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Final Fantasy VII in 5th edition D&D

How to play my FFVII varient role-playing game using existing 5e rules.


Homebrew created by OoRJ

Player Handbook

Disclaimer
© 1997, 2020 SQUARE ENIX CO., LTD. All Rights Reserved.
CHARACTER DESIGN: TETSUYA NOMURA / ROBERTO FERRARI
LOGO ILLUSTRATION:©1997 YOSHITAKA AMANO
Based on the original game by Hironobu Sakaguchi © Squaresoft © Square Enix Inc.
We do not claim ownership of anything related to FFVII or Dungeons and Dragons. Please support the original source
No profits are made from the release of this supplement
Many images in this supplement are fair, non-commercial use from sites such as FreePNG.com, PNGimg.com etc.
A citation and reference list for images is at the end of this document
All company names, product names, system names, etc. are trademarks or registered trademarks of their respective companies
Made with GM Binder
Final Fantasy VII 5e Table Of Contents
1. Creating a Character  (Page. 3)
Introductory Note 2. Backgrounds  (Page. 5)
Hello and welcome to FFVII D&D 5E!
3. Races  (Page. 13)

4. Classes  (Page. 19)
My name is OoRJ and I am the creator of this supplement.
Soldier  (Page. 21)
I am a general D&D fan, and a HUGE Final Fantasy geek!
Brawler  (Page. 27)
Shout out to my brother Derebus for the insight and putting Medium of the Planet  (Page. 33)
up me while theory crafting this module.
Heavy Gunner  (Page. 39)

Professor  (Page. 45)
FFVII D&D 5E is very similar to any other D&D game you Aviator  (Page. 55)
have played before. However, instead of Class and Race 5. Materia  (Page. 61)
specific spells there are Materia and Limit Break system Explanation
introduced, and all new Races, Classes, and Backgrounds.
Mako Pulse System

MP Dice
I set out to create this guide as a way to run a simplified Burnout
FFVII RPG using basic rules from the already well-known Recovering from Burnout
and polished D&D 5e system... with some tweaks.
Materia Strains
I have included some of the features from Giffyglyph's Darker 6. Limit Breaks  (Page. 65)
Dungeons modular rules. (Not the hard stuff, the fun stuff) .
7. Flasks  (Page. 67)

Creating a Flask
This is your game to play out as you see fit, but remember;
The Flask Die

Refilling you Flask
The Dungeon Master's decision is always final.
8. Equipment  (Page. 69)

Weapons  (Page. 71)
I will be continuing to update things in this manual as more Armor & Shields  (Page. 73)
people playtest the material, so be sure to keep checking the Armlets  (Page. 75)
Changelog at the end of the PDF for the latest updates. Consumable Items  (Page. 76)
9. Feats  (Page. 77)
10. Status Effects  (Page. 81)
11. Links & Changelog  (Page. 83)

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Chapter 1. Creating a Character
Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own.

Your character is a combination of game statistics, roleplaying hooks, and your own imagination.

You choose a background, a race and a class. You also invent the personality, appearance, and backstory for your character.

Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.
Before you dive into step 1 below, review the new Materia (Page. 61) and Limit Break (Page. 65) Chapters.

These have replaced the standard D&D Spellcasting.

It is important to understand these systems before deciding on your new adventurer.


Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want.

Your conception of your character might evolve with each choice you make.

What’s important is that you come to the table with a character you’re excited to play.
NOTE: The Steps following are a summery of the 5e Player Hand Book "Chapter 1: Step-by-Step Chatacters"

Refer to the 5e Player Hand Book for more detail if required.

Step 1. Race & Background Step 2. Choose a Class


Every character belongs to a race, one of the many intelligent Every adventurer is a member of a Class.

species in the FFVII D&D world.


Class broadly describes a character’s vocation, what special
Refer to Chapter 3. (Page. 13) talents he or she possesses, and the tactics he or she is most
likely to employ when exploring a dungeon, fighting
Also decide on a Background. Refer to Chapter 2. (Page. 5) monsters, or engaging in a tense negotiation.

The Race and Background you choose contributes to your The character classes are described in Chapter 4. (Page. 19)
character’s identity in an important way, by establishing a Your character receives a number of benefits from your
general appearance and the natural talents gained. choice of class.

Your character’s race grants particular racial traits,


Many of these benefits are class features - capabilities that set
proficiency with certain weapons or tools, proficiency in one your character apart from members of other classes.

or more skills, or the ability to use Mako Pulse's to a greater You also gain a number of proficiencies: armor, weapons,
or lesser degree. skills, saving throws, and sometimes tools.
Your race also increases one or more of your ability scores,
Your proficiencies define many of the things your character
which you determine in Step 3.
can do particularly well, from using certain weapons to telling
Note these increases and remember to apply them later. a convincing lie.

Record the traits of your race on your character sheet.


Be sure to note your known languages and your base speed. On your character sheet, record all the features that your
class gives you at 1st level.
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Step 3. Determine Ability Scores
Much of what your character does in the game depends on his or her six abilities:

Strength Dexterity Constitution Intelligence Wisdom Charisma


(STR) (DEX) (CON) (INT) (WIS) (CHA)

Each ability has a score, which is a number you record on your character sheet.

You generate your character's six ability scores randomly.

Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper.

Do this six more times, so that you have seven total numbers.

Delete the lowest number. this gives a slightly fairer chance to have decent average scores.

Now take your six numbers and write each number beside one of your character’s six abilities (your choice) to assign scores to
Strength (STR) , Dexterity (DEX) , Constitution (CON) , Intelligence (INT) , Wisdom (WIS) , and Charisma (CHA) .

Afterward, make any changes to your ability scores as a result of your race choice.

After assigning your ability scores, determine your ability modifiers using the below Ability Scores and Modifiers table.
Ability Scores and Modifiers

Score Modifier Score Modifier

1 -5 16 or 17 +3
2 or 3 -4 18 or 19 +4
4 or 5 -3 20 or 21 +5
6 or 7 -2 22 or 23 +6
8 or 9 -1 24 or 25 +7
10 or 11 0 26 or 27 +8
12 or 13 +1 28 or 29 +9
14 or 15 +2 30 +10

Write the modifier next to each of your scores.


Step 4. Describe your Character
Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person.

Your character needs a name.

Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Choose your character’s ideals, identify the things your character holds most dear, called bonds, and the flaws that could one day
undermine him or her.

Record this information, along with the personality information you develop, on your character sheet.
Step 5. Record Equipment
Your class and background determine your character's starting equipment, including weapons, armor, and other adventuring gear.

Record this equipment, your Armor Class (AC) , and your weapons damage modifiers on your character sheet.

Step 6. Play the Game


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Chapter 2. Backgrounds

Y
our character’s background describes where he or she came from, how their way of life has effected their
development, and describes the character’s place in the D&D world.

A background gives your character a unique feature and can give skill proficiencies, traits and starting equipment.
Step 1 - Choose a Background
Pick a background from the following list. These are detailed later in the handbook.
Test Subject - Chaos
Failed Clone Experiment
Fell into the Lifestream
Raised in Wutai Village
Raised in Cosmo Canyon
Raised in the Midgar Slums
Step 2 - Roll for Bonus Skills
Once you have decided on your characters background you roll 5x D12 (re-roll any double ups) .

Compare the 5 numbers to the Bonus Skills column of the Background Table.

Discard a Roll to have your 4 preferred Bonus Skills / Traits / Equipment.


Step 3 - Determine Background Feature
The Bonus Skills you have rolled for determine which background feature you character gains.

Each background table is separated into 3 main rows: 1-4, 3-8, and 9-12.

These are shown with different background colours, and each has a Background Feature associated with it.

Where 2 or more points fall in a main row your character will gain that background feature.

If you have 2 points spread over 2 rows you may choose which of the two features you would like.

Example:
You choose the "Test Subject - Chaos" background.

You rolled 5x D12 → 1, 3, 6, 8, and 9, and you decided to discard the 1.

Skill changes would be:

Hideous Scar: Advantage on Intimidation rolls


Razor-sharp Claws: Gain the attack action Slash
Chaos Tail: You have a prehensile tail.
Callous Husk: When unarmored AC = 10 + CON modifier

Your character gains the background feature Galian Beast.

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Test Subject - Chaos
You were subject to science experiments involving strengthening the endurance of the human body and metamorphosis,

enabling the body to transform into various monstrous forms.

The experiments failed, though still living, your body remained in a death-like state.

In a last attempt to save the research, your broken-down body was infused with Chaos-tainted Mako. The procedure worked.

Your body was strong enough to become a vessel for Chaos, a mysterious entity with incredible power.

D12
Roll Bonus Skill Proficiencies / Traits / Equipment Unique Background Feature
Feature: Death Gigas

Instead of using your Class Limit Break, you can choose to

1
Grotesque Deformity: Proficiency in Intimidation



transform into a Death Gigas for 1 minute as a free action.

When transformed you gain different more powerful attacks.

2
Toughened Tissue: Proficiency in CON saving throws This applies 2x points of exhaustion. You need to finish a

3
Hideous Scar: Advantage on Intimidation rolls
long rest before you can use this feature again.

Gigadunk: Inflict bludgeoning damage to



one enemy equal to 2x normal weapon damage.

4 Craniotomy Bolt: Proficiency in CHA saving throws


Livewire: Inflict electric damage in a 10ft line equal to

3x normal weapon damage. Livewire can be used twice.

5
Serrated Teeth: Gain the attack action Bite


Refer to the Red XII Tribe Racial Features
Feature: Galian Beast

Instead of using your Class Limit Break, you can choose to

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Razor-sharp Claws: Gain the attack action Slash transform into a Galian Beast for 1 minute as a free action.


Refer to the Red XII Tribe Racial Features
When transformed you gain different more powerful attacks.

This applies 2x points of exhaustion. You need to finish a



7
Bulky Form: Advantage on contested STR checks
long rest before you can use this feature again.


Berserk Dance: Inflict physical damage (typeless) to

one enemy equal to 1.5x normal weapon damage.

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Chaos Tail: You have a Prehensile Tail that can


hold a light weapon. You can use your bonus action
Beast Flare: Inflict Fire damage in a 20ft sphere equal to


to make a single melee attack at disadvantage 2x normal weapon damage. Beast Flare can be used twice.

Feature: Hellmasker


Instead of using your Class Limit Break, you can choose to

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Callous Husk: When unarmored AC=10+CON Mod

transform into a Hellmasker for 1 minute as a free action.


When transformed you gain different more powerful attacks.

10
Chainsaw: When transformed your left hand
This applies 2x points of exhaustion. You need to finish a

weapon is an attached Chainsaw

long rest before you can use this feature again.


Splattercombo: Inflict slashing damage to random enemies

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Chemical Warfare: Cast DC for Inflicted Status +1
5x, each hit doing 0.5x normal weapon damage.

12 Nightmare: Inflict Poison (2 stacks) , Sleep, Silence

Unchained: You have excaped your restraints


and Confuse on one enemy for 1D4 rounds. DC 14 CON save.

You start with a set of Manacles Nightmare can be used twice per transformation.

Gigadunk Beast Flare


Attack Bonus: D20 + 2 + proficiency + STR modifier
Move DC: 10 + proficiency + STR modifier

Range: 5ft, one target.


Range: 30ft, 20ft sphere.

Damage: (2 x current equipped weapon) + STR modifier + 2 Damage: (2 x current equipped weapon) + STR fire damage.
bludgeoning damage.
Chainsaw
Livewire Attack Bonus: D20 + 1 + proficiency + DEX modifier

Move DC: 10 + proficiency + DEX modifier


Range: 5ft, one target.

Range: 10ft line.


Damage: 1D10 + DEX modifier + 1 slashing damage

Damage: (3 x current equipped weapon) + DEX modifier Critically hits on a 19 or 20.


electric damage.
Splattercombo
Berserk Dance Attack Bonus: D20 + 5 + proficiency + STR or DEX modifier
AB: D20 + 2 + proficiency + STR or DEX modifier
Range: 5ft.

Range: 5ft, one target.


Melee attack 5 enemies randomly selected within 30ft.

Damage: (1.5 x current equipped weapon) + STR or DEX + 2 Damage: (0.5 x current equipped weapon) + STR or DEX
typeless damage (rounded down) . modifier slashing damage (rounded down) .

This does not provoke any attacks of opportunity.


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Failed Clone Experiment
You have been a subject of an abandoned science project. The project was abandoned 15 years ago.

You woke within a tank in a deserted laboratory. The aim of the project was to pass Jenova's abilities to a human.

The experiment involved injected Jenova cells into embryo and growing them in artificial womb tanks.

D12

Roll Bonus Skill Proficiencies / Traits / Equipment Unique Background Feature



Feature: Auto-genetic Aggression

1
Heightened Reflexes: Proficiency in Acrobatics
You have proficiency with finesse weapons.



When you use the attack action and hit with a one-handed

2
Elevated Responses: Proficiency in DEX

finesse weapon, you can use a bonus action to make


saving throws
an offhand attack on the same target with a second



finesse weapon you are holding.
3
Dissever: You start with a Shortsword +1



Character Traits: You are a high-strung, anxious character

4 Agile Defense: You are proficient in and


and you are prone to becoming excitable and manic.
start with a set of Studded Leather Armor
Feature: Mako Awareness

5
Opened Mind: Proficiency in Arcana
You have advantage on Arcana & Investigation



skill checks when regarding Mako or Materia.
6
Mental Defense: Proficiency in INT saving throws

You inherently know the location of any Mako Fountains



within 100 miles of you.

7
Glacial Aura: Start with a Level 1 Ice Materia

Character Traits: You are a placid, quiet character

8 Mako Blue Eyes: Proficiency in Persuasion and you often stare into the distance as if in a trance.
Feature: Primitive Intuition

9
Inherent Distrust: Proficiency in Insight
Primal instincts allow you to use an action once per



long rest to focus your senses on the region around you.

10
Feral Nurturing: Proficiency in Nature
For 10 min you can sense what types of creatures are



present within 1 mile of you and what direction they are in.

11
Pronograde Posture: Increase your move speed
This does not reveal the creatures’ distance or number.


by 20ft when you use your action to dash



Character Traits: Your body is covered in a tough fur and

12 Amber Yellow Eyes: Grants Darkvision (60ft) you have some distinct animal like features.

You are slow to trust your companions.

Offhand Attack
Attack Bonus: D20 + proficiency + DEX modifier

Range: 5 ft, one target.

(Do not add ability modifier to damage roll)

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Fell into the Lifestream
As a child you fell into a flow of Lifestream. You survived, but you were forever changed.

D12

Roll Bonus Skill Proficiencies / Traits / Equipment Unique Background Feature


Feature: Adamantine Brawn

1
Fortified Stamina: Proficiency in Athletics
While you are not wearing any armor,

your AC equals 10 + STR mod + CON mod.

2
Rigid Skin: Proficiency in STR saving throws
You can use a shield and still gain this benefit.

3
Clout: Start with a Level 1 HP Plus Materia
Character Traits: The Lifestream enhanced your muscle



development giving you physical advantage while growing up.

4 Bulky Form: Advantage on contested STR Checks You are roughly 1.5x larger than your race's normal size & height.
Feature: Gaia Reminisce

You have advantage on History, Religion & Nature

5
Gaia's Aura: Proficiency in Nature
skill checks when regarding the planet and it's past.



You also have the ability to speak with small beasts.

6
Gaia's Past: Proficiency in History
Through sounds and gestures, you can communicate



simple ideas with small or smaller beasts.

7
Gaia's People: Proficiency in Religion



Character Traits: The Lifestream passed Gaia's memory

8 Gaia's Voice: Proficiency in Animal Handling to you, giving you a closeness with the planet.

The day-to-day events and people aren't relevant to you,

and you generally don't pay them any heed.


Feature: Scrupulous Observation

9
Gaia's Awareness: Proficiency in Perception
You have advantage on WIS (Perception) and INT (Investigation)


skill checks made to detect secret doors and hidden stashes.

10
Gaia's Awareness: Proficiency in Investigation



Character Traits: The Lifestream enhanced your intuition.

11
Mental Defense: Proficiency in INT saving throws
You see clues other people overlook and your hunch's



are never wrong, (and you would not admit otherwise) .

12 Gaia's Awareness: Proficiency in Stealth You have a sharp mind, wit and tongue that often gets

you into more trouble than riches.

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Raised in Wutai Village
You grew up in Wutai, a continent in the north-west.

The economy of the once proud nation has been struggling, having to increasingly rely on tourism to bring in the Gil.

You had a small-time job, long hours with low pay. You have left that life behind in search of adventure and riches.

D12

Roll Bonus Skill Proficiencies / Traits / Equipment Unique Background Feature


Feature: Materia Pitchman

1
Heirloom: Start with a Level 1 Add Effect Materia
You have advantage on Insight, Persuasion & Deception



skill checks when buying or selling Materia.

2
Safe Job:Start with 1500 + (3D4 x 100) Gil.



Character Traits: While most vendors sat on street corners

3
Talisman: Start with a Level 1 Element Materia
you instead hit the streets, getting your product to those who

didn't yet know they needed it. You are an aggressive haggler

4 Silver Tongue: Proficiency in Deception who is not above lying to get the better end of a deal.
Feature: Gentleman Thief

5
Canteen: Start with a basic Potion Flask (D6)
You have advantage on Insight, Persuasion & Slight of Hand



skill checks when buying or selling Items.

6
Pickpocket: Proficiency in Slight of Hand



Character Traits: You were a street peddler for common items,

7
Pilfer: Proficiency in and start with Thieves Tools
and you have learnt how to pry on the gullible to get a better deal.

You are charming and polite... while removing someones coin

8 Risky Job: Start with 800 + (1D12 x 100) Gil. pouch from their possession without their knowledge.
Feature: Street Hawker

9
Vambrace: Start with a Titan Bangle +1
You have advantage on Insight, Persuasion & Intimidation



skill checks when buying or selling Weapons and Armor.

10
Tough Haggling: Proficiency in Intimidation



Character Traits: Your stall had reputation for a large range of

11
Regular Job: Start with 1000 + (2D6 x 100) Gil.
merchandise and a high rate of stock turnover.

This was mainly because you beleaguered any person who came

12 Saber: Start with a Longsword +1 within 5ft of your store, harassing them until they caved in.

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Raised in Cosmo Canyon
Cosmo Canyon is known as the "Valley of the Fallen Star" by its inhabitants.

It is a pilgrimage site for those who wish to pursue the study of natural life, and home to an observatory from which the planet and
its surroundings can be studied.

D12

Roll Bonus Skill Proficiencies / Traits / Equipment Unique Background Feature


Feature: Wanderer

You spent most of your days wandering the surrounding desert

1
Vagabond: Proficiency in Nature



and canyons. You have an excellent memory for maps and

geography, and you can always recall the general layout of terrain,

2
Cast-Iron Stomach: Proficiency in CON
settlements, and other features around you.


saving throws

You can find food and fresh water for yourself and up to five other

3
Trailblazer: Proficiency in Survival
people each day, provided that the land offers berries, water, etc.

4 Pathfinder: Advantage on Nature Rolls

You have advantage on WIS rolls when locating a campsite

and during your nightwatch.


Feature: Herbal Healer

You start with a Herbalist Kit. This is a more potent form of a


healers kit that you can restock with foraged herbs on a short rest.

5
Herbalist: Proficiency in Medicine
A Herbalist kit can have a maximum of 12 uses.

6
Phial: Start with a basic Lesser Ether Flask (D6) When you use a Herbalist Kit to stabilize a dying creature, that



creature also regains 1D4 hit points.

7
Medic: Start with a Level 1 Restore Materia



As an action, you can spend one use of a Herbalist Kit to tend

8 Medicare: You are proficient in and


to a creature and restore 1D6 + 4 hit points plus the creature’s

start with an Alchemist Kit. max. number of Hit Dice.

The creature can’t regain hit points from this feat again until it

finishes a short or long rest.


Feature: Keen Mind

9
Horologist: Start with a Magnifying Glass
You spent most of your days studying witin the observatory.



You have a mind that can track time, direction,

10
Amplification: Start with a Level 1 All Materia and detail with uncanny precision.

11
Cerebral Defense: Proficiency in WIS
Increase your INT score by 1, to a maximum of 20.


saving throws



You always know which way is north.

12 Seismology: Start with a Level 1 Quake Materia You always know the number of hours left before sunrise or sunset.

You can recall anything you have seen or heard in the past month.

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Raised in the Midgar Slums
With there being no sky above - only the plate and no real hope of a future, you have had to fight for survival your entire life.

D12

Roll Bonus Skill Proficiencies / Traits / Equipment Unique Background Feature


Feature: Shield Master

You use shields not just for protection but also for offense.


While wielding a shield:

1
Slum Paladin: You are proficient in and start with


a Shield +1
If you take the attack action on your turn, you can use a



bonus action to try to shove a creature within 5ft of you

2
Slum Sentinel: You are proficient in and start with
with your shield.


a Warhammer +1



If you are not incapacitated, you can add your shield’s AC

3
Slum Defender: Start with a Level 1 Cover Materia
bonus to any DEX saving throw you make against a



harmful effect that targets only you.

4 Slum Knight: You are proficient in Heavy Armor


and start with a set of Breastplate Armor If you are subjected to an effect that allows you to make a DEX

saving throw to take only half damage, you can use your reaction

to take no damage if you succeed on the saving throw.

5
Break and Enter: Start with a Portable Ram.
Feature: Criminal Contact



You are proficient in Deception and Stealth.

6
Mugger: Start with 1800 Gil.



You have a reliable and trustworthy contact who acts as your

7
Get away Plan: You start with 1x bag of Caltrops
liaison to a network of other criminals.


and 2x bags of Ball Bearings.



You know how to get messages to and from your contact,

8 Leverage: Start with a Crowbar. even over great distances; specifically, you know the local

messengers who can deliver messages for you.


Feature: Contender
You’ve developed the skills to hold your own in close-quarters.

You have advantage on attack rolls against a creature you have

currently have grappled.

9
Bulky Form: Advantage on contested STR Checks

You can use your action to try to pin a creature grappled by you.

10
Fortified Stamina: Proficiency in Athletics
To do so, make another grapple check. If you succeed, you

11
Hideous Scar: Advantage on Intimidation Rolls
and the creature are both restrained until the grapple ends.



Creatures that are one size larger than you don’t automatically

12 Rigid Skin: Proficiency in STR saving throws


succeed on checks to escape your grapple.

When you hit a creature with an unarmed strike or improvised

weapon on your turn, you can use a bonus action to try to

grapple the target.

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Chapter 3. Races

H
umans are the most common people in this world, but they live and work alongside countless other species.

Humans, Cetra, and the Red XIII Tribe are the most common races to produce the sort of adventurers

who make up typical parties.

Monster Races are less common as adventurers.

Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your
character’s adventuring career.

When making this decision, keep in mind the kind of character you want to play.

Your character race not only affects your ability scores and traits but also provides the cues for building your character’s story.
Human
Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to Cetra and the
Red XIII Tribe.

Perhaps it is because of their shorter lifespans that they strive to achieve as much as they can in the years they are given.

Humans are the adaptable, innovative, achievers, and the pioneers of this world.
Ability Score Increase.

Two different ability scores of your choice increase by 1.

Skills. Gain proficiency in one skill of your choice.

Feature. You gain one compatible feat of your choice.

Size. While humans vary widely in height and build,

your size is considered Medium.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read, and write "Common"

and one extra language of your choice.

Mako Level Modifier + 0


Normal, everyday human.

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Cetra or "Ancient"
The Cetra, also known as "The Ancients" are an ancient civilization that were on this planet millennia before humans.

The Cetra look identical to regular humans, but are deeply spiritual in nature.

They can commune with the planet, an ability regular humans have lost.

Humans are descendants of the Cetra who gave up their close relationship with the planet in favor of leisure and convenience.

Ability Score Increase. Your INT score increases by +2 and increase your WIS by +1

Skills. Gain proficiency in Arcana.

Feature. You have the Cetra Mako Link feature:


You know a ritual that can augment two Materia Slots.

You perform the ritual over the course of 1 hour, which can only be done during a long rest.

If your weapon or armlet (either or, not one from each) has two Single Materia Slots,

you may treat them as Joined. Both are now considered "Augmented".
This feature stacks with other Mako Link features.
You cannot link any already linked Materia.
You cannot augment an already augmented or

infused Materia Slot.


Size. Cetra look exactly like humans, your size is Medium.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read, and write "Common" and


Ancient.

You also hear the planet.

Mako Level Modifier + 2


Close to the planet.

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"Red XIII" Tribe
Ability Score Increase. Increase your WIS score by +1, and increase either your STR or DEX by +2.

Skills. Gain proficiency in Athletics or Acrobatics.

Feature. You have the Savage Attacker feature:

Once per turn when you roll damage for a melee attack,

you can reroll the weapon’s damage dice and use either total.

AC. While you are not wearing any armor,


your AC equals 8 + proficiency + DEX modifier.

Note. You are only able to wear Barded Armor.

