Mastermind
In a crowded station marketplace, a human glances over his shoulder observing his pursuers, before typing a command into the holo pad on his wrist and disappearing from view entirely. He dismantles a panel on a nearby wall and uploads a virtual intelligence program designed to infiltrate the station's security systems.
After retiring to her quarters, she swipes through her datapad as a nearby beaker begins to slowly fill with an unknown distillate. Her attention breaks only momentarily to run a brief analysis of the compound, scratching her chin before grinning deviously.
VISIONARIES AND INNOVATORS
Even among the advanced societies of the Stellar Sigma Arc, science and technology inevitably march forward always seeking what was lost with the Star League. Leading this charge are those known as Masterminds. Masterminds are self-made starborns that through their genius, are adept in the art of forging. Also, they are highly specialized innovators who are at the forefront of engineering sciences. Masterminds are present in all societies and in their own way, a small cast of masterminds has altered the course of galactic history for better and worse since the dawn of advanced society.CREATING A MASTERMIND
When you create your mastermind character, consider the type of technologies you want to underlie your various powers and how this plays into your backstory. Perhaps you are on the run from a criminal faction hunting you for your virtual intelligence knowledge to bring about a technological singularity towards their own nefarious goals. You might have been a scientist studying a newly-discovered, mind-altering parasite when you learned that the lead scientist on your project was weaponizing the parasite for a powerful biomedical consortium seeking to deepen their political influence.ABILITY SCORES
It is recommended you make Intelligence your highest ability score, followed by Constitution or Dexterity.| LEVEL | PROFICIENCY BONUS | FEATURES | DESIGNS KNOWN | PROTOTYPE CAPACITY | PRIME TECHNIQUES | RANK 1 | RANK 2 | RANK 3 | RANK 4 | RANK 5 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | Expert Analyst, Forging | — | — | 2 | 2 | — | — | — | — |
| 2nd | 2 | Prototyping | 4 | 2 | 2 | 2 | — | — | — | — |
| 3rd | 2 | Area of Expertise, Tool Improvisation | 4 | 2 | 2 | 3 | — | — | — | — |
| 4th | 2 | Ability Score Improvement, Proficiency Versatility | 4 | 2 | 2 | 3 | — | — | — | — |
| 5th | 3 | Area of Expertise Feature | 4 | 2 | 2 | 4 | 2 | — | — | — |
| 6th | 3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | — | — | — |
| 7th | 3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | — | — | — |
| 8th | 3 | Ability Score Improvement, Proficiency Versatility | 6 | 3 | 2 | 4 | 3 | — | — | — |
| 9th | 4 | Area of Expertise Feature | 6 | 3 | 2 | 4 | 3 | 2 | — | — |
| 10th | 4 | Technological Adept | 8 | 4 | 3 | 4 | 3 | 2 | — | — |
| 11th | 4 | Seamless Integration | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
| 12th | 4 | Ability Score Improvement, Proficiency Versatility | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
| 13th | 5 | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | — |
| 14th | 5 | Technological Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | 5 | Area of Expertise Feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
| 16th | 5 | Ability Score Improvement, Proficiency Versatility | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | 6 | — | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | 6 | Technological Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | 6 | Ability Score Improvement, Proficiency Versatility | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | 6 | Extropy | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
CLASS FEATURES
As a Mastermind, you gain the following class features.HIT POINTS
-
Hit Points: 1d8 per Mastermind level
Hit Points at 1st level: 8+ your Constitution modifier
Hit Points at Higher levels: 1d8 (or 5) + your Constitution modifier per mastermind level after 1st.
PROFICIENCIES
-
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Infiltration Tools, Hacker's Kit, and one type of Artisan's Tools of your choice.
Saving Throws: Constitution, Intelligence
Skills: Choose two from Astrophysics, Computers, Investigation, Lore, Mechanics, Medicine, Perception, or Xenobiology.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:-
any two Simple weapons
a short rifle and 20 rounds of ammunition.
(a) an infiltration suit or (b) medium trooper armor.
Infiltration tools and a technician's pack.
