Regeneration

Invulnerability is a Secondary Power Set for Brutes, Scrappers, and Stalkers.

You recover quickly from damage and effects. While offering little damage resistance, your health and endurance increase quickly enough to overcome most injury.

Regeneration Features

Fast Healing

At 1st level, your natural healing powers are already enhanced. Once per round, you may resist a single damage roll made against you. Also, whenever you make a Constitution Saving Throw and the die result is equal to or less than your Proficiency Bonus, you may re-roll the die. You must use the new result if you do so.

Quick Recovery is also available at 1st level for Brutes and Scrappers. At 8th level, Resilience becomes available, and at 14th level Revive is available.

  • Quick Recovery (1st): You can recoup your Endurance Dice starting at 1st level instead of waiting until 12th. In addition, at 12th level your Endurance Dice become d10s instead of d8 (although you may still recoup them on a roll of 8 or higher). This feature is not available to Stalkers.
  • Resilience (8th): You may use your Fast Healing damage resistance twice per round. This increases by one more time per round each even level thereafter (three times at 10th level, four times at 12th level, etc.). In addition, you have advantage on any Saving Throw made in opposition to being stunned or confused.
  • Revive (14th): If you are brought to zero hit points and become incapacitated, you may use your Action to immediately revive yourself. Roll all of your hit dice, regardless of how many you have available. You recover a number of hit point equal to the result and are no longer incapacitated. You also restore up to one half of your maximum Endurance Dice. You can only use this feature once, and you regain its use after completing a short rest.

Reconstruction

At 1st level, you can use your Reaction to roll one of your hit dice and apply the result plus your Constitution Modifier to your current hit points. You cannot exceed your maximum hit points with this feature, but this does not actually consume the rolled hit die. When you use this feature, you resist poison damage until the end of your next turn.

Dull Pain

At 4th level, you can use your Action to grant yourself 2d4 temporary hit points. At 5th level this becomes 3d4, at 9th level it becomes 4d4, at 13th level it becomes 5d4, and at 17th level it becomes 6d4. If you use this feature while you already possess temporary hit points, the new temporary hit points replace the existing ones.

Integration

At 6th level, you can reinforce your physical structure. You can activate this feature without costing an Action but you must do so on your turn. It will remain active until you deactivate it on your turn, or become unconscious or incapacitated. While it is active, you have advantage on all Constitution Saving Throws. You must set aside one Endurance Die while Integration is functioning.

Moment of Glory

At 15th level, you can use your Action to roll one or more Endurance Dice. You gain a bonus to your Armor Class equal to the number of dice you roll, and you gain a number of temporary hit points equal to the result of that roll. You retain the Armor Class bonus for as long as you still possess at least one temporary hit point provided by this feature, or until the end of your turn three rounds after activating this feature. If you reactivate this feature while it is currently active, the bonus to Armor Class does not stack. Instead, the new Endurance Dice rolls replace the existing ones and the maximum duration resets.