Racial Trait. You can't hold conventional weapons. Your basic attacks are:
Tooth
Attack Bonus: D20 + proficiency + STR modifier.

Range: 5ft., one target.

Damage: 1D10 + STR modifier piercing damage.

Note. Bite can be enhanced by a Gorget with Materia.


Claw
Attack Bonus: D20 + proficiency + STR or DEX modifier.

Range: 5ft., one target.

Damage: 1D10 + STR or DEX modifier slashing damage.

Note. Claw can be enhanced by Paw Gauntlets with Materia.


Size. This is an ancient sentient race of large Cat-like

beings, your size is considered Medium.

Speed. Your base walking speed is 40ft.

Darkvision. You have superior vision in dark conditions.

You can see in dim light within 60ft of you as if it were bright
light, and in darkness as if it were dim light.

Languages. You can speak, read, and write "Common"

and Ancient.

Mako Level Modifier + 1


An old and knowledgeable culture.

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Playable Monster Races
Monsters can't wear armor other than armlets,

(unless your DM decides otherwise.)

They are not skilled at using Materia, but make up for that
shortcoming with a Racial Level 1 Limit Break.

Monsters cannot speak, but they can understand when


spoken to. They can only communicate via action & writing.

Note. Monsters are often attacked on sight by other races.


Tonberry
Ability Score Increase. Increase DEX score by +3.

Skills. Gain proficiency in Stealth and WIS saving throws.

Feature. You have the Skulker feature.


You can try to hide when you are lightly obscured

from the creature from which you are hiding.


When you are hidden from a creature and miss it with a
weapon attack, the attack doesn't reveal your position.
Dim light doesn’t impose disadvantage on your WIS
(Perception) checks relying on sight.
AC. Your AC equals 8 + proficiency + DEX modifier.

Size. Tonberries are short. Your size is considered Small.

Speed. Your base walking speed is 20ft.

Darkvision. You have superior vision in dark conditions.

You can see in dim light within 60ft of you as if it were bright
light, and in darkness as if it were dim light.

Languages. You can't speak "Common",

but you can understand, and write it.

Mako Level Modifier - 3


You're a monster.

Level 1 Limit Break


Grudge
Single ethereal attack

Attack Bonus: N/A - Automatic hit.

Range: 30ft., one target

Damage: 2D8 or 2D8 + (proficiency x D8)

If the target has lowered your hit points you within the last
minute add as many D8's as your proficiency bonus.

If the damage inflicted was at least 1/2 your total hit points or
more all D8's become D12's.

You can re-roll the damage dice and use either total.

Re-roll any 1's or 2's on either roll.

Note: 4 Limit Break charges required to use (instead of 5) .

Exact retribution on an enemy with your hatred and rage.


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Dwarfed Iron Giant Level 1 Limit Break
Ability Score Increase. Increase CON score by +2

and your STR score by +1.


Leaping Swing

Physical AOE attack

Skills. Gain proficiency in CON & STR saving throws.

You have advantage on contested STR checks.


Attack Bonus: N/A - Automatic hit

Range: 15ft., one target

Feature. You have the Tough feature. Damage: (3x current equipped weapon) + modifiers

Your hit point maximum increases by an amount equal to Leap 10ft into the air and attack a target within 15ft.

twice your level. This does not provoke an attack of opportunity.

Whenever you gain a level, your hit point maximum

increases by an additional 2 hit points. Select the target you wish to engage in melee range,

this target takes an additional 1D10 from your attack.

AC. Your AC equals 8 + proficiency + CON modifier.


Where you land you damage all targets within a 5ft radius.

Size. You aren't the same build as other Iron Giants,


Roll damage. You can re-roll the weapon’s damage dice and
your size is considered Medium.
use either total. Re-roll any 1's on both rolls.

Multiply the highest damage by 3x, then add weapon and


Speed. Your base walking speed is 25ft.
additional damage modifiers.

Languages. You can't speak "Common",


Note: 4 Limit Break charges required to use (instead of 5) .

but you can understand, and write it.


Leap into the air and use bulk and blade to crush targets.

Mako Level Modifier - 3


You're a monster.

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Cactuar
Ability Score Increase. Increase you DEX score by +2,
and your CHA score by +1.

Skills. Gain proficiency in Performance and CHA saving


throws.

Feature. You have the Sharpshooter feature.

Attacking at long range doesn't impose disadvantage on


your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and

three-quarters cover.
Before you make an attack with a ranged weapon that you
are proficient with, you can choose to take a - 5 penalty to
the attack roll. If you hit, you add +10 to the damage.
Racial Trait. Your basic attack is a Needle. (1D6+DEX 100ft)
At level 10 shoot 2x (2D6) , at level 15 3x (3D6) per attack.

AC. Your AC equals 8 + proficiency + DEX modifier.


Size. You are agile and fast, your size is considered Small.

Speed. Your base walking speed is 40ft.

Languages. You cant speak, but you can understand, and


write "Common" and one extra language of your choice.
Level 1 Limit Break
Mako Level Modifier - 3 1,000 needles
You're a monster.
Physical AOE attack


Attack Bonus: D20 + DEX + CHA + proficiency

Range: 15ft. cone

Damage: Refer to table below

Example:
1,000 Needles will be fired at all enemies in a 15ft cone.

Cactuar uses 1000 Needless on 2 targets within a 15ft cone.


The Damage dealt is set and has no type.

One has an AC of 15, the other has 20 AC.


Cactuar rolls 65 on a D100. (Column 3: 501-750 Needles)


Roll a single D100 roll and x10 to find how many total
It's attack roll: 14 (D20) + 3 (DEX) + 2 (CHA) + 2 (Prof ) = 21.
needles hit during the attack, you then roll a single attack roll
(D20 + modifiers) to determine how successful your attack is
Target #1 has 15 AC:

against each enemies AC.

+6 | Great Success: The Target takes 75 points of damage.


Target #2 has 20 AC:


Note: 4 Limit Break charges required to use (instead of 5) .

+1 | Success: The Target takes 15 points of damage.


You sprays a steady stream of needles in an AOE cone.

Degree of
0-250
251-500
501-750
751-1,000

Success Needles Needles Needles Needles


-10
Critical Fail
Critical Fail
Critical Fail
Critical Fail

or less 0 Damage 0 Damage 0 Damage 0 Damage


Fail
Fail
Fail
Fail

-9 to -2
2 Damage 5 Damage 7 Damage 10 Damage
Success
Success
Success
Success

-1 to +5
5 Damage 10 Damage 15 Damage 20 Damage
Great Success
Great Success
Great Success
Great Success

+6 to +9
25 Damage 50 Damage 75 Damage 100 Damage
+10
Critical Success
Critical Success
Critical Success
Critical Success

or more 50 Damage 100 Damage 150 Damage 200 Damage


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Chapter 4. Classes

A
dventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead.

They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women
and men can’t stand against.

A Class is the definition of what your character can do. It’s more than a profession; it’s your character’s calling.

Classes Overview
Soldier
SOLDIER is the elite fighting force of the Shinra company.

Soldiers attacks relentlessly with melee sword attacks.

Their Level 1 Limit Break is Braver.

A First Class Soldier has a higher crit rate than most.

A Commando is adept in a broad range of military


techniques called Maneuvers.

A Materia Knight combos melee attacks with a Mako Pulse


for increased damage and versatility.

Brawler
A Brawler is a seasoned street fighter that deals heavy
physical blows. They strike with uncanny speed and strength.

Brawlers inflict large amounts of damage using Brawler


Techniques, a fighting ability unique to this class.

Their Level 1 Limit Break is Reel Slots.

A Tough as Nails Brawler is a tank that can deal damage as


much they take.

Some Brawlers employ Guerilla Tactics and concealment to


attack from the shadows.

A Materia Mercenary can cast a Mako Pulse using Brawler


Medium of the Planet
Points to combine Materia and physical strikes. A Medium of the Planet a strong connection to the
Lifestream, and an affinity when using healing Materia.

Mediums are a support class that are able to use some Mako
Pulses without cost and can optimize their Materia layout.

Their Level 1 Limit Break is Healing Wind.

A Medium Subclass is influenced by the Lifestream.

A Chronicling Influence unlocks the memory of the planet,


showing you how to strengthen a Mako Pulse.

An Invigorating Influence strengthens your healing abilities.


Allies healed by you will regain additional hit points.

The Luminous Influence permeates from you with an eerie


light that you can wield in offensive or defense.

A Shielding Influence surrounds you and your allies with a


protective barrier. Your Restore Materia can also raise AC for
a short while.
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Classes Overview

Heavy Gunner
A Heavy Gunner uses a prosthetic Cannon Platform as their
primary weapon. It is highly adaptable ranged weapon with a
number of different attachments.

Heavy Gunners are able to inflict large amounts of damage at


a range while effectively keeping track of their targets.

Their Level 1 Limit Break is Big Shot.

Some Heavy Gunners follow the Tactician Battlefield


Strategy and are able to employ tactics against the enemy.

A Sniper is equipped with high-precision weapons used to


engage targets from concealed positions.

A Materia Marksman fights with a combination of


Lifestream and ammunition called Mako Rounds.

Professor
The Professor is a support class that can enchance weapons,
items and ... Chocobos?!

A Professor is the classic mad scientist stereotype.


Their Level 1 Limit Break is Mako Recovery.

An Alchemist specializes in Flask Creation and Upgrades.

A Mako Artillerist deploys a Mako Turret to assist combat.

A Chocobo Breeder studies and has a unique bond with the


Chocobo species. They are able to Summon a captured or
bred Chocobo to fight alongside them in battle.

Aviator
An Aviator is a support class that focuses on teamwork and
battle tactics.

They Inspire their allies with their charismatic Leadership!

Their Level 1 Limit Break is Boost Jump.

A Wing Commander takes command of ally positioning to


surround the enemy to inflict additional damage by Flanking.

A Combat Pilot stands strong with allies to create an


impenetrable defense on the front line.

A Sergent Materia Major assists another Mako Pulse caster.


Together they produce a powerful combined Mako Pulse.

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Hit Points
Soldier Hit Dice: 1D10 per Soldier level

SOLDIER is the elite fighting force of the Shinra company.


Hit Points at 1st Level: 10 + your CON modifier

Its members are enhanced super-soldiers. At Higher Levels: 1D10 (or 6) + your CON modifier

per Soldier level after the 1st


Proficiencies
Proficiency
Armor: All armor, shields

Level Bonus Features Weapons: All simple weapons & Martial swords

Combat Style

Saving Throws: STR and CON

1st +2 Limit Break - Level 1


Skills Proficiencies. Choose two skills from Acrobatics,

Limit Break (1/rest) Animal Handling, Athletics, History, Insight, Intimidation,


Grit (1/rest)

Perception, and Survival

2nd +2
Action Surge (1/rest)
3rd +2 Military Unit
4th +2 Ability Score Improvement Mako Level Modifier - 2
Extra Attack (2x)
The Lifestream is extracted and processed by Shinra.
5th +3 This disconnects a Soldier from the planet.

Limit Break - Level 2


6th +3 Ability Score Improvement


7th +3 Military Unit Feature
8th +3 Ability Score Improvement Level 1 Limit Break
9th +4 Guts (1/rest) Braver
Military Unit Feature
Single physical attack

10th +4 Limit Break - Level 3


Attack Bonus: N/A - Automatic hit

Limit Break (2/rest) Range: 5ft., one target

11th +4 Extra Attack (3x) Damage: (3x current equipped weapon) + modifiers

Make a melee attack and roll damage.

12th +4 Ability Score Improvement You can re-roll the weapon’s damage dice and use either total.
13th +5 Guts (2/rest) Re-roll any 1's or 2's on both rolls.

14th +5 Ability Score Improvement Multiply the highest damage by 3x, then add weapon and
additional damage modifiers.

15th +5
Military Unit Feature

Limit Break - Level 4 You jump into the air and slam your weapon down through an
16th +5 Ability Score Improvement enemy with a crushing blow.
Action Surge (2/rest)

17th +6
Guts (3/rest) Starting Equipment
18th +6
Military Unit Feature
Wealth
Limit Break (3/rest) 4D4 x 100 Gil.
19th +6 Ability Score Improvement
Weapon
20th +6 Extra Attack (4x) BusterSword™ (1 handed martial weapon)

1D8+1 (Slashing ) Versatile (1D10+1)

1x Single Materia Slot.


Armor
Hide Armor.

AC = 12 + DEX modifier (Max 2)


Armlet
Bronze Bangle +1.

1x Single Materia Slot.


Items
A coil of Rope (50ft) and an Adventurers Kit:
A Bedroll
A Waterskin
Rations x 8 Days
Torches x 10
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Combat Style Action Surge
At the 1st level, you adopt a particular style of combat.
Also starting at 2nd level, you can push yourself beyond your
You can’t take a Combat Style option more than once, even if normal limits for a moment.

you later get to choose again.


On your turn, you can take one additional action on top of
Choose one of the following options: your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest
Tank before you can use it again.

While you are wearing armor, you gain a +1 bonus to AC. Starting at 17th level, you can use it twice before a rest, but
only once on the same turn.
Front Line
When you are wielding a melee weapon in one hand and no Military Unit
other weapons, gain +2 to damage rolls with that weapon.
At 3rd level, you choose which branch of the Shinra military
Great Weapon Fighting you strive to emulate in your combat styles and techniques.

When you roll a 1 or 2 on a damage die for an attack you Choose from: First Class, Commando, or Materia Knight.
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even Ability Score Improvement
if the new roll is a 1 or a 2.
At the 4th level, 6th, 8th, 12th, 14th, 16th, and 19th level,

The weapon must have the two-handed or versatile property you can increase one ability score of your choice by 2,

for you to gain this benefit. or you can increase two ability scores of your choice by 1.

You can’t increase a score above 20 using this feature.

Marksman

You gain a +2 bonus to attack rolls you make with thrown and You may spend two points on a new feat of your choosing
ranged weapons. instead of increasing ability scores.
Bodyguard Extra Attack
When a creature you can see attacks a target other than you
that is within 5ft of you, you can use your reaction to impose Beginning at 5th level, you can attack twice, instead of once,

disadvantage on the attack roll. whenever you take the attack action on your turn.

Attacks increases to 3x when you reach 11th, and to 4x when


Grit Feat you reach 20th level in this class.
Starting at 2nd level, you have a limited well of stamina that Guts Feat
you can draw on to protect yourself from harm.

On your turn, you can use a bonus action to regain hit points At the 9th level, you can reroll a saving throw that you fail.

equal to 1D10 + your Soldier level.


If you do so, you must use the new roll, and you can’t use this
Once you use this feature, you must finish a short or long rest feature again until you finish a long rest.

before you can use it again. You can use this feature twice between long rests at level 13,

and three times between long rests starting at 17th level.

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Military Units

At 3rd level, you choose which branch of the Shinra military you strive to emulate in your combat styles and techniques.

Choose from: First Class, Commando, or Materia Knight.

The unit you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

First Class
The First Class solider unit focuses on the development of
raw physical power honed to deadly perfection.

Those who model themselves on this unit combine rigorous


training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this unit at 3rd level, your
weapon attacks score a critical hit on a roll of 19 or 20.
Mako Saturation
Starting at 7th level, add your proficiency bonus to any

STR, DEX, or CON saving throw you make.

Add 2x proficiency bonus if if you are already proficient.


Additional Combat Style
At 10th level, you can choose a second option from the
Combat Style class feature.
Fated Critical
Starting at 15th level, your weapon attacks score a critical hit
on a natural roll of 18, 19 or 20.
Mako Overflow
At level 18, your Mako saturation has reached it's maximum,

knitting your wounds together as you continue battle.

At the start of each of your turns, you regain hit points equal
to 5 + your CON modifier if you have less than half of your
maximum hit points left (rounded down) .

You do not gain this benefit if you have 0 hit points.

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Commando Heaven's Cloud. When you take the attack action on your
turn, you can forgo one of your attacks and use your bonus
Those who emulate the Commando unit are adept in a broad action to direct one of your companions to strike.

range of military techniques.


When you do so, choose a friendly creature who can see or
To a Commando, combat is an academic field, sometimes hear you and expend one ATB die.

including subjects beyond battle.


That creature can immediately use its reaction to make one
A Commando absorbs the lessons of history, theory, and war weapon attack, adding the ATB die roll to the attack’s damage
to be a well-rounded fighter of great skill and knowledge. roll.
Combat ATB Crystal Sword. When you hit a creature with a weapon
When you choose this unit at 3rd level, you learn maneuvers attack, you can expend one ATB die to distract the creature,
that are fueled by special dice called ATB dice.
giving your allies an opening.


You add the ATB die roll to the attack’s damage roll.

Maneuvers. You learn three maneuvers of your choice,


The next attack roll against the target by an attacker other
which are detailed under “Maneuvers” over-page.
than you has advantage if the attack is made before the start
Many maneuvers enhance an attack in some way.
of your next turn.
You can use only one maneuver per attack action.
Force Stealer. You can expend one ATB die and use your
You learn 1x additional maneuver of your choice at 7th, at bonus action on your turn to feint, choosing one creature
10th, and at 15th level.
within 5ft of you as your target.

Each time you learn new maneuver, you can also replace one You have advantage on your next attack roll against that
maneuver you know with a different one.
creature. If that attack hits, add the ATB die roll to the

attack’s damage roll.
ATB You start with 4x ATB dice, which are D8s.

An ATB die is expended when you use it.


Hardedge. When you hit a creature with a weapon attack,
You regain 2 of your expended ATB die when you finish a you can expend one ATB die to attempt to goad the target
short rest and all when you finish a long rest.
into attacking you.

You gain another die at 7th level and one more at 15th level.
You add the ATB die roll to the attack’s damage roll, and the

target must make a WIS saving throw.

Saving Throws. Some of your maneuvers require your target On a fail, the target has disadvantage on all attack rolls
to make a saving throw to resist the maneuver’s effects.
against targets other than you until the end of your next turn.
The saving throw DC is calculated as follows:
Organics. When you make any ranged or melee weapon
Maneuver save DC = 8 + proficiency + STR or DEX modifier attack roll against a creature, you can expend one ATB die to
add it to the attack roll.

You can use this maneuver before or after making the attack
Student of War roll, but before any effects of the attack are applied.
Also at 3rd level, you gain proficiency with one type of Apocalypse. When you hit a creature with a weapon attack,
artisan’s tools of your choice. you can expend one ATB die to attempt to drive them back.

You add the ATB die roll to the attack’s damage roll, and if the
Know Your Enemy target is large or smaller, it must make a STR saving throw.

Starting at 7th level, if you spend at least 1 minute observing On a fail, you push the target up to 15ft away from you.
or interacting with another creature outside combat, you can
learn certain information about its capabilities compared to Enhance Sword. On your turn, you can use your bonus
your own.
action and expend one ATB die to rally of one of your team.

The DM tells you if the creature is your equal, superior, or When you do so, choose a friendly creature who can see or
inferior in regard to two of the following characteristics of hear you. That creature gains temporary hit points equal to
your choice: the ATB die roll + your CHA modifier.
STR, DEX or CON score Ragnarok. When a creature misses you with a melee attack,
Armor Class you can use your reaction and expend one ATB die to make a
Current hit points melee weapon attack against the creature.

Total class levels (if any) If you hit, add the ATB die roll to the attack's damage roll.
Improved Combat ATB
At 10th level, your ATB dice turn into D10s.
At 18th level, they turn into Dl2s.
Relentless
Starting at 15th level, when you roll initiative and have no
ATB dice remaining, you regain 1 ATB die.

You also recover 1x expended ATB die when you are hit by a
critical strike.
Maneuvers
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Materia Knight Mako Strike
At 7th level, when you to release an Elementrip or a

The Materia Knight unit combines the military mastery Mako Blade attack as an action you can immediately make a
common to all fighters with a careful study of 'magic.' single follow up melee weapon attack as a bonus action.
Soul Break
At 10th level, you learn how to make your weapon strikes
Mako Level Modifier + 0 undercut a creature’s resistance to magic.

While the Lifestream used is still heavily processed,


When you hit a creature with a weapon attack, that creature
Materia Knights are also exposed to pure Materia as has disadvantage on the next saving throw it makes against a
part of their training regime.
Mako Pulse before the end of your next turn.

Mako Charge
At 15th level, you can to teleport up to 30ft to an unoccupied
Mako Augmentation space you can see when you use Action Surge.

At 3rd level, you know a ritual that augments a Materia Slot. You can teleport before or after the additional action.
You perform the ritual over the course of 1 hour, which can
only be done during a long rest.
Improved Mako Strike

Starting at 18th level, when you use your action to attack a


As an action Elemental Magic Materia equipped in a
creature, you can immediately make a 1MP cost Mako Pulse,
Mako augmented slot can cast a Mako Pulse as standard
an Elementrip , or a Mako Blade attack as a bonus action.
(consuming MP) or a 0 MP cost Mako Pulse.

When an armlet slot is augmented, Elementrip can be cast.

When a weapon slot is augmented, Mako Blade can be cast.


You cannot augment an already augmented or

infused Materia Slot.

If your character has 0 MP they cannot cast.

Elementrip
You hurl a mote of elemental Mako at a creature or object
within 60ft. Choose one target within range, or choose two
within range that are within 5ft of each other.

A target must succeed on a DEX saving throw or take 1D6


elemental damage.

Save DC = 8 + proficiency + Materia DC saving throw modifier

The damage increases by 1D6 at characters 5th level (2D6),


11th level (3D6), and 17th level (4D6) .

Mako Blade
As part of the action used to cast this Mako Pulse, you must
make a melee attack with a weapon against one target within
your weapons reach, otherwise the cast fails.

On a hit, the target suffers the attack's normal effects. Mako


energy leaps from the target to a different target of your
choice that you can see within 5ft of it. The second target
takes the Materia's modifier damage.

At 5th level, the melee attack deals an extra 1D8 elemental


damage to the target, and the damage to the second target
increases to 1D8 + Materia modifier. Both damage rolls
increase at 11th level (2D8) and again at 17th level (3D8) .

At 15th level, you can Mako Augment two Materia Slots.

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Hit Points
Brawler Hit Dice: 1D8 per Brawler level

Hit Points at 1st Level: 8 + your CON modifier


A seasoned street fighter, harnessing the power of their body At Higher Levels: 1D8 (or 5) + your CON modifier

to deal heavy physical blows.


per Brawler level after the 1st
Brawlers channel uncanny speed and strength into their Proficiencies
unarmed strikes. Armor: None

Weapons: All simple weapons, "Street Weapons", Gloves.

Saving Throws: STR and DEX

Proficiency
Skills Proficiencies. Choose two from Acrobatics, Athletics,
Level Bonus Features Intimidation, Perception, Survival, and Stealth

Street Fighting

Unarmored Defense

1st +2 Limit Break - Level 1

Limit Break (1/rest) Mako Level Modifier - 2


Fighting Ability
A fighter who depends on ferocity, toughness, and
2nd +2 Unarmored Movement strength to win fights.
"Magic" isn't your style.

Combat Method

3rd +2 Deflect Missiles


Ability Score Improvement

4th +2 Cat-like Reflexes Level 1 Limit Break


Extra Attack (2x)
Slot Reels (x2)
5th +3
Reinforced Blows
Physical combo attack

Brawler Technique: Meteodrive


Attack Bonus: D20 + proficiency + STR or DEX modifier +
Limit Break - Level 2 WIS modifier

Ability Score Improvement


Range: 5ft., one target

6th +3
Combat Method Feature
Damage: Current equipped weapon + modifiers

Those who Fight!


Unarmored Movement (15ft) Choose two of your prepared Brawler Techniques.

7th +3
Evasion
You cannot choose the same technique twice.

Composure Brawler Techniques will hit for maximum damage.


8th +3 Ability Score Improvement You roll for how successful your attack is vs their AC.

Carry out the Brawler Techniques on the same target in the


9th +4 Unarmored Movement Improvement order you choose without requiring or using Brawler Points.
Iron Will

Brawler Technique: Dolphin Blow


Degree of

10th +4 Unarmored Movement (20ft)


Success Beat Rush Somersault      Water Kick
Limit Break - Level 3
-10
Critical Fail
Critical Fail
Critical Fail

Limit Break (2/rest) or less (0 Damage) (0 Damage) (0 Damage)


11th +4 Combat Method Feature Fail
Success
Fail

-9 to -2 (0.5x Damage) (1x Damage) (0.5x Damage)


12th +4 Ability Score Improvement
13th +5 Fight On! Success
Great Success
Success

-1 to +5 (1x Damage) (1.5x Damage) (1x Damage)


Ability Score Improvement

14th +5 Fortitude
Success
Critical Success
Great Success

+6 to +9 (1x Damage) (2x Damage) (1.5x Damage)


Unarmored Movement (25ft)
Still Fighting!
+10
Great Success
Critical Success
Critical Success

15th +5 Brawler Technique: Meteor Strike


or more (1.5x Damage) (2x Damage) (2x Damage)
Limit Break - Level 4
16th +5 Ability Score Improvement      You use a devastating physical combo on an enemy.
17th +6 Combat Method Feature
Example:

Barricade
Tifa uses Reel Slots on a target with 25 AC.