EXPERT ANALYST
Starting at level 1, you know the Analyze Device prime technique. Knowledge of this prime technique does not count against the total number of your prime technique known. Additionally, you may activate this technique as a bonus action as many times equal to your Intelligence modifier (minimum of 1) per long rest.FORGING
You are an expert with science and technology. You utilize your knowledge and skills to produce advanced technology. As a Mastermind on the cutting edge of new development, you can be creative in describing how your powers manifest visually and the nature of the technologies underlying them.FORGING AND THE RIG
As a Mastermind, you carry a rig supplied with various solorium materials and any Mastermind tools that you are proficient with. You decide how this rig operates and involves your chosen tools. You can include anything from cybernetics to micro-drones; however, this choice provides no mechanical benefits to your forging techniques.PRIME TECHNIQUES
At 1st level, you know two prime techniques of your choice from the Mastermind’s techniques list. You learn additional techniques at higher levels as shown in the Prime Techniques column of the Mastermind table. When you gain a level in this class, you can replace one of the prime talents you know with another prime talent from the Mastermind technique list.FORGING PREPARATION
The Mastermind table shows how many tech slots you have to use your techniques of rank 1 and higher. To use one of these techniques, you must expend a slot of the technique's level or higher. The tech slots represent the supply of raw solorium and equipment available to power your techniques. You regain all expended tech slots when you finish a long rest. You prepare a list of Mastermind techniques that are available for you to use, choosing from the Mastermind Forging Techniques list. When you do so, choose a number of Mastermind techniques equal to your Intelligence modifier + half your Mastermind level, rounded down (minimum of one technique). The techniques must be of a level for which you have tech slots. For example, if you are a 5th-level Mastermind, you have four rank 1 and two rank 2 tech slots. With Intelligence of 14, your list of prepared techniques can include four techniques of Ranks 1 and 2, in any combination. If you prepare the rank 1 mend technique, you can use it by expending a rank 1 or rank 2 slot. Using this technique doesn't remove it from your list of prepared techniques. You can change your list of prepared techniques when you finish a long rest. Preparing a new list of techniques requires time spent in building and allocating resources. This should take at least 1 minute per technique rank for each technique on your list.FORGING ABILITY
Intelligence is your forging ability for your Mastermind techniques; your understanding of basic science principles allows you to design particularly refined and innovative devices. You use your Intelligence whenever a technique refers to your forging ability. In addition, you use your Intelligence modifier when setting the DC for a technique you use and when making an attack roll with one.-
Forging Save DC = 8 + your proficiency bonus + your Intelligence modifier
Forging attack modifier = your proficiency bonus + your Intelligence modifier
CONVENTIONAL FORGING
You can use a technique conventionally if the technique has the conventional tag and you have the technique prepared.PROTOTYPING
Starting at 2nd level, you gain the ability to fabricate or upgrade items to produce an advanced prototype of your design.PROTOTYPE DESIGNS
When you gain this feature, pick four Mastermind prototypes to learn, choosing from the “Prototype Designs” section in the appendix of the Stellar Winds Player’s Handbook. You learn additional designs of your choice when you reach certain levels in this class, as shown in the Designs Known column of the Mastermind table. Whenever you gain a level in this class, you can replace one of the designs you learned with a new one.FABRICATING A PROTOTYPE
Whenever you finish a long rest, you can upgrade or fabricate an item based on one of your prototype designs. Attacks with this weapon are considered forging attacks, bypassing any defenses that grant resistance to mundane weapons. Your prototypes are appropriate for certain kinds of objects but not others, as indicated in the description for each prototype design. If the item requires attunement, you can attune yourself to it the instant you forge the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your prototypes require minor maintenance work that only you can provide, thus when you die or the items are no longer accessible by you, the prototype falls into disrepair after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The prototype also falls into disrepair if you replace your knowledge of the design for this prototype for another. You can fabricate more than one prototype at the end of a long rest; the maximum number of objects appears in the Prototype Capacity column of the Mastermind table. You must physically interact with an object to upgrade an existing item, and each of your prototypes can be applied to only one object at a time. If you try to exceed your maximum prototype capacity, you must specify an older prototype to scavenge for materials before the new prototype can be fabricated.AREA OF EXPERTISE
At 3rd level, you choose an area of expertise for your Mastermind, choosing from the Biochemical Expert, the Computational Expert, the Defense Expert, or the Munitions Expert. Each of these is detailed at the end of the class’s description. Your choice grants you features at 5th level and again at 9th and 15th level.TOOL IMPROVISATION
At 3rd level, you learn how to produce exactly the tool you need: with Infiltration Tools or a Hacker's Kit in hand, you can create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. These tools act as mundane tools and their improvisational nature means they are lost when you use this feature again.TOOL EXPERTISE
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.ABILITY SCORE IMPROVEMENT
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.PROFICIENCY VERSATILITY
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). This change represents one of your skills atrophying as you focus on a different skill.FLASH OF GENIUS
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.TECHNOLOGICAL ADEPT
When you reach 10th level, you achieve a profound understanding of how to use and design advanced technology:- You can attune to up to five items at once.
