Classes

### Soldier

On a starship, soldiers fill roles as security and weapons officers, operating ships weapons and fighting during any action the crew becomes involved in. Whether it is animal threats on newly discovered worlds, or even opposition from other human groups, Soldiers stand ready to throw themselves into the line of fire to protect their less capable crew mates. Soldiers easily make durable combat characters able to both dish out, and receive, punishment and interact dynamically in the field of battle. Soldiers shine in the Combat pillar of the game, with less to offer in peaceful situations, but no crew will regret having one along when it hits the fan, and only the soldier was keeping an eye on exits and was watching for an ambush.

#### Class Features

##### Hit Points

* Dice: 1d10 per Soldier level
* 1st Level: 10+ Constitution modifier
* Subsequent Levels: 1d10 (or 6) + Constitution modifier

##### Proficiencies

* Armor: Protective Gear, Combat Armor
* Weapons: Civilian Weaponry, Military Weaponry
* Tools: Choose one of Weapons Systems or Space Vehicles as well as one Systems proficiency.
* Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.

##### Equipment

* Blaster or Laser Rifle
* Power Axe
* One of: Blaster Pistol, Laser Pistol, Combat Knife
* Spacer's Kit or Explorer's Kit

##### Feats and Abilities

* Second Wind: Beginning at 1st level you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your soldier level. Once you use this feature, you must finish a short or long rest before you can use it again.
* Combat Focus: Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Combat Focus option more than once, even if you later get to choose again.
	+ Defense Focus: While you are wearing armor, you gain a +1 AC bonus.
	+ Long Arm Focus: You gain a +1 bonus to attack rolls made with two-handed ranged weapons.
	+ Melee Focus: When you roll a 1 or 2 on a damage die for an attack made with a melee weapon, you can reroll the die and must use the new roll, even if it is 1 or 2 again.
	+ Sidearm Focus: While wielding a one handed ranged weapon and no weapon in your off hand, deal an additional 2 damage on every landed attack.
	+ Dual Wield Focus: When you engage in dual-wield fighting, you can add your ability modifier to the damage of the second attack.
	+ Unarmed Focus: When you make an unarmed strike, add your proficiency bonus to the damage roll.
* Improvements: When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 each.
* Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
* Battle Hardened: Beginning at 8th level, when you are reduced to 0 hitpoints but not killed outright, you can drop to 1 hitpoint instead. You can’t use this feature again until you finish a long rest. Additionally, your Second Wind class feature may be used as a reaction when taking damage.
* Soldier Specialization: At fourth level, choose a specialist field. This field of specialization grants features at 4th, 7th, and 10th level.
	+ Marine: Marines are trained for direct personal combat, excelling at both executing and repelling boarding actions.
		- Improved Critical: Beginning when you choose this specialization at 4th level, your weapon attacks score a critical hit on an additional number on a d20, usually 19 or 20. Additionally, you can choose a second option from the Combat Focus class feature.
		- Veteran: At 7th level, you can choose a third option from the Combat Focus class feature and gain 10 bonus hit points.
		- Elite: Beginning at 10th level, you can attack three times, instead of once, whenever you take the Attack action on your turn and gain 10 bonus hit points.
	+ Gunner: Gunners focus on heavy, vehicle and starship based weapons, which explains why they are so prone to attempting to lug weapons of this grade into personal combat.
		- The Bigger the Better: Beginning when you choose this specialization at 4th level, you gain proficiency with all heavy and vehicle based weapons, as well as with demolitions kits. Increase by 1 the DC of all saving throws made against your attacks.
		- Precise Aim: Beginning at 7th level, you add your proficiency bonus to all damage rolls made using weapons with which you are proficient.
		- Increased Payload: Beginning at 10th level, when you make an attack with a one handed ranged weapon, it deals an additional damage die of the type it normally deals. When you make an attack with a two handed ranged weapon it deals an additional two damage dice of the type it normally deals.
	+ Mobile Infantry: Also commonly known as Ground Pounders and Shock Jocks, Mobile Infantry are specialists in using advanced armor suits to deploy into the most dangerous and threatening environments.
		- Without Your Suit, You are Nothing: When you choose this specialization at 4th level, you gain proficiency with Repair Kits, and with Powered Armor and are able to requisition your first armor suit. Treat this suit as an Exo Suit (AC 19, Combat Armor with Minimum Strength requirement of 15, and Penalties to Stealth Checks) with the following exceptions:
			* This Armor has a pool of 20 Armor HP that are lost first when you would take HP damage. Whenever you take a short rest, recover 5 of these HP, all of them for a long rest.
			* During a Short rest, you may spend a Hit Die to recover 10 + Int bonus Armor HP.
			* Whenever you gain a soldier Level, Increase your suit’s maximum Armor HP by 5.
		- Without You, Your Suit is Nothing: Beginning at 7th level, whenever you use the Second Wind class feature, your Armor HP is recovered by 1d10 plus your soldier Level. As a Bonus action you may execute an Action Surge, granting you an additional action this turn. You may use this ability again after a short or long rest.
		- War Face: Beginning at 10th level, you may select any two Modifications for your armor and apply them with no cost or limits, exceeding the normal amount of maximum modifications and amount of times a specific modification can be applied to a suit of armor.

