Warframe (5e Class)
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The Warframes[edit]
Warframes are the powerful armored shells of the Tenno, warriors from beyond the stars, each one wielding incredible powers. They work together to do good and keep the peace, as well as protecting others. This class is based of the video game of the same name created by Digital Extremes.
"Wake up"[edit]
Whether you've been active in the field for a while, have been operating on the front lines of combat, or have just recently awoken from a long slumber, your sense of justice compels you to help make the universe a safer place for others, and getting some nice loot along the way wouldn't be bad either. The Warframes are essentially living suits of armor, piloted by various creatures.
Creating a Warframe[edit]
(From left to right: Excalibur, Valkyr, Rhino, Mesa)
Due to the incredibly varied power set available thanks to the many different Warframes, this class can fill almost every possible role, from a heavy-hitting damage dealer, to a nigh-invulnerable tank, to a skilled support or a dutiful healer. When creating a Warframe, the choice of which frame you use says a lot about your potential roles on and off the battlefield.
- Quick Build
You can make a Warframe quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity, Intelligence, or Wisdom, depending on your Warframe. Second, choose the Soldier or Hermit background. Third, choose any weapons that fits your background.
Class Features
As a Warframe you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Warframe level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warframe level after 1st
- Proficiencies
Armor: Shields
Weapons: All Simple and Martial Weapons
Tools: Fishing and Artisans Tools
Saving Throws: Dexterity and Intelligence
Skills: You gain proficiency in Acrobatics, as well as two other skills of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) a quarterstaff
- (a) a longbow and 20 arrows or (b) 20 throwing stars (treat as thrown daggers)
- (a) an explorer's pack or (b) a dungeoneer's pack
Level | Proficiency Bonus |
Features | Energy Points |
---|---|---|---|
1st | +2 | Chosen Warframe, Unarmored Defense, Soul Container | 0 |
2nd | +2 | Crafting, Stance | 0 |
3rd | +2 | Energy Points, Warframe Feature | 8 |
4th | +2 | Ability Score Improvement | 9 |
5th | +3 | Extra Attack, Warframe Feature | 10 |
6th | +3 | Enhanced Mobility | 11 |
7th | +3 | Environmental Observation, Warframe Feature | 12 |
8th | +3 | Ability Score Improvement | 13 |
9th | +4 | Combat Aura | 14 |
10th | +4 | Warframe Feature | 15 |
11th | +4 | Void Mind | 16 |
12th | +4 | Ability Score Improvement | 17 |
13th | +5 | Transference | 18 |
14th | +5 | Void Blast | 19 |
15th | +5 | Resilience | 20 |
16th | +5 | Ability Score Improvement | 21 |
17th | +6 | Void Dash | 22 |
18th | +6 | Warframe Feature | 23 |
19th | +6 | Ability Score Improvement, Enhanced Transference | 24 |
20th | +6 | Void Synchronization | 26 |
Chosen Warframe[edit]
At 1st level, you chose the Warframe that you inhabit through storing your soul within. Choose between the available list of Warframes detailed at the end of the class description. The Warframe you choose to use decides much about what you can do on the battlefield, with each Warframe having a set of unique features at their disposal. The save DC for your features is determined by your chosen Warframe. Your choice grants you features at 1st level and again at 3rd, 5th, 7th, 10th and 18th level.
Soul Container[edit]
The primary way someone controls their Warframe is by infusing it with the power of their own soul. While you are active inside your Warframe, your physical body disappears, and you soul inhabits and directly controls the Warframe. You can choose to exit your Warframe as an action that takes 1 hour of meditation, however, you can enter your Warframe instantly. While inside your Warframe, your creature type becomes construct, and in addition, you do not need to eat or drink while inside your Warframe, but are still require to breathe and sleep as your race normal would. You still benefit from your racial features and bonuses. At any point, if you die while inside your Warframe, your physical body is thrown from the Warframe, which rapidly disappears in a flash of light. If your Warframe is destroyed it begins to slowly regenerate itself, fully repairing and reappearing by your side after 1d4 days.
Unarmored Defense[edit]
Warframe are essential living suits of armor, with skin as hard as a sword's steel. As such, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still benefit from this feature.
Crafting[edit]
Starting at 2nd level, you have begun your steps to mastering one of the most important abilities for a Warframe, crafting new equipment. Thanks to your versatile knowledge of various armaments, you can make just about anything, given enough time and resources. During a long rest, you can choose to forgo resting to work on the fabrication of a non-magical weapon, or set of armor. This process take takes an hour for every 1 GP of the chosen item's value, and costs half the item's value in raw materials. You can only create armor or weapons you have seen at least once in your lifetime.
Stances[edit]
When you reach 2nd Level, you gain 1 of the following combat stances to help you apply yourself to your chosen form of fighting. At 10th level, your stance gains a new benefit.
Supportive: Sure you're strong, but so are your teammates. Once during each of your turns, you can use the Help action as a bonus action. At 10th level, when you help an ally and give them advantage on any roll, you also provide them a bonus to that roll equal to your Proficiency Bonus.
Gunplay: You gain a +2 bonus to attack rolls you make with all ranged weapons (Including ranged siege weapons). At 10th level, you can reload any handheld ranged weapon without using an action.
Stealth: You gain advantage on stealth rolls made while no other creatures are within 10 feet of yourself. At 10th level, you gain a +5 damage bonus against any enemies who are unaware of your presence/location.
Dueling: When you are wielding a melee weapon in one hand and no other weapons (including a shield), you gain a +2 bonus to damage rolls. At 10th level, you can now benefit from this feature while wielding two melee weapons.
Evasive: When you take the dodge action on your turn, you can also move up to half your speed. At 10th level, when you take the dodge action, you gain 5 temporary hit points.
Energy Points[edit]
Starting at 3rd level, your Warframes power has grown and you have unlocked their first major power, which, like their other features, cost energy points. You Warframe level determines the number of energy points you have, as shown in the energy points column of the Warframe table.
When you spend an energy point, it is unavailable until you finish a short or long Rest, at the end of which you draw all of your expended energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your energy points.
Ability Score Increase[edit]
When you reach 4th level, and again at 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.
Extra Attack[edit]
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Enhanced Mobility[edit]
At 6th level, Your Warframe has had its mobility greatly increased. As a result, your vertical jump height and your horizontal jump length are doubled, and you can make a running jump after moving only 5 feet.
At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Environmental Observation[edit]
While incredibly powerful in combat, Warframe are mainly used for exploration, and as such, are excellent at recognizing distinctive parts of their environment. When you gain this feature at 7th level, you may choose 1 of the following features to obtain.
Hunter: Tracking and capturing are your specialties. You have advantage on survival rolls made to track other creatures or objects while in the terrain of your choice. Choose 2 types of terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. In addition, while tracking other creatures, you also learn their exact number and how long ago they passed through the area.
Thief's Instincts: What's the point of adventuring without getting some treasure along the way? When searching a room, body or passage, you can sense the presence (not location) of magical traps or illusions, though you still must overcome their specific DCs to see through them, in the case of illusions. As well, you gain a +2 bonus to your passive perception.
Terrain Advantage: You have learned to use every aspect of your environment to your advantage. You do not suffer movement penalties from non-magical difficult terrain, and gain advantage to Athletics checks made for climbing.
Mining: You've decided that searching the earth for useful and valuable minerals and gems is for you. You have advantage on rolls made to locate or extract gems or ore nodes from terrain, and gain proficiency with smithing tools and mining equipment.
Combat Aura[edit]
At 9th level, your Warframe can now produce an empowering aura to augment and improve the fighting prowess of you and your companions. While your Warframe is active, all creatures of your choice that you can see (including yourself) gain a bonus to initiative equal to half your proficiency bonus.
Void Mind[edit]
You have started to hear strange voices, whispers in the dark. They speak of the powers of the void, and how to harness it. Thanks to these words, alongside your powerful connection to your Warframe, when you gain this feature at 11th level, you are now immune to powers that would read your thoughts or emotions, and roll with advantage against scrying effects (ie: Scrying, or various items with similar effects) and effects that would charm you (ie Dominate Person, Geas, Mind Flayer powers).