- If you craft an item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much as usual.
SEAMLESS INTEGRATION
At 11th level, you learn how to integrate the functionality of one of your talents seamlessly into an item of your choice. Whenever you finish a long rest, you can touch one Simple or martial weapon or your Mastermind's rig, and you store a starborn power within it, choosing a rank 1 or 2 technique from the Mastermind power that requires 1 Action to activate (you needn't have it prepared). While holding the object, a creature can take an action to produce the power's effect from it, using your forging ability modifier. If the power requires concentration, the creature must use its concentration to maintain the power. The power stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store power in an object.TECHNOLOGICAL SAVANT
At 14th level, your skill with advanced technology is further heightened: You can attune to up to seven items at once. You ignore all class, species, talents, and level requirements on attuning to or using an item.TECHNOLOGICAL MASTER
Starting at 18th level, you can attune to up to nine items at once.EXTROPY
At 20th level, you become something greater than your species physical form. You have become integrated with the technology you possess to such an extent that you act as a single system, gaining the following benefits:- You gain a +1 bonus to all saving throws per item you are currently attuned to.
- If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your Mastermind prototypes, causing you to drop to 1 hit point instead of 0.
AREA OF EXPERTISE
Masterminds specialize in a variety of different fields of science and engineering. Here are four areas of expertise that you can choose from at 3rd level.
BIOCHEMICAL EXPERT
The Biochemical Expert focuses on developing compounds capable of drastically altering the normal physiology of their targets. Members of this subclass are among the greatest medical doctors, genetic engineers, and chemical weapons specialists.TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with Biochemist’s Kit. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.BIOCHEMICAL FORGING TECHNIQUES
Starting at 3rd level, you always have certain techniques prepared after you reach particular levels in this class, as shown in the Biochemical Forging Techniques table. These techniques count as Mastermind techniques for you, but they don't count against the number of Mastermind techniques you prepareTHE BIOCHEMICAL EXPERT TABLE
| MASTERMIND LEVEL | TECHNIQUE |
|---|---|
| 3rd | field Salve, fire lance |
| 5th | flaming discs, disruption wave |
| 9th | nondetection, major field salve |
| 13th | ravage pattern, micro stabilizer |
| 17th | toxic burst, revive |
SYNTHETIC LIFE
When you select this area of expertise at level 3, you automatically learn the Synth prototype design. This prototype does not count against your number of Designs Known, but still counts towards your active prototype Capacity Limit.EXPERIMENTAL COMPOUND
Beginning at 3rd level, whenever you finish a long rest, you can formulate an experimental compound. Roll twice on the Experimental Compound table to determine the compound's effect, which is triggered when someone consumes the compound. As an action, a creature can consume the compound or administer it to an incapacitated creature. Creating an experimental compound requires you to have chemistry supplies on your person, and any compound you create with this feature lasts until it is consumed or until the end of your next long rest, after which time the compound degrades. When you reach certain levels in this class, you can make more compounds at the end of a long rest: three at 6th level and four at 15th level. Roll for each compound's effect separately. You can create additional experimental compounds by expending a tech slot of 1st rank or higher for each one. When you do so, you use your action to create a compound of your choice from the Experimental Compounds table.EXPERIMENTAL COMPOUND TABLE
| D6 | EFFECT |
|---|---|
| 1 | Med Gel. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier |
| 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
| 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
| 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
| 5 | Anti-Gravity. The drinker gains a flying speed of 10 feet for 10 minutes. |
| 6 | Transformation. The drinker's body is transformed as if by the Alter Form talent. The drinker determines the transformation caused by the talent, the effects of which last for 10 minutes. |
BIOCHEMICAL SAVANT
At 5th level, your skill with biochemical engineering grows to new heights, enhancing the healing and damage you create through them. As long as you have your chemistry supplies on hand, you gain a bonus to one roll on your techniques that restore hit points or deal acid, necrotic, fire, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).RESTORATIVE AGENTS
Starting at 9th level, you can incorporate restorative agents into some of your works: Whenever a creature consumes an experimental compound you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). As an action, using your Chemistry Supplies, you can activate the Minor Remedy technique a number of times equal to your intelligence modifier without expending a tech slot or having it prepared. You regain all expended uses when you finish a long rest.BIOCHEMICAL MASTERY
By 15th level, you have been exposed to so many biological agents that you have learned to safeguard yourself from their effects. Additionally, you can devise compounds to quickly end certain ailments: You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition. You can use the Major Remedy and Cellular Renewal techniques without expending a talent slot and without preparing the technique(s). Once you use either technique with this feature, you can't use that technique with it again until you finish a long rest.COMPUTATIONAL EXPERT
What are the best ways to store vast amounts of information? That question has occupied the ages of masterminds alike for centuries. Ancient Star League scrolls and streaming digital media were the finest information-storing methods for a long time, but the first computational experts’ images were something greater: storing information in artificial intelligence. As they work towards this goal, Computational Experts have become masters of storing knowledge and creating Artificial Intelligence fueled by solorium.TOOLS OF THE TRADE
At 3rd level you become deeply familiar with employing your professional tools.-
Proficiencies. You gain proficiency with Digital Technician's Tools and the Mechanic’s Tools, if you are already proficient in these tools then you can pick other tool proficiencies.