### Technician

On a starship, technicians fill the roles as science, medical and engineering personnel, solving problems and repairing the ship, its crew, or more often both. As engineers, scientists, doctors, mechanics... and a host of other roles, technicians are vital to the safety and wellbeing of their ship and crew, being relied upon constantly to create ingenious solutions to the countless problems that plague spacers. Technicians are hardy enough to assist in the combat pillar, usually in a support role, but truly shine in exploration pillar, overcoming obstacles and creating innovative solutions to problems with their broad skill set.

#### Class Features

##### Hit Points

* Dice: 1d8 per Technician Level
* First Level: 8 + Constitution modifier
* Subsequent Levels: 1d8 (or 5) + Constitution modifier

##### Proficiencies

* Armor: Protective Gear
* Weapons: Civilian Weapons
* Tools: Choose one of Medkit, Repair Kit, or Robot Control Interface. Choose any two Systems Proficiencies.
* Skills: Choose three from Biology, Computer Use, Engineering, History, Insight, Investigation, Medicine, Navigation, or Perception.

##### Equipment

* Stun or Laser Pistol
* Skinsuit
* Repair Kit or Medkit
* Computer Interface and Spacer's Kit

##### Feats and Abilities

* Expertise: At 1st level, choose two of your skill proficiencies, systems proficiencies or tools you are proficient in the use of. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.
* Fast Hands: Starting at 2nd level, you may use a tool or skill that is normally an action as if its use was a bonus action. (Excluding robot commands, which are only bonus actions for Robomancers.)
* Improvements: When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
* Quick Thinking: Starting at 5th level, you may take two bonus actions per round.
* Reliable Talent: Starting at 8th level, whenever you make an ability check using your proficiency bonus, treat all rolls of 9 or less as if you rolled a 10.
* Technician Specialization: At fourth level, choose a specialist field. This field of specialization grants features at 4th, 7th, and 10th level.
	+ Medic: Medics are trained medical professionals well versed in diagnosing and treating a variety of ailments and injuries.
		- First Responder: Starting at 4th level when you acquire this specialization, you gain proficiency with medkits if you are not already, or with medicine if you are proficient with a medkit, but not with medicine. Whenever you use a medkit to heal or stabilize a living target, that creature may spend up to your proficiency bonus of hit dice to heal itself.
		- Hands that Heal: From 7th level onward, whenever you use an action or bonus action to heal a target, you may add your proficiency bonus to the amount healed, and to each hit die spent by the target.
		- Don't You Die on Me: Starting at 10th level, whenever you allow a target to spend healing dice, they immediately regain a hit die that must be used immediately to heal themselves.
	+ Mechanic: Mechanics apply their knowledge in a wide variety of sciences and technical aptitudes towards the repair and maintenance of starships, vehicles and equipment.