Transference[edit]
At 13th level, You have bonded with your Warframe to a degree such that you can now manifest an temporary astral projection of your body from your Warframe as an action costing 5 energy points. This form shares your AC, saving throws, Ability Scores and resistances, but has half your current Hit Points and does not have access to any feature that requires the use of your Warframe.
While this form is active, Your Warframe remains dormant and stationary, and gains resistance to all damage types while inactive. While in this form, as an action, you make a ranged attack against one creature you can see within 70 feet, launching a beam of void energy that has an attack bonus and damage bonus equal to your Proficiency modifier, and deals 4d6 force damage. Any creature damaged by this attack loses all active resistances for 5 minutes. This damage increases to 6d6 at 16th level. This form lasts for 2 minutes, or until you use an action to re-enter your Warframe, ending this form. This can be done from anywhere, as long as you are on the same plane as your Warframe.
If you are reduced to 0 Hit Points in this form, you immediately return to your Warframe, with 1 Hit Point, even if your Warframe is on another Plane. If your Warframe would be destroyed, or would be transported to a different plane while in this form, this form ends immediately and you return to your Warframe with 1 Hit Point.
Void Blast[edit]
At 14th level, your void powers have reached a new height. Now, while Transference is active, as an action, you can spend 3 energy points to fire a close-range blast of void energy from your hands in a 10 foot cone. Any creatures in the cone must make a Strength Saving Throw, with the DC equal to your Warframe's save DC, or be knocked prone.
Resilience[edit]
Your Warframe, being equivalent to a living suit of armor, is very resilient to many poisons and toxins. When you gain this feature at 15th level, you gain resistance to poison damage, advantage on saving throws against the poisoned condition, and are immune to disease.
Void Dash[edit]
Once again, your Void Powers strengthen. At 17th level, while Transference is active, you can now use an action and spend 4 energy points to become invisible and teleport 15 feet in any direction. While you are invisible, you are immune to all damage other than force damage. This invisibility lasts until the end of your next turn, or until your use any action to make an attack.
Enhanced Transference[edit]
Your void powers have reached their peak. At 19th level, while in Transference, you now share the same Hit Points as your Warframe.
Void Synchronization[edit]
Upon reaching 20th level, you have truly become one with your Warframe, now acting as two halves of a whole. While in Transference, your Warframe is no longer dormant, instead acting alongside you, rolling it's own initiative, though you still dictate its actions. It loses the damage resistance it would gain while inactive. However, your Warframe can only make 1 basic attack per turn, and cannot activate any of it's features or benefit from features or spells that grant additional attacks. In addition, the ritual to exit your Warframe now only takes 30 minutes
Warframes[edit]
Ember[edit]
Ember rains apocalyptic fire and destruction upon all before her. Burn the earth, and boil the oceans!
Save DC = 8 + your Wisdom modifier + your proficiency bonus
- Ignition Boost
Ember draws power from nearby sources of flame, using it to strengthen her strikes. At 1st level, for every source of fire within 25 feet of Ember, she gains a +1 fire damage bonus to her basic attacks. (Fire sources can include magical fire, as well as any creatures that are made of or are lit on fire)
- Fireball
At 3rd level, Ember gains the ability to launch a powerful blast of fire from her palms. As an action, and by spending 1 energy point, Ember launches a fireball, making a ranged attack against 1 creature within 35 feet, with an attack bonus equal to your Wisdom modifier. This attack deals 1d10 fire damage on a hit. A creature damaged by this feature must make a Constitution Saving Throw, or be lit on fire, taking 5 fire damage at the start of their turn for 1d4 turns or until they put out the fire. The initial damage of this feature increases to 2d10 at 10th level, and 3d10 at 15th level.
- Immolation
At 5th level, Ember can now protect herself with flame armor that burns stronger over time, consuming energy once its meter is at full strength. As an action, you can spend 2 energy points to engage Immolation, which provides the following benefits while active: Ember takes reduced damage from all non-magical sources (Excluding fall damage, poison, drowning or other similar effects) equal to 5 times Immolation's current maintenance cost. At the start of each turn that Immolation is active, Ember must pay a number of energy points equal to the number of turns Immolation has been active (ie: 1 point turn 1, 2 points turn 2, etc) to a maximum of 5 energy points per turn. If Ember uses Fireball or Inferno, the current maintenance cost of Immolation increases by 1, and using Fire Blast reduces the cost by 1, but cannot bring the cost higher than 5, or lower than 1. Ember can choose to end Immolation as a bonus action. The damage reduction of this feature increases to 10x the current maintenance cost at 14th level.
- Fire Blast
At 7th level, Ember can slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor. As an action, you can spend 5 energy points to use Fire Blast, causing all creatures of your choice within 40 feet to make a Constitution Saving Throw, taking 1d12 Fire damage, being lit on fire, and receiving a -2 AC penalty on failure, and taking half as much damage, and suffering a -1 AC penalty on a success (This penalty does not stack with itself).
- Inferno
At 10th level, Ember unlocks her ultimate power, allowing her to command a legion of flaming comets to crash down in front of her, engulfing enemies with a fire that can spread through their ranks. As an action, Ember targets any and all creature possible within 50 feet of herself, opening a flaming portal above their heads, and bringing a swarm of red-hot meteors slamming down upon them. This feature costs 4 energy points for each creature targeted. All creatures affected must make a Dexterity Saving Throw, taking 10d6 Fire damage on a failed save and taking half as much damage on a successful save. This damage cannot be avoided by class features. Any creature that takes damage from this feature is set ablaze, taking 5 fire damage at that start of each turn, until they quell the fire. At 17th level, the damage of this feature becomes 10d10.
- Prime Evolution
At 18th level, Ember harness her true destructive potential, ready to sear the earth with her fire, and reduce her enemies to smoldering ruin. Upon gaining this feature, Ember's max energy points increase by 10, and all fire that is created within 50 feet of Ember becomes magical and cannot be extinguished with non-magical means other than water.
Excalibur[edit]
Excalibur is the ultimate multi-purpose Warframe, with an emphasis on close quarters combat. Show them the might of your sword!
Save DC = 8 + your Intelligence modifier + your proficiency bonus.
- Swordsmanship
At 1st level, you have decided to use the Warframe Excalibur. This Warframe is a master of the blade. As such, when you make a basic melee attack with a bladed weapon, you can choose to take -3 on your attack roll, and if you do, add a bonus to damage equal to half your level.
- Slash Dash
Starting at 3rd level, if Excalibur moves at least 15 feet before making a melee attack, by spending 1 energy point, you can give that attack advantage.
- Radial Blind
At 5th level, Excalibur can now emit a blinding flash from his hands. As an action, you can spend 3 energy points to raise your hands and produce a blinding light, forcing all creatures with line of sight to you within 90 feet to make a Constitution check equal to your save DC. Any creature that fails is blinded. At the end of the turn of a creature blinded by this feature, they can roll again against your DC to end this condition. This feature lasts for 1 minute.
- Radiant Javelin
At 7th Level, Excalibur gains the ability to launch weapons infused with holy light. You can launch javelins made of light towards all creatures of your choice within 10 feet of you as an action costing 1 energy points for each javelin created. Each javelin launched makes it's own ranged attack roll as if thrown by you, and deals 4d4 radiant damage on hit.
- Exalted Blade
At 10th level, you gain Excalibur's strongest power, the exalted blade. As an action, you can manifest a longsword of pure light in your hand. This longsword is treated as being a +3 magic weapon that deals radiant damage in addition to slashing damage and having a damage die of 2d8. While using the exalted blade, you can make an attack with it as a reaction when hit by a melee attack. Your exalted blade also launches waves of energy with each slash, giving it a range of 10 feet.
This feature costs 3 energy points to activate and costs 1 energy point each turn it is active. You can dismiss your blade as a bonus action, though to use is again, you will have to re-activate this feature.
- Prime Duality
Honor or Rage, Excalibur changes to suit the will of its pilot. At 18th level, choose one of the following options.
