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    Character Progression

    A wasteland survivor transforms — one half shows battered scrap gear, the other gleaming advanced armor and power

    This chapter defines what characters gain at each level, ensuring every level-up feels meaningful. No dead levels.


    Core Progression Table

    Every character gains 10 AP per level (15 AP at Level 1, 20 for Humans). In addition, each level grants specific features as shown below.

    Level AP Class/Phase Feature Talent ASI Other Total New Things
    1 15 Core class features (4-5) Doctrine #1 5-6
    2 10 Class feature Talent 2
    3 10 Class feature Free skill proficiency 2
    4 10 Class feature Talent ASI 3
    5 10 Capstone feature 1
    6 10 Specialization (choose 1 of 3) Doctrine #2 3-4
    7 10 Talent Skill Mastery 2
    8 10 Specialization feature Free skill proficiency 2
    9 10 Talent ASI 2
    10 10 Specialization capstone 1
    11 10 Mastery Path (choose 1 of 12) 2-3
    12 10 Talent ASI 2
    13 10 Mastery feature 1
    14 10 Talent 1
    15 10 Mastery capstone (1/LR) Free skill proficiency 2
    16 10 Archetype ultimate 1
    17 10 Specialization final evolution 1
    18 10 Legendary Talent ASI 2
    19 10 Legendary Talent 1
    20 10 Apex ability (1/LR) 1

    Decision Points by Level: L1 (6), L2 (2), L3 (2), L4 (3), L5 (1), L6 (4), L7 (2), L8 (2), L9 (2), L10 (1), L11 (3), L12 (2), L13 (1), L14 (1), L15 (2), L16 (1), L17 (1), L18 (2), L19 (1), L20 (1).

    Previously dead levels that now have content: L7 (Talent + Skill Mastery), L9 (Talent + ASI), L12 (Talent + ASI), L14 (Talent), L18 (Legendary Talent + ASI), L19 (Legendary Talent).


    Doctrines

    Doctrines are named combat orientations chosen at Level 1 and Level 6. They provide a small passive bonus and — more importantly — a build identity label that communicates your combat style to other players.

    Doctrine Rules

    • Choose one Doctrine at Level 1 from your archetype's list.
    • Choose a second Doctrine at Level 6 from your archetype's advanced list.
    • Doctrines are passive and always active (no action required).
    • Bonuses from Doctrines are circumstantial — they apply in specific situations, not universally.
    • During a long rest, you can swap one Doctrine for another from the same list.

    Warrior Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Brute Force +1 melee damage. -1 DV.
    Shield Bearer +1 DV when wielding a shield.
    Berserker's Fury When bloodied, +2 to melee attack rolls.
    Precision Strikes Melee weapons crit on 19-20.

    Level 6 (choose one):

    Doctrine Effect
    Juggernaut Resistance to one damage type (chosen at dawn).
    Sentinel Your opportunity attacks reduce target speed to 0.
    Gladiator Advantage on melee attacks against targets you've already hit this turn.

    Gunslinger Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Deadeye +1 ranged damage at 30+ ft.
    Duelist +1 to attack when wielding one-handed ranged weapon and nothing in other hand.
    Quickdraw +2 to Initiative. Draw weapons as free action.
    Suppressing Fire When you hit a creature with a ranged attack, it has -1 to its next attack roll.

    Level 6 (choose one):

    Doctrine Effect
    Sniper Ignore partial and heavy cover with ranged attacks.
    Gun Runner No disadvantage on ranged attacks within 5 ft.
    Demolisher +2 damage against objects and constructs.

    Mystic Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Evoker +1 damage per die on evocation (damage) spells.
    Abjurer +1 to DV while Arcane Ward has temp HP.
    Diviner Once per short rest, replace one d20 roll with a 15.
    Transmuter When you cast a spell that affects an area, you can exclude one creature from the effect.

    Level 6 (choose one):

    Doctrine Effect
    War Mage +2 to spell attack rolls against targets within 5 ft (no melee disadvantage).
    Spell Sculptor Area spells can be reshaped to avoid 2 allies.
    Arcane Battery Recover 1 spell slot (max 2nd level) when you roll Initiative.

    Technician Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Drone Pilot Drone gains +1 to attack rolls.
    Tinkerer Gadgets have +1 to save DCs.
    Cyberpath +2 to all hacking checks.
    Field Engineer Build gadgets in half the normal time.

    Level 6 (choose one):

    Doctrine Effect
    Swarm Commander You can control 2 small drones instead of 1 medium drone (split HP).
    Hardened Systems Drone gains resistance to one damage type (chosen when deployed).
    Neural Sync When your drone hits, your next attack against the same target has advantage.