		- Intimate Knowledge: Starting at 4th level, you are now considered proficient in all ship’s systems and ship based weaponry and may manage two duty stations instead of one. You gain proficiency with repair kits if you lack it, or with engineering if you are proficient with repair kits but not with engineering. Additionally whenever you use a repair kit to heal or stabilize a synthetic target, that character may spend hit dice to heal itself up to a maximum amount (of HD spent) equal to your proficiency bonus.
		- Miracle Worker: From 7th level you may, as a bonus action, grant yourself advantage on your next attack roll, saving throw, or ability check.
		- Knack: Starting at 10th level you may use your Reaction to enhance the effectiveness of a system or device you operate. This adds your Intelligence bonus to the numerical bonus or output of the system or device, or doubles its effectiveness at DM’s discretion.
	+ Robomancer: Self-styled ‘Robomancers’ are known for their skill with advanced robotics and artificial intelligence that borders on the arcane.
		- Mechanical Minions: Starting at 4th level, you gain proficiency with Robot Control Interfaces or repair kits if you are not already, and you may attune to and control an additional 1 Control Point (CP) worth of robotic minions. Using a Robot Control Interface to issue commands is a bonus action for you.
		- Best Friend 2.0: From 7th level on you may attempt to hack an enemy robot or synthetic as a bonus action using your robot control interface. The target gains the Charmed condition and may only attack the Robomancer with a successful intelligence saving throw DC 8 plus the Robomancer’s intelligence bonus and proficiency bonus.
		- Ghost in the Machine: Starting at 10th level your robotic minions develop unique personalities of their own, and may behave on their own initiative at the DMs discretion. Additionally, each robot you create gains a bonus feat of your choice upon attunement. Robotic minions affected by this feature may have up to 1 CP of total modifications without affecting it's CP cost.

### Officer

Officers fill command positions, developing and implementing strategy and tactics, all the while administering to those under their command. Disciplined and charismatic, officers provide the structure and framework for work to get done, and missions to be completed, making sure that logistics are in place and always having another plan if things go wrong. Officers are excellent in most pillars of gameplay as a support role, but can really shine in Social encounters, using their interaction skills to organize their companions and work over outsiders. Officers can easily be skilled diplomats as well as leaders.

#### Class Features

##### Hit Points

* Dice: 1d8 per Officer Level
* First Level: 8 + Constitution modifier
* Subsequent Levels: 1d8 (or 5) + Constitution modifier

##### Proficiencies

* Armor: Protective Gear
* Weapons: Civilian Weapons
* Tools: Choose two from any Tool, Systems, or Vehicle Proficiencies.
* Skills: Choose three from Athletics, Acrobatics, Computer Use, Culture, Deception, History, Insight, Intimidation, Law, Navigation, Perception, Persuasion.

##### Equipment

* Laser Pistol
* Skinsuit
* Any one Toolkit with which you are Proficient
* Choice of Explorer's Kit or Spacer's Kit

