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:'''Deadly Aim'''. Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, you take a penalty to attacking up to your Proficiency bonus, and increase your damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus below that of your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Careful Aim feat. Nor can you use it with a weapon properties Autofire, Burst Fire or Double Tap.  
 
:'''Deadly Aim'''. Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, you take a penalty to attacking up to your Proficiency bonus, and increase your damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus below that of your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Careful Aim feat. Nor can you use it with a weapon properties Autofire, Burst Fire or Double Tap.  
 
:'''Determined'''. Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with.  
 
:'''Determined'''. Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with.  
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:'''Disarming Strike'''. Prerequisite: Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save check '''DC''' equal to the damage that you dealt with your successful strike plus you Intelligence modifier (Min 1). On a failed save, it drops one object in its hands of your choice at its feet.  
 
:'''Disarming Strike'''. Prerequisite: Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save check '''DC''' equal to the damage that you dealt with your successful strike plus you Intelligence modifier (Min 1). On a failed save, it drops one object in its hands of your choice at its feet.  
 
:'''Do Science on it!''' You gain your proficiency bonus on any one Intelligence or Wisdom based skill you are proficient with (even if you have Expertise; thus gains tripple your bonus with the skill). After a short or long rest you can use this ability again.
 
:'''Do Science on it!''' You gain your proficiency bonus on any one Intelligence or Wisdom based skill you are proficient with (even if you have Expertise; thus gains tripple your bonus with the skill). After a short or long rest you can use this ability again.
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:'''Spirit Friend'''. You have a natural affinity with spirits. First, most free spirits do not see you as hostile and will not attack you unless you provoke it (by attack it, etc.). You also gain a +2 moral bonus to all Charisma based skills when interacting with free spirits. If you are a magic user you gain a +1 insight bonus to all Conjuration tests.  
 
:'''Spirit Friend'''. You have a natural affinity with spirits. First, most free spirits do not see you as hostile and will not attack you unless you provoke it (by attack it, etc.). You also gain a +2 moral bonus to all Charisma based skills when interacting with free spirits. If you are a magic user you gain a +1 insight bonus to all Conjuration tests.  
 
:'''Sniper'''. Prerequisite: Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Heavy Firearm or Heavy Weapon and when you take the Aim maneuver, as an action you make a single ranged attack at Advantage so long as your target is at least 50 feet away from you. If both the dice rolled succeed with this attack check (i.e. with advantate you roll two d20 and take the better result. If both would have hit anyway then), add +2d(x) weapon damage die to the final damage (i.e. an assault rifle that deals 2d8+2 damage deals 4d8+2 damage and 6d8+2 with a critical hit). This feat cannot be used with weapon properties Autofire, Burst Fire or Double Tap. You also cannot apply Deadly Aim feat with this attack. It can be combined with the Careful Aim feat.  
 
:'''Sniper'''. Prerequisite: Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Heavy Firearm or Heavy Weapon and when you take the Aim maneuver, as an action you make a single ranged attack at Advantage so long as your target is at least 50 feet away from you. If both the dice rolled succeed with this attack check (i.e. with advantate you roll two d20 and take the better result. If both would have hit anyway then), add +2d(x) weapon damage die to the final damage (i.e. an assault rifle that deals 2d8+2 damage deals 4d8+2 damage and 6d8+2 with a critical hit). This feat cannot be used with weapon properties Autofire, Burst Fire or Double Tap. You also cannot apply Deadly Aim feat with this attack. It can be combined with the Careful Aim feat.  
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:'''Superior Critical'''. Prerequisite: Improved Critical, level 12+. You weapon attacks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).  
 
:'''Superior Critical'''. Prerequisite: Improved Critical, level 12+. You weapon attacks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).  
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:'''Suppressing Fire'''. With much practice, you have become skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save '''DC8''' + your proficiency bonus + your Dexterity bonus or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. A creature that suffered damage from your Autofire attack itself is at Disadvantage to this save.  
 
:'''Suppressing Fire'''. With much practice, you have become skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save '''DC8''' + your proficiency bonus + your Dexterity bonus or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. A creature that suffered damage from your Autofire attack itself is at Disadvantage to this save.  
 
:'''Surgical Expertise'''. Prerequisite: Proficiency with Medicine skill. When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.  
 
:'''Surgical Expertise'''. Prerequisite: Proficiency with Medicine skill. When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.  

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