    Medic Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Combat Surgeon Healing abilities can be used from 10 ft (instead of touch).
    Preventive Specialist Temp HP you grant lasts until next short rest (instead of 1 hour).
    Pharmacist Consumables you craft have +1 to their save DCs.
    Forensic Analyst Advantage on Medicine and Investigation checks on creatures and corpses.

    Level 6 (choose one):

    Doctrine Effect
    Trauma Specialist When you heal a creature below half HP, heal an additional 1d6.
    Plague Doctor Your poisons ignore poison resistance.
    Emergency Response When an ally drops to 0 HP within 30 ft, you can move up to your speed toward them as a free action (once per round).

    Operative Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Assassin's Mark +1 Sneak Attack damage die against targets that haven't acted this combat.
    Shadow Walker Advantage on Stealth in dim light or darkness.
    Face Advantage on Deception. You can use Deception in place of Persuasion.
    Saboteur +2 damage against objects, traps, and constructs.

    Level 6 (choose one):

    Doctrine Effect
    Ghost Protocol You leave no traces (footprints, fingerprints, scent) unless you choose to.
    Close Quarters Sneak Attack works with melee weapons even without advantage (if no other enemy is within 5 ft of you).
    Spotter Allies have advantage on attack rolls against targets you have identified as "marked" Free (1/round).

    Diplomat Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Inspiring Leader Commanding Presence also grants +1 to damage rolls.
    Peacekeeper Advantage on Persuasion to de-escalate hostile situations.
    Demagogue Advantage on Intimidation. You can use Intimidation in place of Persuasion.
    Tactician +1 to Initiative for you and allies within 30 ft who can hear you.

    Level 6 (choose one):

    Doctrine Effect
    Warlord When you use Inspire, allies also gain +5 ft speed until next rest.
    Silver Tongue Master Silver Tongue now also grants advantage on Insight for the first interaction.
    Courtier You can read social hierarchies instantly. Advantage on checks to identify who holds power in a group.

    Channeler Doctrines

    Level 1 (choose one):

    Doctrine Effect
    Holy Warrior +1 melee damage when you have temp HP from Channel Energy or other class features.
    Healer's Light Channel Energy heals +1 per die.
    Spirit Touched Advantage on Perception and Insight checks to detect undead, spirits, and extraplanar entities.
    Resilient Faith +1 to concentration saves.

    Level 6 (choose one):

    Doctrine Effect
    Crusader When you hit with a melee attack, the target has -1 to its next save against your spells.
    Protector When you heal an ally, they gain +1 DV until the start of your next turn.
    Zealot When you reduce a creature to 0 HP, regain 1 use of Channel Energy.

    Skill Mastery (Level 7)

    At Level 7, choose one skill you are proficient in. Your proficiency bonus is doubled for that skill (expertise). This represents years of focused practice culminating in true mastery.

    Rules:

    • Must be a skill you already have proficiency in.
    • Operatives already have Expertise (2 skills). At Level 7, they gain a third Expertise skill.
    • Skill Mastery does not stack with the Expertise Talent (choose different skills for each).
    • During a long rest, you can change your Skill Mastery to a different proficient skill.

    Ability Score Improvements

    Characters gain Ability Score Improvements at the following levels:

    Level Source
    4 Class feature (all classes)
    9 Progression milestone
    12 Progression milestone
    18 Progression milestone

    At each ASI: Increase one attribute by +2, or two attributes by +1 each. Maximum 20.

    Interaction with Bounded Accuracy: ASIs are capped at 20 per attribute. With 4 ASIs across 20 levels, a character can increase attributes by a total of +8 (or +4/+4 if split). This is intentionally conservative — the attribute cap at 20 preserves the +18 bonus ceiling.


    Proficiency Bonus

    Proficiency bonus scales with total character level:

    Level Proficiency Bonus
    1-4 +2
    5-8 +3
    9-12 +4
    13-16 +5
    17-20 +6

    This does not change based on multiclassing — it always uses total character level.


    Advancement Points (AP)

    Earning AP

    Level AP Gained Cumulative AP
    1 15 (20 for Humans) 15
    2 10 25
    3 10 35
    4 10 45
    5 10 55
    6 10 65
    7 10 75
    8 10 85
    9 10 95
    10 10 105
    11 10 115
    12 10 125
    13 10 135
    14 10 145
    15 10 155
    16 10 165
    17 10 175
    18 10 185
    19 10 195
    20 10 205

    Spending AP

    Option Cost Tier Requirement
    Own class Tier 1 ability 5 AP Any level
    Own class Tier 2 ability 10 AP Tier 1 in same tree
    Own class Tier 3 ability 15 AP Level 5+, Tier 2 in same tree
    Cross-Training Tier 1 8 AP 13+ in target class stat
    Cross-Training Tier 2 15 AP Level 5+, T1 in same tree
    Cross-Training Tier 3 23 AP Level 10+, T2 in same tree
    Cantrip (non-caster) 15 AP
    Cantrip (Diplomat) 12 AP
    Cantrip (half-caster) 10 AP
    Attribute +1 10 AP Max 20
    Multiclass first level 20 AP Even level, 13+ in both stats

    Unspent AP carries over between levels.


