The Biome Complex

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.

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