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CHARISMATIC TALENT TREE</br>
 
CHARISMATIC TALENT TREE</br>
 
These Talents cover those the smooth talkers of the world. All of these talents are mind-affecting.</br>  
 
These Talents cover those the smooth talkers of the world. All of these talents are mind-affecting.</br>  
:'''Cutting Words'''. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action against one target that can see and hear and also understands you. The target must make an Intelligence save. If it fails that creature is at Disadvantage on its Attack rolls that it makes before the start of your next turn. Prerequisite: Proficiency in either Intimidation or Persuasion.</br>
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'''Cutting Words'''. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action against one target that can see and hear and also understands you. The target must make an Intelligence save. If it fails that creature is at Disadvantage on its Attack rolls that it makes before the start of your next turn. Prerequisite: Proficiency in either Intimidation or Persuasion.</br>
:'''I Know a Guy''': You know how to find the right people at the right time. Once per game session you can use this ability to find someone whom can provide you with some minor key point of information or gear with a value up to 500¥ x your level, in illegal or military grade equipment (you still have to pay for it). Either of these checks takes 1d6 hours in game time. Prerequisite: Proficiency in Gather Information.</br>
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'''I Know a Guy''': You know how to find the right people at the right time. Once per game session you can use this ability to find someone whom can provide you with some minor key point of information or gear with a value up to 500¥ x your level, in illegal or military grade equipment (you still have to pay for it). Either of these checks takes 1d6 hours in game time. Prerequisite: Proficiency in Gather Information.</br>
:'''One in a Million''': As a reaction, at any time, you can spend a Karma point to ‘roll a natural 20’ on your next Charisma or Intelligence ability or skill check or saving throw before you make the roll. You have to take a short or long rest before you can use this feature again. Prerequisite: Face 5+, Willing Smile.</br>
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'''One in a Million''': As a reaction, at any time, you can spend a Karma point to ‘roll a natural 20’ on your next Charisma or Intelligence ability or skill check or saving throw before you make the roll. You have to take a short or long rest before you can use this feature again. Prerequisite: Face 5+, Willing Smile.</br>
:'''Salesman''': You could sell ice to Eskimos. You have advantage on Charisma (Deception) or (Persuasion) checks when bargaining over prices. This is an opposed check by the target Wisdom (Insight) or Charisma (Persuasion) check. If you win you can gain at least a 10% price break or hike (depending on the situation). For every 5 points you exceed the target’s skill check total you can reduce the cost up or down another 10% to a maximum of 50% (normally this is only 5% with a basic success and an additional +/- 5% per 5 points exceeding up to a maximum 25%). Prerequisite: Proficiency in either Deception or Persuasion.</br>  
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'''Salesman''': You could sell ice to Eskimos. You have advantage on Charisma (Deception) or (Persuasion) checks when bargaining over prices. This is an opposed check by the target Wisdom (Insight) or Charisma (Persuasion) check. If you win you can gain at least a 10% price break or hike (depending on the situation). For every 5 points you exceed the target’s skill check total you can reduce the cost up or down another 10% to a maximum of 50% (normally this is only 5% with a basic success and an additional +/- 5% per 5 points exceeding up to a maximum 25%). Prerequisite: Proficiency in either Deception or Persuasion.</br>  
:'''Sharper Words''': You are really good at insulting people or causing them to become flustered with your words. As an Action, you can distract or fluster a group of targets up to 50 feet distance from you that you can see and whom can see and hear and understand you. These target must make an Intelligence save. Any that fail this save are at Disadvantage on their Attack rolls until the start of your next turn. Targets that are of higher level then you have Advantage on this save. Any target that wish can spend their reaction and a Karma point end effect automatically. Prerequisite: Face 5+, Cutting Words, Proficiency in Intimidation or Persuasion.</br>
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'''Sharper Words''': You are really good at insulting people or causing them to become flustered with your words. As an Action, you can distract or fluster a group of targets up to 50 feet distance from you that you can see and whom can see and hear and understand you. These target must make an Intelligence save. Any that fail this save are at Disadvantage on their Attack rolls until the start of your next turn. Targets that are of higher level then you have Advantage on this save. Any target that wish can spend their reaction and a Karma point end effect automatically. Prerequisite: Face 5+, Cutting Words, Proficiency in Intimidation or Persuasion.</br>
:'''Shocking Words''': As an action, you insult or fluster one selected target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure results in the target gaining the '''''Stunned''''' condition until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success ends the condition after the damage is rolled. Prerequisite: Face 9+, Cutting Words, Sharper Words, Proficiency in Intimidation or Persuasion.</br>
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'''Shocking Words''': As an action, you insult or fluster one selected target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure results in the target gaining the '''''Stunned''''' condition until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success ends the condition after the damage is rolled. Prerequisite: Face 9+, Cutting Words, Sharper Words, Proficiency in Intimidation or Persuasion.</br>
:'''Willing Smile''': As an Action you can talk a non-hostile target into almost anything. Pick one target that is not fighting or hostile to you, who can also hear and understand you. That target must make a Charisma save. If it fails this save it gains the '''''Charmed''''' condition (PHB pg. 290) against you. If you or any of your allies attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). You can only have one target under the charmed condition in this way at one time.</br>
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'''Willing Smile''': As an Action you can talk a non-hostile target into almost anything. Pick one target that is not fighting or hostile to you, who can also hear and understand you. That target must make a Charisma save. If it fails this save it gains the '''''Charmed''''' condition (PHB pg. 290) against you. If you or any of your allies attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). You can only have one target under the charmed condition in this way at one time.</br>
  