Prime Evolution Your strength has reached its peak, and now a true paragon of a warrior, Excalibur awakens into Excalibur Prime. Your AC increases by 1, and you gain passive regeneration during combat, gaining Temporary Hit Points at the start of your turn equal to your Constitution modifier if you did not take damage since the end of your last turn.
Umbral Evolution Your anger and rage reaches a fever pitch, enshrouding Excalibur in a veil of darkness and vengeance, becoming Excalibur Umbra. As Excalibur Umbra, your AC increases by 1, and Radial Blind becomes Radial Howl, causing enemies who fail the save to now lose all their active resistances until the effects are removed as well as being blinded for the same duration. Finally, your overpowering rage leaves you immune to being charmed/controlled or affected by spells that alter your emotions, (Ex:Sympathy/Antipathy, Calm Emotions, Geas.)
Frost[edit]
Frost enchants the battlefield with his frigid winds. Freeze them solid and shatter their spirit!
Save DC = 8 + your Charisma modifier + your proficiency bonus
- Frigid Aura
At 1st level, Frost naturally creates a powerful field of cold surrounding himself. When a creature hits you with a melee attack, you can use your reaction to force that creature to make a Strength Saving Throw, being slowed and taking 1d8 cold damage on a failed save.
- Freeze
At 3rd level, Frost can now unleash a blast of ice that leaves his enemies frozen in their tracks. As an action, you can spend 1 energy point to make a ranged attack against one creature you can see within 30 feet, with an attack bonus equal to your Charisma modifier. This blast of icy energy deals 1d6 cold damage, and a creature of size large or smaller damaged by this feature must make a Constitution Saving Throw, being frozen and restrained until the start of their next turn on a failed save, and slowed on a successful save. The damage to this feature increases to 2d6 at 8th level and 2d8 at 15th level.
- Ice Wave
At 5th level, Frost gains the power to send a wave of razor sharp, crystallized ice toward an enemy, dealing heavy damage. As an action, you can pay 3 energy points to have Frost send out a wave of ice crystals in a 15 foot cone in any direction, with the exception that it must travel along a horizontal surface (including liquid). Any creatures that are caught within this cone must make a Dexterity Saving Throw, taking 3d6 cold damage and being rendered unable to use their move action on their following turn on a failed save, and taking half damage and being slowed on a successful save. The damage of this feature increases to 3d8 at 12th level.
- Snow Globe
Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength. At 7th level, you can pay 5 energy points to have Frost create a 15 foot sphere centered on himself. The Sphere is invincible until start of your next turn, after which it gains an AC of 10, and Hit Points equal to your Level x5. Ranged attacks that do not deal cold damage cannot pass through either side of Frost's Snow Globe. Upon casting this feature, you can choose up to 5 creatures to have those creatures be able to enter and exit the Snow Globe as they please. This feature last until either: 5 minutes have passed, it reaches 0 Hit Points, or you use Snow Globe again, whichever comes first.
- Avalanche
Frost unlocks his strongest power at 10th level, which summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius. As an action, you can spend 5 energy points to force all creatures of your choice within 40 feet; those creatures must then make a Constitution Saving Throw, being frozen solid and incapacitated on a failed save, and being restrained on a successful save (Huge or larger creatures are instead restrained on a failed save, and are slowed on a successful save). On the subsequent turn, you can chose to use your action to shatter the icy prisons remaining, dealing 4d10 cold and slashing damage to all creatures that are incapacitated by this feature, and half as much to all creatures restrained or slowed by this feature.
- Prime Evolution
A blizzard surrounds you as Frost awakens his true potential as Frost Prime. Upon gaining this feature at level 18, you are now immune to cold damage of any type, and the effects of cold weather. In addition, when a creature that took any amount of cold damage from any source on their previous turn starts their turn within 30 feet of Frost Prime, you can force that creature to take 1d10 cold damage.
Garuda[edit]
Garuda seeks to bathe in blood, her own or her adversaries. Revel in death, with your own life as your weapon.
Save DC = 8 + your Charisma modifier + your proficiency bonus
- Death's Gate / Garuda's Talons
Foes who often call Garuda a beast that feeds on death truly don't understand how close their words are to the truth. At 1st level, as Garuda slowly loses health, she channels this damage to enhance her own attack power. Garuda gains a damage bonus to all her weapons, as well as all her Dread Mirror equal the half the difference between her max HP and current HP. Garuda can only enhance one attack with this damage boost per turn. In addition, Garuda can use her massive talons as melee weapons while she is not wielding any weapon in either hand (Including a shield.) Garuda is proficient with her talons, and each talon has a damage die of 1d8.
- Dread Mirror
At 3rd level, Garuda gains her first major power, her Dread Mirror. As an action, you can pay 2 energy points to target 1 creature within 10 feet. You leap towards that creature, attacking them with your talons and drawing out a portion of their life force. The target must make a Dexterity saving throw, losing 10% of their current HP on a failed save and half as much (5%) on a success. After using this feature, Garuda creates both a 5 by 5 barrier facing any direction she chooses, and a blood ball of some of the target's life force, whose charge is equal to the initial damage dealt.
Any attack that comes exclusively from the direction the shield faces and would hit the shield is instead treated as an automatic hit, but all damage is prevented and added to Garuda's blood ball. This shield lasts until the end of you next turn. As an action, Garuda can launch her blood ball to any point within 30 feet, at which point if it impacts a creature or a solid surface, it explodes, dealing damage to all creatures within 5 feet of its impact point equal to the damage stored within it before launch. If you activate this feature again while Garuda has a blood ball already, the damage dealt is simply added to your current blood ball, and the duration of your shield resets.
- Blood Altar
At 5th level, Garuda can now create Blood Altars out the bodies of her enemies. As an action, you can spend 5 energy points to target 1 large or smaller creature within 30 feet, and force it to make a Constitution saving throw. On a failed save, that creature is pierced by numerous spikes erupting from the ground, and become stunned, as well as immune to damage from all sources other than Blood Altar. At the start of each of the affected creature's turns, they take 2d8 magical Piercing damage, and any creatures of your choice within 10 feet of the Blood Altar are healed for an amount equal to the damage dealt. This feature lasts for 1 minute, until you dismiss the Blood Altar as a bonus action, or until the affected creature dies, whichever comes first. Garuda can only have two instances of Blood Altar active at any given time.
- Bloodletting
At 7th level, Garuda can now use her own blood to restore her energy points. Once during your turn, if you would spend energy points to use a feature, you can instead lose 5 hit points for each energy point you would spend.
- Seeking Talons
Garuda gains her strongest power upon reaching 10th level. As an action, Garuda can spend up to 10 energy points (in multiples of 2) to create a cone in front of her, with 5 feet of range for every 2 energy points spent (i.e. 10 energy = 25 foot cone). Every creature in this cone must make a Constitution saving throw, taking 2d10 piercing damage and being marked by Garuda's symbol on a failed save, and not being marked and taking half damage on a success. Garuda's mark lasts for 5 minutes, or until the marked creature dies. When a creature marked by Seeking Talons takes any form of damage from any spell, attack, or feature other than Garuda's Blood Altar or Seeking Talons, they take additional Slashing damage equal to half of the initial damage taken.
- Prime Evolution
At 18th level, Garuda has evolved into Garuda Prime, the mistress of death and destruction, who dances on the bloody line between life and what lies beyond. Upon gaining this feature, you gain a +10 bonus to your maximum energy points, and 20 additional hit points. In addition, if you successfully kill a creature, until the start of your next turn, you cannot be brought below 1 HP and are immune to any effect of a spell, feature, or magic item that would cause you to die instanly.
Khora[edit]
Khora, and her deadly beast Venari. With bladed precision, she is a mistress of entrapment. A whip crack of steel may be the last thing you hear.