##### Feats and Abilities

* Leadership: From 1st level onwards, as a reaction, whenever an ally you can see has made an ability check, saving throw or attack, after the die has been rolled but before the results have been announced, you may (as a reaction) add your charisma bonus to that roll. This ability may not be used on the same character more than once before you take a short or long rest.
* Inspiration: Starting at 2nd level, you can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Officer level plus Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
* Improvements: When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
* Delegation: Starting at 5th level, once per round as a bonus action, direct one of your companions to act. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make a single attack, or take a bonus action.
* Commanding Presence: From 8th level onward, whenever you take a short rest, you regain a use of your Inspiration ability. Henceforth, the Inspiration dice you grant are increased to d8s.
* Officer Specialization: At fourth level, choose a specialist field. This field of specialization grants features at 4th, 7th, and 10th level.
	+ Captain: Captains are masters of inspiring their crews, and pushing their starships to their very utmost limits.
		- Oh Captain, My Captain: Starting at 4th level, when you use your Inspiration ability, you may grant an inspiration die to a number of targets that can see and hear you equal to your Charisma modifier. This still counts as a single use of the ability.
		- Heartening Words: From 7th level, whenever a character receives an inspiration die from you they receive a number of temporary HP equal to your Charisma modifier.
		- Into Hell: Starting at 10th level, your delegation ability may be used up to twice per round, and may be used as a reaction at any time in the round. (Meaning you may use it as a bonus action, and as a reaction, or as two separate bonus actions or reactions if you somehow managed to get additional bonus actions or reactions.)
	+ Ace: Aces are known for dazzling feats of piloting, and inspiring others with their incredible feats of skill.
		- Cocky: Starting at 4th level, you may use your Inspiration ability on yourself as a bonus action or as a reaction before you make an attack roll, saving throw or ability check. You gain a number of additional uses of this ability equal to your Charisma modifier (meaning your total number of uses per long rest is equal to your level plus twice your charisma modifier.)
		- On Your Six: From 7th level on, when you or a vehicle you are piloting are hit by an attack while at a Disadvantage, you may, as a reaction, increase your AC (or that of the vehicle you are piloting) by 3 against this attack, possibly causing it to miss.
		- Watch This: Beginning at 10th level, once per round you may (as a bonus action) expend three uses of your Inspiration ability to take an additional action in addition to your normal action and bonus action.
	+ Sergeant: Veterans of many engagements, Sergeants are leaders who have moved their way up the ranks from the common grunts, striving to keep the people under their command alive.
		- Don't Call me Sir: Starting at 4th level, you gain proficiency in Military Weapons and Combat armor if you did not already have it. If you are already proficient with Military Weapons and Combat armor, you become proficient with either Heavy Weapons or Powered Armor instead. At the start of each of its turns, any creature that has an inspiration die provided by you gains an amount of temporary HP equal to your Charisma bonus.
		- Work for a Living: From 7th level onward, whenever an attack you make reduces a creature to 0 hp, choose an ally within range that has had an inspiration die provided by you during this encounter, it gains another die without costing a use of your inspiration ability. This ability may allow a creature to possess up to two inspiration dice provided by you. Creatures that possess an inspiration die provided by you add your proficiency bonus to damage rolls from their attacks.
		- Do you Want to Live Forever: Beginning at 10th level, you may expend two uses of your inspiration ability to grant yourself and each ally that has an inspiration die provided by you the ability to make an additional attack whenever it makes the attack action. This effect lasts for a number of rounds equal to your Charisma bonus.

### Operative

Operatives serve the special needs of their starships, performing a variety of unsavory acts as required. Thieves, assassins, spies, diplomats, private investigators, operatives can be perceived very differently based on their career choices, but one constant is present; Operatives specialize in cunning. Do not doubt one in negotiations, and do not turn your back on one if they are your enemy. Operatives thrive in the exploration and social pillars of game play, but are capable of respectable feats in the combat pillar as well, thanks to sneak attacks. A properly positioned operative can end key threats before they begin, or even negate the need for a fight.

#### Class Features

##### Hit Points

* Dice: 1d8 per Operative Level
* First Level: 8 + Constitution modifier
* Subsequent Levels: 1d8 (or 5) + Constitution modifier

##### Proficiencies

* Armor: Protective Gear
* Weapons: Civilian Weapons, Military Weapons
* Tools: Lockpicks and one Systems Proficiency
* Skills: Choose four from Acrobatics, Athletics, Culture, Computer Use, Deception, Insight, Intimidation, Investigation, Law, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

##### Equipment

* Combat Knife and Blaster Pistol
* Skinsuit
* Lockpicks
* Choice of Infiltration Kit or Surveillance Kit

