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*'''Bulky''': attack checks are at Disadvantage on the same round that the attacker moves (anything about Speed 0) and attacks with this weapon.
 
*'''Bulky''': attack checks are at Disadvantage on the same round that the attacker moves (anything about Speed 0) and attacks with this weapon.
 
*'''Burst Fire''': this weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 1d10 piercing damage deals 2d10 instead or 3d10 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.
 
*'''Burst Fire''': this weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 1d10 piercing damage deals 2d10 instead or 3d10 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.
*'''Cold''': cold attack weapons have a chance of slowing a target down. Anytime a living creature is struck with a cold weapon, they must make a Strength save (at disadvantage if the attack roll was a critical) with the '''DC''' listed in properties. If they fail they are at ½ Speed. Target gets a new save at the end of each of its rounds. Success ends the condition.
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*'''Cold''': cold attack weapons have a chance of slowing a target down. Anytime a living creature is struck with a cold weapon, they must make a Strength save (at disadvantage if the attack roll was a critical) with the DC listed in properties. If they fail they are at ½ Speed. Target gets a new save at the end of each of its rounds. Success ends the condition.
 
*'''Direct Fire''': These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets gain Resistance to the damage (and ¼ damage with a successful Dexterity saving throw).
 
*'''Direct Fire''': These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets gain Resistance to the damage (and ¼ damage with a successful Dexterity saving throw).
 
*'''DT''': Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.
 
*'''DT''': Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.
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*'''Shotgun''': impact with tremendous force at close range but diminish rapidly further out. Within 10ft of the target adds one additional weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8).
 
*'''Shotgun''': impact with tremendous force at close range but diminish rapidly further out. Within 10ft of the target adds one additional weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8).
 
*'''Silent''': these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a '''DC15''' Wisdom (Perception) at disadvantage if within 15ft.
 
*'''Silent''': these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a '''DC15''' Wisdom (Perception) at disadvantage if within 15ft.
*'''Sonic''': these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the '''''Deafened''''' condition for one minute (10 rounds).
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*'''Sonic''': these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute (10 rounds).
 
*'''Tearing''': weapons are vicious weapons tear up the flesh of targets. When ‘powered’ these weapons improve the critical hit range to 19 and 20 (so long as the 19 would still hit) and inflict one additional weapon die of damage with a critical (i.e. a fangblade that would normally deal 2d6 damage would now deal 5d6 with a critical hit). Anyone with a talent or feat that grants a greater critical range, lowers it by an additional one (i.e. if normally get a critical on a 19 or 20, they now score one on an 18, 19 or 20, etc. so long as it still hits). The powercell lasts about 10 minutes of continues use.
 
*'''Tearing''': weapons are vicious weapons tear up the flesh of targets. When ‘powered’ these weapons improve the critical hit range to 19 and 20 (so long as the 19 would still hit) and inflict one additional weapon die of damage with a critical (i.e. a fangblade that would normally deal 2d6 damage would now deal 5d6 with a critical hit). Anyone with a talent or feat that grants a greater critical range, lowers it by an additional one (i.e. if normally get a critical on a 19 or 20, they now score one on an 18, 19 or 20, etc. so long as it still hits). The powercell lasts about 10 minutes of continues use.
 
*'''Three(3)-Handed''': this weapon requires to be wielding with three arms (Thri-kreen or with cybernetics Extra Arms).
 
*'''Three(3)-Handed''': this weapon requires to be wielding with three arms (Thri-kreen or with cybernetics Extra Arms).

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