Save DC = 8 + your Dexterity bonus + your Proficiency bonus
- Venari
Khora's ferocious kavat companion, Venari, fights alongside her. Venari has the same Ability Scores and Hit Point values as Khora, but has a speed of 40 feet, and has an AC equal to 12 + your Proficiency bonus. Venari acts independently during Khora's turn, with Khora being able to command Venari without using any actions to due so. While Venari is alive, Khora gains a 5 feet movement speed bonus. If Venari is killed, she disappears in a flash of light, reappearing at Khora's side after 2d4 hours. As an action, Venari makes a slashing attack with her claws, which has the following properties: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 2) slashing damage. The damage of this attack increases to 1d10 at 4th level, 1d12 at 9th level, and 2d8 at 14th level.
- Whipclaw
At 3rd level, Khora gains her first power, letting her send enemies reeling with a deafening whip crack. As an action, you can spend 2 energy points to have Khora strike 1 creature within 10 feet with her powerful whip, making a basic melee attack against the target, dealing 1d10 + your Strength modifier slashing damage on a hit, and forcing that creature to make a Dexterity Saving Throw, knocking them prone on a fail. The damage of Whipclaw increases to 1d12 at 7th level, 2d8 at 13th level, and 3d6 at 17th level.
- Ensnare
At 5th level, Khora gains a new power, Ensnare. As an action, and by spending 3 energy points, Khora binds a helpless target within 15 feet in living metal chains, forcing them to make a Constitution Saving Throw, being incapacitated on a failed save, and being restrained on a successful save. If a creature starts their turn within 5 feet of the initial target, you can choose to spend 1 energy point to have them make the same Saving Throw, being restrained on a failed save and suffering no ill effects on a successful save.
A creature affected by this feature gain vulnerability to slashing damage dealt by either Khora's Whipclaw or Venari, but can also use their action to make a Strength check against your save DC. On a success, it frees itself.
- Venari Empower
At 7th level, Khora can now use her energy to empower Venari with various new abilities. As a bonus action, you can cycle Venari into 1 of 3 different stances listed below.
Attack To activate the effect of this form, you must first use your action to mark a target by spending 2 energy points. This mark last for 1 round, until the target dies, or until you mark a new target. When you mark a creature as you target, Venari will teleport to that target, and restrain that target. Venari will then use her action to make 3 basic melee attacks with her claws against the target, each one dealing 1d8 damage. The target is no longer restrained at the start of their turn.
Protection While Venari is in her protection stance, she will stay alongside Khora and when a creature comes within 5 feet of either you or Venari, you can spend 2 energy points to have Venari use her reaction to force that creature to make a Strength Saving Throw, being disarmed and knocked prone on a failed save, and being slowed on a successful save.
Healing While Venari is in her Healing stance, you can command Venari to use her Action to heal one creature of your choice within 15 feet of her for 3d8 hit points. This feature costs 2 energy points each time it is used.
- Strangledome
At 10th level, as an action, and by spending 4 energy points, Khora cracks her whip downward to unravel a cluster of living chains, creating a 20 foot stationary dome centered on herself. All creatures within this area when this feature is activated must make a Dexterity Saving Throw, being incapacitated by the dome on a failed save, and grappled on a successful save.
After Strangledome becomes active, anytime a creature comes within 5 feet of it, you can choose to have them make a Dexterity Saving Throw, being restrained and pulled in the dome's area on a failed save, and being slowed on a failed save. This feature lasts for 2 minutes, or until you create another Strangledome. If you use Whipclaw on a creature affected by this feature, and it takes damage; all other creatures affected by Strangledome take half the total damage dealt.
- Prime Evolution
Khora and Venari's bond grows to its greatest, as Khora evolves into Khora Prime. When you gain this feature at 18th level, you gain the following benefits. While Venari is dead, the effect of Venari Empower changes to "You can spend 2 energy points to instantly revive Venari with full Hit Points", and while Venari is alive, she grants her 5 foot speed bonus to all creatures of your choice within 40 feet. Also, if you would take damage that would reduce you to 0 HP while Venari is within 10 feet of you, you can have Venari intercept the damage as a reaction.
Loki[edit]
Loki is the ultimate Warframe for intelligent combat, playing the enemy to his advantage. They can't hit what they can't see.
Save DC = 8 + your Intelligence modifier + your proficiency bonus
- Wall Latch
At level 1, Loki can attach himself to walls. After touching any surface, you can use your action to attach yourself, fixing yourself in place for 1 minute or until you end it as a bonus action.
- Decoy
At 3rd level, Loki can now deploy a holographic copy of himself, drawing enemy fire. As an action, you can spend 1 energy point to create a duplicate of himself within 50 feet of himself, which has an AC of 13, a speed of 0, and Hit Points equal to your level x 7. When a creature comes within 5 feet of the decoy, you can use your reaction to have the decoy attack, forcing that creature to make a Constitution saving throw, being knocked prone on a failed save. This decoy lasts for 2 minutes. Activating this feature while you have a decoy active, the current decoy disappears.
- Invisibility
Loki camouflages himself, becoming invisible to enemies. At 5th level, as an action, you can spend 2 energy points to become invisible for 5 minutes, or until you attack. While this feature is active, your movements make no noise. The duration of this feature increases to 10 minutes at 14th level, and 15 minutes at 19th level.
- Switch Teleport
At 7th level, Loki gains the ability to instantaneously swap positions with a target, confusing the enemy. As your movement action, you can spend 3 energy points to swap positions with any creature you can see within 40 feet, exchanging your locations. At 12th level, when you switch positions with the target, you can have them make a Constitution saving throw, being stunned until the end of their turn on a failed save.
- Radial Disarm
At 10th level, Loki gains access to his 4th power, Radial Disarm. As an action, you can force all creatures of your choice within 30 feet of yourself to make a Dexterity saving throw, and on a failed save, anything they are holding is immediately dropped to the ground (ie Weapons, shields, spell focus's/books) and they are slowed until the end of their turn. This feature costs 2 energy points for each creature affected.
- Prime Evolution
The trickster god evolves to his ultimate form, wreathed in gold. At level 18, Loki becomes Loki Prime, and gains the following benefits. When you are invisible due to any spell or feature, making an attack no longer reveals you, and you gain a damage bonus to all basic attack equal to half your level while invisible. Also, if you would take a move action, you can choose to instead teleport a distance equal to your speed. This feature can be used 3 times before needing a long rest.
Mag[edit]
Mag is a powerful caster Warframe who can controls the fight with powerful magnetic abilities. Crush them under your overwhelming force!
Save DC = 8 + your Wisdom modifier + your proficiency bonus.
- Magnetic Attraction
Mag possess innate magnetic fields, allowing her to pull objects to her from far away. At 1st level as a bonus action, you can attract any tiny or smaller inanimate object within 40 feet of you to your hands, provided they are empty. This feature can also effect objects currently held by a creature, in which case the creature holding the item in question must make a Strength saving throw against your save DC to hold onto the item.
- Magnet Pull
Using her magnetic powers, Mag pulls enemies towards her, bringing them into melee range. Starting at 3rd level, as an action, you can spend 2 energy points to target 1 large or smaller creature within 30 feet of you, and they must make a Dexterity save, being pulled up to 20 feet towards you and taking 1d8 force damage on a failed save, and moving half as far and taking half as much damage on a successful save (friendly creatures can choose to automatically fail the save, in which case they take no damage). The damage dealt by this feature increases by 1 die size at 8th, 13th, and 17th level.
- Magnetize
At 5th level, this feature creates a magnetic field around a target, ensnaring nearby enemies and dealing damage over time. As an action, you can spend 3 energy points to target 1 point within 80 feet. That zone becomes the center of a magnetic field, with a concentration based duration up to 3 rounds. Each creature that comes within a 20-foot-radius cube centered on that point must make a Dexterity saving throw, being pulled as close to the center as possible and being restrained on a failed save, and half as far on a successful save. All creatures restrained by this feature re-roll the saving throw at the end of each of their turns. Any creatures that starts their turn inside the area affected by this feature takes 2d8 force damage.