##### Feats and Abilities

* Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if the target took damage this turn, or if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage begins at 1d6, and increased by 1d6 at the 3rd, 5th, and 9th levels.
* Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You may take the Dash, Disengage, or Hide actions as bonus actions.
* Improvements: When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
* Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. This is not damage reduction, and cannot be negated as such.
* Just your Luck: From 8th level, when you roll a 1 or 2 on an attack roll, damage roll (this includes sneak attack dice as well as weapon dice), ability check, or saving throw, you can reroll the die but must use the new roll.
* Operative Specialization: At fourth level, choose a specialist field. This field of specialization grants features at 4th, 7th, and 10th level.
	+ Special Agent: Serving a starship as a spy in ports and in missions, Special Agents are of inestimable use to any organization, and the only greater fools than those with none in their employ are those that fully trust the ones they have.
		- Seriously Skilled: Starting at 4th you may gain proficiency in any two skills or Toolkits. Choose two skills or toolkits with which you are proficient: whenever you use one of these skills or toolkits, double your proficiency bonus with it.
		- Master of Disguise: Starting at 7th level, you can unfailingly create false identities for yourself. You must spend seven days to establish the history, profession, and affiliations for an identity. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
		- Silent and Deadly: From 10th level, you may move at your full speed while using stealth, and if you move half your move speed or less, you gain advantage on that stealth check. You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
	+ Scoundrel: Scoundrels are thieves, conmen, smugglers and worse, serving their starship (and ultimately their best interests) by doing whatever has to be done.
		- Always Shoot First: Starting at 4th level, you gain advantage on initiative checks and gain Proficiency with Weapons Systems.
		- Never Play Fair: From 7th level, whenever you make opposed ability checks, your opponent gains disadvantage on the roll. Before you make an attack, you may use your reaction to give yourself advantage on the attack roll.
		- Trust No-one: When you reach 10th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
	+ Bounty Hunter: Bounty hunters are known to relentlessly track their targets across worlds and systems at the behest of governments, militaries and even private individuals.
		- Ruthless: Starting at 4th level, your cunning action is expanded to include shoving, disarming or grappling your opponent. These abilities use an opposed Athletics check.
		- Target Spotted: From 7th level, as a bonus action, you may designate a creature, and against this target gain advantage on all investigation, perception and survival checks to track this character. All sneak attacks you make against this target deal an additional sneak attack die of damage. As a bonus action after the target of this ability dies or is disabled, you may select another target.
		- Takedown: When you reach 10 th level, your sneak attack dice become d8s, and whenever you deal sneak attack damage to a target they become paralyzed. At the end of their turn a paralyzed target may make a DC13 Constitution save to remove this condition.

### Savage

Savages may join the crew of a starship, trading their prowess in battle for a chance to escape their primitive world and see the stars. Without an education and lacking technical understanding, savages are often relegated to less glamorous roles on a starship, but are of singular importance on their native worlds, or when dealing with situations that their more civilized companions are unaccustomed to. Savages excel in planetary exploration and combat, having a difficult time with space combat and high level social challenges. Alternatively, a savage can be played as civilized, but just less advanced, and can fill a variety of social roles as appropriate.

#### Class Features

##### Hit Points

* Dice: 1d10 per Savage Level
* First Level: 10 + Constitution modifier
* Subsequent Levels: 1d10 (or 6) + Constitution modifier

##### Proficiencies

* Armor: Archaic Armor
* Weapons: Archaic Weapons
* Saving Throws: All
* Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, and Survival.

##### Equipment

* Any two Archaic Weapons or an Archaic Weapon and Archaic Shield
* Archaic Armor
* Trophy or Religious Artifact