18th +6 Limit Break (3/rest)


Her Attack is 1D8 + 3 + 2 = 13 maximum damage.

19th +6 Ability Score Improvement Somersault: 18 (D20 ) + 3 (DEX ) + 2 (WIS ) + 2 (prof. ) = 25

20th +6 Veteran  0 | Great Success: Somersault does 19 damage. (1.5x)

Beat Rush: 16 (D20 ) + 3 (DEX ) + 2 (WIS ) + 2 (prof. ) = 23

-2 | Fail: 2x Unarmed Strikes do 13 damage. (0.5x)

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Starting Equipment Some of your Brawling Techniques require your target to
make a saving throw to resist the feature’s effects.

Wealth The save DC can use either STR, DEX or WIS modifier:
4D4 x 100 Gil
Save DC = 8 + proficiency + STR or DEX or WIS modifier
Weapon
Leather Gloves +1

1D6+1 (Bludgeoning)
Brawler Techniques
1x Single Materia Slot.
Level 1:
Armor Beat Rush. Immediately after you land a hit with an attack
None action, you can spend 1 Brawler Point to make two unarmed
strikes as a bonus action.
Armlet
Bronze Bangle +1.
Somersault. Spend 1 Brawler Point to attack a target as an
1x Single Materia Slot. action and flip back 10ft.

This does not provoke an attack of opportunity. The target


Items must succeed a CON saving throw or be knocked back 5ft.
A coil of Rope (50ft) and an Adventurers Kit: Water Kick. Spend 1 Brawler Point to attack a target as an
A Bedroll action with a sweeping kick.

A Waterskin Add 1D10 bludgeoning damage to the attack. The target


Rations x 8 Days must succeed a DEX saving throw or be knocked prone.
Torches x 10 Level 5:
Unarmored Defense Meteodrive. When you hit a target with a melee attack, you
can spend 1 Brawler Point to attempt a Suplex attack as a
Beginning at 1st level, while you are wearing no armor and bonus action. The target takes 1D12 bludgeoning damage
not wielding a shield, your AC = 10 + proficiency + DEX mod. and must succeed a CON saving throw or be knocked prone.
Street Fighting Level 10:
At 1st level, your have survived countless street brawls and Dolphin Blow When you hit a target with a Water Kick you
this experience gives you mastery of combat styles that use can spend 1 additional Brawler Point to attempt a Dolphin
unarmed strikes and street weapons,
Blow attack as a bonus action with advantage.

(which are shortswords and any simple melee weapons that A successful hit deals two additional unarmed strikes.
don’t have the two-handed or heavy property.)
Level 15:

Meteor Strike Spend 3 Brawler Points to attempt to grapple
You gain the following benefits while you are unarmed or a target as an action with advantage.

wielding only street weapons and you aren’t wearing armor On a successful grapple you spin the target around, all
or wielding a shield: creatures within a 10ft radius must succeed a DEX saving
You can use DEX instead of STR for the attack and throw or be knocked prone.

damage rolls of your unarmed strikes and street weapons. You then jump 15ft into the air and throw the grappled target
When you use the attack action with an unarmed strike or downwards, dealing 2D10 bludgeoning damage to the target.

a street weapon on your turn, you can make one unarmed The target must succeed a CON saving throw or become
strike as a bonus action, assuming you haven't already incapacitated for 1 round.
taken a bonus action this turn.
Note: These are the base techniques learned via level up.

Fighting Ability A DM may have additional techniques available to be learned.


Starting at 2nd level, fighting is becoming second nature.
Degree of

Your Brawler level determines the maximum number of Success Meteodrive Dolphin Blow Meteor Strike
Brawler Points you have. (i.e 20 points at level 20)
-10
Fail
Critical Fail
Critical Fail

You use Brawler Techniques by expending Brawler Points. or less (0.5x Damage) (0 Damage) (0 Damage)

You start knowing three Brawler Techniques:


-9 to -2
Success
Fail
Fail

(1x Damage) (0.5x Damage) (0.5x Damage)


Beat Rush, Somersault, and Water Kick.

You learn more techniques as you gain levels in this class.


-1 to +5
Great Success
Fail
Success

You can have as many Brawler Techniques prepared for use (1.5x Damage) (0.5x Damage) (1x Damage)
as you WIS modifier, these can be changed at a long rest. Critical Success
Success
Great Success

+6 to +9
(2x Damage) (1x Damage) (1.5x Damage)
When you have 0 Brawler Points you can recover as many
points as your WIS modifier at the end of a short rest, you +10
Critical Success
Great Success
Critical Success

must spend the rest exercising, stretching or light sparring.


or more (2x Damage) (1.5x Damage) (2x Damage)
You recover all Brawler Points at the end of a long rest.
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Unarmored Movement Reinforced Blows
Starting at 2nd level, your speed increases by 10ft while you Starting at 5th level, you can stun an enemy with precise
are not wearing armor or wielding a shield.
powerful blows to the opponent’s body.

This bonus increases when you reach certain Brawler levels. When you hit another creature with a melee attack, you can
spend 1 Brawler Point to attempt a stunning strike.
Brawler

Level
Movement

Increase
The target must succeed on a CON saving throw or be
incapacitated until the end of your next turn.

6th 15ft Save DC = 8 + proficiency + STR or DEX or WIS mod.


10th 20ft
Those who Fight!
14th 25ft
Starting at 6th level, your unarmed strikes and street weapon
18th 30ft attacks count as "magical" for the purpose of overcoming
resistance and
immunity to "non-magical" attacks and
At 9th level, you gain the ability to move along vertical damage.
surfaces and across liquids without falling during the move.
Evasion
Deflect Missiles
At 7th level, your instinctive agility lets you dodge out of the
Starting at 3rd level, you can use your reaction to deflect or way of area of effect damage.

catch the ammo when you are hit by a ranged weapon attack. When you are subjected to an effect that allows you to make a
The damage you take from the attack is reduced by 1D10 + DEX saving throw to take only half damage, use your reaction
DEX modifier + Brawler level.
to take no damage if you succeed on the saving throw, and
If you reduce the damage to 0, you can catch the ammo if you only half damage if you fail.
have at least one hand free. Composure
If you catch ammo in this way, you can spend 1 Brawler Point Starting at 7th level, you can use your action to end one effect
to make a ranged attack with the weapon or piece of on yourself that is causing you to be charmed or frightened.
ammunition you just caught, as part of the same reaction.

You make this attack with proficiency and the missile counts Iron Will
as a street weapon.
At 10th level, your unwavering determination makes you
Combat Method immune to disease and poisoned status (not poison damage) .
At the 3rd level, you commit yourself to a method of combat: Fight On!
Tough As Nails, Guerilla Tactics, or Materia Mercenary,

all detailed at the end of the class description.


Starting at 13th level, when you land a critical hit you regain

1 of your expended Brawler Points.


Your Combat Method grants you features at 3rd, 6th, 11th,
and 17th level. Fortitude
Ability Score Improvement Beginning at 14th level, your strength of body and mind
grants you proficiency in all saving throws.

At the 4th level, 6th, 8th, 12th, 14th, 16th, and 19th level,
Whenever you make a saving throw and fail, you can spend 1
you can increase one ability score of your choice by 2,
Brawler Point to reroll it and take the second result.
or you can increase two ability scores of your choice by 1.

You can’t increase a score above 20 using this feature. Still Fighting!
You may spend two points on a new feat of your choosing Starting at 15th level, when you are hit by a critical hit you
instead of increasing ability scores. regain 2 of your expended Brawler Points.
Cat-like Reflexes Barricade
Beginning at 4th level, you can use your reaction when you Beginning at the 18th level, you can use your action to spend
fall to reduce any falling damage you take by an amount equal 6 Brawler Points to increase your AC+2 for 1 minute.

to five times your Brawler level. This requires maintained concentration.


Extra Attack Veteran
Beginning at 5th level, you can attack twice, instead of once,
At 20th level, when you roll for initiative and have no Brawler
whenever you take the attack action on your turn. Points remaining, you recover as many Brawler Points as
your WIS modifier.

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Combat Methods
At the 3rd level, you commit yourself to a method of combat: Tough As Nails, Guerilla Tactics, or Materia Mercenary.

Your Combat Method grants you features at 3rd, 6th, 11th, and 17th level.
Tough as Nails Intimidating Presence
Beginning at 11th level, you can use your action to frighten
Brawlers who follow this method are the ultimate masters of someone with your menacing presence.

street fighting combat, whether armed or unarmed.



Choose one creature that you can see within 30ft of you.

They learn techniques to push and trip their opponents, hit If the creature can see or hear you, it must succeed on a WIS
harder and faster, and to heal damage to their bodies through saving throw or be frightened of you until the end of your next
sheer force of will. turn.
Controlled Blows

Starting at 3rd level you learn to direct your blows to impact Save DC = 8 + proficiency + CHA modifier

differently on an enemy.


On subsequent turns, you can use your action to extend the
Whenever you hit a creature with one of the attacks granted duration of this effect on the frightened creature until the end
by Beat Down, you can impose one of the following effects of your next turn.

on that target one time per turn: This effect ends if the creature ends its turn out of line of
sight or more than 60ft away from you.
It must succeed a DEX saving throw or be knocked prone.
It must succeed a STR saving throw or is pushed up to Indestructible
15ft away from you. Starting at 17th level, when you are reduced to 0 hit points
It can’t take reactions until the end of your next turn. and are not killed outright, you can choose to drop to 1 hit
point instead.

Save DC = 8 + proficiency + STR/DEX/WIS mod.

Once you use this ability, you can’t use it again until you finish
Regenerate a long rest.
At 6th level, you gain the ability to heal yourself.

As an action you can regain hit points equal to three times


your Brawler level.

You must finish a long rest before you can use this feature
again.

30
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Guerilla Tactics Stalk your Mark
At 6th level, you can move undetected in the shadows.

Brawlers studying under this method follow a tradition that

values stealth and subterfuge.


When you are in dim light or darkness, as a bonus action you

can teleport up to 60ft to an unoccupied space you can see


These Brawlers might be called ninjas by the surviving that is also in dim light or darkness.

enemy, and they serve as spies and assassins.

Advantage of Concealment You then have advantage on the first melee attack you make
Starting when you choose this method at 3rd level, you can on an unaware target before the end of the turn.
use your Brawler Points to effects the world around you to Stick to the Shadows
conceal you from the enemy.
By 11th level, you have become one with the shadows.

As an action, you can spend 2 Brawler Points to cast When you are in an area of dim light or darkness, you can use
Darkness, Darkvision, Pass without trace, or Silence. your action to become invisible.

Darkness You remain invisible until you make an attack, use Magic
Materia, or are in an area of bright light.
Casting Time: 1 action

Range: 60ft
Ambush Assault
Duration: Concentration, up to 10 minutes.
At 17th level, you can exploit a creature's momentary
Darkness spreads from a point you choose within range to fill distraction when it is hit by an attack.

a 15-foot-radius sphere for the duration.


The darkness spreads around corners.


Whenever a creature within 5ft of you is hit by an attack
A creature with darkvision can’t see through this darkness, made by a creature other than you, you can use your reaction
and light can’t illuminate it.
to follow up with a Beat Rush against that creature.
If the point you choose is on an object you are holding or one
that isn’t being worn or carried, the darkness emanates from
the object and moves with it.

Completely covering the source of the darkness with an


opaque object, such as a bowl or a helm, blocks the darkness.
Darkvision
Casting Time: 1 action

Range: Self

Duration: 8 hours

You have the ability to see in the dark.

For the duration, you have darkvision out to a range of 60ft.


Pass without Trace
Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you.

For the duration, you have a +10 bonus to Stealth checks and
can’t be tracked.

You leave behind no tracks or other traces of your passage.


Silence
Casting Time: 1 action

Range: 120ft

Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass


through a 20-foot-radius sphere centered on a point you
choose within range. Any creature entirely inside the sphere
is deafened and muted.

31
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Materia Mercenary Elemental Reinforcement
At 6th level, you can use you Elemental Assailant Ritual on
Brawlers who follow this method focus the power of the two weapon slots.
Lifestream into their physical attacks.
If this is a Joined Materia Slot, both equipped Materia can
effect the Mako Pulse released with your attack action.
Mako Level Modifier + 0 If you have a Magic Materia and an "Add Effect" or
You align yourself with the forces of the lifestream,
"Elemental" Materia linked, the Mako Pulse will do attack
using Materia as an extension of your body.

damage, magic damage, and also the Support Materia



bonuses. This will not work with "All" Materia.
Elemental Techniques
At the 11th Level you can use you Elemental Assailant Ritual
Elemental Assailant on three of your weapon slots.
Starting when you choose this method at 3rd level, you know
a ritual that can Augment one Materia Slot in your weapon.
When you use a Brawler Technique, you can use additional
You can perform the ritual over the course of 1 hour, which Brawler Points to activate a Mako Pulse as above in
can only be done during a long rest.
Elemental Reinforcement. Use normal MP conversion rules.

You can augment additional slots of your equipped weapon at This will not work with "All" Materia.
6th, 11th, and 17th level.

The ritual has to be repeated for all slots on new a weapon.


Add the Status Effect bonuses from paired Support Materia
You cannot augment an already augmented or infused to all hits that connect in the technique.
Materia Slot
Elemental Torrent
A Mako Pulse from Magic Materia equipped in an Elemental At the 17th Level you can use you Elemental Assailant Ritual
Assailant Slot can use Brawler Points instead of MP.
on four of your weapon slots.
When you hit a target with a melee attack hit, you will do
normal attack damage, and you can cast the equipped Magic When you make a melee attack with an Elemental Assailant
Materia at the point of contact (using Brawler Points) as part Mako Pulse, you can choose to expend an additional 2
of the same action, but only once per attack action. Brawler Points to modify the Mako Pulse damage output into
There is a maximum amount of Brawler Points that can be a 15ft AOE cone from the point of contact.
converted into MP as described in the below table. Notes.
Brawler
Max. amount of Brawler Points

Level able to be converted per action Only one piece of Magic Materia can make a Mako Pulse
at any time, Two cannot be cast in the same action.
3rd-5th 1 Burnout rules apply to Elemental Attacks that roll a
6th-10th 3 natural 1. This has no effect on MP dice or remaining
11th-16th 5
Brawler Points.
17th-20th 8

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Medium of the Planet
There has always been a comforting presence with you.
Hit Points
It's hard to explain. It is all around, beneath and within you.
Hit Dice: 1D8 per Medium level

You have a strong connection to the Lifestream, and an Hit Points at 1st Level: 8 + your CON modifier
affinity when using healing and defense buffing Materia. At Higher Levels: 1D8 (or 5) + your CON modifier

per Medium level after the 1st


Proficiency
Proficiencies
Level Bonus Features Armor: Light armor, medium armor, shields

Lifestream Influence

Weapons: All simple weapons

1st +2 Limit Break - Level 1


Saving Throws: WIS and CHA

Limit Break (1/rest) Skills Proficiencies. Choose two from History, Insight,
Medicine, Persuasion, and Religion
2nd +2 Harmonize Lifestream (1/rest)
3rd +2 Innate Mako Pulse (1/rest)
4th +2 Ability Score Improvement
Extra Attack (2x)

Mako Level Modifier + 2


5th +3 Mako Link - Level 1
You are sensitive to the Lifestream and when there
Limit Break - Level 2 is silence you can hear the whispers of the planet.

Ability Score Improvement

6th +3 Harmonize Lifestream (2/rest)

Lifestream Influence Feature


7th +3 Lifestream Shroud
Level 1 Limit Break
Ability Score Improvement
Healing Wind
8th +3 Lifestream Influence Feature
Area of effect healing

Mako Link - Level 2 Attack Bonus: N/A - Automatic hit

9th +4 Innate Mako Pulse (2/rest) Range: 30ft.

Effect: Restore a number of hit points equal to 10x times


10th +4
Call on the Planet

Limit Break - Level 3

your Medium level.

Limit Break (2/rest) Choose any number of creatures within range and divide
those hit points among them. This can restore a creature to
11th +4 Mako Link - Level 3 no more than 3/4 of its hit point maximum (rounded down) .

12th +4 Ability Score Improvement This does not effect the dead, undead, or constructs.

13th +5 Lifestream Imbued You restore nearby allies with a potent wind of healing.

Ability Score Improvement

14th +5 Mako Link - Level 4 Starting Equipment


Innate Mako Pulse (3/rest)

15th +5 Limit Break - Level 4 Starting Wealth


4D4 x 100 Gil
16th +5 Ability Score Improvement
Lifestream Influence Feature
Weapon
17th +6 Mako Link - Level 5 Quarterstaff +1

Harmonize Lifestream (3/rest)

1D6+1 (Bludgeoning)

18th +6 Limit Break (3/rest) 1x Single Materia Slot.


19th +6 Ability Score Improvement Armor
20th +6 Call on the Planet Improvement Padded Armor AC = 11 + DEX Mod

Shield AC + 2
Armlet
Iron Bangle +1   2x Single Materia Slot.
Items
A Mess Kit and an Adventurers Kit:
A Bedroll
A Waterskin
Rations x 8 Days
Torches x 10
33
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Medium
Link

Lifestream Influence Level Level Mako Link Details


Choose one way the Lifestream influences your character: Can make 1x Mako Link

Chronicling, Invigorating, Luminous, or Shielding.


5th Level 1 (2x maximum augmented Materia Slots)


Cannot Link any already Linked Materia

Each influence is detailed at the end of the class description.


Lifestream Influence Mako Link Upgrade

Your choice grants you abilities and other features when you Can make 2x Mako Link
choose it at 1st level.
8th Level 2 (3x maximum augmented Materia Slots)


Cannot Link any already Linked Materia
It also grants you additional ways to Harmonize with the Can make 2x Mako Link

Lifestream when you gain that feature at 2nd level, and (4x maximum augmented Materia Slots)

additional benefits at 6th, 8th, and 17th levels. 11th Level 3 Can Link 1x already Linked Materia

to a 3rd un-linked & compatible Materia


Harmonize Lifestream Can make 3x Mako Link

At 2nd level, you gain the ability to channel Lifestream 14th Level 4
(5x maximum augmented Materia Slots)

directly from the planet, using that energy to fuel abilities.


Can Link 1x already Linked Materia

to a 3rd un-linked & compatible Materia


Some Lifestream Hamonization effects require saving Can make 4x Mako Link

throws. The Save DC is calculated as:


17th Level 5
(6x maximum augmented Materia Slots)

Medium Save DC = 8 + proficiency + WIS modifier


Can Link 2x already Linked Materia

to a 3rd un-linked & compatible Materia


At 2nd level you can Harmonize Lifestream once between Notes:


long rests. Twice between long rests at 6th level, and at 18th
level you can Harmonize Lifestream three times between You cannot augment an infused Materia Slot.
long rests. Once Harmonize Lifestream uses are expended You cannot augment a Materia Slot that has

you must finish a long rest before using this feature again. been augmented by another class.
Medium Mako Links can only be made between Medium
Innate Mako Pulse Augmented Slots.
At the 3rd Level, You are familiar with the flow of Lifestream.
Extra Attack
As an action you make a Mako Pulse (1MP cost) without
expending MP. This can also be used as a reaction when Beginning at 5th level, you can attack twice, instead of once,

failing to cast a Mako Pulse that requires multiple MP Dice.


whenever you take the attack action on your turn.

At the 9th level you can make 1x Innate Mako Pulse of 2MP Lifestream Shroud
cost, or 2x 1MP cost Innate Mako Pulses between long rests.

At level 15 you can use 3MP worth of Innate Mako Pulses.


At 7th level, the Lifestream surrounds you in a veil to protect

you from area of effect damage.

Once you use all available MP of this feature, you must finish When you are subjected to an effect that allows you to make
a long rest before it can be used again.
any saving throw to take only half damage, use your reaction
to take no damage if you succeed on the saving throw,

Ability Score Improvement and only half damage if you fail.


At the 4th level, 6th, 8th, 12th, 14th, 16th, and 19th level,
Call on the Planet
you can increase one ability score of your choice by 2,

or you can increase two ability scores of your choice by 1.


Beginning at 10th level, you can call on the planet as an
You can’t increase a score above 20 using this feature.
action to intervene on your behalf when your need is great.

You may spend two points on a new feat of your choosing Describe the assistance you seek, and roll percentile dice.

instead of increasing ability scores. If you roll a number equal to or lower than your Medium level,
the planet intervenes.

Medium Mako Link The DM chooses the nature of the intervention.

If the planet intervenes, you can’t use this again for 4 days.

At 5th level, You know how to augment two Materia Slots.


Otherwise, you can use it again after you finish a long rest.

You perform the ritual over the course of 1 hour, which can At 20th level, your call succeeds automatically.
only be done during a long rest.

If your weapon or armlet (either or, not one from each)


Lifestream Imbued
has two Single Materia Slots, you may treat them as Joined.

Both are now considered "Augmented."


At 13th level, you are permeating Lifestream which enhances
This feature stacks with other Class/Race Mako Link feats.
the potency of your Mako Pulses.

You gain more Mako Links at 8th, 11th, 14th and 17th levels.
Add your WIS modifier to elemental Mako Pulse related
At higher levels Materia in Augmented Slots can be linked to damage rolls, and add double your WIS modifier for hit point
multiple Materia that are also in an Augmented Slot. restoring rolls for Materia in Medium Augmented Slots.

34
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Lifestream Influence
Choose one way the Lifestream influences your character:

Chronicling, Invigorating, Luminous, or Shielding.

It grants ways to Harmonize with the Lifestream when you gain

that feature at 2nd level. You gain additional benefits at 6th, 8th, and 17th levels.
Chronicling Influence Visions of the Past
The Lifestream unlocks the ancient memory of the planet Starting at 17th level, you can call up visions of the past that
within you, giving you a depth of knowledge and experience. relate to an object you hold or your immediate surroundings.

Unlocked Knowledge You spend at least 1 minute in meditation, then receive


At 1st level, you learn two languages of your choice.
dreamlike, shadowy glimpses of recent events.

You also become proficient in your choice of two of the You can meditate in this way for a number of minutes equal
following skills: Arcana, History, Nature, or Religion.
to your WIS score and must maintain concentration during

that time.

Your proficiency bonus is doubled for any ability check you

make that uses either of those skills. Once you use this feature, you can’t use it again until you
finish a short or long rest.
Harmonize Lifestream: Object Reading. Holding an object as you meditate, you can
Knowledge of the Planet see visions of the object’s previous owner.

Starting at 2nd level, you can use your Harmonize Lifestream After meditating for 1 minute, you learn how the owner
to tap into a ancient well of knowledge.
acquired and lost the object, as well as the most recent
As an action, you choose one skill or tool.
significant event involving the object and that owner.

For 10 min, you have proficiency with the chosen skill or tool. If the object was owned by another creature in the recent
past (within a number of days equal to your WIS score) , you
Knowledge Feedback can spend 1 additional minute for each owner to learn the
At 6th level, you can predict and attempt to evade an attack. same information about that creature.
You then take advantage of an enemy’s failed strike.
Area Reading. As you meditate, you see visions of recent
When a creature makes an attack roll against you, you can events in your immediate vicinity (a room, street, tunnel,
use your reaction to impose disadvantage on that roll.
clearing, or the like, up to a 50-foot cube) ,

If the attack misses, your next attack roll against the creature going back a number of days equal to your WIS score.

has advantage if you make it before the end of your next turn.
For each minute you meditate, you learn about one
Once you use this feature, you can’t use it again until you significant event, beginning with the most recent.

finish a short or long rest. Significant events typically involve powerful emotions, such
Chronicling Mako Link as battles, betrayals, marriages, murders, births and funerals.
Starting at 8th level, the age-old knowledge bestowed upon However, they might also include more mundane events that
you allows you use your INT modifier for attack and damage are nevertheless important in your current situation.
rolls instead of the stipulated stat modifier for any Materia in
your Augmented Slots.

35
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Invigorating Influence Luminous Influence
The Lifestream fortifies and increases your healing abilities. The Lifestream permeates from you with an eerie glow.
Revitalize Illuminate
Starting at 1st level, your healing abilities are more effective.
Starting at 1st level, you shed bright light in a 20-foot radius
Whenever you use a Mako Pulse to restore hit points to a and dim light for an additional 20ft. Completely covering
creature, the creature regains additional hit points equal to
yourself with something opaque blocks the light.

2 + your INT or WIS modifier. (Your choice.)

After concentrating for 1min you can extinguish your light for
Harmonize Lifestream: Lifestream Repair 10min, can spend an additional 1min to add 10min more.

Starting at 2nd level, you can use your Harmonize Lifestream You can concentrate for as many minutes as equal to your
to heal the badly injured.
WIS score.

As an action, you evoke healing energy that can restore a Warding Flare
number of hit points equal to five times your Medium level.
Also at 1st level, you can interpose divine light between
Choose any creatures within 30ft of you, and divide those hit yourself and an attacking enemy.

points among them.