- Polarize
Starting at 7th level, Mag can now emit a large magnetic pulse, striping enemy armor, while bolstering her allies and creating a horde of metal shards. As an action, you can spend 3 energy points to emit a blast with a range of 10 feet centered on yourself. Any hostile creatures within range must make a Dexterity saving throw or have their AC reduced by 1d4 for 10 minutes, while friendly creatures gain a +1 AC bonus for 3 rounds (This bonus increases to +2 at 16th level) as well as temporary hit points equal to your level. In addition, you create a swarm of metal shards with a range of 15 feet and centered on yourself that deal 4d4 slashing damage to all creatures that start their turn within this swarm. You and any number of allies of your choice are immune to this damage.
- Magnet Crush
Starting at 10th level, Mag gains her strongest power, the Magnet Crush. Magnetizing her enemies, lifting them into the air and crushing them under the immense magnetic force. As an action, you can spend 6 energy points to force every creature of your choice within 15 feet to make a Constitution saving throw, taking 4d10 force and be knocked prone on a failed save or take half as much and be slowed on a successful save. Additionally, creatures that took damage from this feature gain vulnerability to force and bludgeoning damage for 5 minutes. You can use this feature once before needing to complete a long rest.
- Prime Evolution
At 18th Level, you have achieved perfect control of your magnetic powers, and have achieved the form of Mag Prime. You now have advantage on saving throws against all spell effects, you can now use your Magnet Pull once during your turn without using an action, and you gain resistance against fire, cold and lightning damage.
Nidus[edit]
Nidus, infestation incarnate. Nidus uses wild mutations to decimate his enemies and buff his allies.
Save DC = 8 + your Constitution modifier + your proficiency bonus
- Mutations
Nidus is the epitome of rapid evolution. At 1st level, Nidus gains a stack of Mutation whenever he kills an enemy with Virulence. Mutation stacks add 1 damage die to all damage that Nidus does. Nidus can hold up to 10 mutation stacks, when he does, 5 stacks will be consumed whenever Nidus takes lethal damage, bringing him to half hp instead of 0 hp.
- Virulence
At 3rd level, using an action, Nidus can spend 1 energy point to send out a 15 foot wide, 60 foot long, line of infestation dealing 2d8 acid damage, enemies caught in the line must make a constitution save, if they succeed, they take half damage, if not they take full damage.
- Larvae
At 5th level, as a bonus action Nidus can spend 3 energy point to create a infested mass of tentacles that draws in enemies with 30 feet of the mass. Enemies must make a dexterity saving throw or be drawn to the mass instantly.
- Parasitic Link
At 7th level, Nidus, as a bonus action, can spend 1 mutation stack to create a tendril between himself and a creature for 1 minute. When attached to an ally, Nidus shares his damage bonus with that ally. if targeted at an enemy, the enemy must make a Constitution save or be stunned and take half the damage that Nidus takes. Only 1 creature can be linked at a time.
- Ravenous
At 10th level, Nidus has gained the ability to infest the very earth around him. Spending 2 mutation stacks, Nidus can create a 20 foot radius of infested ground that lasts for 1 minute. Nidus and his Allies heal for 2d8 + 1d8 for every mutation stack + your Constitution modifier per turn.
- Prime Evolution
At 18th level, Nidus evolves into Nidus prime, gaining some natural regeneration. Nidus Prime can have up to 20 mutation stacks, he also heals 3d8 HP per turn.
Nyx[edit]
Nyx fights smarter, not harder, causing mass confusion among her foes with her psychic powers. The mind is mightier than the sword.
Save DC = 8 + your Intelligence modifier + your proficiency bonus
- Confusing Aura
Nyx passively surrounds herself in an aura of her psychic energies, making attacks against her less accurate. At first level, as a reaction, when Nyx would be the target of an attack, you can impose a penalty on that attack roll equal to your proficiency modifier.
- Mind Control
Nyx invades the psyche of a target, confusing enemies and making them fight for the Tenno cause. As an action, you can spend 1 energy point to force one creature within 40 feet to make an Intelligence saving throw. If it fails the saving throw, it is charmed by you for 5 minutes. While you have a creature charmed by this feature, they regard you as friendly and trustworthy, and you can use your action to command the target to take a basic action, (ie: say something, move, retrieve an item) but you cannot command the creature to do anything that could harm it, or its allies (ie: having you target attack itself or a friend). At 7th level, you can command your Mind Control target with a bonus action and can now command it to cast spells or make basic attacks. At 10th level, you can now spend 5 energy points instead, and if you do, this feature's effect changes to that of Dominate Person.
- Psychic Bolts
Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets. Hits strip some enemy defenses. At 5th level, as an action, Nyx can spend up to 6 energy points to launch that many psychic bolts, each targeting a different creature and making an attack roll with a bonus equal to your Intelligence modifier + your proficiency modifier. On a hit, the target takes 1d10 psychic damage and has their AC reduced by 2 (to a max of 6) for 5 minutes. Nyx can have a maximum of 6 creatures under the effect of Psychic Bolts at any given time.
- Chaos
With a powerful psychic blast, Nyx causes mass hysteria on the battlefield by confusing all enemies to attack random factions. At level 7, as an action, Nyx can use 4 energy points to use this feature, forcing all creatures of your choice within 30 feet of yourself to make an Intelligence Saving Throw, being charmed and taking 3d6 Psychic damage on a failed save and suffering no ill effects and taking half damage on a successful save.
Creatures that are charmed by this feature will perceive the nearest other creature as hostile, and will target them for attacks. Creatures charmed by this feature can still target you or your companions for attacks, if they happen to be the nearest target-able creature. These effects last for 1 minute.
- Absorb
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge. At 10th level, as an action, Nyx can spend 4 energy points to enter a meditative stance and activate Absorb. While this feature is active, Nyx is immune to all forms of damage and status effects, but cannot move, act, or use any other features.
Any time Nyx is targeted for an attack, or would be damaged, the attack automatically hits, draining 1 energy point, and the amount of damage Nyx would have taken is recorded. As an action, or when she runs out of energy points, Nyx ends Absorb, causing a 20-foot psychic explosion centered on Nyx, whose total psychic damage is equal to the total damage prevented while Absorb was active, which automatically hits all creatures not under the effect of a Shield spell, or behind at least 3/4 cover. Attacks from allies can also be absorbed by this feature.
- Prime Evolution
Nyx has evolved further, strengthening her psychic abilities and awakening as Nyx Prime. Upon gaining this feature at 18th level, Nyx Prime gains a bonus to her max HP equal to your Intelligence score + your Intelligence modifier, and when you hit a target with her Psychic Bolts, you can spend 1 additional energy point for each creature she hits to stun all those creatures until the end of her next turn. You also automatically regain 1 energy point at the end of each of your turn.
Oberon[edit]
Oberon keeps the balance, helping allies and destroying enemies. Show them the holy fangs that nature bares!
Save DC = 8 + your Wisdom modifier + your proficiency bonus
- Woodland King
Oberon is connected to nature, sharing a relationship with life itself with which few others can compare. At 1st level, once per round, when you assist a creature with the Help action, you can provide that creature with Temporary Hit Points equal to your level.
- Smite
Starting at 3rd level, you learn to focus deadly radiant energy towards a target and then project it outwards, damaging both the target and surrounding enemies. As an action, you can spend 2 energy points to make a ranged attack against one creature within 20 feet, with an attack bonus equal to your Wisdom Modifier. On a hit, the target takes 1d10 radiant damage, and you can then make a secondary attack against one creature with 10 feet of the original target, with that target taking half this feature's original damage on a hit. This feature's damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (3d12).
- Hallowed Ground
This attack sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames. At 5th level, as an action, by spending 3 energy points, Oberon targets a 15 foot cube of ground centered on a point within 15 feet. Any creatures that starts their turn within this area take 2d8 radiant damage, and is slowed. However, any number of friendly creatures of your choice don't take damage while within your Hallowed Ground, instead gaining immunity to the first status effect they would be inflicted with each round. This area lasts for 1 minute, but can be extended to 3 minutes through concentration. This feature's damage increases when you reach 11th level (3d8), and 16th level (4d8).
- Renewal
At 7th level, Oberon gains Renewal, a powerful healing ability. As an action, you can spend 2 energy points to engage Renewal, restoring 2d4 hit points to all creatures of your choice within 15 feet at the end of each of your turns while active, though this feature costs 1 additional energy point for each creatures healed. This feature lasts until you either run out of energy points, or until you end it manually as a bonus action.
