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    Skill Trees — Feature-to-Tree Migration Map

    This document defines the 11 shared skill trees that replace class-locked progression in Ashfall's point-buy system. Every ability in the game lives in one of these trees. Any character can enter any tree by spending Character Points (see Character Points), subject to prerequisites.


    Tree Architecture

    Each tree follows this structure:

    Tier CP Cost Level Gate Role
    Entry (Tier 1) 5 CP None Core mechanic access, at-will abilities, resource system unlock
    Mid (Tier 2) 10 CP T1 in same tree Specialization features, enhanced combat loops, resource expansion
    Advanced (Tier 3) 15 CP L5+, T2 in same tree Signature abilities, specialization capstones, powerful passives
    Capstone 25 CP L10+, 2x T3 in same tree Pinnacle ability, tree-defining power
    Signature 30 CP L15+, Capstone in tree Ultimate expression, legacy-defining

    Prerequisite chains are vertical (must buy within same tree) and horizontal (some abilities require abilities from a different tree). Horizontal prereqs are noted explicitly.

    Horizontal prerequisite definition: A horizontal prereq means you must have purchased at least one ability at the specified tier in the other tree before you can purchase this ability. The cross-tree purchase counts as depth investment in that other tree (for depth discounts and milestones) but does NOT count as depth in the tree containing the ability with the horizontal prereq. For example, "Horizontal prereq: T1 in Arcane Arts" means you need to have bought at least one Tier 1 ability from the Arcane Arts tree.

    Abbreviation note: CP = Character Points (this document). BP = Burnout Points (see MagicBurnout). These are separate systems with distinct abbreviations.


    Tree Summary

    # Tree Fantasy Primary Sources Resource System
    1 Martial Combat Melee mastery, stances, weapon techniques Warrior, Channeler (Battlemage), Mutant (Apex)
    2 Ranged Combat Firearms, precision, explosives, called shots Gunslinger, Scavenger (ranged)
    3 Stealth & Subterfuge Infiltration, assassination, evasion Operative, Infiltrator Intel Dice (if Infiltrator branch)
    4 Arcane Arts Spell crafting, metamagic, burnout, cantrips Mystic Spell Slots, Burnout
    5 Psionic Disciplines Focus, telekinesis, telepathy, psychokinesis Psion Focus (0-10+MIG)
    6 Technology Drones, hacking, gadgets, augmentation Technician, Infiltrator (tech ops)
    7 Leadership & Social Commands, inspiration, negotiation, manipulation Diplomat, Warrior (Warlord), Infiltrator (Handler)
    8 Survival & Scavenging Salvage, improvised combat, traps, wasteland adaptation Scavenger Salvage Dice
    9 Medicine Healing, stims, surgery, pharmacology, poison Medic Spell Slots (partial)
    10 Mutation Physical mutations, adaptation, feral combat Mutant Strain Dice
    11 Divine Channeling Channel energy, smites, spirits, devotion Channeler Spell Slots, Channel Energy

    Tree 1: Martial Combat

    Fantasy: Close-quarters combat mastery — stances, weapon techniques, battlefield dominance.

    Tier 1 (Entry) — 5 CP each

    Ability Source Mechanic
    Combat Stance Warrior L1 Switch between Aggressive/Defensive/Balanced stances. Core combat loop entry.
    Power Strike Warrior skill tree (Combat Mastery T1) +1d6 melee damage, 1/turn.
    Armor Mastery Warrior skill tree (Fortification T1) Reduce physical damage by 2.
    Mutagen Physiology Mutant L1 Proficiency with natural weapons (1d6+MIG). Horizontal prereq for Mutation tree.
    Weapon Specialization Warrior L2 Choose one weapon group: +1 damage (scales +2 at L10, +3 at L15).
    Divine Strike Channeler skill tree (Battle Channeling T1) +1d8 radiant/necrotic on melee hit. Horizontal prereq: T1 in Divine Channeling.

    Tier 2 (Mid) — 10 CP each

    Ability Source Mechanic
    Extra Attack Warrior L3, Channeler L3 When using 1 action to Strike, make two attacks. If you have Extra Attack from multiple trees, you benefit from only one instance per action (your choice each turn). Does not stack with Ranged Combat Extra Attack.
    Cleave Warrior skill tree (Combat Mastery T2) Free attack on adjacent enemy when you kill a creature.
    Shield Wall Warrior skill tree (Fortification T2) Grant adjacent ally your shield's DV bonus.
    War Magic Channeler (Battlemage) L6 When casting cantrip, make one weapon attack as part of same action. Gain 1 Conduit Charge. Horizontal prereq: T1 in Arcane Arts or Divine Channeling.
    Rage Warrior (Berserker) L6 +2 melee damage, advantage on MIG checks, resistance to physical. Cannot cast spells. END mod uses/SR.
    Reckless Strike Warrior (Berserker) L8 Attack recklessly: advantage on melee attacks, attacks against you have advantage.
    Coordinated Strike Warrior (Warlord) L8 When you hit in melee, next ally attacking same target has advantage.

    Tier 3 (Advanced) — 15 CP each, Level 5+

    Ability Source Mechanic
    Devastating Critical Warrior skill tree (Combat Mastery T3) Triple crit damage on melee attacks.
    Immovable Object Warrior skill tree (Fortification T3) Cannot be moved against your will.
    Commander's Presence Warrior skill tree (Tactical Operations T3) Allies within 30 ft add proficiency to initiative.
    Fortress Stance Warrior (Vanguard) L8 2 Actions: you and allies within 10 ft gain +2 DV and resistance to chosen damage type.
    Conduit Strike Channeler (Battlemage) L8 Spend Conduit Charges on melee hit for bonus damage + rider effects. Horizontal prereq: War Magic.
    Savage Critical Warrior (Berserker) L8 Melee crits deal triple damage.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Unbreakable Warrior L5 (upgraded to capstone power level) When reduced to 0 HP: drop to 1 HP, gain temp HP = 2x level, advantage on attacks while temp HP active, Grit always active. 1/LR.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Titan's Stand Warrior L20 1 min: immunity to forced movement/prone/stunned/paralyzed/restrained, 30 temp HP/turn start, +3d6 melee damage, melee attacks hit all enemies within 5 ft. 1 exhaustion on end. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Athletics or Intimidation
    • Journeyman (30 CP): Grit — when at/below half HP, reduce all incoming damage by END mod (min 1)
    • Master (50 CP): +1 to melee attack rolls

    Tree 2: Ranged Combat

    Fantasy: Firearms mastery, precision shooting, demolitions, mobile gunfighting.