 
INFLUENCE TALENT TREE</br>
 
INFLUENCE TALENT TREE</br>
 
These talents are all mind-affecting. </br>
 
These talents are all mind-affecting. </br>
:'''Coordinate''': You have a knack for getting people to work together. When you grant advantage on an skill check or save or attack roll, they also gain a insight bonus equal to your Charisma modifier to the final total.</br>   
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'''Coordinate''': You have a knack for getting people to work together. When you grant advantage on an skill check or save or attack roll, they also gain a insight bonus equal to your Charisma modifier to the final total.</br>   
:'''Demand Surrender''': Against a target that has ½ or less of its total hit points remaining, you can, as an Action, force it to make a Charisma save. If it fails the save it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then it has advantage on this save. If any of your allies attack it, it will no longer submit and can act normally. You cannot use this Talent again until after a short or long rest. Prerequisite: Presence.</br>  
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'''Demand Surrender''': Against a target that has ½ or less of its total hit points remaining, you can, as an Action, force it to make a Charisma save. If it fails the save it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then it has advantage on this save. If any of your allies attack it, it will no longer submit and can act normally. You cannot use this Talent again until after a short or long rest. Prerequisite: Presence.</br>  
:'''Presence''': You gain Advantage on basic Charisma (Intimidate) checks.</br>  
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'''Presence''': You gain Advantage on basic Charisma (Intimidate) checks.</br>  
:'''Weaken Resolve''': If a successful make an attack roll against a target whom can see and hear you and understand you, you can spend your Reaction and force the target to make a Charisma save. If it fails this save you impose the ''Frightened'' condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear ability. Prerequisite: Presence.  
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'''Weaken Resolve''': If a successful make an attack roll against a target whom can see and hear you and understand you, you can spend your Reaction and force the target to make a Charisma save. If it fails this save you impose the ''Frightened'' condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear ability. Prerequisite: Presence.  
:'''Trust''': As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. You cannot give multiple allies this bonus attack however, no matter your attacks a round.</br>
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'''Trust''': As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. You cannot give multiple allies this bonus attack however, no matter your attacks a round.</br>
  
 
INSPIRATION TALENT TREE</br>  
 
INSPIRATION TALENT TREE</br>  
 
These talents are mind-affecting abilities and you can’t give any of the benefits to yourself, except for Strengthen Resolve (see below). </br>
 