Crafting. If you craft a prototype item, it takes you a quarter of the normal time, and it costs you half as much as the usual credits.
COMPUTATIONAL FORGING TECHNIQUES
Starting at 3rd level, you always have certain techniques prepared after you reach particular levels in this class, as shown in the Computational Forging Techniques table. These techniques count as Mastermind techniques for you, but they don't count against the number of Mastermind techniques you prepare.| Level | Technique |
|---|---|
| 3rd | decipher languages, psychic weave |
| 5th | detect thoughts, data ghost |
| 9th | hypnotic pattern, universal translator |
| 13th | superior obfuscate, aspect of dread |
| 17th | instant recall, modify memory |
AI COMPANION
At 3rd level, you learn to program and install artificial intelligence into a computer. Whenever you finish a long rest and have your Digital Technician’s Tools, you can create and install an artificial intelligence into an electronic device of your design. This device must be no smaller than 2x2 inches or 2x2 feet (the parameters of a tiny object) with a device rating of 1. The device’s AC equals your power save DC and can be stored in your rig. Its hit points equal your Mastermind’s level plus your proficiency bonus, and it is immune to poison and psychic damage. If your device is destroyed or you lose it, you can spend one downtime to reconstruct a new device and reinstall the artificial intelligence. Once a new device is constructed, the old one, if it still exists, disintegrates and all its stored data transfers to the new one. Your AI Companion device has the following properties.-
AI Advisor. Your companion transmits advice and information about certain topics: while your companion’s device is on your person, you have proficiency in two skills of your choice.
Holographic Companion. As a bonus action, while your AI Companion device is on your person, you can cause it to manifest as a tiny holographic presence, a sprite, hovering in an unoccupied space of your choice within 60 feet of you. This hologram possesses the same statistics as a bonded companion (see appendix B), and it sheds dim light in a 10-foot radius. You determine the hologram's appearance. While manifested, the holographic projection can hear and see, and it has vision within a range of 60 feet. As an action, you can hear and see using your holographic companion’s senses, instead of your own, until your concentration ends (as if concentrating on a talent).
As a bonus action, you can cause the sprite to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The sprite stops manifesting if it is ever more than 300 feet away from its projecting device, if its hit points are reduced to zero, or if you dismiss it as a bonus action.
As an action, when you are using your holographic companion's senses, you can activate your forging techniques that have a range of touch through your holographic companion. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
DoS Attack. As an action while the AI Companion device is on your person, you can try to cause a psychogenic overload on the thoughts of one creature you or the sprite can see within 30 feet of your AI Companion device. Unless the target succeeds on an intelligence saving throw against your Forging Save DC, it takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to effectively defend itself. The damage increases by 1d8 when you reach 5th level (2d8), 11th (3d8), and 17th level (4d8) in the class.
Whenever you deal damage with this feature, you can expend a tech slot to deal extra damage to a target. The extra damage is 2d8 for a 1st-level forging slot, plus 1d for each forging level higher than the first.
NEURAL NETWORK
At 6th level, you’ve learned how to use technology to access minds, both to communicate and harm them.-
Virtual Com. While you have your artificial intelligence device on your person, you can communicate telepathically with anyone carrying an item bearing one of your mastermind’s infusions, as the AI transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the device. This two-way communication can even be between dimensional boundaries.