##### Feats and Abilities

* Natural Explorer: At 1st level, you have the ability to navigate planetary environments with ease.
	+ Your party is not impeded or slowed by difficult terrain during overland travel.
	+ You may perform other activities while traveling at no penalty, such as tracking, foraging or using stealth.
	+ While tracking creatures you gain additional information.
* Combat Focus: From 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Combat Focus option more than once, even if you later get to choose again.
	+ Path of the Wind: You gain a +2 bonus to attack rolls made with two handed ranged weapons.
	+ Path of Fire: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
	+ Path of Rock: While wielding a shield, if a creature you can see attacks a target other than you within five feet of you, you may use your reaction to impose disadvantage on the attack.
	+ Path of the Storm: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
	+ Path of the Leaf: When you make an unarmed strike, add your proficiency bonus to the damage roll.
	+ Path of the Avalanche: You may choose to gain advantage on all attacks this turn, at the cost of all attacks targeting you having advantage until the start of the next turn.
* Savage Defense: Beginning at 2th level, while wearing archaic armor or no armor, whenever you would take damage, reduce that damage by your constitution bonus.
* Improvements: When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
* Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
* Savage Ways: Starting at 8th level, your time amongst these so called “civilized” folk have taught you many lessons, and you benefit from one of the following choices:
	+ Crafty: Your archaic weapons and armor may possess up to three modifications.
	+ Killamajig: You are considered proficient with all weapons and armor.
	+ Champion: Whenever you reduce an enemy to 0 HP, your allies gain temporary HP equal o your proficiency bonus.
* Savage Specialization: At fourth level, choose a specialist field. This field of specialization grants features at 4th, 7th, and 10th level.
	+ Hunter: Hunters track their prey relentlessly, taking trophies from their most challenging foes, and the biggest game.
		- Bloodthirsty: Starting at 4th level when you attack a creature that is at less than its maximum hp, your attacks deal an additional 1d6 damage.
		- Relentless: From 7th level onward, opportunity attacks against you gain disadvantage, and whenever a creature hits you with an attack, you gain +4 AC against the rest of its attacks for the rest of the turn.
		- Slayer: Starting at 10th level, whenever you deal damage with a weapon attack, you may make an additional attack against a target within five feet of the original target or adjacent to yourself as a reaction. Additionally, when you attack a creature that is at less than its maximum hp, your attacks deal an additional 2d6 damage instead of 1d6.
	+ Warrior: Warriors are skilled combatants that seek to prove their worth in battle, defending their allies and going head to head with the toughest foes.
		- Warcry: Starting at 4th level, whenever you make an attack against a creature you may mark it. Until your next turn, it has disadvantage on attack rolls against all targets other than yourself. Additionally, whenever you would have advantage on an attack, you may forego that advantage to make an additional attack against the same target. (With Extra Attack, you forego advantage on both attacks to receive one Extra Attack, not two).
		- Good Day to Die: From 7th level onward, whenever you reduce a hostile creature to 0 HP, lose any temporary HP you have from this ability, and regain a number of temporary HP equal to your constitution modifier plus Savage level.
		- Glorious Battle: Starting at 10th level you may use your action to either make a ranged attack against all targets within five feet of a space you designate, or a melee attack against any number of targets within five feet of you.
	+ Oathsworn: Through some series of events, you have come to owe the strange visitors from the stars a debt that cannot be easily be repaid, requiring you to follow them into their realm in the attempt to find some way to square the balance.
		- Dedicated Defender: Starting at 4th level, when an attack is made against an ally within 10 ft of you, you may (as a reaction) force that attack to be made against you instead. You gain resistance to damage dealt by this attack.
		- Vengeance: From 7th level onwards, whenever you attack a creature that has dealt damage to an ally since your last turn, you gain advantage on that attack and it deals an additional two weapon dice of damage.
		- Lightning Reflexes: Starting at 10th level you may make up to two reactions per turn. Whenever an attack is made against an ally, you may move up to half of your movement speed towards the originator of that attack and make a single melee attack against them as a reaction. If this attack hits, prevent the attack that creature was about to make from dealing any damage.

### Civilian

Civilians fill a wide variety of roles in society as the class of people that literally make it civilized. Everything from janitors to professors make up the ranks of civilians, and while they may make poor adventurers, they make up for it with pluck and determination. Civilians exist to fill roles that other classes just don’t, be they diplomats, merchants, experts, even school teachers. Civilians contribute little to the combat pillar of game play, but can excel in either social or exploration, depending on the scenario, and their relevant skill sets.

