Dyson Sphere Player Options

Wire Cutter This rogue archetype features a jumping, leaping, movement-centred playstyle with a focus on hit and run tactics and charging attacks. Wire cutters are propelled by kinetic springs that allow them to engage in vertical death-defying bouts and absorb the shock of a fall. Prerequisites Natural Athlete. Wire cutters require proficiency and expertise in Athletics.

Wire cutters require proficiency and expertise in Athletics. Physical Conditioning. Wire cutters require a minimum Strength and Dexterity score of 13. Preferences Weapon Preference. Wire cutters usually wield scimitars. Kinetic Springs When you take this archetype at 3rd level, your natural athleticism is enhanced by kinetic springs that dampen the impact of a fall and allow you to leap great distances. Your long jump is increased to 40 feet and your high jump is increased to 20 feet. Additionally, you don't take damage from a fall if your fall is less than 60 feet. At 9th level, your long jump increases to 80 feet and your high jump increases to 40 feet, and you don't take damage from a fall if your fall is less than 120 feet. At 17th level, your long jump increases to 120 feet and your high jump increases to 60 feet, and you do not take damage from a fall regardless of the height. Sudden Speed Starting at 3rd level, if you dash on your turn and move 30 feet or more in a straight line (including jumping, falling, or flying), you can apply sneak attack to the next attack you take on your turn. Springing Step At 9th level, your speed increases by 10 feet. Additionally, you don't require a running start to perform a long jump or high jump. Razor Wire Beginning at 13th level, you can use your bonus action to move up to your speed in a straight line in any direction, vertical or horizontal, without incurring opportunity attacks. If you do so, you can make one attack against all creatures of your choice within your reach at any point along that line. Once you have used this ability, you must complete a short or long rest before you can use it again. Boosters At 17th level, your speed increases by 10 feet, and you do not trigger opportunity attacks from movement on your turn.















































































Art from Blame! by Tsutomu Nihei

Pipe Friend This sorcerous origin features abilities centred around reading enemies' thoughts in combat. Pipe friends are otherwise non-magical people who have concocted a cocktail of medicine, mysticism, and underground deals to unlock latent psychic energy within their minds. Prerequisites Fanatic All-Rounder. Pipe friends require proficiency in brewer's tools, medicine, and persuasion.

Pipe friends require proficiency in brewer's tools, medicine, and persuasion. Racing Mind. Pipe friends require a minimum Intelligence and Charisma score of 13.

Pipe friends require a minimum Intelligence and Charisma score of 13. Psychic Cocktail. To retain their sorcerous powers, pipe friends must imbibe their cocktails once per day. Latent Psychic Energy Starting when you choose this sorcerous origin at 1st level, you learn the spell Detect Thoughts, and it is considered to always be active for you, with no need to spend a spell slot or expend components. Charisma is your spellcasting ability for this spell. You can activate or deactivate its effects with a bonus action. When you probe into another creature's mind, the effects of your probe end after one minute or until you probe another target, whichever happens first, or if the creature succeeds on their intelligence contest to end the effects early. The effects also end if you take damage and fail a concentration check, as per the rules of maintaining concentration. Note, however, that probing a creature doesn't count towards spells you are concentrating on. If the creature succeeds on their saving throw to resist being probed, or when the effects of the probing end, the creature becomes immune to your probing for 24 hours. You Cannot Surprise Me Starting at 6th level, you can choose to spend 1 sorcery point to use your bonus action (instead of your action) to probe into a creature's mind. Additionally, creatures have disadvantage on attacks against you so long as you are probing their mind. Painful Probing Beginning at 14th level, when you probe into a creature's mind, you can choose to spend 2 sorcery points to deal the creature an additional 10 (3d6) psychic damage if it fails the save. You can spend 1 sorcery point to deal this damage again as a bonus action so long as your probing hasn't ended yet. A creature reduced to 0 hit points by this ability is knocked unconscious and stabilised rather than killed. Maddening Revelations Starting at 18th level, when a creature fails its save against your probing, you can spend 4 sorcery points to flood the creature with the collected thoughts of all of your victims. The probed creature is stunned until your probing ends.

























































































Art from Blame! by Tsutomu Nihei