What is a Power?

Powers are paracausal effects, a reshaping of the fundamental forces of the universe to break the effect-cause relationship and create downright magical results. Powers can be physical or intangible. As a Risen creature, your Power can take the form of weapons that can break the most stout of defenses, or a fire that sparks from no source. Your Power can even be used to shield and protect a creature, creating a constant, invisible barrier.

There are four types of Powers: your tactical Power, your grenade Power, your super Power, and your support Power. How you obtain each Power, how many Power charges you have, and the effects of each of your Powers are described by your class features, as well as other sources such as any exotic equipment you are attuned to.

Power Level

You have a Power level that increases as your class level increases (see your class table). Your Power level determines the strength of your Powers and potentially other bonuses, as described by your class.

Types And Charges

You have four types of Powers: your tactical Power, your grenade Power, your super Power, and your support Power. You don’t have them all at 1st level, but instead learn and gain Powers as you level up in your class. Your individual class will describe which Powers you learn and when.

Each Power type has a single Power charge associated with it, which is the resource used to cast your Powers. You must expend the appropriate charge in order to cast a given Power. For instance, to cast a tactical Power, you must spend a tactical Power charge. If you don’t have a tactical Power charge to spend, you cannot cast a tactical Power. 

Recovering Spent Charges

You recover spent Power charges by succeeding on a recharge roll using the Power’s recharge die. Each Power’s recharge die and score is listed in its description, such as “d6, 5+.” In this case, this notation means you roll a d6 when you make a recharge roll for that Power, and you recover one spent charge on a roll of 5 or above.

At the start of each of your turns, you may make a single recharge roll for each Power with an expended Power charge. For instance, imagine you’re in a combat and you’ve just expended both your tactical and support Power charges. At the start of your next turn, you can make one tactical Power recharge roll and one support Power recharge roll. You don’t make any other kind of recharge roll because you haven’t expended any other kind of Power charges. 

Certain perks, class features, exotic items, or other sources may allow you to make additional recharge rolls outside the start of your turn. Regardless of when you’re able to make a recharge roll, you don’t actually perform the roll unless you have a matching expended Power charge to recover.

You only recover a single spent charge with a successful recharge roll.

Reviving from Death. You don’t make recharge rolls at the start of your turn, if this is the same turn your Ghost resurrected you from death.

Multiple Charges. Some class features, feats, or other sources may grant you a second charge of a given type, such as a second tactical Power charge or a second support Power charge. When you make any recharge roll, you always use the die and value of the last Power you cast with that type of charge. 

Advantage and Disadvantage. Under certain circumstances, you might have advantage or disadvantage on a recharge roll. On advantage, roll your recharge die twice and take the higher of the two results, discarding the lower. On disadvantage, roll your recharge die twice and discard the higher of the two results, keeping the lower as your result.

Rest Recovery

You automatically recover all spent melee, grenade, and support Power charges when you complete at least a brief rest. You can only recover spent super Power charges by completing a short or long rest, or by succeeding on a super Power recharge roll during a combat. You cannot make super Power recharge rolls outside of combat.

Concentrating On Powers

You cannot make recharge rolls for a type of Power if you are already concentrating on an effect originating from that Power type. For example, if you are concentrating on an ongoing grenade Power, you cannot make any grenade Power recharge rolls. If the grenade Power does not require concentration, you can make recharge rolls like normal.

Power Weapons

Some of your Powers may result in creating one or more temporary paracausal weapons. You must always use your Power attack modifier as the weapon’s attack modifier, your Power modifier as the weapon’s damage modifier, and the weapon’s save DC is equal to your Power save DC. 

Though many of your stats with a Power weapon come from your Power ability score, Power weapons function no differently than any other weapon. Power weapons have a number of weapon properties, you resolve attacks with them as you would with other weapons, and they can benefit from sources that target weapon attacks (such as the Empowered condition).

However, Power weapons cannot be modified or upgraded, as they are temporary manifestations and always revert to their original stats as defined by your features when cast.

Learning Additional Powers

Whenever your proficiency bonus increases, you may choose to learn one new Power from your class’s Power lists (melee, grenade, super, or class). You cannot select a Power that comes from an Aspect. You may only select one Power total (not one Power from each list).

Regardless of how you learn additional Powers for a given Power type, you do not gain any additional charges for that Power type. When you cast a Power, you must roll that Power’s recharge die and succeed against its recharge value to recover the expended Power charge. 

Super Bonuses

When you cast a super Power, any attack rolls or saving throws it causes may be increased by an amount equal to your Power level. This includes the attack rolls of Power weapons created by your super Power, as well as saving throws creatures repeat to end a condition caused by your super Power.

Destroy Creature

If a creature with a CR equal to or less than your Power level takes damage from your super Power (including Power weapons and actions associated with it), it is reduced to 0 hit points and instantly vaporized, including all held or equipped items.