#### Class Features

##### Hit Points

* Dice: 1d6 per Civilian Level
* First Level: 6 + Constitution modifier
* Subsequent Levels: 1d6 (or 4) + Constitution modifier

##### Proficiencies

* Armor: Protective Gear
* Weapons: Stun Pistols, Stun Rifles, Stun Batons
* Tools: Choose any one
* Skills: Choose any three

##### Equipment

* Skinsuit
* One Toolkit
* Spacer's Kit or Explorer's Kit

##### Feats and Abilities

* Specialist: Beginning at 1st level, you are a specialist. Choose two skills or toolkits with which you are proficient; whenever you use one of these skills or toolkits, double your proficiency bonus with it, but only if the check lies within your specialty. For instance, Repair Kit (Appliance Repair), Persuasion (Therapy), Engineering (Civil Engineering), Law (Contract Law), and so forth. Your specialty may not be too narrow, but should not be too wide, consult with your DM to finalize this ability.
* Quick on your Feet: Starting at 2nd level, any movement you have left over at the end of your turn can be used during the turns of other creatures in response to (before) any actions they might take. For instance you could use this movement to run away from a creature approaching you.
* Improvements: When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
* A for Effort: Starting at 5th level, when you would fail a check or save, you may reroll that check or save, but must keep the new results. This ability may be used once per task.
* Badass Level: At 8th level, your experience has coalesced to the point you have learned the tricks of another class. Choose any class, gain its first level Proficiencies and abilities.
* Civilian Specialization: At fourth level, choose a specialist field. This field of specialization grants features at 4th, 7th, and 10th level.
	+ Fortunate One: You were just born lucky. This isn’t superstition, just the simplest way of stating things, as events seem to have a way of playing out in your best interest a far larger amount of the time than statistics and probability would suggest. Perhaps it is intuition, fast reflexes, or some other undefined attribute, but regardless, you’ve got it.
		- Lucky Break: Starting at 4th level, you are preternaturally lucky, and can force any check, attack or save to be rerolled. This ability may be used three times before taking a long rest.
		- Nine Lives: From 7th level, it seems as though fate conspires to keep you alive. You automatically stabilize if you are reduced to 0 HP, but each round may make a DC10 constitution check. If you make three successful such checks (or make one with a result of 20 or higher) you regain 1 HP.
		- What are the Odds:Starting at 10th level, whenever you would roll a die, roll two instead, and keep the result you prefer. (When you make a check with advantage or disadvantage, you would roll 4 d20s, and keep the two you prefer, then choose the higher or lower number as appropriate.)
	+ Survivor: With tenacity and determination you are bound and determined that you won’t die out here, and not like this!
		- Won't Go Down Easy: Starting at 4th level, when you would take damage greater to your Civilian Level, you may reduce that damage by 1d6 plus your Constitution modifier. Additionally, you may add your Constitution bonus to any saving throws you make.
		- Dumb Luck: From 7th level, you may add half your proficiency bonus to any attack roll or ability check if you are not proficient with that weapon, skill or tool (this applies while wearing armor with which you are not proficient).
		- To the Bitter End: Starting at 10th level, the Dodge action is considered a bonus action for you. If you would be reduced to 0 HP, you may lose a hit die and regain HP equal to 1d6 + Constitution modifier. At the beginning of an encounter, if you have less hit dice remaining than your Constitution modifier, regain one hit die.
	+ Team Player: You are the leader of a small team or group of individuals. Perhaps it is your family, perhaps it is your soccer team, or colleagues or co-workers.
		- One for All: Starting at 4th level and again at 7th and 10th level, you are accompanied by an additional character. If this character is killed, you may not acquire another until you attain another character level. When selecting this character, you may choose one of the following options that you have not already selected:
			* Mascot: This character is a child, pet, robot, or other quirky or adorable creature which has no practical skills. As long as the creature is within sight of you and at more than 0 HP, you, your partner, and your companions may add +2 to all of your ability checks, attack rolls, and saving throws.
			* Companion: Treat this creature as a 1st level civilian which you control. This choice may be selected multiple times.
			* Partner: Treat this creature as a first level character of any class. When you gain a level, this character may as well, up to a maximum level equal to half of your own.
		- All for One: From 7th level onward, you and your team may lose hit dice to heal one another when you take a short rest. Additionally, you may choose an additional team member as specified in the ‘One for All!’ feature listed above.
		- Indivisible: At 10th level, you may select an additional character to join your team, as per the ‘One for All!’ feature listed above. This brings your team up to three members. If one of your team members would die, you may replace them at an appropriate time of your DMs choosing instead of when you gain a level.