The sword reappears in the Hyper Light Drifter’s hand at the beginning of the next round.Story: Drifters: collectors of forgotten knowledge, lost technologies, and broken history. ^= Can be thrown at a target up to 10’ away, but disappears after target is hit. *= Uses Dual Wield/Two-handed Weapon rules. Roll all Attributes to see if they increase, roll twice for STR or DEXĪDDITIONAL: Rations (d6), waterskin (d6), bedroll, torches 圆 (d6), and healing salve (1 Hit Dice of HP restored). This means they can hack into computers, unlock doors with a keypad, etc. They are able to use (or figure out) technology, even if it is advanced and beyond the scope of the planet they are on, without suffering Disadvantage. Understand Advanced Technology: Being a sentient AI gives the Hyper Light Drifter knowledge of technology. Roll 1d6: if the result is a 4-6, the Hyper Light Drifter is successful and regains 1 Energy Reserve. Inner Strength: Once per day, after all reserves have been depleted, a Hyper Light Drifter can attempt to pull more energy from their body. At 5 th level this is increased to 1d6 attacks. The Hyper Light Drifter gains 1d4 additional attacks. Multiple Attacks: The Hyper Light Drifter uses their Energy Reserve to enhance their attacking speed, allowing them multiple attacks in a single round. Heal: The Hyper Light Drifter uses their Energy Reserve to heal themselves for 1d8 HP.This can be used as a reaction to avoid an attack. There must be sturdy ground on the other side for this to work. The Hyper Light Drifter can use this to travel over a cliff, river, etc. The Hyper Light Drifter can travel up to Not So Nearby (roughly 60ft) in a round. Hyper Light Dash: The Hyper Light Drifter can phase slightly out of reality and travel a distance the blink of an eye.If the result is a 5-6, the attack is rebounded at the attacker and hits. If the attack is ranged (or ranged magical- but the Hyper Light Drifter must be the sole focus of the attack), roll 1d6.
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