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© 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
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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.
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"
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.
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.
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:
Each ability has a score, which is a number you record on your character sheet.
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
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
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.
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.
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.
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Test Subject - Chaos
You were subject to science experiments involving strengthening the endurance of the human body and metamorphosis,
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
1
Grotesque Deformity: Proficiency in Intimidation
transform into a Death Gigas for 1 minute as a free action.
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.
one enemy equal to 2x normal weapon damage.
5
Serrated Teeth: Gain the attack action Bite
Refer to the Red XII Tribe Racial Features
Feature: Galian Beast
6
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.
7
Bulky Form: Advantage on contested STR checks
long rest before you can use this feature again.
Berserk Dance: Inflict physical damage (typeless) to
8
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
9
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
11
Chemical Warfare: Cast DC for Inflicted Status +1
5x, each hit doing 0.5x normal weapon damage.
You start with a set of Manacles Nightmare can be used twice per transformation.
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
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) .
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
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
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
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
within 100 miles of you.
7
Glacial Aura: Start with a Level 1 Ice Materia
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.
Offhand Attack
Attack Bonus: D20 + proficiency + DEX modifier
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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
1
Fortified Stamina: Proficiency in Athletics
While you are not wearing any armor,
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
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.
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
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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
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.
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
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.
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
The creature can’t regain hit points from this feat again until it
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
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.
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
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
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
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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
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.
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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
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
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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.
Once per turn when you roll damage for a melee attack,
you can reroll the weapon’s damage dice and use either total.
Racial Trait. You can't hold conventional weapons. Your basic attacks are:
Tooth
Attack Bonus: D20 + proficiency + STR modifier.
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.
and Ancient.
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Playable Monster Races
Monsters can't wear armor other than armlets,
They are not skilled at using Materia, but make up for that
shortcoming with a Racial Level 1 Limit Break.
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.
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.
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.
increases by an additional 2 hit points. Select the target you wish to engage in melee range,
Leap into the air and use bulk and blade to crush targets.
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Cactuar
Ability Score Increase. Increase you DEX score by +2,
and your CHA score by +1.
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.
Size. You are agile and fast, your size is considered Small.
Attack Bonus: D20 + DEX + CHA + proficiency
Example:
1,000 Needles will be fired at all enemies in a 15ft cone.
Degree of
0-250
251-500
501-750
751-1,000
-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
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.
Brawler
A Brawler is a seasoned street fighter that deals heavy
physical blows. They strike with uncanny speed and strength.
Mediums are a support class that are able to use some Mako
Pulses without cost and can optimize their Materia layout.
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.
Professor
The Professor is a support class that can enchance weapons,
items and ... Chocobos?!
Aviator
An Aviator is a support class that focuses on teamwork and
battle tactics.
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Hit Points
Soldier Hit Dice: 1D10 per Soldier level
Its members are enhanced super-soldiers. At Higher Levels: 1D10 (or 6) + your CON modifier
Level Bonus Features Weapons: All simple weapons & Martial swords
Combat Style
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.
11th +4 Extra Attack (3x) Damage: (3x current equipped weapon) + modifiers
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)
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.
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.
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.
before you can use it again. You can use this feature twice between long rests at level 13,
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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.
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.
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) .
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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.
You add the ATB die roll to the attack’s damage roll.
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.
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.
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
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.
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.
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Hit Points
Brawler Hit Dice: 1D8 per Brawler level
Proficiency
Skills Proficiencies. Choose two from Acrobatics, Athletics,
Level Bonus Features Intimidation, Perception, Survival, and Stealth
Street Fighting
Unarmored Defense
Combat Method
6th +3
Combat Method Feature
Damage: Current equipped weapon + modifiers
7th +3
Evasion
You cannot choose the same technique twice.
14th +5 Fortitude
Success
Critical Success
Great Success
Barricade
Tifa uses Reel Slots on a target with 25 AC.
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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.
(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.
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 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
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.
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,
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.
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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.
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.
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.
You must finish a long rest before you can use this feature
again.
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Guerilla Tactics Stalk your Mark
At 6th level, you can move undetected in the shadows.
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.
Range: Self
Duration: 8 hours
Range: Self
For the duration, you have a +10 bonus to Stealth checks and
can’t be tracked.
Range: 120ft
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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.
You can augment additional slots of your equipped weapon at This will not work with "All" Materia.
6th, 11th, and 17th level.
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
Lifestream Influence
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)
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.
1D6+1 (Bludgeoning)
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
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Medium
Link
Cannot Link any already Linked Materia
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
At 2nd level, you gain the ability to channel Lifestream 14th Level 4
(5x maximum augmented Materia Slots)
Some Lifestream Hamonization effects require saving Can make 4x Mako Link
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,
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.
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,
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.
If the planet intervenes, you can’t use this again for 4 days.
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.
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.
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Lifestream Influence
Choose one way the Lifestream influences your character:
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.
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.
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.
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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.
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.
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".
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.
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Shielding Influence
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.
10ft wide, 5ft tall between the enemy and the target.
The screen has hit points equal to your Medium level + your
WIS modifier.
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.