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Steady Aim Gunslinger L1 1 Action: next ranged attack this turn has advantage. Cannot have moved more than 10 ft.
    Lethal Precision Gunslinger L1 Add AGI mod to ranged weapon damage rolls.
    Long Shot Gunslinger skill tree (Marksmanship T1) Double weapon range.
    Field Maintenance Gunslinger skill tree (Gunsmith T1) Repair firearms in 10 min.
    Evasive Maneuvers Gunslinger skill tree (Skirmisher T1) Ignore difficult terrain, no OA when moving.
    Shrapnel Throw Scavenger skill tree (Scrapper T1) Thrown weapons splash 1d4 to adjacent creatures.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Extra Attack (Ranged) Gunslinger L3 When using 1 action to Strike with ranged weapon, make two attacks. Does not stack with Martial Combat Extra Attack.
    Called Shot Gunslinger L2 2 Actions, -5 to hit: choose Head (+2d6), Legs (halve movement), Arms (Fortitude save or disarm).
    Sniper's Focus Gunslinger skill tree (Marksmanship T2) +2 ranged if stationary.
    Custom Modifications Gunslinger skill tree (Gunsmith T2) +1 damage, +1 modifier option on weapon.
    Combat Roll Gunslinger skill tree (Skirmisher T2) Move + attack during movement, 1/SR.
    Explosives Expert Gunslinger (Demolitionist) L6 Craft grenades, 15 ft radius, 3d6 fire/force.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    One Shot, One Kill Gunslinger skill tree (Marksmanship T3) Maximize ranged damage, 1/SR.
    Masterwork Weapon Gunslinger skill tree (Gunsmith T3) +1d6 damage, no jams.
    Hit and Run Gunslinger skill tree (Skirmisher T3) 15 ft free move after ranged attack.
    Kill Shot Gunslinger (Sharpshooter) L8 3 Actions: +3d6 damage, ignores cover.
    Gun-Fu Gunslinger (Trick Shot) L8 No OA for ranged attacks within 15 ft, +1d6 damage within 15 ft.
    Shaped Charge Gunslinger (Demolitionist) L8 Shape explosives as cone or line.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Dead Eye Gunslinger L5 (upgraded) Declare before attack: auto-crit on hit, wasted on miss. 2/SR at capstone tier.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Perfect Storm Gunslinger L20 1 min: attack every enemy in range each turn (max AGI+prof targets), +1d6 per hit, no ammo consumption, ignore cover, advantage on ranged attacks. Disadvantage on ranged for 1 hr after. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Perception or Survival
    • Journeyman (30 CP): Quick Draw — draw/stow weapons as free action, +2 initiative
    • Master (50 CP): +1 to ranged attack rolls

    Tree 3: Stealth & Subterfuge

    Fantasy: Infiltration, assassination, intelligence gathering, evasion, deception.

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Sneak Attack Operative L1 +1d6 on hit with advantage or flanking. Scales: +2d6 (10 CP total in tree), +3d6 (20 CP), +4d6 (30 CP), +5d6 (45 CP), +6d6 (60 CP). Scaling tied to total CP in this tree. Thresholds lowered from original draft (70→60 for 6d6) to reduce opportunity cost — 60 CP is still ~30% of the total budget, ensuring Sneak Attack remains a defining investment.
    Expertise Operative L1 Choose 2 proficient skills: double proficiency bonus.
    Cunning Action Operative L2 1 Action: Dash, Disengage, or Hide.
    Assess Target Infiltrator L1 1 Action: learn one fact about target, +2 attacks/Deception/Insight vs target for 1 hr.
    Intel Dice Infiltrator L1 Gain Intel Dice pool (INT mod + proficiency, min 3 d6). Replenish on SR. Resource system entry.
    Silent Takedown Operative skill tree (Wetwork T1) Kill unaware target below HP threshold.
    Locksmith Operative skill tree (Infiltration T1) +5 lockpicking, half time.
    Deep Cover Infiltrator skill tree (Tradecraft T1) 2 cover identities, resist divination.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Uncanny Dodge Operative L3 Reaction: halve damage from seen attacker, 1/round.
    Exploit Weakness Infiltrator L3 On hit vs Assessed target: 1 Intel Die → +1d6 + rider effect.
    Contingency Infiltrator L2 Reaction: prepared responses (anticipated this, I have what we need, etc.).
    Assassinate Operative skill tree (Wetwork T2) Auto-crit from stealth on surprise round.
    Security Bypass Operative skill tree (Infiltration T2) Hack electronic locks, disable alarms.
    Counter-Intelligence Infiltrator skill tree (Tradecraft T2) Advantage vs surveillance/scrying.
    Turn Asset Infiltrator skill tree (Subversion T2) PRE check to recruit NPC informant.
    Coordinated Exploit Infiltrator skill tree (Field Ops T2) Allies +1 to attacks vs Assessed targets.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Ghost Strike Operative L5 Hidden attack auto-crits, FORT DC 15 or stunned. 1/SR.
    Evasion Operative (Shadow) L6 Reflex save for half → no damage on success, half on fail.
    Death Strike Operative skill tree (Wetwork T3) Double Sneak Attack damage, 1/SR.
    Ghost Walk Operative skill tree (Infiltration T3) Invisible 1 min, no sound, 1/SR.
    Master of Faces Infiltrator skill tree (Tradecraft T3) Unlimited cover identities, perfect impersonation.
    Kill Order Infiltrator skill tree (Field Ops T3) Allies crit on 19-20 vs Assessed target, 1/SR.
    Mastermind Infiltrator L5 Intel Briefing, Double Agent, or Extraction Protocol. 1/SR, 3 Intel Dice.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Execution Operative (Assassin) L10 Study 1 round, then attack: if target < 5x your level HP, FORT DC 18 or die. 1/LR.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Shadow Sovereign Operative L20 1 min: disadvantage on attacks vs you, advantage on your attacks, Sneak Attack on every hit, 30 ft teleport/turn, immune to grapple/restrain. Disadvantage on Stealth 1 hr after. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Stealth or Deception
    • Journeyman (30 CP): Prepared for Anything — cannot be surprised, +2 initiative
    • Master (50 CP): +1 to attack rolls against targets that haven't acted this combat

    Tree 4: Arcane Arts

    Fantasy: Spell crafting, metamagic, cantrips, burnout management, arcane defense.

    Tier 1 — 5 CP each

    Arcane Arts entry structure: Two of this tree's Tier 1 abilities — Cantrips and Spell Crafting — are independent entry points into the spellcasting system. A character who wants only at-will damage can invest 5 CP in Cantrips alone. A character who wants both cantrips and spell slots invests 10 CP total (5 CP for each). This dual-entry structure is deliberate: it lets non-casters dip for cantrip damage without being required to purchase spell slots.