    Example Progression: Warrior (Brute Force / Vanguard / Wasteland Knight)

    Level What Happens
    1 Gain Combat Stance, Second Wind, Bodyguard, Retaliation Strike, Grit. Choose Brute Force doctrine (+1 melee dmg, -1 DV). Spend 15 AP: Power Strike (5) + Armor Mastery (5) + save 5.
    2 Gain Weapon Specialization (Heavy Melee). Choose Talent: Tough (+2 HP/level). Spend 10 AP: Rally Cry (5) + save 5.
    3 Gain Extra Attack. Spend 10 AP: Shield Wall (10).
    4 Gain Attribute Improvement (+2 MIG → 17). Choose Talent: Weapon Bond (Warrior, +1 attack with Heavy Melee). Spend 10 AP: save for Tier 3.
    5 Gain Unbreakable (capstone). Spend 10 AP + saved: Devastating Critical (15).
    6 Choose specialization: Vanguard. Gain Shield Wall Reaction, Iron Skin. Choose Sentinel doctrine (OA stops movement). Spend 10 AP: Tactical Positioning (10).
    7 Choose Talent: Durable (min healing = 2x END mod). Gain Skill Mastery: Intimidation (double proficiency). Spend 10 AP: save.
    8 Gain Vanguard feature: Fortress Stance. Spend 10 AP: save.
    9 Gain ASI (+2 END → 16). Choose Talent: Sentinel (universal, enhanced OA). Spend 10 AP: Commanding Presence (15, using saved AP).
    10 Gain Vanguard capstone: Immovable Object. Spend 10 AP: save for cross-training.
    11 Choose Wasteland Knight mastery path. Gain Oath Bond, Armored Caster. Spend 10 AP: cross-train Mage Armor (Mystic, 8 AP, needs INT 13).
    12 Gain ASI (+1 MIG → 18, +1 WIS → 12). Choose Talent: Unyielding Grit (Warrior, advantage on FORT saves bloodied + death save). Spend 10 AP: cross-train Spell Lore (Mystic, 8 AP). Mystic lock-in satisfied.
    13 Gain Wasteland Knight: Aegis, Consecrated Weapon. Spend 10 AP: save.
    14 Choose Talent: Riposte (universal, counter on miss). Spend 10 AP: save for Tier 3.
    15 Gain Wasteland Knight capstone: Bastion (30 ft protection zone, 1/LR). Spend 10 AP + saved: Immovable Object tree enhancement.
    16 Gain Unstoppable Force (archetype ultimate). Spend 10 AP: flexibility.
    17 Gain Vanguard Final Evolution. Spend 10 AP: flexibility.
    18 Gain ASI (+2 MIG → 20). Choose Legendary Talent: Legendary Resilience (+30 HP max, regen). Spend 10 AP: final tree completion.
    19 Choose Legendary Talent: Avatar of War (extra attack 1/combat when bloodied). Spend 10 AP: final purchases.
    20 Gain Titan's Stand (apex, 1/LR). Spend 10 AP: finishing touches.

    Result: A MIG-20 Vanguard Warrior with Wasteland Knight mastery, Brute Force + Sentinel doctrines, 8 Talents (Tough, Weapon Bond, Durable, Sentinel, Unyielding Grit, Riposte, Legendary Resilience, Avatar of War), Skill Mastery in Intimidation, and cross-trained Mage Armor + Spell Lore from Mystic. Every single level delivered something named and meaningful — zero dead levels.


    Retraining

    During a long rest (1 week of downtime), a character can make the following swaps:

    Can Retrain Cannot Retrain
    One Doctrine (same tier) Archetype choice
    One non-Legendary Talent Specialization choice
    One Tier 1 AP ability (same class) Mastery Path choice
    One skill proficiency Tier 2+ AP abilities
    Skill Mastery skill choice Legendary Talents
    ASI allocations

    Narrative Requirement: Brief justification for the change ("I've been training with a new weapon style" or "My time studying the ruins taught me different techniques").

    Cost: 1 week of downtime (one long rest). No AP cost — you're swapping, not gaining.