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Hit Points
Heavy Gunner Hit Dice: 1D10 per Heavy Gunner level
Due to accident, disease, or by choice you have lost your hand At Higher Levels: 1D10 (or 6) + your CON modifier
Level Bonus Features Skills Proficiencies. Choose two from: Animal Handling,
Adversary Tracking
8th +3
Ability Score Improvement
Attack Bonus: N/A - Automatic hit
9th +4 Additional Combat Style Damage: (3x current equipped weapon) + modifiers
16th +5
Ability Score Improvement
1D6+1 (Piercing )
Beasts, Constructs, Dragons, Elementals, Giants, Choose one of the following options:
Monstrosities, Oozes, Plants, or Undead.
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.
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 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 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.
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.
adversarial enemies.
are applied.
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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:
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
Once per turn, you can deal extra damage to one creature you deal more collateral damage.
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.
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.
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.
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Hit Points
Professor Hit Dice: 1D8 per Professor level
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
1st +2 Tinkering
– –
Limit Break - Level 1
Flasks
Scientific Field
6th
Ability Score Improvement
+3 Scientific Field Feature
4 3 Attack Bonus: N/A - Automatic hit
+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
Limit Break (2/rest) You formulate a Mako Serum and spray it on allies nearby.
+ Materia Slot Infusion
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
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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.
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) .
Range: Touch
Duration: Instantaneous
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Light Molotov
Casting Time: 1 action
Casting Time: 1 action
Range: Touch
Range: 60ft
Duration: 1 hour
Duration: 1min
For 1 hour the object sheds bright light in a 20-foot radius Until the effect ends, the fire fills a 5ft cube.
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
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
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.
Range: Touch
5th level (2D8) , 11th level (3D8) , and 17th level (4D8) .
Duration: Instantaneous
Duration: Instantaneous
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.
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
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Flasks Flask Upgrades
Professor
Number of Maximum
Tinkering Checks
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
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.
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.
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.
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Materia Slot Infusion List Armlet of Tools
Enhanced Weapon
Item: An armlet with an un-augmented Materia Slot.
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.
If you already have Darkvision increase the range by 60ft. Requires attunement: Yes.
The bonus to AC increases to +2 when you reach 12th level. Resistant Armlet
Prerequisite: 6th-level Professor
The bonus to Mako Pulse attack rolls increases to +2 when Spell-Refueling Armlet
you reach 12th level. Prerequisite: 6th-level Professor
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.
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.
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.
This armlet replaces one lost limb. The limb may be a hand,
an arm, a foot, a leg, or a similar body part.
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Armlet of Holding Repulsion Shield
Prerequisite: 6th-level Professor
Prerequisite: 8th-level Professor
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.
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.
Once used, this reaction can’t be used again until the wielder Item: An armlet with an un-augmented Materia Slot.
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
and grants bonus to attack and damage rolls made with it.
Requires attunement: Yes.
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.
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.
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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.
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."
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.
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
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.
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.
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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.
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
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.
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.
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.
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.
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.
You and your allies have half cover while within 10ft of a
Mako Turret, as a result of a shimmering field of protection.
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.
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Chocobo Breeder The Chocobo obeys your commands as best as it can.
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.
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.
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.
Armor Class 13
Hit Points 22
Speed 35ft.
Skills Perception +4
Senses Passive Perception 14
Saving Throws DEX +4
Languages Chocobo, understands but does not
speak Common
Challenge 1/8 CR (25XP)
Actions
Beak Attack: Melee weapon attack
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Hit Points
Aviator Hit Dice: 1D8 per Aviator level
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
Polymath
5th +3
Increased Leadership! (D8)
Attack Bonus: N/A - Automatic hit
Heart of Leadership!
Range: 30ft., one target
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)
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
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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.
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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.
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.
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.
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.
You must finish a short or long rest to use this feature again.
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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.
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.
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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.
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.
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.
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.
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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,
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
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,
Limitation on Materia attunment is also based on how When you roll a 1 or 2 on the D4, you are out of MP.
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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.
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)
— 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
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.
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.
You may only have one Limit Break ready and available for
use at any point.
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.
You have a limited number of uses until your next long lest:
Character
Limit Break uses
Once all Limit Break uses are expended you must finish a
long rest to use another Limit Break.
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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.
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
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.
withstand holding.
The maximum size of a Flask's Die is set by the
Level 1
2xD20 roll + INT Potion
Uncommon DC 25 Ether
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
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.
How well you pass (or fail) the DC check determines how
successful you were at the rushed Top-Up.
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.
How well you pass (or fail) decides the Top-Up outcome:
Degree of
-10
(The Flask is now empty)
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.
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.
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.
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.
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 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.
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.
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
+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
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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.
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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.
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.
Half plate consists of shaped metal plates that cover most of Buckles and straps distribute the weight over the body.
the wearer’s body.
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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.
There are also unique legendary armlets lost and scattered across the planet.
Exceptional Armlets
Attribute
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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;
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Chapter 9. Feats
F
eats represents a talent or an area of expertise that gives a character special capabilities.
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
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’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.
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.
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
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.
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.
80
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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.
81
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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.
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.
82
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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.
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.
83
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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)
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