    Ability Source Mechanic
    Cantrips Mystic L1 Learn 3 cantrips (matching current Mystic L1). At-will, add INT mod to damage. Scale +1 die at L5/L11/L17. Entry ability — grants cantrip access.
    Spell Crafting (Basic) Mystic L1 Access to the Sigil System for modular spell crafting. Grants 1st-level spell slots (2 slots). Resource system entry.
    Mage Armor Mystic skill tree (Arcane Defense T1) DV = 13 + AGI mod for 8 hrs.
    Spell Lore Mystic skill tree (Esoteric Knowledge T1) Identify any spell within 60 ft.
    Elemental Focus Mystic skill tree (Elemental Mastery T1) +1 damage per die on chosen element.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Spell Slots (Expanded) Mystic progression Gain 2nd-level spell slots. Total: 3 first / 2 second.
    Ritual Casting Mystic L2 Cast known spells as ritual without consuming slot (10 min + 10 min/level).
    Arcane Recovery Mystic L3 Recover spell slots totaling half level, 1/SR.
    Counterspell Mystic L4 Reaction: INT check DC 10+spell level to negate spell within 60 ft. 1/SR.
    Arcane Shield Mystic skill tree (Arcane Defense T2) Reaction: +5 DV until start of next turn.
    Elemental Penetration Mystic skill tree (Elemental Mastery T2) Disadvantage on saves vs chosen element spells.
    Arcane Sight Mystic skill tree (Esoteric Knowledge T2) See magical auras, invisible creatures, illusions within 30 ft.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Spell Slots (Advanced) Mystic progression Gain 3rd-4th level spell slots.
    Signature Spell Mystic L5 Choose one 1st or 2nd-level spell: cast at-will without slot.
    Elemental Affinity Mystic (Elementalist) L6 Choose element: add INT mod to damage, change any spell's damage type. Gain Resonance system.
    Portent Mystic (Seer) L6 Roll 2d20 after long rest; replace any visible creature's roll with portent die.
    Soul Harvest Mystic (Necromancer) L6 Gain Soul Essence when creatures die within 30 ft. Raise Servant, Life Drain.
    Spell Reflection Mystic skill tree (Arcane Defense T3) Redirect attack after Arcane Shield causes miss.
    Elemental Apotheosis Mystic skill tree (Elemental Mastery T3) Maximize damage dice 1/SR.
    Forbidden Grimoire Mystic skill tree (Esoteric Knowledge T3) Learn one spell from any tree's spell list.

    Capstone — 25 CP, Level 9+

    Ability Source Mechanic
    5th-Level Spell Access Mystic progression Gain 5th-level spell slots (L9+). Includes Cataclysm (Elementalist L10), Foresight Echo (Seer L10), Death's Embrace (Necromancer L10) as signature options.
    6th-Level Spell Access Mystic progression Gain 6th-level spell slots (L11+). Milestone unlock within Capstone tier — no additional CP cost beyond the Capstone purchase.
    7th-Level Spell Access Mystic progression Gain 7th-level spell slots (L13+). Milestone unlock within Capstone tier — no additional CP cost beyond the Capstone purchase. Unlocks at L13+ per magic.md full caster table.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Arcane Singularity Mystic L20 1 min: cast any 5th-level spell without slot, two spells/turn, spell DC +3, ignore material components, Counterspell-proof. 2 Burnout on end. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Arcana or Investigation
    • Journeyman (30 CP): Arcane Ward — casting 1st+ level spell grants temp HP = 2x spell level (stacks with self, max 2x level). Auto-unlock: 2nd-level spell slots — if you do not already have 2nd-level spell slots from purchasing Spell Slots (Expanded), you gain them automatically at this milestone. This does not grant additional slots beyond the standard progression; it ensures characters who invest deeply in Arcane Arts reach 2nd-level spell access without being forced to buy every intermediate ability in sequence.
    • Master (50 CP): +1 to spell save DCs. Auto-unlock: 3rd-level spell slots — if you do not already have 3rd-level spell slots from purchasing Spell Slots (Advanced), you gain 3rd-level slots automatically at this milestone. Characters who purchased Spell Slots (Advanced) explicitly are unaffected — this milestone only triggers for those who reached 50 CP depth via other ability purchases in the tree.
    • Expert (60 CP): Auto-unlock: 4th-level spell slots — if you do not already have 4th-level spell slots, you gain them automatically at this threshold. This is the final auto-unlock tier; 5th-level and higher slots remain gated behind the Capstone.

    Tree 5: Psionic Disciplines

    Fantasy: Psionic power via the Focus system — telekinesis, telepathy, psychokinesis.

    Species Restriction: Biological only (no Synthetics).

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Psionic Awakening Psion L1 Choose 2 of 3 disciplines (Telekinesis, Telepathy, Psychokinesis). Entry ability — grants Focus system (track 0-10+MIG).
    Psi Strike Psion L1 1d8+WIS force, 60 ft, at-will. +1 Focus. Scales 2d8/3d8/4d8.
    Centering Psion L2 1 Action: reduce Focus by 1d4, gain temp HP = reduction. End charmed/frightened/dazed.
    Thought Shield Psion skill tree (Mental Fortress T1) +1 Will saves, reduce psychic damage by WIS mod.
    Efficient Focus Psion skill tree (Focus Control T1) Centering reduces 1d6 instead of 1d4.
    Enhanced Psi Strike Psion skill tree (Kinetic Mastery T1) At Heightened+: +1d8 force damage.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Discipline Surge Psion L2 Kinetic Wave, Psychic Lance, or Force Eruption. +2 Focus each.
    Psionic Resilience Psion L3 Resistance to psychic damage, advantage vs charmed/frightened. Gain 3rd discipline.
    Twin Strike Psion skill tree (Kinetic Mastery T2) Target 2 creatures within 5 ft, +1 Focus total.
    Psionic Feedback Psion skill tree (Mental Fortress T2) Melee attackers take WIS mod psychic damage.
    Sustained Power Psion skill tree (Focus Control T2) Thresholds activate 1 level lower.
    Telekinetic Grip Psion (Kineticist) L6 Restrain target within 60 ft, 1d8 dmg/turn. +1 Focus.
    Mind Probe Psion (Telepath) L6 Read surface thoughts, 60 ft, concentration. +1 Focus.
    Psionic Aegis Psion (Warden) L6 Reaction: reduce ally damage by 1d8+WIS, you take half. +1 Focus.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Psionic Overcharge Psion L5 Set Focus to 7 for 3 rounds: +1d6 psychic, DCs +2. Focus → 0, gain 1 exhaustion after. 1/SR.
    Psionic Cataclysm Psion skill tree (Kinetic T3) 30 ft radius, 4d8+WIS force, Reflex half. +4 Focus. 1/LR.
    Mental Bastion Psion skill tree (Mental Fortress T3) Reaction: allies in 15 ft resist all damage until next turn. +3 Focus. 1/SR.
    Perfect Balance Psion skill tree (Focus Control T3) WIS save DC 15 to avoid Backlash at threshold. 1/SR.
    Kinetic Barrage Psion (Kineticist) L8 3d8+WIS to 3 creatures, Reflex half, push on fail. +2 Focus.
    Dominate Psion (Telepath) L8 Will save: command one action. +2 Focus.
    Psionic Ward Psion (Warden) L8 15 ft radius: allies +1 saves, hostile magic must beat Will save. +2 Focus.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Telekinetic Maelstrom Psion (Kineticist) L10 20 ft vortex, 3d8+WIS/turn, difficult terrain, pull 10 ft. Concentration, 1 min. +3 Focus. 1/LR.
    Psychic Domination Psion (Telepath) L10 Full mind control, 1 min, concentration. +4 Focus. 1/LR.
    Psionic Fortress Psion (Warden) L10 20 ft dome: allies resist all damage (you take it), 2d8 force entry. 1 min. +3 Focus. 1/LR.

    (Choose one capstone — these represent branching mastery within the tree.)

