery Die: 1d6 (5 & 6)

[The damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th, and 6d6 at 20th]

Lift (Available from 1st Level)

You throw out an orb of arcane energy towards a single target, making a ranged attack and adding your Charisma and Proficiency bonuses. It moves through the air in order to avoid cover, meaning they don't get a bonus unless they are completely surrounded.

On a hit, deal 1d6 force damage and make them make a Strength saving throw; on a failure, they take full damage and lifted 10 feet into the air, or they take half damage without being moved on a success. They remake the save at the end of their turn every round, being lifted 10 feet higher each failure.

Offensive Ability     |     Recovery Die: 1d6 (5 & 6)

[The damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th, and 6d6 at 20th]

Barrier (Available from 3rd Level)

You form a barrier of energy around yourself, which will grant 1d10 temporary hit points, absorbing that much damage before dissipating.

Supportive Ability     |     Recovery Die: d8 (7 & 8)

[The temporary hit points increase to 2d10 at 6th level, 3d10 at 9th, 4d10 at 12th, 5d10 at 15th, and 6d10 at 18th]

Warp (Available from 4th Level)

You form a field around a target, which shreds them apart at the molecular level. They must make a Constitution save, taking 2d6 bludgeoning damage on a failure. They must make the save on the beginning of each turn until they pass.

Defensive Ability     |     Recovery Die: d8 (7 & 8)

[The damage per failure increases to 3d6 at 8th level, 4d6 at 12th, 5d6 at 16th, and 7d6 at 20th]

Charge (Available from 6th Level)

You cloak yourself in energy, before bending time and space around you and charging an opponent. Make a melee attack against them with advantage, dealing an extra 1d8 bludgeoning damage. They must make a Strength save, or else they are knocked prone. If you move away from an enemy via this ability, they don't get opportunity attacks against you.

Offensive Ability     |     Recovery Die: d10 (9 & 10)

[The extra damage increases to 2d8 at 10th level, 3d8 at 14th, and 4d8 at 18th]

Nova (Available from 6th Level)

Focusing your energy, you release a large burst of energy from yourself in a sphere with a radius of 20 feet. All creatures, including allies, must make a Dexterity saving throw, taking 3d12 bludgeoning damage on a failure and being knocked prone, or half damage while staying standing on a success.

All attacks against you have advantage to hit until the beginning of your next turn.

Offensive Ability     |     Recovery Die: d12 (11 & 12)

[The damage increases to 5d12 at 12th level, then again to 7d12 at 18th]

Shockwave (Available from 7th Level)

Thrusting out your arm, several energy blasts burst out in a straight line that is 15 feet wide, and extends 30 feet outwards. All creatures, including allies, must attempt a Strength save, or else they are thrown 1d4 spaces and are knocked prone, taking 6d6 bludgeoning damage, or half that on a success. They will be thrown to the left if they are in the left portion of the line, to the right if they are in the right-most part, or straight back if they are in the center.

Offensive Ability     |     Recovery Die: 1d10 (9 & 10)

[Your damage increases to 8d6 at 10th level, 10d6 at 13th, 12d6 at 16th, and 14d6 at 20th]

Stasis (Available from 7th Level)

You surround a target within range in arcane energies, which attempt to hold them in place. They must attempt a Constitution saving throw, becoming Paralyzed on a failure. They must reattempt the save on the end of each of their later turns in order to break free. Until they break free, they are immune to all non-psychic damage. However, you may use a bonus action to end this effect yourself.

Supportive Ability     |     Recovery Die: d12 (11 & 12)

[This ability does not get more powerful as you progress in levels]

Bolster (Available from 9th Level)

You form a barrier of energy around a number of allies equal to your Charisma modifier, granting them the effects of Barrier.

Supportive Ability     |     Recovery Die: d8 (7 & 8)

[This ability scales a the same rate as Barrier]

Aegis (Available from 14th Level)

Thrusting both of your arms outwards, you form a sphere of energy around yourself with a radius of 25 feet. Only creatures that you designate can pass through, while all others will be forced outside of its reach. If a creature is within the sphere then you revoke their ability to freely pass through, they cannot exit, but are not forced out.

Enemies may attack the sphere, which has an AC of 18. If they successfully hit, then you must make a Charisma check with a DC of 8 + half the damage dealt in order to sustain the barrier. You have disadvantage if multiple enemies manage to hit it before the beginning of your next turn. You may dispel this ability as a bonus action, and allow different creatures in at the beginning of each turn.

Special Ability     |     Recovery Die: None (Recovered after a long rest)

[This ability does not get stronger as you increase in levels]

Reave (Available from 15th Level)

Harnessing your energies, you focus them all on a single enemy and attempt to lift them into the air while ripping them apart. They must make a Constitution saving throw, taking 4d8 bludgeoning damage while being Grappled and lifted 10 feet into the air on a failure, or half damage and avoiding the additional effects on a success.

If they fail, they may repeat the save at the end of each of their turns until they succeed. You must maintain Concentration to keep this active, but you cannot use any of the abilities granted from this feat in addition to the normal restrictions. You may end the effect at will as a bonus action, and if you do this, or they pass their save, they fall down and immediately fail the save to land safely.

Special Ability     |     Recovery Die: None (Recovery after a long rest)

[Your damage increases to 8d8 damage at 18th level]

Singularity (Available from 15th Level)

Channeling your abilities, you create a singularity on a single space within range. It creates a field of intense gravity in a sphere with a 30-foot radius around it, marked by swirling energy that is perpetually orbiting around a dark sphere. All unfriendly creatures must make a Strength saving throw when they first enter the area on their turn or if they end their turn in its radius to resist the singularity's influence; on a failure, they take 6d6 bludgeoning damage and are lifted into the air, pulled towards the center 5 feet, and take the effects of the Paralyzed effect. They may retake the save on the end of each of their turns. On a success, they take half damage and break free of its pull.

Offensive Ability     |     Recovery Die: d12 (12)
[The damage increases to 10d6 at 20th level]

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