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:'''Mental Cloaking''': With an Action your body becomes blurred, shifting and wavering to all who can see you. For the duration, creatures have Disadvantage on attack rolls against you. It also means you can make a Stealth check without cover or with cover you can make the check with advantage. Creatures are immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This effect last as long as you concentrate up to 1 minute (10 turns). You must complete a short or long rest to use this ability again.</br>
 
:'''Mental Cloaking''': With an Action your body becomes blurred, shifting and wavering to all who can see you. For the duration, creatures have Disadvantage on attack rolls against you. It also means you can make a Stealth check without cover or with cover you can make the check with advantage. Creatures are immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This effect last as long as you concentrate up to 1 minute (10 turns). You must complete a short or long rest to use this ability again.</br>
 
:'''Mystical Armor''': Your understanding of the magic of your body grows you learn to better deal with external threats to it. When you are not wearing armor or carrying a shield, you add your Dexterity and Wisdom together to get your base Armor Class. This improves by +1 for every 5 levels in Adept that they gain (+1 at 5th level adept, +2 at 10th level adept, etc.). You also reduce all damage including those caused by magical spells and weapons by 2 points. This increase by +1 point of damage reduction for every 5 levels of adept you gain (5th, 10th, 15th and 20th adept level). </br>
 
:'''Mystical Armor''': Your understanding of the magic of your body grows you learn to better deal with external threats to it. When you are not wearing armor or carrying a shield, you add your Dexterity and Wisdom together to get your base Armor Class. This improves by +1 for every 5 levels in Adept that they gain (+1 at 5th level adept, +2 at 10th level adept, etc.). You also reduce all damage including those caused by magical spells and weapons by 2 points. This increase by +1 point of damage reduction for every 5 levels of adept you gain (5th, 10th, 15th and 20th adept level). </br>
:'''Visions''': You have flashes and vision of people that you know, gaining some insight into where they are located and the conditions they might be in. To use this ability the character spend a Karma point with an Action to see a known target and get a quick (3-6 seconds) flash of where the target is and its condition, current hit points, etc. The adept can make a Wisdom saving throw with a '''DC15''' to gain additional information and a ‘feeling’ of the target’s possible future (within a few days). Prerequisite: Astral Perception.</br>
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:'''Visions''': You have flashes and vision of people that you know, gaining some insight into where they are located and the conditions they might be in. To use this ability the character spend a Karma point with an Action to see a known target and get a quick (3-6 seconds) flash of where the target is and its condition, current hit points, etc. The adept can make a Wisdom saving throw with a DC15 to gain additional information and a ‘feeling’ of the target’s possible future (within a few days). Prerequisite: Astral Perception.</br>
 
:'''Weapon Master''': pick one specific melee or range weapon (simple or martial; does not stack with any equipment bonuses) from the PHB, a Katana or Survival knife (see Gear) or one light firearm. While wielding that weapon type your gain a +1 magical bonus to attack rolls and deal additional magic damage equal to ½ your level in Adept (round up). This weapon counts as a magical weapon.</br>
 
:'''Weapon Master''': pick one specific melee or range weapon (simple or martial; does not stack with any equipment bonuses) from the PHB, a Katana or Survival knife (see Gear) or one light firearm. While wielding that weapon type your gain a +1 magical bonus to attack rolls and deal additional magic damage equal to ½ your level in Adept (round up). This weapon counts as a magical weapon.</br>
  

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