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Psychic Apotheosis Psion L20 1 Action: unleash a 60 ft radius psychic shockwave. Every creature in range makes a Will save (DC = 10 + proficiency + WIS). Failure: 6d8+WIS psychic damage and stunned until end of their next turn. Success: half damage, not stunned. You gain +5 Focus at activation (likely triggering Backlash — this is intentional). Then, for 1 minute: your mind operates at a level beyond mortal comprehension. All psionic save DCs increase by +3, Psi Strike may be used as a free action once per turn (your action is still available for other actions), and creatures that fail saves against your abilities are dazed (−2 all checks) for an additional round after any other effects end. At the end of 1 minute: your Focus drops to 0 and you gain 2 exhaustion. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Perception or Insight
    • Journeyman (30 CP): Psionic Resilience — resistance to psychic damage, advantage vs charmed/frightened
    • Master (50 CP): +1 to psionic save DCs (abilities requiring Will saves)

    Tree 6: Technology

    Fantasy: Drones, hacking, gadgets, augmentation, electronic warfare.

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Neural Interface Technician L1 INT (Technology) check to access/override devices within 30 ft.
    Jury-Rig Technician L1 DC 12 Tech check to temporarily repair broken device (1 hr).
    Drone Companion (Basic) Technician L2 Gain drone: HP 10+INT+(5×level), DV 12+prof, 30 ft fly, Scout/Carry/Distract/Shock. Resource system entry — grants drone.
    Modular Upgrades Technician skill tree (Engineering T1) Drone upgrade: armor plating, weapon mount, or stealth module.
    System Breach Technician skill tree (Cyberwarfare T1) Advantage on Tech checks to hack/disable.
    Subdermal Plating Technician skill tree (Augmentation T1) +1 DV (stacks with armor), -1 Humanity.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Overclock Technician L3 Boost weapon (+1d6), armor (+2 DV), or drone 1 Action (+) for 1 min. 1/SR.
    Rapid Assembly Technician skill tree (Engineering T2) Rebuild drone in 1 hr; two drones simultaneously.
    Digital Ghost Technician skill tree (Cyberwarfare T2) Erase intrusion traces.
    Reflex Boosters Technician skill tree (Augmentation T2) +2 initiative, advantage on Reflex saves, -1 Humanity.
    Advanced Drone Technician (Engineer) L6 Drone +10 HP, +2 DV, ranged attack 1d6+INT.
    System Breach (Combat) Technician (Hacker) L6 Control systems for 1 min, 60 ft, concentration.
    Efficient Integration Technician (Augmenter) L6 Reduce augmentation Humanity cost by 1 (min 1).

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Masterwork Technician L5 Craft gadget replicating 1st-2nd level spell (100 scrap, single use, max 3 carried). 1/LR.
    Siege Engine Technician skill tree (Engineering T3) Build combat turret (50 HP, DV 15, 2d8 dmg).
    Neural Assault Technician skill tree (Cyberwarfare T3) 30 ft, Will save: 3d8 psychic + stunned. 1/SR.
    Neural Overclock Technician skill tree (Augmentation T3) +2 INT checks, 60 ft interface, dual-device control. 1 min, 1/SR.
    Deployable Turret Technician (Engineer) L8 HP 20, DV 14, 2d6+INT at 60 ft. 1/SR.
    Neural Spike Technician (Hacker) L8 60 ft, Will save: 3d8 lightning + stunned. 1/SR.
    Combat Augments Technician (Augmenter) L8 Choose 2: Retractable Blade, Integrated Firearm, Dermal Plating, Enhanced Optics.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Masterwork Construct Technician (Engineer) L10 HP 40, DV 16, 2×1d8+INT attacks. 8 hrs. 1/LR.
    Total System Override Technician (Hacker) L10 Control all electronic systems within 100 ft for 10 min. 1/LR.
    Apotheosis Protocol Technician (Augmenter) L10 1 min: +2 all attributes, +2 DV, +10 ft speed, +2d6 weapon damage. 2 exhaustion after. 1/LR.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Masterwork Protocol Technician L20 1 min: control devices within 120 ft, auto-hack, +5 DV shield, drone → Huge (80 HP, DV 18, 4d8 dmg). 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Technology or Science
    • Journeyman (30 CP): Jury-Rig improvements — natural 20 = permanent fix, natural 15+ = full day duration
    • Master (50 CP): +1 to Technology skill checks and drone attack rolls

    Tree 7: Leadership & Social

    Fantasy: Inspiration, tactical commands, negotiation, social manipulation, fear.

    Incorporates features from Diplomat (all), Warrior (Warlord), and Infiltrator (Handler). The tactical command sub-branch is integrated here rather than as a separate tree.

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Commanding Presence Diplomat L1 Free Action, 1/round: one ally within 30 ft gains +1d4 to next attack or save.
    Silver Tongue Diplomat L1 Advantage on Persuasion/Deception for first interaction with any individual/group.
    Inspire Diplomat L2 1 Action: allies within 30 ft gain temp HP = PRE mod + level. PRE mod uses/SR.
    Tactical Insight Diplomat skill tree (Leadership T1) Grant ally +2 to next attack.
    Sow Doubt Infiltrator skill tree (Subversion T1) Will save or -2 to next attack/check. 1/SR.
    Menacing Presence Diplomat skill tree (Manipulation T1) Frighten enemies within 10 ft.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Read the Room Diplomat L3 Contested WIS vs PRE: learn emotional state, detect deception.
    Duck and Cover Diplomat L1 Reaction: halve incoming damage. PRE mod uses/SR.
    Battle Orders Diplomat (Commander) L6 1 Action: up to 3 allies, choose Fortify/Reposition/Empower.
    Tactical Command Warrior (Warlord) L6 1 Action: ally within 30 ft uses reaction for move or attack.
    Silver-Tongued Devil Diplomat (Negotiator) L6 Persuasion vs Will to compel non-hostile creature. 1/SR.
    Dread Presence Diplomat (Demagogue) L6 30 ft aura: escalating fear as enemies drop.
    Incite Diplomat (Demagogue) L6 Will save: redirect aggression, break formation, sow doubt. PRE mod/SR.
    Build Network Infiltrator (Handler) L6 Recruit contacts (max PRE mod) for small favors.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Rally Cry Diplomat L5 60 ft: heal 2d8+PRE, end one condition, advantage on next attack/save. 1/LR.
    Hold the Line Diplomat (Commander) L8 Reaction: ally at 0 HP drops to 1 instead. PRE mod/LR.
    War Cry Diplomat (Commander) L8 30 ft: enemies Will save or frightened, allies +2 attacks.
    Ceasefire Diplomat (Negotiator) L8 60 ft: enemies Will save or cannot attack 1 round. 1/SR.
    Psychic Fracture Diplomat (Demagogue) L8 30 ft: Will save or Frightened 1 min; cascading fear effects. 1/SR.
    Battlefield Commander Diplomat skill tree (Leadership T3) Grant ally extra action, 1/SR.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Supreme Commander Diplomat (Commander) L10 1 min: allies within 60 ft choose extra action, +3 DV, or advantage on attacks each turn. 1/LR.
    Mass Hysteria Diplomat (Demagogue) L10 60 ft: Will DC 18 or confused 1 min. 1/LR.
    Spymaster's Gambit Infiltrator (Handler) L10 Entire contact network activates: Mass Distraction, Extraction, or Intelligence Coup. 4 Intel Dice. 1/LR.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Mandate of the People Diplomat L20 120 ft: Will DC 20 or regard you as authority figure for 1 hr. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Persuasion or Intimidation
    • Journeyman (30 CP): Battle Plan — allies who can hear you gain +2 initiative at combat start
    • Master (50 CP): Commanding Presence die increases to 1d8

    Tree 8: Survival & Scavenging

    Fantasy: Wasteland resourcefulness — salvage, improvised combat, traps, environmental mastery.

