Adept (Biotic Tree)

Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot.

## Powercasting

The Adept uses their Wisdom modifier for powercasting.

All Biotic Powers can be found here.

The Adept can use any power they know as a Technological Ability. Technological Abilities are similar to Supernatural Abilities. Any effect that disables electronics or other technological devices will disable the Adept's Biotic Implants, and thus their ability to use Biotic Powers. They can choose to use a power defensively by making a Concentration check, to avoid provoking AoO. The save DC for a power is 10 + power level + WIS.

### Power Slots

The Adept table (below) shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these Adept powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.

For example, if you know the 1st-level power Lance and have a 1st-level and a 2nd-level power slot available, you can cast Lance using either slot.

The Adept can cast an unlimited amount of cantrips (Tier 0 Powers) per day.

### Advanced Powercasting

Additionally, when you learn a new power, you may instead choose one of the powers you know and learn an advanced version of it. You select one of the advancement options listed in the power description. Whenever you cast the power, you cast the advanced version of it. You can only learn one advancement for each power.

## Abilities

### Omni-Bow

In place of an Omni-Tool weapon, the Adept can choose to gain an Omni-Bow instead. These Omni-Bows are wrist-mounted crossbows that produce their own ammo, and can be used with any feats that apply to crossbows.

### Sculpt Biotics

Starting at 2nd level, you can create pockets of relative safety within the effects of your biotic powers. When you cast a biotic power that affects other creatures that you can see, you can choose a number of them equal to 1+ the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

### Biotic Surge

Starting at 6th level, you can empower your biotics that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your powers, you can increase the power's damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the power.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Focused Biotics

Beginning at 10th level, while you are concentrating on a biotic power, your concentration can't be broken as a result of taking damage.

### Overchannel

Beginning at 14th level, you can increase the power of your simpler biotics. When you cast a biotic power of 1st or 2nd level that deals damage, you can deal maximum damage with that power.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the psychic damage per power level increases by 1d12. This damage ignores resistance and immunity.

### Biotic Mastery

At 18th level, you have achieved such mastery over certain biotics that you can cast them at will. Choose two 1st-level biotic powers that you have learned. You can cast those powers at 1st level without expending a power slot. If you want to cast either power at a higher level, you must expend a power slot as normal.

By spending 8 hours training, you can exchange one or both of the powers you chose for different powers of the same levels.