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*'''Demand Surrender'''. Prerequisite: Presence. As an Action you can demand surrender from one target, that can hear and understand you, who has been reduced to ½ or less its’ hit points. The target makes a Charisma save. If it fails, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level than you are, it has advantage on this save. If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a rest.
 
*'''Demand Surrender'''. Prerequisite: Presence. As an Action you can demand surrender from one target, that can hear and understand you, who has been reduced to ½ or less its’ hit points. The target makes a Charisma save. If it fails, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level than you are, it has advantage on this save. If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a rest.
 
*'''Jack of All Trades'''. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
 
*'''Jack of All Trades'''. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
*'''Helpful'''. Prerequisite: Coordinate, Noble level 3+. You can use the Help action as a reaction or as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage.   
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*'''Helpful'''. Prerequisite: Coordinate, Noble 3+. You can use the Help action as a reaction or as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage.   
 
*'''Persuasive Charmer'''. The Noble can charm others with her presence. You can force one target within 10 feet to make a Charisma save vs. your Noble Save DC. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.
 
*'''Persuasive Charmer'''. The Noble can charm others with her presence. You can force one target within 10 feet to make a Charisma save vs. your Noble Save DC. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.
 
*'''Presence''': You gain Advantage on basic Charisma (Intimidate) checks.
 
*'''Presence''': You gain Advantage on basic Charisma (Intimidate) checks.
*'''Team Work'''. Prerequisite: Coordinate, Helpful, Noble level 5+. Your skills can really make your allies shine. You use the Help action as a reaction or bonus action, and you can choose one ally within 60 feet of you that is allied with you. That creature may make one weapon attack with its reaction, provided that it can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
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*'''Team Work'''. Prerequisite: Coordinate, Helpful, Noble 5+. Your skills can really make your allies shine. You use the Help action as a reaction or bonus action, and you can choose one ally within 60 feet of you that is allied with you. That creature may make one weapon attack with its reaction, provided that it can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
 
*'''Weaken Resolve'''. Prerequisite: Presence. If a successful attack roll is also equal to or greater than the target’s Damage Threshold you can use your Reaction to force the target to make a Wisdom save. If it fails, you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear affect.
 
*'''Weaken Resolve'''. Prerequisite: Presence. If a successful attack roll is also equal to or greater than the target’s Damage Threshold you can use your Reaction to force the target to make a Wisdom save. If it fails, you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear affect.
  
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Not every noble is a leader of other sentients but instead are leaders in their field of study.
 
Not every noble is a leader of other sentients but instead are leaders in their field of study.
 
*'''Flash of Genius'''. You can re-roll any one saving throw, skill or ability check and take the better of the two results. You must complete a short or long rest before you can reuse this ability. You can take this talent multiple times, each time allowing you to use this ability before requiring a rest.
 
*'''Flash of Genius'''. You can re-roll any one saving throw, skill or ability check and take the better of the two results. You must complete a short or long rest before you can reuse this ability. You can take this talent multiple times, each time allowing you to use this ability before requiring a rest.
*'''Master Plan'''. Prerequisite: Plan, Noble level 7+. When you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit can be activated separately.
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*'''Master Plan'''. Prerequisite: Plan, Noble 7+. When you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit can be activated separately.
 
*'''Plan'''. You can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn. You must complete a short or long rest before you can use this ability again.
 
*'''Plan'''. You can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn. You must complete a short or long rest before you can use this ability again.
 
*'''Polymath'''. You can study in preparation for completing a task. If you spend half an hour or more researching a given skill, you can add your proficiency bonus to the next skill check you make using that skill. To conduct this research, you must have access to suitable research materials, either in the form of written material or holonet access.
 
*'''Polymath'''. You can study in preparation for completing a task. If you spend half an hour or more researching a given skill, you can add your proficiency bonus to the next skill check you make using that skill. To conduct this research, you must have access to suitable research materials, either in the form of written material or holonet access.
*'''Subject Analysis'''. Prerequisite: Noble level 7+. As an action, you analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances or vulnerabilities and what they are. The next successful attack you make against the target is a critical hit. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Alternatively you may use this feature without expending any uses when you spend one minute (10 rounds) or more concentrating on observing a creature or object.
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*'''Subject Analysis'''. Prerequisite: Noble 7+. As an action, you analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances or vulnerabilities and what they are. The next successful attack you make against the target is a critical hit. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Alternatively you may use this feature without expending any uses when you spend one minute (10 rounds) or more concentrating on observing a creature or object.
  
 
'''Bonus Feats''': Action Surge, Actor, Armor Proficiency (light, medium), Bravery, Careful Shot, Cutting Words, Cybernetic Surgery, Determined, Defensive Duelist, Distracting Strike, Dogfighter, Double Tap, Do Science on it!, First Aid, Feinting Attack, Frigging love Science, Full Throttle, Goading Attack, Improved Second Wind, Linguist, Lucky, Medic, Melee Defense, Not a Soldier, Outwit and Outthink, Point Blank Shot, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Surgical Expertise, Suspicious, Tech Specialist, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, rifles).
 
'''Bonus Feats''': Action Surge, Actor, Armor Proficiency (light, medium), Bravery, Careful Shot, Cutting Words, Cybernetic Surgery, Determined, Defensive Duelist, Distracting Strike, Dogfighter, Double Tap, Do Science on it!, First Aid, Feinting Attack, Frigging love Science, Full Throttle, Goading Attack, Improved Second Wind, Linguist, Lucky, Medic, Melee Defense, Not a Soldier, Outwit and Outthink, Point Blank Shot, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Surgical Expertise, Suspicious, Tech Specialist, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, rifles).

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