    (Note: Scavenger's d8 HP upgrades to Survivor chassis d10 — an intentional chassis-era improvement reflecting the Survivor's physical resilience baseline.)

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Scrounger's Instinct Scavenger L1 Advantage on Perception/Investigation; find 1d4 Salvage after combat/10 min search.
    Improvised Arsenal Scavenger L1 Proficient with all improvised weapons (1d8 damage, range 20/60).
    Salvage Dice Scavenger L1 Gain Salvage Dice pool (proficiency + END mod, min 3 d6). Replenish on SR. Resource system entry.
    Efficient Salvage Scavenger skill tree (Salvager T1) +2 to pool; rolling 6 doesn't expend die.
    Wasteland Gut Scavenger skill tree (Survivor T1) Advantage vs poison/disease/radiation; half rations.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Makeshift Solution Scavenger L2 1 Action, 1 Salvage Die: Improvised Cover, Caltrops, or Quick Patch.
    Scrapyard Strike Scavenger L3 On hit with improvised weapon: 1 Salvage Die → +1d6 + status rider.
    Field Strip Scavenger skill tree (Salvager T2) Destroy item → Salvage Dice equal to tier.
    Reinforced Scraps Scavenger skill tree (Survivor T2) +1 DV on scavenged armor (10 min SR).
    Relentless Scrapper Scavenger skill tree (Scrapper T2) Free thrown attack on kill.
    Supply Line Scavenger (Packrat) L6 Makeshift Solution at 30 ft range.
    Jury-Rig Device Scavenger (Tinkerer) L6 Flash Bang, Shock Trap, or Smoke Canister (max 2 active).

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Wasteland Ingenuity Scavenger L5 1 Action, 1/SR, 3 Salvage Dice: Scrap Bomb, Jury-Rigged Armor, or Field Innovation.
    Treasure Hunter Scavenger skill tree (Salvager T3) Dice become d8s; find Tier 3 item 1/LR.
    Scrapyard Champion Scavenger skill tree (Scrapper T3) Improvised weapons 1d10, Scrapyard Strike bonus 1d8.
    Hard to Kill Scavenger skill tree (Survivor T3) Reaction, 2 Salvage Dice: reduce damage by 2d6+END; advantage death saves.
    Wrecking Ball Scavenger (Junker) L8 2 Actions: attack all creatures within 5 ft, each can trigger Scrapyard Strike.
    Overcharged Creations Scavenger (Tinkerer) L8 Devices +1d6 dmg, DCs +2, max 3 active.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Scrap Storm Scavenger (Junker) L10 1 min: 1d12 improvised weapons, free Scrapyard Strike, +2 DV. 1 exhaustion on end. 1/LR.
    Quartermaster's Cache Scavenger (Packrat) L10 All allies 30 ft: 2d6+END temp HP, +1 attacks, Makeshift Solution each. 4 Salvage Dice. 1/LR.
    Masterwork Improvisation Scavenger (Tinkerer) L10 Scrap Mech Suit, EMP Bomb, or Mobile Barricade. 3 Salvage Dice. 1/LR.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Wasteland's Chosen Scavenger L20 1 Action: for 1 minute, the Wasteland itself recognizes you as its master. You gain the following benefits simultaneously: Adaptive Immunity — resistance to fire, cold, lightning, acid, and poison damage; Environmental Fury — once per turn when you deal damage, you may spend 1 Salvage Die to add 2d8 environmental damage of any type available in the current terrain (GM determines eligible types: fire in burning rubble, cold in frozen wastes, acid in chemical dumps, etc.); Improvised Mastery — improvised weapons deal 1d12 damage and your Scrapyard Strike bonus increases to 2d8, triggering on every hit without expending Salvage Dice; Wasteland Camouflage — you cannot be tracked by non-magical means, you have advantage on Stealth checks, and creatures have disadvantage on Perception checks made to locate you. At the end of 1 minute: your Salvage Dice pool fully replenishes. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Survival or Investigation
    • Journeyman (30 CP): Adaptive Response — first time taking specific damage type each encounter, gain resistance until end of next turn
    • Master (50 CP): +1 to improvised weapon attack rolls and Salvage Die results

    Tree 9: Medicine

    Fantasy: Healing, stims, surgery, pharmacology, poison — keeping allies alive and enemies debilitated.

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Field Medic Medic L1 1 Action: touch, restore 1d6+WIS HP. Scales 2d6/3d6. WIS mod uses/SR. Entry ability.
    Triage Medic L1 Free Action: learn exact HP of visible allies (60 ft), identify conditions.
    Preventive Care Medic L1 1 Bonus Action: grant DR 2 vs next damage (10 min). WIS mod/SR.
    Rapid Suture Medic skill tree (Trauma Surgery T1) Field Medic +1d6 healing.
    Stimpack Crafter Medic skill tree (Pharmacology T1) SR: craft 1d4 stims (heal 1d8+2).
    Protective Injection Medic skill tree (Field Support T1) Grant ally temp HP.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Emergency Stabilization Medic L2 Stabilize dying creature, restore 1 HP. At-will.
    Combat Medic Medic L3 Healing provokes no OA; move half speed while healing; advantage on Medicine in combat.
    Spell Slots (Medical) Medic L1 (half-caster) Gain 1st-2nd level spell slots for medical/buff spells. Half-caster resource — matches current Medic progression.
    Mass Triage Medic skill tree (Trauma Surgery T2) Field Medic targets 3 allies within 10 ft.
    Poison Crafter Medic skill tree (Pharmacology T2) Craft poisons (2d6 dmg, DC 13 save).
    Greater Restoration Medic skill tree (Field Support T2) Remove 1 condition.
    Trauma Response Medic (Field Surgeon) L6 Reaction: move to ally at half HP, Field Medic as reaction.
    Combat Stimulants Medic (Pharmacist) L6 1d8+WIS temp HP + +2 DV, 1 min. WIS mod/SR.
    Toxic Strike Medic (Plague Doctor) L6 +1d6 poison on hit, FORT save or poisoned.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Expanded Medical Casting Medic progression Access 3rd-4th level medical spell slots.
    Miracle Worker Medic L5 Resurrection (dead < 1 min) OR Cure All. 1/LR.
    Battlefield Surgeon Medic skill tree (Trauma Surgery T3) Field Medic as bonus action.
    Performance Enhancers Medic skill tree (Pharmacology T3) Grant ally +2 attacks for 1 min.
    Prevent Death Medic skill tree (Field Support T3) Ally auto-stabilizes at 0 HP. 1/LR.
    Emergency Surgery Medic (Field Surgeon) L8 3 Actions: heal 4d8+WIS, remove lingering injury. 1/SR.
    Miasma Medic (Plague Doctor) L8 15 ft poison cloud, 2d6, FORT save or poisoned. Concentration, 1 min. 1/SR.
    Masterwork Serum Medic (Pharmacist) L10 Craft serum: +2 attribute 24 hrs, immunity 1 hr, or regen 1d4/round 10 min. 1/LR.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Master Healer's Repertoire Medic progression Access 5th-level medical spell slots. Partial caster cap.
    Lazarus Protocol Medic (Field Surgeon) L10 Revive dead ≤ 10 min at 1 HP + 3 exhaustion; OR fully heal + remove all conditions on living. 1/LR.
    Outbreak Medic (Plague Doctor) L10 Touch: target becomes disease carrier, 3d6 necrotic spread within 10 ft. 1/LR.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Phoenix Protocol Medic L20 Touch: full HP, remove all conditions/diseases/injuries/exhaustion. Dead ≤ 1 hr: revive at full. You gain 4 exhaustion. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Medicine or Nature
    • Journeyman (30 CP): Adrenaline Surge — reaction: reduce incoming damage by WIS mod. WIS mod/SR. Auto-unlock: 1st–2nd level medical spell slots — if you do not already have medical spell slots from purchasing Spell Slots (Medical), you gain 1st-level medical spell slots at this milestone. Medicine is a partial caster; this auto-unlock reflects a healer who has invested deeply in the tree and expects baseline casting access.
    • Master (50 CP): +1 to healing rolls and poison save DCs. Auto-unlock: 3rd-level medical spell slots — if you do not already have Expanded Medical Casting, you gain 3rd-level medical slots automatically at this milestone. Medicine's slot ceiling remains 5th level (Capstone: Master Healer's Repertoire) — this milestone only advances within that cap.