This feature can restore a creature to no more than half of its When you are attacked by a creature within 30ft of you that
hit point maximum. This doesn't effect undead or constructs. you can see, you can use your reaction to impose
disadvantage on the attack roll, causing light to flare before
Lifestream Feedback the attacker before it hits or misses.

Beginning at 6th level, the healing Mako Pulses you cast on An attacker that can’t be blinded is immune to this feature.

others heal you as well. When you use a Mako Pulse that

restores hit points to a creature other than you, you regain hit You can use this feature a number of times equal to your WIS
points equal to 2 + your INT or WIS modifier. modifier (a minimum of once) .

You regain all expended uses when you finish a long rest.
Invigorating Mako Link
Starting at 8th level, any type of restore Magic Materia
Harmonize Lifestream: Lifestream Flare
placed in your augmented slots receives a bonus 1D8 healing Starting at 2nd level, you can use your Harmonize Lifestream
dice when releasing a healing Mako Pulse.
to harness sunlight, banishing darkness and dealing radiant
If you have another restore type Magic Materia in a linked damage to your foes.

Materia Slot, the Mako Pulse will draw an additional 1D8 As an action, any darkness within 30ft of you is dispelled.

healing dice from the linked Materia. Additionally, each hostile creature within 30ft of you must
make a CON saving throw.

Example: A level 5 Medium can have 1x set of augmented A creature takes radiant damage equal to 2D10 + your
Materia Slots, i.e 1x "Link".

Medium level on a failed saving throw, and half as much


damage on a successful one.

A restore Materia placed in one of these Slots will gain 1D8


A creature that has total cover from you is not affected.
bonus to healing. If this is linked with a second Restore
Materia, a healing Mako Pulse will gain 2D8 bonus to healing.
Improved Flare
Starting at 6th level, you can also use your Warding Flare
feature as a reaction when a creature that you can see within
Absolute Healing 30ft of you attacks a creature other than you.
Starting at 17th level, when you would normally roll dice to Radiant Mako Link
restore hit points with a Mako Pulse, you instead use the
highest number possible for each die.
Starting at 8th level, any type of attack Magic Materia

For example, instead of rolling 2D6 hit point recovery to a placed in your augmented slots receives a bonus

creature, you restore 12 hit points automatically. 1D8 radiant damage dice when releasing a Mako Pulse.

If you have another attack type Magic Materia in a linked slot,


the Mako Pulse will draw and use an additional

1D8 radiant damage dice from the linked Materia.


Corona of Light
Starting at 17th level, you can use your action to activate an
aura of sunlight that lasts for 1 minute or until you dismiss it
using another action.

Your emitted bright light extends to a 60-foot radius and dim


light 30ft beyond that.

Enemies within bright light have disadvantage on saving


throws against an attack that does fire or radiant damage.

You must maintain concentration on this effect.

36
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Shielding Influence

The Lifestream surrounds you with a protective barrier. Guarding Lifestram


Starting at 17th level, You and friendly creatures within 10ft
Passive Defense of you gain resistance to bludgeoning, piercing, and slashing
Starting at 1st level, when you release a Mako Pulse you damage from nonmagical weapons.

increase your AC by +1 until the start of your next turn. Also at level 17 your Lifestream Shroud ability can be used
as a reaction for any ally within a 10ft radius.
Harmonize Lifestream: Lifestream Screen
Starting at 2nd level, you can use your Harmonize Lifestream
to protect your allies from harm.

As a reaction, When you or an ally within 30ft of you are


subjected to an effect that requires any saving throw to take
only half damage, you bring forth a screen of lifestream

10ft wide, 5ft tall between the enemy and the target.

Allies protected behind the wall take no damage if they


succeed on the saving throw, and only half damage if they fail.
This has no effect on the allies that already have a protective
feature, such as Evasion or Lifestream Shroud.
Harmonize Lifestream: Lifestream Field
Starting at 6th level, you can use your Harmonize Lifestream
to create a 10ft radius area for 1 min that provides protection
for you and your allies.

Allies within the area have their AC increased by +1 and have


resistance to all elemental attacks.

If your allies have a protective feature, such as Evasion or


Lifestream Shroud they add +5 to any saving throws.

You must maintain concentration on the Lifestream Field.


Projected Lifestream
Also at 6th level, when a creature that you can see within 10ft
of you takes damage, you can use your reaction to project a
screen of Lifestream to absorb that damage.

The screen has hit points equal to your Medium level + your
WIS modifier.

If this damage reduces the screen to 0 hit points, the


protected creature takes any remaining damage.

Once you use this feature, you must finish a short or long rest
before you can use it again.
Reinforced Mako Link
Starting at 8th level, any type of restore Magic Materia
equipped in your augmented slots that recovers hit points to
an ally will also increase the targets AC by +1 until the start
of your next turn.

If you have another Restore type in a Linked slot, a Mako


Pulse will draw from and add an additional +1 AC.
Example: A level 5 Medium can have 1x set of augmented
Materia Slots, i.e 1x "Link".

A Restore Materia placed in one of these Slots increase the


targets AC by +1 until the start of your next turn.

If this is linked with a second Restore Materia, the targets AC


instead increases by +2 until the start of your next turn.

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Hit Points
Heavy Gunner Hit Dice: 1D10 per Heavy Gunner level

Hit Points at 1st Level: 10 + your CON modifier

Due to accident, disease, or by choice you have lost your hand At Higher Levels: 1D10 (or 6) + your CON modifier

up until midway up your forearm.


per Heavy Gunner level after the 1st
In its place is a prosthetic Cannon Platform, you primary Proficiencies
weapon. It is highly versatile with a number of attachments. Armor: Light armor, medium armor, shields

Weapons: All simple weapons & Martial ranged weapons,

Cannon Platform & associated attachments


Proficiency
Saving Throws: STR and DEX

Level Bonus Features Skills Proficiencies. Choose two from: Animal Handling,
Adversary Tracking

Athletics, Insight, Investigation, Nature, Perception, Stealth,


Familiar Territory
and Survival
1st +2 Limit Break - Level 1

Limit Break (1/rest)


Combat Style

2nd +2 Improved Critical Mako Level Modifier - 2


3rd +2 Battlefield Strategy The Cannon Platform is your weapon.

There are many like it, but this one is yours.

4th +2 Ability Score Improvement "Magic" is a mediocre backup.

Extra Attack (2x)


5th +3 Limit Break - Level 2


Ability Score Improvement

6th +3 Additional Adversary Tracking (2x)


Level 1 Limit Break
Additional Familiar Territory (2x)
Big Shot
7th +3 Battlefield Strategy Feature Single ranged attack

8th +3
Ability Score Improvement
Attack Bonus: N/A - Automatic hit

Quickdraw Range: 60ft., one target

9th +4 Additional Combat Style Damage: (3x current equipped weapon) + modifiers

Make a ranged attack and roll damage.

Hide in Plain Sight


You can re-roll the weapon’s damage dice and use either total.
10th +4
Additional Familiar Territory (3x)

Limit Break - Level 3

Re-roll any 1's on both rolls. Multiply the highest damage by


Limit Break (2/rest) 3x, then add weapon and additional damage modifiers.

11th +4 Battlefield Strategy Feature You charge up a single powerful shot.


12th +4 Ability Score Improvement
13th +5 Extra Attack (3x)
Starting Equipment
Ability Score Improvement
Wealth
14th +5 Armor-piercing Rounds 4D4 x 100 Gil
Battlefield Strategy Feature

15th +5 Limit Break - Level 4 Weapon


Pistol +1 (Cannon Attachment)

16th +5
Ability Score Improvement
1D6+1 (Piercing )

Additional Adversary Tracking (3x)) 1x Single Materia Slot.

17th +6 Fated Critical Dagger - 1D4 (Piercing )


Keen Senses
Armor
18th +6 Limit Break (3/rest)
Padded Armor

19th +6 Ability Score Improvement AC = 11 + DEX modifier


20th +6 Adversary Slayer
Armlet
Bronze Bangle +1. 1x Single Materia Slot.
Items
9mm Ammunition x20 and an Adventurers Kit:
A Bedroll
A Waterskin
Rations x 8 Days
Torches x 10
39
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Adversary Tracking Combat Style
Beginning at 1st level, you have experience studying, tracking, At the 2nd level, you adopt a particular style of combat.

hunting, and even talking to a certain type of enemy.


You can choose a second combat style at the 9th level.

Choose one type of enemy from:


You can’t take a combat style feature more than once.

Beasts, Constructs, Dragons, Elementals, Giants, Choose one of the following options:
Monstrosities, Oozes, Plants, or Undead.

Alternatively, you can select two adventurer races (playable) Tank


as adversarial enemies.
While you are wearing armor, you gain a +1 bonus to AC.

You have advantage on WIS (Survival) checks to track your Front Line
adversarial enemies, as well as on INT checks to recall When you are wielding a melee weapon in one hand and no
information about them.
other weapons, gain +2 to damage rolls with that weapon.

When you gain this feature, you also learn one language of Two-Weapon Fighting
your choice that is spoken by your adversarial enemies, if When you engage in two-weapon fighting, you can add your
they speak one at all.
ability modifier to the damage of the second attack.

You choose one additional adversarial enemy, as well as an Marksman


associated language, at 6th and 14th level.
You gain a +2 bonus to attack rolls you make with thrown and
As you gain levels, your choices should reflect the types of ranged weapons.
monsters you have encountered on your adventures.
Improved Critical
Familiar Territory Also at the 2nd level, your weapon attacks score a critical hit
You are familiar with one type of environment and are adept on a roll of 19 or 20.
at traveling and surviving in such regions.

Choose one type of favored terrain: Coast, Desert, Forest, Battlefield Strategy
Grassland, Mountain, Urban, or Swamp.
At 3rd level, you choose a strategy that will describe how you

fight: Tactician, Sniper or Materia Marksman.

When you make an INT or WIS check related to your favored These are detailed at the end of the class description.
terrain, your proficiency bonus is doubled if you are using a
skill that you’re proficient in. Ability Score Improvement
While traveling for an hour or more in your favored terrain, At the 4th level, 6th, 8th, 12th, 14th, 16th, and 19th level,

you gain the following benefits: you can increase one ability score of your choice by 2,

Difficult terrain doesn’t slow your group’s travel. or you can increase two ability scores of your choice by 1.

Your group can’t become lost. You can’t increase a score above 20 using this feature.

You may spend two points on a new feat of your choosing


When you forage, you find twice as much food as you instead of increasing ability scores.
normally would.
While tracking other creatures, you also learn their exact Extra Attack
number, their sizes, and how long ago they passed
through the area. Beginning at 5th level, you can attack twice, instead of once,

whenever you take the attack action on your turn.

You choose additional favored terrain at 6th and 10th level. Attacks increases to 3x when you hit 13th level in this class.

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Quickdraw
When you reach 8th level, you gain a +2 bonus to initiative.

You can also swap out a Cannon Platform Attachment as a


bonus action.
Camouflage
Starting at 10th level, you can spend 1 minute creating
camouflage for yourself.

You must have access to fresh mud, dirt, plants, soot, and
other naturally occurring materials with which to create your
camouflage.

Once you are camouflaged in this way, you can try to hide by
pressing yourself up against a solid surface, such as a tree or
wall, that is at least as tall and wide
as you are.

You gain a +10 bonus to DEX (Stealth) checks as long as you


remain there without moving or taking actions.

Once you move or take an action or a reaction, you must


camouflage yourself again to gain this benefit.
Armor-piercing Rounds
Starting at 14th level you've refined your ammunition to
allow critical hits to pierce through foes and continue on to
damage others.

When you hit an enemy with a critical hit, you make an attack
roll with disadvantage against every creature directly behind
the target within your first range increment.
Fated Critical
Starting at 17th level, your weapon attacks score a critical hit
on a natural roll of 18, 19 or 20.
Keen Senses
At 18th level, you have honed your senses to help you fight
creatures you can’t see.

When you attack a creature you can’t see,

your inability to see it does not impose


disadvantage on your attack rolls against it.

You are also aware of the location of any

invisible creature within 30ft of you,

provided you are not deafened.


Adversary Slayer
At 20th level, you are an unparalleled hunter

of your adversarial enemies.

Once per turn, you can add your WIS or INT

modifier to the attack roll or the damage roll

of an attack you make against one of your

adversarial enemies.

You can choose to use this feature before or after

the roll, but must be before any effects of the roll

are applied.

41
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Battlefield Strategy
At 3rd level, you choose a strategy that will describe how you fight: Tactician, Sniper or Materia Marksman.

Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Tactician

A Tactician changes evaluates their surroundings, examines Level 4 Tactics - Defense in Depth
their enemy and adapts how they engage on the battlefield.
At 15th level, you gain access to the following features:

Leveling up as a Tactician unlocks four levels of Tactics.


You may only use 1x Tactic from each level at any time.
Evasion. When you are subjected to an effect that allows you

to make a DEX saving throw to take only half damage, use
Beginning at the 3rd level, during a short rest you can swap your reaction to take no damage if you succeed on the saving
any 1x Tactic for another of the same level.
throw, and only half damage if you fail.
Once you use this feature, you can’t use it again until you Divert Assault. When a hostile creature misses you with a
finish a long rest.
melee attack, you can use your reaction to force that creature
At the 11th level you can swap 2x between long rests,
to repeat the same attack against another creature (other
and at the 15th level you can swap 3x between long rests. than itself) of your choice.
Level 1 Tactics - Divide & Conquer Uncanny Dodge. When an attacker that you can see hits you
At 3rd level, you gain access to the following features: with a physical attack, you can use your reaction to halve the
.50cal Hollowpoint. You swap to bigger caliber ammunition.
attack’s damage against you.
When you hit a creature with a weapon attack, the creature
takes an extra 1D8 damage if it’s below half of its maximum
hit points. You can deal this extra damage only once per turn.
Counteroffensive. When a large or larger creature within 5ft
of you hits or misses you with an attack, you can use your
reaction to attack that creature immediately after its attack,
provided that you can see the creature.
Defeat in Detail. Once on each of your turns when you hit
with a weapon attack, you can make one additional attack
with the same weapon against a different creature that is
within 5ft of the original target and within range of your
weapon.
Level 2 Tactics - Elastic Defense
At 7th level, you gain access to the following features:
Attrition Warfare. Opportunity attacks against you are made
with disadvantage.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against
being frightened or charmed.
Level 3 Tactics - Shock and Awe
At 11th level, you gain access to the following features:
Siege. You can use your action to make a ranged attack
against any number of creatures within 10ft of a point you
can see within your weapon’s range. You must have
ammunition for each target, as normal, and you make a
separate attack roll for each target.
Total War. You can use your action to make a melee attack
against any number of creatures within 5ft of you, with a
separate attack roll for each target.

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Sniper Assassin Materia Marksman
You are a marksman who is equipped with high-precision Your fight with a combination of Lifestream and firearms.

weapons used to engage targets from concealed positions. A Mako Pulse can add devastating effects to your attacks.
Sneak Attack
Beginning at 3rd level, you know how to strike subtly and
exploit a foe’s distraction, surprising them with your attack
Mako Level Modifier + 0

Magic Materia reinforced attacks hit harder and

Once per turn, you can deal extra damage to one creature you deal more collateral damage.

hit with an attack if you have advantage on the attack roll.


The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy Mako Rounds
of the target is within 5ft of it, that enemy isn’t incapacitated, Starting when you choose this method at 3rd level, you know
and you don’t have disadvantage on the attack roll.

a ritual that can augment one Materia Slot in your weapon.

The amount of the extra damage increases as you


gain levels You can perform the ritual over the course of 1 hour, which
in this class, as shown in the below table. can only be done during a long rest.

You can augment additional slots of your equipped weapon at


Gunner Sneak Attack Gunner Sneak Attack 6th, 11th, and 17th level.

Level Damage Level Damage The ritual has to be repeated for all slots on new a weapon.
1 n/a 11 6D6 A Mako Pulse made with Magic Materia equipped in a Mako
2 n/a 12 6D6 Rounds Slot also fires a round of ammunition.

3 2D6 13 7D6 On a Mako Pulse hit, you will also do 1x attack damage.

This is called a Mako Round attack.


4 2D6 14 7D6
5 3D6 15 8D6 You cannot augment an already augmented or infused
Materia Slot.
6 3D6 16 8D6
7 4D6 17 9D6 Explosive Rounds
At 6th level, you can use Mako Rounds on two weapon slots.

8 4D6 18 9D6

9 5D6 19 10D6 Before you make an attack using Mako Rounds you can
10 5D6 20 10D6 choose to use Explosive Rounds and take a - 5 penalty to the
attack roll. On a hit, every creature within 5ft of the target
must make a DEX saving throw or suffer half damage.
Telescopic Scope
At the 7th level, when you make an ability check or a saving Mako Marksman Save DC = 8 + proficiency + DEX modifier
throw, you can use this feature to add 1D10 to your roll.

You can do so after seeing the initial roll but before any of the
roll’s effects occur.

Masterful Mako Rounds


Once you use this feature, you can’t use it again until you At 11th level you are a crack shot with Mako Rounds.
finish a short or long rest. Mako Round attacks add 2x proficiency bonus to attack rolls.
Special Forces Training This does not apply for Explosive Rounds or Scatter Shot.
By 11th level, you have refined your chosen skills until they Scatter Shot
approach perfection.
At the 17th level you can use you Mako Rounds Ritual on four

of your weapon slots.


Whenever you make an ability check that you are proficient
in, you can treat a D20 roll of 9 or lower as a 10. If you have a Magic Materia and "Add Effect" or "Elemental"
Materia in Joined Mako Rounds slots, the Mako Pulse will do
One Shot, One Kill. attack damage, magic Damage, and also have the Support
Starting at 15th level, you become a master of instant death.
Materia bonuses. This will not work with "All" Materia.

When you attack and hit a creature that is surprised,


Before you make an attack using Mako Rounds you can
it must make a CON saving throw. On a failed save,
choose to use Scatter Shot and take a - 5 penalty to the
double the damage of your attack against the creature. attack roll.

The attack is made against each creature within a 30ft cone.

Save DC = 8 + proficiency + DEX modifier

If an affected enemy is within 5ft of you, they take double


damage.

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Hit Points
Professor Hit Dice: 1D8 per Professor level

Hit Points at 1st Level: 8 + your CON modifier


A Professor is the classic mad scientist.
At Higher Levels: 1D8 (or 5) + your CON modifier

Everything in life is an endless experiment.


per Professor level after the 1st
The only thing of importance is putting your hypotheses and Proficiencies
theories to the test.
Armor: Light armor, medium armor, shields

Your desire is the pursuit of science and understanding of the Weapons: All simple weapons

Planet, and you will to go to any length for this knowledge. Saving Throws: CON and INT

Skills Proficiencies. You are proficient in Arcana and one of:


Prof.
Infusion
Infused

History, Investigation, Medicine, Nature, or Perception


Lvl Bonus Features Known Slots Tool Proficiencies. Rudimentary Tinker's Tools, Alchemist
Kit.
Mako Science

1st +2 Tinkering
– –
Limit Break - Level 1
Flasks

2nd +2 Materia Slot Infusion 3 2 Mako Level Modifier + 1


Materia, Lifestream, "Magic" ... It's all so fascinating.

Scientific Field

3rd +2 Tool Expertise 3 2

4th +2 Ability Score Improvement 4 2


Extra Attack (2x)
Level 1 Limit Break
5th +3 Limit Break - Level 2 4 2
Mako Recovery
Materia Slot Install
Area of effect restoration

6th
Ability Score Improvement
+3 Scientific Field Feature
4 3 Attack Bonus: N/A - Automatic hit

+ Materia Slot Infusion Range: 15ft.

Effect: Choose up to four creatures within range including


7th
Flasks Upgrade

+3 + Slot Infusions Known 5 3 yourself. Each target can do one of the following:
8th +3 Ability Score Improvement 5 3 They can cast a Mako Pulse as their next action

(2MP cost maximum) without using MP, or


9th +4 Mako Cross Link 5 3 The target is restored 1x MP dice (up to D6) or
Flasks Upgrade
You end one condition afflicting the target.

Additional Tinker Method

10th +4 Limit Break - Level 3


5 3
Remove either blinded, paralyzed, or poisoned status.

Limit Break (2/rest) You formulate a Mako Serum and spray it on allies nearby.
+ Materia Slot Infusion

11th +4 + Slot Infusions Known 6 4 Starting Equipment


Ability Score Improvement Wealth
12th +4 Adv. Materia Slot Infusion 6 4
4D4 x 100 Gil
13th +5 Mako Cross Link Upgrade 6 4
Ability Score Improvement
Weapon
14th +5 Scientific Field Feature
6 4 Light Crossbow +1 1D8+1 (Piercing)

Additional Tinker Method 1x Single Materia Slot.

Dagger - 1D4 (Piercing)


Flasks Upgrade

15th +5 + Slot Infusions Known


7 4 Armor
Limit Break - Level 4
Padded Armor AC = 11 + DEX modifier

Ability Score Improvement


16th +5 Mako Cross Link Upgrade 7 4 Shield AC + 2
17th +6 + Materia Slot Infusion 7 5 Armlet
Iron Bangle +1.

Mako Cross Link Upgrade

18th +6 Limit Break (3/rest) 7 5 2x Single Materia Slot.


Ability Score Improvement
19th +6 + Slot Infusions Known 8 5
Items
Rudimentary Tinker's Tools.

20th +6 Mako Cross Link Upgrade 8 5 Crossbow Bolt x20 and an Adventurers Kit:
A Bedroll & Waterskin
Rations x 8 Days
Torches x 10
45
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Mako Science
At 1st level, you learn how to invest the Lifestream's Mako
Energy in objects that would otherwise be mundane.

To use this ability, you must have Tinker’s Tools, Alchemist


Tools or other artisan’s tools you are proficient with in hand.

You then modify a tiny normal object as an action and give it


one of the following properties of your choice:
The object sheds bright light in a 5-foot radius and dim
light for an additional 5ft.
The object continuously emits your choice of an odor or a
nonverbal sound (wind, waves, chirping, or the like) .

The chosen phenomenon is perceivable up to 10ft away.


A static visual effect appears on one of the object’s
surfaces.

This effect can be a picture, up to 25 words of text,

lines and shapes, or a mixture of these elements.


The chosen property lasts indefinitely. As an action, you can
touch the object and end the property early.

A single object can bear only one of the properties at a time.


The maximum number of objects you can affect with the
feature at one time is equal to your INT modifier.

If you try to exceed your maximum, the oldest property


immediately ends, and then the new property applies.
Tinkering
Tools Required
Also at 1st level, you can tinker with objects or experiment on
the enemies and allies around you.

You must have some kind of artisan’s tool in hand when you
are attempting the Tinkering feature.

You start with and are proficient with the use of Rudimentary
Tinker's Tools.
Tinker Methods
At 1st level, you know two Tinker Methods of your choice
from the following list. You learn additional Tinker Methods
at the 10th level (3x) , and again at the 14th level (4x) .

Known tinker methods can be changed during a long rest.

You can use as many Tinker Methods between rests as your


proficiency bonus. Once all uses are expended you must
finish a short or long rest before you can use this feature
again.
Mending
Casting Time: 1 minute

Range: Touch

Duration: Instantaneous

This repairs a single break or tear in an object you touch,


such as a broken chain link, two halves of a broken key, a torn
cloak, or a leaking wineskin.

As long as the break or tear is no larger than 1 foot in any


dimension, you mend it, leaving no trace of the damage.

You can physically repair a "magic" item or construct, but you


can’t restore "magic" to such an object.

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Light Molotov
Casting Time: 1 action
Casting Time: 1 action

Range: Touch
Range: 60ft

Duration: 1 hour
Duration: 1min

Choose an object that is no more than 10ft in any dimension.


You create a fire on the ground within range.

For 1 hour the object sheds bright light in a 20-foot radius Until the effect ends, the fire fills a 5ft cube.

and dim light for an additional 20ft.


Any creature in the fire’s space at the time of effect must
The light can be colored as you like.
succeed on a DEX saving throw or take 1D8 fire damage.

Covering the object with something opaque blocks the light.


A creature must also make the DEX saving throw when it
The effect ends if you apply Light again.
moves into the fire’s space for the first time on a turn or ends
You may dismiss it as an action.
its turn there.

If you choose an item held or worn by a hostile creature, that The fire ignites flammable objects in its area that aren’t being
creature must succeed a DEX saving throw to avoid the worn or carried.

effect.    Save DC = 8 + proficiency + INT modifier. The damage increases by 1D8 when you reach

5th level (2D8) , 11th level (3D8) , and 17th level (4D8) .
Guidance
Casting Time: 1 action
Frost Ray
Range: Touch
Casting Time: 1 action

Duration: Up to 1 minute Range: 60ft

You touch one willing creature and tell them what to do.
Duration: Instantaneous

Once within the next minute, the target can roll a D4 and add Attack Bonus: D20 + proficiency + INT modifier

the number rolled to one ability check of its choice.