- Reckoning
At 10th level, Oberon can now quickly lift enemies into the air and then hurl them down with conviction. As an action and by spending 5 energy points, all creatures of your choice within 15 feet must make a Dexterity save, being lifted 5 feet into the air and restrained on a failure, and being slowed on a successful save. At the start of your subsequent turn after using this feature, all enemies who failed the save and are still suspend are slammed to the ground, taking 2d10 radiant damage and 1d10 bludgeoning damage. You and all other player characters within 30 feet of yourself then regain hit points equal to the damage rolled.
- Prime Evolution
Oberon has ascended to the true guardian of nature, now protecting it as Oberon Prime. When you gain this feature at 18th level, any enemy that you deal radiant damage to has its AC reduced by 1 for 1 minute, (to a max of -3) and in addition, reactivating your Hallowed Ground while you have one instance already active causes that instance to explode in holy fire, dealing 4d8 radiant damage to all creatures that were within it's area.
Revenant[edit]
Revenant draws upon the power of the Sentients from beyond their grave. Show them the meaning of dread.
Save DC = 8 + your Charisma modifier + your proficiency bonus
- Restless Eternal
At 1st level, Revenant's hit point maximum is halved, with one half serving as his shields (ie: 80 hit points = 40 hit points and 40 shields). Revenant regains a number of shields each turn equal to his proficiency modifier, but Revenant's shields cannot be restored by other means. When Revenant's shields are depleted, he unleashes a blinding flash, forcing all creatures that can see Revenant within 20 feet of him to make a Constitution saving throw, being blinded until the end of their next turn on a failed save. Revenant also counts as an Undead, in addition to being a Construct.
- Enthrall
At 3rd level, Revenant gains access to his primary power, Enthrall, which lets Revenant reach inside the mind of another creature, and corrupt it. As action, you can spend 2 energy points to target 1 creature within 20 feet of you, and force that creature to make a Charisma saving throw. On a failed save, the target takes 1d8 necrotic damage and is enthralled, and takes half as much damage on a successful save. A creature that is enthralled is under Revenant's control, and on each of that creature's turns while it is enthralled, it must make a basic attack against another creature of Revenant's choice. At the end of that creature's turn, it can make another Charisma saving throw, with a successful save removing the enthralled status. A creature that dies while enthralled creates a geyser of energy on their point of death. Any creatures that begin their turn within 5 feet of a geyser take 1d8 necrotic damage. Enthrall has no effect on creatures with an Intelligence of 4 or less, and creatures of Good, Lawful Good, and Chaotic Good alignments roll with disadvantage against Enthrall's saving throws. At 10th level, Revenant can have two creatures Enthralled at a time, and can have three at level 16.
- Mesmer Skin
At 5th level, Revenant unlocks the power of Mesmer Skin, allowing him to become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. As an action, and by spending 4 energy points, Revenant activates Mesmer skin, granting him a number of sentient points equal to his proficiency modifier. Whenever Revenant would take any amount of damage from any source, that damage is prevented and Revenant loses 1 sentient point (Each set of damage die an attack deals counts as 1 source of damage, for example, an attack that deals 1d8 cold damage and 1d8 slashing damage would remove 2 sentient points). While Mesmer skin is active, Revenant's AC becomes 10, and cannot be raised or lowered. Whenever damage is blocked by Mesmer Skin, the creature who attacked Revenant must make a Charisma saving throw, taking 1d10 necrotic damage on a failed save and become stunned for 1 round, and taking no damage on a successful save. You cannot activate Mesmer Skin while you still have sentient points.
- Reave
At 7th level, Revenant gains the power to dash through enemies as a wall of Sentient energy, leeching health from any encountered, enhanced for thralls. As an action, you can spend 4 energy points to envelop yourself in a wave of unlight and move in a straight line for up to 30 feet in any horizontal direction. You may freely pass through any number of creatures during this move. Any and all creatures you pass through, or were within 5 feet of you at any point during this move must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save and half as much on a successful save. Revenant then restores a number of shields or health equal to 1/4 of the total damage dealt by Reave. If a creature that is currently under the effect of Enthrall is affected by Reave, they take an addition d6 of necrotic damage. The damage die of the power increases to a d8 at 14th level.
- Danse Macabre
When you reach 10th level, you unlock Revenant's strongest power, Danse Macabre. This power allows revenant to erupt with a multitude of Eidolon energy beams and sweep a circle of death around himself. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. As an action, you can spend 3 energy points to activate this feature, causing Revenant to create a 30 foot area centered on himself, however, while channeling this power, Revenant cannot take actions other than to move, or end Danse Macabre. When a creature starts their turn within this area, you can force that creature to make a Charisma saving throw, taking 3d10 necrotic damage on a failed save, and half as much on a successful save. If a creature that would be damaged by this feature has any vulnerabilities, then the damage of Danse Macabre is treated as being that type of damage. At the start of each of your turns while Danse Macabre is active, you automatically spend 4 energy points.
- Prime Evolution
When Revenant becomes level 18, he finally masters the unholy power of his Sentient energies, and rules the night as Revenant Prime. When you gain this feature, you become immune to necrotic and psychic damage. In addition, Enthrall now can affect creatures of any alignment.
Rhino[edit]
Rhino, an unstoppable force and an immovable object. Fight with insurmountable power and endurance.
Save DC = 8 + your Strength modifier + your proficiency bonus
- Heavy Landing
Rhino, being one of the heaviest armored Warframes, can produce shockwave on landing from a high drop. At 1st level, after falling for 15 feet or more, when Rhino lands, he creates a 5 foot shockwave centered on his impact point, causing all creatures within range to make a Dexterity saving through or be knocked prone. The range of this shockwave increases by 5 feet for every additional 10 feet Rhino falls, to maximum of 60 feet. In addition, Rhino only takes 1d4 fall damage for every 10 feet he falls, to a maximum of 15d4.
- Rhino Charge
Rhino charges towards a target, clobbering any in his path and goring his victim. At 3rd level, by using both 1 energy point and 15 feet of movement, you charge forward, moving though any spaces occupied by other creatures. Each creature you pass through during this movement takes 2d4 damage and is pushed 10 feet away. At the end of this movement, you can immediately make a basic melee attack against any target within your equipped weapon's range.
- Iron Skin
Rhino hardens his armor to provide better protection against his enemies. Starting at 5th level, as an action, you can spend 3 energy points to engage your Iron Skin, providing you with a +1 AC bonus, resistance to all damage types until the start of your next turn and resistance to bludgeoning, slashing and piercing damage (including from spells or magic weapons) for 1 minute afterwards. As you level up, the AC bonus from this feature increases, becoming +2 at 13th level, and +3 at 17th level, and in addition, your initial damage resistance lasts for 1 additional turn at 15th level.
- Roar
At 7th level, Rhino can now emit a roar to provide a number of nearby allies with a damage bonus. As an action and by spending 3 energy points, Rhino roars, and chooses up to 4 nearby friendly creatures. Those creatures gain a bonus to the damage of all basic attacks, spells and class/race features equal to your proficiency bonus. This effect lasts for 1 minute.
- Stomp
At 10th level, Rhino can now stomp with power enough to disrupt the local flow of time to a degree. As an action, you stomp of your feet and spend 6 energy points, sending out a 15 foot pulse centered on you. All creatures of your choice within the affected zone must make a Wisdom saving throw, being suspended in the air 2 feet above the ground and incapacitated for 1 round on a failed save, and being knocked prone on a successful save. Creatures that are size huge and larger are instead knocked prone on a failed save and suffer no effects on a successful save. You can use this feature once before needing to complete a short rest.
- Prime Evolution
At 18th level, Rhino reaches their peak physical prowess, and becomes Rhino Prime. Rhino Prime cannot be knocked prone or stunned unwillingly, and resists features or spells that would move them less than or equal to 15 feet. In addition, Rhino now has advantage on saving throws of damage dealing spells.