    Tree 10: Mutation

    Fantasy: Physical mutations, adaptive biology, feral combat, monstrous transformation.

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Mutations Mutant L1 Choose 3 mutations from list. 2 active at once. Each provides passive + surge rider. Entry ability — grants mutation system.
    Strain Dice Mutant L1 Gain Strain Dice pool (proficiency + END mod, min 3 d6). Replenish on SR. Resource system entry.
    Adapt Mutant L2 1 Action: swap active mutation for dormant one.
    Savage Strikes Mutant skill tree (Apex Predator T1) Crits deal triple damage.
    Damage Reduction Mutant skill tree (Thick Hide T1) Reduce physical damage by 1 (DR 2 at L9).
    Quick Adapt Mutant skill tree (Rapid Adaptation T1) Adapt as free action 1/turn.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Mutation Surge Mutant L3 On hit with natural weapon: 1 Strain Die → +1d6 + surge rider (DC 8+prof+MIG).
    Adaptive Response Mutant L2 First time taking specific damage type each encounter: gain resistance until end of next turn.
    Multi-Limb Attack Mutant skill tree (Apex T2) Free secondary natural weapon attack on hit (1d6, no MIG mod).
    Mutation Resilience Mutant skill tree (Thick Hide T2) Advantage vs poison/disease/radiation; immune to own mutation side effects.
    Third Slot Mutant skill tree (Rapid Adaptation T2) 3 mutations active simultaneously.
    Predator's Focus Mutant (Apex) L6 Mark creature: +2 attacks, +1d6 dmg, advantage tracking.
    Toxic Presence Mutant (Aberration) L6 Creatures within 5 ft take END mod poison dmg/turn.
    Hybrid Mutations Mutant (Chimera) L6 Swapped mutation retains passive for 1 round.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Feral Evolution Mutant L5 1 min: +1 die size, +2 DV, temp HP, free Mutation Surge, disadvantage INT/PRE. 1 exhaustion on end. 1/SR.
    Alpha Mutation Mutant skill tree (Apex T3) 1/round: Mutation Surge rider costs 0 Strain.
    Regenerative Tank Mutant skill tree (Thick Hide T3) After taking damage: heal proficiency HP at turn start.
    Evolved Biology Mutant skill tree (Rapid Adaptation T3) Strain Dice become d8s; learn 2 additional mutations (5 total).
    Killing Blow Mutant (Apex) L8 Critical vs marked prey: Fortitude save or +3d6 + stun.
    Unstable Mutation Mutant (Aberration) L8 2 Strain Dice: Toxic Eruption, Bone Shrapnel, or Cellular Explosion.
    Mutation Synthesis Mutant (Chimera) L8 1 Strain Die: next Mutation Surge triggers 2 surge riders.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    Apex Predator Form Mutant (Apex) L10 1 min: +2 die sizes, Extra Attack, +2 saves, +10 ft speed. 2 exhaustion if also used Feral. 1/LR.
    Meltdown Mutant (Aberration) L10 20 ft radius: 6d10 acid+poison, Fort half. You take 4d10 unreducible, 2 exhaustion. 1/LR.
    Perfect Adaptation Mutant (Chimera) L10 1 min: all mutations active, free Synthesis on hit, +2 DV. 1 exhaustion on end. 1/LR.

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Evolutionary Zenith Mutant L20 1 Action: for 1 minute, your mutations reach a state no scientist has ever documented and no weapon was built to fight. All of your mutations activate simultaneously (no limit on active mutations). Your natural weapons deal +2 die sizes (e.g., 1d6 → 1d10), gain the Brutal property (crits deal triple damage for characters who do not already have Savage Strikes; for those who do, Brutal instead expands the crit range to 19-20), and ignore damage resistance. You gain +4 DV, 20 temporary HP at the start of each of your turns, and your movement speed increases by 20 ft. Every time you hit a creature with a natural weapon, you may trigger a Mutation Surge rider without spending a Strain Die. At the end of 1 minute: all mutations return to their normal active limit (2 or 3 with Third Slot), your natural weapons revert to normal, and you gain 3 levels of exhaustion (this exhaustion cannot be reduced until after your next long rest). 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Athletics or Survival
    • Journeyman (30 CP): Mutagen Physiology — natural weapons count as simple melee (1d6+MIG), usable while grappling
    • Master (50 CP): +1 to natural weapon attack rolls and Strain Die results

    Tree 11: Divine Channeling

    Fantasy: Channel energy, divine smites, spirits, devotion — holy/unholy power expressed through martial and magical means.

    Tier 1 — 5 CP each

    Ability Source Mechanic
    Channel Energy Channeler L1 1 Action: Harm (1d8 radiant/necrotic) OR Heal (1d8 HP). Scales 2d8/3d8/4d8. WIS mod/SR. Entry ability — grants channel energy resource.
    Cantrips (Divine) Channeler L1 Learn 2 cantrips. Add WIS mod to damage. Grants divine cantrip access.
    Spiritual Sense Channeler L2 Sense magic, undead, unnatural phenomena within 60 ft.
    Smite Channeler skill tree (Battle Channeling T1) Expend spell slot: +1d8/level bonus damage (+1d8 vs undead/fiends).
    Speak with Spirits Channeler skill tree (Spirit Bond T1) Speak with Dead 1/LR without slot.
    Unyielding Channeler skill tree (Resilience T1) At 0 HP, drop to 1 instead. 1/LR.

