CREATIVITY

EXPERTISE

OFFICER

ABOUT

Officer

What began as a passion project has evolved into something more. We’re proud of where we’ve been and even more excited for what’s ahead. What sets us apart isn’t just our process—it’s the intention behind it. We take time to understand, explore, and create with purpose at every turn.

People-First Approach

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Reliability You Can Count On

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A Focus on Quality

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People-First Approach · Reliability You Can Count On · A Focus on Quality ·

Officer Class Features

Hit Points

Hit Dice: 1d10 per officer level

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

Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per officer level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Athletics, Insight, Intimidation, Biotech, Persuasion, and Infotech

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a martial weapon and a shield or (b) two martial weapons

• (a) a shotgun or (b) any simple melee weapon

• (a) an analyst’s pack or (b) a burglar’s pack

• Grizzly 500 armor and a commbadge

Threat Scanner

Your optical heads up display implant can detect the presence of non-human sapience on the network. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Thoughtform, Entity, or Daemon within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been restricted or top secret, as with the Annex Zone program. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Trauma Kit

Your Panacea delivering dermal nodes can heal wounds on touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your officer level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Trauma Kit, expending hit points separately for each one. This feature has no effect on constructs.

Tactical Specialization

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a tactical specialization option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

User Access

By 2nd level, you have been granted access to Trinet nanites and can run programs that are written for you by the AI’s of the Automated Legislature. See chapter 10 for the general rules of access and chapter 11 for the officer program list.

Preparing and Running Programs

The officer table shows how many program slots you have to run your programs. To run one of your officer programs of 1st level or higher, you must expend a slot of the program’s level or higher. You regain all expended program slots when you finish a long rest. You prepare the list of officer programs that are available for you to run, choosing from the officer program list. When you do so, choose a number of officer programs equal to your Wisdom modifier + half your officer level, rounded down (minimum of one program). The programs must be of a level for which you have program slots. For example, if you are a 5th-level officer, you have four 1st-level and two 2nd-level program slots. With a Wisdom of 14, your list of prepared programs can include four programs of 1st or 2nd level, in any combination. If you prepare the 1st-level program cure wounds, you can run it using a 1st-level or a 2nd-level slot. running the program doesn’t remove it from your list of prepared programs. You can change your list of prepared programs when you finish a long rest. Preparing a new list of officer programs requires time spent on the Automated Legislature’s network, selecting & downloading new AI packages: at least 10 minutes per program level for each program on your list.

Access Ability

Wisdom is your access ability for your officer programs, since their power derives from your authority over and intuition about using the AI’s of the Automated Legislature. You use your Wisdom whenever a program refers to your access ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a officer program you run and when making an attack roll with one. program save DC = 8 + your proficiency bonus + your Wisdom modifier program attack modifier = your proficiency bonus + your Wisdom modifier

Access Point

You can use a CommBadge (found in chapter 5) as an access focus for your officer programs.

Judgement

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one officer program slot to deal electrical damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level program slot, plus 1d8 for each program level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a construct. By 11th level, your taser implant upgrades have such a reliable power source that all your melee weapon strikes can carry electrical currents with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 electric damage. If you also use your judgement with an attack, you add this damage to the extra damage of your Judgement.

Bio-Filter

By 3rd level, the Panacea flowing through you makes you immune to disease

Oath of Office

When you reach 3rd level, you swear the oath that binds you as a officer forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Investigator, Peace Officer, or SWAT, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath programs and the root override feature.

Oath Programs

Each oath has a list of associated programs. You gain access to these programs at the levels specified in the oath description. Once you gain access to an oath program, you always have it prepared. Oath programs don’t count against the number of programs you can prepare each day. If you gain an oath program that doesn’t appear on the officer program list, the program is nonetheless an officer program for you.

Root Override

Your oath allows you to override network protocols to enable restricted effects. Each root override option provided by your oath explains how to use it. When you use your root override, you choose which option to use. You must then finish a short or long rest to use your root override again. Some root override effects require saving throws. When you use such an effect from this class, the DC equals your officer program save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Thin Blue Line

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this effect increases to 30 feet.

Deputization

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this effect increases to 30 feet.

Neutralization Package Beginning at 14th level, you can use your action to end one program on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.