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
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 Magic — Burnout). These are separate systems with distinct abbreviations.
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.
+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.
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
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.
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).
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)
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
(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.
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
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.
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).
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.
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)
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)
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.
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.
A mutant who understands their own biology through technological expertise. Impossible now because Mutants and Technicians are separate classes with no overlap.
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.
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 Magic — Burnout). These are separate systems with distinct abbreviations.