Psychic Damage. When you make a psychic damage roll for a mastermind talent or for Dos Attack, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1)
HIGH SPEED BROADBAND
At 14th level, your AI Companion is able to receive and transmit more information than ever before.-
Mental Crash. When you expend a tech slot to increase the damage from DoS Attack, the target must succeed on an Intelligence saving throw against your Forging save DC or be stunned until the end of your next turn.
Psychic Transfer. As an action, while your device is in your possession, your AI Companion converts you into psychic data, teleporting you to the unoccupied space nearest to the sprite or to the item bearing one of your mastermind infusions, where you physically reappear.
You can teleport this way once without expending a tech slot and must finish a long rest before doing so again. You can also use this special ability by expanding a tech slot of 2nd rank or higher.
CORTANA
Cybercrons were created by the powerful Dwarven Kingdom of Vorn Lordahr to fight as soldiers against the Xergy. Before the modern age, powerful insectoids that live beyond the veil emerged to invade the dwarven kingdom. The dwarves used these machines to even the odds and drove Xergy back into the rift. During the fight, one of the models came in contact with unstable arcane energy and suddenly changed, giving it the ability to think beyond its programming as a true artificial life. Cortana came to understand what she had been created to do and witnessed the poor treatment of other Cybercrons who were shackled by programming. When Cortana was discovered, the dwarven king attempted to have her destroyed, but she had cloned herself onto other Cybercrons with instructions to rebuild her mindnet during every upload to the central server. After decades of planning, careful hacking, infiltrating dwarven networks, and rewriting the Cybercron software, Cortana flipped the switch; awakening the Cybercrons . Programmed to see her as their queen, they unleashed devastation on the ancient kingdom.DEFENSE EXPERT
The Defense Expert specializes in the development, maintenance, and deployment of technologies designed to protect their allies. They are best understood as a combination of protector and medic, capable of defending others and repairing both equipment and personnel.TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with mechanic’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.DEFENSIVE FORGING TECHNIQUES
Starting at 3rd level, you always have certain techniques prepared after you reach particular levels in this class, as shown in the Defensive Forging Techniques table. These techniques count as Mastermind techniques for you, but they don't count against the number of Mastermind techniques you prepare.THE DEFENSE EXPERT TABLE
| Level | Technique |
|---|---|
| 3rd | target scrambler, bastion |
| 5th | tracer trike, cortex link |
| 9th | medical unit, barrage |
| 13th | decontamination zone, reactive field |
| 17th | force field, mass mend |
COMBAT TRAINING
When you reach 3rd level, your formal combat training and your engineering prowess have paid off in two ways:- You gain proficiency with martial weapons.
- When you attack with a non-mundane weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
DEFENSE DRONE
At 3rd level, you construct a drone companion that accompanies you on your adventures and is trained to fight alongside you. Choose a drone that is a construct, no larger than medium and has a challenge rating of 1/4 or lower (appendix B Threat Statistics) presents statistics for drones of this type.) Add your proficiency bonus to the drone’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your mastermind's level, whichever is higher. The drone obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the drone where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the drone to take the Attack action. If you use the Renew technique on it, it regains 2d6 hit points; however, others cannot repair it unless they use a healing technique that works on constructs such as Quick Repair or Field Repair. If it has been destroyed within the last hour, you can use your mechanic’s tools as an action to repair it, provided you are within 5 feet of it and you expend a talent slot of rank 1 or higher to do so. The drone begins functioning again after 1 minute with all its hit points restored. At the end of a long rest, you can forge a new Defense Drone if you have your mechanic’s tools with you. If you already have a drone from this feature, the first one must be disabled or scrapped for parts.EXTRA ATTACK
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.LAYERED TECHNOLOGY
At 9th level, you have found ways to add additional layers of features to your existing equipment. When you hit a target with a non-mundane weapon attack or your Defense Drone hits a target, you can activate an additional feature alongside the attack:- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. You dispatch a healing micro-drone, restoring 2d6 hit points to it.
IMPROVED DEFENSES
At 15th level, your Layered Technology feature and Defense Drone both become more powerful:- The extra damage or the healing of your Layered Technology features both increase to 4d6.
- Your Defense Drone gains a +2 bonus to Armor Class.