A frigid beam of blue-white ice streaks toward a creature
The creature can roll the die before or after making the within range.

ability check. The Guidance then ends. Make a ranged attack against the target. On a hit, it takes
1D8 cold damage, and its speed is reduced by 10ft until the
Spare The Dying start of your next turn.

Casting Time: 1 action


The damage increases by 1D8 when you reach

Range: Touch
5th level (2D8) , 11th level (3D8) , and 17th level (4D8) .
Duration: Instantaneous

You touch a living creature that has 0 hit points.


Taser
The creature becomes stable.
Casting Time: 1 action

This has no effect on undead or constructs. Range: Touch

Duration: Instantaneous

Prestidigitation Attack Bonus: D20 + proficiency + INT modifier

Casting Time: 1 action


Electricity springs from a device in your hand to deliver a
Range: 10ft
shock to a creature you try to touch.

Duration: Up to 1 hour
Make a melee attack against the target.

These are minor tricks that novice scientists use for practice.
You have advantage on the attack roll if the target is wearing
You create one of the following effects within range: metal armor or is itelf completely made of metal.

On a hit, the target takes 1D8 electric damage.

You create an instantaneous, harmless sensory effect, It can’t take reactions until the start of its next turn.

such as a shower of sparks, a puff of wind, or an odd odor. The damage increases by 1D8 when you reach

You instantaneously light or snuff out a candle, a torch,


5th level (2D8) , 11th level (3D8) , and 17th level (4D8) .
or a small (safe) campfire.
You clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving
material for 1 hour.
You create a trinket or an illusory image that can fit in
your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three
of its non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.

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Flasks Flask Upgrades
Professor
Number of Maximum
Tinkering Checks

At the 2nd level, you have the knowledge to create Flasks


Level Flasks allowed Quality Level Required
You must be proficient with and have an Alchemist Kit.
Level 1
2xD20 roll + INT
2nd 1
Flask's are small, Mako-infused bottles or containers that can Common DC 20
hold a large but uncertain amount of potion or other liquids. Level 2
2xD20 roll + INT

7th 2
Uncommon DC 25
Unlike potions, which typically come in single-use vials, you
never quite know how much liquid remains inside a Flask 10th 3
Level 3
3xD20 roll + INT

before it runs out. Rare DC 40


Level 4
3xD20 roll + INT

When you have obtained "Mako enriched materials" you can 15th 4
Very Rare DC 50
create a Flask. It takes an entire Long rest period (8 hours)
causing 1 point of exhaustion and requires a DC save from Materia Slot Infusion
combined Tinkering Checks.
Also at the 2nd level you gain the ability to imbue Materia
If you attempt to create more than the allowed amount
Slots with a Mako Infusion.

the oldest Flask you made loses its Lifestream infusion


Other dabble with this technology on a "spiritual level" ...

and you now have a cracked, empty container. This method improves the item that contains the slot itself -
Refer to the Flasks Chapter (Page. 67) for more information not the Materia equipped in the slot.
on how Flasks are created and operate. You can't Infuse an already Augmented Materia Slot.
Infusions Known
When you gain this feature, pick three Materia Slot Infusions
from the “Materia Slot Infusion” section on the next page.

You learn additional Infusions of your choice when you reach


certain levels in this class, as shown in the

"Infusions Known" column of the Professor table.


Whenever you gain a level in this class, you can replace one
of the Materia Slot Infusion you learned with a new one.
Infusing a Materia Slot
Whenever you finish a long rest, you can spend one
additional hour tinkering with an item containing at least one
un-augmented Materia Slot and imbue it with one of your
Materia Slot Infusions, changing the items properties.

The maximum number of Infusions appears in the "Infused


Items" column of the Professor class table.
Any one item can only have 1x Materia Slot Infusion,

even if the item has more Materia Slots.

An Infusion works on only certain weapons and armlets,

as specified in the Infusion’s description.


If the item requires attunement, you can attune yourself to it
the instant you infuse the Materia Slot, or you can forgo
attunement so that someone else can attune to the item.

If you decide to attune to the item later, you must do so using


the normal process for attunement.
Your Infusion remains in an item indefinitely, however they
require maintenance and monitoring.

This is done passively as long as you are alive and the item
remains within the party.

If you die or have left the item behind in your travels however,
the Infusion vanishes after a number of days have passed
equal to your INT modifier (min of 1 day) .
The Infusion also vanishes if you give up your knowledge of
the Infusion for another one.

If you exceed your maximum number of Infused Slots, the


oldest Infusion ends, and the new Infusion applies.

48
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Materia Slot Infusion List Armlet of Tools
Enhanced Weapon
Item: An armlet with an un-augmented Materia Slot.

Requires attunement: No.

Item: A simple, martial weapon or Cannon Platform As an action, a creature wearing this infused armlet can
Attachment with an un-augmented Materia Slot
integrate into it artisan’s tools or thieves’ tools.

Requires attunement: Yes.


The tools remain integrated in the armlet for 8 hours or until
This weapon gains an additional +1 Exceptional Version and the wearer removes the tools as an action.

grants bonus to attack and damage rolls made with it.


The armlet can have only one tool integrated at a time.

The bonus increases to +2 when you reach 12th level.


The wearer can add its INT modifier to any ability checks it
Note. This stacks with base Exceptional Weapon bonuses. makes with the integrated tool.

The wearer must have a hand free to use the tool.


Armlet or Weapon of Night
Item: Armlet or weapon with an un-augmented Materia Slot.
Armlet of Withdraw
Requires attunement: No.
Prerequisite: 6th-level Professor

While using this item, you have 60ft of Darkvision.


Item: An armlet with an un-augmented Materia Slot.

If you already have Darkvision increase the range by 60ft. Requires attunement: Yes.

While wearing this armlet, a creature can teleport up to 15ft


Enhanced Defense as a bonus action to an unoccupied space the creature can
Item: An armlet with an un-augmented Materia Slot.
see. The creature must have occupied that space at some
Requires attunement: No.
point during the current turn.
A creature gains a +1 bonus to AC while wearing this armlet.

The bonus to AC increases to +2 when you reach 12th level. Resistant Armlet
Prerequisite: 6th-level Professor

Enhanced Mako Pulse Item: An armlet with an un-augmented Materia Slot.

Item: An armlet with an un-augmented Materia Slot.


Requires attunement: Yes.

Requires attunement: Yes.


While wearing this armlet, a creature has resistance to one of
This armlet grants a +1 bonus to Mako Pulse attack rolls the following damage types, which you choose when you
while wearing the item. In addition, the caster ignores half infuse the item: fire, cold, electric, earth, poison or radiant.
cover when making a Mako Pulse attack.

The bonus to Mako Pulse attack rolls increases to +2 when Spell-Refueling Armlet
you reach 12th level. Prerequisite: 6th-level Professor

Item: An armlet with an un-augmented Materia Slot.

Armlet of Magical Strength Requires attunement: Yes.

Item: An armlet with an un-augmented Materia Slot.


While wearing this armlet, the creature can recover a D4 MP
Requires attunement: Yes.
die as an action if they currently have 0 MP die. Once used,
This armlet has 3 charges.
the armlet can't be used again until the next dawn.
The armlet regains 1d3 expended charges daily at dawn.

The wearer can expend a charge in the following ways: Armlet of Secrets
When the wearer makes a STR check or a STR saving Prerequisite: 6th-level Professor

throw, it can expend 1 charge to add a bonus to the roll Item: An armlet with an un-augmented Materia Slot.

equal to its INT modifier. Requires attunement: No.

If the creature would be knocked prone, it can use its The armlet has 3 charges. While wearing it, you can use an
reaction to expend 1 charge to avoid being knocked prone. action to expend 1 of its charges, and if a secret door or trap
is within 30ft of you, the armlet pulses and points at the one
Armlet of Water Breathing nearest to you.

Item: An armlet with an un-augmented Materia Slot.


The armlet regains 1D3 expended charges daily at dawn.
Requires attunement: No.

While wearing this armlet underwater, you can speak its


command word as an action to create a bubble of air around
your head. It allows you to breathe normally underwater.

This bubble stays with you until you speak the command
word again, or you are no longer underwater.
Prosthetic Armlet
Item: An armlet with an un-augmented Materia Slot.

Requires attunement: No.

This armlet replaces one lost limb. The limb may be a hand,
an arm, a foot, a leg, or a similar body part.

The prosthetic functions identically to the part it replaces.

You can detach or reattach the prosthetic as an action, and it


can't be removed against your will. It detaches if you die.

49
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Armlet of Holding Repulsion Shield
Prerequisite: 6th-level Professor
Prerequisite: 8th-level Professor

Item: An armlet with an un-augmented Materia Slot.


Item: An armlet with an un-augmented Materia Slot.

Requires attunement: No.


Requires attunement: Yes.

This armlet has an interior space considerably larger than its A creature gains a +1 bonus to AC while wearing this item.

outside dimensions, the opening the appears is roughly 2ft in While wearing it, the character can use a reaction
diameter at the mouth and 4ft deep.
immediately after being hit by a melee attack to push the
The space can hold up to 500 pounds, not exceeding a attacker up to 15ft away.

volume of 64 cubic ft.


Once used, this feature cannot be used again until they finish
The armlet weighs 5 pounds, regardless of its contents.
a short or long rest.
Retrieving an item from the armlet requires an action.
Armlet of Awareness
Radiant Weapon Prerequisite: 8th-level Proffessor

Prerequisite: 8th-level Professor


Item: An armlet with an un-augmented Materia Slot.

Item: A simple, martial weapon or Cannon Platform Requires attunement: Yes.

Attachment with an un-augmented Materia Slot


While wearing this armlet, a creature has advantage on
Requires attunement: Yes.
initiative rolls. In addition, the wearer can’t be surprised,
This weapon gains an additional +1 Exceptional Version and provided it isn’t incapacitated.
grants bonus to attack and damage rolls made with it.

Note. This stacks with base Exceptional Weapon bonuses.


Armlet of Intellect
While holding it, the wielder can take a bonus action to cause Prerequisite: 8th-level Professor

it to shed bright light in a 30-foot radius and dim light for an Item: An armlet with an un-augmented Materia Slot.

additional 30ft.
Requires attunement: Yes.

The wielder can extinguish the light as a bonus action.


While wearing this armlet, a creature can use its INT

modifier in place of its STR modifier when making STR
As a reaction immediately after being hit by a melee attack, checks and STR saving throws.
the wielder can cause the attacker to be blinded until the end
of the attacker’s next turn, unless the attacker succeeds on a Mind Sharpener
CON saving throw against the wielders save DC.
Prerequisite: 8th-level Professor

Once used, this reaction can’t be used again until the wielder Item: An armlet with an un-augmented Materia Slot.

finishes a short or long rest. Requires attunement: Yes.

This armlet can send a jolt to the wearer to refocus the mind.

Repeating Shot While wearing this armlet, whenever the creature fails a CON
Prerequisite: 8th-level Professor
saving throw to maintain concentration, it can use its
Item: A simple, martial weapon or Cannon Platform reaction to succeed instead.
Attachment with an un-augmented Materia Slot

A weapon that requires ammunition.


Armlet of Amplitude
Requires attunement: Yes.
Prerequisite: 14th-level Professor

This weapon gains an additional +1 Exceptional Version


Item: An armlet with an un-augmented Materia Slot.

and grants bonus to attack and damage rolls made with it.
Requires attunement: Yes.

Note. This stacks with base Exceptional Weapon bonuses.


While wearing this armlet, if you are proficient with a ranged
It now ignores the loading property if it has it.
simple weapon, martial weapon or Cannon Platform
The weapon requires no ammunition; it produces one piece Attachment, you gain a +2 bonus to damage rolls on ranged
of ammunition each time you make a ranged attack with it, attacks made with this weapon.
unless you manually load it.

The ammunition produced by the weapon vanishes the Armlet of Power


instant after the it hits or misses a target. Prerequisite: 14th-level Professor

Item: An armlet with an un-augmented Materia Slot.

Returning Weapon Requires attunement: Yes.

Prerequisite: 8th-level Professor


Your STR score is 21 while you wear this armlet.

Item: A simple or martial melee weapon with the "Thrown" This has no effect on you if your STR is already 21 or higher.

property or a "Throw" Materia equipped in an un-augmented Other items or Materia will not increase the 21 STR score.
Materia Slot.

Requires attunement: Yes.


Armlet of Health
This weapon gains an additional +1 Exceptional Version and Prerequisite: 14th-level Professor

grants bonus to attack and damage rolls made with it.


Item: An armlet with an un-augmented Materia Slot.

Note. This stacks with base Exceptional Weapon bonuses.


Requires attunement: Yes.

When thrown it returns to the wielder’s hand immediately Your CON score is 19 while you wear this armlet.

after it is used to make a ranged attack. This has no effect on you if your CON is already 19 or higher.

Other items or Materia will not increase the 19 CON score.

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Scientific Field Mako Cross Link
At 3rd level, you choose a field of research that fascinates you: At the 9th level, You have been observing your allies creating
Alchemist, Mako Artillerist or Chocobo Breeder.
Mako Links within their equipment. You can do it better.

These are detailed at the end of the class description.


Your choice grants you features at 3rd, 6th and 14th level. You know a ritual that can augment two Materia Slots.

You perform the ritual over the course of 1 hour, which can
Tool Expertise only be done during a long rest.

Also at 3rd level, your proficiency bonus is doubled for any If your weapon or armlet has two Single Materia Slots you
ability check you make that uses your proficient tool. may treat them as Joined. Both are now "Augmented."

This works between armlet and weapon, ask your DM how


Ability Score Improvement the links will effect Mako Pulses and attacks.

At the 4th level, 6th, 8th, 12th, 14th, 16th, and 19th level,
You can choose augment an allies Materia Slots to create a
you can increase one ability score of your choice by 2,
Cross Mako Link within their equipment.

or you can increase two ability scores of your choice by 1.


An ally will be able to use one (or more) additional Mako
You can’t increase a score above 20 using this feature.
Cross Link and you will be able to use one (or more) less.

The maximum amount of available Mako Cross Links for


You may spend two points on a new feat of your choosing your or allies equipment is as below:
instead of increasing ability scores.
Professor
Link

Level Level Mako Cross Link Details


Extra Attack
Can make 1x Mako Cross Link

Beginning at 5th level, you can attack twice, instead of once,


9th
Level
whenever you take the attack action on your turn. 1 (2x maximum augmented Materia Slots)
Within your own equipment only
Can make 2x Mako Cross Links

Materia Slot Install 13th


Level
2 (3x maximum augmented Materia Slots)
At 6th level, You can install up to two additional Materia Slots 1x Link on allies equipment
in a weapon or armlet. (Maximum of 6 slots per item)
Can make 3x Mako Cross Links

It takes 4 hours for each Materia Slot with no check needed.


16th
Level
3 (4x maximum augmented Materia Slots)
When you install a Slot, Roll a D100. If you roll 90+ the 1x Link on allies equipment
installed slot will become Joined with another Single Slot.
Can make 4x Mako Cross Links

18th
Level
4 (5x maximum augmented Materia Slots)
Before you can install a new Slot, you must harvest a Slot 2x Link on allies equipment
from a weapon or armlet of the same Exceptional Version.
Can make 5x Mako Cross Links

It takes 4 hours of tinkering and a DC 25 check.


20th
Level
Roll 2x D20 and add your INT modifier.
5 (6x maximum augmented Materia Slots)
3x Links on allies equipment
The item is destroyed in the process.

On a fail, the item is destroyed and you gain no slot material.


Notes:

Successfully installing a new Materia Slot in an armlet will This feature stacks with other Mako Link features.
increase the armlets Exceptional Level by +1. (Maximum +4)
You cannot link any already linked Materia.

You cannot augment an already augmented or

Successfully installing a new Materia Slot in a weapon


infused Materia Slot.
will not increase the weapons Exceptional Level,
The ritual has to be repeated for all slots on a

this will only provide additional Materia Slots. new weapon or armlet.
Mad Science
At 20th level, your understanding of "magical" items is
unmatched, allowing you to increase the number of items
attuned to yourself or your allies.
You can control the attunement of a total of six items.

You are able to pass this ability onto allies.


An ally will be able to attune to one (or more) additional
items and you will be able to attune to one (or more) less.
You gain a +1 bonus to all saving throws per item you are
currently attuned to.

There is no bonus for items attuned to by allies.

Allies do not gain the saving throw bonus.

51
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Scientific Field
At 3rd level, you choose a field of research that fascinates you:
Alchemist, Mako Artillerist or Chocobo Breeder.

Your choice grants you features at 3rd level, and again at 6th
and 14th level.
Alchemist
An Alchemist is an expert at combining exotic reagents to
produce mystical effects.

Among Professors, members of this subclass are the the


most adept at working with chemicals and concoctions.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply
familiar with employing its tools.

Proficiencies. You gain proficiency with alchemist’s supplies


and the Alchemist’s Kit.

You also gain an Alchemist’s Kit for free if you don't have one.
Crafting. Creating a Flask takes you half of the normal time.
Alchemy Efficiency
Starting at 3rd level you gain the following Bonuses:
You gain double proficiency in Arcana.
You can create one additional Flask than shown in the
Flask Upgrades table. (Page. 48)
Add your proficiency bonus to tinkering checks when
creating Flasks.
You add your proficiency to checks when searching for

"Mako enriched materials". (2x if already proficient)


You have advantage when foraging/harvesting

"Mako enriched materials".


You require one less item (min of 1) to attempt a Flask
refill as shown on the "Flask Top-up" table (Page. 68)
If you "Fail" on a Short Rest Top-up you only lose

1/4 of the items used (rounded down) .


If you "Serious Fail" on a Short Rest Top-up you only lose
1/2 of the items used (rounded down) .
Alchemical Mastery
Your use of chemicals has become masterful, enhancing the
healing you create through them.

At the 6th Level your Flasks become more potent.

When a creature has hit points restored from a Flask created


and maintained by you they are restored additional hit points
equal to your proficiency bonus.

Also at the 6th level, you can consume a potion or Flask hit as
a bonus action. You can also feed a Flask hit to an ally as a
bonus action if neither of you are in melee combat.
Perfected Alchemy
At the 14th level you believe you have unlocked the mysteries
of the alchemical process. You gain the following bonuses:
You can Top-Up with similar items of 1 level lower quality.

i.e a level 2 Uncommon Hi-Potion Flask can use Potions.


You can attempt 2x Short Rest Top-up per short rest.
The Short Rest Top-Up "Degree of Success" changes.

You only Critical Fail on a Nat 1 – otherwise you succeed,

Critical Success increase from +10 or more to +9 or more.


52
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Mako Artillerist Mako Turret
Also at 3rd level, you create a Mako Infused Turret.

A Mako Artillerist specializes in using Materia for offensive With your smith’s tools in hand, you can take an action to

maneuvers and defensive positions on the battlefield. set-up your Mako Turret in an unoccupied space on a
horizontal surface within 5ft of you.

It has the following features:


Mako Level Modifier + 2 The turret occupies its space and has crablike legs.
If the Mako Capacitor is connected to the... (Tinkers) The Turret has 1 augmented Materia Slot.


Equipping anything other than Magic Materia will
overload the Mako Capacitor. The Turret will not function.
It has an AC of 18.
Tools of the Trade It's hit points equal five times your Professor level.
By the time you adopt this specialty at 3rd level, you are It is immune to all status conditions except Blind.
deeply familiar with employing its tools.
If it is forced to make an ability check or a saving throw,
Proficiencies. You gain proficiency with smith’s tools and treat all its ability scores as 10 (+0) .
woodcarver's tools.
If Mending is used on it, it regains 2D6 hit points.
You also gain a smith’s tool kit for free if you don't have one.
If it's hit points are reduced to 0 it it disabled.

Crafting. If you are augmenting, infusing, or preforming a The Turret then needs to be repaired with a DC 16
Mako Link ritual, it takes you half of the normal time. Tinkere check over a short or long rest.

DC 16: Roll 1xD20 add proficiency and INT modifier.


Artillerist Efficiency It's Mako Capacitor can hold a total of 5min charge.

Starting at 3rd level you gain the following Bonuses: After 5 min (50 rounds) of use the Turret is disabled and
requires recharging over a long rest.

You gain double proficiency in Arcana. It does not lose charge while out of combat.
You can create one additional Infused Item than shown in If you are within 60ft of your Turret you can expend your
the Professor class table. own MP and cast a Mako Pulse with its equipped Materia
as an action. When you activate the Turret you can direct
And at 9th level: it to walk or climb up to 15ft before using a Mako Pulse.

When repeating a Mako Cross Link ritual for a new item, The Mako Turret modifies the Mako Pulse into either

using the exact same Materia, you can complete both slots your choice of a 10ft radius AOE, or a 15ft cone AOE.

augmentation in 30min. Targets roll against a DEX DC saving throw taking

You can use one additional Mako Cross Links on an allies half damage on a success, and full damage on a fail.
equipment than stipulated in the Mako Cross Link table. A Mako Turret gains no MP or stat bonuses from
equipped materia, nor are they passed onto the Professor.
Note. Normal MP usage and Burnout rules apply.
Turret save DC = 8 + proficiency + INT modifier

If you lose your Turret you can create another over an entire
long rest (8 hours) causing 1 point of exhaustion.
Artillerist Mastery
At the 6th Level your Turret now has the following upgrades:
It now has an augmented Joined Materia Slot. (2x Slot)
It's Ability Score for CON is now 14.

When calculating hit points, use 5x (Class level + 2)


Fortified Position
Starting at 14th level, you’re a master at setting up a well-
defended emplacement.

You and your allies have half cover while within 10ft of a
Mako Turret, as a result of a shimmering field of protection.

You can also now maintain a second identical Mako Turret.

When you use your action to activate one Turret, you may use
your bonus action to also order your second Turret to walk or
climb up to 15ft to an unoccupied space.

You must be within 60ft to move or activate a Turret.

53
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Chocobo Breeder The Chocobo obeys your commands as best as it can.

It takes its turn on your initiative, though it doesn’t take an


The Chocobo is an ancient species you believe exists in action unless you command it to.

parallel universes. This is Serious Research! On your turn, you can verbally command the Chocobo where
to move (no action required by you) .

Tools of the Trade You can use your bonus action to verbally command it to take
By the time you adopt this specialty at 3rd level, you are the Attack, Dash, Disengage, Dodge, or Help action.

deeply familiar with the Chocobo species.


Once you have the Extra Attack feature, you can make one
When you visit a Chocobo Ranch you will receive Chocobo weapon attack yourself when you command the Chocobo to
Lure Materia. With this Materia equipped you gain bonuses: take the attack action.

If the Chocobo's HP is reduced to 0 it will become terrified


At the beginning of a long rest you can create a Portal to and immediately retreat to the Chocobo Ranch.

the Chocobo Ranch. You must have Chocobo Lure The Chocobo needs to rest before you can summon it again.
Materia equipped to be able to access the Portal.

The portal will stay open for 8 hours. Exceptional Training


You have will come across more Chocobo in encounters. Beginning at 6th level, add your proficiency bonus to the
You are able to capture Chocobo once all enemies are Chocobo’s attack rolls, and damage rolls, as well as to any
removed. If the Chocobo is hurt or startled it will either saving throws and skills it is proficient in.
run away or engage in battle.

Either way you will not be able to capture this specimen. Chocobo Fury
Starting at 14th level, your Chocobo companion can make
Chocobo Summon two attacks when you command it to use the attack action.
Also at 3rd level, you learn the ways of summoning Chocobo.


Shared Mako
With Chocobo Lure equipped and attuned to a "Rested" Also at the 14th level, when you cast a Mako Pulse targeting
Chocobo can be summoned from the Chocobo Ranch as a yourself, you can also affect your Chocobo companion with
companion that accompanies you on your adventures and is the Mako Pulse if the Chocobo is within 30ft of you.
trained to fight alongside you.

You can Summon one Chocobo only per long rest, and you Notes.
must finish a long rest before you can use this feature again.

You have to spend 1 hour of a long rest treating a Chocobo
A mundane Yellow Chocobo's stats are: that has retreated to the Chocobo Stables due to KO.

It will be able to be summoned after your next long rest.


You may find or breed different types of Chocobo,

They come in varying colors and abilities.


Yellow Chocobo There are many Role Play oppertunities at a

Medium beast, neutral good


Chocobo Ranch. Discuss these with your DM.

Armor Class 13
Hit Points 22
Speed 35ft.

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

Skills Perception +4
Senses Passive Perception 14
Saving Throws DEX +4
Languages Chocobo, understands but does not
speak Common
Challenge 1/8 CR (25XP)

Keen Hearing and Sight. The Chocobo has advantage


on Perception checks that rely on hearing or sight.

Actions
Beak Attack: Melee weapon attack

+3 to hit, reach 5 ft. Hit: 1D4 + 2 piercing damage.

Talon Attack: Melee weapon attack

+3 to hit, reach 5 ft. Hit: 1D4 + 2 slashing damage.