Valkyr[edit]
Valkyr is a tortured embodiment of savage hatred and righteous vengeance. Show them why you're too angry to die!
Save DC = 8 + your Strength modifier + your proficiency bonus.
- Valkyr Talons
At 1st level, Valkyr has a set of built-in claws that she can activate at a moments notice. These claws can be engaged as a bonus action, provided Valkyr is not currently holding a weapon or shield. Valkyrs Talons are treated as magic for the purpose of overcoming resistances, and have a base range of 5 feet, as well as a base damage of 2d4.
- Ripline
At 3rd level, Valkyr can now launch a hook from your arm, whose effect changes depending on its target. As an action you can spend 1 energy point to target either one creature, or one piece of terrain within 25 feet. If you target a creature, that creature must make a Dexterity saving throw, being pulled within 5 feet of you on a failed save and taking 1d8 damage and moving half as far and taking half as much damage on a successful save. If targeting a piece of terrain, you must make an Acrobatics check. On a successful roll, you succeed in pulling yourself to your target, as well as attaching yourself to your target if it's a wall or other piece of raised terrain. The range of this feature increases by 5 feet at 10th, 15th and 20th level.
- Warcry
Starting at 5th level, Valkyr gains the ability to produce a piercing roar, bolstering the strength and armor of nearby allies, as well as slowing nearby enemies. As an action, you emit a war cry and spend 3 energy points, providing all creatures of your choice within 15 feet of you with 5 additional feet of movement, as well as a +1 bonus to any and all saving throws. In addition, all creatures not chosen to receive these effects must make a Charisma saving throw, being slowed on a failed save, and suffering no ill effects on a successful save. Both effects last for 1 minute. At 16th level, the bonus to saving throws increases to +2.
- Paralysis
Upon reaching 7th level, Valkyr gains the ability to emit a wave of their intimidating aura, paralyzing all affected foes. As an action, you can spend 3 energy points to unleash a wave of your murderous intent, centered on yourself and extending for 10 feet around you. All hostile creatures that can perceive you within that area must succeeded on a Charisma saving throw or be paralyzed until the start of your next turn. If you use this feature while you have temporary hit points, you can consume those to make all creatures that must roll a saving throw roll with disadvantage.
- Hysteria
Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Starting at 10th level, as an action, by spending 5 energy points, Valkyr enters a state of unstoppable rage, disregarding all other weapons in favor of her talons, though you can still use all your other features. While your talons are the only weapons you can use while Hysteria is active, their damage increases to 2d8 and Valkyr also becomes resistant to all damage types while Hysteria is active. When Valkyr deals damage with her talons during Hysteria, she regains Hit Points equal to half the total damage dealt. During the end of each turn that Hysteria is active, you must spend 2 energy points or end Hysteria. You can also choose to end Hysteria as a bonus action.
- Prime Evolution
At 18th level, Valkyr has mastered her rage and anger, moving beyond her past and evolving into Valkyr Prime. As Valkyr Prime, your Ripline can now be used as a bonus action, and killing a creature restores 1d4 energy points. In addition, when you use Hysteria, you can choose to also trigger either Warcry or Paralysis without using an action or spending energy points.
Volt[edit]
Volt speeds through the battlefield, getting stronger with each step he takes. Bring down the lighting of justice upon the opposition!
Save DC = 8 + your Dexterity modifier + your proficiency bonus.
- Static Charge
As Volt moves about the battlefield, he builds up a destructive electrical charge. At 1st level, during combat, for every 5 feet you move, you gain a Shock Point, which grants a cumulative +1 lightning damage bonus to your next basic attack for each point. This effect stacks to a maximum of 10 Shock Points, and lasts until you make an attack, or combat ends. The maximum points you can have increases to 15 at 10th level and 20 at 20th level.
- Shock
At 3rd level, as an action, Volt can spend 1 energy point to shoot a blast of electricity towards a foe. Target 1 creature within 50 feet, that target makes a Constitution saving throw against your Ability DC. A creature takes 2d6 + your Dexterity modifier lightning damage on a failed save and half as much on a successful one. Any creatures within 5 feet of the target must also make a Dexterity saving throw with the same DC,taking the same amount of lightning damage as the primary target on a failed save and no damage on a successful one. The damage of this ability increases to 3d6 at 8th level, and 4d6 at 15th level.
- Charged Speed
At 5th level, Volt can charge himself with energy, vastly increasing his speed. As an action, you can spend 4 energy points to cast the Haste spell on yourself, without needing the material components. While you are under the effects of this feature, your Static Charge grants a +2 bonus to damage for each Shock Point, but can only stack to half your maximum points.
- Electric Shield
At 7th level, you have learned how to project a large barrier of ionized plasma to protect you and your allies. As an action, you can spend 3 energy points to create a 10 ft by 15 ft transparent barrier in front of you. All ranged attacks made by friendly creatures (as decided by you) that travel through the barrier that require an attack roll now score a critical on a roll of 19 or 20. The barrier has twice your total hit points rounded up.
- Discharge
At 10th level, Volt can now let lose his massive electrical power in one massive pulse. As an action, you can spend 7 energy points to release a massive blast of electricity centered on yourself with a range of 35 feet. Any creatures within the range who don't have complete cover must make a Dexterity saving throw with the same save DC as your Shock. All hostile creatures within range take 5d12 lightning damage and are paralyzed on a failed save and take half as much damage and are slowed on a successful save. You can chose to have this attack consume all your accumulated shock points for a damage bonus equal to the number of points used. You can only use this feature once before completing a long rest.
- Prime Evolution
At 18th level, you have reached peak performance, and Volt becomes Volt Prime. Upon gaining this feature, you gain the ability to spend 8 energy points to cast the Chain Lightning spell without needing material components, and when you are targeted for an attack, you can use your reaction to immediately take the Dodge or Disengage action. In addition, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Wisp[edit]
Wisp's save DC is: 8 + Charisma Modifier + Proficiency Bonus
- Ethearal Stride
At 1st level, Wisp is able to hover 5 feet of the ground and able to move horizontally equal to her walking speed. while at least 5 feet in the air, Wisp as a +1 bonus to AC and a +2 bonus to Stealth checks.
- Reservoirs
At 3rd level, as an action, Wisp can spend 1 energy point to put down a Reservoir, containing 1 of 3 different magical effects that have a radius of 30 feet, Vitality, Haste and Shock. Vitality gives temporary HP to Wisp and her allies equal to Wisp's Level + their Charisma Modifier, also, while within Vitality's radius, they heal for 1d6 + your Charisma Modifier. Haste Provides Wisp and her allies an additional attack when taking the attack action as well as a 10 foot speed bonus. Shock retaliates against Wisp's enemies, While within the radius of Shock, enemies that damage Wisp and/or their allies that are within 30 feet of Wisp or ally of Wisp take Lightning damage equal to 2d6 + Wisp's Charisma modifier.
At 7th level, Vitality's healing increases to 2d6, Haste's speed bonus increases to 20 feet, Shock's damage dice increases to 4d6. At 13th level, Vitality's healing increases to 3d6, Haste's speed bonus increases to 30 feet, Shock's damage dice increases to 6d6. At 17th level, Vitality's healing increases to 4d6, Haste's speed bonus increases to 40 feet, Shock's damage dice increases to 8d6.
Wisp can have up to 6 Reservoirs at a time, that all last until combat is over.
- Will-O-Wisp
At 5th level, as a bonus action, Wisp can spend 1 to 3 energy points to teleport 30 to 90 feet away (1 energy point per 30 feet).
- Breach Surge
At 7th level, as an action, Wisp can spend 2 energy points to send an orb of light to a point up to 90 feet away, which bursts, affecting a 30 foot radius, enemies within that radius must make a wisdom saving throw or take 2d6 radiant damage and come under the effects of the spell enemies abound.
- Sol Gate
At 10th level, as an action, Wisp can spend 3 energy points to cast Disintegration that deals Radiant damage instead of force. For every type of Reservoir that is active, Disintegration is upcast by 1 spell level (up to a max of 9th level)
- Prime Evolution
At 18th level, Wisp becomes Wisp Prime, gaining a 10 foot bonus to speed, the radius of the Reservoirs increases to 90 feet, and a +4 bonus to Max energy points.