These talents are mind-affecting abilities and you can’t give any of the benefits to yourself, except for Strengthen Resolve (see below). </br>
:'''Bolster Ally''': As an Action, you can bolster one ally who can see and hear you, automatically removing the '''''Reeling''''' or '''''Stunned''''' condition and giving it a number of temporary hit points equal to your Face level plus Charisma modifier. You cannot bolster the same ally again until after it has completed a short or long rest. </br>
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'''Bolster Ally''': As an Action, you can bolster one ally who can see and hear you, automatically removing the '''''Reeling''''' or '''''Stunned''''' condition and giving it a number of temporary hit points equal to your Face level plus Charisma modifier. You cannot bolster the same ally again until after it has completed a short or long rest. </br>
:'''Ignite Fervor''': Whenever you hit an opponent with melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next attack equal to your Face level plus Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you; but if its next attack misses, it loses the bonus granted by the talent. Prerequisite: Inspire Confidence.</br>  
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'''Ignite Fervor''': Whenever you hit an opponent with melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next attack equal to your Face level plus Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you; but if its next attack misses, it loses the bonus granted by the talent. Prerequisite: Inspire Confidence.</br>  
:'''Inspire Confidence''': As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls and a +2 morale bonus on all saving throws for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if via a comlink, etc.). You can use this ability again after a short or long rest. </br>
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'''Inspire Confidence''': As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls and a +2 morale bonus on all saving throws for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if via a comlink, etc.). You can use this ability again after a short or long rest. </br>
:'''Inspire Zeal''': Whenever an allying you can see, who can see and hear and understand you, makes an attack that imposes the '''''Reeling''''' condition onto an opponent, you can spend your Reaction to impose the '''''Stunned''''' condition onto that target until the end of its next turn. It is still Reeling after it recovers from this condition as normal. Prerequisite: Inspire Confidence, Ignite Fervor.</br>  
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'''Inspire Zeal''': Whenever an allying you can see, who can see and hear and understand you, makes an attack that imposes the '''''Reeling''''' condition onto an opponent, you can spend your Reaction to impose the '''''Stunned''''' condition onto that target until the end of its next turn. It is still Reeling after it recovers from this condition as normal. Prerequisite: Inspire Confidence, Ignite Fervor.</br>  
:'''Strengthen Resolve''': You can spend 10 minutes giving an inspiriting speech to your allies. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to your 5+ their Heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest.</br>
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'''Strengthen Resolve''': You can spend 10 minutes giving an inspiriting speech to your allies. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to your 5+ their Heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest.</br>
  
 
LEADERSHIP TALENT TREE</br>  
 
LEADERSHIP TALENT TREE</br>  
 
These talents are mind-affecting abilities and you can’t use any of these talents on yourself.</br>  
 
These talents are mind-affecting abilities and you can’t use any of these talents on yourself.</br>  
:'''Born Leader''': As a Bonus action, you grant all allies who can see and hear you and understand you, a +2 insight bonus on attack rolls. The affect lasts for 1 minute (10 rounds) so long as they see and hear you. An ally loses this bonus immediately if it can’t see and hear you for a full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.</br>  
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'''Born Leader''': As a Bonus action, you grant all allies who can see and hear you and understand you, a +2 insight bonus on attack rolls. The affect lasts for 1 minute (10 rounds) so long as they see and hear you. An ally loses this bonus immediately if it can’t see and hear you for a full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.</br>  
:'''Distant Command''': Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink, etc.). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. Prerequisite: Born Leader. </br>
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'''Distant Command''': Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink, etc.). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. Prerequisite: Born Leader. </br>
:'''Fearless Leader''': As a Bonus Action, you can provide a courage example for your allies. You can remove the '''''Frightened''''' condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.</br>  
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'''Fearless Leader''': As a Bonus Action, you can provide a courage example for your allies. You can remove the '''''Frightened''''' condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.</br>  
:'''Rally''': As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Intelligence, Wisdom and Charisma saving throws and a +2 moral bonus to all damage rolls they make. These bonuses lasts for 1 minute (10 rounds). Allies do not have to see or hear you after they have been rallied by you. You can use this ability again after a short or long rest. Prerequisite: Born Leader. </br>
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'''Rally''': As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Intelligence, Wisdom and Charisma saving throws and a +2 moral bonus to all damage rolls they make. These bonuses lasts for 1 minute (10 rounds). Allies do not have to see or hear you after they have been rallied by you. You can use this ability again after a short or long rest. Prerequisite: Born Leader. </br>
  
 
'''HEROIC BONUS FEATS''': Action Surge, Actor, Athlete, Bravery, Careful Shot, Charmed Life, Contacts, Covering Fire, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Improved Determinedness, Improved Heroic Recovery, Improved Mobility, Linguist, Luck, Maneuvering Attack, Martial Arts, Medic, Melee Defense, Mobility, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Surgical Expertise, Suspicious, Weapon Proficiency
 
'''HEROIC BONUS FEATS''': Action Surge, Actor, Athlete, Bravery, Careful Shot, Charmed Life, Contacts, Covering Fire, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Improved Determinedness, Improved Heroic Recovery, Improved Mobility, Linguist, Luck, Maneuvering Attack, Martial Arts, Medic, Melee Defense, Mobility, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Surgical Expertise, Suspicious, Weapon Proficiency

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