54
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Hit Points
Aviator Hit Dice: 1D8 per Aviator level

Hit Points at 1st Level: 8 + your CON modifier


An Aviator always knows which direction is forwards. At Higher Levels: 1D8 (or 5) + your CON modifier

You are in control ... even if your allies disagree.


per Aviator level after the 1st

Proficiencies
With Leadership and Charisma you can inspire your Armor: Light armor, medium armor

comrades and turn the tide of battle in your favor. Weapons: Simple weapons, Lance, Pike, Trident

Saving Throws: DEX and CHA

Skills Proficiencies. Choose any two skills.


Proficiency

Lvl Bonus Features


Leadership!

1st +2 Limit Break - Level 1


Mako Level Modifier - 2
Limit Break (1/rest) Materia can't encourage or motivate, why use it?

Polymath

2nd +2 Tactical Field Care (D6)


Air Force Decoration

3rd +2 Ability Know-How Level 1 Limit Break


4th +2 Ability Score Improvement Boost Jump
Extra Attack (2x)
Single physical attack

5th +3
Increased Leadership! (D8)
Attack Bonus: N/A - Automatic hit

Heart of Leadership!
Range: 30ft., one target

Limit Break - Level 2 Damage: (3x current equipped weapon) + modifiers

Ability Score Improvement


6th +3 Air Force Decoration Feature


Jump 20ft into the air and make a melee attack on a target
Commanding Presence within 30ft. This does not provoke an attack of opportunity.

7th +3 Fight On! You are now engaging the selected target in melee range.

Roll damage. You can re-roll the weapon’s damage dice and
8th +3 Ability Score Improvement use either total. Re-roll any 1's on both rolls.

9th +4 Enhanced Tactical Field Care (D8) Multiply the highest damage by 3x, then add weapon and
Increased Leadership! (D10)

additional damage modifiers.

Angle of Attack

10th +4
Limit Break - Level 3
You rocket into the air, reposition and engage a new target .
Limit Break (2/rest)
11th +4 Still Fighting!
Starting Equipment
12th +4 Ability Score Improvement Wealth
13th +5 Enhanced Tactical Field Care (D10)
4D4 x 100 Gil
Ability Score Improvement
Weapon
14th +5 Air Force Decoration Feature
Spear +1

Angle of Attack Upgrade 1D6+1 (Piercing)

Increased Leadership! (D12)


1x Single Materia Slot.
15th +5 Commanding Presence Boost

Limit Break - Level 4 Armor


16th +5 Ability Score Improvement Hide Armor

AC = 12 + DEX modifier (Max 2)


17th +6 Enhanced Tactical Field Care (D12)
Angle of Attack Upgrade
Armlet
18th +6 Limit Break (3/rest) Bronze Bangle +1.

19th +6 Ability Score Improvement


1x Single Materia Slot.
20th +6 Superior Inspiration Items
A coil of Rope (50ft) and an Adventurers Kit:
A Bedroll
A Waterskin
Rations x 8 Days
Torches x 10

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Leadership! Polymath
At the first level, gain +1 to your CHA score.
Starting at 2nd level, you can add half your proficiency bonus
With your enhanced Charisma you can inspire others (rounded down) to any ability check you make that doesn’t
through your stirring words.
already include your proficiency bonus.

You can use a bonus action on your turn to choose an ally Tactical Field Care
other than yourself within 60ft of you who can hear you.
Also at 2nd level, you direct your team in field medic protocol.
Use a Leadership Point and that ally gains one D6 inspiration You help heal their wounds during a short rest.

die.
If you or any friendly creature who can hear you use hit die to

regain hit points during a short rest, each of those creatures
Once within the next 30 minutes, the creature can roll the die regains an extra 1D6 hit points.

and add the number rolled to one ability check, attack roll, or The extra hit points increase when you reach certain levels in
saving throw it makes.
the Aviator class: to 1D8 at 9th level, to 1D10 at 13th level,
The creature can wait until after it rolls the D20 before and to 1D12 at 17th level.
deciding to use the inspiration die, but must decide before
the DM says whether the roll succeeds or fails.
Air Force Decoration
Once the inspiration die is rolled, it is lost.

An ally can have only one inspiration die from Leadership! at At 3rd level, you proudly display the service ribbon from the
any time.
academy of your choice: Wing Commander, Combat Pilot, or

Sergent Materia Major.
You have a maximum Leadership Points equal to your CHA These are detailed at the end of the class description.
modifier (a minimum of 1) . You regain any expended
Leadership Points when you finish a long rest.
Your choice grants you features at 3rd, 6th and 14th level.

Your inspiration die changes when you reach certain levels in


the Aviator class. The die becomes a D8 at 5th level,

a D10 at 10th level, and a D12 at 15th level.

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Ability Know-How Fight On!
Also at 3rd level, choose two of your skill proficiencies.
Starting at 7th level, when you land a critical hit you regain

Your proficiency bonus is doubled for any ability check you 1 of your expended Leadership Points.
make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies Angle of Attack
to gain this benefit. At level 10, When you use you action to help an ally who
Ability Score Improvement currently has an inspiration die from you, they have
advantage on their next melee attack roll and their critical hit
At the 4th level, 6th, 8th, 12th, 14th, 16th, and 19th level,
range increases by 1 for that attack. For example and ally will
you can increase one ability score of your choice by 2,
now critically strike on a natural attack roll of 19 or 20.

or you can increase two ability scores of your choice by 1.


You can’t increase a score above 20 using this feature. At level 14 the critical hit range increase can apply to an
assisted allies Mako Pulse or ranged attack.

You may spend two points on a new feat of your choosing

instead of increasing ability scores. At level 18 the critical hit range increase will apply to the
assisted allies next two melee attacks within the same attack
Extra Attack action. The level 18 bonus does not apply to ranged attacks.

Beginning at 5th level, you can attack twice, instead of once,


whenever you take the attack action on your turn. This feature stacks with other critical hit enhancing feautres.
Heart of Leadership! Still Fighting!
Also at 5th level, you regain 1x of your expended Leadership Starting at 11th level, when you are hit by a critical hit you
Points when you finish a short rest. regain 2 of your expended Leadership Points.
Commanding Presence Superior Leadership!
At 6th level, you gain the ability to use words of power to At 20th level, when you roll initiative and have no Leadership
disrupt mind-influencing effects and focus your allies resolve. points left, you regain 1 point.

As an action, you can issue commands and belittle the enemy

until the end of your next turn.


Also, If an ally uses an inspiration die (that you gave them) to

increase an attack roll or saving throw they can instead use


During that time, your allies within 30ft of you gain +1 to the die to roll with advantage if they choose to.
attack rolls. You and your allies also have advantage on
saving throws against being frightened or charmed.

An ally must be able to hear you to gain this benefit.

The ability ends early if you are incapacitated, silenced or if


you voluntarily end it (no action required) .

You must finish a short or long rest to use this feature again.

At level 15, your Commanding Presence Boosts your allies to


attack rolls to +2 over a 40ft area, and you can use this
feature twice between rests.

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Air Force Decoration Notes.


At 3rd level, you proudly display the service ribbon from the Allies must be inspired to have Superior Flanking bonus.

academy of your choice: Wing Commander, Combat Pilot, or If they use their held inspiration dice both they and the
Sergent Materia Major. Aviator will lose Superior Flanking bonuses unless
Your choice grants you features at 3rd, 6th and 14th level. Leadership! is used again.

Standard flanking bonuses will still be in effect.


Wing Commander If either the Aviator or flanking ally have their HP reduced
to 0, are incapacitated, or move away from the target all
A Wing Commander excels at positioning his team to flanking benefits are lost.
surround an enemy, putting them at a severe disadvantage. If a melee range flanking ally is to attack another target all
allies lose flanking benefits until flanking is re-established.
Superior Flanking
At 3rd level, when you instruct and inspire an ally to engage
the same enemy you are in melee combat with, they will
position themselves on the opposite side of the enemy.

This puts the enemy at disadvantage and grants you and your
inspired ally these benefits on top of normal flanking rules:
You both have Advantage on attack rolls regardless of
what direction the enemy is facing.
Melee attacks have their critical hit range increase by 1,
you critically strike on a natural attack roll of 19 or 20.
Note. This stacks with Angle of Attack and other critical
hit enhancing features.
An ally that has an inspiration die from you can roll that
die and add the number rolled to a weapon damage roll
they just made.
Exceptional Flanking
At 6rd level, when you and an inspired ally have successfully
flanked the an enemy you can now use Leadership! on a third
ally to engage the same enemy with flanking benefits.

This third ally can be using either ranged or melee attacks.

If the third ally is attacking from range, and they are in

melee battle with another enemy, they do not gain flanking


bonuses. They must be unobstructed.
Exemplary Flanking
At 14th level, You (the Aviator) no longer needs to be one of
the group engaging the enemy in melee range for a flank.

You can now stand at a distance (30ft maximum) and direct


two Leadership! inspired allies into flanking positions.

When the first flanking is executed you may now set up a


second flanking maneuver on a second enemy with a 3rd
Leadership! inspired ally and yourself.

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Combat Pilot Sergent Materia Major
A Command Pilot holds the front line with their allies, A Sergent Materia Major stands united with an ally, raining
creating an impenetrable blockade. relentless Mako Pulse attacks down on a target.
Blockade
At 3rd level, when you instruct and inspire an ally to engage
the same enemy you are in melee combat with they will Mako Level Modifier + 0
position themselves at your side creating a blockade against Mako Pulse's used in squad formation are superior.

the enemy. Blockade provides the following benefits:

When a creature you can see attacks a target other than


you that is within 5ft of you, you (the Aviator) can use your
reaction to impose disadvantage on the attack roll. Close Air Support
Both you and your inspired ally gain a +1 bonus to AC. At 3rd level, when you instruct and inspire an ally to engage
Creatures within 5ft of you provoke opportunity attacks the same target you the two of you stand side by side.

from you even if they take the disengage action before You cast a ranged Mako Pulse together at the same target.

leaving your reach. Both characters make Mako Pulse attack rolls on their turn.

When either you or your Blockade ally hits a creature with The earlier initiative character holds their action until the
an opportunity attack, the creature’s speed becomes 0 for second character acts.

the rest of the turn. If two Mako Pulse types are used (Eg: Fire & Ice) this attack
will have both element types applied.

Hold the Line! If one characters attack roll misses, they do not roll damage,
At 6rd level, you gain the following Blockade benefits: however the combined Mako Pulse will still take on the
When another creature hits you or your Blockade ally with missed attacks damage type.

a melee attack, you can use your reaction to add your

When a Close Air Support is used as a combined healing


proficiency bonus to AC for that attack, potentially causing Mako Pulse the Mako Pulse gains bonus healing dice.

the attack to miss. Additionally Heal Materia specifically can be used with a
Both you and your Blockade ally you can now use a Restore type Materia and the range of the Heal magic
reaction to impose disadvantage on and enemy attack roll. increases to match the Restore magic range.

You can use Commanding Presence as a bonus action.

Allies gain 3/4 cover and +2 to AC when directly behind When a Close Air Support roll is successful from either
the Blockade. member the joined attack/heal gains 1D4 additional dice.

Advance the Blockade! This increases to 1D6 at level 6, and 1D8 at level 14.
At 14th level, When you hit a creature with an opportunity Collective Mako Pulse
attack, you and your Blockade ally can do either: At 6rd level, If one Close Air Support Mako Pulse roll misses,
Move up to half your speed immediately after the attack but the other hits, the missed roll still rolls damage/healing
and as part of the same reaction. This movement doesn’t dice and applies at half damage/healing (rounded down) .

provoke opportunity attacks. Also at 6th level if your inspired Close Air Support ally suffers
Push the engaged enemy back 10ft with a contested STR burnout, you (The Aviator) can choose to take it instead.
check as part of the same reaction. You have advantage.
Mako Efficiency
Notes. At 14th level, when you are both using a large amount of MP
for a Close Air Support attack (3MP each min to gain effect)
Allies must be inspired to have Blockade bonuses.
you will only burnout on a natural 1 (not a 2) after each of
If they use their held inspiration dice both they and the your second MP dice rolls.
Aviator will lose Blockade bonuses unless Leadership! is Also at 14th level, If one character rolls a critical hit on their
used again. Mako Pulse attack roll, all damage dice are doubled.
If either the Aviator or Blockade ally have their HP
reduced to 0, are incapacitated, or move away from the Notes.
target all Blockade benefits are lost.
If a Blockade ally attacks another target, both they and the Allies must be inspired to have Close Air Support
Aviator lose Blockade benefits until the target is
bonuses. If they use their held inspiration Dice both they
re-engaged. and the Aviator will lose Close Air Support bonuses
unless Leadership! is used again.
If either the Aviator or the Close Air Support ally have
their HP reduced to 0, are incapacitated, move away from
each other, or are engaged in melee combat by another
enemy all Close Air Support benefits are lost.
If a Close Air Support ally attacks another target, both
they and the Aviator lose Close Air Support benefits until
the target is re-engaged.
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Chapter 5. Materia

T
he knowledge and wisdom of the Ancients is
held in the Materia.

Anyone with this knowledge can freely use the


powers of the land and the planet.

That knowledge interacts between ourselves


and the planet calling up magic ...

... or so they say.

— Sephiroth — Mt. Nibel Mako Fountian.


Explanation
The Lifestream is the lifeblood of the planet.

Mako is a refined form of Lifestream.

Materia is crystallized Mako.

Materia taps into the Lifestream to manipulate nature.

This manifests as the phenomenon called "Magic" for most


Materia, although other Materia enhance the user's abilities.

Equipping Materia into a weapon or armlet "Slot" and


spending 1 minute attuning will synergise the character with
the Lifestream, awakening their Mako Pulse.

There are two types of Materia Slots.

A Single materia slot can hold one piece of Materia.

A Joined Materia Slot can hold two pieces of Materia.

Materia placed in a Joined Slot can change and enhance the


abilities released with a Mako Pulse.

Equipped Materia levels up with AP and grows stronger.


Materia Experience
Equipped Materia gains AP at 10% of character EXP earned.
Maximum amount of Equipped Materia
There is a maximum amount of Materia a character can
equip and attune with. The formula is:

1/2 your character level (rounded down) +2

Mako Pulse System


Once connected with the planets Lifestream a character is
able to utilise Materia by expending a Mako Pulse.

Depending on the Materia equipped they may enhance


attributes, heal themselves and their party members,

or attack the enemy with devastating elemental attacks.

The amount of Mako Pulse (or MP) available is based

firstly on the chosen race and class MP attributes,

then on the combined level of Materia in armlet Slots,

and 1/2 for Materia in weapon Slots (rounded down.)

Mako Pulse Formula


Plus or Minus, Race/Class MP Attributes, then;

Armlet Materia Levels + (Weapon Materia Levels/2)

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MP Dice Using a Mako Pulse
To use "Magic" the character will release a Mako Pulse. Whenever you use Materia that requires a Mako Pulse,

When released they will roll a "MP Dice".


roll your current MP die as many times as required by the

chosen Mako Pulse level and as well as any Joined Support
Following the Mako Pulse Formula you can calculate your Materia requirements (if applicable) .

characters Mako Level.

MP consumption happens before you roll to hit.


The Higher your Mako Level, the more MP your character is If you miss your Mako Pulse attack the MP is still spent.

able to draw upon.

Below is a table for calculating you max size MP dice: If you roll a low natural on your MP dice roll, as described in
the MP Dice Table, you trigger a 'Burnout Event.'
Mako Level Dice Size Burnout on:
1→2 D4 1 or 2
Burnout
3→6 D6 1 or 2
Sometimes, the flow of Lifestream energy lashes back during
a Mako Pulse causing a random and dangerous outcome.
7 → 11 D8 1, 2 or 3

12 → 17 D10 1, 2 or 3 When a Burnout Event occurs your MP reserve diminishes,


and your current MP die becomes one size smaller.

18 → 29 D12 1, 2 or 3 Note. This does not effect maximum MP.


30 + D20 1, 2, 3 or 4

Notes.
MP Diminishing Dice
If a character has a piece of Materia equipped,
D20 → D12 → D10 → D8 → D6 → D4 → 0
They will have a minimum MP of 1 Mako Level,

regardless of class or race penalties.


Equipped Materia must be attuned to, this takes 1min.

Limitation on Materia attunment is also based on how When you roll a 1 or 2 on the D4, you are out of MP.

many Materia Slots your equipment has.

Example Burnout Consequence


Zac is a Human, he is a level 5 First Class Soldier.
If you roll a 1 natural on your Mako Pulse attack or a low
The race "Humans" have a +0 Mako level modifier,
natural roll to hit with a Materia enhanced attack (Refer to
and the Soldier class has a -2 Mako level modifier.

Materia) you will also suffer a Burnout Consequence.

Zac has 2x level 1 Materia equipped in his Buster Sword,


When a Burnout Consequence occurs, Roll a D100.

and 2x Level 1 Materia equipped in his Mythril Armlet.


Your DM will check their Burnout Consequence Table and
The equation shows: (Class) -2 (Weapon) +1 (Armlet) +2. will describe how the your Burnout will effect your story.

Zac has a Mako level of 1, which gives a D4 max MP dice.


Apply your Burnout consequences then roll to attack and
If Zac equips higher level Materia, or levels his current Materia,
resolve any hits or misses as per normal.
this raises his Mako Level to 3 unlocking a D6 max MP dice. Suffering Burnout doesn't mean your Mako Pulse missed.

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Recovering MP Dice Materia Strains
Once a MP die shrinks, it remains that size until you take a Magic Materia
recovery action. (Can become smaller from further Burnout.)
Equipping Magic Materia gives you the ability to use Magic
There are three primary means of recovering from Burnout: within and outside of battle when you use a Mako Pulse.

1. Spend hit die: You can spend a hit die during a short rest Magic Materia can be paired with Support Materia in a
to grow your Burnout die up to your maximum MP.
Joined or Linked Slot to change the magic's effects.
You don't gain any healing from hit die spent in this way. Support Materia
# Hit Support Materia needs to be placed in a Joined or Linked
Dice Recovery Slot with a Magic Materia in order to benefit from its effects.
2 Restores 1x MP dice up to D6
Command Materia
4
Restores 2x MP dice up to D6, or
Restores 1x MP dice from D6 through D10
Command Materia enables a new action or ability once
attuned to. They do not require a Mako Pulse to use their
8
Restores 2x MP dice up to D8, or effects and cannot be paired with any other type of Materia.
Restores 1x MP dice from D8 through D12
Restores 3x MP dice up to D8, or Independent Materia
12 Restores 2x MP dice from D8 through D12, or
Independent Materia improves Stats and/or Scores once
Restores 1x MP dice from D12 through D20 attuned to.

They do not require a Mako Pulse to use their effects and


2. Get a good sleep: If you get a good night's sleep, your gain no additional effects from being paired with any other
Burnout die grows by +2 steps. (i.e. D4 to D8)
Materia.
Sleeping near a place of concentrated Lifestream power
(such as a natural Mako Fountian) may increase your die Summon Materia
by larger amounts.
Equipping Summon Materia gives you access to use

Summons during a battle.

3. Find or buy, and consume Ether to help restore some of A summon is a powerful Mako Pulse with a high MP cost
your MP dice. These potions come in varying qualities.
that brings forth the Deities Avatar to assist in the fight.
The better the Ether, the more MP you restore.

Refer to the Consumable Items Section. (Page. 76) The FFVII D&D - DM Guide (Chapter 3 - Page. 33)

has a full list of Materia.


Fire Materia
attack roll modifier = d20 roll + proficiency bonus + DEX or INT modifier

Equipped in a single armlet slot + = Fire Magic


Can cast Fire magic.    Adjust your stat scores (to a max of 20) and apply mako level increases.
Stat
Mako Pulse

Materia Level Effect Damage Changes Required


1st
Cast Fire
1D10 + DEX or INT modifier fire damage.

— 1
0 AP Range: 30ft (Single target)
2nd
Cast Fire 2
3D8 + DEX or INT modifier fire damage.

INT +1 1
(1,000 AP) Range: 40ft (Single target)
3rd
Cast Fire 3
4D10 + DEX or INT modifier fire damage.
INT +1

2
(10,000 AP) Range: 50ft (Single target) STR -1

4th (Max)
Cast Firaga
7D8 + DEX or INT modifier fire damage.
INT +1

Range: 100ft
STR -1
3
(20,000 AP) (Area of effect)
10ft radius Max HP -5

Joined or linked weapon slot with Add Effect Materia + + = Scorch

Cannot cast Fire magic.    Adjust your stat scores (to a max of 20) and apply mako level increases.

Can cast Elemental Status Effect on self as a bonus action that adds chance to inflict Burn to normal attacks on hit.

Burn: - Affected creature takes their proficiency bonus as fire damage at the end of their turn.

          - A burned creature's attacks deal half their normal damage.

See Add Effect Materia for saving throw calculations and MP cost.    Mako Pulse saving throw modifier: DEX or INT.
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Chapter 6. Limit Breaks

W
hen an enemy has pushed your anger to the
limits, you can unleash unimaginable power.

— Cloud Strife
Every character class and playable monster
race learns a Limit Break at level 1.

As your character gains experience and levels within a class


they will unlock stronger Limit Breaks.

Higher level characters know more than one Limit Break.

You may only have one Limit Break ready and available for
use at any point.

Playable monster races and the background "Test Subject -


Chaos" are the exception to this rule as they can use their
Limit Break instead of a class Limit Break if they choose.

You can swap your prepared Limit Break for another known
Limit Break during a long rest.
Limit Break charges
To use your Limit break it needs to be fully charged.

All classes require 5x charges to activate a Limit Break.

There are two ways to gain Limit Break charges.

A character gains 1x Limit Break charge when an enemy


lands a critical hit on them.

When an ally is reduced to 0 hit points by an enemy, all other


conscious party members gain 1x Limit Break charge.

They must be able to see or hear the character go down to


gain the Limit Break charge.

You cannot store charges beyond the 5th charge.

When a character is reduced to 0 HP the lose half of their


stored Limit Break charges (rounded down) .
Using a Limit Break
When you have a full Limit Bar (5x charges) you can use an
action and perform your Limit Break.

Using a Limit Break is a last resort, and should be reserved.

You have a limited number of uses until your next long lest:
Character
Limit Break uses

Level per Long Rest


1st 1x
10th 2x
18th 3x

Once all Limit Break uses are expended you must finish a
long rest to use another Limit Break.

All Limit Break uses are recovered during a long rest.


The FFVII D&D - DM Guide (Chapter 1.5 - Page. 8)

has a list of all Limit Breaks.

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Chapter 7. Flasks

F
  lask's are small, Mako-infused bottles or Flask Condition & Capacity
containers that can hold a large but uncertain How well you pass (or fail) the DC Tinkering checks
amount of Potion or other liquids.
determines the Flask's condition.

Unlike Potions, which typically come in single Degree of


Maximum

use vials, it's always hard to tell exactly how Success Flask Condition Capacity Diminish on:
much liquid
remains inside a Flask. -10
Critical Fail

0 -
or more (No Flask)
Creating a Flask
-6 to -9 Poor Flask D4 1 or 2
To create a new Flask a character must be level 2,

must be proficient in Arcana, and must have access to and be -1 to -5 Basic Flask D6 1 or 2
proficient with an Alchemist Kit.
0 to +2 Standard Flask D8 1, 2 or 3
Only the Professor class can create and maintain more than Greater Flask

1x Flask, and only Flasks of a higher quality and condition.


+3 to +8
(Professor Only)
D10 1, 2 or 3

To create a Flask you require "Mako enriched materials" +9 to +14


Superior Flask

D12 1, 2 or 3
which can be found throughout the world, and 1x item that (Professor Only)
the Flask will be, i.e a Hi-Potion Flask requires 1x Hi-Potion.
+15 or more
Supreme Flask

D20 1, 2, 3 or 4

(Professor Only)
To create a Flask it takes an entire long rest period (8 hours)
causing 1 point of exhaustion and requires a DC save from The Flask Die
combined Tinkering checks.
Instead of tracking individual drinks, Flask quantity is
Flask Quality measured with a die; D4, D8, D12, etc. This is your Flask die.

The quality of a Flask limits what type of item it can

withstand holding.
The maximum size of a Flask's Die is set by the

Flasks Condition, refer to the table above.

You must be a certain level to attempt a higher quality Flask,

Refer to the Professor class Flask Upgrade table. (Page. 48)


Whenever you take a drink from the Flask you roll your

current Flask die.

There are 4 levels of quality:

If you roll a low natural on your Flask dice roll, as described


in the above table, the die gets one size smaller:

Quality Level Tinkerer Checks Contents Options

Level 1
2xD20 roll + INT Potion

Common DC 20 Lesser Ether

Antidote, Eye Drops, etc. Flask Diminishing Dice


Hi-Potion
D20 → D12 → D10 → D8 → D6 → D4 → 0
Level 2
2xD20 roll + INT

Uncommon DC 25 Ether

Greater Stamina Draught


3xD20 roll + INT
X-Potion
Once you roll a 1 or 2 on a D4, that's it!

Level 3

Rare DC 40
Turbo Ether
The Flask is now empty until you can find a way to refill it.
(Professor Only) Remedy
3xD20 roll + INT

Refilling your Flask


Level 4
Elixir

Very Rare DC 50
Hero Drink If you are proficient with an Alchemist's Kit, you can attempt
(Professor Only) to Top-Up a Flask during a short or long rest.