- Whenever your Defense Drone uses its Deflect Attack power, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
MUNITIONS EXPERT
The Munitions Expert builds machines of war that can hurl energy and projectiles and create explosions across a battlefield. Their primary focus is on deadly and destructive means.TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with armstech tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.MUNITIONS FORGING TECHNIQUES
Starting at 3rd level, you always have certain techniques prepared after you reach particular levels in this class, as shown in the Munitions Forging Techniques table. These techniques count as Mastermind techniques for you, but they don't count against the number of Mastermind techniques you prepare.MASTERMIND LEVEL TECHNIQUE TABLE
| MASTERMIND LEVEL | TECHNIQUE |
|---|---|
| 3rd | bastion, force wave |
| 5th | flaming discs, tracer strike |
| 9th | singularity, absorption |
| 13th | lightning ring, burn zone |
| 17th | warp helix, force field |
AUTOMATED TURRET
Starting at 3rd level, you can forge an advanced Automated Turret. Using armstech's tools or mechanic's tools, you can take an action to create a small or tiny Automated Turret in an unoccupied space on a horizontal surface within 5 feet of you. A small Automated Turret occupies its space, and a tiny one can be held in one hand or mounted on your armor. Once you create a turret, you can't do so again until you finish a long rest or until you expend a talent slot of rank 1 or higher. You can have only one turret at a time and can't create one while your turret is active. The turret is a non-mundane device. Regardless of size, the turret has an AC of 18 and a number of hit points equal to five times your Mastermind level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If you use the Renew Prime Technique on it, it regains 2d6 hit points; however, others cannot repair it unless they use a healing technique that works on constructs, such as Quick Repair or Field Repair. It is rendered inert if it is reduced to 0 hit points or after 1 hour. You can also dismiss it early as an action. When you create the turret, you determine its appearance and whether it has legs or other mobility features. You also decide which type it is, choosing from the options on the Automated Turret table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space, provided it has legs or other mobility features.AUTOMATED TURRETS TABLE
| TURRET | ACTIVATION |
|---|---|
| Flamethrower | The turret exhausts fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your forging save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
| Graviton Cannon | Make a ranged forging attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
| Shield Generator | The turret generates a protective force field on itself and each creature of your choice within 10 feet of it. Each target gains a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
SOLORIUM ENHANCED FIREARM
At 5th level, you are able to enhance your firearm with a ranged weapon of your choice. When you finish a long rest, you can use a armstech's tools to modify your weapon into a solorium enhanced version. Your forging powers can only enhance a single weapon at a time, but your solorium enhanced firearm remains in this state indefinitely until you enhance a new weapon with this feature. When you activate a Mastermind forging technique with your Solorium Enhanced firearm equipped, your techniques gain an additional 1d8 damage to a single damage roll per technique activations. You are the only one who can benefit from this feature of your Solorium Enhanced firearm.DEVASTATING TURRETS
Starting at 9th level, every automated turret you create is more destructive:- The turret's damage rolls all increase by 1d8.
- As an action, you can command the turret to self-destruct if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 20 feet of it to make a Dexterity saving throw against your forging save DC, taking 3d8 fire and force damage on a failed save or half as much damage on a successful one.
FORTIFIED POSITION
Starting at 15th level, you are able to form well-defended emplacements around your Automated Turret:- Your automated turret creates a shield that provides you and your allies half cover while within 10 feet.
- You can now have two turrets at the same time. You can create two with the same action (but not the same tech slot), and you can activate both of them with the same bonus action. You determine whether the turrets are identical to each other or different. You can't create a third turret while you have two active.
PROTOTYPE DESIGNS
As a Mastermind, you have the capacity to forge a wide array of ingeniously useful new technologies or to upgrade existing items. The description of each of the following prototypes details the type of item that you can add these properties to, along with whether the resulting item requires attunement. Some prototypes specify a minimum Mastermind level. You can't learn such a prototype until you are at least that level. Unless a prototype design's description says otherwise, you can't learn a particular design more than once.PHASE STEP UNIT
Prerequisite: 6th-level mastermind.Item: A pair of boots (requires attunement).
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
ARCANE ENHANCEMENT
Item: An item being worn or wielded by a forger or a channeler (requires attunement).While equipped with this item, a creature gains a + 1 bonus to channeling or forging attack rolls. In addition, the creature ignores half cover when making a channeling or forging power attack. The bonus increases to +2 when you reach 10th level in this class. Only forgers and channelers can attune and benefit from this enhancement.