Koumei[edit]
Koumei save DC is: 8 + Charisma Modifier + Proficiency Bonus
- The Five Fates
At 1st level, upon reaching 5 melee strikes roll a fate die (d6), potentially increasing your strength based on the result.
results:
1 = receives -2 to hit and damage from melee attacks
2 = receives -1 to hit and damage from melee attacks
3 = nothing happens
4 = receives +1 to hit and damage from melee attacks
5 = receives +2 to hit and damage from melee attacks
6 = receives +3 to hit and damage from melee attacks
This effect lasts until the long rest and can only be active twice per long rest.
- Kumihimo
At 3rd level, Koumei spends 2 Energy to roll two fate dice (d6) and guide a Star Weaver in a straight line for a distance of 30 feet, weaving threads of fate into the environment as the star flies. Each thread of fate spans a length of 15 feet and remains active for 1 minute (only one Kumihimo active at a time). Each enemy creature that enters the area for the first time or starts its turn in the area to perform a Dexterity check; on a failed roll, it suffers the effects based on the result of the dice targeted; on a successful roll, it takes half the damage and does not receive the additional effect. (The number of fate dice increases to three at level 5, to four at level 7, to five at level 10, and to six at level 15).
Results: 1 = takes 1d4 slashing damage; on two dice with a result of 1, the damage is reduced to 1; and on three dice with a result of 1, it takes no damage or effects, regardless of the other dice.
2 = suffers d6 cold damage, and with two dice with a result of 2 the damage increases to 2d6 and is enchanted until the start of the next turn, with three results of 2 the damage increases to 4d6 and the duration of the enchanted effect lasts for 1 minute (for each 2 beyond the third increase the damage by 1d6).
3 = suffers d6 poison damage, with two dice with a result of 3 the damage increases to 2d6 and is poisoned at the start of the next turn, with three dice with a result of 3 the damage increases to 4d6 and is poisoned for 1 minute (for each 3 beyond the third increase the damage by 1d6).
4 = suffers d8 electrical damage, with two 4 results the damage increases to 2d8 and is restrained until the start of the next turn, with three 4 results the damage increases to 4d8 and the target is restrained for 1 minute (for each 4 beyond the third increase the damage by 1d8).
5 = suffers d8 energy damage, with two 5 results the damage increases to 2d8 and is stunned until the start of the next turn, with three 5 results the damage increases to 4d8 and is stunned for 1 minute (for each 5 beyond the third increase the damage by 2d8).
6 = suffers d10 of damage of your choice (cold, fire, poison, energy or electrical), with two results of 6 the damage increases to 2d10 and is paralyzed until the start of the next turn, with three results of 6 the damage increases to 4d10 and the paralyzed effect increases to 1 minute. (for each 6 beyond the third increase the damage by 2d10).
example of a combination: at level 10 an enemy fails the test and the result of the destiny dice are (1, 3, 3, 4, 5) he receives d4 slashing damage + 2d6 poison damage and is poisoned until the next turn + 1d8 electrical damage + d8 energy damage.
- Omikuji
At 5th level, Koumei spends 5 Energy to receive a sacred mission from Omikuji, fulfilling his fated challenge as a bonus secondary objective shown below. Roll 3 fate dice to define the challenge and if Koumei's total number of dice rolls is ≤ 12, a random penalty also afflicts Koumei during Omikuji's challenge. (The number of dice increases to four at level 7, to five at level 10 and to six at level 15).
Koumei challenges:
1 to 6 = kill 1d6 enemies while they are affected by a condition, in addition you are poisoned and suffer 1d6 poison damage whenever you perform your first action of the turn including a move action until the end of the challenge (this effect ignores resistance and immunity and cannot be removed).
7 to 12 = kill 1d6 enemies with melee attacks, in addition you suffer 1d6 fire damage whenever you perform your first action of the turn including movement action until the end of the challenge (this effect ignores resistance and immunity and cannot be removed).
13 to 18 = kill 1d6 enemies that are at least 30 feet away from you.
19 to 24 = kill 1d6 enemies that are being affected by some condition.
25 to 30 = kill 1d6 enemies with melee attack.
31 to 36 = fate aligns, receive the decree.
_you can only have one active mission at a time and can use an action to prematurely complete the mission without receiving the decrees, in addition for each mission completed the next one increases the number of murders required by one die (1d6>2d6>3d6...)._
Upon completion of the quest, roll 1d20 and receive one of the following decrees until your next long rest:
1 = Smoky Strike: Melee attacks are imbued with fire, dealing an additional 1d8 fire damage.
2 = Freezing Strike: Melee attacks are imbued with ice, dealing an additional 1d8 cold damage.
3 = Poisonous Touch: Melee attacks are imbued with poison, dealing an additional 1d8 poison damage, and every third melee attack on the same target leaves it poisoned.
4 = Irresistible Bombardment: gain +1 to the difficulty class of your skills.
5 = Vicious Barb: Critical damage is doubled.
6 = Double Torment: gain advantage when attacking an enemy that is affected by a condition.
7 = Majestic Strike: You can perform an additional attack on your attack action.
8 = Fault Finder: The number needed to perform a critical hit is reduced by 1.
9 = Fire Casting: Upon killing, deal 1d8 fire damage to all enemies within 15 feet.
10 = Envious Economy: Your abilities cost half the energy (rounded up).
11 = Morale Boost: At the start of each combat, recover 1d10 health or d6 energy.
12 = Greedy Healing: Recover 1d10 + your Charisma modifier whenever you kill an enemy.
13 = Tactical Repositioning: If you took damage in the previous turn, you can use the disengage action as a bonus action.
14 = Marauder's Nerve: Reduces all damage taken by 4 for each decree you have.
15 = Corrosive Sand: Reduces armor by 1 whenever you hit a creature with an attack, up to a maximum of -5.
16 = Temporal Acceleration: You and any number of friendly creatures within a 30-foot radius can perform 1 additional attack per attack action.
17 = Assassin's Rush: When casting an ability, you and any number of friendly creatures within a 30-foot radius gain an additional 15 feet of movement, and the number required for a critical hit is reduced by 1 until the end of your next turn.
18 = Rain of Vitality: When killing an enemy, recover 2d10 + your Charisma modifier from all friendly creatures within a 30-foot radius.
19 = Fortified Will: Increases your armor class and that of all friendly creatures within a 30-foot radius of you by +2.
20 = Brimon's Nerve: Upon killing you and your allies within 30 feet, you receive an additional action (this effect is only active once per turn).
- Omamori
At 7th level, Koumei can spend 7 Energy to surround himself with sacred Omamori amulets, with the number of amulets summoned equal to the total number of the 4 fate dice roll (d6). Each amulet lasts until your next long rest or until you consume it when taking damage, reducing the damage taken by 1d12 per amulet consumed. (You cannot use this ability again until you consume all the amulets.)
- Bunraku
At 10th level, Koumei spends 10 Energy to trap enemies within line of sight in a 170-degree cone spanning a distance of 60 feet. Bunraku entangles and lifts its targets like puppets with its strings of fate. All hostile creatures within the radius must make a Wisdom saving throw. On a successful save, they take 5d6 psychic damage, but nothing happens. On a failed save, they remain suspended in the air, dancing like puppets for 1 minute. In addition, roll 5 fate dice and apply the effects of the Kumihimo ability based on the result. Each subsequent turn while they are under the effect of Bunraku, reroll the 5 fate dice and apply its effects. (When activating this ability, it can only be activated again after 1 minute after its effects end.)
- Prime Evolution
At 18th level, Koumei becomes Koumei Prime, gaining a 15 foot bonus to speed, the radius of the Kumihimo increases to 90 feet, and a +4 bonus to Max energy points.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Warframe class, you must meet these prerequisites: Dexterity 13, Intelligence 13
Proficiencies. When you multiclass into the Warframe class, you gain the following proficiencies: Simple weapons, Acrobatics
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