To refill on a short rest you have to roll against a DC check.

How well you pass (or fail) the DC check determines how
successful you were at the rushed Top-Up.

Refer to the Short Rest Top-Up table on Page 68.

On a long rest you can top-up carefully and without a need for
a DC check. Refer to the Flask Top-Up table on Page 68.

An experienced Alchemist (Professor subclass) does not risk


failing on a Short Rest Top-Up and gains numerous Flask
related bonuses.
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Flask Top-up
During a long rest, if you are proficient with and have an
Alchemist's Kit, you can attempt to Top-Up a Flask.

You will need the required amount of items:


Items Required
Running Total

Flask Die to Increase Die (for reference)


0 → D4 1 item 1
D4 → D6 2 items 3
D6 → D8 3 items 6
D8 → D10 4 items 10
D10 → D12 5 items 15
D12 → D20 7 items 22

Short Rest Top-Up


During a short rest, you may attempt 1x Flask Die Top-Up.

You will need the required amount of items as above.

You will have to roll against a Top-Up DC check:


Flask Quality Level Top-Up DC
Level 1
1xD20 roll + INT modifier
Common (DC 10)
Level 2
1xD20 roll + INT modifier

Uncommon (DC 14)


Level 3
1xD20 roll + INT modifier

Rare (DC 18)


Level 4
1xD20 roll + INT modifier

Very Rare (DC 25)

How well you pass (or fail) decides the Top-Up outcome:
Degree of

Success Top-up Outcome


Critical Fail

-10
(The Flask is now empty)

or more (You lose all required items)

(Your Alchemist Kit is damaged)


Serious Fail

-6 to -9 (The Flask die decreases 1 size)

(You lose all required items)


Fail

-5 to -1 (The Flask die doesn't change)

(You lose 1/2 required items)


Success

0 to +5 (The Flask die increases 1 size)


Great Success

+6 to +9 (The Flask die increases 1 size)

(1/4 of required items are unused)


Critical Success

+10 or more (The Flask die increases 2 sizes)

(1/4 of required items are unused)

Notes.
Splitting Flasks - If you pour the contents of a Flask into
another container the effect fades within one round,
becoming useless if not consumed during that time.
A newly created Flask will start with a D4 Flask die.
A damaged Alchemist Kit takes 1 hour to repair and may
require replacement parts.
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Chapter 8. Equipment
Weapons
Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use.

Every weapon is classified as either melee or ranged.

A melee weapon is used to attack a target within 5ft of you, whereas a ranged weapon is used to attack a target at a distance.

The weapons table shows the most common weapons, their price, the damage they deal when they hit, and any special properties.

Exceptional Versions of common weapons may be found or purchased.

There are also unique legendary weapons lost and scattered across the planet.
Weapon Proficiency
Your background, class, and feautres can grant you proficiency with certain weapons or categories of weapons.

The two categories are simple and martial. Most people can use simple weapons with proficiency.
These weapons include clubs, maces, and other weapons often found in the hands of commoners.

Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon.

If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table (Page. 71) .
Ammunition. Range.
You can only use a weapon that has the ammunition property A weapon that can be used to make a ranged attack has a
if you have that weapon's ammunition type.
range shown in parentheses, The range lists two numbers.

Each time you attack with the weapon, you expend one piece The first is the weapon’s normal range in feet, and the second
of ammunition. Drawing the ammunition from a quiver, case, indicates the weapon’s maximum range.

or other container is part of the attack.


When attacking a target beyond normal range, you have
At the end of the battle, you can recover half your expended disadvantage on the attack roll.

ammunition by taking a minute to search the battlefield.


You can’t attack a target beyond the weapon’s long range.
If you use a weapon that has the ammunition property to
make a melee attack, you treat the weapon as improvised. Reach.
Finesse. This weapon adds 5ft to your reach when you attack with it.
When attacking with a finesse weapon, you use your choice Thrown.
of your STR or DEX modifier for the attack and damage rolls. If a weapon has the thrown property, you can throw the
You must use the same modifier for both rolls. weapon to make a ranged attack.

Heavy. If the weapon is a melee weapon, you use the same ability
modifier for that attack roll and damage roll that you would
Small creatures have disadvantage on attack rolls with heavy use for a melee attack with the weapon.
weapons. A heavy weapon’s size and bulk make it too large
for a small creature to use effectively. Two-Handed.
Light. This weapon requires two hands to use.
A light weapon is small and easy to handle, making it ideal Versatile.
for use when fighting with two weapons. This weapon can be used with one or two hands.

Loading. A damage value in parentheses appears with the property.

This is the damage when the weapon is used with two hands
Because of the time required to load this weapon, you can to make a melee attack.
fire only one piece of ammunition from it when you use an
action, bonus action, or reaction to fire it, regardless of the
number of attacks you can normally make.

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Special.  
A weapon with the special property has unusual rules governing its use.

Lance. You have disadvantage when you use a lance to attack a target within 5ft of you.

A lance requires two hands to wield if you aren’t mounted.

Net. A large or smaller creature hit by a net is restrained until it is freed.

A net has no effect on creatures that are formless, or creatures that are huge or larger.

A creature can use its action to make a DC 10 STR check, freeing itself or another creature within its reach on a success.

Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of
attacks you can normally make.
Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is close at hand.

An improvised weapon includes any object you can wield in one or two hands, such as a table leg, a frying pan, or a dead Moogle.

In many cases, an improvised weapon is similar to an actual weapon and can be treated as such.

For example, a table leg is akin to a club.

A character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that has no similarity to a weapon deals 1D4 damage. (the DM assigns a damage type appropriate to the object)

If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property,

it also deals 1D4 damage. An improvised thrown weapon has a normal range of 20ft and a long range of 60ft.
Exceptional Weapons
The weapons table shows common, everyday weapons.

None of these will have any Materia Slots.

An exceptional version of any of these weapons may be obtained and will show as a +1, +2, +3 or +4.

These will have Materia Slots, have a greater hit chance, and deal more damage.

They will also be rarer and also have an escalated cost when buying from a Vendor.

Exceptional # of additional

Version Materia Slots


Attack rolls +1

+1 1x Single Materia Slot


Damage rolls +1
Attack rolls +2
2x Single Materia Slots (or)

+2
Damage rolls +2 1x Joined Materia Slot
Attack rolls +3
3x Single Slot (or)

+3
Damage rolls +3 1x Single Slot + 1x Joined Materia Slot
Attack rolls +4
4x Single Materia Slot (or)

+4
Damage rolls +4 any combination of Joined Materia Slots

Shortsword +2
Finesse, Light

Attack Bonus: D20 + proficiency + DEX or STR modifier +2

Damage Bonus: 1D6 + DEX or STR +2

Materia Slots: 2x Single Slot

Value: 250,000 Gil

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Weapons Table
Weapon Name Cost Damage Properties
Simple Melee Weapons
Club 10 Gil 1D4   (Bludgeoning) Light
Dagger 200 Gil 1D4   (Piercing) Finesse, Light, Thrown (range 20/60)
Greatclub 20 Gil 1D8   (Bludgeoning) Two-Handed
Handaxe 500 Gil 1D6   (Slashing) Light, Thrown (range 20/60)
Javelin 50 Gil 1D6   (Piercing) Thrown (range 30/120)
Light Hammer 200 Gil 1D4   (Bludgeoning) Light, Thrown (range 20/60)
Mace 500 Gil 1D6   (Bludgeoning) -
Quarterstaff 20 Gil 1D6   (Bludgeoning) Versatile (1D8)
Spear 100 Gil 1D6  (Piercing) Thrown (range 20/60) , Versatile (1D8)
Unarmed Strike - Gil 1        (Bludgeoning) (Note: Damage increases with Gloves Equipped)
Simple Ranged Weapons
Light Crossbow 2,500 Gil 1D8   (Piercing) Ammunition (range 80/320) , Loading, Two-handed
Dart 5 Gil 1D4   (Piercing) Finesse, Thrown (range 20/60) (Note: Unavailable as Exceptional)
Shortbow 2,500 Gil 1D6   (Bludgeoning) Ammunition (range 80/320) , Two-handed
Martial Melee Weapons
Battleaxe 1,000 Gil 1D8   (Slashing) Versatile (1D10)
Flail 1,000 Gil 1D8   (Bludgeoning) -
Glaive 2,000 Gil 1D10 (Slashing) Heavy, Reach, Two-Handed
Greataxe 3,000 Gil 1D12 (Slashing) Heavy, Two-Handed
Greatsword 5,000 Gil 2D6   (Slashing) Heavy, Two-Handed
Halberd 2,000 Gil 1D10 (Slashing) Heavy, Reach, Two-Handed
Lance 1,000 Gil 1D12 (Piercing) Reach, Special
Longsword 1,500 Gil 1D8   (Slashing) Versatile (1D10)
Maul 1,000 Gil 2D6   (Bludgeoning) Heavy, Two-Handed
Morning Star 1,500 Gil 1D8   (Piercing) -
Pike 500 Gil 1D10 (Piercing) Heavy, Reach, Two-Handed
Rapier 2,500 Gil 1D8   (Piercing) Finesse
Scimitar 2,500 Gil 1D6   (Slashing) Finesse, Light
Shortsword 1,000 Gil 1D6   (Piercing) Finesse, Light
Trident 500 Gil 1D6   (Piercing) Thrown (range 20/60) , Versatile (1D8)
War Hammer 1,500 Gil 1D8   (Bludgeoning) Versatile (1D10)
Martial Ranged Weapons
Hand Crossbow 7,500 Gil 1D6   (Piercing) Light, Ammunition (range 30/120) , Loading
Heavy Crossbow 5,000 Gil 1D10 (Piercing) Heavy, Ammunition (range 100/400) , Loading, Two-Handed
Longbow 3,000 Gil 1D8 (Piercing) Heavy, Ammunition (range 150/600) , Two-Handed
Net 100 Gil - Special, Thrown (range 5/15) (Note: Unavailable as Exceptional)

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Race & Class Specific Weapons
Weapon Name Cost Damage Properties
Gloves (Brawler)
Leather Gloves 500 Gil 1D6   (Bludgeoning) Finesse, Light
Studded Gloves 2,250 Gil 1D6   (Piercing) Finesse, Light
Chain Gloves 2,500 Gil 1D8   (Bludgeoning) Finesse
Scale Gauntlets 2,500 Gil 1D8   (Slashing) Finesse
Metal Knuckle 5,000 Gil 2D6   (Bludgeoning) Finesse, Heavy, (Note STR13 required to use)
Plate Gauntlets 8,000 Gil 2D8   (Bludgeoning) Finesse, Heavy, (Note STR15 required to use)
Cannon Attachments (Heavy Gunner)
Pistol 500 Gil 1D6   (Piercing) Ammunition (range 80/320)
Gatling Gun 2,500 Gil 1D8   (Piercing) Ammunition (range 80/320) , Two-handed
Long Barrel 5,000 Gil 1D10 (Piercing) Ammunition (range 150/600) Two-handed
Cannon 8,000 Gil 2D8   (Bludgeoning) Ammunition (range 80/320) Heavy, Two-handed
Mallet 2,500 Gil 1D8   (Bludgeoning) -
Shiv 2,500 Gil 1D8   (Slashing) Light
Bayonet 5,000 Gil 1D8   (Piercing) Reach, Versatile (1D10)
Gorget (Red XIII Tribe)
Studded Gorget 2,000 Gil         - Light (Note. Enhances Tooth attack with Materia)
Chain Gorget 2,500 Gil         - Heavy (Note. Enhances Tooth attack with Materia)
Paw Gauntlets (Red XIII Tribe)
Studded Paw Gauntlets 2,000 Gil         - Light (Note. Enhances Claw attack with Materia)
Plate Paw Gauntlets 8,000 Gil         - Heavy (Note. Enhances Claw attack with Materia)

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Armor & Shields
D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level.

For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate
armor, with several other kinds of armor in between.

The armor table collects the most commonly available types of armor found in the game
and separates them into three categories:
light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

The armor table shows the cost and other properties of the common types of armor worn in the worlds of D&D.
Armor Proficiency.
Anyone can put on a suit of armor or strap a shield to an arm.

Only those proficient in the armor’s use know how to wear it effectively, however.

Your background, class and features give you proficiency with certain types of armor.

If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that
involves STR or DEX, and you can’t cast a Mako Pulse.
Armor Properties
All Armor have properties related to their use, as shown in the armor table.
Armor Class (AC) . Light Armor
Armor protects its wearer from attacks. The armor (and Made from supple and thin materials, light armor favors agile
shield) you wear determines your base Armor Class. adventurers since it offers protection without losing mobility.

Heavy Armor. If you wear light armor, you add your DEX mod. to the base
number from your armor type to determine your AC.
Heavier armor interferes with the wearer’s ability to move
quickly, stealthily, and freely.
Padded.
If the armor table shows “STR 13” or “STR 15” in the Padded armor consists of quilted layers of cloth and batting.
Strength column for an armor type, the armor reduces the
wearer’s speed by 10ft unless the wearer has a STR score Leather.
equal to or higher than the listed score. The breastplate and shoulder protectors of this armor are
made of leather that has been stiffened by being boiled in oil.
Stealth. The rest of the armor is made of softer and more flexible
If the Armor table shows “Disadvantage” in the Stealth materials.
column, the wearer has disadvantage on Stealth checks. Studded Leather.
Shields. Made from tough but flexible leather, studded leather is
reinforced with close-set rivets or spikes.
A shield is made from wood or metal and is carried in one
hand. Wielding a shield increases your Armor Class by 2.

You can benefit from only one shield at a time.

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Medium Armor Heavy Armor
Medium armor offers more protection than light armor, but it Of all the armor categories, heavy armor offers the best
also impairs movement more. protection.

If you wear medium armor, you add your DEX modifier, to a These suits of armor cover the entire body and are designed
maximum of +2, to the base number from your armor type to to stop a wide range of attacks.

determine your AC. Only proficient warriors can manage their weight and bulk.

Heavy armor doesn’t let you add your DEX mod to your AC,
Hide. but it also doesn’t penalize you if your DEX mod is negative.
This crude armor consists of thick furs and pelts.
Ring Mail.
It is commonly worn by tribes and other folk who lack access
to the tools and materials needed to create better armor. This armor is leather armor with heavy rings sewn into it.

The rings help reinforce the armor against blows from


Chain Shirt. swords and axes.

Made of interlocking metal rings, a chain shirt is worn Ring mail is inferior to chain mail, and it's usually worn only
between layers of clothing or leather.
by those who can’t afford better armor.
This armor offers modest protection to the wearer’s upper Chain Mail.
body and allows the sound of the rings rubbing against one Made of interlocking metal rings, chain mail includes a layer
another to be muffled by outer layers.
of quilted fabric worn underneath the mail to prevent chafing
Scale Mail. and to cushion the impact of blows.

This armor consists of a coat and leggings (and perhaps a The suit includes gauntlets.
separate skirt) of leather covered with overlapping pieces of Splint.
metal. The suit includes gauntlets. This armor is made of narrow vertical strips of metal riveted
Breastplate. to a backing of leather that is worn over cloth padding.

This armor consists of a fitted metal chest piece worn with Flexible chain mail protects the joints.
supple leather.
Plate.
Although it leaves the legs and arms relatively unprotected,
this armor provides good protection for the wearer’s vital Plate consists of shaped, interlocking metal plates to cover
organs while leaving the wearer relatively unencumbered. the entire body.

A suit of plate includes gauntlets, heavy leather boots, a


Half Plate. visored helmet, and layers of padding underneath the armor.

Half plate consists of shaped metal plates that cover most of Buckles and straps distribute the weight over the body.
the wearer’s body.

It does not include leg protection beyond simple greaves that


are attached with leather straps.

Armor & Shields Table


Type Name Cost Armor Class (AC) Strength Stealth
Light Armor Padded 500 Gil 11 + DEX Mod - Disadvantage
Leather 1,000 Gil 11 + DEX Mod - -
Studded Leather 4,500 Gil 12 + DEX Mod - -
Medium Armor Hide 1,000 Gil 12 + DEX Mod (Max 2) - -
Chain Shirt 5,000 Gil 13 + DEX Mod (Max 2) - -
Scale Mail 5,000 Gil 14 + DEX Mod (Max 2) - Disadvantage
Breastplate 40,000 Gil 14 + DEX Mod (Max 2) - -
Half Plate 75,000 Gil 15 + DEX Mod (Max 2) - Disadvantage
Heavy Armor Ring Mail 3,000 Gil 14 - Disadvantage
Chain Mail 7,500 Gil 16 STR 13 Disadvantage
Splint 20,000 Gil 17 STR 15 Disadvantage
Plate 150,000 Gil 18 STR 15 Disadvantage
Shield Varies 1,000 Gil +2 - -

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Armlets
Every class has proficiency with Armlets, it is a standard adventurer trait. A character can only equip one Armlet at any time.

Every character will start with a low level +1 armlet (at least - Backgrounds may provide better starting equipment.)

An armlet is a housing for Materia, however rare and unique armlets may provide additional attributes.

The armlet table shows the most common armlets, their price, and how many Materia Slots the basic armlet contains.

Exceptional versions of armlets may be found, purchased or created.

There are also unique legendary armlets lost and scattered across the planet.

Exceptional Armlets

The armlet table shows common, everyday armlets.


Exceptional Attribute
# of additional

These will have a base amount of Materia Slots as shown.


Version % Materia Slots

+1 0% 1x Single Materia Slot


An Exceptional Version of any of these armlets may be
obtained (or created by a high level Professor)
+2 0%
2x Single Materia Slots (or)

and will show as a +1, +2, +3 or +4.


1x Joined Materia Slot
These will have additional Materia Slots
+3 10%
3x Single Slot (or)

(to a maximum total of 6) and have a chance for an attribute.


any combination of Joined Slots
Exceptional Versions will be rarer and have escalated cost.
4x Single Materia Slot (or)

+4 20% any combination of Joined Slots


Note. Attributes need to be identified with an Arcana check.

Attribute

Armlet Name Cost % Standard # of Materia Slots


Common Armlets
Iron Bangle 280 Gil 0% 1x Single Materia Slot
Titan Bangle 800 Gil 0%   2x Single Materia Slots
Uncommon Armlets
Mythril Armlet 1,500 Gil 0% 1x Joined Materia Slot

  1x Single Materia Slots

Carbon Bangle 4,800 Gil 0%


1x Joined Materia Slot
Rare Armlets
   
2x Single Materia Slots

Silver Armlet 25,000 Gil 0%


1x Joined Materia Slot

Gold Armlet 45,000 Gil 0% 2x Joined Materia Slot

Platinum Bangle 35,000 Gil 20%   2x Single Materia Slots


Very Rare Armlets
 
1x Single Materia Slots

Diamond Bangle 300,000 Gil 0%


2x Joined Materia Slot

Crystal Bangle 480,000 Gil 0%


3x Joined Materia Slot

Rune Armlet 220,000 Gil 20% 4x Single Materia Slots


 

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Consumable Items
Name Cost Properties
Common Consumables
Potion 150 Gil Restores 2D4 + 2 Hit Points
Lesser Ether 250 Gil Restores 1x MP dice up to D6
Antidote 80 Gil Cures Poisoned status
Eye Drops 50 Gil Cures Blinded status
Echo Screen 100 Gil Cures Silenced status
Salve 100 Gil Cures Burn status
Thaw 100 Gil Cures Frost status
Lesser Stamina Draught 250 Gil Ignore 1 point of exhaustion for 1 hour
Uncommon Consumables
Hi-Potion 500 Gil Restores 2D6 + 4 Hit Points
Restores 2x MP dice up to D6, or;

Ether 1,500 Gil


Restores 1x MP dice from D6 through D10
Greater Stamina Draught 1,500 Gil Ignore 3 point of exhaustion for 1 hour
EpiPen 100 Gil Cures Paralyze status
Maiden's Kiss 150 Gil Cures Frog status
Cornucopia 150 Gil Cures Small status
Soft 150 Gil Cures Lapidify and Petrify status's
Lesser Remedy 300 Gil Cures Blinded, Poisoned and Silenced status's
Tincture 300 Gil Cures Burn, Frost and Paralyze status's
Smelling Salts 300 Gil Cures Sleep and Confused status's
Rare Consumables
X-Potion 2,500 Gil Restores 2D8 + 6 Hit Points
Restores 2x MP dice up to D8, or;

Turbo Ether 5,000 Gil


Restores 1x MP dice from D8 through D12
Cures Burn, Frost, Paralyze, Poisoned, Blind, Sleep,

Remedy 1,000 Gil


Silence, Confused, Berserk, Frog and Small status's
Speed Drink 3,000 Gil Gives Haste status for 1D4 turns
Superior Stamina Draught 5,000 Gil Ignore 4 point of exhaustion for 1 hour
Phoenix Down 125,000 Gil Return a creature to life that has died within the last minute
Very Rare Consumables
Restores 2D10 + 8 Hit Points and;

Elixir - Gil Restores 3x MP dice up to D8, or;

Restores 2x MP dice from D8 through D12 or;

Restores 1x MP dice from D12 to D20


Hero Drink - Gil Increases STR, DEX, WIS and INT by +2 for 1min
Supreme Stamina Draught - Gil Ignore all points of exhaustion for 1 hour
Megalixer - Gil Restores all Hit Points and MP dice
Other Items
Gysahl Greens 100 Gil A Chocobo will be distracted from battle and kept occupied for 2 turns.
A Chocobo will visibly relax for 2 turns. If they are startled in this time roll a D6.

Krakka Greens 250 Gil


They will only run way on result of a 1 or a 2.

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Chapter 9. Feats

F
  eats represents a talent or an area of expertise that gives a character special capabilities.

It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score


Improvement feature.

You can forgo taking that feature to take a feat of your choice instead.

You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat.

If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

For example, the Grappler feat requires you to have a STR of 13 or higher.

If your STR is reduced below 13 you can’t benefit from the Grappler feat until your STR is restored.
Alert Crossbow Expert
Always on the lookout for danger, you gain the following Thanks to extensive practice with the crossbow, you gain the
benefits: following benefits:
You gain a +5 bonus to initiative. You ignore the loading quality of crossbows with which
You can’t be surprised while you are conscious. you are proficient.
Other creatures don’t gain advantage on attack rolls Being within 5ft of a hostile creature doesn’t impose
against you as a result of being hidden from you. disadvantage on your ranged attack rolls.
When you use the attack action and attack with a one-
Athlete handed weapon, you can use a bonus action to attack with
You have undergone extensive physical training to gain the a loaded hand crossbow you are holding.
following benefits: Defensive Duelist
Increase your STR or DEX score by 1, to a max. of 20. Prerequisite: DEX 13 or higher

When you are prone, standing up uses only 5ft of your When you are wielding a finesse weapon with which you are
movement. proficient and another creature hits you with a melee attack,
Climbing doesn’t halve your speed. you can use your reaction to add your proficiency bonus to
You can make a running long jump or a running high jump your AC for that attack, potentially causing the attack to miss.
after moving only 5ft on foot, rather than 10ft.
Dual Wielder
Actor
You master fighting with two weapons, gaining the following
Skilled at mimicry and dramatics, you gain the following benefits:
benefits:
You gain a +1 bonus to AC while you are wielding a
Increase your CHA score by 1, to a maximum of 20. separate melee weapon in each hand.
You have advantage on CHA (Deception) and CHA You can use two-weapon fighting even when the one-
(Performance) checks when trying to pass yourself off as a handed melee weapons you are wielding aren’t light.
different person. You can draw or stow two one-handed weapons when you
You can mimic the speech of another person or the would normally be able to draw or stow only one.
sounds made by other creatures.

You must have heard the person speaking, or heard the Dungeon Delver
creature make the sound, for at least 1 minute.
A successful WIS (Insight) check contested by your
You are alert to the hidden traps and secret doors found in
CHA (Deception) check allows a listener to determine that many dungeons, you gain the following benefits:
the effect is faked. You have advantage on WIS (Perception) and INT
Charger (Investigation) checks made to detect the presence of
secret doors.
When you use your action to Dash, you can use a bonus You have advantage on saving throws made to avoid or
action to make one melee weapon attack or shove a creature.
resist traps.
If you move at least 10ft in a straight line immediately before You have resistance to the damage dealt by traps.
taking this bonus action, you either gain a +5 bonus to the You can search for traps while traveling at a normal pace,
attack’s damage roll (if you chose to make a melee attack and instead of only at a slow pace.
hit) or push the target up to 10ft away from you (if you chose
to shove and you succeed) .

