Class Talents are unique powers that are locked to a specific class. When you pick your class during character creation, you automatically receive Rank 1 in your Class Talent. Attribute bonuses are not applied to Class Talents except where specified.
Class Talents can be used a number of times equal to your current character level.
Rank 1 - As a Bonus Action, trigger an adrenal implant that heightens your perception and slows your perception of time to a crawl, allowing you more time to aim with greater precision. Your next attack roll during this turn gains Advantage.
Rank 2 - Your attack will also score a Critical Hit if either die lands on 19-20.
Rank 3 - Add 1d2 to your attack roll.
Rank 4 - If using a Pistol, SMG, Assault Rifle, or Sniper Rifle for your attack, double the effective range.
Rank 5 - Your attack will also score a Critical Hit if either die lands on 18-20.
Rank 6 - Add 1d4 to your next attack roll this turn.
Rank 7 - You may switch equipped weapon, or use a consumable, as a free action once on your turn if used before attacking.
Rank 8 - Your attack will also score a Critical Hit if either die lands on 17-20.
Rank 9 - Add 1d6 to your next attack roll this turn.
Rank 10 - If both attack roll dice would have been a success, roll an extra set of damage dice as if you had attacked twice.
Rank 1 - As a Main Action, deploy an Auto-Turret within 2m. The Turret has 5 Armour Points and is destroyed if this is depleted. At the end of each of your turns (including the turn that it is deployed), the Turret will automatically fire at the nearest hostile target within 2m of itself. The Turret's attack has +1 to hit and deals 1d4 Combat Damage.
Rank 2 - Deploy and Attack range increased to 4m. Turret's armour increased to 10.
Rank 3 - Turret's attack now gains +2 and deals 2d4 Combat Damage.
Rank 4 - You may now choose the Turret's damage type when deploying.
Rank 5 - Deploy and Attack range increased to 6m. Turret's armour increased to 15.
Rank 6 - Turret's attack now gains +3 and deals 3d4 Damage.
Rank 7 - At the end of combat, if your turret possesses more than half of its AP, you may spend an Omni-Gel to recover it, regaining one use of your Class Talent.
Rank 8 - Deploy and Attack range increased to 8m. Turret's armour increased to 20.
Rank 9 - Turret's attack now gains +4 and deals 4d4 Damage.
Rank 10 - If the Turret targets an enemy that you have damaged this turn, it has advantage on the attack roll.
Rank 1 - As a Main Action, unleash an unstable gravity vortex on any space within 4m. Any creature that starts their turn within the Singularity is Lifted, Immobilised, and takes 1d4 Biotic damage.
If the Singularity is unoccupied, any creature that starts their turn within 1m of the Singularity has their movement speed halved and must make a Body save. On a failure, the creature is then pulled into the Singularity and suffers all associated effects.
The Singularity lasts until the end of your next turn.
Rank 2 - Range increased to 6m.
Rank 3 - Damage increased to 2d4.
Rank 4 - Singularity can now pull in creatures up to 2m away.
Rank 5 - Range increased to 8m.
Rank 6 - Damage increased to 3d4.
Rank 7 - As a Bonus Action on each turn, you may choose to either renew the Singularity for another turn at no cost, or prematurely collapse it. If collapsed, any creatures within the pull range are now pushed 1m away. Any creatures within the Singularity are thrown 10m in a direction of your choosing.
Rank 8 - Range increased to 10m.
Rank 9 - Damage increased to 4d4.
Rank 10 - Any creatures in the Singularity's pull range now suffer all the effects of the Singularity, even if the centre space is already occupied.
Rank 1 - As a Bonus Action, activate a cloaking device that renders you invisible for up to 30 seconds or until you make a Main Action. Attack rolls made against you whilst invisible have disadvantage.
Rank 2 - Weapon attacks made while invisible gain +1 on the attack and damage rolls.
Rank 3 - The cloaking now also dampens noise you make and masks your heat signature. You are immune to the effects of the 'Target Painting' talent and skill checks to avoid being seen, heard, or scanned are rolled with advantage.
Rank 4 - Weapon attacks made while invisible gain +2 on the attack and damage rolls.
Rank 5 - Making a melee attack no longer breaks your cloaking. However, the attack and damage bonuses may only be applied once per turn.
Rank 6 - Weapon attacks made while invisible gain +3 on the attack and damage rolls.
Rank 7 - Making a ranged attack no longer breaks your cloaking. However, the attack and damage bonuses may be applied once per turn.
Rank 8 - Weapon attacks made while invisible gain +4 on the attack and damage rolls.
Rank 9 - Your cloaking now makes you undetectable to almost every known sensor. You can no longer be targeted by attack rolls whilst invisible. You also automatically succeed skill checks to avoid being seen, heard, smelled, scanned or otherwise detected.
Rank 10 - The weapon attack and damage bonuses can now be applied multiple times during a turn.
Rank 1 - As an action, imbue yourself with a field of biotic energy and use it to propel yourself across the battlefield at high speeds. Pick a space you can see within 4m and travel there in a straight line instantaneously. This does not count against your total movement per turn. If any spaces along the line are occupied the movement stops early and the occupied space suffers 1d4 Biotic damage.
(Occupied space refers to any space containing a creature, player, or solid non-traversable object such as a wall or heavy vehicle. If an object is small enough to jump over, such as a half-height wall, it does not count as occupied.)
Rank 2 - Range increased to 6m.
Rank 3 - Damage increased to 2d4.
Rank 4 - Restore 5 Barrier Points at the start of a Charge.
Rank 5 - Range increased to 8m.
Rank 6 - Damage increased to 3d4.
Rank 7 - If you have at least 10 Barrier Points at the end of a Charge, you may expend these to biotically detonate and deal an additional 1d10 Biotic damage to all opponents within 1m of yourself.
Rank 8 - Range increased to 10m.
Rank 9 - Damage increased to 4d4.
Rank 10 - If you have at least 10 Barrier Points at the end of a Charge, you may expend these to perform a second Charge at no cost.
Rank 1 - As as Bonus Action, or as a Reaction to incoming damage, you can flash-fabricate a protective covering of hard-light armour that provides resistance to all damage types. Lasts until you next take damage.
Rank 2 - When activating Omni-Armour, you can now apply a copy to another target of your choosing within 1m.
Rank 3 - Omni-Armour now protects against damage twice before dissipating.
Rank 4 - As a free action on your turn, you may detonate your Omni-Armour, consuming all remaining protective uses, and dealing Xd4 Tech Damage to all creatures within 1m (X is the number of protective uses left).
Rank 5 - When activating Omni-Armour, you can now apply a copy to 2 other targets of your choosing within 2m.
Rank 6 - Omni-Armour now protects against damage three times before dissipating.
Rank 7 - On your turn, you may use an Omni-Gel to restore one of the protective uses of your Omni-Armour.
Rank 8 - When activating Omni-Armour, you can now apply a copy to 3 other targets of your choosing within 3m.
Rank 9 - Omni-Armour now protects against damage four times before dissipating.
Rank 10 - As a reaction to incoming damage, you can instead spend 2 protective uses to completely negate the damage.