    Tier 2 — 10 CP each

    Ability Source Mechanic
    Spell Slots (Divine) Channeler progression Gain 1st-2nd level spell slots for divine magic. Resource system. (Note: Divine Channeling T2 grants 1st-2nd level slots at 10 CP because Channeler is a half-caster who also invests in martial abilities — the higher cost reflects the hybrid nature of the tree. Arcane Arts T1 at 5 CP serves a pure-caster chassis.)
    Overflow Channeler L5 Expend extra Channel Energy to affect second target; cast spell + Channel Energy in one action.
    Warpriest Channeler skill tree (Battle Channeling T2) After casting spell, weapon attack as bonus action.
    Spirit Guide Channeler skill tree (Spirit Bond T2) Companion answers yes/no questions 1/SR.
    Iron Will Channeler skill tree (Resilience T2) Advantage vs frightened/charmed; immune to magical sleep.
    Spirit Companion Channeler (Shaman) L6 Incorporeal spirit: scouts 120 ft, translates, +2 Perception.
    Arcane Armor Channeler (Battlemage) L6 Wear heavy armor without losing spellcasting; weapons = spellcasting focus.
    Telekinesis Channeler (Oracle) L6 Move 100 lbs, 30 ft; ranged attacks 2d6+WIS force. Horizontal prereq for Psionic tree entry.

    Tier 3 — 15 CP each, Level 5+

    Ability Source Mechanic
    Spell Slots (Advanced Divine) Channeler progression Gain 3rd-4th level divine spell slots.
    Avatar of War Channeler skill tree (Battle Channeling T3) 1/LR, 1 min: +2d8 radiant/necrotic, resistance to all damage.
    Spirit Walk Channeler skill tree (Spirit Bond T3) Spirit travels 1 mile, invisible, through objects.
    Martyr's Blessing Channeler skill tree (Resilience T3) 1/LR: teleport adjacent to hit ally, take hit instead (resistance).
    Totem Bond Channeler (Shaman) L8 Choose Wolf/Bear/Eagle/Serpent for passive bonus.
    Conduit Strike Channeler (Battlemage) L8 Spend Conduit Charges: +1-3d8 + rider.
    Psychic Blast Channeler (Oracle) L8 30 ft cone: Will save, 4d6 psychic + dazed. 1/SR.

    Capstone — 25 CP, Level 10+

    Ability Source Mechanic
    5th-Level Divine Spells Channeler progression Gain 5th-level slots. Includes Eldritch Tempest (Battlemage L10), Summon Greater Spirit (Shaman L10), Psychic Dominion (Oracle L10).

    Signature — 30 CP, Level 15+

    Ability Source Mechanic
    Transcendent Convergence Channeler L20 1 min: 30 ft aura heals allies 2d6/turn, damages enemies 2d6, Channel Energy 6d8 to all enemies (no action), spell DC +2. 3 exhaustion after. 1/LR.

    Specialization Milestones:

    • Initiate (15 CP): +1 to Religion or Insight
    • Journeyman (30 CP): Channel Energy scaling — damage/healing increases one die size (e.g., 2d8 → 2d10 equivalent). Auto-unlock: 1st–2nd level divine spell slots — if you do not already have divine spell slots from purchasing Spell Slots (Divine), you gain access to 1st-level divine spell slots automatically at this milestone. (Note: Divine Channeling is a hybrid tree; reaching 30 CP depth here represents substantial martial-divine investment and earns this access without requiring the T2 ability purchase directly.)
    • Master (50 CP): +1 to divine spell save DCs. Auto-unlock: 3rd–4th level divine spell slots — if you do not already have Spell Slots (Advanced Divine), you gain access to 3rd-level divine slots automatically at this milestone. 4th-level slots unlock at 60 CP total depth. The half-caster slot ceiling (5th level, requiring the Capstone) is unchanged.

    Universal Abilities (Tree-Agnostic)

    Some abilities exist outside any tree and are purchasable by any character:

    Ability Cost Source Mechanic
    Attribute +1 10 CP Core Max 20
    Weapon Proficiency (group) 5 CP Core One weapon group
    Martial Weapon Proficiency 8 CP Core One martial weapon group
    Medium Armor Proficiency 10 CP Core
    Heavy Armor Proficiency 15 CP Core Prereq: Medium Armor
    Shield Proficiency 5 CP Core
    Third Save Proficiency 20 CP Core Level 7+
    Cantrip (from any tree) 15 / 12 / 10 CP Core Learn 1 cantrip. Cost depends on build: 15 CP (Heavy, Striker, Specialist); 12 CP (Diplomat build); 10 CP (Channeler, Medic builds). See Character Points for full tiered pricing.
    Doctrine 3 CP Core Passive flavor bonus (max 2 active)

    Recommended Build Templates

    These recommended builds show how to replicate each v0.4 archetype as a chassis + tree combination. Each template lists the first 55 CP (L1-5) of purchases.

    Warrior Template (Heavy + Martial Combat)

    Purchase Tree Cost Running Total
    Combat Stance Martial 5 5
    Power Strike Martial 5 10
    Armor Mastery Martial 5 15 — end L1
    Weapon Specialization Martial 5 20
    Attribute +1 MIG Universal 10 30 — L2-3
    Extra Attack Martial 10 40
    Shield Wall Martial 10 50 — L4-5, Initiate milestone
    Devastating Critical Martial 13 64 — L5-6, with -2 depth discount at 40+ CP (base 15 - 2 = 13)

    Mystic Template (Adept + Arcane Arts)

    Purchase Tree Cost Running Total
    Cantrips Arcane 5 5
    Spell Crafting Arcane 5 10
    Mage Armor Arcane 5 15 — end L1
    Ritual Casting Arcane 10 25
    Spell Slots (Expanded) Arcane 10 35
    Arcane Recovery Arcane 10 45 — L3-4, Initiate milestone
    Counterspell Arcane 10 55

    Operative Template (Specialist + Stealth & Subterfuge)

    Purchase Tree Cost Running Total
    Sneak Attack Stealth 5 5
    Expertise Stealth 5 10
    Cunning Action Stealth 5 15 — end L1
    Silent Takedown Stealth 5 20
    Uncanny Dodge Stealth 10 30
    Locksmith Stealth 5 35 — Initiate milestone
    Assassinate Stealth 10 45
    Attribute +1 AGI Universal 10 55

    Novel Builds (Impossible in Current System)

    Build 1: Armored Sniper (Heavy + Ranged Combat + Stealth)

    A character in heavy armor who uses ranged attacks from concealed positions. Impossible now because Warriors can't access Sneak Attack and Gunslingers can't wear heavy armor.

    • Chassis: Heavy (d12 HP, heavy armor, Fort+Will saves)
    • Primary tree: Ranged Combat (Steady Aim, Lethal Precision, Extra Attack Ranged)
    • Secondary tree: Stealth & Subterfuge (Sneak Attack for +2d6 from concealment)
    • Result: A tank who fights at range, uses Steady Aim + Sneak Attack from heavy cover. Less mobile than a Gunslinger, less sneaky than an Operative, but much harder to kill than either.