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Durable Heavily Armored
Hardy and resilient, you gain the following benefits: Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining


Increase your CON score by 1, to a maximum of 20. the following benefits:
When you roll a Hit Die to regain hit points, the minimum
number of hit points you regain from the roll equals twice Increase your STR score by 1, to a maximum of 20.
your CON modifier (minimum of 2) . You gain proficiency with heavy armor.
Elemental Adept Heavy Armor Master
Prerequisite: The ability to cast at least one Mako Pulse
Prerequisite: Proficiency with heavy armor

When you gain this feat, choose one of the following damage You can use your armor to deflect strikes that would kill
types: fire, ice, electric, earth, wind, water or poison.
others. You gain the following benefits:
Mako Pulses you cast ignore resistance to damage of the
chosen type.
Increase your STR score by 1, to a maximum of 20.
In addition, when you roll damage for a Mako Pulse you cast While you are wearing heavy armor, bludgeoning, piercing,
that deals damage of that type, you can treat any 1 on a and slashing damage that you take from standard
damage die as a 2.
weapons is reduced by 3.

You can select this feat multiple times. Each time you do so, Inspiring Leader
you must choose a different damage type. Prerequisite: CHA 13 or higher

You can spend 10 minutes inspiring your companions,


Grappler shoring up their resolve to fight.

Prerequisite: STR 13 or higher


When you do so, choose up to six friendly creatures

You’ve developed the skills necessary to hold your own in (which can include yourself) within 30ft of you who can see
close-quarters grappling. You gain the following benefits: or hear you and who can understand you.

Each creature can gain temporary hit points equal to your


You have advantage on attack rolls against a creature you level + your CHA modifier.

are grappling.

You can use your action to try to pin a creature grappled A creature can’t gain temporary hit points from this feat again
by you. To do so, make another grapple check. If you until it has finished a short or long rest.
succeed, you and the creature are both restrained until the
grapple ends. Keen Mind
Creatures that are one size larger than you don’t You have a mind that can track time, direction, and detail
automatically succeed on checks to escape your grapple. with uncanny precision. You gain the following benefits.
Great Weapon Master Increase your INT score by 1, to a maximum of 20.
You’ve learned to put the weight of a weapon to your You always know which way is north.
advantage, letting its momentum empower your strikes.
You always know the number of hours left before the next
You gain the following benefits: sunrise or sunset.
You can accurately recall anything you have seen or heard
On your turn, when you score a critical hit with a melee within the past month.
weapon or reduce a creature to 0 hit points with one, you
can make one melee weapon attack as a bonus action. Lightly Armored
Before you make a melee attack with a heavy weapon that You have trained to master the use of light armor, gaining the
you are proficient with, you can choose to take a -5 penalty following benefits:
to the attack roll. If the attack hits, you add +10 to the
attack’s damage. Increase your STR or DEX score by 1, to a max. of 20.
You gain proficiency with light armor.
Healer
You are an able physician, allowing you to mend wounds Linguist
quickly and get your allies back in the fight.
You have studied languages and codes, gaining the following
You gain the following benefits: benefits:
When you use a healer’s kit to stabilize a dying creature, Increase your INT score by 1, to a maximum of 20.
that creature also regains 1 hit point. You learn three languages of your choice.
As an action, you can spend one use of a healer’s kit to You can ably create written ciphers.

tend to a creature and restore 1D6 + 4 hit points to it, plus Others can’t decipher a code you create unless you teach
additional hit points equal to the creature’s maximum them or they succeed on an INT check

number of Hit Dice. The creature can’t regain hit points (DC equal to your INT score + your proficiency bonus) .
from this feat again until it finishes a short or long rest.

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Lucky Mobile
You have inexplicable luck that seems to kick in at just the You are exceptionally speedy and agile. You gain the following
right moment.
benefits:

You have 3 luck points. Whenever you make an attack roll, an Your speed increases by 10ft.
ability check, or a saving throw, you can spend one luck point When you use the Dash action, difficult terrain doesn’t
to roll an additional D20.
cost you extra movement on that turn.
You can choose to spend one of your luck points after you roll When you make a melee attack against a creature, you
the die, but before the outcome is determined.
don’t provoke opportunity attacks from that creature for
You choose which of the D20s is used for the attack roll, the rest of the turn, whether you hit or not.
ability check, or saving throw.
Moderately Armored

You can also spend one luck point when an attack roll is Prerequisite: Proficiency with light armor

made against you. Roll a D20, and then choose whether the You have trained to master the use of medium armor and
attack uses the attacker’s roll or yours.
shields, gaining the following benefits:

If more than one creature spends a luck point to influence the Increase your STR or DEX score by 1, to a max. of 20.
outcome of a roll, the points cancel each other out; no You gain proficiency with medium armor and shields.
additional dice are rolled.

Mounted Combatant
Expended luck points are regained after a long rest. You are a dangerous foe to face while mounted.

While you are mounted and aren’t incapacitated, you gain the
Mage Slayer following benefits:
You have practiced techniques useful in melee combat You have advantage on melee attack rolls against any
against Mako Pulse casters, gaining the following benefits: unmounted creature that is smaller than your mount.
When a creature within 5ft of you casts a Mako Pulse, you You can force an attack targeted at your mount to target
can use your reaction to make a melee weapon attack you instead.
against that creature. If your mount is subjected to an effect that allows it to
When you damage a creature that is concentrating on a make a DEX saving throw to take only half damage, it
Mako Pulse, that creature has disadvantage on the saving instead takes no damage if it succeeds on the saving
throw it makes to maintain its concentration. throw, and only half damage if it fails.
You have advantage on saving throws against Mako Pulses
cast by creatures within 5ft of you. Observant
Quick to notice details of your environment, you gain the
Martial Adept following benefits:
You have martial training that allows you to perform special Increase your INT or WIS score by 1, to a maximum of 20.
combat maneuvers. You gain the following benefits: If you can see a creature’s mouth while it is speaking a
You learn two maneuvers of your choice from among language you understand, you can interpret what it’s
those available to the Commando Military unit in the saying by reading its lips.
Soldier class.
You have a +5 bonus to your passive WIS (Perception) and
If a maneuver you use requires your target to make a passive INT (Investigation) scores.
saving throw to resist the maneuver’s effects, the saving
throw DC equals 8 + proficiency + STR/DEX modifier. Polearm Master
If you already have ATB dice, you gain one more; You can keep your enemies at bay with reach weapons. You
otherwise, you have one ATB die, which is a D6.
gain the following benefits:
This die is used to fuel your maneuvers.

An ATB die is expended when you use it.


When you take the attack action and attack with only a
You regain your expended ATB dice when you finish a glaive, halberd, or quarterstaff, you can use a bonus action
short or long rest. to make a melee attack with the opposite end of the
weapon.

Medium Armor Master The weapon’s damage die for this attack is a D4, and the
Prerequisite: Proficiency with medium armor
attack deals bludgeoning damage.
You have practiced moving in medium armor to gain the While you are wielding a glaive, halberd, pike, or
following benefits: quarterstaff, other creatures provoke an opportunity
attack from you when they enter your reach.
Wearing medium armor doesn’t impose disadvantage on
your DEX (Stealth) checks.
When you wear medium armor, you can add 3, rather than
2, to your AC if you have a DEX of 16 or higher.

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Resilient Skulker
Choose one ability score. You gain the following benefits: Prerequisite: DEX 13 or higher

You are expert at slinking through shadows.

Increase the chosen ability score by 1, to a max of 20. You gain the following benefits:
You gain proficiency in saving throws using the chosen
ability. You can try to hide when you are lightly obscured from the
creature from which you are hiding.
Savage Attacker When you are hidden from a creature and miss it with a
Once per turn when you roll damage for a melee weapon ranged weapon attack, your position isn't revealed.
attack, you can reroll the weapon’s damage dice and use Dim light doesn’t impose disadvantage on your WIS
either total. (Perception) checks relying on sight.

Sentinel Mako Pulse Sniper


You have mastered techniques to take advantage of every Prerequisite: The ability to cast at least one Mako Pulse

drop in any enemy’s guard, gaining the following benefits: You have learned techniques to enhance your attacks with
certain kinds of Mako Pulse, gaining the following benefits:
When you hit a creature with an opportunity attack, the Increase your INT or WIS score by 1, to a maximum of 20.
creature’s speed becomes 0 for the rest of the turn. When you cast a Mako Pulse that requires you to make an
Creatures within 5ft of you provoke opportunity attacks attack roll, the range is doubled.
from you even if they take the Disengage action before Your ranged Mako Pulse attacks ignore half cover and
leaving your reach. three-quarters cover.
When a creature within 5ft of you makes an attack against
a target other than you (and that target doesn’t have this Tavern Brawler
feat) , you can use your reaction to make a melee weapon
attack against the attacking creature. Accustomed to rough-and-tumble fighting using whatever
weapons happen to be at hand, gaining the following benefits:
Sharpshooter
Increase your STR or CON score by 1, to a max of 20.
You have mastered ranged weapons and can make shots that Gain proficiency with improvised weapons and unarmed
others find impossible. You gain the following benefits: strikes. Your unarmed strike now uses a D4 for damage.
Attacking at long range doesn't impose disadvantage on When you hit a creature with an unarmed strike or an
your ranged weapon attack rolls. improvised weapon on your turn, you can use a bonus
Your ranged weapon attacks ignore half cover and three- action to attempt to grapple the target.
quarters cover. Tough
Before you make an attack with a ranged weapon that you
are proficient with, you can choose to take a -5 penalty to Your hit point maximum increases by an amount equal to
the attack roll.
twice your level when you gain this feat.

If the attack hits, you add +10 to the attack’s damage. Whenever you gain a level thereafter, your hit point maximum
increases by an additional 2 hit points.
Shield Master
You use shields not just for protection but also for offense. War Caster
You gain the following benefits while you are wielding a Prerequisite: The ability to cast at least one Mako Pulse

shield: You are practiced at Mako Pulse's in the midst of combat, you
have the following benefits:
If you take the attack action on your turn, you can use a
bonus action to try to shove a creature within 5ft of you You have advantage on CON saving throws that you make
with your shield. to maintain your concentration on a Mako Pulse when you
If you aren’t incapacitated, you can add your shield’s AC take damage.
bonus to any DEX saving throw you make against a spell When a hostile creature’s movement provokes an
or other harmful effect that targets only you. opportunity attack from you, you can use your reaction to
If you are subjected to an effect that allows you to make a cast a Mako Pulse at the creature, rather than making an
DEX saving throw to take only half damage, you can use opportunity attack.

your reaction to take no damage if you succeed on the The Mako Pulse must have a casting time of 1 action and
saving throw, interposing your shield between yourself must target only that creature.
and the source of the effect.
Weapon Master
Skilled You have practiced extensively with a variety of weapons,
You gain proficiency in any combination of three skills or gaining the following benefits:
tools of your choice.
Increase your STR or DEX score by 1, to a max of 20.
You gain proficiency with four weapons of your choice.
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Chapter 10. Status Effects

S
tatus Effects alter a creatures capabilities in a variety of ways and can arise as a result of a spell, a class feature, a
monster’s attack, or other effect. Most Status Effects are impairments, but a few, such as Haste, can be advantageous.

A Status Effect lasts either until it is countered (the burn condition is countered by using a Salve, for example)

or for a duration as specified by the effect that imposed the Status Effect.

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but
the condition’s effects don't get worse. A creature either has a condition or doesn’t, with the exception of the Poisoned
Status Effect. The following definitions specify what happens to a creature while it is subjected to a Status Effect.
Burn Silence
In combat an affected creature takes their proficiency A creature with Silence cannot speak, make a verbal
bonus as fire damage at the end of their turn. sound, or cast a Mako Pulse.
This status effect does not stack.
Attacks from effected creature do 0.5x normal damage.
Confused
Make your attack, roll damage. Multiply the damage by A confused creature loses its ability to take reactions,
0.5x (rounded down) , then add modifiers. bonus actions, and moves at half speed.
Frost When attempting it's first action in a round while suffering
confusion, the creature must roll a D20.

In combat an affected creature takes their proficiency On a result of 9 or lower, the creature moves to and
bonus as ice damage at the end of their turn. attacks the nearest ally one time (regardless of how many
This status effect does not stack. attacks are available per attack action) and loses any
A creature inflicted with Frost has disadvantage on all remaining movement after the attack.
saving throws. On a roll of 10 - 19 the creature carries out its action.
On a roll of 20, the creature is no longer confused and
Paralyze carries out its action.
In combat an affected creature takes their proficiency At the end of each of its turns, an affected target may
bonus as electric damage at the end of their turn. make attempt to make the saving throw again.

This status effect does not stack. If it succeeds, this effect ends for that target.
On their turn a Paralyzed creature rolls a D4, On a 1 they Haste
are incapacitated until the start of their next turn.
A creature with Haste has double movement speed and
Poisoned advantage on DEX saving throws.
In combat an affected creature takes their proficiency They have 1x extra attack when using the attack action.
bonus as poison damage at the end of their turn. When Haste status wears off, user is Slowed for 1 turn.

This status effect can stack any number of times and Also roll a D4, on a 1 the user takes 1 point of exhaustion.
affected target will take (number of stacks x proficiency) Receiving Slow status replaces the Haste status effect.
as poison damage at the end of their turn. Slow
Out of combat a poisoned creature will take the above
poison damage once every 5 minutes. A creature with Slow has half movement speed and
A Poisoned creature has disadvantage on all ability disadvantage on DEX saving throws.
checks and attack rolls. They have 1x less attack when using the attack action
Curing the Poisoned status will remove all Poison stacks. (minimum of 1) .
Receiving Haste status replaces the Slow status effect.
Blind
A blinded creature can’t see and automatically fails any Berserk
ability check that requires sight. Berserk increases the unit's physical attack damage by
Attack rolls against the creature have advantage, and the x1.5 at the cost of losing control.
creature’s attack rolls have disadvantage. An afflicted character can only use movement to approach
the nearest enemy, and only use the attack action on that
Sleep enemy. Make your attack, roll damage. Multiply the
A creature that is put asleep is incapacitated and damage by 1.5x (rounded down) , then add modifiers.
restrained failing all STR and DEX saving throws. At the end of each of its turns, an affected target may
A sleeping creature can roll a D20 as a bonus action at the make attempt to make the saving throw again.

beginning of its turn, waking up on a 13 or higher. If it succeeds, this effect ends for that target.
If a sleeping creature takes damage, they wake up.

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Frog Lapidify
The Frog status prevents any action other than the attack A creature that has Lapidify inflicted is restrained as its
action, using an item, and the magic "Frog" if the creature body begins to harden.
has it equipped / available. A creature restrained by this condition must remake the
The Frog status causes disadvantage on STR and DEX CON saving throw at the end of each of its turns.
checks, and also STR and DEX saving throws. If it saves against this condition three times, the condition
A creature affected by Frog can't use Limit Breaks. ends. If it fails its saves three times, it is now Petrified.
Attacks from affected creature do 0.5x normal damage.
The successes and failures don't need to be consecutive;
Make your attack, roll damage. Multiply the damage by keep track of both until the target collects three of a kind.
0.5x (rounded down) , then add modifiers.
Pertrified
Small A petrified creature is transformed, along with any
Small status reduces a creatures attack power to 1, i.e. nonmagical object it is wearing or carrying, into stone.
they never do more than 1 damage with a physical attack. Its weight increases by a factor of ten, and it ceases aging.
Small status causes automatic failure of STR and DEX The creature is incapacitated (see the condition), can't
checks, and also STR and DEX saving throws. move or speak, and is unaware of its surroundings.
Movement is reduced to 5ft when affected by Small. Attack rolls against the creature have advantage.
Ranged attacks made against a creature inflicted with The creature fails any STR and DEX saving throws.
Small status are made at disadvantage. The creature has resistance to all damage.
The creature is immune to poison and disease, although a
Incapacitated poison or disease already in its system is now suspended.
An affected target cannot take any action, reaction, bonus Exhaustion
action or movement until the start of their next turn.
Some special abilities and environmental hazards, such as
Grappled starvation and the long-term effects of freezing or scorching
A grappled creature’s speed becomes 0, and it can't benefit temperatures, can lead to exhaustion.

from any bonus to its speed.

The condition ends if the grappler is incapacitated. Exhaustion is measured in six levels.

The condition also ends if an effect removes the grappled An effect can give a creature one or more levels of
creature from the reach of the grappler or grappling effect. exhaustion, as specified in the effect’s description.
Level   Effect
Prone 1   Disadvantage on ability checks
A prone creature’s only movement option is to crawl, 2   Speed halved
unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls. 3   Disadvantage on attack rolls and saving throws
An attack roll against the creature has advantage if the 4   Hit point maximum halved
attacker is within 5ft of the creature.

Otherwise, the attack roll has disadvantage. 5   Speed reduced to 0


6   Death
Restrained
A restrained creature’s speed becomes 0, and it can’t If an already exhausted creature suffers another effect
benefit from any bonus to its speed. that causes exhaustion, its current level of exhaustion
Attack rolls against the creature have advantage, and the increases by the additional amount suffered.
creature’s attack rolls have disadvantage. A creature suffers the effect of its current level of
The creature has disadvantage on DEX saving throws. exhaustion as well as all lower levels.

For example, a creature suffering level 2 exhaustion has


Unconscious its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as
An unconscious creature is incapacitated, can’t move or specified in the effect’s description, with all exhaustion
speak, and is unaware of its surroundings. effects ending if the total exhaustion level is reduced to 0.
The creature drops whatever it’s holding and falls prone. Finishing a long rest reduces a creature's exhaustion level
They automatically fails STR and DEX saving throws. by 1, provided that the creature has also ingested some
Attack rolls against the creature have advantage. food and drink.
Any attack that hits the creature is a critical hit if the
attacker is within 5ft of the creature.

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Chapter 11. Links & Changelog

Links Changelog
Here are links to the resources you will need as a DM.
22/07/2021

FFVII D&D 5E Player Hand Book (PHB) Removed accidental links at top of page 67.
FFVII D&D 5E Dungeon Masters Guide (DMG) 02/09/2021
FFVII D&D 5E Reactor #1 (One Shot) Mundane Yellow Chocobo Stats updated.
FFVII D&D Fillable Character Sheets
FFVII D&D Battle Maps 13/09/2021
FFVII D&D Materia Item Sheets Note added to Armlet section:

FFVII D&D Discord : https://discord.gg/DdZNTcCHZW "A character can only equip one Armlet at any time."
Gyshal Greens healing properties removed now that
Playlists Chocobo Breeding system has been completed.
Below are links to FFVII Spotify Playlists.
Description has been updated in Consumable Items.

Krakka Greens healing properties removed now that


Chocobo Breeding system has been completed.
FFVII D&D - Chocobo Farm Description has been updated in Consumable Items.
FFVII D&D - Chocobo Battle
FFVII D&D - Chocobo Travel 22/10/2021
FFVII D&D - Chocobo Racing Medium (Shielding Influence) - Lifestream Screen:

FFVII D&D - Aerith Range of 30ft added to description.


FFVII D&D - Dungeon Medium (Shielding Influence) - Guarding Lifestream:

FFVII D&D - In City Ability updated to include "Also at level 17 your Lifestream
FFVII D&D - Gold Saucer Shroud ability can be used as a reaction for any ally within
FFVII D&D - Travel a 10ft radius."
FFVII D&D - Battle Aviator (Sergent Materia Major) - Close Air Support ability
FFVII D&D - Chill Battle now includes mechanics for a combined healing Mako
FFVII D&D - Epic Battle Pulse.
Professor - Rudimentary Tinker's Tools added to starting
equipment.
Fire Materia - 'Scorch' changed to be cast as a bonus
action.
08/11/2021
Remedy now cures Burn, Frost, Paralyze, Poisoned, Blind,
Sleep, Silence, Confused, Berserk, Frog and Small
Status's.
Smelling Salts added to Consumables.

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Pr
16/12/2021 24/05/2022 Ru
Tonberry Limit Break - Grudge - Adjusted:
Materia Knight Mako Link Removed. Pr
"Damage: 2D8 or 2D8 + (proficiency x D8)
Materia Knight Mako Augmentation added. Elementrip "Y
If the target has lowered your hit points you within the last and Mako Blade Added. Ru
minute add as many D8's as your proficiency bonus.
Materia Knight: Mako Strike adjusted: "At 7th level, when Pr
If the damage inflicted was at least 1/2 your total hit you to release an Elementrip or a Mako Blade attack as an 6
points or more all D8's become D12's.
action you can immediately make a single follow up melee lat
You can re-roll the damage dice and use either total.
weapon attack as a bonus action." Pr
Re-roll any 1's or 2's on either roll." Materia Knight: Improved Mako Strike adjusted: "on the Up
Dwarfed Iron Giant - Leaping Swing - Adjusted:
same target." removed, "make a 1MP cost Mako Pulse or sm
"Range: 15ft., one target
a Elementrip as a bonus action." sm
Damage: (3x current equipped weapon) + modifiers
Brawler: Class table updated - Level 5 & 6 had the wrong
Leap 10ft into the air and attack a target within 15ft.
features listed. 4/9/
This does not provoke an attack of opportunity.
Brawler Technique Meteodrive changed to "When you hit xx
Select the target you wish to engage in melee range,
a target with a melee attack, you can spend 1 Brawler
this target takes an additional 1D10 from your attack.
Point to attempt a Suplex attack as a bonus action. The
Where you land you damage all targets within a 5ft radius. target takes 1D12 bludgeoning damage and must succeed
Roll damage. You can re-roll the weapon’s damage dice a CON saving throw or be knocked prone."
and use either total. Re-roll any 1's on both rolls.
Brawler: Precision Strike renamed to Reinforced Blows
Multiply the highest damage by 3x, then add weapon and Medium of the Planet: Innate Mako Pulse adjusted: "As an
additional damage modifiers." action you make a Mako Pulse (1MP cost) without
Soldier Limit Break - Braver - Adjusted:
expending MP. This can also be used as a reaction when
"You can re-roll the weapon’s damage dice and use either failing to cast a Mako Pulse that requires multiple MP
total. Re-roll any 1's or 2's on both rolls.
Dice."
Multiply the highest damage by 3x, then add weapon and Professor: Mako Cross link Level 3 upgrade now awarded
additional damage modifiers." at level 16 instead of 17. 5th possible Materia Slot
Brawler Limit Break - Example incorrect - Amended:
Infusion now awarded at level 17 instead of 16.
"Beat Rush: 16 (D20 ) +3 (DEX ) +2 (WIS ) +2 (prof. ) = 23 Added Burnout rolls to the MP Dice table (Page 62)
-2 | Fail: 2x Unarmed Strikes do 13 damage. (0.5x)" Adjusted notes under "Using a Mako Pulse" to: "If you roll
Medium Limit Break - Healing Wind - Adjusted:
a low natural on your MP dice roll, as described in the MP
"Range: 30ft."
Dice Table, you trigger a 'Burnout Event.'"
"Effect: Restore a number of hit points equal to 10x times Rare and Very Rare Armlets prices heavily reduced.
your Medium level.
Burn, Frost, Paralyzed and Poisoned Status Effects: Note
Choose any number of creatures within range and divide adjusted to state: "In combat an affected creature takes
those hit points among them." their proficiency bonus as ..."
Heavy Gunner Limit Break - Big Shot - Adjusted:
Poisoned Status Effect: Note Added: "Out of combat a
"You can re-roll the weapon’s damage dice and use either poisoned creature will take the above poison damage once
total. Re-roll any 1's on both rolls.
every 5 minutes."
Multiply the highest damage by 3x, then add weapon and Confused Status Effect: Note Added "At the end of each of
additional damage modifiers." its turns, an affected target may make attempt to make the
Professor Limit Break - Mako Recovery - Adjusted:
saving throw again. If it succeeds, this effect ends for that
"Range: 15ft."
target."
"Effect: Choose up to four creatures within range Berserk Status Effect: Note Added "At the end of each of
including yourself. Each target can do one of the its turns, an affected target may make attempt to make the
following: They can cast a Mako Pulse as their next action saving throw again. If it succeeds, this effect ends for that
(2MP cost maximum) without using MP, or The target is target."
restored 1x MP dice (up to D6)"
Aviator Limit Break - Boost Jump - Adjusted:
11/8/22
"Roll damage. You can re-roll the weapon’s damage dice Links to pages added to the Contents page.
and use either total. Re-roll any 1's on both rolls. Multiply All classes are now proficient in all types of simple
the highest damage by 3x, then add weapon and weapons.
additional damage modifiers." Professor Class - Tinker Methods. Note added "Known
Professor - Chocobo Breeder - Exceptional Training no tinker methods can be changed during a long rest."
longer boosts Chocobo's AC by your proficiency. Soft and Lesser Remedy added to Consumables table.
Poison Status Effect - Removed - 'Attack rolls made Longbow Damage was incorrect. This have been fixed to
against a Poisoned creature are made with advantage.' 'If show as 1D8 piercing.
a poisoned creature uses a move that requires a saving Feature - Elemental Adept: Water and Wind added.
throw, the target(s) have advantage on the roll.' Lapidify and Petrify added to the Status Effects chapter.
Poison Status Effect - Added - 'A Poisoned creature has
disadvantage on all ability checks and attack rolls.' 4/9/18
Soldier Class - BusterSword™ Changed to: (1 handed
martial weapon) 1D8+1 (Slashing ) Versatile (1D10+1)
84
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