

Influence plants a command in the victim's mind they HAVE to follow, and treat as their own idea. Trid Phantasm is THE Dutch Division Dagger of your arsenal - it can do almost anything from clothing your mates in Lone Star uniforms to making a dragon swoop down on the street to hiding your parked van as a diaper delivery truck. Increase Reflexes unless you're a mysad is necessary so you can keep up (and even outspeed!) the samurai. Heal is a unique capability - removing Physical damage and (sometimes) exchanging it for easily-removed Stun makes Heal a no-brainer. There is a core of solid spells that all magicians should take, with other spells added on depending on speciality. Of the aspects, I'd say sorcerer has the most strength - knowing 12 spells at start (for max Magic) and getting that Magical Group at 4 lets you spend your skill points in other things, which frees up Karma for quite a lot.

They aren't weak as some previous editions, because they can all astrally percept, the enchanting aspect has access to spells (via Alchemy) and the sorcerer aspect can summon (weakly) via ritual sorcery, but part of what makes magicians strong is versatility, and aspected magicians lack that. Specific adept builds are later in this section.Īspected magicians are. However, there are certain things they do better than 'wared characters - some of which is only available to an Adept. Which one to choose is hard to say - a team with only a single magician will find astral recon and assensing invaluable, but a mysad can laugh off attempts to Geek The Mage First (GTMF).Īdepts are ass-kickers, or ninjas, or pretty much anything you want them to be - a lot of the 5e adept powers take the game closer to an Earthdawn-esque era where magic is used as an edge that replaces cyberware/bioware entirely.

Choose Mystic Adept if you're going far more combat, and you don't want to have to cast and sustain buffing spells on yourself in order to fight. Choose Magician if you need the expanded senses, as well as the ability to scout astrally. The split between Magician and Mystic Adept is quite easy to define.
5E CHARACTER BUILDER CHART FREE
Not only do you get more free Skills and Spells to start with, but it means you don't have to spend any of your Metatype Special Attribute points increasing your Magic - and you NEED as high a Magic as possible, as it's what you'll be rolling for almost everything you do. If you're going Awakened, go full-bore - I know those lower Priorities look tempting, but putting A for Magician/Technomancer, and B if you're Aspected/Adept is VITAL. If you're not, just skip past this section to the next 18-point font centered header and don't worry your pretty head about it.
5E CHARACTER BUILDER CHART PC
Deciding whether or not your PC is Awakened influences everything else, and should be decided on initially. Really, this is THE priority that must be chosen first. While I do not myself advocate such play, I maintain that knowing what the bare minimums for broad archetypes as well as the absolute best options for each build gives even a dire-hard role-player vital tools in making characters. This is a guide intended to help players navigate the Shadowrun 5e character creation process and come out on the end with a PC that adequately reflects everything they want from a shadowrunner.ĭISCLAIMER This is written mostly from a minmaxing, munchkin-ass, squeeze-every-Karma-til-it-bleeds style of play.