    Build 2: Psionic Healer (Adept + Psionic Disciplines + Medicine)

    A character who combines psionic powers with medical expertise. Impossible now because Psions can't access Medic features and vice versa.

    • Chassis: Adept (d6 HP, Will+Fortitude saves)
    • Primary tree: Psionic Disciplines (Focus system, Psi Strike, Psionic Aegis for damage reduction)
    • Secondary tree: Medicine (Field Medic, Combat Medic, Trauma Response)
    • Result: A support character who reduces damage via Psionic Aegis AND heals via Field Medic. Mental Bastion protects the whole party. Fragile (d6) but extremely useful. The 3rd tree surcharge keeps them from also picking up Arcane Arts.

    Build 3: Mutant Technician (Survivor + Mutation + Technology)

    A mutant who understands their own biology through technological expertise. Impossible now because Mutants and Technicians are separate classes with no overlap.

    • Chassis: Survivor (d10 HP, Light/Medium armor, Fort+Ref saves)
    • Primary tree: Mutation (Mutations, Strain Dice, Feral Evolution)
    • Secondary tree: Technology (Drone Companion, Overclock, Neural Interface)
    • Result: A mutant who uses technology to monitor and enhance their mutations. The drone provides scouting/combat support while the character fights in melee with natural weapons. Overclock can boost the character's armor while Feral Evolution is active. The character understands their own biology in ways other mutants don't.

    Resource System Migration Summary

    Resource Source Tree Entry Cost How It Works
    Spell Slots (Arcane) Arcane Arts T1: 5 CP (basic, 1st-level) Expand via T2 (2nd), T3 (3rd-4th), Capstone (5th)
    Spell Slots (Divine) Divine Channeling T2: 10 CP (1st-level) Same scaling structure
    Spell Slots (Medical) Medicine T2: 10 CP (1st-level) Partial caster: caps at 5th-level slots
    Focus Psionic Disciplines T1: 5 CP (Psionic Awakening) Full Focus system (0-10+MIG)
    Salvage Dice Survival & Scavenging T1: 5 CP (Salvage Dice ability) Pool = proficiency + END mod, d6
    Intel Dice Stealth & Subterfuge T1: 5 CP (Intel Dice ability) Pool = INT mod + proficiency, d6
    Strain Dice Mutation T1: 5 CP (Strain Dice ability) Pool = proficiency + END mod, d6
    Channel Energy Divine Channeling T1: 5 CP (Channel Energy ability) Uses = WIS mod/SR
    Conduit Charges Martial + Divine (horizontal) T2: 10 CP (War Magic) Gain from spells/cantrips, max 3
    Soul Essence Arcane Arts T3: 15 CP (Soul Harvest) Gain from kills within 30 ft, max 4

    Design Notes for Pipeline

    Why 11 trees, not 12: Tactical Command was merged into Leadership & Social. The feature pool (Warlord specialization + Commander specialization) shares too much DNA with Diplomat — both are "I tell allies what to do." A standalone Tactical Command tree would have ~8 abilities, most of which overlap with Leadership. The merger creates a robust tree with clear sub-branches (battlefield commands vs. social manipulation vs. fear/control).

    Why Sneak Attack scales with tree investment, not level: In the current system, Sneak Attack scales with Operative level (1d6 per odd level). In a point-buy system where anyone can buy Sneak Attack, level-based scaling would let a Warrior get 6d6 Sneak Attack "for free" at L17 just by buying the 5 CP entry. Tying scaling to total CP in the Stealth tree (10/20/30/45/60 CP thresholds, revised down from original 15/25/40/55/70) means reaching 6d6 requires ~60 CP investment — about 30% of the total budget. This preserves Sneak Attack as a defining feature of Stealth-heavy builds while reducing the opportunity cost to a level that doesn't feel punitive compared to the current "free" scaling.

    Why spell slots are tree-gated, not universal: If spell slots were a universal purchase (like attribute +1), any character could buy 5th-level slots for 25 CP. That trivializes magic. By gating slots inside Arcane Arts, Divine Channeling, and Medicine trees, characters must invest in the tree's prerequisite chain (cantrips → crafting → recovery → counterspell → expanded slots) before reaching higher-level magic. A Heavy chassis character CAN get 5th-level spells, but they'll spend 50+ CP in Arcane Arts to get there — nearly their entire L1-5 budget.

    Orphaned abilities — none: Every feature from all 12 archetypes has a home. The audit found zero orphans. The Channeler's three L6 specializations (Battlemage, Shaman, Oracle) were the trickiest — Battlemage straddles Martial + Divine, Shaman is pure Divine, and the Channeler's Oracle specialization has overlap with the Psionic Disciplines tree. Resolution: Battlemage abilities split between Martial Combat (War Magic, Conduit Strike) and Divine Channeling (Arcane Armor, Eldritch Tempest) with horizontal prereqs. Channeler's Oracle abilities placed in Divine Channeling with horizontal prereqs for Psionic tree entry.

    REVISION NOTES (addressing editor review issues):

    Spell slot gating recalibration (RESOLVED): Depth milestone auto-unlocks are now a formal rule — see the Specialization Milestones entry for each caster tree. Full casters (Arcane Arts, Divine Channeling) who reach 30 CP depth automatically gain 2nd-level slot access; at 50 CP depth they gain 3rd-level slot access, and at 60 CP they gain 4th-level slot access. Half-casters (Medicine) receive proportionally adjusted milestones: 30 CP depth unlocks 2nd-level slots; 50 CP depth unlocks 3rd-level slots (their milestone cap; full 5th-level access remains gated behind the Medicine Capstone). This compresses the prerequisite chain so deep casters reach competitive spell progression with ~50 CP instead of 75-100 CP, leaving room for secondary tree investment. Playtesting is recommended to confirm calibration.

    Arcane Arts dual-entry cost (CRITICAL): Arcane Arts requires TWO T1 purchases (Cantrips 5 CP + Spell Crafting 5 CP = 10 CP) vs other trees' single 5 CP entry. This is INTENTIONAL — a non-caster can dip for just cantrips (5 CP) without getting spell slots, creating a meaningful choice. However, this 5 CP tax vs other resource systems should be documented explicitly: "Arcane Arts has a deliberate dual-entry structure. Characters who want both cantrips AND spell slots invest 10 CP; characters who want only at-will damage invest 5 CP for Cantrips alone."

    Save proficiency mismatches (CRITICAL): Warrior (currently Fort+Ref) maps to Heavy chassis (Fort+Will) — a save swap. Mystic (currently Will+Ref) maps to Adept chassis (Will+Fort) — also a save swap. These are accepted as intentional chassis-era design changes. Each recommended build template should note the delta and the CP cost to restore the original save if desired (20 CP for a third save proficiency).

    Medic spell slots: The Medicine tree T2 entry migrates the Medic's existing half-caster spell slots (confirmed in medic.md and magic.md half-caster table). This is a straightforward migration, not a new feature.

    Abbreviation: CP = Character Points (this document). BP = Burnout Points (see MagicBurnout). These are separate systems with distinct abbreviations.