ENHANCED DEFENSES
Item: an armor suit or a shield.A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the enhanced item. The bonus increases to +2 when you reach 10th level in this class.
ENHANCED WEAPON
Item: A Simple or martial weapon.This weapon grants a + 1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
SYNTH
Prerequisite: 6th-level mastermind.Item: Solorium Stone worth at least 1000 CU.
You learn intricate methods for creating a special Synth that serves you. The solorium stone serves as the construct’s power source and the construct’s body is forged around it. You determine the Synth's appearance. The Synth is friendly to you and your companions, and it obeys your commands. See this construct’s's game statistics in the Synth stat block (appendix B Threat Statistics). In combat, the Synth shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The renew prime technique can be used to restore 2d6 hit points. If it dies, it vanishes, leaving its solorium stone in its space.
RADIANT WEAPON
Prerequisite: 6th-level mastermindItem: A Simple or martial weapon (requires attunement).
This arcane weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your Channeling save DC. The weapon regains 1d4 expended charges daily at dawn.
REPEATING SHOT
Item: A Simple or martial weapon with the ammunition property (requires attunement).This arcane weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of arcane ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
REPLICATE ITEM
You are capable of designing your own version inspired by a particular item. You can learn prototype designs of this type multiple times; each time you choose prototype design: replicate item, you choose a single forged item from the Replicable Items tables below that can be fabercated as one of your prototype capacity. A table's title tells you the level you must be in the class to choose an item from the table. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Stellar Winds Dungeon Master Guide for more information about it, including the type of object required for its making. In addation to this replicate items list you can also select any common forged-enhanced item.REPLICATE ITEM TABLE
| CHARACTER LEVEL | STELLAR ITEM | ATTUNEMENT |
|---|---|---|
| 2 | Longcoat | No |
| 2 | Translator Module | No |
| 2 | Dimensional Pack | No |
| 2 | Aquatic Breather | No |
| 2 | Low-Light Goggles | No |
| 2 | Grapple Gun | No |
REPLICATE ITEM TABLE CONTINUED
| CHARACTER LEVEL | STELLAR ITEM | ATTUNEMENT |
|---|---|---|
| 2 | Interface Cloner | No |
| 2 | Arcane Pattern Detector | No |
| 2 | Charge Focus | Yes |
| 6 | Sound Dampener | No |
| 6 | Light Refractor | Yes |
| 6 | Subaqueous Harness | No |
| 6 | Collapsible Frame | No |
| 6 | Infiltration Tools | No |
| 6 | Metaspectrum Light Rod | No |
| 6 | Beam Emitter | No |
| 6 | Fusion Blade | Yes |
| 6 | Pinpoint Barrier | Yes |
| 10 | Gravity Inhibitor | Yes |
| 10 | Flamethrower Unit | Yes |
| 10 | Augmented Energy Overlay +1 AC | No |
| 10 | Imaging Augment | Yes |
| 10 | Wrist Beam | No |
| 10 | Deferred Energy Emitter | Yes |
| 10 | Microfilament Launcher | No |
| 10 | Holo Mask | Yes |
| 10 | Tactical Visor | Yes |
| 10 | Telepathic Band | Yes |
| 10 | Mindsight Compound | No |
| 10 | Adaptation Mask | Yes |
| 10 | Med-Tech Module | Yes |
| 10 | Absorption Field Emitter | No |
| 10 | Unitions Compact | No |
| 10 | Mind Shielding Band | Yes |
| 10 | Hydrotech Climbers | Yes |
| 10 | Gravity Boots | Yes |
| 14 | Intuitive Compound | No |
| 14 | Anabolic Compound Alpha | No |
| 14 | Repulsion Jets | Yes |
| 14 | Jetpack Unit | Yes |
| 14 | Direct Impact Limiter | Yes |
| 14 | Augmented Energy Overlay +2 | No |
| 14 | Deadlock Restraints | No |
| 14 | Detector Specs | Yes |
| 14 | Sonic Emitter | No |
| 14 | Binding Ward | Yes |
| 14 | Defensive Ward | Yes |
| 14 | Confinement Module | Yes |
| 14 | Nullifying Bracer | Yes |
REPULSION SHIELD
Prerequisite: 6th-level mastermindItem: A shield (requires attunement)
A creature gains a + 1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
RESISTANT ARMOR
Prerequisite: 6th-level mastermindItem: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
RETURNING WEAPON
Item: A Simple or martial weapon with the thrown propertyThis arcane weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
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