Custom Content for Homebrew tabletop and D&D campaigns

Apex Legends are a well-rounded utility class. They have high mobility, decent healing, fair AoE and single target damage. They come from the wilds where they hunt alone.


Double Time:
Taking damage doubles your movement speed next turn.

Into The Void:
Reposition quickly through the safety of void walking. Avoid attacks of opportunity when moving adjacent to others.

Voices From Beyond:
A voice warns you when danger approaches.

Beast of the Hunt:
Enhances your senses, allowing you detect the capabilities of your prey.

Master Tracker:
See tracks left behind by your foes.

Dark Perception:
You can see enemies through your smoke and gas attacks, and highlight them for your allies.

Natural Reflexes:
Automatically drop a decoy and stealth when under effects of a stun, root, snare, or knocked prone.

Insider Knowledge:
Spy on others naturally. As long as you don't crit fail you will always succeed in listening in on conversations and making perception rolls.

Free Action:

Smoke Canisters:
Throw a smoke canister that explodes in a giant wall of smoke 10 yards wide and 10 yards tall. Enemies can not see through the wall. May not be used consecutively. Smoke lasts D4 rounds.

Noxious Gas Trap:
Drop canisters that release a deadly gas when shot or triggered by enemies.

Personal Shield:
Activate a magical shield in front of you whenever shooting a ranged weapon. Reduces incoming ranged attacks by 10%

Psyche Out:
Send out a magical copy of yourself to distract the enemy. It is an illusions and may not perform any physical actions. Only one may be active at a time. Damaging it shatters the illusion.

Vanishing Act:
Deploy Decoys to distract enemies while you stealth. May be used in combat. Usable once per fight.

Grappling Hook:
Grapple to get to out-of-reach places quickly.

Create a zipline for everyone to use.


Rolling Thunder: D6 AoE
Call in a powerful thunderstorm that creeps across the battlefield. Covers 10x10 squares for D4 rounds. Usable once per fight.

Dimensional Rift:
Link to locations with portals for D6 rounds. Allowing allies and projectiles to pass through them. Only one set of portals may be active at a time. Takes 1 round to dismiss existing portals.

Eye of the Allfather:
Briefly reveal hidden enemies, traps, and clues throughout structures in front of you.

Gas Grenade: D6
Blanket a large area in toxic gas dealing D6 damage for D4 rounds.

Dome of Protection:
Throw down a dome-shield that blocks all attacks for D4 rounds. Attacks may not be made from within the dome. Usable once per fight.

Bombardment: D10
Call in an aerial bombardment of an area. Deal D10 damage to everyone in a 10 yard square area. Usable once per fight.

Healing Sphere:
Call forth a magical healing sphere of energy that automatically heals allies for D6 health over D4 turns. Usable once per fight, heals one player per round and prioritizes whoever is the most damaged. Usable once per fight.

Healing Pod:
Surround an ally for D4 turns. They are immune to damage and effects during this time. They heal for 10% of their maximum health per turn, and are cleansed of any DoTs. Usable once per day.

Combat Medic:
Revive unconscious allies while being protected by a shield wall. D4 turns to revive them, they wake up with 25% of their maximum health. Your shield wall has 100 hit points. Usable once per day.