Biome Shut-Ins spend the vast majority of their time inside their personal NEET, exploring the digital realms of the Corpo-Net and Dark-Web safely nestled inside their gooey shell. The imagined terrain of these digital worlds is far more varied and unique than the tropical megacities and endless desert of the real world, and Biome Shut-Ins use their knowledge of the Etherealnet terrain to their advantage in battle.
Bonus Trick
When you choose this Sense at 2nd level, you learn one additional Shut-In Trick of your choice.
Natural Recovery
Starting at 2nd level, you can regain some of your energy by sitting in meditation and communing with the imagined nature of the Etherealnet. During a short rest, you choose expended tech slots to recover. The tech slots can have a combined level that is equal to or less than half your Shut-In level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level Shut-In, you can recover up to two levels worth of tech slots. You can recover either a 2nd-level slot or two 1st-level slots.
Sense techs
Your connection to the Sense-Tanks infuses you with the ability to cast certain techs. At 3rd, 5th, 7th, and 9th level you gain access to Sense techs connected to your favourite digital biome. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Undercity - and consult the associated list of techs.
Once you gain access to a Sense tech, you always have it prepared, and it doesn't count against the number of techs you can prepare each day. If you gain access to a tech that doesn't appear on the Shut-In tech list, the tech is nonetheless a Shut-In tech for you.
Arctic
Shut-In Level Sense techs
3rd Stun Shot, Hardlight Spikes
5th Coolant Storm, Lag
7th Repulsor Field, Super-Cooled Disposable Drones
9th Environmental Diagnostic, Nitrogen Blast
Coast
Shut-In Level Sense techs
3rd Holo-Images, Digital Dash
5th Wall of Water, Hydromagnetism
7th Control Water, Repulsor Field
9th Manifest Surge, Panopticon
Desert
Shut-In Level Sense techs
3rd Phase Shift, Silence
5th Insta-Shop, Protection from Energy
7th Organic Dissolution, Digitally Projected Terrain
9th Hardlight Storm, Wall of Stone
Forest
Shut-In Level Sense techs
3rd Ceramiron Skin, Spider Climb
5th Agitate Cumulus, Plant Growth
7th Magic 8-Ball, Repulsor Field
9th Environmental Diagnostic, Tree Stride
Grassland
Shut-In Level Sense techs
3rd Cloaking, Nanofog
5th Neon Show, Overdrive
7th Magic 8-Ball, Repulsor Field
9th Sleepytime_Malware.EXE, Hardlight Storm
Mountain
Shut-In Level Sense techs
3rd Spider Climb, Hardlight Spikes
5th Arc Cannon, Nondetection
7th Stone Reconstitute, Ablative Armor
9th Temporary Tunnel, Wall of Stone
Swamp
Shut-In Level Sense techs
3rd Nanofog, Melf's Acid Shot
5th Hydromagnetism, Riot Grenade
7th Repulsor Field, Biometric SatNav
9th Hardlight Storm, Panopticon
Undercity
Shut-In Level Sense techs
3rd Spider Climb, Mechanical Web-Slinger
5th Nanite Conversion, Riot Grenade
7th Greater Cloaking, Stone Reconstitute
9th Cloudkill, Hardlight Storm
Easy Strider
Starting at 6th level, moving through non-digital difficult terrain costs you no extra movement. You can also pass through non-digital plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are technologically created or manipulated to impede movement, such as those created by the Entangle tech.
Imagined Naturalist
When you reach 10th level, you can't be charmed or frightened by Surges or fey, and you are immune to poison and disease.
Gruff Appearance
When you reach 14th level, creatures of the real world sense your bizarre inclinations towards nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your Shut-In tech save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against
you.